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A Cultural Approach: The Implementation of Māori Values and...Activating Social Justice Curriculum in Hybrid Formats With ...Amplified Loops: A Playful Way of Thinking about Simulation ...Architecture and Media: Journal as Pedagogical DeviceBaking and Breaking Parāoa Rēwena Together: A Pedagogical...Being Life-wide: Case Studies of Empathy-based Pedagogy, Enh...Between Academia and Work: the Chance for a New Project of H...Beyond Boiling Point: Supporting STEAM in Higher Education a...Beyond Dynamic ergonomics: developing a method for product d...Beyond Poetic Dwelling – Martin Heidegger’s Continuing W...Beyond Traditional Pedagogical Methodologies: Modernizing th...Blending Crafts and Algorithm: A New Model for Teaching Comp...Bridging Academia and Industry: Insights from the Shenkar Tr...Bridging The Divide: Teaching Writing In The Design Discipli...Bridging the Gap and Integrating the Space: When Institution...Building an Innovative and Entrepreneurial Creative Dimensio...Co-creating the Campus to Bridge Design Thinking, Action Res...Co-Designing Hybrid Learning Spaces in Higher EducationContrasting Cultures: the Boundary Experience of a History T...Convergence Models in STEAMCreative agency in integrating emerging media into art teach...Cross-Disciplinary Intersections Beyond Academia to Create C...Decoding Virtual People and Digital Labour in HE: Technologi...Decolonizing Architectural Technology Pedagogy: Bridging Ind...Designing expanded pedagogies across institutions, disciplin...Developing the Smart Innovation StudioDrawing Out: the Exploding (Art) SchoolDrawing the climate emergency – making the invisible visib...Drawing Through ExplorationEmotional design within the design curriculum: an educationa...Empirical Observations Study of Teaching Textiles Design (Un...Empowering Oncology Education: The Evolution and Impact of '...Enabling Chronically Ill Students' Participation in School t...Encouraging Play in the Art Education ClassroomEnhancing Classroom Engagement Through Interactive Play Inst...Examination Reflection Questions to Amplify Metacognition an...Executive and Engineering Design: Polytechnic and Methodolog...Exploring Intersections and Integrations: Advancing Equity i...Exploring the Perceptions of Student Teachers from a Free St...Fitness for Unlikely Species: An Ecopedagogical Approach to ...From Learner to Teacher: The Role of Interdisciplinary Colla...Harmony in Hues: Navigating Work-Life Balance for Creative P...How Do We Make? Crafting Meaning through MakingHybrid Physical Environments: The Key to Hybrid Learning in ...Hybridising Disciplines: tensions in inter-disciplinarity in...in a|the fieldin Praise of SilosIncorporating a “study-led” approach in the classroom en...Integrating and applying advanced Sustainable Architecture i...Interdependent LanguagesLearning and Teaching in the Context of Blurred BoundariesLearning By UtopiaLearning from Lasso: Team Spirit and the Intangible Impact o...Measuring textile design decisions: a comparison of intervie...Multimodality and the digital university; exploring aspects ...No Souvenirs: Tools of Remote Discovery for Design EducationOff-Grid Solar-Powered Electric Vehicle (EV) Charging Statio...Pedagogy Runs Curriculum That Runs The WorldPersonalised Learning and Development with Parents in the Lo...Place-Hacking the Design Studio: Contextualising Workplace P...Post-Anthropocentric Design Lab: Using Posthuman Thinking to...Producing Sustainable Energy and Technology through Art and ...Promoting Student-Community Engagement and Reciprocal Learni...Re-Jigging: Lessons of Design/Build Curriculum in a Virtual ...Redesigning a Project-Based Learning Course for Successful H...Reimagining Latina: an Intensive Summer School to Imagine Su...research by Drawing, design by HandRevitalizing Tradition: A Design Pedagogy's Impact on Local ...(Speculative) Futures for Higher EducationStakeholders in Active Pedagogical Approach: Developing Spec...STEM & [H]ARTS: Reassembling Arts and Humanities as a Counte...Student Experience vs Academic Achievement: Exploring the Si...Teaching with the Place and BodyThat’s KAMP!: Speculative Landscape Architectural Approach...The Body Architectural: Nesting an Embodied Inquiry Approach...The Design Build Studio-Agency Through Learning by MakingThe digital paradox in architectural design: The avoidance o...The Future of Black Art Criticism through Black Feminist Int...The Impact of Sociomaterials on Collaborative Learning Proce...The Transformative Role of Service Learning: an Empowering E...Trans - Studio: A Preamble to Reorienting Basic Design on th...Transcending Boundaries in Architectural Pedagogy: A Liminal...Trevellan Magic Space: How Life Conspires for Practice to Em...Unity of Life, Work, and Study: the Valparaíso School of Ar...Using WhatsApp to Support Preschool Teachers’ Hybrid Roles...Walking Education and Place WritingWelcome and Introduction Why Should We Provide Choice in Engineering Design Coursewor...Writing it Up and Writing it Down: Notation for Interdiscipl...
Schedule

