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Design, Learning, and Innovation : 7th EAI International Conference, DLI 2022, Faro, Portugal, November 21-22, 2022, Proceedings / / Eva Brooks [and three others] editors
Design, Learning, and Innovation : 7th EAI International Conference, DLI 2022, Faro, Portugal, November 21-22, 2022, Proceedings / / Eva Brooks [and three others] editors
Edizione [First edition.]
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2023]
Descrizione fisica 1 online resource (190 pages)
Disciplina 370
Collana Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering Series
Soggetto topico Educational innovations
Technology and the arts
ISBN 9783031313929
9783031313912
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Digital Environments and Design Processes Fostering Learning and Interaction -- Learning management systems in flexible learning envi-ronments - a study of teachers’ experiences -- Concept-Based Modeling as a Method Combining Digital and Analogue Means for Problem-Solving -- Promoting Life-long Learning through Flexible Educational Format for Professionals within AI, Design and Innovation Management -- AI-supported acquisition of argumentation skills: Use Case ‘The Argueniser’ -- Collaboration between parents and children using robots -- Interactive Design Process for Enhancing Digital Literacy Among Children: A Systematic Literature Review -- Designs for Innovative Learning with Digital Technology -- Purposeful prototyping with children to generate design ideas -- The Use of Adaptive VR Environments to Foster Students Learning in Multilingual Study Guidance -- Bringing computational thinking to life through play -- Designerly Processes with Robots as a Framework for Children’s Perspective-Taking -- Digital Approaches Shaping Educational Practices -- Navigating the Current ”New World” of Teaching with Technology: A Glimpse into our Teachers’ Minds -- Making Fiscal Policy Engaging for students in social studies by used game-based learning -- Decolonizing the Imagination: Designing a Futures Literacy Workshop.
Record Nr. UNINA-9910720074403321
Cham, Switzerland : , : Springer, , [2023]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Design, Learning, and Innovation : 7th EAI International Conference, DLI 2022, Faro, Portugal, November 21-22, 2022, Proceedings / / Eva Brooks [and three others] editors
Design, Learning, and Innovation : 7th EAI International Conference, DLI 2022, Faro, Portugal, November 21-22, 2022, Proceedings / / Eva Brooks [and three others] editors
Edizione [First edition.]
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2023]
Descrizione fisica 1 online resource (190 pages)
Disciplina 370
Collana Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering Series
Soggetto topico Educational innovations
Technology and the arts
ISBN 9783031313929
9783031313912
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Digital Environments and Design Processes Fostering Learning and Interaction -- Learning management systems in flexible learning envi-ronments - a study of teachers’ experiences -- Concept-Based Modeling as a Method Combining Digital and Analogue Means for Problem-Solving -- Promoting Life-long Learning through Flexible Educational Format for Professionals within AI, Design and Innovation Management -- AI-supported acquisition of argumentation skills: Use Case ‘The Argueniser’ -- Collaboration between parents and children using robots -- Interactive Design Process for Enhancing Digital Literacy Among Children: A Systematic Literature Review -- Designs for Innovative Learning with Digital Technology -- Purposeful prototyping with children to generate design ideas -- The Use of Adaptive VR Environments to Foster Students Learning in Multilingual Study Guidance -- Bringing computational thinking to life through play -- Designerly Processes with Robots as a Framework for Children’s Perspective-Taking -- Digital Approaches Shaping Educational Practices -- Navigating the Current ”New World” of Teaching with Technology: A Glimpse into our Teachers’ Minds -- Making Fiscal Policy Engaging for students in social studies by used game-based learning -- Decolonizing the Imagination: Designing a Futures Literacy Workshop.
