Thesis MODELO DE INTERACCIÓN PARA ACTIVIDADES COLABORATIVAS USANDO MOVIMIENTOS CORPORALES
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Date
2013
Journal Title
Journal ISSN
Volume Title
Program
Campus
Universidad Técnica Federico Santa María UTFSM. Campus San Joaquín
Abstract
Una de las formas de rnejorar el aprendizaje de los alumnos en las escuelas es
mediante las actividades colaborativas ya sea a través de dispositivos portátiles o no. El uso
de tecnologia en la sala de clases, por un lado, llama la atención de los alumnos y, por otro,
requiere que los alumnos aprendan a usar los dispositivos. Actualmente existen dispositivos
tan avanzados como PlayStation Move de Sony y Kinect de Microsoft, este ültimo,
permitiria a los alumnos interactuar mediante movimientos corporales, sin necesidad de
tener un control fisico en sus manes.
El siguiente trabajo adapta las actividades colaborativas para poder ser desarrolladas
frente al dispositivo Kinect y presenta un modelo de interacción para actividades
colaborativas usando movimientos corporales, definiendo los movimientos que deben
efectuar los alumnos y la retroalimentación necesaria.
El prototipo implementado fue testeado por niños para poder revisar si el modelo
desarrollado es viable de ser utilizado para crear aplicaciones de mayor envergadura que
pueden ser puestas a prueba en colegios y bajo estándares de estudios que definan
profesionales en el area educacional.
Students at schools can see their learning improved through the use of portable devices in order to enable collaborative activities, like PlayStation Move by Sony and Kinect by Microsoft. The use of technology in the classroom is attractive to students, on one hand, but on the other hand, the students now have to learn how to use it. The Microsoft Kinect device offers the possibility of interacting through body movements, without the need of handheld controller. The present work proposes a way of adapting collaborative activities so that they can be performed in front of the Kinect and develops an interaction model of body movements and necessary feedback. The implemented prototype was tested with children in order to verify its applicability for developing applications to be used in schools and to be tested under standards of educational professionals.
Students at schools can see their learning improved through the use of portable devices in order to enable collaborative activities, like PlayStation Move by Sony and Kinect by Microsoft. The use of technology in the classroom is attractive to students, on one hand, but on the other hand, the students now have to learn how to use it. The Microsoft Kinect device offers the possibility of interacting through body movements, without the need of handheld controller. The present work proposes a way of adapting collaborative activities so that they can be performed in front of the Kinect and develops an interaction model of body movements and necessary feedback. The implemented prototype was tested with children in order to verify its applicability for developing applications to be used in schools and to be tested under standards of educational professionals.
Description
Digitalizado de su versión en papel
Keywords
PLATAFORMAS DE CONTROL CORPORAL, HERRAMIENTAS TECNOLOGICAS, TECNOLOGIA EDUCATIVA