The Cognitive Affective Model of Motion Capture Training: A Theoretical Framework for Enhancing Embodied Learning and Creative Skill Development in Computer Animation Design
Abstract
1. Introduction
2. Defining MoCap in Computer Animation Design and Training
3. The Theoretical Perspective of CAMMT
3.1. What Factors Lead to Presence in CAMMT?
3.2. What Factors Lead to Agency in CAMMT?
3.3. How Presence and Agency Mediate CAMMT’s Six Constructs in Fostering Embodied Creativity and Design Innovation?
3.3.1. Control and Active Learning
3.3.2. Reflective Thinking
3.3.3. Perceptual Motor Skills
3.3.4. Emotional Expressive
3.3.5. Artistic Innovation
3.3.6. Collaborative Construction
3.4. Validation and Verification of CAMMT
3.4.1. Operationalization Roadmap for Classroom V&V
3.4.2. Suggested Empirical Designs for Testing CAMMT
3.5. Case Illustration: Applying CAMMT in a Character Performance Module
4. What Are the Creative and Cognitive Outcomes Included in the CAMMT?
5. What Are the Implications for Future Research Based on CAMMT?
6. Important External Factors That Influence the CAMMT
7. Conclusions
Author Contributions
Funding
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
| AR | Augmented Reality |
| CAMIL | Cognitive Affective Model of Immersive Learning |
| CAMMT | Cognitive Affective Model of Motion Capture Training |
| CATLM | Cognitive Affective Theory of Learning with Media |
| HCI | Human–Computer Interaction |
| IVR | Immersive Virtual Reality |
| MoCap | Motion Capture |
| MR | Mixed Reality |
| SEM | Structural Equation Modeling |
| VR | Virtual Reality |
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| Dimension | CAMIL | CAMMT |
|---|---|---|
| Primary focus | Learning in immersive virtual reality (IVR): how VR features shape presence/agency and learning outcomes. | MoCap-based character animation training: how performance affordances shape presence/agency and creative skill development. |
| Core interaction locus | Learner is situated in a simulated virtual environment and interacts with virtual content (often HMD-based). | Learner performs in the physical world; motion is captured, mapped to a character, and refined via capture–playback–retake cycles. |
| Psychological Affordances | Presence: “being there” in the virtual environment; agency: perceived control/ownership over actions in IVR. | Presence: creative–performative embodied engagement; agency: creative authorship over expressive motion (intent → action → mapped feedback). |
| Six mediators | Affective/cognitive mediators such as interest, intrinsic motivation, self-efficacy, embodiment, cognitive load, and self-regulation. | Control and Active Learning; Reflective Thinking; Perceptual Motor Skills; Emotional Expressive; Artistic Innovation; Collaborative Construction. |
| Outcome emphasis | Knowledge outcomes (factual, conceptual, procedural) and transfer of learning. | Technical literacy; conceptual understanding; procedural mastery; adaptive innovation/transfer, with explicit emphasis on expressive performance quality and creative output. |
| Practical implication | Guides IVR lesson design to maximize learning while managing cognitive/affective constraints. | Guides MoCap lesson design (task briefs, critique loops, iteration, collaboration roles) to cultivate expressive motion, creativity, and transfer. |
| Model Segment | Proposition | Path(s) | Predictor | Outcome |
|---|---|---|---|---|
| Technology affordances → psychological affordances | P1 | 1 | Immersion | Presence |
| P2 | 2 | Interactivity | Presence | |
| P3 | 3 | Interactivity | Agency | |
| P4 | 4 | Representational fidelity | Presence | |
| P5 | 5 | Representational fidelity | Agency | |
| Psychological affordances → mediating constructs | P6 | 6–7 (7+) | Presence and Agency | Control and Active Learning |
| P7 | 8–9 (9+) | Presence and Agency | Reflective Thinking | |
| P8 | 10–11 (11+) | Presence and Agency | Perceptual–Motor Skills | |
| P9 | 12–13 (13+) | Presence and Agency | Emotional Expressive | |
| P10 | 14–15 (15+) | Presence and Agency | Artistic Innovation | |
| P11 | 16–17 (17+) | Presence and Agency | Collaborative Construction | |
| Mediating constructs → embodied learning and creative outcomes | P18 | 18 | Control and Active Learning | Embodied learning and Creative Outcomes |
| P19 | 19 | Reflective Thinking | Embodied learning and Creative Outcomes | |
| P20 | 20 | Perceptual–Motor Skills | Embodied learning and Creative Outcomes | |
| P21 | 21 | Emotional Expressive | Embodied learning and Creative Outcomes | |
| P22 | 22 | Artistic Innovation | Embodied learning and Creative Outcomes | |
| P23 | 23 | Collaborative Construction | Embodied learning and Creative Outcomes |
| Component | Paths | Operational Indicators and Feasible Data Sources (Triangulation) |
|---|---|---|
| Technology affordances | Paths 1–5 | System/pipeline logs (latency, dropped frames, tracking error, mapping stability); calibration success rate; brief instructor implementation checklist (immersion/interactivity/fidelity). |
| Presence and Agency | Paths 1–5 | Short presence/agency items after each capture–playback cycle (or post-session); behavior traces: intentional retakes, motion variants, active-performance time vs. passive observation. |
| Six mediators | Paths 6–17 (7+, 9+, 11+, 13+, 15+, 17+) | Rubrics and artifacts aligned to each construct: reflection notes (Reflective Thinking); motion-quality rubric (Perceptual Motor Skills); emotion clarity/congruence ratings (Emotional Expressive); novelty-appropriateness rubric (Artistic Innovation); collaboration rubric (role coordination, feedback density). |
| Learning Outcomes | Paths 18–23 | Knowledge checks; end-of-module performance task; portfolio artifacts; transfer task (apply learned motion principles to a new character brief/genre constraint). |
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Jiang, X.; Ibrahim, Z.; Jiang, J.; Wang, J.; Liu, G. The Cognitive Affective Model of Motion Capture Training: A Theoretical Framework for Enhancing Embodied Learning and Creative Skill Development in Computer Animation Design. Computers 2026, 15, 100. https://doi.org/10.3390/computers15020100
Jiang X, Ibrahim Z, Jiang J, Wang J, Liu G. The Cognitive Affective Model of Motion Capture Training: A Theoretical Framework for Enhancing Embodied Learning and Creative Skill Development in Computer Animation Design. Computers. 2026; 15(2):100. https://doi.org/10.3390/computers15020100
Chicago/Turabian StyleJiang, Xinyi, Zainuddin Ibrahim, Jing Jiang, Jiafeng Wang, and Gang Liu. 2026. "The Cognitive Affective Model of Motion Capture Training: A Theoretical Framework for Enhancing Embodied Learning and Creative Skill Development in Computer Animation Design" Computers 15, no. 2: 100. https://doi.org/10.3390/computers15020100
APA StyleJiang, X., Ibrahim, Z., Jiang, J., Wang, J., & Liu, G. (2026). The Cognitive Affective Model of Motion Capture Training: A Theoretical Framework for Enhancing Embodied Learning and Creative Skill Development in Computer Animation Design. Computers, 15(2), 100. https://doi.org/10.3390/computers15020100