Record Nr. UNISA-996547971603316
Cham, Switzerland : , : Springer, , [2023]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Design, learning, and innovation : 6th EAI International Conference, DLI 2021, virtual event, December 10-11, 2021, proceedings / / edited by Eva Brooks, Jeanette Sjöberg, Anders Kalsgaard Møller
Design, learning, and innovation : 6th EAI International Conference, DLI 2021, virtual event, December 10-11, 2021, proceedings / / edited by Eva Brooks, Jeanette Sjöberg, Anders Kalsgaard Møller
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2022]
Descrizione fisica 1 online resource (253 pages)
Disciplina 006.6
Collana Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
Soggetto topico Educational innovations
ISBN 3-031-06675-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNISA-996475764803316
Cham, Switzerland : , : Springer, , [2022]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Design, learning, and innovation : 6th EAI International Conference, DLI 2021, virtual event, December 10-11, 2021, proceedings / / edited by Eva Brooks, Jeanette Sjöberg, Anders Kalsgaard Møller
Design, learning, and innovation : 6th EAI International Conference, DLI 2021, virtual event, December 10-11, 2021, proceedings / / edited by Eva Brooks, Jeanette Sjöberg, Anders Kalsgaard Møller
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2022]
Descrizione fisica 1 online resource (253 pages)
Disciplina 006.6
Collana Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
Soggetto topico Educational innovations
ISBN 3-031-06675-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910574066103321
Cham, Switzerland : , : Springer, , [2022]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Design, learning, and innovation : 5th EAI international conference, DLI 2020, virtual event, December 10-11, 2020 : proceedings / / edited by Eva Irene Brooks [and three others]
Design, learning, and innovation : 5th EAI international conference, DLI 2020, virtual event, December 10-11, 2020 : proceedings / / edited by Eva Irene Brooks [and three others]
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2021]
Descrizione fisica 1 online resource (215 pages)
Disciplina 371.334
Collana Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
Soggetto topico Educational technology
Video games in education
ISBN 3-030-78448-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Preface -- Organization -- Contents -- Digital Technologies and Learning -- The Impact of a Digitally-Augmented Reading Instruction on Reading Motivation and Comprehension of Third Graders -- 1 Introduction -- 1.1 Aim of the Research -- 1.2 Background and Previous Work -- 2 The IRIS Instruction -- 2.1 Motivation-Enhancing Instructional Practices -- 2.2 Meaningful and Authentic Context -- 2.3 Balanced Instructional Structure -- 3 Implementation of IRIS at Primary School -- 3.1 Monday -- 3.2 Tuesday -- 3.3 Wednesday -- 3.4 Thursday -- 3.5 Friday -- 4 Research Questions -- 5 Research Study -- 5.1 Participants -- 5.2 Design -- 5.3 Assessment Materials -- 5.4 Procedure -- 6 Results -- 6.1 The Impact of IRIS on Reading Comprehension -- 6.2 The Impact of IRIS on Reading Comprehension in Comparison with Two Control Groups -- 6.3 The Impact of IRIS on Reading Motivation -- 6.4 The Impact of IRIS on Reading Motivation in Comparison with Two Control Groups -- 7 Discussion -- 8 Conclusion -- References -- Explore the Effects of Usefulness and Ease of Use in Digital Game-Based Learning on Students' Learning Motivation, Attitude, and Satisfaction -- 1 Introduction -- 2 Reviewed Literature -- 2.1 Digital Game-Based Learning -- 2.2 Learning Motivation -- 2.3 Learning Attitude -- 2.4 Learning Satisfaction -- 3 Methodology -- 3.1 Teaching Material Content -- 3.2 Research Hypothesis -- 3.3 The Definition and Measurement of the Research Dimensions -- 3.4 Data Collection -- 4 Research Results -- 4.1 Reliability Analysis -- 4.2 Validity Analysis -- 4.3 Correlation Analysis -- 4.4 Regression Analysis -- 4.5 Summary -- 5 Conclusion -- 5.1 Research Finding -- 5.2 Research Conclusion -- References -- Potentiating Digital Educational Environments Through Data Analytics -- 1 Introduction -- 2 Data Analytics and Games -- 2.1 Data Analytics and Educational Games/Apps.
