=Paper= {{Paper |id=Vol-3076/paper11 |storemode=property |title=Conceptualising immersive multimodal environments for psychomotor skills training |pdfUrl=https://ceur-ws.org/Vol-3076/ECTEL2021_DC_paper11.pdf |volume=Vol-3076 |authors=Khaleel Asyraaf Mat Sanusi,Deniz Iren,Roland Klemke |dblpUrl=https://dblp.org/rec/conf/ectel/SanusiIK21 }} ==Conceptualising immersive multimodal environments for psychomotor skills training== https://ceur-ws.org/Vol-3076/ECTEL2021_DC_paper11.pdf
Conceptualising immersive multimodal environments for
psychomotor skills training.
Khaleel Asyraaf Mat Sanusia, Deniz Irenb and Roland Klemkea,b
a
    Cologne Game Lab, TH Köln, Cologne, Germany
b
    Open Universiteit, Heerlen, The Netherlands


                 Abstract
                 The coordination of psychomotor skills requires deliberate practice and techniques, all of which
                 are typically taught in a physical setting, where instructions and timely feedback are given by
                 the teachers. However, doing so remotely is commonly inefficient and ineffective, therefore,
                 hindering the learner's progress. Sensors and immersive technologies enable the collection of
                 multimodal data and the creation of immersion, respectively. These technologies have been
                 widely used to further improve the learning outcome, especially in the psychomotor domain. In
                 this paper, we present our research on designing an immersive training environment for remote
                 psychomotor skill training and investigating how such an environment can be used for training
                 skills in different psychomotor domains.

                 Keywords 1
                 Immersive technologies, Sensors, Multimodal, Psychomotor skills


1. Introduction                                                                              in a correct manner, which include safety and
                                                                                             effectiveness. Timely and consistent feedback
                                                                                             from the teacher is essential for the learner to
   The global pandemic event of Covid-19 has
                                                                                             avoid developing improper techniques during
affected various learning and teaching activities
                                                                                             training, thus ensuring the desired goal can be
acutely. This necessitates the notion of online
                                                                                             achieved in a shorter time [2]. However, doing
learning or e-learning in which web
                                                                                             so in a remote manner makes the learning
conferencing tools (e.g., Zoom, Teams) are
                                                                                             process ineffective and inefficient due to the
widely utilised by teachers and students for
                                                                                             lack of modalities such as haptic feedback or
classroom activities. However, this is rarely the
                                                                                             3D full-body perception, hence impeding the
case for psychomotor skills development as
                                                                                             learner’s progress. Due to this, psychomotor
they require hands-on practice. Psychomotor
                                                                                             skill learners and teachers have been
skills need to be physically executed, in most
                                                                                             substantially affected.
cases, repetitively to the extent that the muscle
                                                                                                 Nowadays, educational technology and
memory is trained, which will automate the
                                                                                             artificial intelligence (AI) researchers are
muscle movements [1]. Furthermore, the
                                                                                             progressively embedding sensor technologies
presence of teachers is needed in order to
                                                                                             for the collection of multimodal data, and
explain, demonstrate, and assess certain
                                                                                             machine learning approaches for tracking
procedures. To achieve this, the human learning
                                                                                             learners' behaviour and progress in authentic
model has to be in a structured form where
                                                                                             learning contexts. The combination of these
instructions are well-defined, and feedback can
                                                                                             technologies introduces new technological
be given to ensure that the tasks are performed

Proceedings of the Doctoral Consortium of Sixteenth European
Conference on Technology Enhanced Learning, September 20–21,
2021, Bolzano, Italy (online).
EMAIL: ks@colognegamelab.de (A. 1); deniz.iren@ou.nl (A. 2);
rk@colognegamelab.com (A. 3)
ORCID: 0000-0001-6766-4416 (A. 1); 0000-0002-0727-3445 (A.
2); 0000-0002-9268-3229 (A. 3)
             ©️ 2021 Copyright for this paper by its authors. Use permitted under Creative
             Commons License Attribution 4.0 International (CC BY 4.0).

