Learning Support System for Paleontological Environment
Based on Body Experience and Sense of Immersion
Extinct Animals Move in Synchronization with Human Actions
Tomohiro Nakayama
1
, Kaori Izuishi
2
, Fusako Kusunoki
2
, Ryuichi Yoshida
1
, Takayuki Adachi
1
,
Takeki Ogitsu
1
, Hiroshi Takemura
1
, Hiroshi Mizoguchi
1
and Shigenori Inagaki
3
1
Department of Mechanical Engineering, Tokyo University of Science, 2641 Yamazaki, Noda-shi, Chiba-ken, Japan
2
Department of Computing, Tama Art University, Tokyo, Japan
3
Graduate School of Human Development and Environment, Kobe University, Hyogo, Japan
Keywords: Kinect Sensor, Body Experience, FLASH Animation, Learning Support System.
Abstract: This paper proposes a simulation-based learning support system that animates extinct animals in
synchronization with a human’s location and actions. The system provides learners with a near-real body
experience, and the sense that they have entered the paleontological environment. The aim of the proposed
system is for this experience to improve the learning effect. Obviously, it is impossible for learners to
experience the actual paleontological environment, and it is therefore difficult for them to understand the
link between this environment and its actuality. This difficulty can be decreased by the proposed system,
which provides learners with a real body experience and sense of immersion. At this point in time, the
authors are implementing a system based on the proposed concept. As a preliminary evaluation, we conduct
an experiment using the system, and interview the participants about the improvement in the learning effect.
The experimental results confirm that most learners feel a tangible improvement in the learning effect due to
the enjoyment of moving their body during the learning process.
1 INTRODUCTION
In recent years, environmental problems involving
the destruction of nature have worsened. To improve
our understanding of these problems, we must
understand life in past geological periods and the
biological environment of former generations.
However, learners cannot watch or experience
extinct animals and their environment. Thus, it is
difficult to consider the learning target in relation to
real things, which presents a difficulty in improving
the learning effect.
Thus, to overcome this issue, we focus on the
body experience and sense of immersion in learning.
We are developing a more experiential simulation-
based learning support system, in which the learner
can enter the virtual environment of extinct animals.
The system measures specific information, such as
the human’s location or actions. This allows the
virtual environment and extinct animals to move
across a large-scale screen. In this way, the system
can compensate for near-real body experiences and
immerse users in the environment. This experience
and immersion lead to an improvement in the
learning effect.
In this paper, as the first step toward realizing the
above system, we describe a learning support system
that moves in synchronization with the learner. After
the learners have used the system, we interview
them about the effectiveness of the proposed
approach.
2 LEARNING THROUGH BODY
EXPERIENCE
2.1 Introduction of Body Experience
into Learning
Worsening environmental problems mean that
education is becoming increasingly treasured as a
way of relating the linkage between man and the
environment. To develop an understanding of these
problems, we must understand the wider transition
of the biological environment from ancient to
252
Nakayama T., Izuishi K., Kusunoki F., Yoshida R., Adachi T., Ogitsu T., Takemura H., Mizoguchi H. and Inagaki S..
Learning Support System for Paleontological Environment Based on Body Experience and Sense of Immersion - Extinct Animals Move in Synchroniza-
tion with Human Actions.
DOI: 10.5220/0004942802520257
In Proceedings of the 6th International Conference on Computer Supported Education (CSEDU-2014), pages 252-257
ISBN: 978-989-758-021-5
Copyright
c
2014 SCITEPRESS (Science and Technology Publications, Lda.)
modern times. However, although extinct animals
and their environment actually existed, it is
impossible for learners to watch and experience
them. Additionally, it is impossible for learners to
experience the wide-scale transition of the biological
environment from such periods. There is a difficulty
in learning about what one cannot actually
experience, and so learners struggle to link their
understanding of the animals and their environment
to reality. Thus, learners may not realize that what
they are being taught substantively existed, which
prevents an improvement in the learning effect.
In this regard, we consider that the difficulty in
immersing the user into the virtual environment is
caused by a lack of body experience in the learning.
The body experience of the learner is limited to
watching or hearing the virtual environment from
the outside, and so learners are not immersed in the
environment(Akiko Deguchi, 2010; Takayuki
Adachi 2012).
