نتایج جستجو برای: educational and entertainment opportunities
تعداد نتایج: 16853912 فیلتر نتایج به سال:
Applications of augmented reality have a great immersion potential for education, edutainment or cultural heritage presentations. The combination of intuitive and playful interaction with multi-faceted presentation options proved to be an effective mixture that attracts viewers to educational or cultural content. We introduce a multi-touch augmented reality system (MARS) using two display units...
The Mobile Robot Programming Lab and the Toy Robots Initiative at Carnegie Mellon’s Robotics Institute both focus on the interaction between humans and robots for the sake of education. This paper describes two specific endeavors that are representative of the work we do in robot education and human-robot interaction. The first section describes the Mobile Robot Programming Lab curriculum desig...
Learning through gaming is one of the natural ways for knowledge and skill acquisition. This paper presents our work on bio-edutainment. Playing X games not only allows low age students to learn bio-molecular structure but also enables better understand complicated structure of bio-molecules. Immersive and interactive games may potentially motivate students to develop their interest to explore ...
This document reports the uses and practices in the domain of music coding in a multimedia environment. It reports about de facto or open standards which are in use in domains related to music, in its audio form as well as in its written form (scores), or even in structured audio forms (such as MIDI). Keyword List: Music, multimedia, infotainment, edutainment, music notation, standards, music l...
The video gaming industry has experienced extraordinary technological growth in the recent past, causing a boom in both in the quality and revenue of these games. Educational games, on the other hand, have lagged behind this trend, as their creation presents major creative and pedagogical challenges in addition to technological ones. By providing the technological advances of the entertainment ...
In this paper, we present the results of both classroom lessons and Web-based learning for Japanese manual alphabets (YUBIMOJI) to ordinary elementary school children. So far, we have developed an easy-to-use edutainment system: Practice! YUBIMOJI AIUEO (PYA). The objectives of PYA are to promote basic expressions of Kana characters (AIUEO) of Japanese manual alphabets, and to give the experien...
The core features of mobile technology are said to be mobility, interactivity, contextuality, ubiquity, pervasiveness, personalization and collaboration. These features seem to tally surprisingly well with the ideals of constructivist pedagogy. Information and communication technology -enhanced learning in general and mobile learning in particular seem to favour the abductive form of reasoning....
Interactive Games in Multi-Device Environments to Enhance the Learning Experience of Museum Visitors
Recent technological advances have led to novel interactive software environments for edutainment, such as museum applications. These environments provide new interaction techniques for guiding visitors and improving their learning experience. We propose a multimodal, multi-device and location-aware museum guide, able to opportunistically exploit large screens when they are nearby the user. Var...
This is a studio report of researches and projects in SUAC (Shizuoka University of Art and Culture). SUAC was founded in April 2000, and organized NIME04 as you know. SUAC has "Faculty of Design" and "Department of Art and Science" and all students study interactive systems and media arts. SUAC has organized Media Art Festival (MAF) from 2001 to 2005. Domestic/overseas artists participated in S...
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