3 Developing Data Analytics Techniques for the Mobeybou Interactive Story Apps -- 3.1 Using Unity Analytic as a Data Platform -- 3.2 Design of Adaptive Data Analysis Techniques -- 4 Conclusion and Future Work -- References -- Virtual- and Augmented Reality-Supported Teaching for Professional Caregivers -- 1 Introduction -- 2 VR and Learning -- 3 The VR/AR Prototypes -- 4 Method -- 5 Findings -- 5.1 Students and Motivation -- 5.2 Learning Activities and Goals -- 5.3 The Teacher's Role -- 5.4 Feedback to Existing Prototypes -- 5.5 Solutions -- 6 Discussion -- 7 Conclusion -- References -- Designing for Innovation -- Towards the Development of AI Based Generative Design Tools and Applications -- 1 Introduction -- 2 Methodology -- 2.1 GAN Based Logo Design Project -- 2.2 GAN Based Font Design Project -- 2.3 GAN Station Project -- 3 Discussions and Conclusion -- References -- A Model Approach for an Automatic Clothing Combination System for Blind People -- 1 Introduction -- 2 Related Work -- 3 Project Overview -- 4 Methodology -- 5 Experiments -- 6 Final Remarks -- References -- Seasonal Sunlight Chamber: A Lighting Design Concept to Connect Us to the Dynamics of Sunlight and Our Place on Earth -- 1 Introduction -- 2 Sundial: A Tool to Visualize Change -- 3 The Exploratory Design -- 3.1 Design Concept -- 3.2 Prototype -- 4 Discussion -- 5 Conclusion -- References -- Digital Games, Gamification and Robots -- Intergenerational Playful Experiences Based on Digital Games for Interactive Spaces -- 1 Introduction -- 2 State of the Art -- 2.1 Intergenerational Digital Gaming -- 2.2 Design Factors of Intergenerational Experiences -- 3 Playing in an Interactive Space: The Fantastic Journey -- 3.1 Game Description -- 3.2 The Fantastic Journey as an Intergenerational Experience. -- 4 Intergenerational Experiences -- 4.1 Intergenerational Game Sessions.
4.2 Intergenerational Workshop -- 5 Conclusions and Future Work -- References -- Discourses of Digital Game Based Learning as a Teaching Method -- 1 Introduction -- 2 Digital Game-Based Learning as a Learning Method -- 3 Design Features Supporting Digital Game-Based Learning -- 4 Method -- 4.1 Apparatus -- 4.2 Procedure -- 4.3 Data Analysis Approach -- 5 Results -- 6 Conclusive Discussion -- 6.1 Implications for the Field -- References -- GamAll: Playing Beyond Boundaries - Gamification and Multimodal Literacy -- 1 Introduction -- 2 Gamification in Educational Contexts -- 2.1 Gamification Concepts -- 3 Contextualization -- 3.1 Mobeybou in Brazil -- 4 GamAll -- 4.1 Methodology -- 4.2 Description of the Game -- 5 Conclusion and Future Work -- References -- Designing a Learning Robot to Encourage Collaboration Between Children -- 1 Introduction -- 2 Related Work -- 3 First Prototype -- 4 Pilot Study -- 4.1 Method -- 4.2 Results -- 5 Second Prototype -- 6 Main Study -- 6.1 Participants -- 6.2 Setup -- 6.3 Procedure -- 6.4 Annotation Scheme for Assessing Collaboration -- 6.5 Identifying Collaborative Behaviour -- 6.6 Measurements -- 6.7 Results -- 7 Discussion -- 8 Conclusion and Future Work -- References -- Designs for Innovative Learning -- Learning Strategies Among Students During a Sudden Transition to Online Teaching in a PBL University -- 1 Introduction and Theoretical Underpinnings -- 2 Methods -- 3 Results -- 4 Discussion -- 5 Conclusion -- References -- Increasing Reading Engagement for Danish Gymnasium Students: The Hosier and His Daughter as a Serious Game -- 1 Introduction -- 2 Previous Work and Theoretical Foundation -- 3 Methods -- 3.1 Participants and Ethical Issues -- 3.2 Procedure and Analysis -- 4 Design and Implementation -- 4.1 A Subsection Sample -- 5 Findings -- 5.1 Reading Engagement and Learning -- 5.2 The Game Mechanics.
6 Conclusion -- References -- Towards Applying ARCS Model for a Blended Teaching Methodologies: A Quantitative Research on Students' Motivation Amid the COVID-19 -- 1 Introduction -- 2 Methodology -- 3 Findings and Discussion -- 4 Conclusion, Limitations and Future Work -- References -- Author Index.
