Immersive Multimodal Environments for Psychomotor Skills Training
Zitieren Sie bitte immer diese 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.…
Autor(en): | Khaleel Asyraaf Mat SanusiORCiD, Roland KlemkeORCiD |
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URN: | urn:nbn:de:bvb:20-opus-246016 |
Dokumentart: | Konferenzveröffentlichung |
Institute der Universität: | Fakultät für Mathematik und Informatik / Institut für Informatik |
Sprache der Veröffentlichung: | Englisch |
Titel des übergeordneten Werkes / der Zeitschrift (Englisch): | Proceedings of the 1st Games Technology Summit |
Erscheinungsjahr: | 2021 |
Seitenangabe: | 9-15 |
Originalveröffentlichung / Quelle: | 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 |
Allgemeine fachliche Zuordnung (DDC-Klassifikation): | 0 Informatik, Informationswissenschaft, allgemeine Werke / 00 Informatik, Wissen, Systeme / 004 Datenverarbeitung; Informatik |
3 Sozialwissenschaften / 30 Sozialwissenschaften, Soziologie / 305 Soziale Gruppen | |
Freie Schlagwort(e): | artificial intelligence; immersive learning technologies; multimodal learning; psychomotor training; sensor devices |
Fachklassifikation Informatik (CCS): | D. Software |
Datum der Freischaltung: | 30.09.2021 |
Lizenz (Deutsch): | CC BY: Creative-Commons-Lizenz: Namensnennung 4.0 International |