Benefits of Using Animation and 3D Motion Capture (MOCAP) Techniques in Electronic Educational Content

Authors

  • Köksal BÜYÜK Anadolu Üniversitesi

DOI:

https://doi.org/10.5281/zenodo.7487706

Keywords:

Digital Training, Animation, MOCAP, Interactive Content, e-content, Motion Capture

Abstract

The use of interactive learning materials is an important need in the digital education world. In addition, it has become a necessity to develop new learning technologies as products and processes that will provide flexibility with their different features and increase interaction. There is a wide range of use of learning materials to be produced using animation. The visual library and archive to be created with these materials will allow for the design, editing and development of new contents without the need for studio shooting and model use. A wide variety of learning materials are prepared for the use of learners by educational institutions that serve learners with different needs, expectations, interests, learning experiences and styles. However, it is possible to state that these prepared materials are generally not flexible enough to meet different needs. Even in the slightest need for an update in the content, the content may need to be reproduced. This situation causes loss of time, cost and labor for institutions. In this context, in parallel with the opportunities offered by current technological developments; flexible learning materials independent of person, time and place are needed. From this point of view, there will be many benefits of using animation in educational materials. Qualitative research method was used in this study. As a result, it has been determined that the animations used in educational materials provide advantages such as making e-contents entertaining, making them interesting, facilitating learning, emphasizing important points, helping to show the practice of theoretical knowledge.

References

Adamo-Villani, N., Cui, J., & Popescu, V. (2014). “Scripted animation towards scalable content creation for elearning—a quality analysis”, First International Conference, eLEOT, 1–9. https://eudl.eu/pdf/10.1007/978-3-319-13293-8_1

Akören, A. N. (2018). Çizgi Film ve Animasyon Eğitiminde Son Eğilimler. Etkileşim, 2, 124-140. https://doi.org/10.32739/ etkilesim.2018.2.32

Alabay, A. (2016). Ortaöğretim Öğretmen ve Öğrencilerinin EBA (Eğitimde Bilişim Ağı) kullanımına ilişkin görüşleri üzerine bir araştırma, Yüksek Lisans Tezi, İstanbul Aydın Üniversitesi.

Animasyon Sektörü Raporu (2017). https://www.kalkinmakutuphanesi.gov.tr/dokumanflipbook/animasyon-sektoru-raporu-2018/1415.

Bağlama, B., Yucesoy, Y., & Yikmis, A. (2018). Using animation as a means of enhancing learning of individuals with special needs. TEM Journal. 7. 670-677. 10.18421/TEM73-26.

Bates, T. (1991). Third Generation Distance Education, Research in Distance Education, 3(2), 10–15.

Berney, S., & Bétrancourt, M. (2016). Does animation enhance learning? A meta-analysis. Computers & Education, 101, 150-167. https://doi.org/10.1016/j.compedu.2016.06.005

Bulu, S. T., & İşler, V. (2011). Second life odtü kampüsü. Akademik Bilişim, 2-4. https://ab.org.tr/ab11/kitap/bulu_isler_AB11.pdf

Ceseracciu, E., Sawacha, Z., & Cobelli, C. (2014). Comparison of markerless and marker-based motion capture technologies through simultaneous data collection during gait: proof of concept. PloS one, 9(3), e87640.

Chan, J. C., Leung, H., Tang, J. K., & Komura, T. (2010). A virtual reality dance training system using motion capture technology. IEEE transactions on learning technologies, 4(2), 187-195.

Chi, D. M. (1999). A motion control scheme for animating expressive arm movements. University of Pennsylvania

Clemens, A. (2022). Metaverse for Beginners: A Guide to Help You Learn about Metaverse, Virtual Reality and Investing in NFTs. ISBN: 9798411296051.

Çıklaçandır, Samet & Mihcin, Senay. (2020). Biyomedikal Mühendisliğinde İnsan Hareketleri Yakalama Sistemleri. Editörler: Abdurahman Günday ve Mehmet Recep Minaz, Gece Kitaplığı Yayınları.

Daşdemir, İ. (2016). Animasyon Kullanımının Öğrencilerin Akademik Başarılarına, Öğrenilen Bilgilerin Kalıcılığına ve Bilimsel Süreç Becerilerine Etkisi. Kastamonu Eğitim Dergisi, 21(4), 1287-1304.

de Castro, L. N., Muñoz, Y. J., de Freitas, L. R., & El-Hani, C. N. (2008). A virtual laboratory on natural computing: A learning experiment. International Journal of Distance Education Technologies (IJDET), 6(2), 55-73.

Demirbağ, İ. (2020). Üç Boyutlu Sanal Dünyalar. Açık Öğretim Uygulamaları ve Araştırmaları Dergisi, 6(4), 97-112.

Deng, L., Leung, H., Gu, N., & Yang, Y. (2011). Real‐time mocap dance recognition for an interactive dancing game. Computer animation and virtual worlds, 22(2‐3), 229-237.

