COSEY: Computer Supported Enhancement of Young Children’s
Cooperation
Toward a Multiple-player Cooperative Full-body Interaction Game
Tsugunosuke Sakai
1
, Haruya Tamaki
1
, Ryuichi Yoshida
1
, Ryohei Egusa
2,3
, Shigenori Inagaki
3
,
Etsuji Yamaguchi
3
, Fusako Kusunoki
4
, Miki Namatame
5
,
Masanori Sugimoto
6
and Hiroshi Mizoguchi
1
1
Department of Mechanical Engineering, Tokyo University of Science, 2641 Yamazaki, Noda-shi, Chiba-ken, Japan
2
JSPS Research Fellow, Tokyo, Japan
3
Graduate School of Human Development and Environment, Kobe University, Hyogo, Japan
4
Department of Computing, Tama Art University, Tokyo, Japan
5
Tsukuba University of Technology, Ibaraki, Japan
6
Hokkaido University, Hokkaido, Japan
Keywords: Children, Cooperation, Full-body Interaction Game, Kinect Sensor.
Abstract: We have developed a full-body interaction game that allows children to cooperate and interact with other
children in small groups. The intent of the full-body interaction game developed in this study is to
encourage cooperation between children. The game requires two children to jump together with the same
timing. We let children experience the game, and observed the children using several strategies to
coordinate the timing of their jumps. These included shouting time, watching each other, and jumping in a
constant rhythm as if they were skipping rope. In this manner, we observed the children playing the game
while cooperating with each other. Therefore, the game enabled children to experience cooperation with
others by using body movements.
1 INTRODUCTION
The importance of play in early education is
recognized by education systems around the world
(Samuelsson, I. P., 2008). Studies show that as
children play, they create knowledge (Dau, E., 1999,
Levin, D., 1996). Children learn well by being active
(Samuelsson, I. P., 2008). Kinesthetic learning
facilitates cognitive development (Tscholl, M.,
2013), particularly for younger children (Engelkamp,
J., 1991, Goldin-Meadow, S. 2009). When children
use gestures and movements, the learning
environment becomes more natural (Grandhi, S. A.,
2011, Nielsen M., 2004, Villaroman, N., 2011) and
children are able to retain more of the knowledge
being taught (Edge, D., 2013, Antle, A., 2009).
Based on these research efforts, many full-body
interaction games have been developed as learning
support systems for children. These full-body
interaction games allow children to acquire
knowledge by interacting with the system though
body movements.
In addition to knowledge, sociality and
cooperation are important for children’s growth.
Sociality and cooperation are acquired from actual
experiences gained when interacting with others to
achieve some goal. Group size was the only factor to
significantly affect cooperation, with children in
small groups cooperating significantly more than
children in larger groups (Anuska, 2008). Gender
and subject matter had no effect on cooperation
(Anuska, 2008). However, although many full-body
interaction games have been developed as learning
support systems for children, very few of them allow
children to cooperate with others in small groups to
enhance cooperation skills. Previous learning
support systems for children that used full-body
interaction games tended to emphasize interaction
between the children and the system. There was
almost no emphasis on interaction between the
children.
Therefore, this study aims to develop a full-body
Sakai, T., Tamaki, H., Yoshida, R., Egusa, R., Inagaki, S., Yamaguchi, E., Kusunoki, F., Namatame, M., Sugimoto, M. and Mizoguchi, H.
COSEY: Computer Supported Enhancement of Young Children’s Cooperation - Toward a Multiple-player Cooperative Full-body Interaction Game.
In Proceedings of the 8th International Conference on Computer Supported Education (CSEDU 2016) - Volume 2, pages 175-180
ISBN: 978-989-758-179-3
Copyright
c
2016 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
175
interaction game that lets children interact with each
other. To that end, we developed a full-body
interaction game that allows children to cooperate
with others in small groups. Based on findings in
previous studies, the game is designed to enhance
cooperation between children by allowing them to
cooperate with others in small groups by using body
movements. As the first step in our study, we
developed a full-body interaction game that allows
two children to cooperate with each other. This
paper provides an overview of the current
implemented game, and describes an experiment in
which children were observed played the game.
