Capturing Activities and Interactions in Makerspaces Using Monocular Computer Vision

IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Sohail Ahmed Soomro;Halar Haleem;Bertrand Schneider;Georgi V. Georgiev
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引用次数: 0

Abstract

This study presents a monocular approach for capturing students' prototyping activities and interactions in digital-fabrication-based makerspaces. The proposed method uses images from a single camera and applies object reidentification, tracking, and depth estimation algorithms to track and uniquely label participants in the space, extracting both spatial and temporal information. A case study was conducted by recording a lab session in a digital-fabrication-based makerspace where students from a university undergraduate program turned their product ideas into tangible prototypes using digital fabrication. Moreover, a creativity test was conducted to assess individual creative competence. The findings reveal that the monocular approach effectively captures interactions among team members and instructors. It also identifies prototyping activities at individual and team levels. Furthermore, results demonstrate that the students with high and low creativity scores exhibit distinct patterns of interaction with instructors and teammates. Those with high creativity scores worked more independently and less collaboratively. Students with low creativity scores worked more collaboratively and less independently. The proposed monocular approach can be used in formal educational settings for student evaluation and prototyping activities. In addition, instructors can use this approach to assess and tailor teaching methods by promptly intervening and providing structures and scaffolding support to assist struggling students.
利用单目计算机视觉捕捉创客空间中的活动和互动
本研究提出了一种单目方法,用于捕捉学生在基于数字制造的创客空间中的原型活动和互动。该方法使用来自单个相机的图像,并应用目标再识别、跟踪和深度估计算法来跟踪和唯一标记空间中的参与者,提取空间和时间信息。一个案例研究是通过在一个基于数字制造的创客空间中记录一个实验室会议来进行的,在那里,来自大学本科项目的学生使用数字制造将他们的产品想法变成了有形的原型。此外,还进行了创造力测试,以评估个人的创造能力。研究结果表明,单目方法有效地捕捉了团队成员和教师之间的互动。它还确定了个人和团队级别的原型活动。此外,研究结果还显示,创造力得分高与低的学生在与教师和队友的互动中表现出不同的模式。创造力得分高的人工作时更独立,更少合作。创造力得分低的学生在学习上更注重合作,而不太注重独立。提出的单目方法可用于正规教育环境的学生评价和原型活动。此外,教师可以使用这种方法来评估和调整教学方法,通过及时干预和提供结构和脚手架支持来帮助困难的学生。
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来源期刊
IEEE Transactions on Learning Technologies
IEEE Transactions on Learning Technologies COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-
CiteScore
7.50
自引率
5.40%
发文量
82
审稿时长
>12 weeks
期刊介绍: The IEEE Transactions on Learning Technologies covers all advances in learning technologies and their applications, including but not limited to the following topics: innovative online learning systems; intelligent tutors; educational games; simulation systems for education and training; collaborative learning tools; learning with mobile devices; wearable devices and interfaces for learning; personalized and adaptive learning systems; tools for formative and summative assessment; tools for learning analytics and educational data mining; ontologies for learning systems; standards and web services that support learning; authoring tools for learning materials; computer support for peer tutoring; learning via computer-mediated inquiry, field, and lab work; social learning techniques; social networks and infrastructures for learning and knowledge sharing; and creation and management of learning objects.
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