Presentation at ECGBL2018,
"In this position paper we share our view on learning sport specific movements using interactive technology. We build upon our experience with playful and embodied technology for HCI, and link our views to related work from a sport-related and non-sport related view. Aiming to bring these together in new future research on learning sport specific movement, this brings us to address our view on five main points in this paper. One, as the most obvious, the end-user should give input as often as fitting. Two, within this new domain there are different types of contributions focusing on technology, interaction, and context, where each brings its own benefits. Three, to make use of the power of entertainment computing (e.g., gamification) entails more than just “adding points as rewards”. Four, one can view new technology in relation to the trainer, ranging from a tool in the hands of the active trainer to a 24/7 available independent “stand-in” for a trainer (being configured and controlled by the trainer); this relation should be taken into account in design and research. Five, technology can of course solve problems (while leaving the core of sports training unchanged), but in order to really transform the domain and fundamentally change sports training practice we need to consider that “potential for change” is different from “actually achieving a useful system in-context”; how technology fits the real world and what it actually benefits is not known beforehand. We conclude the paper with an outlook on our research and design activities in the near future, through educational projects as well as research projects." (Reidsma & van Delden 2018, ECGBL proceedings)
3. 06/10/2018Towards an Interactive-Movement-Learning Movement, ECGBL18 // Reidsma & van Delden 3
THERE IS OPPORTUNITY FOR INTERACTIVE (SPORT) MOVEMENT LEARNING
…. AND MANY MORE: CLIMBING, ARCHERY, RUGBY, BASEBALL…
PLAY LÜ (201X) (CDN)
WWW.PLAY-LU.COM/CONTACT
LUMO PLAY (CDN)
(FORMER PO-MOTION)
LUMOINTERACTIVE.COM
ACTIVE FLOOR (DK)
ACTIVEFLOOR.COM
YALP SUTU (NL)
WWW.YALP.NL/INTERACTIEF/SUTU/
VERTIGO (DE)
WWW.VERTIGO-SYSTEMS.DE
SMART GOALS (NL)
DE GRAAF (2009)
WWW.SMARTGOALS.NL
PING PONG PLUS,
ISHII ET AL. (1999)
PING PONG PLUS,
LUDVIGSEN ET AL. (2010)
4. Inclusive user involvement, iterative with an active role for context expert
Start from tool for the trainer, spectrum of object – replacement
Games > “pointification”, embedding mechanics to train skills
True transformation of domain, new situation with unpredictable elements
Cross domain: technology + interaction + context
06/10/2018Towards an Interactive-Movement-Learning Movement, ECGBL18 // Reidsma & van Delden 4
INTERACTIVE-MOVEMENT-LEARNING MOVEMENT
POSITION POINTS
5. looking at the bigger picture
continually testing early prototypes
variations of envisioned systems in real life
06/10/2018Towards an Interactive-Movement-Learning Movement, ECGBL18 // Reidsma & van Delden 5
GET REAL USER INVOLVEMENT (1/5)
EARLY REALITY CHECK OF ASSUMPTIONS,
6. 06/10/2018Towards an Interactive-Movement-Learning Movement, ECGBL18 // Reidsma & van Delden 6
CASE 1 – UKULEARNIT, LEARNING PLAYING MUSIC
BY BACHELOR CREATE STUDENTS: GIJS VAN RHIJN, RENSKE BLAAS, JESPER PROVOOST, EVERT GULIKER, KEVIN INDRAWIJAYA
11. Look at the bigger picture, problem redefined
Continual test early prototypes
Make variations of envisioned systems,
+ Try it in real life, get formative feedback
06/10/2018Towards an Interactive-Movement-Learning Movement, ECGBL18 // Reidsma & van Delden 11
RECAP GET REAL USER INVOLVEMENT (1/5)
EARLY REALITY CHECK OF ASSUMPTIONS,
Ukulearnit
13. 06/10/2018Towards an Interactive-Movement-Learning Movement, ECGBL18 // Reidsma & van Delden 13
USE CASE 2 – INTERACTIVE LED FLOOR FOR REHABILITATION
VAN DELDEN ET AL. 2016A, THANKS TO SILKE TER STAL & JOEP JANSSEN
15. Make what is needed for the professional
+ suite-of-games approach
+ personalization
06/10/2018Towards an Interactive-Movement-Learning Movement, ECGBL18 // Reidsma & van Delden 15
RECAP A TOOL’S PERSPECTIVE (2/5)
GETTING MORE OUT OF THE PROFESSIONAL
Interactive rehabilitation floor
van Delden 2016a
16. Are you actually training the skill or the game?
Relates to hard fun vs easy fun (cf Berthouze 2013)
Is it really motivating the right thing?