VIRTUAL: Learning. Life. Work.

Part of the Focus on Pedagogy Series
Beyond Dynamic ergonomics: developing a method for product development using motion capture
D. Zamora et al.
7:00 am - 8:30 am

Abstract

This article explores how motion capture can be used in the rapid prototyping of product design. Motion capture involves recording and tracking human body movements using special sensors and cameras. While this technology has been widely utilized in the film and video game industry, its application in product design is gaining momentum. By harnessing motion capture, designers can quickly and accurately translate human gestures and movements into three-dimensional digital models. This is often used for Dynamic Ergonomic analysis; this enables the creation of virtual prototypes that faithfully represent the interaction between the user and the proposed product. These virtual prototypes can be visualized, analyzed, and refined before moving on to the physical manufacturing stage. However, we are proposing a method for using expressive movement within the design process, in addition to dynamic ergonomics. This technique encourages collaboration among designers, engineers, and end-users, as they can directly interact with the virtual models and provide valuable feedback, thus providing a two-way channel that provides opportunities for customization. We propose two approaches towards developing products; the body as a tool for measuring and gesturing and the body as a modeling tool by which the spaces and objects are carved through immersive interaction. With this framework we transform the act of moving into a driver for the creation of shape and function, thus making the act of developing product performative and human centric.

Biography

Diego Zamora is a lecturer at Plymouth University, he teaches product design and designer-makers. He holds a PhD from the University of Edinburgh, exploring the interrelations between digital fabrication and craft; Bending technology sums up years of research into collaboration, creativity and technology. He has undertaken research in the areas of consumerism and identity, DIY culture, technology dissemination and is passionate about open-source hardware and software. He is conducting research on community technology and development. He plays an active role in local development projects with c

Jose holds a degree in Fine Arts from the Complutense University of Madrid. He directs ARAN Art Network since 2017, a company dedicated to the production of contemporary digital art for Extended Reality and collaborator of RTVE Lab. He is academic coordinator of the Master’s Degree in Extended Reality Design at the International University of La Rioja. As a visual artist he uses sculptural installation and drawing focuses primarily on the concept of multiplicity.

Jonathan Chacón has a Ph.D. in Information Technologies, Communications, and Audiovisual Media. His expertise spans education and scientific research, with a focus on human-computer interaction and user experience. His thesis centered on supporting online educational platforms and fostering content creation among communities of teachers. Currently, he serves as the Coordinator of the Management and Data Area and is a professor in the Industrial Design Engineering program. He has participated in European and national research projects, contributing to the configuration of infrastructures and interactive tools for education and resource management.

Alejandro Romero has a PhD in Computer Engineering with almost 10 years of experience in the development of video games and extended reality experiences (virtual, augmented and mixed reality). He has worked as a developer in different development companies and currently has his own company developing immersive experiences. He is a professor of Computer Science at the Complutense University of Madrid where he teaches how to use the Unity tool for different purposes.