Autor Brooks, Anthony
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Documentos disponibles escritos por este autor (3)
Hacer una sugerencia Refinar búsqueda8th 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. 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 Ãndice Dewey: 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. . En lÃnea: https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Link: https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i 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.
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 Ãndice Dewey: 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. . En lÃnea: https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Link: https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i 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. 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 Ãndice Dewey: 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. En lÃnea: https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Link: https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i 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.
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 Ãndice Dewey: 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. En lÃnea: https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Link: https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i 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. 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 Ãndice Dewey: 621.382 Ingeniería de comunicaciones 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. En lÃnea: https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Link: https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i 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.
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 Ãndice Dewey: 621.382 Ingeniería de comunicaciones 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. En lÃnea: https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Link: https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i

