TW200844919A - Interactive teaching method, system and recording media - Google Patents

Interactive teaching method, system and recording media Download PDF

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Publication number
TW200844919A
TW200844919A TW96117140A TW96117140A TW200844919A TW 200844919 A TW200844919 A TW 200844919A TW 96117140 A TW96117140 A TW 96117140A TW 96117140 A TW96117140 A TW 96117140A TW 200844919 A TW200844919 A TW 200844919A
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Taiwan
Prior art keywords
display device
displaying
image signal
user
teaching
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TW96117140A
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Chinese (zh)
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TWI329289B (en
Inventor
qing-ji Wu
ya-juan He
Jon-Chao Hong
Chang-Ze Han
Su-Hui Chen
Wen-Bin Liao
Ying-Tao Wei
Yu-Yan Hong
yu-ling Zhang
Qian-Rong You
shao-ying Zhang
Hui-Ying Zhan
su-zhen Lin
Feng-Jiao Zhu
Mei-Hui Chen
Zan-Lin Wang
Long-Hao Wan
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Dept Of Education Of Taipei City Government
4Edu Information Co Ltd
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Priority to TW96117140A priority Critical patent/TW200844919A/en
Publication of TW200844919A publication Critical patent/TW200844919A/en
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Publication of TWI329289B publication Critical patent/TWI329289B/zh

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Abstract

The present invention discloses an interactive teaching method, a system and a recording method. The method includes the following: displaying a first dynamic teaching picture on a display apparatus; acquiring an image signal of at least a user; determining a comparison result based on a corresponding relationship between the said image signal and the said dynamic teaching picture; displaying a second dynamic teaching picture on a display apparatus based on the comparison result. The interactive teaching method of the present invention can activate the traditional teaching, encourage creativity of teachers, let users learn happily in a game, and enhance mutual interaction each other and team learning. The present invention also discloses a system of implementing the said interactive teaching method and a recording media thereof.

Description

200844919 九、發明說明: 【發明所屬之技術領域】 本發明係關於一種互動式教學方法、系統及記錄媒體,尤 指一種應用多媒體之互動式教學方法、系統及記錄媒體。 【先前技術】 以人類發展的進程來看,人類訊息(認知)的處理系統 大部分是在沒有使用任何媒介的情況下發展。此外,在媒 介心理學領域的經驗研究指出,接受研究對象亦可輕易地 處理經由媒介傳達的訊息。這種輕鬆的情況在有的時候特 別明顯,無論它們是以靜態圖片、照片或者動態影像來呈 現。這得出了一個結論,也就是至少擬真的圖形媒介藉助 了 一般性、非特定媒體的認知技巧。 然而’圖形媒介並不應該被認為只是一個簡易的方式來 儲存並傳達視覺訊息。它應該被理解為是訊息以媒體呈現 的主要優點之一,意即内容是可以配合參與者的認知需求 而彈性地調整。以動態視覺媒體的案例而言,孩童會聚集 輪流來進行學習活動。連續而複雜的活動會達到與單純地 描述活動導致不同的心理表現,可以減少參與者特意地去 選擇並統整相關的於這個活動的(訊息)部分。 用更簡白的方式來說:使用媒體的訊息呈現方式譬如照 片或影片等等並不只是有效的再現實際訊息,更是增進气 息處理的有效工具。這些工具能給予製作教具者在型塑訊 200844919 息呈現上極大的自由度。這個自由度的利用,相較於傳统 的課堂學習,可以達到更好的學習效果。換言之,媒體教 具的使用有可能可以強化經驗狀況,而這是一般的觀察學 習者所無法擁有的,並且能夠促使用媒體教具者去學習。200844919 IX. Description of the invention: [Technical field to which the invention pertains] The present invention relates to an interactive teaching method, system and recording medium, and more particularly to an interactive teaching method, system and recording medium using multimedia. [Prior Art] In the process of human development, the processing system of human information (cognition) is mostly developed without using any medium. In addition, empirical research in the field of media psychology has pointed out that subjects receiving research can easily handle messages conveyed through the media. This easy situation is especially noticeable at times, whether they are presented as still pictures, photos or motion pictures. This leads to the conclusion that at least the immersive graphical medium relies on general, non-specific media cognitive skills. However, 'graphic media should not be considered as an easy way to store and convey visual information. It should be understood as one of the main advantages of the message being presented in the media, meaning that the content can be flexibly adjusted to match the cognitive needs of the participants. In the case of dynamic visual media, children gather to take turns to learn. Continuous and complex activities can achieve different psychological performance than simply describing activities, which can reduce participants' deliberate choice and integration of the relevant (message) part of the activity. In a more concise way: using media to present information such as photos or movies is not just an effective way to reproduce the actual message, it is also an effective tool to improve the processing of the atmosphere. These tools can give the production aids a great degree of freedom in the form of the plastic message 200844919. The use of this degree of freedom can achieve better learning results than traditional classroom learning. In other words, the use of media tools has the potential to reinforce the experience that traditional observers cannot have and can promote the use of media aids.

