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Slides from the HAMK's Kinect workshop on on ISNA-MSE’s XII World Conference 30.-31.10.2014.
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Play and learn: getting empowered by
interaction and motion: case KinectLeena Koskimäki, Timo Niemelä and Merja Salminen 30.10.2014
Openness Accelerating Learning Networks
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The agenda of the workshop
14:45-15:30
15:45-16:45
Introduction to the
project
Hands on: Kinect
games and
applications
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THE PROJECT
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"Openness Accelerating Learning
Networks“ project (2012-2014)
peer education collegial support mobile services
effective learning networks new learning environments
continous learning distance education sharing
new tools for participation and learning
augmented reality communality open source
co-creating virtual worlds open decision-making
Collaborative, participatory and networked work culture in
educational institutions and organizations and among their stakeholders
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Subproject: 3D and mobile environments for
participation and learning
In cooperation with the
University of Tampere, the
Salpaus further education
unit and the Educational
Association of Citizens'
Forum.
The goal: to develop
augmented and virtual reality
for educational and
participational use.
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The goals in HAMK University of
Applied Sciences
To implement pilots to study
the possibilities of new
technologies and services as
tools for learning and
participation.
HAMK pilots first implemented
in an authentic learning
environment - Virvelinranta
Development and Resource
Centre for the Disabled,
Finland.
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KINECT
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Kinect – motion sensing input device
• Launched by Microsoft in late 2010 as a bodily
control for the Xbox game console
• A version for Windows on early 2012
• Key features:
– Skeletal and facial tracking
– Gesture recognition
– Voice recognition
| http://www.microsoft.com/en-us/kinectforwindows/discover/features.aspx
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Why Kinect?
Visual, experimental environments for learning and
participation in 3D
The approachable technology facilitates the welfare sector
students', mostly new to Kinect, orientation.
All interaction at the user interface takes place in ways
natural to human beings: gestures, facial expressions and
speech.
Suitable for various user groups who may not be able to use
technically demanding user interfaces at all due to
disabilities relating to their cognitive, motion, motor or
sensory functions.
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Kinect as the control unit in the augmented and
virtual reality applications
• A Virvelinranta client bowling virtually.
• The user sees digital data and content combined to user’s surrounding
environment.
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PILOTS IN THE VIRVELINRANTA SERVICE
CENTRE FOR DISABLED PEOPLE
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The pilots on year 2012
• Welfare students in work placement in Virvelinranta
directed game sessions for disabled clients.
– In the first pilot commercially available games were used.
– Knowledge and feedback was gathered about how the technology
works and supports learning, participation and interaction.– HAMK student on her experience of taking part in pilot:http://youtu.be/o5-H-YO1vUU
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The pilots on year 2013• Analyzing the feedback and observations from the participated students,
Virvelinranta staff and clients. – Utilizing this feedback on developing accessible applications
• The ICT students planned and developed two game apps as their work
placement during summer. – Accessibility and usability were especially taken into account in designing phase of the
applications.
• Testing applications with users in Virvelinranta as a learning exercise on
Games and plays course– Practising directing acitivities and interaction with the game sessions.
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The pilots on year 2014
• New user groups in different
environments were involved:
– Students with special educational needs
– The aged in day care centers and service
homes for elderly people
• The software development projects
continued till late autumn.
– Applications available for everybody!
• Pilot in course of nursing the aged
continues till December.• Video: Staff member and clients of Virvelinranta on
their gaming experience:
https://www.youtube.com/watch?v=3ScxZk9Orvg
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The progress of the pilots
Preparation
Directingacitivities,
observation
Surveys, feedback,
discussionsEvaluation
Development
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The goals of the IT-students'
software development project• To design and develop accessible, tailor-made apps, based on the
feedback collected during the pilots - to create more functional apps
to focus on the directing process
• To understand the needs of the app users (students, staff,
customers)
• To understand the possibilities and possible restrictions of creating
apps used with Kinect.
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THE EXPERIENCE FROM THE PILOTS
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The natural user
interface (NUI)
Gesture controlled virtual and augmented reality
The possibilities for
various user groups not
able to use technically
demanding interfaces?
No mouse, keyboard
or handheld devices
needed
A technology easy to
approach and learn
Augmented
reality
Digital content
brought to one’s
surrounding
environment
How to support the user
by bringing audio and
visual elements to the
app?
Visual, experimental 3D environments
Virtual reality
Simulation
New experiences,
memorizing the past
events
The possibilities of NUI
simulations?What other elements
could be brought in?
Interaction within the
simulation
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The gaming
experience
Supporting the participation
To whom gaming is
suitable?
Was found as a
refreshing and
different kind of an
acitivity
Ability to
function
Excercising ”without
noticing”
How to to improve
accessibility?
New experiences together and by oneselves.
The game
situation
A social event
Competitiviness
How does the social
interaction affect on
clients?
Cheering each other,
success
”I can do this!”
Influence on a longer
term?
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The change
• New information about new possibilities of learning and
participation for the target groups (teachers and students as well as service
providers and their customers)
• Playing was seen as a way of participating together and
social interaction but also as a goal-directed acitivity
(exergaming?)
• Welfare sector actors familiarized with new technologies
• IT students learned about the interconnection between
Kinect and the promotion of wellbeing but also the
educational prospects.
• More possibilities for citizens' participation have emerged
during the project – including those for special groups.
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Read more:
• The project website at HAMK: http://www.hamk.fi/avo2/en
• The brochure of the project at HAMK: http://bit.ly/18OM0AQ
Contact us: leena.koskimaki@hamk.fi
merja.salminen@hamk.fi
timo.niemela@hamk.fi
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