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Autor Brooks, Eva Irene |
Documentos disponibles escritos por este autor (3)



8th EAI International Conference, ArtsIT 2019, and 4th EAI International Conference, DLI 2019, Aalborg, Denmark, November 6–8, 2019, Proceedings / Brooks, Anthony ; Brooks, Eva Irene
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TÃtulo : 8th EAI International Conference, ArtsIT 2019, and 4th EAI International Conference, DLI 2019, Aalborg, Denmark, November 6–8, 2019, Proceedings Tipo de documento: documento electrónico Autores: Brooks, Anthony, ; Brooks, Eva Irene, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2020 Número de páginas: XX, 790 p. 217 ilustraciones, 191 ilustraciones en color. ISBN/ISSN/DL: 978-3-030-53294-9 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Idioma : Inglés (eng) Palabras clave: IngenierÃa Informática y Redes Ordenador Estructuras de datos y teorÃa de la información Aplicaciones informáticas y de sistemas de información Entornos informáticos IngenierÃa Informática Application software Red informática Estructuras de datos (Informática) TeorÃa de la información Clasificación: 621.39 Ciencia de los computadores (Ingenieria de computadores) Resumen: Este libro constituye las actas posteriores a la conferencia arbitradas de dos conferencias: la 8.ª Conferencia Internacional EAI sobre ArtsIT, Interactividad y Creación de Juegos (ArtsIT 2019) y la 4.ª Conferencia Internacional EAI sobre Diseño, Aprendizaje e Innovación (DLI 2019). Ambas conferencias se llevaron a cabo en Aalborg, Dinamarca, y se llevaron a cabo del 6 al 8 de noviembre de 2019. Los 61 artÃculos completos revisados ​​presentados fueron cuidadosamente seleccionados entre 98 presentaciones. Los artÃculos representan un foro para la difusión de resultados de investigación de vanguardia en el área de las artes, el diseño y la tecnologÃa, incluidos temas abiertos relacionados como la interactividad y la creación de juegos. Nota de contenido: Art and Code: Programming as a medium -- reating with the Digital: Tool, Medium, Mediator, Partner -- Targeting Experiences.-Real-time Measurement and Analysis of Audience Response -- Out of the Box, Into the Cubes: Envisioning User Experiences through a Tool for Gamification, Toyification and Playification.-Balancing Enlightenment and Experience in Interactive Exhibition Design -- Audience Perception of Exaggerated Motions on Realistic Animated Animal Characters.-Towards a Conceptual Design Framework for Emotional Communication Systems for Long-Distance Relationships -- Developing a user-centred Communication Pad for Cognitive and Physical Impaired People.-Evaluating Interactions with a Cognitively Biased Robot in a Creative Collaborative Task -- A Positional Infrared Tracking System Using Nonindividualised HRTFs to Simulate a Loudspeaker Setup and its Influence on Externalisation of Music -- Finding, Feeling and Sharing the Value of a Landscape Extended Realities, Artificial Intelligence and Interfaces -- Extended Realities, Artificial Intelligence and Interfaces -- Hosting social touch in public space of merging realities -- Renoir in VR: Comparing the Relaxation from Artworks Inside and Outside of Virtual Reality -- Procedurally Generated Self Overlapping Mazes in Virtual Reality -- Navigating procedurally generated overt self-overlapping environments in VR -- Staging Virtual Reality Exhibits for Bystander Involvement in Semi-Public Spaces -- Playful and Humorous Interactions in Urban Environments Made Possible with Augmented Reality Technology -- "But Wait, There's More!" A Deeper Look into Temporally Placing Touch Gesture Signifiers -- Co-Designing Object Shapes with Artificial Intelligence -- Authentication of Art: assessing the performance of a machine learning based authentication method -- "What I See Is What You Get" Explorations of live artwork generation, artificial intelligence, and human interaction in a pedagogical environment -- Games, Gamification and Accessible Games -- Games, Gamification and Accessible Games -- Challenges for designing adaptive gamification in telerehabilitation systems for