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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Aveiro, Portugal
$ slupczynski@dbis.rwth-aachen.de (M. Slupczynski)</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Implementing Cloud-Based Feedback to Facilitate Scalable Psychomotor Skills Acquisition</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Michal Slupczynski</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Khaleel Asyraaf Mat Sanusi</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Daniel Majonica</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Roland Klemke</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Stefan Decker</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Cologne Game Lab, TH Köln</institution>
          ,
          <addr-line>Köln</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Computer Science 5, RWTH Aachen University</institution>
          ,
          <addr-line>Aachen</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2023</year>
      </pub-date>
      <volume>000</volume>
      <fpage>0</fpage>
      <lpage>0002</lpage>
      <abstract>
        <p>Personalized feedback in psychomotor training often involves the use of sophisticated Machine Learning (ML)-based algorithms, requiring the utilization of cloud-based computational power for eficiency and scalability. By incorporating a cloud-based feedback system, learners may receive individualized feedback on their psychomotor performance in real-time or as summative analysis, allowing them to develop their abilities more eficiently. The integration of a cloud-based feedback mechanism into immersive learning environments is explored to improve the acquisition of psychomotor abilities. The essential components of the feedback system are discussed in this article, including data collection, analysis, and dissemination, as well as the obstacles and issues related to its implementation.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;multimodal learning analytics</kwd>
        <kwd>immersive feedback generation</kwd>
        <kwd>cloud infrastructuring</kwd>
        <kwd>machine learning as a service</kwd>
        <kwd>psychomotor learning</kwd>
        <kwd>big data</kwd>
        <kwd>MILKI-PSY</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        The development and mastery of psychomotor abilities is essential in a variety of fields,
including athletic training, healthcare, vocational education and in human-robot interaction.
Immersive Learning Environments (ILEs) have emerged as efective platforms for facilitating
psychomotor learning by providing learners with safe environments to practice and refine their
skills. However, to optimize the learning experience, it is essential to implement a blend of
real-time [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] and summative [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] feedback mechanisms. While real-time feedback is generally
considered more impactful [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], a strategic balance between the two can optimally support
learner growth and proficiency acquisition. Cloud-based feedback platforms provide advantages
in this area through analyzing and transmitting personalized feedback to multiple learners,
outperforming local systems. This contribution investigates the use of a cloud-based feedback
mechanism for ILEs to improve the acquisition of psychomotor abilities. Leveraging cloud
technologies allows for the scalable delivery of personalized feedback, leading to enhanced skill
development and improved learning outcomes for a broad range of learners.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Related Work</title>
      <sec id="sec-2-1">
        <title>2.1. Immersive Learning Environments (ILEs)</title>
        <p>
          Immersive technologies, such as Virtual Reality (VR), Augmented Reality (AR), and Mixed
Reality (MR), integrate real and simulated environments to generate innovative artificial
experiences [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ] and are gaining prominence in the field of education [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ] because they engage learners
in a genuine experience allow them to visualize abstract concepts [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. Furthermore, they assist
students in developing specific skills that are more dificult to acquire using traditional
educational resources [7], and they have been shown to increase participation [8] and engagement [9].
