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Dynamic Mathematical Figures with Immersive Spatial Displays: The Case of Handwaver

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Technology in Mathematics Teaching

Part of the book series: Mathematics Education in the Digital Era ((MEDE,volume 13))

Abstract

We report on the design and development of HandWaver, a mathematical making environment for use with immersive, room-scale virtual reality. A beta version of HandWaver was developed at the IMRE Lab at the University of Maine and released in the spring of 2017. Our goal in developing HandWaver was to harness the modes of representation and interaction available in virtual environments and use them to create experiences where learners use their hands to make and modify mathematical objects. In what follows, we describe the sandbox construction environment, an experience within HandWaver where learners construct geometric figures using a series of gesture-based operators, such as stretching figures to bring them up into higher dimensions, or revolving figures around axes. We describe plans for research and future development.

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Notes

  1. 1.

    We recognize that spatial inscriptions are made possible by 0 and 1 s inscribed on computer disks, but such inscriptions, from the user’s perspective, are secondary to the three-dimensional inscriptions one can interact with in virtual spaces.

  2. 2.

    Volumetric video describes capturing real-world objects from multiple perspectives so that complete three dimensional models of those objects can be rendered in virtual or augmented reality environments (Ebner, Feldmann, Renault, & Schreer, 2017).

  3. 3.

    We have found that the Leap Motion sensor is both reasonably priced and functional for our purposes. This sensor can be mounted to the front of an HTC Vive headset and provides a sixty-degree field of view for tracking gestures.

  4. 4.

    With phone-based virtual reality viewers, it is possible to view a virtual world from different vantage points that can be accessed by teleportation or to experience visually immersive simulated movements (e.g., roller coaster rides), but what happens in the virtual world does not depend on a user’s position in the physical world.

  5. 5.

    A frame rate of 90 frames per second is necessary to ensure that the virtual worlds we view through spatial displays are real enough for our visual system.

  6. 6.

    This tool is still under development.

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Correspondence to Justin Dimmel .

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Dimmel, J., Bock, C. (2019). Dynamic Mathematical Figures with Immersive Spatial Displays: The Case of Handwaver. In: Aldon, G., Trgalová, J. (eds) Technology in Mathematics Teaching. Mathematics Education in the Digital Era, vol 13. Springer, Cham. https://doi.org/10.1007/978-3-030-19741-4_5

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  • DOI: https://doi.org/10.1007/978-3-030-19741-4_5

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