             CEUR Workshop Proceedings (CEUR-WS.org)
affordances that can be leveraged in the              immersive       technologies     and      sensor
psychomotor education, especially in a remote         technologies in a multi-sensor setup for
manner, to further improve the learning               collecting multimodal data and giving
outcome.                                              immediate feedback in an immersive training
    Multimodality is a theoretical assumption         environment in which learners can use to
that can be applied to provide more structure in      improve       their     psychomotor         skills
sensors for exploring learning. The general idea      independently.
of multimodality in learning comes from the              The paper is structured as follows. In
theory of embodied communication. Based on            Section 2, we present related studies that utilise
this theory, humans use their whole bodies to         sensors for the collection of multimodal data
communicate with each other, applying various         and immersive training environments for
channels to exchange messages such as                 immersion, and to what extent they are used in
gestures, facial expressions, prosody, etc. [3].      the psychomotor domain. Next, we explain our
Subsequently, the trend of multimodality has          research questions in Section 3. Subsequently,
been employed in human-computer interaction.          in Section 4, we visualise and describe the
Sensor-based multimodal interfaces allow the          research model and methods of this study.
monitoring of different modalities and have           Finally, in Section 5 we discuss the expected
been applied in various domains to improve            outcomes of our study in theoretical and
learning [[4], [5], [6]].                             practical implications, followed by the
    While the multimodal approach helps to            conclusion.
improve the psychomotor learning outcome,
designing virtual training environments adds          2. Related work
immersion to the learning activity. As such,
immersive learning technologies such as virtual       2.1. Sensors in                psychomotor
reality (VR), augmented reality (AR) and game
elements enable the creation of virtual training
                                                      learning
environments or simulations that typically
consist of nearly, if not entirely, realistic             Sensor technologies are increasingly
physical similarity to an actual learning context.    becoming more portable and increasingly used
Herrington et al. [7] stress that the learning        in psychomotor training, enabling efficient
environment and designated tasks create the           methods for the acquisition of performance
conditions for the “True” immersion. Hence, it        data, which allows effective monitoring and
can be argued that the instructions and feedback      intervention. That being said, such devices have
provided by the learning environment should be        been explored to provide support in the learning
pragmatic for the learners to learn to perform        domain. For example, Schneider et al. [8]
the tasks in a correct manner; for example,           analysed 82 prototypes found in literature
personalised feedback (human-teacher-like) to         studies based on Bloom’s taxonomy of learning
create immersive learning experiences.                domains (psychomotor, cognitive, and
Intrinsically, virtual training environments          affective). Their research suggests researchers
allow the learner to actively interact with the in-   and educators to consider utilising sensor-based
game objects which may create more                    platforms as reliable learning tools for reducing
engagement and increase motivation for the            the workload of teachers and, therefore,
learner when performing tasks.                        contribute to the solution of many current
    In this research, we aim to design and            educational challenges.
implement an immersive training environment               Motion sensors such as accelerometers and
for psychomotor skills using immersive                gyroscopes are predominantly used to acquire
technologies which will be integrated with            motion data to recognize human activities,
sensor technologies and AI, in order to deliver       especially in the psychomotor domain. These
instructions and feedback to learners in a            sensors are commonly combined and used in a
meaningful manner. Furthermore, we intend to          synchronized manner to achieve a higher
investigate the effectiveness of the system and       accuracy of detecting not only simple but
whether it can be applied to train skills in          complex activities as well [9]. This enables the
different     psychomotor       domains.      The     collection of multimodal data and provides a
development of this system provides an early          more accurate representation of the learning
and significant step towards combining                process [10]. Furthermore, multimodal data can
be collected using various sensors such as          development in recent years, such technologies
wearable sensors, depth camera sensors,             are being used in various psychomotor
Internet of Things devices, etc.                    domains, including sports, physical training,
    For instance, Schneider et al. [4] designed a   rehabilitation therapy, and much more. These
system to support the development of public         technologies transport individuals into an
speaking skills using the Kinect v2 depth           interactive training or learning environment,
camera sensor to track the skeletal joints of the   either virtually or physically, to replicate the
learner's body and the HoloLens headset to          authentic learning context of a specific skill.
provide feedback in real-time when mistakes             For example, Song et al. [12] designed and
are detected while presenting. Limbu et al. [11]    implemented an immersive VR environment
developed a system to teach basic calligraphy       for teaching tennis using high-definition
skills, which uses the pen sensor in Microsoft      stereoscopic display, robust and accurate
Surface tablet and EMG sensors in a Myo             hybrid sensor tracking, shader-based skin
armband to provide feedback to learners during      deformation, intelligent animation control, and
practice. It also allows the calligraphy teacher    haptic feedback mechanism. The authors
to create an expert model, which the learners       reported that, through these technologies, a
can later use to practice and receive guidance      real-time immersive tennis playing experience
and feedback based on the expert model.             is achieved. Potentially, the system can be
    To better understand learners’ performance,     scaled to adapt various application cases such
educational researchers are progressively using     as other sports game simulations and even
machine learning approaches to classify             military training simulations.
activities based on the multimodal data                 Ali et al. [13] experimented with multiple
collected. For instance, in the medical domain,     VR fitness applications (e.g., VR Fitness,
Di Mitri et al. [5] investigated how multimodal     VirZOOM, BOXVR) for physical training such
data and Neural Networks can be used for            as walking, running, and jogging. In addition,
learning Cardiopulmonary Resuscitation skills       they implemented a mobile application that
by utilising a multi-sensor system comprising       uses built-in sensors such as an accelerometer
of a Kinect v2 and a Myo armband. In the sports     and gyroscope for motion detection. As a result,
domain, Mat Sanusi et al. [6] applied the same      they achieved up to 82.46% of accuracy and
framework as the previous author by using           thus, described the effectiveness of VR
built-in accelerometer and gyroscope sensors in     technology in physical training, which is
a smartphone and also a Kinect v2 to detect         helpful for the development of psychomotor
forehand table tennis strokes during training.      skills.
Both study results show a high classification           In our research, we aim to incorporate
rate of the activities when combining the           immersive technologies into the mix for the
sensors, emphasising the importance of a            creation of immersive training environments to
multimodal approach in classifying complex          enhance the immersive experience of the
activities.                                         learner in the learning setting. Our grand vision
    In this research, we aim to use a multi-        is to have a theoretical framework with a
sensory system (e.g., wearable technologies,        structured human learning model (feedback and
depth cameras) with the help of machine             instructions) within these immersive training
learning to help learners improve their             environments that can be applied to not only
psychomotor skills. We intend to have a             one but also multiple psychomotor domains.
theoretical framework that can be used for
training skills in one psychomotor domain and       3. Research questions
subsequently applied in multiple domains.
                                                        Based on the problem identified and the
2.2. Immersive                        training      related work analysed, we aim to investigate the
environments                                        following research questions (RQs):

