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Human SUGOROKU: full-body interaction system for students to learn vegetation succession

Published: 24 June 2013 Publication History

Abstract

In this study, we developed a simulation game called "Human SUGOROKU" that consists of a full-body interaction system to enable elementary school students to enjoy and learn vegetation succession. The students' sense of immersion is improved by enabling them to play this game using their body movements. We conducted an experiment with the students and investigated the affects of the full-body interaction through interviews. The results showed that the full-body interaction promotes a sense of immersion in the game. This paper describes the structure of this system and the interview results.

References

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Matsumura, T., Takeda, Y. Relationship between species richness and spatial and temporal distance from seed source in semi-natural grassland. Vegetation Science 13 (2010), 336--345.
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Deguchi, A., Inagaki, S., Kusunoki, F., Yamaguchi, E., Takeda, Y., Sugimoto, M. Vegetation interaction game: Digital SUGOROKU of vegetation succession for children. Entertainment Computing-ICEC, Lecture Notes in Computer Science LNCS6243 (2010), 493--495.
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Deguchi, A., Inagaki, S., Kusunoki, F., Yamaguchi, E., Takeda, Y., Sugimoto, M. Development and evaluation of a digital vegetation interaction game for children. ICEC 2009. LNCS, vol. 5709, Springer (2009), 288--289.
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Nishida, Y., Aizawa, H., Hori, T., Hoffman, N. H., Kanade, T., Kakikura, M. 3D ultrasonic tagging system for observing human activity, IEEE International Conference on Intelligent Robots and Systems (IROS2003), 785--791.
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Nishitani, A., Nishida, Y., Hori, T., Kanade, T., Mizoguchi, H., Global calibration based on local calibration for an ultrasonic location sensor. In Proc. 1st International Conference on Sensing Technology (ICST2005), 11--16.

Cited By

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  • (2024)Leveraging Physical Activities to Support Learning for Young People via Technologies: An Examination of Educational Practices Across the FieldReview of Educational Research10.3102/00346543241248464Online publication date: 18-May-2024
  • (2024)Carry-forward effect: providing proactive scaffolding to learning processesBehaviour & Information Technology10.1080/0144929X.2024.2411592(1-40)Online publication date: 16-Oct-2024
  • (2023)Proposal of a New Performance Partner: “Soft Flying Robot”2023 32nd IEEE International Conference on Robot and Human Interactive Communication (RO-MAN)10.1109/RO-MAN57019.2023.10309393(153-158)Online publication date: 28-Aug-2023
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  1. Human SUGOROKU: full-body interaction system for students to learn vegetation succession

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    cover image ACM Conferences
    IDC '13: Proceedings of the 12th International Conference on Interaction Design and Children
    June 2013
    687 pages
    ISBN:9781450319188
    DOI:10.1145/2485760
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 24 June 2013

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    Author Tags

    1. embodiment
    2. interactive content
    3. learning support system
    4. ultrasonic sensor

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    • Short-paper

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    IDC '13
    Sponsor:
    • The New School
    • ACM
    • Sesame Workshop
    IDC '13: Interaction Design and Children 2013
    June 24 - 27, 2013
    New York, New York, USA

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    Overall Acceptance Rate 172 of 578 submissions, 30%

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    Cited By

    View all
    • (2024)Leveraging Physical Activities to Support Learning for Young People via Technologies: An Examination of Educational Practices Across the FieldReview of Educational Research10.3102/00346543241248464Online publication date: 18-May-2024
    • (2024)Carry-forward effect: providing proactive scaffolding to learning processesBehaviour & Information Technology10.1080/0144929X.2024.2411592(1-40)Online publication date: 16-Oct-2024
    • (2023)Proposal of a New Performance Partner: “Soft Flying Robot”2023 32nd IEEE International Conference on Robot and Human Interactive Communication (RO-MAN)10.1109/RO-MAN57019.2023.10309393(153-158)Online publication date: 28-Aug-2023
    • (2023)The role of CCI in supporting children’s engagement with environmental sustainability at a time of climate crisisInternational Journal of Child-Computer Interaction10.1016/j.ijcci.2023.10060538(100605)Online publication date: Dec-2023
    • (2023)Move with whom? A framework for analyzing collaboration within embodied learning activitiesLearning Environments Research10.1007/s10984-023-09483-927:2(353-372)Online publication date: 27-Oct-2023
    • (2022)A systematic survey on embodied cognitionInternational Journal of Child-Computer Interaction10.1016/j.ijcci.2022.10047833:COnline publication date: 1-Sep-2022
    • (2021)HulaMove: Using Commodity IMU for Waist InteractionProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445182(1-16)Online publication date: 6-May-2021
    • (2020)Using sensing technologies to explain children's self-representation in motion-based educational gamesProceedings of the Interaction Design and Children Conference10.1145/3392063.3394419(541-555)Online publication date: 21-Jun-2020
    • (2020)Embodied Learning in Immersive Smart SpacesProceedings of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3313831.3376667(1-14)Online publication date: 21-Apr-2020
    • (2020)Motion-Based Educational Games: Using Multi-Modal Data to Predict Player’s Performance2020 IEEE Conference on Games (CoG)10.1109/CoG47356.2020.9231892(17-24)Online publication date: Aug-2020
    • Show More Cited By

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