heart failure patients' self-management -- Co-Creating Virtual Reality Applications for MotorRehabilitation with Physiotherapists -- Towards Sustainable Inclusive Game Design Processes -- Co-Designing a Head-Mounted Display Based Virtual Reality Game to Teach Street-Crossing Skills to ChildrenDiagnosed with Autism Spectrum Disorder -- The Deadly Gamification Challenge of BlueWhale -- Stars, Crests & Medals: Visual Badge Design Framework to Gamifyand Certify Online Learning -- Make waste fun again! A gamification approach to recycling -- Our Museum Game: A Collaborative Game forUser-Centered Exhibition Design -- Adoption of requirements engineering methods in game development: A literature and postmortem analysis -- Designing a Serious Game to Raise Awareness of Intimate -- Partner Violence Among Adolescents in the UK: The Use of 'Good Games' Principles for Effective Behavioural Change -- Personalization of Educational Video Games in APOGEE -- Arts and Artist -- An Analysis of How Interactive Technology Supports the Appreciation of Traditional Chinese Puppetry: A Review of Case Studies -- SimonXXL -Investigating Spontaneous Group Formation around Public Installations -- Interactive Arts and Disability: a conceptual model toward understanding participation -- Nature and Nurturance across the ages: Modest means for modern times -- Huge Balls: A ludo-narrative exploration of game art -- Playing with the Artist -- Design as a Knowledge Constructing Activity -- Touch to Read: Investigating the Readers' Interaction Experience in Mediated Reading with Story Apps -- Designing a smart toy interactive setting for creatingstories -- Our Little Secret: Design and User Study on an Electrochromic Ambient Display for Supporting LongDistance Relationships -- Keeping Digital Libraries Alive: Designing an Interactive Scientific Publication to Drive Demands of Scholars based on Participatory Design -- Enabling rural women in India to speculate futuresthrough games and theatre: A participatory approach -- Learning Designs and Participation through Digital Technologies -- Learning Designs and Participation through DigitalTechnologies -- Teachers' Preferable Attributes of E-Learning Resources -- Innovative Inclusive Educational Technology in Language -- Classrooms and Learner Perspectives: A Study of NineLearner Narratives -- GLOBE - Digital literacy and organizational learning by scenario-driven exercises -- Problem Solving and Collaboration when School ChildrenDevelop Game Designs -- To become digitally competent: A study of educators' participation in professional learning -- Do people with diabetes follow the recommendations? Astudy of motivational and compliance factors of people with type 1 diabetes -- Innovation, Inclusion and Emerging Technologies -- Innovation, Inclusion and Emerging Technologies -- VR situated simulations -- Head-Mounted Display-Based Virtual Reality as a Tool to Reduce Disruptive Behavior in a Student Diagnosed with Autism Spectrum Disorder -- The Reality of Implementing Virtual Reality: A Case Study on the Challenges of Integrating VR-Based Rehabilitation -- Designing and Learning with IoT in a Passion-BasedConstructionist Context -- Entrepreneurial Cultural Affinity Spaces (ECAS): Design of inclusive local learning ecosystems for social change, innovation and entrepreneurship. . Tipo de medio : Computadora Summary : This book constitutes the refereed post-conference proceedings of two conferences: The 8th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2019), and the 4th EAI International Conference on Design, Learning, and Innovation (DLI 2019). Both conferences were hosed in Aalborg, Denmark, and took place November 6-8, 2019. The 61 revised full papers presented were carefully selected from 98 submissions. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] 8th EAI International Conference, ArtsIT 2019, and 4th EAI International Conference, DLI 2019, Aalborg, Denmark, November 6–8, 2019, Proceedings [documento electrónico] / Brooks, Anthony, ; Brooks, Eva Irene, . - 1 ed. . - [s.l.] : Springer, 2020 . - XX, 790 p. 217 ilustraciones, 191 ilustraciones en color.
