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Exercising the mind:
Interactive gym for the 21st century
Bett Conference, London UK - January 24th, 2019
Presentation by Vincent Routhier
Founder & President @ Lü Interactive Playground
Confidential and Proprietary. Copyright (c) by Lü. All Rights Reserved.
STORYTELLER &
PRODUCER
Pushing the boundaries of
immersive storytelling using:
Music, Film, Web, Games, Events
and Museum Exhibits
EDUCATOR OF TWO
WHERE IT ALL STARTED
A clever idea from a physical
education teacher in the USA
January 17, 2017
The challenge to build a
large-scale prototype.
1+ million views overnight
An amazing trial session
with grades 1-6 students
that finally led to:
February 4, 2017
A promising success turned into a
meaningful & inspiring motto:
Engage kids to
the next level.
1. Physically active & healthy
2. Creative and curious
3. Passionate about school and learning
4. Socially and emotionally balanced
Engaged to
the next level:
The research is clear!
“Physically active and fit children tend to
have better academic achievement, better
school attendance and fewer disciplinary
problems.”
“… but many schools allow little to no time
for students to be active.”
(Center for Disease Control and Prevention, USA, 2014)
What if we combine
physical activity and
learning?
Design principle #1:
Movement is good for the brain and body
• Gets the brain’s fuel (oxygen and glucose) to the brain faster
boosting brain performance.
• Puts the brain back into hormonal balance which regulates mood
and behavior.
• Activates protein that is stored in the large muscles, which
nourishes and protects the neural pathways for learning.
• Anchors learning when more of the senses are involved to
increase the executive function of the frontal lobe.
• Exercise improves our ability to learn and in fact makes us
smarter.
• Grows new brain cells in the learning and memory center.
*John J. Ratey, MD (2016).  SPARK:  The Revolutionary
New Science of Exercise and the Brain.
Design principle #2:
Immersion and augmented reality engage all types of intelligences
Gardner, H (1983). Frames of Mind: The Theory of Multiple Intelligences
https://books.google.ca/books?id=2IEfFSYouKUC&lpg=PR7&ots=307U2L0Qy0&lr&hl=fr&pg=PR3#v=onepage&q&f=false
• "Students possess different kinds of minds and therefore learn, remember, perform, and
understand in different ways. Students learn in ways that are identifiably distinctive. The
broad spectrum of students would be better served if disciplines could be presented in a
numbers of ways and learning could be assessed through a variety of means."
• Improved collaboration capabilities. Augmented reality apps offer vast opportunities to
diversify and shake up classes. Interactive lessons, where all students are involved in the
learning process at the same time, help improve teamwork skills.
Design principle #3:
Storytelling and gamification stimulate the brain and emotions
Muhammed Ali Isik (2016). The Impact of Storytelling on Young Ages. European
University of Tirana, Tirana/Albania. Sept-Dec 2016 Vol 2 Issue 3.
• One of the essential needs for children
• Enhance their fantasy world and help them find solutions
for their problems.
• Develop better psychological and physical well-being.
• Puts the brain back into hormonal balance which
regulates mood and behavior.
• Gamification boosts enjoyment. Dopamine, a neurotransmitter
that controls the part of the brain responsible for pleasure, is
released when we play games.
• Gamification aids in cognitive development. Using gamification
will allow an increase in the core brain activity that allow for
adequate development.
GAMESSTORIES
https://ssec.si.edu/stemvisions-blog/5-benefits-gamification
To see video, follow this link:
https://www.nbcphiladelphia.com/news/local/Gym-Class-
gets-a-High-Tech-Upgrade_Philadelphia-482902271.html
The magic
behind Lü:
Giant Interactive Projection Screen
3
12
Complete software platform with
a vast catalog of content, monthly
updates and online connectivity
Immersive Light and Sound System
High Speed 3D Camera
Powerful Video
Projector
Hassle-free hardware solution
Complete software and
content solution
1
2
3 CONFIGURATIONS
SAME UNIQUE EXPERIENCE
ÜNO
DÜO
MOBILE
Content
Development
Strategy
Categories
Curriculum-based
Health & Wellness
Sports & PE
Utilities & Theater
Arcades
Focus
Develop Core Competencies
Align activities with International Standards
Deliver Reusable and Useful Activities
Empower Teachers and Teaching
Reinforce Classroom Learning
Research
Identify Core Competencies & Skills
Validate & Optimize Activity Designs
Measure Impact on Learning
Support 3rd Party Research
Explore New Possibilities
Some of our popular activities and utilities
Activities review
Newton Vika
Target Age: 8 to 12 years old
Number of Players: 8 to 12
Game Duration: 10 to 30 min
Content Areas and Topics: Science,
Geography, Sports, Social Skills, and
Math (i.e., Square numbers, multiples of
3, multiplication, rounding to the
nearest 10th, perimeter)  
Gaïa
Target Age: 5 to Adulthood
Number of Players: Unlimited
Game Duration: 4 to 8 min
Content Areas: Health and Physical
Education. Meditation or “mindfulness”
can be a beneficial tool for kids and
adults alike. Can tackle mental, health,
and social-emotional learning also.