然而,一個擬真的動畫只是一種動態的展示。除了呈現 一個真實世界可以看見的過程,動態的再現,經過空間的 分配,能夠「視覺化」一個整體學習内涵。 訊息呈現的順序和速度是固定的,因此足以限制觀看的 人的心理活動。以傳統的大眾傳播媒介來說,幾乎不可能 達到個別獨立的接收訊息的差異。現在的互動式媒體,由 於能夠摒棄作者與使用者的嚴格分野,達到更有趣的互動 式教學,部分型塑訊息呈現的過程將回歸給使用者。互動 式的媒體能讓使用者適應這種呈現方式,以主動的方式去 決定「什麼」是答案,達到其個人認知的需要。也因此這 個由使用者起動的,可針對外部訊息呈現的行為做修正, 可以說是一種「認知行為」,能夠達到重要的認知目的。 尤其是,經由這種認識行為,一方面減少了記憶中需要被 儲存的元素,一方面減少了需要心理認知處理的步驟,更 或者是使得整個心理(認知)的過程更安全穩定,心理認知 的過程會被簡易化。以一個電腦遊戲為例,遊戲者必須藉 由上下移動電腦螢幕中之游標,推斷出各式各樣的形狀和 7 200844919 物體之間的關係。 這個認知動作的核心是學生必須理解這些内容是互動 出來的結果,是包含了姿勢與身體動作的協助與利用。因 此「whichone」代表請回答「pickupthat〇ne」,回答這 個問題時,便成為了互動式的遊戲,並能夠成為學生料 物件意彡,或者理解内容物體之間的關係等等能力的判斷 〇 依據。除此之外,肢體在遊戲進行間運用的重要性,在這 個高教育科技的例證t,也被凸顯出來。肢體運用確實能 夠促進學習的樂趣。 但在目前之互動式視訊教學方法中,使用者皆是以操作 鍵盤或滑鼠來上下移動電腦螢幕中之游標之方式進行,並 未有將資訊科技融入肢體運用之教學方法。有鐘於此,目 前極有必要發展一種可活化傳統教學、激發教師創意、讓 使用者在遊戲中快樂學習及增進使用者彼此互動與團隊 學習之互動式教學方法。 【發明内容】 本發明之一目的在於提供一種互動式教學方法,以將資 訊科技融入使用者教學活動,豐富使用者學習内容,活Z 傳統教學。 200844919 本發明之另一目的在於提供一種互動式教學方法,以透 過使用視訊教學遊戲活動方式,激發教師創意教學活動設 計。 本發明之再一目的在於提供一種互動式教學方法,以鼓 勵教師運用創意視訊教學遊戲教學,讓使用者在遊戲中快 樂學習,增進使用者彼此互動與團隊學習。 本發明之一實施例係提供一種互動式教學方法,該方法 包含:顯示一第一動態教學晝面於一顯示裝置;擷取至少 一使用者之一影像信號;依據該影像信號與該動態教學畫 面間的對應關係決定一比對結果;及依據該比對結果顯示 一第二動態教學畫面於該顯示裝置。 本發明之另一實施例係提供一種互動式教學系統,包 含:一顯示裝置,用以顯示一第一動態教學畫面;一影像 擷取裝置,用以擷取至少一使用者之一影像信號;及一資 訊處理裝置,耦接於該顯示裝置及該影像擷取裝置,依據 該影像信號與該動態教學晝面間的對應關係決定一比對 結果,及依據該比對結果顯示一第二動態教學晝面於該顯 示聢置。 〇 本發明之另一實施例係提供一種電腦可讀取之記錄媒 體,其上儲存有一電腦程式,該電腦程式係用以執行前述 之互動式教學方法。 200844919 依據本發明所提供的實施例,其可達成以下之優點: (一) 透過網路攝影機把使用者的真實影像和電腦遊戲 螢幕的物件結合在一起,可吸引使用者的興趣。 (二) 使用者不需操作鍵盤玩遊戲,只要直接利用肢體 快速移動(例如手或腳)來抓取答案或反應遊戲指令,可 達到肢體活動的效果。However, a realistic animation is just a dynamic display. In addition to presenting a process that can be seen in the real world, dynamic reproduction, through spatial distribution, can “visualize” an overall learning connotation. The order and speed of presentation of the message is fixed and therefore sufficient to limit the psychological activity of the person watching. In the traditional mass media, it is almost impossible to achieve the difference of individual independent receiving messages. Today's interactive media, because it can abandon the strict separation between authors and users, to achieve more interesting interactive teaching, part of the process of modeling information will return to users. Interactive media allows users to adapt to this presentation and proactively determine what “what” is the answer to their personal cognitive needs. Therefore, this user-initiated can correct the behavior of external message presentation, which can be said to be a kind of "cognitive behavior" that can achieve important cognitive purposes. In particular, through this cognitive behavior, on the one hand, it reduces the elements that need to be stored in memory, on the one hand, it reduces the steps that require psychological cognitive processing, or makes the whole psychological (cognitive) process more secure and stable, and psychologically cognitive. The process will be simplified. In the case of a computer game, the player must infer the relationship between the various shapes and objects by moving the cursors on the computer screen up and down. The core of this cognitive action is that students must understand that the content is the result of interaction, and it involves the assistance and utilization of posture and body movements. Therefore, the "whichone" representative should answer "pickupthat〇ne". When answering this question, it becomes an interactive game, and can be used as a judgement for the ability of students to learn objects, or to understand the relationship between content objects. . In addition, the importance of the use of limbs in the game is also highlighted in this high education technology. Physical use can indeed promote learning. However, in the current interactive video teaching method, the user operates the keyboard or mouse to move the cursor in the computer screen up and down, and there is no teaching method for integrating information technology into the body. In view of this, it is extremely necessary to develop an interactive teaching method that can activate traditional teaching, stimulate teacher creativity, enable users to learn happily in games, and enhance user interaction and team learning. SUMMARY OF THE INVENTION One object of the present invention is to provide an interactive teaching method for integrating information technology into user teaching activities, enriching user learning content, and living Z traditional teaching. 200844919 Another object of the present invention is to provide an interactive teaching method for stimulating the design of creative teaching activities of teachers through the use of video teaching game activities. A further object of the present invention is to provide an interactive teaching method for encouraging teachers to use creative video teaching game teaching, allowing users to learn in the game and enhance user interaction and team learning. An embodiment of the present invention provides an interactive teaching method, the method comprising: displaying a first dynamic teaching surface on a display device; capturing at least one image signal of the user; and the dynamic teaching according to the image signal The correspondence between the screens determines a comparison result; and displays a second dynamic teaching screen on the display device according to the comparison result. Another embodiment of the present invention provides an interactive teaching system, comprising: a display device for displaying a first dynamic teaching screen; and an image capturing device for capturing at least one image signal of the user; And an information processing device coupled to the display device and the image capturing device, determining a comparison result according to the correspondence between the image signal and the dynamic teaching face, and displaying a second dynamic according to the comparison result The teaching is behind the display. Another embodiment of the present invention provides a computer readable recording medium having stored thereon a computer program for performing the interactive teaching method described above. 200844919 According to the embodiment provided by the present invention, the following advantages can be achieved: (1) The user's interest can be attracted by combining the real image of the user with the object of the computer game screen through the webcam. (2) Users do not need to operate the keyboard to play games. As long as they use the fast movement of the limbs (such as hands or feet) to capture answers or respond to game instructions, the effect of physical activity can be achieved.

