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Studying the Role of Kinect as a Multi-Sensory Learning Platform for Children

Published: 08 October 2018 Publication History

Abstract

According to the theory of Embodied Cognition, our behavior is a result of real-time interaction with surroundings, our cognitive skills, and the nervous system. From this perspective, researchers are considering a learning environment which promotes physical activities to achieve cognitive tasks. Such Natural User Interfaces (NUI) make use of gesture-based sensors like the Microsoft Kinect. Yet we lack in-depth studies of how they improve the learning process. In this paper, we present observations of two deployment studies which focus on different roles that NUI can play as a part of learning activities. We deploy the Kinect based applications:- Yoga Soft: A Digital Yoga Instructor and Mudra: A Kinect based Learning System in real life scenarios. The first study is conducted at residences of preadolescent children in Gurgaon, India. The second study is conducted at an education center specializing in the care of kindergarten children in Pilani, India.

References

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John Patrick Aggleton. 2000. The amygdala: a functional analysis. Oxford University Press.
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Helen Beetham and Rhona Sharpe. 2013. Rethinking pedagogy for a digital age: Designing for 21st century learning. routledge.
[3]
Yao-Jen Chang et al. 2011. A Kinect-based system for physical rehabilitation: A pilot study for young adults with motor disabilities. Research in developmental disabilities 32, 6 (2011), 2566--2570.
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Kourosh Khoshelham et al. 2012. Accuracy and resolution of kinect depth data for indoor mapping applications. Sensors 12, 2 (2012), 1437--1454.
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Anne-Marie Mann et al. 2016. Facilitator, functionary, friend or foe?: Studying the role of iPads within learning activities across a school year. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems. ACM, 1833--1845.
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Randy Pausch et al. 2010. Last Lecture-Die Lehren meines Lebens. C. Bertelsmann Verlag.

Cited By

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  • (2024)Temporal Augmented Reality Based on Gesture Interaction for History and Science EducationExtended Reality10.1007/978-3-031-71707-9_12(181-189)Online publication date: 11-Sep-2024
  • (2019)Touchless Navigation in a Multimedia Application: The Effects Perceived in an Educational ContextAugmented Reality, Virtual Reality, and Computer Graphics10.1007/978-3-030-25999-0_30(348-367)Online publication date: 28-Jul-2019

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  1. Studying the Role of Kinect as a Multi-Sensory Learning Platform for Children

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      cover image ACM Conferences
      UbiComp '18: Proceedings of the 2018 ACM International Joint Conference and 2018 International Symposium on Pervasive and Ubiquitous Computing and Wearable Computers
      October 2018
      1881 pages
      ISBN:9781450359665
      DOI:10.1145/3267305
      Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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      Published: 08 October 2018

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      Author Tags

      1. Education
      2. Interactive Applications
      3. Natural User Interface

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      View all
      • (2024)Temporal Augmented Reality Based on Gesture Interaction for History and Science EducationExtended Reality10.1007/978-3-031-71707-9_12(181-189)Online publication date: 11-Sep-2024
      • (2019)Touchless Navigation in a Multimedia Application: The Effects Perceived in an Educational ContextAugmented Reality, Virtual Reality, and Computer Graphics10.1007/978-3-030-25999-0_30(348-367)Online publication date: 28-Jul-2019

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