Kinematics for E-Learning: Examining Movement and Social Interactions in Virtual Reality
Tuesday, October 16 11:30 AM-12:30 PM Location: Jubilee Ballroom 1
Abstract: The authors propose the use of virtual reality and motion capture as a kinematics approach to examine individual movements and social cognition in an e-learning environment. Specifically, the use of 3D immersive virtual environments is suggested to capture and analyze body movements during e-learning interactions. Recent theories suggest body movements contribute to socio-cognitive functions. Using the self-other equivalence framework, this paper explores how moving like others is related to one’s social cognitive processes of perceiving, predicting, and interpreting the behavior of others. The greater the similarity in movement between individuals, the more likely they will share the same motor and visual experiences; and these shared experiences have been shown to facilitate socio-cognitive processes. Implications of movement analyses for e-learning are discussed.