(二)使用者透過視訊和電腦互動,眼睛可以和電腦保 持適當距離,可維護使用者的視力健康。 (四)視訊遊戲的互動内容多元豐富,含語文、數概念、 生’舌體此專教材内容,讓使用者在遊戲中也能自然快樂 學習。 μ (五)該視訊遊戲可多人一起合作、互動來完成遊戲 務,藉由此增進同擠遊戲互動的機會,培養合作、樂群 態度。 μ 【實施方式】 你::解決目前互動式視訊教學方法中,使用者皆是… 作鍵盤或滑鼠來上下移動電腦勞幕中之游標之方式… 之缺點,本發明提供_種_之互㈣視訊教學方法,^ 統教學、激發教師創意、讓使用者在遊戲中快, 干&進使用者彼此互動與團隊學習。 w 200844919 請參閱圖1,圖1係為本發明之互動式教學系統之一較 佳實施例的示意圖。如圖1所示,該互動式教學系統^ 〇 包含:一顯示裝置11,用以顯示一第一動態教學晝面;— 影像擷取裝置12,用以擷取至少一使用者13之一影像作 號;及一資訊處理裝置14,耦接於該顯示裝置丨丨及該影 像擷取裝置12,依據該影像信號與該動態教學畫面間的對 (、 應關係決定一比對結果,及依據該比對結果顯示一第二動 態教學畫面於該顯示裝置1 i。 依據本發明之另一較佳實施例,該顯示裝置丨丨可為一陰 極射線管、液晶顯示器或投影機,用以由上至下、由下至上、 由左至右或由右至左地顯示至少一題目元件、一答案元件、一 感應元件及/或一移動元件。此外,該顯示裝置U亦可在遊戲 進行當中顯示分數、時間及遊戲名稱。 依據本發明之另一較佳實施例,該影像擷取裝置12可為 U 一攝影機或一 Webcam,用以擷取該至少一使用者13之揮動、 移動或原地跑步之影像信號。 依據本發明之另一較佳實施例,該資訊處理裝置14可為 一個人電腦、手提電腦、掌上型電腦或可程式化之資訊處理 裝置。 請參閱圖2,圖2係為本發明之互動式教學方法之一較 佳實施例的流程圖。如圖2所示,該方法包含下列步驟: 11 200844919 顯示一第一動態教學晝面於一顯示裝置S21 ;擷取至少一 使用者之一影像信號S22 ;依據該影像信號與該動態教學 畫面間的對應關係決定一比對結果S23 ;及依據該比對結 果顯示一第二動態教學晝面於該顯示裝置S24。 依據本發明之另一較佳實施例,該互動式教學方法在啟 動後會先進行初始狀態設定,如調整該至少一使用者與該 顯示裝置間之相對位置及/或該影像擷取裝置之角度與位置 等,然後顯示遊戲選單以供使用者選擇。在使用者選擇遊戲之 後,即可開始進行遊戲。 請參閱圖3,圖3係為本發明之視訊遊戲之一較佳實施 例的示意圖。本視訊遊戲之目的在於讓使用者能認識簡單 的國子及促進手眼協調能力。如圖3所示,在開始進行遊戲 後’該顯示裝置會顯示一第一動態教學晝面,包含顯示遊戲主 題(有趣的文字)31、遊戲名稱(文字填空趣)32、一題目元 件(□梯)34、至少一答案元件或感應元件(曰、凹、雲等) 33、分數35、時間36、畫面設定37及攝影鏡頭畫面38等,其 中該答案元件或感應元件係動態地由上至下地顯示於該顯示裝 置。在另一較佳實施例中,該答案元件或感應元件亦可依需 求而由下至上、由左至右或由右至左地顯示於該顯示裝置。使 用者需點選填空格中的字體,即從答案元件或感應元件中找出 正確配對者,並用手於掉落下來之答案元件或感應元件上揮 12 200844919 動,即可感應得分。在此題目中,使用者需用手於「雲」之答 案元件或感應元件上揮動(即配對成「雲梯」),方可感應得分。 然後再依據該比對結果顯示一第二動態教學畫面於該顯示 裝置,例如,正確配對者則在顯示分數處加1 〇分,錯誤配對 者則扣10分,然後再進行下一題。在1分鐘内必須得分50分 才可過關。若過關,則進入下一關,若沒過關,則出現結束遊 戲或再玩一次的選單。 請參閱圖4,圖4係為本發明之視訊遊戲之另一較佳實 施例的示意圖。本視訊遊戲之目的在於讓使用者能認識顏 色及數字。如圖4所示,在開始進行遊戲後,該顯示裝置會 顯示一第一動態教學畫面,包含顯示遊戲主題(乒乓遊戲)41、 遊戲名稱(無獨有偶)42、一感應元件(感應滑桿)43、至少 一題目元件或數字元件(橙球1、黃球2、紅球4、粉紅球9等) 44、分數45、時間46、畫面設定47及攝影鏡頭畫面48等,其 中該題目元件或數字元件係動態地由上至下地顯示於該顯示裝 置。在另一較佳實施例中,該題目元件或數字元件亦可依需 求而由下至上、由左至右或由右至左地顯示於該顯示裝置。使 用者需碰觸及移動感應元件(感應滑桿),以左右移動接住掉落 之偶數球。偶數球一但被接住便會反彈並得分。然後再依據該 結果顯示一第二動態教學晝面於該顯示裝置,例如,接住 偶數球者則在顯示分數處加10分,接住奇數球或未接住偶數球 13 200844919 者則扣10分,然後再進行下一題。在1分鐘内必須得分50分 才可過關。若過關,則進入下一關,若沒過關,則出現結束遊 戲或再玩一次的選單。 、請參閱圖5,圖5係為本發明之視訊遊戲之另一較佳實 施例的示意圖。本視訊遊戲之目的在於讓使用者能認識可 以常吃的食物及不可以常吃的食物。如圖5所示,在開始進 行遊戲後,該顯示裝置會顯示一第一動態教學畫面,包含顯示 遊戲主題(營養的食物)51、遊戲名稱(我是大廚師)52、一 感應元件(小廣師)53、至少一題目元件(薯條、牛奶、炸雞 等)54、分數55、時間56、畫面設定57及攝影鏡頭畫面58 等,其中該題目元件係動態地由上至下地顯示於該顯示裝置。 在另一較佳實施例中,該題目元件亦可依需求而由下至上、 由左至右或由右至左地顯示於該顯示裝置。使用者需碰觸感應 元件(小廚師)並移動感應元件(小廚師),以左右移動接住掉 〇 落可以常吃的食物。可以常吃的食物一但被接住便可得分。然 後再依據該結果顯示一第二動態教學晝面於該顯示裝 置’例如,接住可以常吃的食物者則在顯示分數處加10分, 接住不可以常吃的食物或未接住可以常吃的食物者則扣10 分’然後再進行下一題。在1分鐘内必須得分50分才可過關。 若過關,則進入下一關,若沒過關,則出現結束遊戲或再玩一 次的選單。 14 200844919 請參閱圖6 ’圖6係為本發明之視訊遊戲之另一較佳實 施例的示意圖。本視訊遊戲之目的在於讓使用者能由遊戲 中培養運動家精神,與訓練雙腳的靈活度。如圖6所示, 在開始進行遊戲後,該顯示裝置會顯示一第一動態教學畫 面,包含顯示遊戲主題(動物競赛)61、遊戲名稱(運動會) 62、一感應元件(跑步區)63、至少二移動元件(斑馬及綿羊) 64、時間66、畫面設定67及攝影鏡頭畫面68時間等,其中該 二移動元件係動態地依使用者於二感應元件(跑步區)之原地 跑步速度由右至左地顯示於該顯示裝置。在另一較佳實施例 中,該移動元件亦可依需求而由下至上、由左至右或由上至下 地顯示於該顯示裝置。使用者於感應元件(跑步區)之原地跑 步速度愈快,移動元件移動之速度愈快。遊戲計時一分鐘,最 先跑到目的地者獲勝。然後再依據該結果顯示一第二動態教 學晝面於該顯示裝置,例如,最先跑到目的地者則顯示該移 動元件(斑馬或綿羊)獲勝之圖樣。若未於一分鐘内跑到目的 地者,則出現結束遊戲或再玩一次的選單。 在另一較佳實施例中,為讓使用者不致有太大之挫折 感,本發明可事先顯示至少一題目元件及一對應於該題目元 件之答案元件於該顯示裝置,以讓使用者能較熟悉該視訊遊 戲。在另一較佳實施例中,為使該視訊遊戲更為生動及有吸 弓I力,本發明亦可於遊戲中加入適當的音效。 15 200844919(b) Through video and computer interaction, the user can maintain an appropriate distance from the computer to maintain the user's vision and health. (4) The interactive content of video games is rich and diverse, including language, number concept, and raw textbook content, so that users can naturally learn in the game. μ (5) The video game can cooperate and interact with each other to complete the game, thereby enhancing the opportunities for interaction with the crowded game and fostering cooperation and group attitude. μ [Implementation] You:: Solve the current interactive video teaching method, the user is... The keyboard or mouse to move up and down the cursor in the computer screen... The shortcomings, the present invention provides _ (4) Video teaching methods, teaching, inspiring teachers' creativity, allowing users to play fast in the game, and interacting with users to interact with each other and team learning. w 200844919 Please refer to FIG. 1. FIG. 1 is a schematic diagram of a preferred embodiment of an interactive teaching system of the present invention. As shown in FIG. 1 , the interactive teaching system includes: a display device 11 for displaying a first dynamic teaching surface; and an image capturing device 12 for capturing at least one image of the user 13 And the information processing device 14 is coupled to the display device