In recent years, it has become possible to
replicate various environments with increasing
degrees of reality using technologies such as
computer graphics. Hence, the number of learning
support systems that use these technologies in the
form of an animation or game is increasing (El
Rhalibi, 2011; Wernhuar Tarng, 2007; Michael
Tscholl, 2013). These systems improve learners’
motivation and the learning effect in a recognizable
manner. However, learners can still only watch or
learn from outside the virtual environment. Thus,
they cannot obtain a satisfactory body experience
and level of immersion, and it is difficult for them to
consider what they learn from the virtual
environment in relation to its substantive existence.
With the aim of improving the learning effect,
we are developing an effective learning support
system that permits a body experience (Figure 1). In
this system, extinct animals and their environment
are projected onto a large-scale display. Learners
move the animals or environment, and obtain
knowledge by moving their own body. To realize
Figure 1: Proposed experiential learning support system.
this, we use various sensors, and measure the
learners’ location, pose, and actions. Based on these
measurements, the system can be controlled in a
realistic manner. In this way, by changing the virtual
environment according to body actions, learners feel
more of a body experience and sense that they have
entered into the environment. From this body
experience, the system provides deeper immersion
than watching illustrations or videos. This
immersion can help to improve the learning effect.
Furthermore, moving the extinct animals in
synchronization with the learner makes it possible to
consider the extinct animal as being, in some sense,
real, rather than imaginary. Thus, the learner can
understand extinct animals more completely.
2.2 Current Implemented System
2.2.1 Overview
To implement the above learning support system, we
are developing an animation system incorporating
extinct animals. Figure 2 shows an overview of the
system. This animation moves in synchronization
with a human’s location and movement. By playing
with the content of this animation, the learner listens
to information about the animal and their
environment.
In this system, the extinct animal begins to walk
when the human walks, and stops when the human
stops. The background image scrolls according to
the human’s location. The learner sees the extinct
animal following the pace of his/her walking. In this
way, learners feel an affinity with the extinct animal,
and obtain the sense that they are walking in the
environment with the animal.
Figure 2: Overview of the implemented system.
LearningSupportSystemforPaleontologicalEnvironmentBasedonBodyExperienceandSenseofImmersion-Extinct
AnimalsMoveinSynchronizationwithHumanActions
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We expect that this experience and sense will lead to
improvements in the learning effect.
2.2.2 Configuration of the System
The system must be able to control the animation in
synchronization with the human’s movement, which
requires real-time knowledge of the human’s
location and movement status (walking or stopped).
We utilize Microsoft’s Kinect sensor for this
purpose. Figure 3 shows the configuration of the
system.
The Kinect sensor is a range image sensor,
originally developed as a home video game device.
Although cheap, the sensor can record advanced
measurements of a user’s location. Additionally, this
sensor can recognize humans and the human
skeleton using a library such as OpenNI. It can
measure the location of human body parts, such as
hands and legs, and we can detect the human’s pose
or status (e.g., walking, standing, sitting) from this
function and location information(Jamie Shotton,
2011).
Figure 3: System configuration.
Figure 4: Measuring of human torso location.
We use these functions of the Kinect sensor and
OpenNI library to recognize humans and detect the
human skeleton. Then, we measure the location of
the human torso (Figure 4). From the transition of
pixel coordinates in the camera image of the human
torso location, we can estimate the velocity and
direction in which the human is walking.
The animation of extinct animals is created with
ActionScript, and moves according to input numeric
values. Information about the human’s location,
walking speed, or direction is sent to the PC that
controls the animation. At this point, socket
communication is used for the exchange of
information. The PC controls the FLASH animation
according to the information received, and the
animation is projected onto the screen.
3 EXPERIMENT
3.1 Motion Experiment
First, we conducted a motion experiment to confirm
that the animation system moves in synchronization
with human walking.
As shown in Figure 5, we installed a Kinect
sensor and a projector, and then asked a human to
move across the front of the Kinect sensor once or
twice, as shown in Figure 6. Thus, we can confirm
that the following functions have been realized.
Figure 5: Installation status of sensor and projector.
Figure 6: Movement of human in the experiment.
CSEDU2014-6thInternationalConferenceonComputerSupportedEducation
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Figure 7: Experimental conditions.
Figure 8: Evaluation experiment.
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AnimalsMoveinSynchronizationwithHumanActions
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Scrolling of background image linked with
human location.
Change in behavior of extinct animal on the
screen according to human actions and direction
of movement.
