Towards an Interactive-Movement-Learning Movement

2018 
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 sportrelated 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.
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