6,122 research outputs found

    Icanlearn: A Mobile Application For Creating Flashcards And Social Stories\u3csup\u3etm\u3c/sup\u3e For Children With Autistm

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    The number of children being diagnosed with Autism Spectrum Disorder (ASD) is on the rise, presenting new challenges for their parents and teachers to overcome. At the same time, mobile computing has been seeping its way into every aspect of our lives in the form of smartphones and tablet computers. It seems only natural to harness the unique medium these devices provide and use it in treatment and intervention for children with autism. This thesis discusses and evaluates iCanLearn, an iOS flashcard app with enough versatility to construct Social StoriesTM. iCanLearn provides an engaging, individualized learning experience to children with autism on a single device, but the most powerful way to use iCanLearn is by connecting two or more devices together in a teacher-learner relationship. The evaluation results are presented at the end of the thesis

    Mobile exergaming in adolescents’ everyday life—contextual design of where, when, with whom, and how: the SmartLife case

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    Exergames, more specifically console-based exergames, are generally enjoyed by adolescents and known to increase physical activity. Nevertheless, they have a reduced usage over time and demonstrate little effectiveness over the long term. In order to increase playing time, mobile exergames may increase potential playing time, but need to be engaging and integrated in everyday life. The goal of the present study was to examine the context of gameplay for mobile exergaming in adolescents’ everyday life to inform game design and the integration of gameplay into everyday life. Eight focus groups were conducted with 49 Flemish adolescents (11 to 17 years of age). The focus groups were audiotaped, transcribed, and analyzed by means of thematic analysis via Nvivo 11 software (QSR International Pty Ltd., Victoria, Australia). The adolescents indicated leisure time and travel time to and from school as suitable timeframes for playing a mobile exergame. Outdoor gameplay should be restricted to the personal living environment of adolescents. Besides outdoor locations, the game should also be adaptable to at-home activities. Activities could vary from running outside to fitness exercises inside. Furthermore, the social context of the game was important, e.g., playing in teams or meeting at (virtual) meeting points. Physical activity tracking via smart clothing was identified as a motivator for gameplay. By means of this study, game developers may be better equipped to develop mobile exergames that embed gameplay in adolescents’ everyday life

    Transitioning Between Audience and Performer: Co-Designing Interactive Music Performances with Children

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    Live interactions have the potential to meaningfully engage audiences during musical performances, and modern technologies promise unique ways to facilitate these interactions. This work presents findings from three co-design sessions with children that investigated how audiences might want to interact with live music performances, including design considerations and opportunities. Findings from these sessions also formed a Spectrum of Audience Interactivity in live musical performances, outlining ways to encourage interactivity in music performances from the child perspective

    Wearable and mobile devices

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    Information and Communication Technologies, known as ICT, have undergone dramatic changes in the last 25 years. The 1980s was the decade of the Personal Computer (PC), which brought computing into the home and, in an educational setting, into the classroom. The 1990s gave us the World Wide Web (the Web), building on the infrastructure of the Internet, which has revolutionized the availability and delivery of information. In the midst of this information revolution, we are now confronted with a third wave of novel technologies (i.e., mobile and wearable computing), where computing devices already are becoming small enough so that we can carry them around at all times, and, in addition, they have the ability to interact with devices embedded in the environment. The development of wearable technology is perhaps a logical product of the convergence between the miniaturization of microchips (nanotechnology) and an increasing interest in pervasive computing, where mobility is the main objective. The miniaturization of computers is largely due to the decreasing size of semiconductors and switches; molecular manufacturing will allow for “not only molecular-scale switches but also nanoscale motors, pumps, pipes, machinery that could mimic skin” (Page, 2003, p. 2). This shift in the size of computers has obvious implications for the human-computer interaction introducing the next generation of interfaces. Neil Gershenfeld, the director of the Media Lab’s Physics and Media Group, argues, “The world is becoming the interface. Computers as distinguishable devices will disappear as the objects themselves become the means we use to interact with both the physical and the virtual worlds” (Page, 2003, p. 3). Ultimately, this will lead to a move away from desktop user interfaces and toward mobile interfaces and pervasive computing

    Location-based technologies for learning

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    Emerging technologies for learning report - Article exploring location based technologies and their potential for educatio

    Designing a Visual Programming Language for the Creation of Multiplayer Embodied Games

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    Games as a means of education have been starting to become more of an everyday reality. Not only are games used in classrooms, but they are used in industry to train soldiers, medical staff, and even surgeons. This thesis focuses on physically active (i.e. embodied) multiplayer games as a means of education; not only by having students play, but also by having students create games. The embodied multiplayer aspect allows for a more interactive experience between players and their environment, making the game immersive and collaborative. In order to create these games, students must exercise their computational thinking abilities. The Wearable Learning Cloud Platform has been developed to enable students to design, create, and play multiplayer games for STEM. This platform allows users to create, edit and manage the behavior of mobile technologies that act as support to players of these games, specified as finite-state machines. The platform provides a means of testing created games, as well as executing (running) these games wirelessly by serving them to smartphones (or smart watches) so that students can play them with other students, in teams, or as individual players. The platform features a full drag and drop game editor with a sophisticated validation engine that prevents users from making syntax errors. Visually programmed games transpile to JavaScript for execution on the game server and provide two separate levels of programming abstraction. This platform has been successfully tested with 18 participants and they have shown significant improvements in their understanding of Finite State Machines and have shown an increase in their Computational Thinking abilities

    Tangible storytelling: let children play with the bits

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    The use of tangible objects makes it possible to create interactions, or dynamics, which are alternatives to the mouse and keyboard in the process of communicating with the computer. The construction of these objects incorporating electronic components lets us bring that momentum to another level. This meeting with the technology allows children to take an active role, while there is a purpose of control over the objects, which becomes important to them. With the reinforcement of that control, the introduction of programmable digital electronic components also allows the child to develop, strengthen and feel the impact of their role as competent designer and creator of technology. Current technology allows the construction of these objects and the communication with computers at a low cost through micro-controllers, using, on one hand, the open source software and on the other the open hardware.info:eu-repo/semantics/publishedVersio

    Wearable Computing for Health and Fitness: Exploring the Relationship between Data and Human Behaviour

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    Health and fitness wearable technology has recently advanced, making it easier for an individual to monitor their behaviours. Previously self generated data interacts with the user to motivate positive behaviour change, but issues arise when relating this to long term mention of wearable devices. Previous studies within this area are discussed. We also consider a new approach where data is used to support instead of motivate, through monitoring and logging to encourage reflection. Based on issues highlighted, we then make recommendations on the direction in which future work could be most beneficial

    London Creative and Digital Fusion

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    date-added: 2015-03-24 04:16:59 +0000 date-modified: 2015-03-24 04:16:59 +0000date-added: 2015-03-24 04:16:59 +0000 date-modified: 2015-03-24 04:16:59 +0000The London Creative and Digital Fusion programme of interactive, tailored and in-depth support was designed to support the UK capital’s creative and digital companies to collaborate, innovate and grow. London is a globally recognised hub for technology, design and creative genius. While many cities around the world can claim to be hubs for technology entrepreneurship, London’s distinctive potential lies in the successful fusion of world-leading technology with world-leading design and creativity. As innovation thrives at the edge, where better to innovate than across the boundaries of these two clusters and cultures? This booklet tells the story of Fusion’s innovation journey, its partners and its unique business support. Most importantly of all it tells stories of companies that, having worked with London Fusion, have innovated and grown. We hope that it will inspire others to follow and build on our beginnings.European Regional Development Fund 2007-13
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