Record Nr. UNINA-9910488712603321
Cham, Switzerland : , : Springer, , [2021]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Design, learning, and innovation : 5th EAI international conference, DLI 2020, virtual event, December 10-11, 2020 : proceedings / / edited by Eva Irene Brooks [and three others]
Design, learning, and innovation : 5th EAI international conference, DLI 2020, virtual event, December 10-11, 2020 : proceedings / / edited by Eva Irene Brooks [and three others]
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2021]
Descrizione fisica 1 online resource (215 pages)
Disciplina 371.334
Collana Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
Soggetto topico Educational technology
Video games in education
ISBN 3-030-78448-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Preface -- Organization -- Contents -- Digital Technologies and Learning -- The Impact of a Digitally-Augmented Reading Instruction on Reading Motivation and Comprehension of Third Graders -- 1 Introduction -- 1.1 Aim of the Research -- 1.2 Background and Previous Work -- 2 The IRIS Instruction -- 2.1 Motivation-Enhancing Instructional Practices -- 2.2 Meaningful and Authentic Context -- 2.3 Balanced Instructional Structure -- 3 Implementation of IRIS at Primary School -- 3.1 Monday -- 3.2 Tuesday -- 3.3 Wednesday -- 3.4 Thursday -- 3.5 Friday -- 4 Research Questions -- 5 Research Study -- 5.1 Participants -- 5.2 Design -- 5.3 Assessment Materials -- 5.4 Procedure -- 6 Results -- 6.1 The Impact of IRIS on Reading Comprehension -- 6.2 The Impact of IRIS on Reading Comprehension in Comparison with Two Control Groups -- 6.3 The Impact of IRIS on Reading Motivation -- 6.4 The Impact of IRIS on Reading Motivation in Comparison with Two Control Groups -- 7 Discussion -- 8 Conclusion -- References -- Explore the Effects of Usefulness and Ease of Use in Digital Game-Based Learning on Students' Learning Motivation, Attitude, and Satisfaction -- 1 Introduction -- 2 Reviewed Literature -- 2.1 Digital Game-Based Learning -- 2.2 Learning Motivation -- 2.3 Learning Attitude -- 2.4 Learning Satisfaction -- 3 Methodology -- 3.1 Teaching Material Content -- 3.2 Research Hypothesis -- 3.3 The Definition and Measurement of the Research Dimensions -- 3.4 Data Collection -- 4 Research Results -- 4.1 Reliability Analysis -- 4.2 Validity Analysis -- 4.3 Correlation Analysis -- 4.4 Regression Analysis -- 4.5 Summary -- 5 Conclusion -- 5.1 Research Finding -- 5.2 Research Conclusion -- References -- Potentiating Digital Educational Environments Through Data Analytics -- 1 Introduction -- 2 Data Analytics and Games -- 2.1 Data Analytics and Educational Games/Apps.
3 Developing Data Analytics Techniques for the Mobeybou Interactive Story Apps -- 3.1 Using Unity Analytic as a Data Platform -- 3.2 Design of Adaptive Data Analysis Techniques -- 4 Conclusion and Future Work -- References -- Virtual- and Augmented Reality-Supported Teaching for Professional Caregivers -- 1 Introduction -- 2 VR and Learning -- 3 The VR/AR Prototypes -- 4 Method -- 5 Findings -- 5.1 Students and Motivation -- 5.2 Learning Activities and Goals -- 5.3 The Teacher's Role -- 5.4 Feedback to Existing Prototypes -- 5.5 Solutions -- 6 Discussion -- 7 Conclusion -- References -- Designing for Innovation -- Towards the Development of AI Based Generative Design Tools and Applications -- 1 Introduction -- 2 Methodology -- 2.1 GAN Based Logo Design Project -- 2.2 GAN Based Font Design Project -- 2.3 GAN Station Project -- 3 Discussions and Conclusion -- References -- A Model Approach for an Automatic Clothing Combination System for Blind People -- 1 Introduction -- 2 Related Work -- 3 Project Overview -- 4 Methodology -- 5 Experiments -- 6 Final Remarks -- References -- Seasonal Sunlight Chamber: A Lighting Design Concept to Connect Us to the Dynamics of Sunlight and Our Place on Earth -- 1 Introduction -- 2 Sundial: A Tool to Visualize Change -- 3 The Exploratory Design -- 3.1 Design Concept -- 3.2 Prototype -- 4 Discussion -- 5 Conclusion -- References -- Digital Games, Gamification and Robots -- Intergenerational Playful Experiences Based on Digital Games for Interactive Spaces -- 1 Introduction -- 2 State of the Art -- 2.1 Intergenerational Digital Gaming -- 2.2 Design Factors of Intergenerational Experiences -- 3 Playing in an Interactive Space: The Fantastic Journey -- 3.1 Game Description -- 3.2 The Fantastic Journey as an Intergenerational Experience. -- 4 Intergenerational Experiences -- 4.1 Intergenerational Game Sessions.
