An Interactive Educational Activity Center in Taiwan established by “KomoArt”

KomoArt”, in collaboration with an international company, established an interactive educational center in Taipei, the first of its kind.

The center includes unique interactive systems developed by “KomoArt” and additional designated accessories developed and tailor-made for the local culture in order to provide a holistic solution for the various activities emphasized in the curriculum in Taiwan.

Following the colossal success of the center in Taiwan, additional centers based on the interactive educational concept were marketed in Taiwan and China. A series of designated characters that accompanies the students throughout the various activities was designed specifically for this purpose.

The content and diverse activities in  the center were tailor-made for the local  population and according to the specific local and traditional needs.

The Interactive Educational Activity Center in Taiwan

Entering the Activity Center in Taipei

The center is divided into various designated activity areas with varying content. The activity at the center is designed for children aged 3-10, for 12  5-hour  sessions throughout the school year. The unique learning environment is rich with interactive games that stimulate learning and motivation while developing important skills and capabilities in the participants.

Entrance to the Activity Center in Taipei

The look of the center combines visual and intriguing means that stimulate a curiosity in the learners which allows them to experience a challenging, multi-sensory activity in a 3D environment and makes them aware of their existing capabilities while developing new ones.

The activities emphasize content based learning on technological interactive learning systems developed by “KomoArt” along with senso-motoric activities, such as riding designated bicycles. The activities work on an individual and group level and provide the learners a culture of “learning  behavior” which at its core includes internalizing information that develops intelligence, the ability to process unexpected events and incorporating them  into learned and processed responses.

The Large Space in the Taipei Center 

Children’s willingness to learn in unique areas contributes to the educational process. This has been proven in research carried out in similar environments developed by “KomoArt”. This research is the basis for the development of the Taipei center.

A special emphasis was placed on developing fine motor skills alongside verbal communication.

Throughout the activity children use an internal communication system that contributes the overall experience and encourages the use of comprehensible and relevant language skills.  A new approach has been implemented in the center in which the learners take an active part in designing the learning environment. In designated activity areas, the learners play an active role in designing the walls based on the learned content.

Students design the space – example

Content at the Center

  • Content based topics

The center uses interactive learning systems developed by “KomoArt” that emphasize the development of intelligence and cognitive skills.

  • Senso-motoric Activities

           An emphasis is put on riding bicycles, climbing, crawling, balance, teamwork, leadership, communication skills and more.

Senso-motoric Activities
  • Skills and Capabilities in a Senso-motoric Environment

The senso-motoric components of the activities include designated bicycles.

This component emphasizes the development of a wide range of skills and

capabilities: eye-hand coordination, hand-leg coordination, maintaining   balance, posture, coordination, spatial perception and more. The designers of these components come from a physical education background and are experienced in developing motor skills.

Senso-motoric Activities
  • Creativity

The center includes 3D environments according to the activity content in which engaging 3D models are constructed through developing fine motor skills along with enhancing creative thought and expression.

  • Skills and Capabilities

    This field of content includes an emphasis on developing intelligence, visual

     memory, visual perception, spatial perception, problem solving skills,    comparing and contrasting, evaluation and more. These skills are developed by working on the designated systems developed by “KomoArt”.

Skills and Capabilities
  • Interpersonal Communication

This field of content includes an emphasis on using technological means to develop interpersonal communication, linguistic skills, collaborations and verbal skills. These skills are developed by working on the KID Grid system developed by “KomoArt”.

Interpersonal Communication
  • Social Skills Within a Group

This field of content includes an emphasis on teamwork, collaborations, sharing, tolerance and patience, social and group responsibility, problem solving and mutual help.

  • Language Skills

This field of content includes an emphasis on acquiring language and verbal skills in an environment filled with designated stimuli that incorporate movement, reading, riddles and interactive labyrinths through “KomoArt’s” learning systems.

Language Skills
  • Theatre and Enactments

This exciting field of content includes an emphasis on developing skills of self-expression, creative writing and stage performance through designated characters and means taken from the theatre world. The operators are experienced actors that come from the world of theatre and music.

Theatre and Enactments
  • Motor Skills

The students are engaged in a rich environment that promotes development of motor skills through interactive activity stations. The transition from station to station is done by bicycle. The operators are qualified professionals.

Motor Skills
  • 3D Movies

The activity at the center includes watching designated 3D movies that were developed by the “KomoArt” team, along with enactments, creative writing and other additional fascinating activities.

3D Movies
  • Games for the Home and Private Purchases

Following the demand of the local population, parents can purchase educational games, books and various didactic accessories developed through a special initiative of “KomoArt”.

