Iurgel / Sylla | Technology, Innovation, Entrepreneurship and Education | Buch | 978-3-030-40179-5 | sack.de

Buch, Englisch, Band 307, 129 Seiten, Format (B × H): 155 mm x 235 mm, Gewicht: 230 g

Reihe: Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering

Iurgel / Sylla

Technology, Innovation, Entrepreneurship and Education

3rd EAI International Conference, TIE 2019, Braga, Portugal, October 17-18, 2019, Proceedings
1. Auflage 2020
ISBN: 978-3-030-40179-5
Verlag: Springer International Publishing

3rd EAI International Conference, TIE 2019, Braga, Portugal, October 17-18, 2019, Proceedings

Buch, Englisch, Band 307, 129 Seiten, Format (B × H): 155 mm x 235 mm, Gewicht: 230 g

Reihe: Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering

ISBN: 978-3-030-40179-5
Verlag: Springer International Publishing


This book constitutes the refereed proceedings of the 3rd International Conference on Technology, Innovation, Entrepreneurship and Education, TIE 2019, held in Braga, Portugal, in October 2019. The 11 full and 2 short papers focus on emerging technologies for education, entertainment, well-being, creativity, arts and business development. In addition, it aims at promoting new venture creation opportunities that emerge from these innovations, as well as innovation methods that target these core subjects.

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Zielgruppe


Research

Weitere Infos & Material


Innovating and Exploring Children´s Learning.- Reading to Level Up: Gamifying Reading Fluency.- Rethinking the Design of Hotspots in Children’s Digital Picturebooks: Insights from an Exploratory Study.- Children’s tinkering activity with Collapse Informatics: the Internalization of Environmental Consciousness.- ”Play and learn”: exploring CodeCubes Innovating Media Usage.- Question & Answering interface to improve the students’ experience in an e-learning course with a virtual tutor.- Exploring the Use of Augmented Reality Concepts to Enhance the TV Viewer Experience.- Design Experiments in Nonrepresentational VR and Symmetric Texture Generation in Real-Time Innovation for Special Needs.- Didactic toy for children with special needs.- Digitally-mediated Learning Environments and Information Literacy for Active Ageing: A Pilot Study.- European video game development and disability: Reflections on data, rights, decisions and assistance Innovating Methods.- From community datamining to enterprising villagers.- The transformational effect of a designerly approach within a research project.- Visual Quotes and Physical Activity Tracking: Can Aesthetic Pleasure Motivate Our Short-term Exercise Motivation?.- Raising the Odds of Success for Innovative Product by Experimentation and Utilizing Input of Future User.



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