It is like putting chocolate on Belgian sprouts
Using sprouts instead of the broccoli of Anastasia Salter, PhD
paraphrasing personal communication with Lars Elbaek
06/10/2018Towards an Interactive-Movement-Learning Movement, ECGBL18 // Reidsma & van Delden 16
GAMES ARE MORE THAN POINTS (3/5)
18. Train the skill not the game.
Relates to hard fun vs easy fun (cf Berthouze 2013)
Encourage the right thing
06/10/2018Towards an Interactive-Movement-Learning Movement, ECGBL18 // Reidsma & van Delden 18
RECAP GAMES ARE MORE THAN POINTS (3/5)
Different ways of playing a Wii game
wikimedia.org
19. TRUE TRANSFORMATION (4/5)
How will the existing context change when a new technology is put in?
06/10/2018Towards an Interactive-Movement-Learning Movement, ECGBL18 // Reidsma & van Delden 20
https://commons.wikimedia.org/wiki/File:Baldomero_Toledo_checks_VAR_-_Seattle_Sounders_vs._Sporting_Kansas_City.jpg
Free to use picture:
https://commons.wikimedia.org/wiki/File:Baldomero_Toledo_checks_VAR_-_Seattle_Sounders_vs._Sporting_Kansas_City.jpg
20. 06/10/2018Towards an Interactive-Movement-Learning Movement, ECGBL18 // Reidsma & van Delden 21
USE CASE 3 - INTERACTIVE PLAYGROUND
Picture van Delden et al 2017, CHI
made by photographer Hetty de Vries
Pictures used in Moreno 2016,
entertainment computing and
Van Delden 2017 CHI
22. The existing context will change in unexpected ways.
Put the professional in the driving seat, or at least let them help in navigation
06/10/2018Towards an Interactive-Movement-Learning Movement, ECGBL18 // Reidsma & van Delden 23
RECAP TRUE TRANSFORMATION (4/5)
https://commons.wikimedia.org/wiki/File:Baldomero_Toledo_checks_VAR_-_Seattle_Sounders_vs._Sporting_Kansas_City.jpg
23. Technology
Interaction
Context
Tip beyond presentation & paper:
“Disciplinarities: intra, cross, multi, inter, trans” (blog by Alexander Jensenius 2012)
06/10/2018Towards an Interactive-Movement-Learning Movement, ECGBL18 // Reidsma & van Delden 24
CROSS-DOMAIN RESEARCH (5/5)
24. 06/10/2018Towards an Interactive-Movement-Learning Movement, ECGBL18 // Reidsma & van Delden 25
USE CASE 3- ITP REPEATED
3 TYPES OF RESEARCH(ERS)
?
?
?
CONTEXT
INTERACTION
TECHNOLOGY
FOTO BY
GIJS VAN OUWERKERK
PICTURES USED WITH PERMISSION BY AUTHORS
LEFT VAN DELDEN ET AL AMI 2014 ,RIGHT MORENO ET AL 2016 (ENTERTAINMENT COMPUTING, 16)
25. Recognize and combine the different views and strengths of these orientations
Technology, Interaction, Context
06/10/2018Towards an Interactive-Movement-Learning Movement, ECGBL18 // Reidsma & van Delden 26
RECAP CROSS-DOMAIN RESEARCH (5/5)
26. Smart Sports Exercises
Multidisciplinary Volleyball project
A technology group, interaction group,
sports context group
Real users, incorporating it into
education having professionals as well
A tool to help trainers
Starting from exercise
transforming it into game > just points
Transforming training in context
with guidance of the professional
+ old insights :
Steering behavior, suite-of-games,
personalized, balancing…
06/10/2018Towards an Interactive-Movement-Learning Movement, ECGBL18 // Reidsma & van Delden 28
SO…..
OUR NEAR FUTURE
POINTS IN PRACTICE
27. thanks to all the collaboration partners, students, and inspirators
PSsst…
we are hiring (soon) for the project
Post-doctoral position- .8-1.0 fte ~2 years
Interaction Technology for Smart Sports Exercises in Volleyball
at HMI Utwente, r.w.vandelden@utwente.nl
06/10/2018Towards an Interactive-Movement-Learning Movement, ECGBL18 // Reidsma & van Delden 29
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