Games for the Home and Private Purchases

The online store private purchases of didactic accessories

A designated track for training operators

 Following “KomoArt’s” vast experience in developing highly regarded training programs for educators in Israel and abroad, a designated training program for the center operators was developed. The program included face to face training and implementation tracking in real time.

Training Teams

A local pedagogical director was appointed after a meticulous sorting process, whose job is to strengthen the operators’ knowledge, adapt the content to the local culture and hold workshops and seminars for the staff according to the “KomoArt” program.

Training Teams

 For Training Security Personnel and Martial Arts

The Martial Arts Skills Simulator – M.A.S.S. is a unique interactive simulation system that operates on the principle of flexibility adapted to the defined objective. The system was developed to provide a solution for testing and drilling security personnel and martial arts specialists, and to train administrators.

The various stations provide a training ground for learning and experiencing in a challenging environment.

The system allows for simultaneous operation by a number of users in carrying out a common assignment, or for an individually determined level of activity.  The cumulative data storage system of the system enables tracking of the users’ progress, use of the basic data storage system on an individual level, improvement on data received, receipt of a cross-section of achievements and comparative suitability to various measurement tools, as defined. Due to the system’s flexibility, performance tracks can be determined whereby the objectives of the tracks vary and are adapted to specific needs.

The system is activated by movement in its two peripheral tracks and focused activity in its center. Throughout the activity tracks, the user has at his disposal a changing information display that gives instructions concerning the performance of tasks. The integration of activity route in the tracks and in the activity centers creates an unlimited variety of possibilities.

When activated, the system tracks various parameters and offers the operator a computerized random selection of a given track or the ability to set selected points along the edge for spot reinforcement or testing.

The system is operated by a central computer, which executes centralized data control that feeds the activity tracks, the control panels, the instruction panels and the overall system in general.

The M.A.S.S. is a system that drills and tests and the stored data can be printed for personal comparative analysis.

Throughout each function, a closed-circuit camera documents user activity and enables observation so that conclusions can be drawn and the events analyzed.

The Simulator is operated by a single person and has the ability to provide a solution to defined needs in various applications.


Training and Practice Components of the M.A.S.S. System


The Stations

Each station has main and secondary training components. A certified trainer can adjust the trainee’s workout according to the trainee’s needs or the requirements of the profession. The trainer can adjust the Simulator according to the needs and characteristics of different training programs, all the while emphasizing learning and enhancing the required capabilities. Drilling at a certain station, enhancing central complex capabilities or drilling on a multi level across various workstations will provide a solution that meets the instructors’ and organizations’ needs.    

  1. Movement and posture, body control during movement

       The flexible, functional structure of the system allows for changes in position, changes in posture, and movement control while receiving real-time feedback.

  1. Assessing a situation, identifying the target, identifying the enemy and processing information in real-time

    The command over each input/output point of the system in real-time and the random or set control over them allows for measuring time and identifying each point and event in keeping with the nature of the scenario. Comparative measurements and measurements of objectives can be combined in accordance with variable data.

     Assessing the situation is transferred to either variable or set comparative measurements and accordingly allows alternating target positioning in unpredicted lengths of time. The system allows for the measuring of target identification time and the checking of reaction and decision-making time.

Accuracy of a hit

The accuracy of a hit (punches or kicks) in comparable data panel areas, including accuracy of the hit, time of the hit and intensity of the hit to the level of exact comparative checking, including tracking personal progress.

      The drill can be general or aimed at the trainees’ needs.

  • Reaction time (identifying the target, decision-making time, execution time)

The design of the simulator allows advanced practice in shortening reaction time, decision-making time, identifying the target or execution time while overcoming changing physical and interactive obstacles. Simulation for the development of posture, movement, shooting incidents or self defense are also possible in stations in the heart of the simulator, which allow single or group practice.

  • Coordination and speed

The interactive means and workstations develop coordination, speed and movement. Sets of assignments, which the trainee has to fulfill, are given at varying times from the computerized simulator. The Simulator examines and analyzes at real-time the trainee’s speed, reaction time, power and ability to react. The workstation combines assignments and examines the nerve-muscular coordination of the trainee according to a fixed or varying scale.

  • Blocks and response

Attacks on the trainee with balls that symbolize hits/shots at various angles and at changing rates of speed creates a simulation for developing the trainees’ abilities to react, dodge, block and take cover.

  • Kicks

     The kicks station is characterized by a set of targets designed for drilling kicks in various rates and intensities.

An Analysis of a Station Developing Intensity, Precision and Speed

The station is comprised of various hit surfaces in the shape, size and height of an average human body. This “practice dummy” can be hit from all directions (front, back and the sides).

