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Multi-sensor Interactive Systems for Embodied Learning Games

  • Nikolaos Poulios
  • Anton Eliens
Part of the Lecture Notes in Computer Science book series (LNCS, volume 8253)

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.

Keywords

multi-sensor systems educational games embodied learning physical interaction motion interaction interactive spaces affective interaction biofeedback sensors 

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References

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    Lindley, S.E., Couteur, J.L., Berthouze, N.L.: Stirring up experience through movement in game play: effects on engagement and social behaviour. In: Proceedings of the Twenty-sixth Annual SIGCHI Conference on Human Factors in Computing Systems (CHI 2008), pp. 511–514. ACM, New York (2008)CrossRefGoogle Scholar
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    Johnson-Glenberg, M.C., Birchfield, D., Savvides, P., Megowan-Romanowicz, C.: Semi-virtual Embodied Learning – Real World STEM Assessment. In: Annetta, L., Bronack, S. (eds.) Serious Educational Game Assessment: Practical Methods and Models for Educational Games, Simulations and Virtual Worlds, pp. 225–241. Sense Publications, Rotterdam (2010)Google Scholar

Copyright information

© Springer International Publishing Switzerland 2013

Authors and Affiliations

  • Nikolaos Poulios
    • 1
  • Anton Eliens
    • 1
  1. 1.Computer Science. Multimedia GroupVrije Universiteit AmsterdamThe Netherlands

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