and the image capturing device 12, and determines a comparison result according to the image signal and the dynamic teaching picture The comparison result shows a second dynamic teaching screen on the display device 1 i. According to another preferred embodiment of the present invention, the display device can be a cathode ray tube, a liquid crystal display or a projector for Displaying at least one title element, an answer element, an inductive element and/or a moving element from top to bottom, from bottom to top, from left to right or from right to left. In addition, the display device U can also be in progress during the game. According to another preferred embodiment of the present invention, the image capturing device 12 can be a U-camera or a Webcam for capturing the waving, moving or original of the at least one user 13. Run According to another preferred embodiment of the present invention, the information processing device 14 can be a personal computer, a laptop computer, a palmtop computer or a programmable information processing device. Please refer to FIG. 2 and FIG. A flow chart of a preferred embodiment of the interactive teaching method of the invention. As shown in FIG. 2, the method comprises the following steps: 11 200844919 Displaying a first dynamic teaching surface in a display device S21; capturing at least one user One image signal S22; determining a comparison result S23 according to the correspondence between the image signal and the dynamic teaching picture; and displaying a second dynamic teaching surface on the display device S24 according to the comparison result. In another preferred embodiment, the interactive teaching method first performs initial state setting after starting, such as adjusting a relative position between the at least one user and the display device and/or an angle and a position of the image capturing device. Then, the game menu is displayed for the user to select. After the user selects the game, the game can be started. Please refer to FIG. 3, which is a view of the present invention. A schematic diagram of a preferred embodiment of the game. The purpose of the video game is to enable the user to recognize the simple country and promote hand-eye coordination. As shown in FIG. 3, after the game is started, the display device displays a first A dynamic teaching face, including display game theme (interesting text) 31, game name (text fill) 32, a topic component (ladder) 34, at least one answer component or sensing component (曰, concave, cloud, etc.) 33. Score 35, time 36, screen setting 37, photographic lens screen 38, etc., wherein the answer element or sensing element is dynamically displayed top to bottom on the display device. In another preferred embodiment, the answer element Or the sensing element can also be displayed on the display device from bottom to top, left to right or right to left according to requirements. The user needs to select the font in the space, that is, find the correct one from the answer component or the sensing component. The pairing person, and using the answer component or the sensing element dropped by hand, can be used to sense the score. In this topic, the user needs to use the hand to swing on the answer element or the sensing element of the cloud (ie, paired into a "ladder") to sense the score. Then, according to the comparison result, a second dynamic teaching screen is displayed on the display device. For example, the correct pairer adds 1 point to the display score, and the wrong pairer deducts 10 points, and then the next question. You must score 50 points in 1 minute to pass. If you pass the customs, you will enter the next level. If you have not passed the customs, you will have a menu to end the game or play again. Please refer to FIG. 4, which is a schematic diagram of another preferred embodiment of the video game of the present invention. The purpose of this video game is to let users know the colors and numbers. As shown in FIG. 4, after starting the game, the display device displays a first dynamic teaching screen including a display game theme (ping-pong game) 41, a game name (no unique) 42, and an inductive component (induction slider) 43. At least one title component or digital component (orange ball 1, yellow ball 2, red ball 4, pink ball 9, etc.) 44, score 45, time 46, screen setting 47, and photographic lens screen 48, etc., wherein the title component or number The components are dynamically displayed from