2 CURRENT IMPLEMENTED
GAME
2.1 Concept
The game developed in this study enables children
to interact with each other. Figure 1 shows an
overview of the game. A certain device, a meter, and
lamps expressing the “electricity” of the device are
projected onto the screen. In this game, two players
are asked to cooperate to “make electricity.” The
device’s electricity is generated through the
cooperation of two players, who must jump together
with the same timing. Two players cannot make
electricity without adjusting their reciprocal timing.
Figure 1: Overview of the game.
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If two players jump together with the same timing,
the red meter on the left side of the screen increases.
When all lights on the red meter are lit, the lamp on
the top of the screen is also lit. When all lamps are
lit, electricity has been generated for the device and
the game finishes. To achieve this, two players must
jump together with the same timing; thus, it is likely
that the two players will communicate with each
other. For this reason, the game developed in this
study produces interaction between children.
2.2 Overview and Configuration of
System
Figure 2 shows an overview of the system. The
system consists of a screen, a short focus projector, a
notebook computer, and a Kinect sensor. The
notebook computer operates the Kinect sensor and
controls the game screen. These operations and
controls were implemented using a C# program that
we developed in Visual Studio 2013. The playing
area recognized by the sensor is set freely by the
program. The Kinect sensor is a range image sensor,
originally developed as a home video game device.
Although inexpensive, the sensor can capture
complex measurements that accurately represent the
user’s location. In addition, by using a library such
as KINECT for Windows SDK., this sensor can
recognize humans and the human skeleton. It can
measure the locations of human body parts such as
hands and legs. By using these functions, the Kinect
sensor can recognize the gestures of a person. Jump
gestures are used to progress the game developed in
this study. Figure 3 shows the configuration of the
system. The notebook computer processes jump
information recognized by the Kinect sensor. The
game screen, which is projected by a short focus
projector, changes according to the processing
results. Jump recognition achieved with the Kinect
sensor is discussed in the following section.
2.3 Jump Recognition by Kinect Sensor
2.3.1 Tools
Kinect Studio and Visual Gesture Builder are used
to recognize and process jumps captured by the
Kinect sensor.
Kinect Studio can record the 3D position
information of a human body captured with a Kinect
sensor. By using this tool, a player’s 3D position
information can be recorded when they make a
gesture that must be recognized by the system. This
data can be used to train the gesture reader in Visual
Gesture Builder, by means of a machine learning
process. The gestures the system needs to recognize
are recorded by Kinect Studio in a clip file, which is
used by Visual Gesture Builder as training data. In
this file, frames that contain gestures that must be
recognized by the system are marked. The gesture
reader learns the 3D position information of players
while building its gesture database after the frames
are marked. In this manner, the gesture reader can
learn the gestures that must be recognized in Visual
Gesture Builder. A program that recognizes gestures
captured by the Kinect sensor can be created by
accessing the gesture reader that was trained by
Visual Gesture Builder.
Figure 2: Overview of the system.
Figure 3: System configuration.
2.3.2 Recording Jumps of Children
The full-body interaction game developed in this
study is for children. Because of this, the training
data used for learning in Visual Gesture Builder
should be collected from children, not adults. The
Kinect sensor recognizes the jumps of children in
the game developed in this study. Therefore,
COSEY: Computer Supported Enhancement of Young Children’s Cooperation - Toward a Multiple-player Cooperative Full-body Interaction
Game
177
manners of jumping specific to children must be
recorded by Kinect Studio. A jump reader that can
recognize the jumps of children must then be built.