Immersive Learning (IL) serves as an educational method that explores the educational benefits
of non-mediated artificial experiences, involving the active construction and adaptation of
cognitive, afective, and psychomotor models [ 10]. The technological afordances used in ILEs
help to induce feelings of presence (being there), co-presence (being there together), and identity
formation (connecting the visual representation to the self), allowing participants to feel fully
immersed and connected to a virtual environment [11, 12]. ILEs have been widely
acknowledged for their ability to improve learning across a wide range of areas, such as STEM (science,
technology, engineering, and mathematics) [13], language Education [14], medical education [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]
or other domains [15, 16]. An example framework to support the understanding of the usage of
immersive technology afordances in learning environments is the cognitive-afective model
of immersive learning (CAMIL) [17], which is based on cognitive and afective factors such as
interests, motivation, self-eficacy, cognitive load, and self-regulation.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Feedback in Immersive Psychomotor Learning</title>
        <p>
          Psychomotor skills involve the interplay between motor skills and cognitive abilities for
performing physical activities such as catching a ball or playing an instrument [18]. In psychomotor
learning, teachers play a vital role by providing explanations, demonstrations, and evaluations
of skills. Their presence enables the identification and correction of movement errors, leading
to improved performance. Additionally, they have a positive impact on promoting human
physical health [19]. However, the traditional methods of teaching these abilities based on
repetition and teacher feedback [20] are often being complemented with immersive learning
environments [21, 22] to provide scalable and engaging feedback. Two communication
channels (visual and auditory) of the five human senses (visual [23], auditory [24], gustatory [25],
olfactory [26], and haptic [27]) have received the majority of the focus in multisensory feedback
systems, potentially hindering the eficiency of learning [ 28]. Receiving timely feedback allows
learners to gather information about their execution of movements and apply it efectively for
immediate adjustments [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. Instructional Design Methods (IDMs) or mechanisms for providing
feedback in an ILE include point of view video, ghost track, contextual information, 3D models
and animation, and interactive virtual objects [29]. These methods can enhance the learning
experience by directing the trainee’s attention, providing expert perspectives, and visualizing
expert movements.
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. Cloud-Based Feedback Systems for Learning</title>
        <p>A hands-on experience improves learners’ practical abilities, but dificulties such as the
scalability of such courses, teaching big groups, providing feedback, and evaluating learning gains,
provide substantial challenges [30]. Leveraging cloud computing capabilities can help overcome
local processing limitations [31], providing access to extensive computational resources that
are frequently necessary for the high-demand Artificial Intelligence ( AI) algorithms utilized
in generating feedback during psychomotor learning. The utilization of cloud-based virtual
learning environments has demonstrated promise in reducing the growing disparity in
academic ability between rural and urban learners, enabling rural students to be more competitive
academically [32]. By leveraging a cloud-based learning environment, instructors can extend
the reflective activities of learners, overcoming constraints of face-to-face conversations and
fostering reflective skill development [ 33]. This can be achieved by facilitating infrastructure
for scalable feedback [34, 35], hosting of collaborative ILE sessions [36], provisioning of
cloudbased media elements [37], and enabling of long-term persistence of educational materials [38].
Cloud-based feedback mechanisms can ofer diverse learning opportunities in ILEs [ 39] by
generating personalized and interactive instructions [40], provisioning of formative and summative
feedback [41], or enabling peer-based feedback [42]. To enable scalable transmission, storage,
and analysis, distributed communication systems like Apache Kafka [43] are used to efectively
manage the heterogeneous data of multimodal sensor applications. Diferent modalities are
processed using data fusion strategies such as early fusion, late fusion, and cross-modality
fusion [44]. Time series databases, like InfluxDB, are designed to handle and analyze large
volumes of time series data, such as sensor readings [45].</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Cloud-Based Feedback Mechanism for Immersive</title>
    </sec>
    <sec id="sec-4">
      <title>Psychomotor Learning</title>
      <p>In Immersive Learning Environments, the collection of sensor-based data plays a crucial role
in accurately recording and assessing learner behavior to enhance their learning experience
with accurate feedback. The proposed cloud-based feedback generation system, illustrated
in Fig. 1, incorporates a comprehensive framework that eficiently collects sensor data from
learners (1) through the utilization of a Unity-based frontend template. The gathered sensor
data spans multiple modalities and can be used for movement tracking and other psychomotor
performance metrics. This collected data is then transmitted to the backend (2) via a distributed
messaging channel. The backend of the Cloud-supported feedback generation platform manages
learner sessions and conducts learning analytics. Raw sensor data collected from learners is
transmitted to the backend, where it is stored in a time series database (3) and analyzed to
identify areas for improvement. Based on the information stored in the database, the Machine
Learning (ML)-based Feedback Generation component (4) can analyze learner data and generate
personalized feedback tailored to the unique context of the learners. Insights derived from the
collected sensor data allow the system to identify patterns, trends, and potential areas of focus
for personalized feedback. Currently, the feedback generating decision interface is enabled
using a mocked Wizard-of-Oz method, allowing us to gather insights from the collected sensor
data and observe patterns, trends, and potential areas of focus for giving individualized feedback.
