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Technology, Innovation, Entrepreneurship and Education: 3rd EAI International Conference, TIE 2019, Braga, Portugal, October 17–18, 2019, Proceedings: Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, cartea 307

Editat de Cristina Sylla, Ido Iurgel
en Limba Engleză Paperback – 29 ian 2020
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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Specificații

ISBN-13: 9783030401795
ISBN-10: 3030401790
Pagini: 129
Ilustrații: XII, 129 p. 40 illus., 31 illus. in color.
Dimensiuni: 155 x 235 mm
Greutate: 0.21 kg
Ediția:1st ed. 2020
Editura: Springer International Publishing
Colecția Springer
Seria Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering

Locul publicării:Cham, Switzerland

Cuprins

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.