scholarly journals Human–Computer Interaction on IoT-Based College Physical Education

Author(s):  
Yong Che ◽  
C. B. Sivaparthipan ◽  
J. Alfred Daniel

AbstractCollege physical education system is an essential component of the national health plan. Promoting the technical and modernized construction of the physical education curriculum in colleges and universities is crucial to enhance higher education's science and performance. In this technological era, the Internet of Things (IoT) is used in physical education to train and record physical activities. In this research, the AI-based IoT system (AI-IoTS) Wearable technology is promoted for IoT-based Human–Computer Interaction for College Physical education. This AI-IoTS consist of a Cloud Platform and three layers of AI. The AI-IoTS recognizes the data required for the students. Collect the data from the cloud using an IoT platform and processes it with the help of AI. The student can train themselves using wearable technology without the help of the Physical instructor. The simulation method of the proposed framework "AI-IoTS" proved that it could collect and teach students independently. The proposed AI-based IoT System (AI-IoTS) Wearable technology for IoT-based Human–Computer Interaction for College Physical education has been validated based on the optimization parameter, which outperforms conventional methods.

2021 ◽  
Vol 2021 ◽  
pp. 1-12
Author(s):  
Kang Wang

With the development of science and technology, human-computer interaction technology has also been more applied. This article aims to use the Internet of Things technology to apply human-computer interaction technology to smart car products to improve the realism and immersion of the user's human-computer interaction experience. This paper deeply studies the concept of networking technology and frame composition and analyzes the intelligent vehicle product development strengths and weaknesses. Then, from the perspective of human-computer interaction design, the training response and training learning situation of human-computer interaction are proposed, and the human-computer interaction system of intelligent vehicle-mounted products based on the Internet of Things is constructed. The user experience is improved from this perspective, and the breadth of applications is increased. This article first analyzes and predicts the market size of smart car products and then analyzes the scene elements of car products. When designing car products, the driver's control range should be fully considered. Finally, the user's human-computer interaction experience analysis for smart car products is analyzed. In the execution of navigation and telephone tasks, there is no significant difference in user satisfaction with tasks and the P values are all less than 0.05.


2021 ◽  
Vol 3 ◽  
Author(s):  
Lizette De Wet

In teaching Human-Computer Interaction at university level, it has always been beneficial to explain the related theory and engage students in a practical way, whether individually or in groups. And then came COVID-19. Face-to-face classes were replaced by emergency remote teaching methods. Students became student numbers in cyber space. The danger became real to convert back to the traditional way of presenting lectures, namely a lecturer doing all the talking and the students being the passive audience. This paper describes how the author had to adapt and innovate in terms of teaching Human-Computer Interaction modules to university students in a practical way during the COVID-19 pandemic. Frequent online quizzes, audio messages, online group discussion, smaller topic-dedicated practical activities, and webinars encouraging student participation, were employed. Instead of having access to eye-tracking technology in a usability laboratory, students had to innovate for usability evaluation assignments by employing observation, think-aloud protocols, and performance and self-reported metrics as data gathering methods. The laboratory had to be replaced by COVID-compliant places of residence. The outcomes of adapting previously-used teaching methods and inventing new ways to encourage student participation, were surprisingly positive. An additional advantage was that many of these methods turned out to be so successful that their application could be continued and extended to post-pandemic times for a blended learning approach to further enrich Human-Computer Interaction teaching.


Retos ◽  
2021 ◽  
Vol 42 ◽  
pp. 517-523
Author(s):  
Daniel Ramos-Pérez ◽  
Francisco Tomás González Fernández ◽  
Rafael Burgueño ◽  
Honorato Morente-Oria

Sport represents a core content within of the Spanish Secondary Physical Education curriculum. Thus, perceptional and decisional processes should be pivotal elements to be take into consideration when successfully tackling the design and planning the sport teaching and learning process in the context of secondary school Physical Education. More particularly, the MATE game may be a suitable strategy to be implemented by physical educators in enhancing both processes and, consequently, providing students with a quality teaching for any sport. Therefore, the present study aims to show a curricular implementation proposal that, based on secondary Physical Education curriculum, helps students improve the perceptual and decisional process involved in teaching of sport through the game of MATE. To do this, a 13-lesson teaching unit is shown, considering the progression of this game as a main instructional strategy in terms of managing to increase the cognitive and decisional complexity for the student through the introduction of new rules and materials, such as mats (and their disposition) or increasing the number of balls that intervened during the game. Thus, this study aims to provide an integrated learning proposal, in which students understand the internal logic of the game and, consequently improve their participation and performance in it. Resumen. El deporte representa un contenido central dentro del currículum de Educación Física en Educación Secundaria Obligatoria. De esta manera, los procesos de carácter tanto perceptivo como decisional deben tenerse en cuenta elementos calve a la hora de planificar y diseñar con éxito el proceso de enseñanza y aprendizaje en educación física. Más particularmente, el juego del mate puede ser una estrategia adecuada a ser usada por el profesorado de educación física a la hora de mejorar ambos procesos y, consecuentemente, ofrecer al alumnado una enseñanza de calidad para cualquier deporte. Por tanto, el presente estudio tiene como objetivo presentar una propuesta de implementación curricular que, fundamentada en el currículum de Educación Física en Educación Secundaria Obligatoria, ayude al estudiantado a mejorar el proceso perceptivo y decisional implicado en la enseñanza del deporte mediante el juego del mate. Para ello, se presenta una unidad didáctica de 13 sesiones, teniendo en cuenta la progresión de este juego como principal estrategia didáctica en cuanto a la gestión del aumento de la complejidad cognitivo y decisional del estudiante por medio de la introducción de nuevas reglas y materiales tales como el número de casas (y su disposición) o el incremento del número de balones que intervienen en el juego. De este modo, este estudio pretende ofrecer una propuesta de aprendizaje integrada, en la cual el alumnado comprende la lógica interna del juego y, como consecuencia, mejora su participación y rendimiento en este juego.


Author(s):  
Xiuzu Xiong

There is a major problem with off-class learning of physical education (PE): the lack of guidance on the students. This paper attempts to solve the problem, better arouse the interest of students in PE, further improve the quality of PE teaching, and promote the all-round development of students. After summarizing the traditional PE teaching and training framework, the authors constructed a universal PE teaching assistant training framework, based on motion capture and virtual reality (VR). The proposed framework is applicable to the PE teaching system embedded with human-computer interaction (HCI) and auxiliary interaction. Then, the PE course of martial arts was taken as the research object. Based on the learning requirements of martial arts learners and the function requirements of martial arts teaching system, the authors designed and implemented a PE teaching system based on HCI and auxiliary interaction. The results show that, through HCI, the proposed system can provide feedbacks to the real-time performance of learners, and enable the learners to find their errors in martial arts movements; all the design goals were realized by the system, namely, natural HCI, and assisted training and scoring of martial arts movements; the system clearly improves the learning experience and learning efficiency, and the research provides a good reference for other PE teaching systems.


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