ISBN : 978-3-030-53294-9
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Idioma : Inglés (eng)
Palabras clave: IngenierÃa Informática y Redes Ordenador Estructuras de datos y teorÃa de la información Aplicaciones informáticas y de sistemas de información Entornos informáticos IngenierÃa Informática Application software Red informática Estructuras de datos (Informática) TeorÃa de la información Clasificación: 621.39 Ciencia de los computadores (Ingenieria de computadores) Resumen: Este libro constituye las actas posteriores a la conferencia arbitradas de dos conferencias: la 8.ª Conferencia Internacional EAI sobre ArtsIT, Interactividad y Creación de Juegos (ArtsIT 2019) y la 4.ª Conferencia Internacional EAI sobre Diseño, Aprendizaje e Innovación (DLI 2019). Ambas conferencias se llevaron a cabo en Aalborg, Dinamarca, y se llevaron a cabo del 6 al 8 de noviembre de 2019. Los 61 artÃculos completos revisados ​​presentados fueron cuidadosamente seleccionados entre 98 presentaciones. Los artÃculos representan un foro para la difusión de resultados de investigación de vanguardia en el área de las artes, el diseño y la tecnologÃa, incluidos temas abiertos relacionados como la interactividad y la creación de juegos. Nota de contenido: Art and Code: Programming as a medium -- reating with the Digital: Tool, Medium, Mediator, Partner -- Targeting Experiences.-Real-time Measurement and Analysis of Audience Response -- Out of the Box, Into the Cubes: Envisioning User Experiences through a Tool for Gamification, Toyification and Playification.-Balancing Enlightenment and Experience in Interactive Exhibition Design -- Audience Perception of Exaggerated Motions on Realistic Animated Animal Characters.-Towards a Conceptual Design Framework for Emotional Communication Systems for Long-Distance Relationships -- Developing a user-centred Communication Pad for Cognitive and Physical Impaired People.-Evaluating Interactions with a Cognitively Biased Robot in a Creative Collaborative Task -- A Positional Infrared Tracking System Using Nonindividualised HRTFs to Simulate a Loudspeaker Setup and its Influence on Externalisation of Music -- Finding, Feeling and Sharing the Value of a Landscape Extended Realities, Artificial Intelligence and Interfaces -- Extended Realities, Artificial Intelligence and Interfaces -- Hosting social touch in public space of merging realities -- Renoir in VR: Comparing the Relaxation from Artworks Inside and Outside of Virtual Reality -- Procedurally Generated Self Overlapping Mazes in Virtual Reality -- Navigating procedurally generated overt self-overlapping environments in VR -- Staging Virtual Reality Exhibits for Bystander Involvement in Semi-Public Spaces -- Playful and Humorous Interactions in Urban Environments Made Possible with Augmented Reality Technology -- "But Wait, There's More!" A Deeper Look into Temporally Placing Touch Gesture Signifiers -- Co-Designing Object Shapes with Artificial Intelligence -- Authentication of Art: assessing the performance of a machine learning based authentication method -- "What I See Is What You Get" Explorations of live artwork generation, artificial intelligence, and human interaction in a pedagogical environment -- Games, Gamification and Accessible Games -- Games, Gamification and Accessible Games -- Challenges for designing adaptive gamification in telerehabilitation systems for heart failure patients' self-management -- Co-Creating Virtual Reality Applications for MotorRehabilitation with Physiotherapists -- Towards Sustainable Inclusive Game Design Processes -- Co-Designing a Head-Mounted Display Based Virtual Reality Game to Teach Street-Crossing Skills to ChildrenDiagnosed with Autism Spectrum Disorder -- The Deadly Gamification Challenge of BlueWhale -- Stars, Crests & Medals: Visual Badge Design Framework to Gamifyand Certify Online Learning -- Make waste fun again! A gamification approach to recycling -- Our Museum Game: A Collaborative Game forUser-Centered Exhibition Design -- Adoption of requirements engineering methods in game development: A literature and postmortem analysis -- Designing a Serious Game to Raise Awareness of Intimate -- Partner Violence Among Adolescents in the UK: The Use of 'Good Games' Principles for Effective Behavioural Change -- Personalization of Educational Video Games in APOGEE -- Arts and Artist -- An Analysis of How Interactive Technology Supports the Appreciation of Traditional Chinese Puppetry: A Review of Case Studies -- SimonXXL -Investigating Spontaneous Group Formation around Public Installations -- Interactive Arts and Disability: a conceptual model toward understanding participation -- Nature and Nurturance across the ages: Modest means for modern times -- Huge Balls: A ludo-narrative exploration of game art -- Playing with the Artist -- Design as a