Dyer, S., Martin, J., Zulauf J. (1995). “Motion Capture Whitepaper” In Hoon, L., Chai, W., & Rahman, K. (2014). Development of Real-Time Lip Sync Animation Framework Based On Viseme Human Speech. Archives of Design Research, 27(4), 19-29.

Fırat, M. (2010). Bilgi Toplumunda Eğitimin Sürekliliği ve Okulların Geleceği. In International Conference on New Trends in Education and Their Implications (pp. 11-13).

Fırat, M., Kabakçı Yurdakul, I. 2013. “Açık ve Uzaktan Öğretimde E-Öğrenme Araçları ve Yeni Yönelimler”. Türkiye’de E-Öğrenme: Gelişmeler ve Uygulamalar. Editörler: Yüzer, T. V., Yamamato, G. T., Demiray, U. Anadolu Üniversitesi.

Fletcher, J. D., & Tobias, S. (2005). The Multimedia Principle. In R. E. Mayer (Ed.), The Cambridge Handbook of Multimedia Learning (pp. 117-134). New York: Cambridge University Press.

https://doi.org/10.1017/CBO9780511816819.008

Furniss, M. (2022). “Motion Capture”. http://web.mit.edu/comm-forum/papers/furniss.html.

Gao, Z., Yu, Y., Zhou, Y. & Du, S. (2015). "Leveraging Two Kinect Sensors for Accurate Full-Body Motion Capture" Sensors 15, no. 9: 24297-24317. https://doi.org/10.3390/s150924297

Güvercin, Z. (2010). “Fizik Dersinde Simülasyon Destekli Yazılımın Öğrencilerin Akademik Başarısına, Tutumlarına ve Kalıcılığa Olan Etkisi”, (Yüksek Lisans Tezi), Çukurova Üniversitesi.

Hachimura, K., Kato, H., & Tamura, H. (2004). A prototype dance training support system with motion capture and mixed reality technologies. RO-MAN 2004. 13th IEEE International Workshop on Robot and Human Interactive Communication (IEEE Catalog No.04TH8759), 217-222.

Höffler, T. N., & Leutner, D. (2007). Instructional animation versus static pictures: A meta-analysis. Learning and Instruction, 17(6), 722-738. https://doi.org/10.1016/j.learninstruc.2007.09.013

https://en.wikipedia.org/wiki/Crash_Course_(YouTube)

https://medium.com/nerd-for-tech/motion-capture-diy-e411fcd44a12

https://mocappys.com/how-to-plan-a-motion-capture-shoot-creating-a-move-list/#.Y6kkMuxBwl8

https://thecrashcourse.com/about/

https://www.bbc.com/news/uk-england-tyne-18102299

https://www.premiumbeat.com/blog/motion-capture-animation/

https://www.rokoko.com/products/full-performance-capture

https://www.rokoko.com/products/smartsuit-pro

https://www.schoolofmotion.com/blog/diy-motion-capture

https://www.youtube.com/@kurzgesagt/about

https://yokatlas.yok.gov.tr/lisans-bolum.php?b=19073

https://yokatlas.yok.gov.tr/onlisans-program.php?b=30128

Kobak, K. (2011). Yeni Bir Eğitim Ortamı Olarak Second Life'da Öğrenci Deneyimleri. Academic Informatic. Akademik Bilişim’11 - XIII. Akademik Bilişim Konferansı Bildirileri, İnönü Üniversitesi. https://ab.org.tr/ab11/kitap/kobak_AB11.pdf.

Kozan, E. (2022). Sinemada Motion Capture Uygulamalarında Yazılım Şirketlerin Estetik ve Teknolojik Çözümleri. Sakarya İletişim, 2(3), 34-47.

Kumar, S., Perumal, A., Kumar C. M., Depaa, J., Chitra Mai, M. R., (2016). 3-D Animation As An Effective Learning Tool, International Research Journal of Engineering and Technology (IRJET),03/11 . https://www.irjet.net/archives/V3/i11/IRJET-V3I1171.pdf

Küçük T. (2022). Ulusal/Uluslararası Yapılan Araştırmalarda, Eğitimde Animasyon Kullanımının İncelenmesi ve Bir Animasyon Uygulaması Örneği, Yüksek Lisans Tezi, İstanbul Aydın Üniversitesi Lisansüstü Eğitim Enstitüsü, Grafik Tasarımı Ana Sanat Dalı.