top to bottom on the display device. In another preferred embodiment, the title element or digital element can also be displayed on the display device from bottom to top, left to right or right to left as desired. The user needs to touch and move the sensing element (inductive slider) to move the left and right balls to the right and left. Once the even ball is caught, it will rebound and score. Then, according to the result, a second dynamic teaching face is displayed on the display device. For example, if the number of balls is caught, the score is increased by 10 points, the odd ball is not received, or the even ball is not received. Points, then proceed to the next question. You must score 50 points in 1 minute to pass. If you pass the customs, you will enter the next level. If you have not passed the customs, you will have a menu to end the game or play again. Please refer to FIG. 5. FIG. 5 is a schematic diagram of another preferred embodiment of the video game of the present invention. The purpose of this video game is to let users know the foods they can eat and the foods they can't eat. As shown in FIG. 5, after starting the game, the display device displays a first dynamic teaching screen, including a display game theme (nutritious food) 51, a game name (I am a big chef) 52, and a sensing component (small Guangshi) 53, at least one topic component (fries, milk, fried chicken, etc.) 54, score 55, time 56, screen setting 57 and photographic lens screen 58, etc., wherein the title component is dynamically displayed from top to bottom. The display device. In another preferred embodiment, the title element can also be displayed on the display device from bottom to top, left to right or right to left as desired. The user needs to touch the sensing element (little chef) and move the sensing element (little chef) to move left and right to catch the food that can be eaten. The food that can be eaten can be scored once it is caught. Then, according to the result, a second dynamic teaching surface is displayed on the display device. For example, if the food that can be eaten frequently is added, the score is increased by 10 points, and the food that cannot be eaten often is not caught. Those who eat food often deduct 10 points' and then proceed to the next question. You must score 50 points in 1 minute to pass. If you pass the customs, you will enter the next level. If you have not passed the customs, there will be a menu to end the game or play again. 14 200844919 Please refer to FIG. 6. FIG. 6 is a schematic diagram of another preferred embodiment of the video game of the present invention. The purpose of this video game is to enable users to develop the spirit of the sportsman and the flexibility of training their feet. As shown in FIG. 6, after starting the game, the display device displays a first dynamic teaching screen including a display game theme (animal competition) 61, a game name (sports meeting) 62, and a sensing element (running area) 63. At least two moving components (zebra and sheep) 64, time 66, screen setting 67, and photographic lens screen 68 time, etc., wherein the two moving components dynamically depend on the user's running speed in the inductive component (running zone) Displayed on the display device from right to left. In another preferred embodiment, the moving element can also be displayed on the display device from bottom to top, left to right or top to bottom as desired. The faster the user moves in the in-situ position of the sensing element (running zone), the faster the moving component moves. The game is clocked for one minute, and the person who first goes to the destination wins. Then, according to the result, a second dynamic teaching is displayed on the display device. For example, the first person who runs to the destination displays the pattern of the moving component (zebra or sheep) winning. If you do not reach the destination within one minute, there will be a menu to end the game or play again. In another preferred embodiment, in order to prevent the user from being frustrated, the present invention may display at least one title component and an answer component corresponding to the component component in the display device in advance for the user to More familiar with the video game. In another preferred embodiment, in order to make the video game more vivid and absorbing, the present invention can also add appropriate sound effects to the game. 15 200844919

