{"title":"K-5数学和科学教育的沉浸式游戏","authors":"N. Adamo-Villani, R. Wilbur","doi":"10.1109/IV.2007.23","DOIUrl":null,"url":null,"abstract":"We present SMILEtrade (Science and Math in an Immersive Learning Environment) an immersive game in which deaf and hearing children ages 5-10 learn math and science concepts and ASL (American Sign Language) terminology through interaction with animated 3D characters and objects. The application can be displayed in stationary, four-wall immersive devices (i.e., the FLEX), Fish Tank VR systems, and non-immersive standard computer systems. Users interact with the program choosing from a variety of input devices including a 6DOF wand, a pinch glove, a data glove, a dance platform, or standard mouse and keyboard.","PeriodicalId":177429,"journal":{"name":"2007 11th International Conference Information Visualization (IV '07)","volume":"2012 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2007-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":"{\"title\":\"An Immersive Game for K-5 Math and Science Education\",\"authors\":\"N. Adamo-Villani, R. Wilbur\",\"doi\":\"10.1109/IV.2007.23\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"We present SMILEtrade (Science and Math in an Immersive Learning Environment) an immersive game in which deaf and hearing children ages 5-10 learn math and science concepts and ASL (American Sign Language) terminology through interaction with animated 3D characters and objects. The application can be displayed in stationary, four-wall immersive devices (i.e., the FLEX), Fish Tank VR systems, and non-immersive standard computer systems. Users interact with the program choosing from a variety of input devices including a 6DOF wand, a pinch glove, a data glove, a dance platform, or standard mouse and keyboard.\",\"PeriodicalId\":177429,\"journal\":{\"name\":\"2007 11th International Conference Information Visualization (IV '07)\",\"volume\":\"2012 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2007-07-04\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"6\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2007 11th International Conference Information Visualization (IV '07)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/IV.2007.23\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2007 11th International Conference Information Visualization (IV '07)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/IV.2007.23","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
An Immersive Game for K-5 Math and Science Education
We present SMILEtrade (Science and Math in an Immersive Learning Environment) an immersive game in which deaf and hearing children ages 5-10 learn math and science concepts and ASL (American Sign Language) terminology through interaction with animated 3D characters and objects. The application can be displayed in stationary, four-wall immersive devices (i.e., the FLEX), Fish Tank VR systems, and non-immersive standard computer systems. Users interact with the program choosing from a variety of input devices including a 6DOF wand, a pinch glove, a data glove, a dance platform, or standard mouse and keyboard.