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Body Cosmos 2.0:embodied biofeedback interface for dancing
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作者 Rem RunGu Lin Koo Yongen Ke Kang Zhang 《Visual Computing for Industry,Biomedicine,and Art》 2025年第1期436-452,共17页
This study presents Body Cosmos 2.0,an embodied biofeedback system with an interactive interface situated at the intersection of dance,human-computer interaction,and bio-art.Building on the authors’prior work,“Body ... This study presents Body Cosmos 2.0,an embodied biofeedback system with an interactive interface situated at the intersection of dance,human-computer interaction,and bio-art.Building on the authors’prior work,“Body Cosmos:An Immersive Experience Driven by Real-time Bio-data,”the system presents the concept of a‘bio-body’-a dynamic digital embodiment of a dancer’s internal state-generated in real-time through electroencephalography,heart rate sensors,motion tracking,and visualization techniques.Dancers interact with the system through three distinct experiences“VR embodiment,”which enables them to experience their internal states from a first-person perspective;“dancing within your bio-body,”which immerses them in their internal physiological and emotional states;and“dancing with your bio-body,”which creates a bio-digital reflection for expressive development and experiential exploration.To evaluate the system’s effectiveness,a workshop was conducted with 24 experienced dancers to assess its impact on self-awareness,creativity,and dance expressions.This integration of biodata with artistic expression transcends traditional neurofeedback and delves into the realm of embodied cognition.The study explores the concept,development,and application of“Body Cosmos 2.0,”highlighting its potential to amplify self-awareness,augment performance,and expand the expressive and creative possibilities of dance. 展开更多
关键词 Biofeedback embodied interaction Electroencephalography visualization Dancing technology
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Application of Immersive Technologies in Primary and Secondary Education
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作者 Shuaizhen Jin Jingbin Huang Zheng Zhong 《Frontiers of Digital Education》 2024年第2期142-152,共11页
The digital transformation is driving profound changes in education and teaching,with immersive technologies such as virtual reality(VR),augmented reality(AR),and mixed reality(MR),representing the future form of the ... The digital transformation is driving profound changes in education and teaching,with immersive technologies such as virtual reality(VR),augmented reality(AR),and mixed reality(MR),representing the future form of the internet,set to lead a new round of innovation in primary and secondary education appli-cations.This study first elaborates on the connotation and typical characteristics of immersive technologies,analyzes their potential applications in primary and secondary education scenarios such as space,resources,curriculum,models,and evaluation.It then points out the key issues in the application of immersive technologies in primary and secondary education from four aspects:educational system,innovative technology,application orientation,and privacy ethics.Finally,from the perspective of multi-party collaboration among government departments,educational entities,indus-tries,and enterprises,we propose application strategies such as top-level planning and design,core technology research,typical case cultivation,and regulatory governance.Such strategies aim to promote the deep integration of immersive technologies and primary and secondary education,shaping a new educational climate that aligns with the talents demands of the digital era. 展开更多
关键词 immersive technology primary and secondary education embodied interaction education application
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