Knowledge Constructing Activity -- Touch to Read: Investigating the Readers' Interaction Experience in Mediated Reading with Story Apps -- Designing a smart toy interactive setting for creatingstories -- Our Little Secret: Design and User Study on an Electrochromic Ambient Display for Supporting LongDistance Relationships -- Keeping Digital Libraries Alive: Designing an Interactive Scientific Publication to Drive Demands of Scholars based on Participatory Design -- Enabling rural women in India to speculate futuresthrough games and theatre: A participatory approach -- Learning Designs and Participation through Digital Technologies -- Learning Designs and Participation through DigitalTechnologies -- Teachers' Preferable Attributes of E-Learning Resources -- Innovative Inclusive Educational Technology in Language -- Classrooms and Learner Perspectives: A Study of NineLearner Narratives -- GLOBE - Digital literacy and organizational learning by scenario-driven exercises -- Problem Solving and Collaboration when School ChildrenDevelop Game Designs -- To become digitally competent: A study of educators' participation in professional learning -- Do people with diabetes follow the recommendations? Astudy of motivational and compliance factors of people with type 1 diabetes -- Innovation, Inclusion and Emerging Technologies -- Innovation, Inclusion and Emerging Technologies -- VR situated simulations -- Head-Mounted Display-Based Virtual Reality as a Tool to Reduce Disruptive Behavior in a Student Diagnosed with Autism Spectrum Disorder -- The Reality of Implementing Virtual Reality: A Case Study on the Challenges of Integrating VR-Based Rehabilitation -- Designing and Learning with IoT in a Passion-BasedConstructionist Context -- Entrepreneurial Cultural Affinity Spaces (ECAS): Design of inclusive local learning ecosystems for social change, innovation and entrepreneurship. . Tipo de medio : Computadora Summary : This book constitutes the refereed post-conference proceedings of two conferences: The 8th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2019), and the 4th EAI International Conference on Design, Learning, and Innovation (DLI 2019). Both conferences were hosed in Aalborg, Denmark, and took place November 6-8, 2019. The 61 revised full papers presented were carefully selected from 98 submissions. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] 9th EAI International Conference, ArtsIT 2020, Aalborg, Denmark, December 10–11, 2020, Proceedings / Brooks, Anthony ; Brooks, Eva Irene ; Jonathan, Duckworth
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TÃtulo : 9th EAI International Conference, ArtsIT 2020, Aalborg, Denmark, December 10–11, 2020, Proceedings Tipo de documento: documento electrónico Autores: Brooks, Anthony, ; Brooks, Eva Irene, ; Jonathan, Duckworth, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2021 Número de páginas: XI, 478 p. 201 ilustraciones, 165 ilustraciones en color. ISBN/ISSN/DL: 978-3-030-73426-8 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Idioma : Inglés (eng) Palabras clave: Visión por computador TeorÃa de la codificación y la información Interfaces de usuario e interacción persona-computadora IngenierÃa Informática y Redes Inteligencia artificial TeorÃa de la información La interacción persona-ordenador Interfaces de usuario (sistemas informáticos) Red informática IngenierÃa Informática TeorÃa de la codificación Clasificación: 621.39 Ciencia de los computadores (Ingenieria de computadores) Resumen: Este libro constituye las actas arbitradas posteriores a la conferencia de la 9.ª Conferencia Internacional sobre Interactividad y Creación de Juegos, ArtsIT 2020, celebrada en Aalborg, Dinamarca, en diciembre de 2020. Debido a la pandemia de COVID-19, la conferencia se celebró de forma virtual. Los 28 artÃculos completos revisados ​​presentados fueron cuidadosamente seleccionados entre 60 presentaciones. Los artÃculos representan un foro para la difusión de resultados de investigación de vanguardia en el área de las artes, el diseño y la tecnologÃa, incluidos temas abiertos relacionados como la interactividad y la creación de juegos. Se agrupan en cuanto a contenidos sobre arte, instalación y performance; juegos; diseño; inteligencia y creatividad en la asistencia sanitaria; bienestar y envejecimiento. Nota de contenido: Art, Installation and Performance; Games; Design; Intelligence and Creativity in Healthcare; Wellbeing and Aging -- Embodiment in Virtual Reality Performance -- Designing Context Aware Mobile Systems for Self-Guided Exhibition Sites Designing the exhibition modus of virtual experiences: virtual reality installations at film festivals -- (AB)USE ME: A Mixed Reality Performance Installation Exploring Use of the Body as a Mediating Object -- The Turntable as Sound Art Effect of Dramatic