## 4 Learning Scenarios Using Sensors
### Accelerometer and Orientation  
Some phones have orientation sensors or accelerometers that can monitor the movements of the phone. This is similar to those used in Nintendo Wii remote controllers. For example, Apple's iPhone has accelerometers that are used in gaming applications for controlling a game object. The iPhone could be a steering wheel for a car in a game environment, and by turning the phone, the player controls the movements of the car in the game.  
Apple iPad has demonstrated the use of location and compass data in several augmented reality-types of software, such as Plane Finder AR or the Go Sky Watch Planetarium application. In the Plane Finder AR, the user can see in real-time the data of the airplanes flying over the area the user is located. The software uses location and compass sensor data and the camera in the device and overlays the real-time camera image with flight data available on the Internet. The Go Sky Watch is a simple planetarium and astronomy star guide software for educational purposes. When the device is pointed at the sky, it utilizes the date, time, location and compass in the iPad for displaying the sky view in the correct orientation. The use of the applications helps in the identification of objects in the sky and, thus, supports learning. In addition, the application includes a lot of detailed information of the selected object, which can be displayed on the screen with the sky image. This kind of user interface is very natural for us, and it raises the usability and learnability of a game or application to a new level. Clearly, these are examples of sensor data augmented experiences.  
The orientation sensors could be also used for monitoring the movement of a person. In a simple application, a device with an accelerometer can be used as a pedometer. In more complex applications, the device could record for example movements in a dance practice. The data could be used to analyze the dancers, and their movement data could then be compared to data available from a teacher doing the same movements. To fully use this kind of motion detection requires the use of several motion sensors in the legs, arms and body. However, using current technology, the usefulness of this concept could already have been validated.  
For deaf people, a phone with a rhythm counter that converts tapping rhythms, for example, to colors could be used to teach musical rhythms. Another solution to bring out rhythms is to use mobile devices' vibration feature. This kind of feedback and guidance can be contrasted with the use of dance movement recording. Here, the phone provides directions instead of data storing.  
Novel interaction solutions provide new possibilities to design appealing game experiences for wider demographics. The development of motion-based controllers has facilitated the emergence of an exercise game genre that involves physical activity as a means of interacting with a game. Furthermore, the major reason for increased interest in exergaming is concern about the high levels of obesity in Western society. One of the biggest challenges is the need to make games attractive collective experiences for players, while at the same time, providing effective exercise. [41, 42, 43] In the games developed by [PERSON] _et al._[41, 42, 43], the players control the game by moving their bodies. An accelerometer in the player's mobile phone transmits the body movements to the game. Typically, in the exergame, there are two teams involving several players in each team. The team members have to discuss problem-solving tasks during the game in order to achieve the game goals. For example, the team controls a car on the screen, each player represents a different tire and the rotation speed of the tire depends on the jumping pace of the player representing that tire. The goal could be, for example, todrive the car collectively to the correct garage that represents the right solution to the problem the game provided.