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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>IMPECT-Sports: Using an Immersive Learning System to Facilitate the Psychomotor Skills Acquisition Process.</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Khaleel Asyraaf Mat Sanusi</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Michal Slupczynski</string-name>
          <email>slupczynski@dbis.rwth-aachen.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mai Geisen</string-name>
          <email>m.geisen@dshs-koeln.de</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Deniz Iren</string-name>
          <email>deniz.iren@ou.nl</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ralf Klamma</string-name>
          <email>klamma@dbis.rwth-aachen.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Stefanie Klatt</string-name>
          <email>s.klatt@dshs-koeln.de</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Roland Klemke</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Advanced Community Information Systems (ACIS) Group</institution>
          ,
          <addr-line>Templergraben 55, 52062 Aachen</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Cologne Game Lab, TH Köln</institution>
          ,
          <addr-line>Schanzenstraße 28, 51063 Köln</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Institute of Exercise Training and Sport Informatics, German Sport University Cologne</institution>
          ,
          <addr-line>Am Sportpark Müngersdorf 6, 50933 Köln</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Open University of the Netherlands</institution>
          ,
          <addr-line>Valkenburgerweg 177, 6419 AT Heerlen</addr-line>
          ,
          <country country="NL">Netherlands</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Psychomotor abilities are typically taught in a physical learning environment since they require focused practice and techniques to be learned. However, the lack of feedback modalities in remote psychomotor training makes learning processes inefective and ineficient and can impede the learner's progress. In this paper, we propose an immersive learning system to facilitate direct multimodal feedback for psychomotor skills training. Moreover, survey data to measure the perceived efectiveness of each used feedback modality was collected and analyzed. We ofer a theoretical feedback model and its practical implementation. Initial study results show promising efectiveness of the employed instruction and feedback modalities. This solution could facilitate the multimodal training of psychomotor skills in a time-eficient manner. More research needs to be conducted in order to further test the system.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;immersive learning system</kwd>
        <kwd>psychomotor skills</kwd>
        <kwd>expert feedback</kwd>
        <kwd>technology-enhanced learning</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        The presence of teachers in a sports setting is crucial to explain, demonstrate, and assess learning
of psychomotor skills, so that movement errors can be identified and corrected for improving
performances, while also positively influencing the promotion of human physical health [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ].
Timely feedback helps learners to obtain information about their motion execution and
implement it appropriately for real-time rectifications [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Remote psychomotor training, however,
can make learning processes inefective and ineficient due to the lack of feedback modalities,
thus impeding the learner’s progress [4]. Immersive training environments allow the creation
of a virtual environment to produce realistic experiences for the learner [5]. Immersive learning
systems (ILSs) are educational tools that are typically supported by immersive technologies to
enhance the experience and can provide real-time feedback to the learner [6]. In addition, sensor
technologies are used by technology-enhanced learning (TEL) researchers for the collection
of multimodal data to track learners’ behavior and performance, further aiming to improve
the learning outcome [7, 8]. Subsequently, instructions and feedback should be given through
multiple modalities (e.g., visual, auditory, haptic) and in a timely manner to accelerate the
achievement of learning goals [9].
      </p>
      <p>In this paper, we introduce the Immersive Multimodal Psychomotor Environments for
Competence Training (IMPECT)-Sports tool, an ILS prototype which utilizes sensors and immersive
technologies for improving psychomotor training, primarily in the sports domain. We discuss
the current state of prototypical development and the preliminary results from a qualitative
study with the involvement of TEL researchers.</p>
      <p>This article is structured as follows. Section 2 describes the proposed tool. Section 3 explains
the methodology and shows the results of the collected data. Section 4 summarizes the findings,
limitations, future work, and finally, concludes the paper.</p>
    </sec>
    <sec id="sec-2">
      <title>2. IMPECT for Sports Training</title>
      <p>The IMPECT-Sports tool is a desktop-based application which utilizes the following input
sensors: (1) Perception Neuron 3 (PN3)1, an inertial measurement unit (IMU) sensor-based,
full-body motion capture system and (2) Microsoft Azure Kinect (MAK)2, a depth camera sensor
for skeleton tracking. For visualizing the training environment with its feedback components, a
large screen projected against a wall is used.</p>
      <p>System architecture and feedback model Figure 1 shows the system architecture of
the IMPECT-Sports tool. The two live avatars, namely Neuron- and Kinect Avatar, receive
information from PN3 (motion) and MAK (skeletal) respectively and mirror the moves of the