The Simulator examines the place, rate and amount of hits according to the instructions given by the main computer and indicates the intensity of the hits.

The closed circuit video system provides an analysis of the trainees’ movement and technical abilities.

The sensors on the surface of the Simulator indicate the posture of the trainee.



The trainee moves freely around the dummy, punching and kicking according to computerized instructions that accommodate the training program.

The “practice dummy” is divided into 3 areas, each part characterized by a code (red, yellow, green):


  1. Red area (most vulnerable) – head, neck, genital areas
  2. Yellow area (medium vulnerability) – ribs, stomach and back (center of the body)
  3. Green area (least vulnerable) – upper and lower limbs (hands, feet and shoulders)

The station lights interchangeably light up in green, yellow or red and the trainee must punch and kick the dummy only in the area that matches the color of the lights that are currently lit.

The rate, precision and intensity of the punches and kicks will be measured as combined or single parameters.

Suggested drills:

Basic drills – The main task is to execute hits and kicks with the purpose of learning correct hits, techniques and combat approach towards the human body, with the aid of the “practice dummy”.

Basic drills include hand strikes, elbow strikes, front kicks, side kicks, knee kicks, low kicks and roundhouse kicks.

The trainee will be filmed by video and receive an analysis of his abilities and techniques from a certified trainer. This analysis will allow the trainee to examine his movements and improve them.

These drills create an understanding of movement, hit angles, stance opposite the “practice dummy”, teaching and implementing combat strategy and tactics.

Drills to improve hit rates – strikes and kicks

The trainee’s task is to hit a maximum number of hits in a chosen area and limited amount of time.  An analysis of the trainee’s moves and measurements of the hits on the required surface, indicate the rate of hits. Results may be analyzed by rate and success.

Computerized outputs provide many possibilities for improvement on part of the trainee and objective measurements in terms of speed and reaction time of his progress.

Drills for improving precision – The trainee reacts upon receiving vocal/visual instructions, changing strikes according to the target. With this drill, trainees react to computerized instructions and hit only the chosen area.

The trainee is asked to hit precisely according to the varying instructions, all the while taking into consideration his place, distance from the target and additional variables.

This station also measures abilities and precision in choosing the target and the strike angle (the chosen angle affects the outcome along with the distance and chosen technique). The accumulated data provides an output which addresses the percentage of hits, an analysis of the angle and place regarding the enemy.

Visual documentation provides an analysis of the trainees’ moves and a personal table that compares the current level with the desired one.

Improved stations allow placement of several “practice dummies”, some determined as “ours” and some determined as “enemies”. This creates a more complex task in which the trainees are required to hit only the enemy dummies and only in the required area.

These combinations allow one to drill and practice assessment of a situation, decision-making and combat tactics in “real time”.

Drills for improving intensity of hits – The trainee is required to strike and kick at the chosen targets at maximum intensity.

There are several options for such drills: the trainees can practice improving the intensity of their hits by hitting chosen targets with maximum intensity. This drill teaches how to maximize bodily functions (correct moves according to bio-mechanic principles).

The level of intensity in the system may be varied, along with the rate and speed.

It is also possible to combine targets by setting varying levels of intensities, rates and locations.

Computerized outputs allow analyzing and assessing intensity, speed, and precision of the trainees’ strikes regarding dynamic parameters. The output provides the assessment needed for improvement, in relation to the training.

Advanced combined drills – The trainee is required to carry out complex tasks of strikes/kicks at maximum intensity in a fixed amount of time. The trainees hit varying targets with various techniques at varying intensities, rates and angles.

These advanced drills lead to a general improvement. The trainer may adjust the drills according to the results of the computerized outputs.

Possible station upgrade

 A “practice dummy” with moveable arms and legs that move according to a fixed pattern will allow trainees to improve their movement, blocks and stance opposite rivals. The “moving dummy” allows drilling attacks, blocks, coordinating ones movement according to a rival, offense-defense and defense-offense. The combined drills contents – movement/intensity/speed/precision in attacks and blocks.


The “KomoArt Artisan workshop” designs unique artwork made of metal and glass. Each unique glass statue is meticulously created by hand and emphasizes a clean design that combines a flowing harmony of colors.

The “KomoArt Artisan workshop” also offers its clients a series of original numbered artistic prints with unique stickers on canvas, plexiglas and glass in various sizes for children and adults.

The “KomoArt Eduction” line includes unique learning kits with engaging books and games.

The “KomoArt Education” line provides young and adult users the ability to “co-play” and enjoy the advantages of a multi-age enriching experience.


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