Animation stops when the human moves beyond
the measurable area of the Kinect sensor.
Figure 7 shows the experimental conditions. The
animal on the screen moves in same direction as the
human is walking, and stops when the human stops.
When the human changes direction, the animal
changes direction in synchronization with the human.
Additionally, when the human moves out of the
range of the Kinect sensor, the animal looks in the
direction that the human walked away, as if
watching after the human.
The background image scrolls in the opposite
direction to that in which the human is walking, as if
the human is moving forward in the environment.
The background image scrolls according to the
human’s location, moving faster when the human
walks faster.
From the above, we can confirm that we
succeeded in realizing the proposed system in which
animation contents move in accordance with a
walking human.
3.2 Questionnaire Survey
Second, we conducted an interview to assess the
improvement in the learning effect produced by the
proposed system. We allowed children to play and
learn with the system, and then conducted interviews
with them.
The experiment employed 29 6th-grade children.
As the children played with the proposed system, we
explained about the extinct animal and environment
on the screen (Figure 8). We then interviewed the
children using the following questionnaire.
< Questionnaire>
Which learning contents help to progress your
learning?
1. This learning support system (proposed system)
2. Conventional learning method (e.g., textbook,
classroom learning, model, movie, etc.)
3. Neither of the above
Figure 9 shows the results of this questionnaire.
We then asked the children who chose “1.
Proposed system” why they thought this was the
case. Some of the responses are given below.
“It is effective for enjoying learning to move my
own body.”
“It is interesting that the extinct animal moves
according to my actions.”
“We can remember the learning content, because
it is fun.”
“It is very interesting that the animal follows that
the animal follows my movements”
From these answers, we can confirm that the
participants enjoyed learning by moving their bodies.
By moving the animal and background according to
their body actions, they felt a degree of enjoyment,
and sensed that they were closer to the animal and
its environment. In this way, most of the learners felt
an improvement in the learning effect due to this
sense of immersion.
Additionally, the following opinions were
voiced:
“It is interesting to learn the role and mechanism
of the sensors.”
“I wonder how this system measures the human
torso location.”
Thus, the children took an interest in both the
learning content and the system and sensors. From
this, we believe the system led to an increased
interest in intelligent machines.
One of the children who chose “2. Conventional
learning method” stated, “In a museum, I feel the
learning targets ancient things more deeply. So, in
the case of studying old things such as extinct
animals, I think it is better to study in a museum
than with the proposed system.” In a museum, many
things are displayed that provide a sense of the
ancient. In contrast, our system uses various modern
devices, such as a PC and Kinect sensor. We think
that seeing these devices may prevent users from
‘feeling’ the ancient period. Thus, seeing the system
and its sensors may lead to an interest in intelligent
machines, but these devices should be hidden so that
learners cannot see them. Another opinion stated, “I
have watched more large-scale exhibits. They are
more dynamic and attractive than this system.”
Figure 9: Questionnaire results.
At this point, we are using only one Kinect
sensor and one projector. In future, we intend to
increase the number of sensors and projectors, and
CSEDU2014-6thInternationalConferenceonComputerSupportedEducation
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expand the scale of the system. Thus, we will make
the proposed system more experiential than
conventional learning methods or contents.
4 CONCLUSIONS
While learning about extinct animals and the
environment in which they lived, learners cannot
actually watch or experience the environment.
Hence, it is difficult for learners to understand
the linkages between real things and attain a greater
degree of learning. Thus, to compensate for this, we
have focused on the body experience component of
learning, and have proposed a learning support
system in which users learn by moving their body.
In this system, the learning content is controlled
according to the location, status, and actions of
thelearner. By moving their own bodies, learners can
obtain a near-real experience, as if they have entered
the environment, and this improves their
understanding of the learning target. In this paper,
towards the realization of such a system, we
developed a learning support system that moves in
synchronization with the learner’s location and
actions (walking or stopping). After confirming that
the system operated as intended, we conducted a
questionnaire survey. From the results of the
experiment, we have confirmed the potential for
improvement in the learning effect due to the
enjoyment of moving their bodies while learning. In
the future, we intend to develop the system so that
one can synchronize with not only walking also the
other action. And then we intend to conduct
evaluation test for more subjects.
ACKNOWLEDGEMENTS
I am particularly grateful for the illustration (Figure
1) provided by Ms Midori Aoki.
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AnimalsMoveinSynchronizationwithHumanActions
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