The analyzed information is subsequently sent to the frontend (5), enabling the delivery of
targeted feedback instructions to learners (6) through one of the reusable IDMs provided by the
frontend template (see Section 2.2).</p>
      <p>Session 1
Session 2</p>
      <p>...</p>
      <p>Session n</p>
      <p>Backend
Admin Console</p>
      <p>MILKI PSY Cloud
Time-series</p>
      <p>DB</p>
      <p>3
InfluxDB
5
4
ML-based
Feedback</p>
      <p>Generation
Distributed
Messaging</p>
      <p>Kafka
2</p>
      <p>SSeennssoorsrs
1
IMPECT
Frontend
Template</p>
      <p>Feedback
instructions
Learner
Immersive Learning
Environments (ILEs)</p>
      <p>Frontend 1
Frontend 2</p>
      <p>...</p>
      <p>Frontend n
6
AR
VR
Sim</p>
      <p>Our cloud-based platform provides a scalable and high-performance infrastructure to ofer
feedback in ILEs, independent of the user count or complexity of the learning activities. The
design and architecture of our infrastructure have been designed to accommodate various
requirements of diverse use cases of ILEs, encompassing AR, VR, and simulated environments.</p>
    </sec>
    <sec id="sec-5">
      <title>4. Conclusions and Future Work</title>
      <p>This work explores the potential for a cloud-based feedback system in ILEs to increase the
development of psychomotor skills, which could enhance skill development and learning
outcomes. The cloud-based feedback generation system has been implemented successfully;
however, an in-depth evaluation remains necessary to determine its performance and eficacy.
Our approach attempts to address the drawbacks of conventional teaching techniques by
utilizing cloud computing to give feedback that is personalized for a large number of students.
This research contributes to the field of Immersive Learning and inspires further exploration of
cloud-based solutions for more engaging and efective ILEs.</p>
      <p>Future work For future work, we plan to address a few crucial areas to further improve our
cloud-based feedback mechanism. One of the most significant additions is the integration of
an ML-based Feedback Generation component, which will automatically evaluate the learner
data stored in the database and produce individualized feedback particularly adapted to the
individual context of the learners. Following this, we will evaluate scalability in large-scale
deployments to ensure the system’s eficacy and eficiency while serving a sizable user base.</p>
      <p>To assure the validity and integrity of the obtained data for proper feedback creation, we
will also investigate the accuracy and reliability of the sensors. Another key part is reviewing
long-term assessment and skill advancement, with the goal of providing learners with continual
feedback and insights into their skill improvement over time. Reducing feedback latency is
crucial in ILEs to enhance learning results. Minimizing delay in feedback delivery allows
for improved students’ feeling of presence and immersion in the learning process. Future
research will focus on optimizing feedback generation and transmission speed to provide
instantaneous, tailored feedback in psychomotor training within ILEs. Minimizing feedback
latency for learner actions is crucial in ILEs, which further prompts research on end-to-end
latency-aware feedback generation algorithms. This could include investigating edge computing
approaches and establishing an optimal threshold for partitioning client-side and server-side
responsibilities to minimize feedback latency. Furthermore, we intend to focus on enhancing
the security and privacy features of our system to ensure comprehensive data protection in
ILEs, including federated learning, advanced encryption, and robust data handling procedures.</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgments</title>
      <p>The research leading to these results has received funding from the German Federal Ministry of
Education and Research (BMBF) through the project “Multimodales Immersives Lernen mit
künstlicher Intelligenz für Psychomotorische Fähigkeiten” (“MILKI-PSY”1) (grant no. 16DHB4015).</p>
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