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Immersive Multimodal Environments for Psychomotor Skills Training

Please always quote using this URN: urn:nbn:de:bvb:20-opus-246016
  • Modern immersive multimodal technologies enable the learners to completely get immersed in various learning situations in a way that feels like experiencing an authentic learning environment. These environments also allow the collection of multimodal data, which can be used with artificial intelligence to further improve the immersion and learning outcomes. The use of artificial intelligence has been widely explored for the interpretation of multimodal data collected from multiple sensors, thus giving insights to support learners’ performanceModern immersive multimodal technologies enable the learners to completely get immersed in various learning situations in a way that feels like experiencing an authentic learning environment. These environments also allow the collection of multimodal data, which can be used with artificial intelligence to further improve the immersion and learning outcomes. The use of artificial intelligence has been widely explored for the interpretation of multimodal data collected from multiple sensors, thus giving insights to support learners’ performance by providing personalised feedback. In this paper, we present a conceptual approach for creating immersive learning environments, integrated with multi-sensor setup to help learners improve their psychomotor skills in a remote setting.show moreshow less

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Metadaten
Author: Khaleel Asyraaf Mat SanusiORCiD, Roland KlemkeORCiD
URN:urn:nbn:de:bvb:20-opus-246016
Document Type:Conference Proceeding
Faculties:Fakultät für Mathematik und Informatik / Institut für Informatik
Language:English
Parent Title (English):Proceedings of the 1st Games Technology Summit
Year of Completion:2021
Pagenumber:9-15
Source:von Mammen, Sebastian; Klemke, Roland; Lorber, Martin: Proceedings of the 1st Games Technology Summit : part of Clash of Realities 11th International Conference on the Technology and Theory of Digital Games. - Würzburg, 2021. - DOI: 10.25972/OPUS-24577
Sonstige beteiligte Institutionen:Cologne Game Lab
Sonstige beteiligte Institutionen:Open University of the Netherlands
Dewey Decimal Classification:0 Informatik, Informationswissenschaft, allgemeine Werke / 00 Informatik, Wissen, Systeme / 004 Datenverarbeitung; Informatik
3 Sozialwissenschaften / 30 Sozialwissenschaften, Soziologie / 305 Soziale Gruppen
Tag:artificial intelligence; immersive learning technologies; multimodal learning; psychomotor training; sensor devices
CCS-Classification:D. Software
Release Date:2021/09/30
Licence (German):License LogoCC BY: Creative-Commons-Lizenz: Namensnennung 4.0 International