4.2 Intergenerational Workshop -- 5 Conclusions and Future Work -- References -- Discourses of Digital Game Based Learning as a Teaching Method -- 1 Introduction -- 2 Digital Game-Based Learning as a Learning Method -- 3 Design Features Supporting Digital Game-Based Learning -- 4 Method -- 4.1 Apparatus -- 4.2 Procedure -- 4.3 Data Analysis Approach -- 5 Results -- 6 Conclusive Discussion -- 6.1 Implications for the Field -- References -- GamAll: Playing Beyond Boundaries - Gamification and Multimodal Literacy -- 1 Introduction -- 2 Gamification in Educational Contexts -- 2.1 Gamification Concepts -- 3 Contextualization -- 3.1 Mobeybou in Brazil -- 4 GamAll -- 4.1 Methodology -- 4.2 Description of the Game -- 5 Conclusion and Future Work -- References -- Designing a Learning Robot to Encourage Collaboration Between Children -- 1 Introduction -- 2 Related Work -- 3 First Prototype -- 4 Pilot Study -- 4.1 Method -- 4.2 Results -- 5 Second Prototype -- 6 Main Study -- 6.1 Participants -- 6.2 Setup -- 6.3 Procedure -- 6.4 Annotation Scheme for Assessing Collaboration -- 6.5 Identifying Collaborative Behaviour -- 6.6 Measurements -- 6.7 Results -- 7 Discussion -- 8 Conclusion and Future Work -- References -- Designs for Innovative Learning -- Learning Strategies Among Students During a Sudden Transition to Online Teaching in a PBL University -- 1 Introduction and Theoretical Underpinnings -- 2 Methods -- 3 Results -- 4 Discussion -- 5 Conclusion -- References -- Increasing Reading Engagement for Danish Gymnasium Students: The Hosier and His Daughter as a Serious Game -- 1 Introduction -- 2 Previous Work and Theoretical Foundation -- 3 Methods -- 3.1 Participants and Ethical Issues -- 3.2 Procedure and Analysis -- 4 Design and Implementation -- 4.1 A Subsection Sample -- 5 Findings -- 5.1 Reading Engagement and Learning -- 5.2 The Game Mechanics.
6 Conclusion -- References -- Towards Applying ARCS Model for a Blended Teaching Methodologies: A Quantitative Research on Students' Motivation Amid the COVID-19 -- 1 Introduction -- 2 Methodology -- 3 Findings and Discussion -- 4 Conclusion, Limitations and Future Work -- References -- Author Index.
Record Nr. UNISA-996464505303316
Cham, Switzerland : , : Springer, , [2021]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Interactivity, Game Creation, Design, Learning, and Innovation : 7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Braga, Portugal, October 24–26, 2018, Proceedings / / edited by Anthony L. Brooks, Eva Brooks, Cristina Sylla
Interactivity, Game Creation, Design, Learning, and Innovation : 7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Braga, Portugal, October 24–26, 2018, Proceedings / / edited by Anthony L. Brooks, Eva Brooks, Cristina Sylla
Edizione [1st ed. 2019.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2019
Descrizione fisica 1 online resource (XX, 546 p. 198 illus., 168 illus. in color.)