Target Age: 6 to 11 years old
Number of Players: 8 to 30
Game Duration: Variable
Content Areas: Physical Education,
Social Skills, and Math (i.e., Mental
M a t h , a d d i t i o n , s u b t r a c t i o n ,
multiplication, division)
Standards for Mathematical Practice [K-12]
• Make sense of problems and persevere in solving them.[K-12]
• Reason abstractly and quantitatively.[K-12]
• Attend to precision.[K-12]
• Look for and make use of structure.[K-12]
Geometry [K - 8]
• Graph points on the coordinate plane to solve real-world and mathematical
problems. [5]
International Physical Education Standards [K - 8]
Motor Skills & Movement Patterns / Movement/Performance / Physical Activity &
Fitness / Personal & Social Behavior
S1 - Manipulative
• S1. E1. 5b-Combines locomotor and manipulative skills in a variety of small-
sided practice tasks/game environment
• S1.El.5c- Combines traveling with manipulative skills for execution to target
(i.e., scoring)
• S1.E13.5b-Throws underhand to a large target with accuracy
Science & Culture (Astronomy)
• A constellation is stars that appear to be in groups when viewed from Earth.
During ancient times people would use them to navigate and to tell stories.    
Detailed activity review:
Constello
Target Age: 9 to 12 y.o.
Number of Players: 4 to 8
Game Duration: Variable
Content Areas: Algebraic Thinking, Geometry,
Measurement, Number Sense, Number Concepts,
Mathematical Practices, Mathematical Processes,
General Culture (Constellations)
Product
Development
Roadmap
Human-centered design
We develop solutions to problems by involving the human perspective in
all steps of the problem-solving process.
New tangible and natural interactions
Add new interfaces to interact with the content and create breakthrough
experiences (Connected objects, new generation of sensors, Artificial
Intelligence).
MÏNI Configuration
Reducing the size of our system to fit a class room, a multi-purpose room
or the newly established concept of a sensory room
Online ecosystem
Lü systems are deployed everywhere on the planet. Wouldn’t it be
awesome for all those little human to connect and share their passions
Engage those kids
to the next level!
Let’s dream the future together and:
We are seeking collaborators, thinkers, advocates and
launching sites. Please feel free to connect with us!
www.play-lu.com

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Exercising the mind: Interactive gym for the 21st century

  • 1. Exercising the mind: Interactive gym for the 21st century Bett Conference, London UK - January 24th, 2019 Presentation by Vincent Routhier Founder & President @ Lü Interactive Playground
  • 2. Confidential and Proprietary. Copyright (c) by Lü. All Rights Reserved. STORYTELLER & PRODUCER Pushing the boundaries of immersive storytelling using: Music, Film, Web, Games, Events and Museum Exhibits EDUCATOR OF TWO WHERE IT ALL STARTED
  • 3. A clever idea from a physical education teacher in the USA January 17, 2017
  • 4. The challenge to build a large-scale prototype. 1+ million views overnight An amazing trial session with grades 1-6 students that finally led to: February 4, 2017
  • 5. A promising success turned into a meaningful & inspiring motto: Engage kids to the next level.
  • 6. 1. Physically active & healthy 2. Creative and curious 3. Passionate about school and learning 4. Socially and emotionally balanced Engaged to the next level:
  • 7. The research is clear! “Physically active and fit children tend to have better academic achievement, better school attendance and fewer disciplinary problems.” “… but many schools allow little to no time for students to be active.” (Center for Disease Control and Prevention, USA, 2014) What if we combine physical activity and learning?
  • 8. Design principle #1: Movement is good for the brain and body • Gets the brain’s fuel (oxygen and glucose) to the brain faster boosting brain performance. • Puts the brain back into hormonal balance which regulates mood and behavior. • Activates protein that is stored in the large muscles, which nourishes and protects the neural pathways for learning. • Anchors learning when more of the senses are involved to increase the executive function of the frontal lobe. • Exercise improves our ability to learn and in fact makes us smarter. • Grows new brain cells in the learning and memory center. *John J. Ratey, MD (2016).  SPARK:  The Revolutionary New Science of Exercise and the Brain.
  • 9. Design principle #2: Immersion and augmented reality engage all types of intelligences Gardner, H (1983). Frames of Mind: The Theory of Multiple Intelligences https://books.google.ca/books?id=2IEfFSYouKUC&lpg=PR7&ots=307U2L0Qy0&lr&hl=fr&pg=PR3#v=onepage&q&f=false • "Students possess different kinds of minds and therefore learn, remember, perform, and understand in different ways. Students learn in ways that are identifiably distinctive. The broad spectrum of students would be better served if disciplines could be presented in a numbers of ways and learning could be assessed through a variety of means." • Improved collaboration capabilities. Augmented reality apps offer vast opportunities to diversify and shake up classes. Interactive lessons, where all students are involved in the learning process at the same time, help improve teamwork skills.
