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To reach for abstraction is a major but challenging goal in mathematics education: teachers struggle with finding ways how to foster abstraction in their classes. To shed light on this issue for the case of geometry education, we align theoretical perspectives on embodied learning and abstraction with practical perspectives from in-service teachers. We focus on the teaching and learning of realistic geometry, not only because this domain is apt for sensori-motor action investigations, but also because abstraction in realistic geometry is under-researched in relation to other domains of mathematics, and teachers’ knowledge of geometry and confidence in teaching it lag behind. The following research question will be addressed: how can a theoretical embodied perspective on abstraction in geometry education in the higher grades of primary school inform current teacher practices? To answer this question, we carried out a literature study and an interview study with in-service teachers (n = 6). As a result of the literature study, we consider embodied abstraction in geometry as a process of reflecting on, describing, explaining, and structuring of sensory-motor actions in the experienced world through developing and using mathematical artifacts. The results from the interview study show that teachers are potentially prepared for using aspects of embodied learning (e.g., manipulatives), but are not aware of the different aspects of enactment that may invite students’ abstraction. We conclude that theories on embodiment and abstraction do not suffice to foster students’ abstraction process in geometry. Instead, teachers’ knowledge of embodied abstraction in geometry and how to foster this grows with experience in enactment, and with the discovery that cognition emerges to serve action.
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Collaborative Mixed Reality Environments (CMREs) enable designing Performative Mixed Reality Experiences (PMREs) to engage participants’ physical bodies, mixed reality environments, and technologies utilized. However, the physical body is rarely purposefully incorporated throughout such design processes, leaving designers seated behind their desks, relying on their previous know-how and assumptions. In contrast, embodied design techniques from HCI and performing arts afford direct corporeal feedback to verify and adapt experiential aesthetics within the design process. This paper proposes a performative prototyping method, which combines bodystorming methods with Wizard of Oz techniques with a puppeteering approach, using inside-out somaesthetic- and outside-in dramaturgical perspectives. In addition, it suggests an interdisciplinary vocabulary to share and evaluate PMRE experiences during and after its design collaboration. This method is exemplified and investigated by comparing two case studies of PMRE design projects in higher-art education using the existing Social VR platform NEOS VR adapted as a CMRE.
In this paper we explore the influence of the physical and social environment (the design space) son the formation of shared understanding in multidisciplinary design teams. We concentrate on the creative design meeting as a microenvironment for studying processes of design communication. Our applied research context entails the design of mixed physical–digital interactive systems supporting design meetings. Informed by theories of embodiment that have recently gained interest in cognitive science, we focus on the role of interactive “traces,” representational artifacts both created and used by participants as scaffolds for creating shared understanding. Our research through design approach resulted in two prototypes that form two concrete proposals of how the environment may scaffold shared understanding in design meetings. In several user studies we observed users working with our systems in natural contexts. Our analysis reveals how an ensemble of ongoing social as well as physical interactions, scaffolded by the interactive environment, grounds the formation of shared understanding in teams. We discuss implications for designing collaborative tools and for design communication theory in general.
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The climate change and depletion of the world’s raw materials are commonly acknowledged as the biggest societal challenges. Decreasing the energy use and the related use of fossil fuels and fossil based materials is imperative for the future. Currently 40% of the total European energy consumption and about 45% of the CO2 emissions are related to building construction and utilization (EC, 2015). Almost half of this energy is embodied in materials. Developing sustainable materials to find replacement for traditional building materials is therefore an increasingly important issue. Mycelium biocomposites have a high potential to replace the traditional fossil based building materials. Mycelium is the ‘root network’ of mushrooms, which acts as a natural glue to bind biomass. Mycelium grows through the biomass, which functions simultaneously as a growth substrate and a biocomposite matrix. Different organic residual streams such as straw, sawdust or other agricultural waste can be used as substrate, therefore mycelium biocomposites are totally natural, non-toxic, biological materials which can be grown locally and can be composted after usage (Jones et al., 2018). In the “Building On Mycelium” project Avans University of Applied Sciences, HZ University of Applied Sciences, University of Utrecht and the industrial partners will investigate how the locally available organic waste streams can be used to produce mycelium biocomposites with properties, which make them suitable for the building industry. In this project the focus will be on studying the use of the biocomposite as raw materials for the manufacturing of furniture or interior panels (insulation or acoustic).
This project assists architects and engineers to validate their strategies and methods, respectively, toward a sustainable design practice. The aim is to develop prototype intelligent tools to forecast the carbon footprint of a building in the initial design process given the visual representations of space layout. The prediction of carbon emission (both embodied and operational) in the primary stages of architectural design, can have a long-lasting impact on the carbon footprint of a building. In the current design strategy, emission measures are considered only at the final phase of the design process once major parameters of space configuration such as volume, compactness, envelope, and materials are fixed. The emission assessment only at the final phase of the building design is due to the costly and inefficient interaction between the architect and the consultant. This proposal offers a method to automate the exchange between the designer and the engineer using a computer vision tool that reads the architectural drawings and estimates the carbon emission at each design iteration. The tool is directly used by the designer to track the effectiveness of every design choice on emission score. In turn, the engineering firm adapts the tool to calculate the emission for a future building directly from visual models such as shared Revit documents. The building realization is predominantly visual at the early design stages. Thus, computer vision is a promising technology to infer visual attributes, from architectural drawings, to calculate the carbon footprint of the building. The data collection for training and evaluation of the computer vision model and machine learning framework is the main challenge of the project. Our consortium provides the required resources and expertise to develop trustworthy data for predicting emission scores directly from architectural drawings.
The project proposal focuses on Virtual Humans (VHs) emerging as a Key Enabling Technology (KET) for societal prosperity. VHs (or embodied, digital, intelligent agents) are highly realistic and highly interactive digital representations of humans in entertainment of serious applications. Most known examples – beyond video games and virtual media productions – are virtual influencers, virtual instructors, virtual news readers, and virtual doctors/patients in health care or therapy. It is increasingly difficult for academic and applied researchers, let alone for users and policymakers, to keep up with the technological developments, societal uses, and risks of VHs. Due to its expertise in game technology, immersive media, and applied AI, BUas is one of the leading partners of the regional Virtual Human Research, Development and Innovation (RDI) agenda. MindLabs coordinates this agenda with BUas, Fontys Uas, and Tilburg University as principal partners. The multidisciplinary RDI agenda integrates design and engineering research, use case applications and evaluation as well as ethics and critical societal reflection. This regional Virtual Humans agenda, however, is not (yet) linked to the EU RDI agenda. Collaboration on Virtual Humans RDI is not yet well established in EU institutions and networks. The aim of this project is to 1) strengthen (our) European-knowledge position on VHs by joining and building networks to find out what the research and innovation agenda on VHs looks like; 2) Conduct one or more experimental studies on empathic interaction between real- and virtual humans to develop a multidisciplinary R&D agenda (pilot title: 'Virtual Humans – Real Emotions'); 3) Develop the ideas, content and partnerships for strong EU-funded RDI proposals In the VESPER project, we partner up with researchers and knowledge institutes the Humbolt University and the University of Bremen in Germany and Howest in Belgium.