Disciplina 006.6
Collana Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
Soggetto topico Computer organization
Optical data processing
Computers
Computer Systems Organization and Communication Networks
Computer Imaging, Vision, Pattern Recognition and Graphics
Information Systems and Communication Service
Computing Milieux
ISBN 3-030-06134-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Interfaces for Science: Conceptualizing An Interactive Graphical Interface -- ArtsIT/DLI History, Research and Network development Segmentation of Panels in d-Comics -- Co-designing Gaming Experiences for Museums with Teenagers -- Moderate Recursion: A Digital Artifact of Interactive Dance -- Worldmaking: designing for audience participation, immersion and interaction in virtual and real spaces -- Oscillating Sound Installation -- Art-based User Research: combining Art-based Research and User Research to inform the design of a technology to improve emotional wellbeing -- A Framework for Branched Storytelling and Matchmaking in Multiplayer Games -- Interactive Evolution of Swarms for the Visualisation of Consumptions -- Using Motion Expressiveness and Human Pose Estimation for Collaborative Surveillance art -- Creative approaches on interactive visualization and characterization at the nanoscale -- Contemporary Installation Art and phenomenon of digital interactivity: Aha experiences – recognition and related creating with and for affordances -- Memorial Design Pattern Catalogue– Design issues for Digital Remembrance -- Cyberella – Design issues for Interactive 360 degree film -- Smart, Affective, and Playable Cities -- Serious Game for Teaching Statistics in Higher Education: storyboard design -- Speculative Design for Development of Serious Games: A case study in the context of anorexia nervosa Multidisciplinary experience in the creation of pervasive games for Interactive Spaces Scentgraphy - Interactive Installation of Scent Communication -- The use of 360-degree video to provide an alternative media approach to Paralympic sports -- “I didn’t know, you could do that” - Affordance Signifiers for Touch Gestures on Mobile Devices -- A Social App That Combines Dating and Museum -- Visiting Experiences -- Effects of Vibrotactile Feedback in Commercial Virtual Reality Systems Evolving Virtual Ecology -- A Serious Game for Hemophobia Treatment Phobos: first Insights -- Inside the Geometry - double language Citizen Science and Game with a Purpose to Foster Biodiversity Awareness and Bioacoustic Data Validation -- To design with strings for playability in cities -- A storytelling smart-city approach to further cross-regional -- Tourism -- Re-interpreting cities with play Urban semiotics and Gamification -- Fostering Social Interaction in Playful Cities -- Saving Face: Play-full design for social engagement, in public smart city spaces -- Exploring Requirements for Joint Information Sharing in Neighbourhoods: Local Playgrounds in The Hague Infusing Creativity and Technology through Repurposing Existing Digital Tools and Social Media Apps for Educational Purposes -- GLOBE – Cognitive and social competence development by virtual collaboration and simulation games -- Makerspaces promoting students’ design thinking and collective knowledge creation: Examples from Canada and Finland -- Spatial Asynchronous Visuo-Tactile Stimuli influence Ownership of Virtual Wings -- Developing Production-Oriented, Problem-Based and Project-work Courses - The Case of Game Development in a Video Conference Setting -- Dynamic Lighting in Classrooms: A new interactive tool for teaching -- Designing a Playful Robot Application for Second Language Learning -- Study on the Optimal Usage of Active and Passive Technology-Based Teaching Resources -- An Interactive Multisensory Virtual Environment for Developmentally Disabled -- Making Puppet Circuits -- From Stigma to Objects of Desire: Interactive Jewellery For Deaf Women -- Design, learning and innovation in developing a physical activity training network: L.U.C.A.S project,. Head-Mounted Display-Based Virtual Reality as a Tool to Teach Money Skills to Adolescents Diagnosed with Autism Spectrum Disorder,. A theory based dialogic learning architecture for sus-tained innovative collaborative learning across diversity and professional borders -- What Prevents Teachers From Using Games and Gamification Tools in Nordic Schools? -- Evolving Playful and Creative Activities When School Children Develop Game-based Designs.