在上述之諸實施例中,該影像擷取裝置會定期地擷取至 少一使用者之一影像信號(如每i/iO秒擷取一次即時影像, 以擷取使用者之揮手、移動或原地跑步之影像信號),並 依據該影像信號與該動態教學畫面間的對應關係決定一 比對結果’亦即將影像擷取進入該動態教學畫面,結合多媒 體軟體’只要使用者有作動作,即可與系統内的資訊處理裝置 產生互動,進而決定一比對結果。進一步地,本實施例以Flash 提供的BitmapData.threshold方法,根據感測物件及使用者動 作之影像指定一臨界值,及將一所擷取影像的像素值設定為新 顏色值的像素,然後再進行比對決定出感應物件及使用者之動 作部分間之關係並決定一比對結果。為不影響比對結果,本 發明另可依據臨界值的測試將動作的物體與背景的邊緣找出設 定指定顏色,背景與未移動的物體將轉換為黑色。此外,本發 明另可將連續的一顏色(如綠色)邊緣圖合併,即可判斷正在 移動物體的區域。In the above embodiments, the image capturing device periodically captures at least one image signal of the user (for example, capturing an instant image every i/iO seconds to capture the user's wave, move or original According to the corresponding relationship between the image signal and the dynamic teaching screen, a comparison result is determined, that is, the image is captured into the dynamic teaching screen, and the multimedia software is combined as long as the user has an action, that is, It can interact with the information processing device in the system to determine a comparison result. Further, in this embodiment, the BitmapData.threshold method provided by the Flash specifies a threshold according to the image of the sensing object and the user motion, and sets the pixel value of the captured image as the pixel of the new color value, and then The comparison determines the relationship between the sensing object and the action portion of the user and determines a comparison result. In order not to affect the comparison result, the invention can also find the specified color by the action object and the edge of the background according to the test of the threshold value, and the background and the unmoved object will be converted into black. In addition, the present invention can also combine successive color (e.g., green) edge maps to determine the area of the moving object.