learner. The instruction objects consist of video tutorials of the expert performing three
diferent exercises (squats, lunges, and arm lateral tilt) with text instructions, and the Expert
Avatar performing the animation of the same exercises. The feedback objects consist of both
visual (text and icon-based) and auditory (sound and speech) modalities. In the context of our
paper, the expert drives the simulation by observing the movements of the learner and pressing
a corresponding key when a mistake is detected.</p>
      <p>Figure 2 shows the proposed feedback model for providing multimodal feedback in
psychomotor learning scenarios. Depending on the severity of the mistake and the task success
measurement, diferent levels of feedback are selected and displayed to the learner in the form
of auditory and visual cues. We categorized three levels of mistakes of each exercise based on
commonality and criticality. The highest level of mistake was defined to lead to an injury in a
shorter time, triggering more alarming feedback. For instance, the Level 3 mistake would trigger
1https://neuronmocap.com/perception-neuron-3-motion-capture-system
2https://azure.microsoft.com/en-us/services/kinect-dk
Perceptron Neuron 3</p>
      <p>Mocap System
Azure Kinect 3D</p>
      <p>Depth Sensor
IMPECT-Sports (C#)</p>
      <p>Kinect Avatar
Neuron Avatar</p>
      <p>Screen</p>
      <p>Audio Speakers
Human Learning Elements</p>
      <p>Video Tutorials</p>
      <p>Expert Avatar</p>
      <p>Feedback Elements
a higher alarming sound and warning icon/text to prompt the learner that such a mistake is
crucial and needs to be corrected immediately.</p>
      <p>(a) Efectiveness of instruction modalities
(b) Efectiveness of feedback modalities</p>
    </sec>
    <sec id="sec-3">
      <title>3. Methodology and Results</title>
      <sec id="sec-3-1">
        <title>3.1. Methodology</title>
        <p>The IMPECT-Sports tool was evaluated in two workshops: “Multimodality and AI in Education”
at JTELSS 20223 and “IMTSECT” at CTE-STEM 20224. In total, there were 33 TEL researchers
attending the workshops. After a brief introduction, 21 participants of the workshop tested the
IMPECT-Sports tool.</p>
        <p>Each performed three diferent exercises with 8 to 10 repetitions observed by a
sportsscientific expert who critically rated the users motion executions and provided immediate
relevant feedback (either praising or corrective). After the session, the participants were asked
to fill out a questionnaire consisting of questions with the following aspects; (a) Instruction
modalities - Efectiveness, (b) Feedback modalities - Efectiveness, and (c) Suggestions on
improving the tool.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Results</title>
        <p>Figures 3a and 3b show the efectiveness of both instruction and feedback modalities. Based on
the results, we observed that the icon-based visual is more preferred than the text-based visual
in the instruction modality (Figure 3a). For the feedback modality (Figure 3b), we noticed that
the icon-based was preferred for visual and the speech-based was favoured for auditory.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Summary and Conclusion</title>
      <p>In this paper, we discussed the prototypical development of IMPECT-Sports, an ILS intended
to facilitate the psychomotor skills acquisition process, and the preliminary results from a
3https://ea-tel.eu/jtelss22
4https://cte-stem2022.tudelft.nl/home
qualitative study with the TEL researchers. The results from the questionnaire served as
feedback to the researchers and developers of the IMPECT-Sports tool for considering possible
user-specific adaptations and further development. Additionally, it might motivate other TEL
researchers to obtain their opinions on how to further use the tool and improve it accordingly.</p>
      <p>In summary, the paper ofers a theoretical feedback model and its practical
implementation. From the theoretical perspective, the multimodal feedback model can be used to provide
feedback based on task success and mistake severity, enhancing the learner experience. The
practical IMPECT-Sports tool could be used as a training toolbox to provide feedback and
instructional components for training multiple psychomotor domains. The complexity of skills
could potentially be learned as long as the selected sensor device is ideal.</p>
      <sec id="sec-4-1">
        <title>Limitations and Future Work</title>
        <p>Several shortcomings were encountered during the study. Primarily, some of the questions
were not answered suficiently and properly. The use of the live survey tool could potentially
be the reason for such a limitation, as the amount of time to show each question was restricted.
Additionally, the process of attaching the PN3 sensors to the participant’s body and performing
the calibration was time-consuming, delaying the whole study and reducing the chance for
non-participants to test the IMPECT-Sports tool.</p>
        <p>For future work, further evaluation will be conducted to ensure that the tool can be iteratively
enhanced as an innovative and long-term solution for psychomotor skills training. This includes
additional modalities such as haptic which can be used as a feedback component and more
game elements that can be utilized within the immersive training environments provided by
the tool, further enhancing the psychomotor learning experiences.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgments</title>
      <p>This work was funded by the German Federal Ministry of Education and Research (BMBF)
within the project “MILKI-PSY”5 under the project ID: 16DHB4015.
Artificial Intelligence in Education, volume 11625 of Lecture Notes in Computer Science,
Springer International Publishing, Cham, 2019, pp. 96–109.
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