   Immersive learning technologies such as VR           1. What level of technological support
and AR are progressively becoming a                        (technology) is available in the
significant medium for psychomotor training.               literature and appropriate for delivering
Due to the substantial improvement and                     effective instructions and feedback
        (pedagogy) to the           learners    in    4. Methodology
        psychomotor training?
                                                      4.1. Research methods
   Fundamentally, it is crucial to identify the
most promising pedagogical approaches in                 It is essential for this research to follow a
psychomotor skills learning that can be applied       methodological approach for designing,
in     multiple      psychomotor      domains.        developing, testing, and evaluating such a
Furthermore, with technologies that have been         system. Hence, we conduct our research based
widely used to improve the learning outcome in        on the Design-based Research (DBR)
recent years, we survey the state-of-the-art of       approach, a common iterative methodological
technology that may potentially be helpful for        approach for prototypical solutions. In the
our research. Therefore, a systematic review          context of our research, we combined two DBR
will be carried out for these two processes and       models from Amiel & Reeves [14], and De
thus, answer our RQ1. The outcome of                  Vielliers & Harpur [15], which are used in the
answering this question would be the                  domain of educational technologies.
theoretical framework of the system.                     Figure 1 shows the phases of the DBR
                                                      approach for this research, and the following
    2. How can we create an immersive and             subsections explain each of the phases.
       information-rich (remote/self-learning)
       training environment for psychomotor               1. Problem analysis: In the first phase, a
       skills that deliver effective instructions     systematic literature will be reviewed to
       and meaningful feedback to the                 determine the importance of the problem and
       learner?                                       identify the current theory on the immersive
                                                      multimodal environments in the psychomotor
    Subsequently, we design and implement a           domain. Furthermore, the selection of
virtual training environment based on the             application cases will be made in this phase.
theoretical framework retrieved from RQ1. The         With these approaches, we are analysing the
instruction and feedback systems should be            problem and defining research goals. The
given in a realistic manner to create immersive       outcome of this step is a detailed research
learning experiences. Therefore, it is vital to       proposal containing goals and evaluation
research how can we maximise the system’s             criteria.
effectiveness in providing feedback and
instructions. This includes the framing of                2. Design solution: A theoretical framework
interaction and the appropriate modalities for        is proposed based on the results from the
instructions and feedback. Consequently, we           systematic review, identifying the most
can investigate the effectiveness of the system:      promising pedagogical model in psychomotor
can the system help learners improve their            training and the technologies that can be
skills during training?                               contributed to such a model. Our conceptual
                                                      model (see Figure 2) states how we transfer the
    3. To what extent can we generalise our           theoretical framework into our system design,
       training framework to multiple                 suggesting to address the problem from phase
       psychomotor domains?                           1.
    Finally, we explore if the system can, both
                                                         3. Develop solution: The next phase is the
theoretically and practically, be adapted and
                                                      implementation of the immersive training
applicable in multiple psychomotor domains.
                                                      environment that serves the research purpose.
More exercise routines and common mistakes
                                                      The development of the system is based on the
of the selected applications cases will be
                                                      theoretical framework proposed in phase 2. The
identified to suit the system's needs. Hence, it is
                                                      outcome is an innovative and functional
crucial to know what are other possible
                                                      immersive training environment system with
application cases that the new system can be
                                                      the integration of immersive technologies,
used to train related psychomotor tasks and can
                                                      sensor technologies, and AI that aims to address
the system effectively help learners learn
                                                      the challenges of remote psychomotor training
different psychomotor skills?
                                                      and help us achieve our research goals.
   Figure 1: The synthesised model for DBR in the context of this research [[14], [15]].