前述之互動式教學方法可藉由電腦程式指令完成。該等 腦程式指令可載入一電腦或其他可程式化之資訊處理 置,以執行該互動式教學方法.該等電腦程式指令亦可 儲存於電腦可讀取之記錄媒體(如磁帶’磁片,光碟,硬 碟’1C記憶體等記錄媒體),以供後續載人電腦或其他可 程式化之資訊處理裝置中使用。 16 200844919 依據本發明所提供的實施例,其可達成以下之優點: (一) 透過網路攝影機把使用者的真實影像和電腦遊戲 營幕的物件結合在一起,可吸引使用者的興趣。 (二) 使用者不需操作鍵盤玩遊戲,只要直接利用肢體 快速移動(例如手或腳)來抓取答案或反應遊戲指令,可 達到肢體活動的效果。 f) (二)使用者透過視訊和電腦互動,眼睛可以和電腦保 持適當距離,可維護使用者的視力健康。 (四) 視訊遊戲的互動内容多元豐富,含語文、數概念、 生活、體能等教材内容,讓使用者在遊戲中也能自然快樂 學習。 (五) 該視訊遊戲可多人一起合作、互動來完成遊戲任 務’藉由此增進同儕遊戲互動的機會,培養合作、樂群的 態度。 ϋ 雖然本發明之技術内容與特徵係如上所述,然於本發明 之技術領域具有通常知識者仍可在不悖離本發明之教導 與揭露下進行許多變化與修改。因此,本發明之範疇並非 限定於已揭露之實施例而係包含不悖離本發明之其他變 化與修改,其係如下列申請專利範圍所涵蓋之範疇。 【圖式簡單說明】 17 200844919 【圖式簡單說明】 圖1係為本發明之互動式教學糸統之一較佳實施例的示 意圖。 圖2係為本發明之互動式教學方法之—較佳實施例的流 程圖。 圖3係為本發明之視訊遊戲之一較佳實施例的示意圖。 圖4係為本發明之視訊遊戲之另一較佳實施例的示意 圖。 圖5係為本發明之視訊遊戲之另一較佳實施例的示意 圖。 圖6係為本發明之視訊遊戲之另一較佳實施例的示意 【主要元件符號說明】 10 11 12 13 14 31、41、51、61 32 、 42 、 52 、 62 33 、 43 、 53 、 63 互動式教學系統 顯示裝置 影像擷取裝置 使用者 資訊處理襞置 遊戲主題 遊戲名稱 感應元件 18 200844919 34 、 44 、 54 題目元件 35 、 45 、 55 分數 36、46、56、66 時間 37、47、57、67 畫面設定 38、48、58、68 攝影鏡頭畫面 64 移動元件 ΓThe aforementioned interactive teaching method can be completed by computer program instructions. The brain program instructions can be loaded into a computer or other programmable information processing device to perform the interactive teaching method. The computer program instructions can also be stored in a computer readable recording medium (such as a magnetic tape). , CD, hard disk '1C memory and other recording media) for use in subsequent manned computers or other programmable information processing devices. 16 200844919 According to the embodiment provided by the present invention, the following advantages can be achieved: (1) The user's interest can be attracted by combining the real image of the user with the object of the computer game camp through the webcam. (2) Users do not need to operate the keyboard to play games. As long as they use the fast movement of the limbs (such as hands or feet) to capture answers or respond to game instructions, the effect of physical activity can be achieved. f) (2) Through video and computer interaction, the user can maintain an appropriate distance from the computer to maintain the visual health of the user. (4) The interactive content of video games is diversified, including textbooks, concepts, life, physical fitness and other textbooks, so that users can naturally learn in the game. (5) The video game can cooperate and interact with each other to complete the game task, thereby enhancing the opportunities for peer-to-peer games and fostering the attitude of cooperation and music. Although the technical contents and features of the present invention are as described above, many variations and modifications can be made without departing from the spirit and scope of the invention. Therefore, the scope of the invention is not limited to the disclosed embodiments, and other changes and modifications may be made without departing from the scope of the invention. BRIEF DESCRIPTION OF THE DRAWINGS 17 200844919 BRIEF DESCRIPTION OF THE DRAWINGS FIG. 1 is a schematic diagram of a preferred embodiment of an interactive teaching system of the present invention. Figure 2 is a flow diagram of a preferred embodiment of the interactive teaching method of the present invention. 3 is a schematic diagram of a preferred embodiment of a video game of the present invention. Figure 4 is a schematic illustration of another preferred embodiment of the video game of the present invention. Figure 5 is a schematic illustration of another preferred embodiment of the video game of the present invention. Figure 6 is a schematic view of another preferred embodiment of the video game of the present invention. [Main component symbol description] 10 11 12 13 14 31, 41, 51, 61 32, 42 , 52 , 62 33 , 43 , 53 , 63 Interactive teaching system display device image capturing device user information processing device game theme game name sensing element 18 200844919 34, 44, 54 title component 35, 45, 55 score 36, 46, 56, 66 time 37, 47, 57 , 67 screen settings 38, 48, 58, 68 Photographic lens screen 64 Moving componentsΓ

