kinect for participation and learning in the welfare sector

2
Openness Accelerating Learning Networks: Kinect for participation and learning in the welfare sector The project "Openness Accelerating Learning Networks" works to establish conditions and possibilities for open technology-supported learning and participation in Finland. The special target at HAMK University of Applied Sciences has been the use of virtual and augmented reality applications in welfare studies. The pilots The pilots were implemented in an authentic learning environment, Virvelinranta Development and Resource Centre for the Disabled People, Hämeenlinna, Finland. Crafts and recreation students of HAMK were directing the Virvelinranta clients to use Kinect. On first pilots the usability of commercial Kinect games was tested. Next were tested the applications more oriented to the particular needs of the special customer group, developed by IT students at HAMK.

Upload: suomen-eoppimiskeskus-ry

Post on 15-May-2015

133 views

Category:

Education


0 download

DESCRIPTION

"Openness Accelerating Learning Networks" works to establish conditions and possibilities for open technology-supported learning and participation in Finland. The special target at HAMK University of Applied Sciences has been the use of virtual and augmented reality applications in welfare studies.

TRANSCRIPT

Page 1: Kinect for participation and learning in the welfare sector

Openness Accelerating Learning Networks:

Kinect for participation and learning in the welfare sector

The project"Openness Accelerating Learning Networks" works to establish conditions and possibilities for open technology-supported learning and participation in Finland. The special target at HAMK University of Applied Sciences has been the use of virtual and augmented reality applications in welfare studies.

The pilotsThe pilots were implemented in an authentic learning environment, Virvelinranta Development and Resource Centre for the Disabled People, Hämeenlinna, Finland.

Crafts and recreation students of HAMK were directing the Virvelinranta clients to use Kinect. On �rst pilots the usability of commercial Kinect games was tested.

Next were tested the applications more oriented to the particular needs of the special customer group, developed by IT students at HAMK.

Page 2: Kinect for participation and learning in the welfare sector

The technology• Kinect has helped to actualize the project's goals through experimential 3D environments for learning and participation. • The user interface adjusts for various user groups who may not be able to use technically challeng-ing interfaces due to disabilities. • All interaction at the user interface takes place in ways natural to human beings: gestures and speech • The approachable technology facilitates the welfare sector students', mostly new to Kinect, orientation.

Contact us:www.hamk.�/avo2merja.salminen@hamk.�leena.koskimaki@hamk.�

The outcomes:• The students, teachers and other key groups such as service providers and their customers have been able to familiarize themselves with new technologies • Learning environments have become more versatile and teaching is now enriched with more concrete, illustrative solutions. • The project has made information available about new possibilities of learning and participation