Elements on Engagement in an Augmented Reality Experience for a Museum -- Space Pace: Method for creating augmented reality tours based on 360 videos -- The Time Machine and The Voodoo Doll: An investigation of customized computer game controllers and their influence on the experience of play -- The World Is Your Playground: A Bibliometric and Text Mining Analysis of Location-Based Game Research -- A Matrix for Gamifying Development Workshops Creative process of pre-production of video games -- Video game development processes that generate engagement in the players -- Collaborative game design for learning: the challenges of adaptive game-based learning for the Flipped Classroom -- Enhancing the educational value of tangible and intangible dimensions of Heritage Crafts through role play gaming -- Context-based Visual Design Language for Design Communication -- Synergia: A Multimodal Virtual Reality System for Creative Expression and Positive Change Through Cognitive Flow Evaluating Consumer Interaction Interfaces for 3D Sketching in Virtual Reality -- Optimizations of VR360 Animation Production Process -- TeMoG – an Accessible Tool for Creating Custom Soft Robotics Parts -- Evolutionary Typesetting: An Automatic Approach Towards the Generation of Typographic Posters from Tweets -- Data City: Leveraging Data Embodiment towards Building the Sense of Data Ownership -- Bio-related Design Genres: A Survey on Familiarity and Potential Applications -- IoT Product Pleasurability - Investigating the Pleasurable User Experiences between Conventional Products and IoT Products through Watches -- A Budget Setting System As An Intervention for Reducing Personal Expense for Chinese Young Generation -- Bukas: Material Messages for Filipino Migrant Workers and their Transnational Families -- The Design Intervention Opportunities to Reduce Procedural-caused Healthcare Waste under the Industry 4.0 Context – A Scoping Review -- Effects of virtual reality in the area of responsible decision-making training on adolescents. Tipo de medio : Computadora Summary : This book constitutes the refereed post-conference proceedings of the 9th International Conference on Interactivity and Game Creation, ArtsIT 2020, held in Aalborg, Denmark, in December 2020. Due to COVID-19 pandemic the conference was held virtually. The 28 revised full papers presented were carefully selected from 60 submissions. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation. They are grouped in terms of content on art, installation and performance; games; design; intelligence and creativity in healthcare; wellbeing and aging. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] 9th EAI International Conference, ArtsIT 2020, Aalborg, Denmark, December 10–11, 2020, Proceedings [documento electrónico] / Brooks, Anthony, ; Brooks, Eva Irene, ; Jonathan, Duckworth, . - 1 ed. . - [s.l.] : Springer, 2021 . - XI, 478 p. 201 ilustraciones, 165 ilustraciones en color.
ISBN : 978-3-030-73426-8
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Idioma : Inglés (eng)
Palabras clave: Visión por computador TeorÃa de la codificación y la información Interfaces de usuario e interacción persona-computadora IngenierÃa Informática y Redes Inteligencia artificial TeorÃa de la información La interacción persona-ordenador Interfaces de usuario (sistemas informáticos) Red informática IngenierÃa Informática TeorÃa de la codificación Clasificación: 621.39 Ciencia de los computadores (Ingenieria de computadores) Resumen: Este libro constituye las actas arbitradas posteriores a la conferencia de la 9.ª Conferencia Internacional sobre Interactividad y Creación de Juegos, ArtsIT 2020, celebrada en Aalborg, Dinamarca, en diciembre de 2020. Debido a la pandemia de COVID-19, la conferencia se celebró de forma virtual. Los 28 artÃculos completos revisados ​​presentados fueron cuidadosamente seleccionados entre 60 presentaciones. Los artÃculos representan un foro para la difusión de resultados de investigación de vanguardia en el área de las artes, el diseño y la tecnologÃa, incluidos temas abiertos relacionados como la interactividad y la creación de juegos. Se agrupan en cuanto a contenidos sobre arte, instalación y performance; juegos; diseño; inteligencia y creatividad en la asistencia sanitaria; bienestar y envejecimiento. Nota de contenido: Art, Installation and Performance; Games; Design; Intelligence and Creativity in Healthcare; Wellbeing and Aging -- Embodiment in Virtual Reality Performance -- Designing Context Aware Mobile Systems for Self-Guided Exhibition Sites Designing the exhibition modus of virtual experiences: virtual reality installations at film festivals -- (AB)USE ME: A Mixed Reality Performance Installation Exploring Use of the Body as a Mediating Object -- The Turntable as Sound Art Effect of Dramatic Elements on