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Design Principles for Wearable Enhanced Embodied Learning of Movement

机译:可穿戴增强型运动体现学习的设计原理

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Human Computer Interaction (HC1) has seen increased interest in designing embodied experiences and interactions. This also includes the field of Wearable Enhanced Learning which marks the transition from the desktop age through the mobile age to the age of wearable, ubiquitous computing. Wearable enhanced learning relates to learning in a state of physical mobility supported by body-worn devices and sensors. While computer-mediated communication has been observed to enhance conscious experiences without self-reference leading to the sense of disembodiment, wearable technologies have the potential to enhance embodied experience with a strong self-reference. In fact, the affor-dances of wearable technologies to support embodied learning make wearable enhanced learning unique compared to other technology enhanced learning approaches. The concept of embodiment is based on the assumption that thoughts, feelings, and behaviours are grounded in movement and bodily interactions. Wearable Enhanced Embodied Learning is enabled by transmitting bodily information gathered by wearable sensors onto dynamic displays and making bodily information accessible to learners, in this way extending the learning experience. This paper draws on literature review in HCI and Embodiment research and collates a set of principles to inform the design of wearable enhanced embodied learning of movement.
机译:人机交互(HC1)对设计具体的体验和交互的兴趣日益浓厚。这也包括可穿戴增强学习领域,该领域标志着从台式机时代到移动时代到可穿戴,无处不在的计算时代的过渡。穿戴式增强学习涉及在由身体佩戴的设备和传感器支持的身体活动状态下进行的学习。虽然已观察到计算机介导的交流可以增强无自我参照的意识体验,从而导致脱离现实的感觉,但可穿戴技术具有通过强烈的自我参照来增强具体体验的潜力。实际上,与其他技术增强型学习方法相比,可穿戴技术支持具体化学习的优势使可穿戴式增强型学习变得独一无二。实施例的概念是基于这样的假设,即思想,感觉和行为以运动和身体相互作用为基础。通过将可穿戴传感器收集的身体信息传输到动态显示器上,并使学习者可以访问身体信息,从而实现了可穿戴增强型体验学习。本文借鉴了HCI和实施研究中的文献综述,并整理了一组原则,以指导可穿戴增强型体现运动的设计。

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