[Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering] Technology, Innovation, Entrepreneurship and Education Volume 307 (3rd EAI International Conference, TIE 2019, Braga, Portugal, October 17â18,
معرفی کتاب «[Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering] Technology, Innovation, Entrepreneurship and Education Volume 307 (3rd EAI International Conference, TIE 2019, Braga, Portugal, October 17â18,» نوشتهٔ Sylla, Cristina; Iurgel, Ido، منتشرشده توسط نشر Springer International Publishing : Imprint: Springer در سال 1007. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
This book constitutes the refereed proceedings of the 3rd International Conference on Technology, Innovation, Entrepreneurship and Education, TIE 2019, held in Braga, Portugal, in October 2019. The 11 full and 2 short papers focus on emerging technologies for education, entertainment, well-being, creativity, arts and business development. In addition, it aims at promoting new venture creation opportunities that emerge from these innovations, as well as innovation methods that target these core subjects. -- Provided by publisher Preface Organization Contents Innovating and Exploring Children’s Learning Reading to Level Up: Gamifying Reading Fluency Abstract 1 Introduction 2 Reading Fluency 3 Gamifying Reading Fluency 4 Let the “Freeze-Frame” Speak: Showing and Sharing Text Understanding 5 Addressing Prosodic Reading as a Design Objective: “Emoji Tales” and “Maestro” 6 Choral Reading as Collaborative Gameplay: Oratorio Dicer 7 Gamifying Speed-Reading and Accuracy: “Speedy Reader” and “Singing in the Read” 8 Conclusion References Rethinking the Design of Hotspots in Children’s Digital Picturebooks: Insights from an Exploratory Study Abstract 1 Introduction 2 Function and Affordances of Hotspots in Children’s Digital Picturebooks 3 Exploratory Study 3.1 Participants 3.2 Study Design 3.3 Procedure and Data Collection 3.3.1 Assessing Children’s Preferred Icons 3.3.2 Children’s Positioning of Hotspots 3.3.3 Children’s Hotspot Creation 4 Design of Hotspot Icons for a Children’s Digital Picturebook 4.1 Validation Session 5 Results and Conclusion Acknowledgments References Children’s Tinkering Activity with Collapse Informatics: The Internalization of Environmental Consciousness Abstract 1 Introduction 2 Collapse Informatics 3 The Work of Vladimir Archipov 4 The Diegetic Artefacts 5 The Work of Paulo Freire and the Constructivism 5.1 The Constructivism 5.2 Tinkering 6 The Activity 6.1 Analyzing the Activity 7 Discussion 8 Conclusion References “Play and Learn”: Exploring CodeCubes Abstract 1 Introduction 2 Background 3 CodeCubes 4 Exploratory Study 4.1 Study Context 4.2 Participants and Procedure 4.3 Data Collection 4.4 Observations and Discussion 5 Conclusions 6 Limitations and Future Work Acknowledgments References Innovating Media Usage Question & Answering Interface to Improve the Students’ Experience in an E-learning Course with a Virtual Tutor Abstract 1 Introduction 2 State of the Art 3 Virtual Tutor in Moodle’s Platform 3.1 Virtual Tutor Interface 3.2 Q&A Approach 4 Evaluation and Discussion 5 Conclusion Acknowledgements References Exploring the Use of Augmented Reality Concepts to Enhance the TV Viewer Experience Abstract 1 Introduction 2 Related Work 3 TvTeller: Prototype Description 3.1 Interaction 3.2 Implementation and Architecture Workflow 4 Evaluation 4.1 Participants and Methodology 4.2 Results and Discussion 5 Conclusions and Future Work Acknowledgments References Design Experiments in Nonrepresentational VR and Symmetric Texture Generation in Real-Time Abstract 1 Design Experiments in Nonrepresentational VR 2 Symmetrical Texture Generation in Real-Time 3 Conclusions and Future Work Acknowledgments References Innovation for Special Needs Didactic Toy for Children with Special Needs Abstract 1 Introduction 2 Toy Development 2.1 Toy Design 2.2 Game Architecture 2.3 Gamepad Images 2.4 Games Development 2.5 Interface Application 3 Preliminary Tests and Results 4 Conclusions and Future Work Acknowledgements References Digitally-Mediated Learning Environments and Information Literacy for Active Ageing: A Pilot Study Abstract 1 Introduction 2 Method 2.1 Participants 2.2 Measures and Procedures 3 Results 4 Discussion Acknowledgements References European Video Game Development and Disability: Reflections on Data, Rights, Decisions and Assistance Abstract 1 Introduction 2 The Human Right to Play in Austria and Germany 3 Supporting the Development of European Video Games 4 Assistive Technology as a Chance for Inclusion 5 Discussion References Innovating Methods From Big Data Communities to Enterprising Villagers Abstract 1 Introduction 2 1:10:100 Approach 2.1 1:10:100 Approach in KRAKE 3 Boundary Objects 4 Case Study KRAKE DNA 4.1 Boundary Objects to Create Common Ground 4.2 Boundary Objects to Sharpen (Project) Focus 4.3 Boundary Objects as Window into the Future 5 Discussion References Visual Quotes and Physical Activity Tracking: Can Aesthetic Pleasure Motivate Our Short-term Exercise Motivation? Abstract 1 Introduction 2 Background 2.1 Extrinsic Identified Behavior Regulation and Exercise Behavior 2.2 Text Messages Interventions and Exercise Motivation 2.3 Visual Aesthetics in HCI 3 Method 3.1 Pre-study: Text Messages 3.2 Pre-study: Aesthetic Pleasure 4 Main Experiment 5 Results 6 Discussion and Limitations 7 Conclusion Acknowledgments References Raising the Odds of Success for Innovative Product by Experimentation and Utilizing Input of Future User Abstract 1 Introduction 2 Experimentation and Representation within Fuzzy Front End of Innovative Product Development 2.1 Fuzzy Front End of Innovative Product Development 2.2 Experiment-Driven Approaches with User/Customer Involvement 2.3 Representation within Fuzzy Front End of Innovation by means of Early-Stage Prototypes and Storytelling 2.4 Research Questions 3 Management of the Fuzzy Front End of Innovation by Utilizing Input of Future User 3.1 Co-creation Design Workshop “Innovative Product Design” 3.2 Research Method, Data Collection and Analysis 3.3 Results and Findings 4 Conclusion References Author Index
دانلود کتاب [Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering] Technology, Innovation, Entrepreneurship and Education Volume 307 (3rd EAI International Conference, TIE 2019, Braga, Portugal, October 17â18,