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#AvatarEmbodiment

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Three pictures. 1. A person has an arm folded and an arm extended. These two arms represent the x and y axis in a horizontal plane. The plane is distorted, as one arm is longer than the other. On the plane are 3D houses and trees to show the distortion. 2. A woman interacts with a function curve in VR. The display also shows the derivative, which the woman manipulates through a digital rotating angle. 3. A man interacts with a pipe system representation of a graph in VR. He presses a button on a pipe with one hand, and adjusts the level of the water in the pipe with the other hand.

Three pictures. 1. A person has an arm folded and an arm extended. These two arms represent the x and y axis in a horizontal plane. The plane is distorted, as one arm is longer than the other. On the plane are 3D houses and trees to show the distortion. 2. A woman interacts with a function curve in VR. The display also shows the derivative, which the woman manipulates through a digital rotating angle. 3. A man interacts with a pipe system representation of a graph in VR. He presses a button on a pipe with one hand, and adjusts the level of the water in the pipe with the other hand.

Three figures are assembled together. The avatar embodiment figures is at the center and describes the process between learner, bodily actions, avatar, interaction, and object. The learner and bodily action area is within the embodied cognition space and results in learning. The avatar, interaction, and object part is within the embodied interaction space and results in meaning making. A double arrow connects meaning-making to learning.

Three figures are assembled together. The avatar embodiment figures is at the center and describes the process between learner, bodily actions, avatar, interaction, and object. The learner and bodily action area is within the embodied cognition space and results in learning. The avatar, interaction, and object part is within the embodied interaction space and results in meaning making. A double arrow connects meaning-making to learning.

The idea of using #VR to support learning through #movement and #embodiment is attractive, but how can we design #interaction and #avatars to actually support learning? In this extended abstract, we present the design space through #EmbodiedCognition, #EmbodiedInteraction and #AvatarEmbodiment.

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