U 19U 19

Claims (1)

200844919 十、申請專利範圍: 1β 一種互動式教學方法,該方法包含: 顯示一第一動態教學畫面於一顯示裝置; 操取至少一使用者之一影像信號; 依據該影像信號與該動態教學畫面間的對應關係決定一比 對結果·,及 Ο 依據該比對結果顯示一第二動態教學畫面於該顯示裝置。 2·如睛求項1所述之方法,其中該顯示一第一動態教學畫面 於一顯示裝置之步驟更包含: 颂不至少一題目兀件、一答案元件、一感應元件及,或一移 動元件於該顯示裝置之步驟。200844919 X. Patent application scope: 1β An interactive teaching method, the method comprising: displaying a first dynamic teaching screen on a display device; operating at least one user image signal; and according to the image signal and the dynamic teaching screen The correspondence between the two determines a comparison result, and 显示 displays a second dynamic teaching screen on the display device based on the comparison result. The method of claim 1, wherein the step of displaying a first dynamic teaching screen on a display device further comprises: 颂 not at least one title element, an answer component, an inductive component, or a movement The component is in the step of the display device. 3·如請求項1所述之方法,其中該顯示一第 於一顯示裝置之步驟更包含: 顯示分數及時間於該顯示裝置之步驟。 動態教學畫面 4.如請求項1所述之方法,其中該顯示 於一顯示褒置之步驟更包含: —第一動態教學畫面 顯示遊戲名稱於該顯示裝置之步驟。 5·如請求項1所述之方法,更包含: 事先顯示遊戲選單以供使用者選擇之步驟。 6.如請求項1所述之方法,更包含:° 事先顯示至少一題目元件及—對應於 件於該顯示裝置之步驟。 "目疋件之答案元 200844919 7·如請求項1所述之方法,更包含: 調整該使用者與該顯示裝置間之相對位置及/或調整一影 像擷取裝置之角度與位置之步驟。 8·如睛求j:員2所述之方法,其令該至少一題目元件、一答案 70件、一感應元件及/或一移動元件係由上至下、由下至 上由左至右或由右至左地顯示於該顯示裝置。 〇 9\如請求項1所述之方法,其巾職取至少-使用者之-影 像信號之步驟包含: #貝取4至少一使用者之揮動、移動或原地跑步之影像信號 之步驟。 10·如Μ求項1所述之方法,其中該顯示—第二動態教學晝面 於一顯示裝置之步驟更包含: 3 β亥比對結果為正確時,將顯示之分數增加之步驟;及 田忒比對結果為錯誤時,將顯示之分數減少之步驟。 ( L如#求項1所述之方法,其中該依據該影像信號與該動態 教學晝面間的對應關係蚊_比對結果之步驟包含: 將忒衫像仏號以多媒體軟體與該動態教學晝面結合,並依 U據孩使用者之動作與一資訊處理裝置產生互動之步驟。 •如叫求項1所述之方法’其中該依據該影像信號與該動態 教學晝面間的對應關係決定一比對結果之步驟包含: 200844919 以Flash軟體將該影像信號與該動態教學畫面指定一臨界 值及將4影像h 5虎的像素值設定為新顏色值的像素,然 後再進行比對決定出該影像信號之動作部分與該動態教學 畫面間之關係並決定該比對結果之步驟。 13. —種互動式教學系統,包含: 一顯示裝置,用以顯示一第一動態教學畫面; 一影像擷取裝置,用以擷取至少一使用者之一影像信號; 及 一資訊處理裝置,耦接於該顯示裝置及該影像擷取裝置, 依據該影像信號與該動態教學晝面間的對應關係決定一比 對結果,及依據該比對結果顯示一第二動態教學晝面於該 顯示裝置。 14. 如請求項13所述之系統,其中該顯示裝置為一陰極射線 管、液晶顯示器或投影機。 15. 如請求項13所述之系統,其中該顯示裝置用以由上至下、 由下至上、由左至右或由右至左地顯示至少一題目元件、 答案元件、一感應元件及/或一移動元件。 16·如請求項13所述之系統,其中該顯示裝置用以顯示分數、 時間及遊戲名稱。 17·如請求項13所述之系統,其中該影像擷取裝置為一攝影機。 200844919 18. 19. 20. 如請求項13所述之系統,其中該影像擷取裝置用以擷取該 至少一使用者之揮動、移動或原地跑步之影像信號。 如請求項I3所述之系統,其中該資訊處理裝置為一個 腦、手提電腦、掌上型電腦或可程式化之資訊處理裝 一種電腦可讀取之記錄媒體,其上儲存有一電腦程式 人電 置。 電腦程式係用以執行如請求項 ,該 1-12項中任一項之方法 〇3. The method of claim 1, wherein the step of displaying a display device further comprises: displaying the score and time at the display device. The method of claim 1, wherein the step of displaying the display device further comprises: - a first dynamic teaching screen displaying the game name on the display device. 5. The method of claim 1, further comprising: the step of displaying the game menu in advance for the user to select. 6. The method of claim 1, further comprising: displaying at least one of the title elements in advance and corresponding to the step of the display device. "Annotation of the target element 200844919 7. The method of claim 1, further comprising: adjusting the relative position between the user and the display device and/or adjusting the angle and position of an image capture device . 8. The method of claim 2, wherein the at least one title component, one answer 70, one inductive component, and/or a moving component are from top to bottom, bottom to top from left to right or Displayed on the display device from right to left. 〇 9\ The method of claim 1, wherein the step of taking at least the user-image signal comprises: #贝取4step of at least one user waving, moving or running the image signal in situ. The method of claim 1, wherein the step of displaying the second dynamic teaching surface in a display device further comprises: step of: increasing the score displayed when the result is correct; When the result of the comparison is incorrect, the score will be reduced. The method of claim 1, wherein the step of comparing the result of the image signal with the dynamic teaching face of the mosquito-to-match result comprises: using the nickname as a multimedia software and the dynamic teaching The method of combining the face and the interaction with the information processing device according to the action of the child user. The method of claim 1 wherein the correspondence between the image signal and the dynamic teaching face is based on The steps of determining a comparison result include: 200844919 Specifying a threshold value for the image signal and the dynamic teaching screen with the Flash software, and setting the pixel value of the 4 image h 5 tiger as the pixel of the new color value, and then performing the comparison decision. a step of determining a relationship between the action portion of the image signal and the dynamic teaching screen and determining the comparison result. 13. An interactive teaching system comprising: a display device for displaying a first dynamic teaching screen; The image capturing device is configured to capture at least one image signal of the user; and an information processing device coupled to the display device and the image capturing device, Corresponding relationship between the image signal and the dynamic teaching surface determines a comparison result, and displaying a second dynamic teaching surface to the display device according to the comparison result. 14. The system of claim 13, wherein the The display device is a cathode ray tube, a liquid crystal display or a projector. The system of claim 13 wherein the display device is used for top to bottom, bottom to top, left to right or right to left. Displaying at least one title element, an answer element, a sensing element, and/or a moving element. The system of claim 13, wherein the display device is configured to display a score, a time, and a game name. The system of claim 13, wherein the image capturing device is configured to capture the waving and moving of the at least one user. The image signal of the in-situ running. The system of claim I3, wherein the information processing device is a computer for a brain, a laptop, a palmtop computer or a programmable information processing device. Taken from a recording medium on which is stored a computer program counter electrically person. Based computer program to perform the requested item, the method according to any one of items 1 to 12 billion
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Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
TWI399711B (en) * 2010-02-26 2013-06-21 Univ Nat Taiwan Normal Fire escape education game method and game device
TWI466072B (en) * 2012-07-11 2014-12-21 Univ Lunghwa Sci & Technology Brushing teaching and monitoring methods
TWI485669B (en) * 2012-02-07 2015-05-21 Univ Nat Chiao Tung An educational gaming device for learning evolution
CN108091186A (en) * 2017-12-08 2018-05-29 李少锋 A kind of teaching method and tutoring system

Cited By (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
TWI399711B (en) * 2010-02-26 2013-06-21 Univ Nat Taiwan Normal Fire escape education game method and game device
TWI485669B (en) * 2012-02-07 2015-05-21 Univ Nat Chiao Tung An educational gaming device for learning evolution
TWI466072B (en) * 2012-07-11 2014-12-21 Univ Lunghwa Sci & Technology Brushing teaching and monitoring methods
CN108091186A (en) * 2017-12-08 2018-05-29 李少锋 A kind of teaching method and tutoring system
CN108091186B (en) * 2017-12-08 2023-12-08 李少锋 Teaching method and teaching system

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