  • 10. Design principle #3: Storytelling and gamification stimulate the brain and emotions Muhammed Ali Isik (2016). The Impact of Storytelling on Young Ages. European University of Tirana, Tirana/Albania. Sept-Dec 2016 Vol 2 Issue 3. • One of the essential needs for children • Enhance their fantasy world and help them find solutions for their problems. • Develop better psychological and physical well-being. • Puts the brain back into hormonal balance which regulates mood and behavior. • Gamification boosts enjoyment. Dopamine, a neurotransmitter that controls the part of the brain responsible for pleasure, is released when we play games. • Gamification aids in cognitive development. Using gamification will allow an increase in the core brain activity that allow for adequate development. GAMESSTORIES https://ssec.si.edu/stemvisions-blog/5-benefits-gamification
  • 11. To see video, follow this link: https://www.nbcphiladelphia.com/news/local/Gym-Class- gets-a-High-Tech-Upgrade_Philadelphia-482902271.html
  • 12. The magic behind Lü: Giant Interactive Projection Screen 3 12 Complete software platform with a vast catalog of content, monthly updates and online connectivity Immersive Light and Sound System High Speed 3D Camera Powerful Video Projector Hassle-free hardware solution Complete software and content solution 1 2
  • 13. 3 CONFIGURATIONS SAME UNIQUE EXPERIENCE ÜNO DÜO MOBILE
  • 14. Content Development Strategy Categories Curriculum-based Health & Wellness Sports & PE Utilities & Theater Arcades Focus Develop Core Competencies Align activities with International Standards Deliver Reusable and Useful Activities Empower Teachers and Teaching Reinforce Classroom Learning Research Identify Core Competencies & Skills Validate & Optimize Activity Designs Measure Impact on Learning Support 3rd Party Research Explore New Possibilities
  • 15. Some of our popular activities and utilities
  • 16. Activities review Newton Vika Target Age: 8 to 12 years old Number of Players: 8 to 12 Game Duration: 10 to 30 min Content Areas and Topics: Science, Geography, Sports, Social Skills, and Math (i.e., Square numbers, multiples of 3, multiplication, rounding to the nearest 10th, perimeter)   Gaïa Target Age: 5 to Adulthood Number of Players: Unlimited Game Duration: 4 to 8 min Content Areas: Health and Physical Education. Meditation or “mindfulness” can be a beneficial tool for kids and adults alike. Can tackle mental, health, and social-emotional learning also. Target Age: 6 to 11 years old Number of Players: 8 to 30 Game Duration: Variable Content Areas: Physical Education, Social Skills, and Math (i.e., Mental M a t h , a d d i t i o n , s u b t r a c t i o n , multiplication, division)
  • 17. Standards for Mathematical Practice [K-12] • Make sense of problems and persevere in solving them.[K-12] • Reason abstractly and quantitatively.[K-12] • Attend to precision.[K-12] • Look for and make use of structure.[K-12] Geometry [K - 8] • Graph points on the coordinate plane to solve real-world and mathematical problems. [5] International Physical Education Standards [K - 8] Motor Skills & Movement Patterns / Movement/Performance / Physical Activity & Fitness / Personal & Social Behavior S1 - Manipulative • S1. E1. 5b-Combines locomotor and manipulative skills in a variety of small- sided practice tasks/game environment • S1.El.5c- Combines traveling with manipulative skills for execution to target (i.e., scoring) • S1.E13.5b-Throws underhand to a large target with accuracy Science & Culture (Astronomy) • A constellation is stars that appear to be in groups when viewed from Earth. During ancient times people would use them to navigate and to tell stories.     Detailed activity review: Constello Target Age: 9 to 12 y.o. Number of Players: 4 to 8 Game Duration: Variable Content Areas: Algebraic Thinking, Geometry, Measurement, Number Sense, Number Concepts, Mathematical Practices, Mathematical Processes, General Culture (Constellations)
  • 18. Product Development Roadmap Human-centered design We develop solutions to problems by involving the human perspective in all steps of the problem-solving process. New tangible and natural interactions Add new interfaces to interact with the content and create breakthrough experiences (Connected objects, new generation of sensors, Artificial Intelligence). MÏNI Configuration Reducing the size of our system to fit a class room, a multi-purpose room or the newly established concept of a sensory room Online ecosystem Lü systems are deployed everywhere on the planet. Wouldn’t it be awesome for all those little human to connect and share their passions
  • 19. Engage those kids to the next level! Let’s dream the future together and: We are seeking collaborators, thinkers, advocates and launching sites. Please feel free to connect with us! www.play-lu.com