32,076 research outputs found
Spartan Daily, January 11, 1937
Volume 25, Issue 56https://scholarworks.sjsu.edu/spartandaily/2541/thumbnail.jp
Spartan Daily, January 11, 1937
Volume 25, Issue 56https://scholarworks.sjsu.edu/spartandaily/2541/thumbnail.jp
Spartan Daily, September 11, 2018
Volume 151, Issue 9https://scholarworks.sjsu.edu/spartan_daily_2018/1051/thumbnail.jp
Spartan Daily, November 1, 1935
Volume 24, Issue 27https://scholarworks.sjsu.edu/spartandaily/2355/thumbnail.jp
Icanlearn: A Mobile Application For Creating Flashcards And Social Stories\u3csup\u3etm\u3c/sup\u3e For Children With Autistm
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
Spartan Daily, October 30, 1936
Volume 25, Issue 27https://scholarworks.sjsu.edu/spartandaily/2512/thumbnail.jp
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Design Implications for Technology-Mediated Audience Participation in Live Music
Mobile and sensor-based technologies have created new interaction design possibilities for technology-mediated au- dience participation in live music performance. However, there is little if any work in the literature that systematically identifies and characterises design issues emerging from this novel class of multi-dimensional interactive performance systems. As an early contribution towards addressing this gap in knowledge, we present the analysis of a detailed sur- vey of technology-mediated audience participation in live music, from the perspective of two key stakeholder groups - musicians and audiences. Results from the survey of over two hundred spectators and musicians are presented, along with descriptive analysis and discussion. These results are used to identify emerging design issues, such as expressive- ness, communication and appropriateness. Implications for interaction design are considered. While this study focuses on musicians and audiences, lessons are noted for diverse stakeholders, including composers, performers, interaction designers, media artists and engineers
Songs of War: Anglo-Canadian Popular Songs on the Home Front, 1914-1918
This article explores the production, content, and reception of Anglo-Canadian popular songs composed during the First World War. It argues that popular songs reflected the changing attitudes of Anglo-Canadians, as composers and publishers created music to fulfill different purposes for those on the home front at various stages of the war. In the beginning, the majority of songs were patriotic marches composed to gather support for Britain and the Empire. As the war continued, there was an increase in the number of patriotic songs that expressed a growing sense of wartime Canadian nationalism to enlist recruits. Throughout the war, music was significant to the First World War experience on Canada’s home front
Spartan Daily, October 1, 1981
Volume 77, Issue 21https://scholarworks.sjsu.edu/spartandaily/6797/thumbnail.jp
Kid's Music Box: A Digital Music Organizer Designed with Children for Children
This thesis is an investigation of software development for children aged six to ten years old. This is a challenging area; despite the trend for children to be exposed to computer technology at an earlier age, they often struggle to utilize it effectively. Children are not merely miniature adults; they have their own needs which are often not met by traditional software. In particular, this thesis focuses on the task of music management: a task that children take much interest in but for which they are given few tools. We address this with the design of a new music management system: the Kid's Music Box.
The development of Kid's Music Box is documented in four main parts: background research, requirements gathering, design and implementation, and evaluation. Background research identifies the strengths and weaknesses of conventional music organizers with respect to young users. Requirements gathering took the form of a focus group study, which aimed to overcome the distinct challenges of obtaining input from children. The design of Kid's Music Box builds on this work, by incorporating functionality, metaphors and design elements that suit the needs and capabilities of young children. Expert evaluations and formal evaluation from children users showed promising results, which concluded that Kid's Music Box is better than other organizers in terms of managing music for children
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