John Seely Brown (JSB) describes himself as someone who helps people ask the right questions. He makes the library of his work available to everyone.
JSB co-wrote an article with Douglas Thomas entitled Why Virtual Worlds Can Matter (November 12, 2008) that discusses what is happening in and around virtual worlds. In the article, the authors explain
"Most traditional models of learning suggest a twostep process in the movement from learning about to learning to be. Initially, people learn the basics or fundamentals about a topic or context through “scaffolding,” or acquiring enough information to make sense of the languages, ideas, and practices that constitute a specific domain of knowledge. As one becomes immersed within the culture or sets of practices one starts down the path of “learning to be,” engaging in the practices and absorbing the tacit knowledge that forms the cultural and social underpinnings for a community.
"Virtual worlds invert that process. Instead of “learning about,” participants in virtual worlds engage with the world by learning to be. The experience and immersion of entering a virtual world is oftentimes so radically distinct from the physical world that the practices one needs for simple behavior such as movement and communication are untranslatable. They are, however, easily picked up through experiential engagement...." [italics added for emphasis]
'Experiential engagement'... that's MimicTraining!
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We develop interactive, motion capture-based systems that provide people with a new ways to learn repeated motions. It's our obsession. Our approach applies broadly, from medical rehab to refining one's golf swing.
As Children do, Learn by Doing
Our solutions reawakens the visual learner in each of us. Our approach accelerates the creation of habitual motion. Repeatable motion translates to functional competence, as well as improved self-confidence, satisfaction and enjoyment of physical activities.
New Tools to Create ‘Habitual Motion’
Our concept incorporates motion comparison and analysis that empowers individuals to see and mimic ideal motions while performing them. Thus, our system names start with the word Mimic. Examples include MimicRehab, MimicBalance and MimicGolf. In time, any repeated motion lends itself to MimicTraining.
Concept, Patent & Pre-clinical Studies
Our approach and methods are the basis of two US utility patents 9,878,206 and 9,350,951. We've completed data gathering for two IRB-approved, pre-clinical evaluation studies and participated in data gathering for a third. Further, a retrospective analysis of our first study has provided valuable insights for future products.
Patents (2):
Method for interactive training and analysis: US 9,878,206 is a continuation of U.S. patent application Ser. No. 13/682,720 filed Nov. 20, 2012 (issued as US 9,350,951) and claims priority from U.S. patent application Ser. No. 61/562,494 filed on Nov. 22, 2011.
Abstract: Apparatus and methods are provided that can display selected predetermined postures or predetermined motions on a frame by frame basis or as a continuous motion for imitation or emulation by a system user or subject to, for example, learn the motion or posture, or to be guided in rehabilitation from a trauma, surgery or other injury, or to permit comparison of the users posture or motion to a baseline posture or motion for purposes of analysis or diagnosis.
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