                                                             In learning sciences, a conceptual model is
    4. Evaluate in practice: Subsequently, in the      commonly used to improve explanations and
next phase, focus group experiments involving          provide visual representations of abstracts [16].
the teachers/experts will be carried out for           Following this theory, we sketched a model for
    qualitative analysis to gather important           visualising the overall learning process using
details that can be added to the system. Further,      the immersive training environment from the
a user test will be conducted to reveal essential      human learner perspective (see Figure 2).
aspects of how the system can be improved.                   Based on the model, multimodal data will
Additionally, questionnaires and surveys for           be collected by tracking the skeletal points and
the quantitative analysis are helpful to provide       capturing the body motion of the human
a general idea of how users perceive the               learner's body. Instructional tasks are ideally
interaction between the system. The refinement         given before the learner performs the specific
of the system should then be followed involving        tasks. Feedback is typically given in real-time
the teachers/experts to ensure that the system is      when mistakes are detected during training and
ready to be tested with the learners in the real-      as visual summative, after training. Instructions
world setting. Then, the data is collected and         are also given during training to help learners
analysed to answer the research questions and          progress to the next steps or even in the form of
to construct design principles.                        detailed feedback. These two aspects of the
                                                       human learning model - instructions and
   5. Reflection, dual outcomes:                       feedback - can be given in multiple modalities.
                                                       In the context of our research, the most
   Practical: This phase enhances the                  common modalities that can be applied are
implementation of the solution. As reflection          visual, audio, and haptic. These modalities form
occurs, new designs can be further developed           various types of interaction that can be
and implemented, which leads to an ongoing             potentially used in the immersive training
sub-cycle of the design-reflection process.            environment to give instructions and feedback
                                                       such as virtual avatars, videos, etc. Finally,
   Theoretical: It is imperative to keep detailed      these aspects help validate the effectiveness of
records during the design research process             the immersive training environment.
concerning how the design outcomes (e.g.,                    Since the research is in an early phase, the
principles) have worked or have not worked,            conceptual model is still on the abstract level.
how the innovation has been improved, and              However, this constitutes the groundwork of
what are changes have been made. Through this          this research and will be extended into a bigger
documentation, it can be helpful for other             model with more aspects in the later phases.
researchers and designers who are interested in
those findings and examine them in relation to
their context and needs.
                                                       5. Discussion and conclusion
                                                          The expected outcomes of this research are
4.2.    Solution approach                              divided into two implications: theoretical and
                                                       practical. From the theoretical perspective,
   Figure 2: The conceptual model of this research.

systematic literature review findings on              improve the learning outcome in the
requirements to create immersive training             psychomotor domain, especially in remote-
environments for psychomotor skills will be           learning scenarios.
delivered. Based on these findings, a
conceptual framework of the immersive                 6. Acknowledgements
training environment consisting of guidelines
and methodologies on delivering instructions,
                                                         This research is funded by the Federal
providing feedback, and tracking learner's
                                                      Ministry of Education and Research (BMBF) in
performance will be constructed. We envision
                                                      the program of Digital Higher Education for the
this framework to constitute the groundwork
                                                      project Multimodal Immersive Learning with
for the design. Moreover, it will extend
immersive       training    environments     for      Artificial Intelligence for Psychomotor Skills
psychomotor skills training in multiple               (MILKI-PSY) with the grant number:
                                                      16DHB4013.
domains. This framework will potentially be
useful for researchers as a basis for their
theoretical and practical research.                   7. References
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