Figure 4 shows the flowchart for building a jump
reader that can recognize children’s jumps. First, we
recorded our own jumps in Kinect Studio and built a
simplified version of a jump reader in Visual
Gesture Builder. This reader cannot effectively
recognize the jumps of children. Second, a
simplified version of the game that can be played by
one player was developed. Third, we let children
play the simplified version of the game. On that
occasion, the children’s manners of jumping were
recorded in Kinect Studio. Thus, the training data
used for learning in Visual Gesture Builder were
collected from children. Finally, the jump reader was
Figure 4: Flowchart for building jump reader that can
recognize jumps of children.
Figure 5: Children’s manners of jumping are recorded.
rebuilt using the training data collected from
children. As a result, the jump reader was improved
to recognize the jumps of children. Figure 5 shows
the children’s manners of jumping being recorded.
During this process, we recorded the jumping
manners of 51 11- and 12-year-old children.
3 DEMONSTRATION
EXPERIMENT
3.1 Study Participants and
Environment
Twenty 6
th
-grade elementary school children played
the game developed in this study. The children were
arranged into 10 groups, with two players in each
group. Figures 6 and 7 show the demonstration
environment. The dimensions of the play space were
provided within the demonstration environment. We
told only one player in each pair how to play the
game. The other player waited outside the
demonstration room while his/her partner was told
how to play the game. The other player then entered
the room and was told how to play the game by
his/her partner. The game started after game playing
instructions were given from one partner to the other.
Game play was captured by a video camera.
Figure 6: Demonstration environment #1.
Figure 7: Demonstration environment #2.
3.2 Observing Children Playing the
Game
Figures 8, 9, and 10 show the children playing the
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game.
Figure 8 shows the children who were told how
to play the game telling their partners how to play
the game. The following explains were voiced:
“We must jump with the same timing.”
“If two players jump together, the meter
increase.”
“Let’s jump after saying “One, Two, Three.””
In nine out of the 10 groups, the children who were
told how to play the game by their partner asked
their partner to confirm the rules of the game. In
these cases, we observed children assuring one
another about uncertain matters.
Figure 9 shows instances in which two children
were able to coordinate the timing of their jumps.
Instances in which two children coordinated their
jumping by watching each other were observed in all
groups. Further, we observed instances in which
children shouted cues to coordinate their timing.
These states were often observed in groups that were
previously unable to coordinate their jumps. In these
cases, we observed children trying to cooperate with
each other to coordinate their jumps. Further, one
group jumped in a constant rhythm, as if skipping
rope. This group could play the game more
efficiently.
Figure 10 shows instances in which two children
jumped together with the same timing. In this
experiment, children thought out ways to play the
game more efficiently. As these results show, we
developed a full-body interaction game that allowed
two children to cooperate with each other to play a
game.
4 CONCLUSIONS
We have developed a full-body interaction game that
allows children to cooperate with others in small
groups. Based on findings in previous studies, the
game was designed to enhance cooperation between
children by allowing them to experience cooperation
with others in small groups through body
Figure 8: Children who were told how to play the game first needed to tell their partners how to play the game.
Figure 9: Children strategizing to coordinate their jump timing.
Figure 10: Two children jumping together with the same timing.
COSEY: Computer Supported Enhancement of Young Children’s Cooperation - Toward a Multiple-player Cooperative Full-body Interaction
Game
179
movements. This paper provided an overview of the
current implemented game, and described the results
of experiments in which children actually played the
game. The game requires two children to jump
together with the same timing to achieve a goal. We
let children experience the game developed in this
study. As a result, the children used several
strategies to coordinate the timing of their jumps;
these included shouting time, watching each other,
and jumping in a constant rhythm as if they were
skipping rope. Thus, we observed children
cooperating with each other while playing the game
developed in this study. Therefore, the game let
children experience cooperation with each other
through body movements. In future work, we plan to
increase the number of players, in order to analyze
how players might cooperate with each other in
larger groups. Further, evaluation and improvement
will be performed to develop a game that allows
children to experience greater cooperation with
others.
ACKNOWLEDGEMENTS
This work was supported by JSPS KAKENHI
numbers 15H02936 and 26560129. The
demonstration experiment was supported by Kobe
University Elementary School.
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