Engagement in an Augmented Reality Experience for a Museum -- Space Pace: Method for creating augmented reality tours based on 360 videos -- The Time Machine and The Voodoo Doll: An investigation of customized computer game controllers and their influence on the experience of play -- The World Is Your Playground: A Bibliometric and Text Mining Analysis of Location-Based Game Research -- A Matrix for Gamifying Development Workshops Creative process of pre-production of video games -- Video game development processes that generate engagement in the players -- Collaborative game design for learning: the challenges of adaptive game-based learning for the Flipped Classroom -- Enhancing the educational value of tangible and intangible dimensions of Heritage Crafts through role play gaming -- Context-based Visual Design Language for Design Communication -- Synergia: A Multimodal Virtual Reality System for Creative Expression and Positive Change Through Cognitive Flow Evaluating Consumer Interaction Interfaces for 3D Sketching in Virtual Reality -- Optimizations of VR360 Animation Production Process -- TeMoG – an Accessible Tool for Creating Custom Soft Robotics Parts -- Evolutionary Typesetting: An Automatic Approach Towards the Generation of Typographic Posters from Tweets -- Data City: Leveraging Data Embodiment towards Building the Sense of Data Ownership -- Bio-related Design Genres: A Survey on Familiarity and Potential Applications -- IoT Product Pleasurability - Investigating the Pleasurable User Experiences between Conventional Products and IoT Products through Watches -- A Budget Setting System As An Intervention for Reducing Personal Expense for Chinese Young Generation -- Bukas: Material Messages for Filipino Migrant Workers and their Transnational Families -- The Design Intervention Opportunities to Reduce Procedural-caused Healthcare Waste under the Industry 4.0 Context – A Scoping Review -- Effects of virtual reality in the area of responsible decision-making training on adolescents. Tipo de medio : Computadora Summary : This book constitutes the refereed post-conference proceedings of the 9th International Conference on Interactivity and Game Creation, ArtsIT 2020, held in Aalborg, Denmark, in December 2020. Due to COVID-19 pandemic the conference was held virtually. The 28 revised full papers presented were carefully selected from 60 submissions. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation. They are grouped in terms of content on art, installation and performance; games; design; intelligence and creativity in healthcare; wellbeing and aging. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Design, Learning, and Innovation / Brooks, Eva Irene ; Brooks, Anthony ; Sylla, Cristina ; Møller, Anders Kalsgaard
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TÃtulo : Design, Learning, and Innovation : 5th EAI International Conference, DLI 2020, Virtual Event, December 10-11, 2020, Proceedings Tipo de documento: documento electrónico Autores: Brooks, Eva Irene, ; Brooks, Anthony, ; Sylla, Cristina, ; Møller, Anders Kalsgaard, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2021 Número de páginas: X, 209 p. 17 ilustraciones ISBN/ISSN/DL: 978-3-030-78448-5 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Idioma : Inglés (eng) Palabras clave: Telecomunicación IngenierÃa Informática Red de computadoras Software de la aplicacion Visión por computador IngenierÃa en Comunicaciones Redes IngenierÃa Informática y Redes Aplicaciones informáticas y de sistemas de información Computadoras y Educación Clasificación: 621.382 Telecomunicaciones Resumen: Este libro constituye las actas arbitradas posteriores a la conferencia de la Quinta Conferencia Internacional EAI sobre DLI 2020, Diseño, Aprendizaje e Innovación, que tuvo lugar en diciembre de 2020. Debido a la pandemia de COVID-19, la conferencia se llevó a cabo virtualmente. Los 14 artÃculos completos revisados ​​presentados fueron cuidadosamente seleccionados entre 40 presentaciones y están organizados en cuatro sesiones temáticas sobre: ​​tecnologÃas digitales y aprendizaje; diseñar para la innovación; juegos digitales, gamificación y robots; Diseños para el aprendizaje innovador. Nota de contenido: The Impact of a Digitally-Augmented Reading Instruction on Reading Motivation and Comprehension of Third Graders -- Explore the Effects of Usefulness and Ease of Use in Digital Game-Based Learning on Students' Learning Motivation, Attitude, and Satisfaction -- Potentiating Digital Educational Environments through Data Analytics -- Virtual- and Augmented Reality-Supported Teaching for Professional Caregivers -- Towards the development of AI based generative design tools and applications -- A model approach for an automatic clothing combination system for blind people -- Seasonal Sunlight Chamber: A lighting design concept to connect us to the dynamics of sunlight and our place on Earth -- Intergenerational Playful Experiences based on Digital Games for Interactive Spaces -- Discourses of Digital Game Based Learning as a Teaching Method - Design Features and Pedagogical Opportunities Associated with Teachers' Evaluation of Educational Game apps -- GamAll: Playing Beyond Boundaries -Gamification and Multimodal Literacy -- Designing a learning robot to encourage collaboration between children -- Learning strategies among students during the sudden transition to online teaching in a PBL-university -- Increasing reading engagement for Danish gymnasium students: The Hosier and His Daughter as a serious game -- Towards Applying ARCS Model for a Blended Teaching Methodologies: A Quantitative Research on Students' Motivation amid the COVID-19. Tipo de medio : Computadora Summary : This book constitutes the refereed post-conference proceedings the 5th EAI International Conference on DLI 2020, Design, Leaning and Innovation, which took place in December 2020. Due to COVID-19 pandemic the conference was held virtually. The 14 revised full papers presented were carefully selected from 40 submissions and are organized in four thematic sessions on: digital technologies and learning; designing for innovation; digital games, gamification and robots; designs for innovative learning. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Design, Learning, and Innovation : 5th EAI International Conference, DLI 2020, Virtual Event, December 10-11, 2020, Proceedings [documento electrónico] / Brooks, Eva Irene, ; Brooks, Anthony, ; Sylla, Cristina, ; Møller, Anders Kalsgaard, . - 1 ed. . - [s.l.] : Springer, 2021 . - X, 209 p. 17 ilustraciones.
ISBN : 978-3-030-78448-5
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Idioma : Inglés (eng)
Palabras clave: Telecomunicación IngenierÃa Informática Red de computadoras Software de la aplicacion Visión por computador IngenierÃa en Comunicaciones Redes IngenierÃa Informática y Redes Aplicaciones informáticas y de sistemas de información Computadoras y Educación Clasificación: 621.382 Telecomunicaciones Resumen: Este libro constituye las actas arbitradas posteriores a la conferencia de la Quinta Conferencia Internacional EAI sobre DLI 2020, Diseño, Aprendizaje e Innovación, que tuvo lugar en diciembre de 2020. Debido a la pandemia de COVID-19, la conferencia se llevó a cabo virtualmente. Los 14 artÃculos completos revisados ​​presentados fueron cuidadosamente seleccionados entre 40 presentaciones y están organizados en cuatro sesiones temáticas sobre: ​​tecnologÃas digitales y aprendizaje; diseñar para la innovación; juegos digitales, gamificación y robots; Diseños para el aprendizaje innovador. Nota de contenido: The Impact of a Digitally-Augmented Reading Instruction on Reading Motivation and Comprehension of Third Graders -- Explore the Effects of Usefulness and Ease of Use in Digital Game-Based Learning on Students' Learning Motivation, Attitude, and Satisfaction -- Potentiating Digital Educational Environments through Data Analytics -- Virtual- and Augmented Reality-Supported Teaching for Professional Caregivers -- Towards the development of AI based generative design tools and applications -- A model approach for an automatic clothing combination system for blind people -- Seasonal Sunlight Chamber: A lighting design concept to connect us to the dynamics of sunlight and our place on Earth -- Intergenerational Playful Experiences based on Digital Games for Interactive Spaces -- Discourses of Digital Game Based Learning as a Teaching Method - Design Features and Pedagogical Opportunities Associated with Teachers' Evaluation of Educational Game apps -- GamAll: Playing Beyond Boundaries -Gamification and Multimodal Literacy -- Designing a learning robot to encourage collaboration between children -- Learning strategies among students during the sudden transition to online teaching in a PBL-university -- Increasing reading engagement for Danish gymnasium students: The Hosier and His Daughter as a serious game -- Towards Applying ARCS Model for a Blended Teaching Methodologies: A Quantitative Research on Students' Motivation amid the COVID-19. Tipo de medio : Computadora Summary : This book constitutes the refereed post-conference proceedings the 5th EAI International Conference on DLI 2020, Design, Leaning and Innovation, which took place in December 2020. Due to COVID-19 pandemic the conference was held virtually. The 14 revised full papers presented were carefully selected from 40 submissions and are organized in four thematic sessions on: digital technologies and learning; designing for innovation; digital games, gamification and robots; designs for innovative learning. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...]