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Multi-sensor Interactive Systems for Embodied Learning Games

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Advances in Computer Entertainment (ACE 2013)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 8253))

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Abstract

This paper explores the use of modern sensor technologies for physical interaction in educational games and interactive spaces. The paper presents a prototype of an educational game developed using a motion capture controller and two biofeedback sensors (EEG, ECG), proposing a generic architecture for multi-sensor interactive spaces. Target of this research is to study further the potential effect of such technologies on educational interactive games, in two aspects: i) on the involvement of human body and motion in the process of learning, and recall of knowledge, ii) on assisting the development of basic social emotional competencies, through the enhanced social affordances of embodied games.

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References

  1. Dourish, P.: Where the action is: The foundations of embodied interaction. MIT Press, Cambridge (2001)

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© 2013 Springer International Publishing Switzerland

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Poulios, N., Eliens, A. (2013). Multi-sensor Interactive Systems for Embodied Learning Games. In: Reidsma, D., Katayose, H., Nijholt, A. (eds) Advances in Computer Entertainment. ACE 2013. Lecture Notes in Computer Science, vol 8253. Springer, Cham. https://doi.org/10.1007/978-3-319-03161-3_66

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  • DOI: https://doi.org/10.1007/978-3-319-03161-3_66

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-03160-6

  • Online ISBN: 978-3-319-03161-3

  • eBook Packages: Computer ScienceComputer Science (R0)

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