Developing STEAM using KINECT: A Case study on Motion-capture Funcions
- Authors
- Kim, Hyung Sook; Chung, Seong-Hee
- Issue Date
- Aug-2015
- Publisher
- Springer Verlag
- Keywords
- STEAM; KINECT; Interactive arts; Science; Arts fusion program
- Citation
- Communications in Computer and Information Science, v.528, pp 491 - 495
- Pages
- 5
- Indexed
- SCOPUS
- Journal Title
- Communications in Computer and Information Science
- Volume
- 528
- Start Page
- 491
- End Page
- 495
- URI
- https://scholarworks.bwise.kr/hanyang/handle/2021.sw.hanyang/203974
- DOI
- 10.1007/978-3-319-21380-4_83
- ISSN
- 1865-0929
- Abstract
- The purpose of this study is to develop a science & art convergence STEAM program that can be experienced through the KINECT interactive activities integration of art based on knowledge of science & technology. The program is structured based on the educational content and textbooks from the current curricula for elementary, middle-, and high-school students. Based on this, we developed the four KINECT program using the motion capture function. By using STEAM with KINECT to promote interest in science, and by providing an entertaining way to learn about science, it is possible for students to be more creative and well-rounded. It is also expected that, because the program combines art with science in a novel way, it has the potential to be widely distributed in the 2016 semester.
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