Lee, J., Chai, J., Reitsma, P. S., Hodgins, J. K., & Pollard, N. S. (2002). Interactive control of avatars animated with human motion data. In Proceedings of the 29th annual conference on Computer graphics and interactive techniques (SIGGRAPH '02). Association for Computing Machinery, 491–500. https://doi.org/10.1145/566570.566607

Low, R., & Sweller, J. (2014). The modality principle in multimedia learning. https://doi.org/10.1017/ CBO9781139547369.012

Lowe, R., & Schnotz, W. (Ed.). (2008). Learning With Animation: Research Implications For Design http://assets.cambridge.org/97805216/17390/copyright/9780521617390_copyright_info.pdf

Lowe, R.K. (2004). Animation and learning : Value for money ? https://www.ascilite.org/conferences/perth04/procs/pdf/lowe-r.pdf

Magnenat-Thalmann, N., Protopsaltou, D., Kavakli, E. (2008). Learning How to Dance Using a Web 3D Platform. In: Leung, H., Li, F., Lau, R., Li, Q. (eds) Advances in Web Based Learning – ICWL 2007. ICWL 2007. Lecture Notes in Computer Science, vol 4823. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-78139-4_1

Mayer, R. E. (2014a). Incorporating motivation into multimedia learning. Learning and Instruction. 29. 171–173. DOI:10.1016/j.learninstruc.2013.04.003

Mayer, R. E. (Ed.). (2014b). The Cambridge Handbook of Multimedia Learning (2nd ed., Cambridge Handbooks in Psychology). Cambridge: Cambridge University Press. doi:10.1017/CBO9781139547369.

Mayer, R., & Fiorella, L. (2014). Principles for Reducing Extraneous Processing in Multimedia Learning: Coherence, Signaling, Redundancy, Spatial Contiguity, and Temporal Contiguity Principles. In R. Mayer (Ed.), The Cambridge Handbook of Multimedia Learning (Cambridge Handbooks in Psychology, pp. 279-315). Cambridge: Cambridge University Press. doi:10.1017/CBO9781139547369.015

Menache, A. (2000). Understanding Motion Capture for Computer Animation and Video Games, Morgan Kaufmann.

Moldovan, A. M. (2021). Animation in Education. Theoretical and Practical Approaches to Non-Formal Education: Interdisciplinary Examinations into Various Instructional Models, 45. Brown Walker Press.

Moreno, R., & Mayer, R. E. (2000). A coherence effect in multimedia learning: The case for minimizing irrelevant sounds in the design of multimedia instructional messages. Journal of Educational Psychology, 92(1), 117–125. https://doi.org/10.1037/0022-0663.92.1.117

Nogueira, P.A. (2012). Motion Capture Fundamentals A Critical and Comparative Analysis on Real-World Applications.

Potter, M.C., Wyble, B., Hagmann, C.E. McCourt, E.S., (2014). Detecting meaning in RSVP at 13 ms per picture. Atten Percept Psychophys 76, 270–279 https://doi.org/10.3758/s13414-013-0605-z

Rafi, A. (2008). Motion Capture and Computer Art. International Journal of Arts and Technology, 1(1), 1-12. https://doi.org/10.1504/IJART.2008.019874

Regazzoni, D., Vecchi, G.D., & Rizzi, C. (2014). RGB cams vs RGB-D sensors: Low cost motion capture technologies performances and limitations. Journal of Manufacturing Systems, 33, 719-728. https://doi.org/10.1016/j.jmsy.2014.07.011

Sharma, A., Agarwal, M., Sharma, A., & Dhuria, P. (2013). Motion capture process, techniques and applications, International Journal on Recent and Innovation Trends in Computing and Communication, 1(4), 251-257.

Skogstad, S.A., Nymoen, K., & Høvin, M.E. (2011). Comparing Inertial and Optical MoCap Technologies for Synthesis Control. Sound and Music Computing Conference, 421–426.

Şimşek, E., Kızıltepe, F. Öztürk Çalık, E. Özdemir, R., Gür Arslan, F., Eroğlu, Ö., (2022). Elektronik eğitim içerikleri: Genel bakış, T.C. Millî Eğitim Bakanlığı, Talim ve Terbiye Kurulu Başkanlığı, http://ttkb.meb.gov.tr/meb_iys_dosyalar/2022_12/07160301_elektronikegitimicerikleri_genelbakis.pdf

Tokel, S. T., Cevizci, E. (2013). Üç Boyutlu Sanal Dünyalar: Eğitimciler İçin Yol Haritası. Akademik Bilişim 2013 – XV. Akademik Bilişim Konferansı’nda sunulmuş bildiri, Akdeniz Üniversitesi.

Verduin, J. R., & Clark, T. A. (1991). Distance Education: The Foundations Of Effective Practice. Jossey-Bass Inc Pub.

Vernon, T. & Peckham, D. (2002). The benefits of 3D modelling and animation in medical teaching, Journal of Audiovisual Media in Medicine, 25:4, 142-148, DOI: 10.1080/0140511021000051117

Published

2022-12-29

How to Cite

BÜYÜK, K. (2022). Benefits of Using Animation and 3D Motion Capture (MOCAP) Techniques in Electronic Educational Content. Dijital Teknolojiler Ve Eğitim Dergisi, 1(2), 110–129. https://doi.org/10.5281/zenodo.7487706

Similar Articles

1 2 > >> 

You may also start an advanced similarity search for this article.