Record Nr. UNINA-9910337566303321
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2019
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Interactivity, Game Creation, Design, Learning, and Innovation : 6th International Conference, ArtsIT 2017, and Second International Conference, DLI 2017, Heraklion, Crete, Greece, October 30–31, 2017, Proceedings / / edited by Anthony L. Brooks, Eva Brooks, Nikolas Vidakis
Interactivity, Game Creation, Design, Learning, and Innovation : 6th International Conference, ArtsIT 2017, and Second International Conference, DLI 2017, Heraklion, Crete, Greece, October 30–31, 2017, Proceedings / / edited by Anthony L. Brooks, Eva Brooks, Nikolas Vidakis
Edizione [1st ed. 2018.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018
Descrizione fisica 1 online resource (XV, 532 p. 163 illus.)
Disciplina 006.6
Collana Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
Soggetto topico Digital humanities
Education—Data processing
User interfaces (Computer systems)
Human-computer interaction
Social sciences—Data processing
Computer vision
Computer graphics
Digital Humanities
Computers and Education
User Interfaces and Human Computer Interaction
Computer Application in Social and Behavioral Sciences
Computer Vision
Computer Graphics
ISBN 3-319-76908-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Arts, design and technology -- Interactivity -- Interaction design -- Virtual reality -- Augmented reality -- Game creation -- Serious games -- Gamification -- Leisure gaming -- GamePlay -- Big data -- Applications and interfaces for mobile devices -- Audio art and design -- Digital literacy -- Simulation and gaming -- Current uses and emergent trends in DGBL -- Game-based learning and digital competence -- Digital games in e-learning environments -- Practical guides to engaging with digital games for learning.
Record Nr. UNINA-9910299276603321
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Interactivity, Game Creation, Design, Learning, and Innovation : 5th International Conference, ArtsIT 2016, and First International Conference, DLI 2016, Esbjerg, Denmark, May 2–3, 2016, Proceedings / / edited by Anthony L. Brooks, Eva Brooks
Interactivity, Game Creation, Design, Learning, and Innovation : 5th International Conference, ArtsIT 2016, and First International Conference, DLI 2016, Esbjerg, Denmark, May 2–3, 2016, Proceedings / / edited by Anthony L. Brooks, Eva Brooks
Edizione [1st ed. 2017.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2017
Descrizione fisica 1 online resource (XIV, 324 p. 122 illus.)
Disciplina 006.6869
Collana Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
Soggetto topico Application software
Multimedia systems 
User interfaces (Computer systems)
Multimedia information systems
Arts
Artificial intelligence
Computer Appl. in Arts and Humanities
Media Design
User Interfaces and Human Computer Interaction
Multimedia Information Systems
Artificial Intelligence
ISBN 3-319-55834-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto A Tangible Augmented Reality Toy Kit: Interactive Solution for Early Childhood Education -- The farm game: A game designed to follow children’s playing maturity -- SceneMaker: Creative Technology for Digital StoryTelling -- Structuring Design and Evaluation of an Interactive Installation Through Swarms of Light Rays with Human-Artifact Model -- Gamify HCI: Device’s Human Resolution for Dragging on Touch Screens in a Game with Lab and Crowd Participants -- Maze and Mirror Game Design for Increasing Motivation in Studying Science in Elementary School Students -- Towards a wearable interface for immersive telepresence in robotics -- Designing Digital Tools for Physiotherapy -- Enriching location-based games with navigational game activities -- Pairing craft-making with Mandarin eBooks: An investigation into the potential use of craft for language learning by preschoolers -- Toward a Decolonizing Approach to Game Studies: Philosophizing Computer Game with BCI -- CollaTrEx – Collaborative Context-Aware Mobile Training and Exploration -- Increasing the Perceived Camera Velocity in 3D Racing Games by Changing Camera Attributes -- Assessment of Stand-Alone Displays for Time Management in a Creativity-Driven Learning Environment -- Sandtime- A Tangible Interaction Featured Gaming Installation To Encourage Social Interaction Among Children -- The Imitation Game to Cultural Heritage: A Human-like Interaction Driven Approach for Supporting Art Recreation -- Enhancing the Multisensory Environment with Adaptive Game Audio Techniques -- Investigating the Effect of Scaffolding in Modern Game Design -- Multi-Kinect Skeleton Fusion for Enactive Games -- Analysing Emotional Sentiment in People’s YouTube Channel Comments -- Mobile Device Applications for Head Start Experience in Music -- The Effect of Interacting with Two Devices when Creating the Illusion of Internal State in Passive Tangible Widgets -- A Multimodal Interaction Framework for Blended Learning -- Widening the Experience of Artistic Sketchbooks -- Considerations and Methods for Usability Testing with Children -- An Adaptation Framework for Turning Real-Life Events into Games: The Design Process of the Refugee Game -- Emotion Index of Cover Song Music Video Clips based on Facial Expression Recognition -- The opportunities of applying the 360° Video Technology to the presentation of cultural events -- Learning Together Apart – the Impact on Participation when Using Dialogic Educational Technologies for Kids with Attention and Developmental Deficits -- Learning by Designing Interview Methods in Special Education -- Powerlessness or Omnipotence – the Impact of Structuring Technologies in Learning Processes for Children with Attention and Developmental Deficits -- Pyramid Algorithm Framework for Real-Time Image Effects in Game Engines -- Engaging with the intangible cultural heritage of the city -- Aesthetic Computing for Representation of the Computing Process and Expansion of Perceptual Dimensions: Cases for Art, Education, and Interfaces -- AcuTable: A Touch-enabled, Actuated Tangible User Interface. .
Record Nr. UNINA-9910254829303321
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2017
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Methodology for Research with Early Childhood Education and Care Professionals [[electronic resource] ] : Example Studies and Theoretical Elaboration / / edited by Cecilia Wallerstedt, Eva Brooks, Elin Eriksen Ødegaard, Niklas Pramling
Methodology for Research with Early Childhood Education and Care Professionals [[electronic resource] ] : Example Studies and Theoretical Elaboration / / edited by Cecilia Wallerstedt, Eva Brooks, Elin Eriksen Ødegaard, Niklas Pramling
Autore Wallerstedt Cecilia
Edizione [1st ed. 2023.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2023
Descrizione fisica 1 online resource (XII, 181 p. 1 illus.)
Disciplina 372.21
Collana International Perspectives on Early Childhood Education and Development
Soggetto topico Early childhood education
Education - Research
Teaching
Early Childhood Education
Educational Research
Pedagogy
Educació infantil
Soggetto genere / forma Llibres electrònics
ISBN 3-031-14583-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Part I: Introduction -- Chapter 1: Enabling knowledge development relevant for ECEC -- Part II: Example studies -- Chapter 2: A retrospective view on researchers’ and preschool teachers’ collaboration: The case of developing children’s learning in preschool -- Chapter 3: Exploring mixed roles and goals in collaborative research: The example of toddler mathematics education -- Chapter 4: Managing the tension between the known and the unknown in knowledge-building: The example of the Play-Responsive Early Childhood Education and Care (PRECEC) -- Chapter 5: Success of and barriers to workshop methodology: Experiences from Exploration and Pedagogical Innovation Laboratories (EX-PED-LAB) -- Chapter 6: Opening up new spaces for action: Challenges of participatory action research for preschool practice transformation in an introductory unit for immigrant children -- Chapter 7: Integrating digital technologies in teaching and learning through participation: Case studies from the Xlab – Design, Learning, Innovation laboratory -- Chapter 8: Interprofessional dialogue and the importance of contextualising children’s participation: A collaboration between different disciplines round new technology -- Chapter 9: Mutuality in collaboration: A development project for teaching in multilingual ECEC -- Part III: Theoretical and conceptual discussions and tools -- Chapter 10: The importance of de-reifying language in research with early childhood education and care professionals: A critical feature of workshop methodology -- Chapter 11: Responding to wicked tensions and problems in practices-developing research -- Chapter 12: Terminological and conceptual meta-commentaries on practices-developing research.
Record Nr. UNINA-9910632869603321
Wallerstedt Cecilia  
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2023
Materiale a stampa
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