Collaborative embodied learning in mixed reality motion-capture environments: Two science studies.

2014 ◽  
Vol 106 (1) ◽  
pp. 86-104 ◽  
Author(s):  
Mina C. Johnson-Glenberg ◽  
David A. Birchfield ◽  
Lisa Tolentino ◽  
Tatyana Koziupa
2015 ◽  
Vol 78 (2-2) ◽  
Author(s):  
Ismahafezi Ismail ◽  
Mohd Shahrizal Sunar ◽  
Hoshang Kolivand

Realistic humanoid 3D character movement is very important to apply in the computer games, movies, virtual reality and mixed reality environment. This paper presents a technique to deform motion style using Motion Capture (MoCap) data based on computer animation system. By using MoCap data, natural human action style could be deforming. However, the structure hierarchy of humanoid in MoCap Data is very complex. This method allows humanoid character to respond naturally based on user motion input. Unlike existing 3D humanoid character motion editor, our method produces realistic final result and simulates new dynamic humanoid motion style based on simple user interface control.


2018 ◽  
pp. 1780-1807
Author(s):  
Daniel Kade ◽  
Rikard Lindell ◽  
Hakan Ürey ◽  
Oğuzhan Özcan

Current and future animations seek for more human-like motions to create believable animations for computer games, animated movies and commercial spots. A technology widely used technology is motion capture to capture actors' movements which enrich digital avatars motions and emotions. However, a motion capture environment poses challenges to actors such as short preparation times and the need to highly rely on their acting and imagination skills. To support these actors, we developed a mixed reality application that allows showing digital environments while performing and being able to see the real and virtual world. We tested our prototype with 6 traditionally trained theatre and TV actors. As a result, the actors indicated that our application supported them getting into the demanded acting moods with less unrequired emotions. The acting scenario was also better understood with less need of explanation than when just discussing the scenario, as commonly done in theatre acting.


2018 ◽  
Vol 7 (2.32) ◽  
pp. 114 ◽  
Author(s):  
Pachipala Yellamma ◽  
Ch Madhav Bharadwaj ◽  
K R. Krishna Sai ◽  
Challa Narasimham

Our soldiers are fighting for us, risking their lives and people working in mines spoiling their health. In this paper we will see how we will implement the technology of mixed reality and motion capture will give solutions for replacing humans with robots. We can save a lot of lot of human lives and it will be more cost efficient. As on today we are implementing motion capture in analyzing the responses of military soldiers to test their capabilities and doing animations in movies. So let us extend the existing features to implement a remote robot control system that allows us to replace humans with robots.  


2019 ◽  
Vol 9 (2) ◽  
pp. 82 ◽  
Author(s):  
Stefanos Xefteris ◽  
George Palaigeorgiou

In the present study we present a mixed reality learning environment that aims to become a creative, joyful and efficient interdisciplinary canvas for learning about history and geography and for concurrently fostering computational thinking. The environment makes use of embodied affordances and educational robotics and consists of two parts: an augmented 3D-tangible model of southern Europe with finger-based interaction and a second floor-based augmented robotics track de-picting European landmarks, where students are asked to perform tasks with Mindstorms EV3 robots. The game scenario describes a treasure hunt around Eu-rope and students swap between finger-based and robotics-based interactive sur-faces in two pairs. For the evaluation of our intervention, six groups of four stu-dents played with the environment for approximately 45 minutes each. Data col-lection was performed through pre- and post-knowledge test, attitude question-naire and a semi-formal group interview. Students’ answers showed that the mixed reality environment improved their engagement and motivation and en-hanced their orientation around Europe’s geophysical features. The robotics as-pect consolidated further their computational thinking skills while being highly exciting. The proposed approach was closer to the student’s expectations and in-teractive experiences, successfully exploited embodied learning opportunities and gamified the learning process.


Author(s):  
David Birchfield ◽  
Mina Johnson-Glenberg

Emerging research from the learning sciences and human-computer interaction supports the premise that learning is effective when it is embodied, collaborative, and multimodal. In response, we have developed a mixed-reality environment called the Situated Multimedia Arts Learning Laboratory (SMALLab). SMALLab enables multiple students to interact with one another and digitally mediated elements via 3D movements and gestures in real physical space. It uses 3D object tracking, real time graphics, and surround-sound to enhance learning. We present two studies from the earth science domain that address questions regarding the feasibility and efficacy of SMALLab in a classroom context. We present data demonstrating that students learn more during a recent SMALLab intervention compared to regular classroom instruction. We contend that well-designed, mixed-reality environments have much to offer STEM learners, and that the learning gains transcend those that can be expected from more traditional classroom procedures.


2021 ◽  
Vol 6 ◽  
Author(s):  
Sheila L. Macrine ◽  
Jennifer M. B. Fugate

In this perspective piece, we briefly review embodied cognition and embodied learning. We then present a translational research model based on this research to inform teachers, educational psychologists, and practitioners on the benefits of embodied cognition and embodied learning for classroom applications. While many teachers already employ the body in teaching, especially in early schooling, many teachers’ understandings of the science and benefits of sensorimotor engagement or embodied cognition across grades levels and the content areas is little understood. Here, we outline seven goals in our model and four major “action” steps. To address steps 1 and 2, we recap previously published reviews of the experimental evidence of embodied cognition (and embodied learning) research across multiple learning fields, with a focus on how both simple embodied learning activities—as well as those based on more sophisticated technologies of AR, VR, and mixed reality—are being vetted in the classroom. Step 3 of our model outlines how researchers, teachers, policy makers, and designers can work together to help translate this knowledge in support of these goals. In the final step (step 4), we extract generalized, practical embodied learning principles, which can be easily adopted by teachers in the classroom without extensive training. We end with a call for educators and policy makers to use these principles to identify learning objectives and outcomes, as well as track outcomes to assess whether program objectives and competency requirements are met.


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