Technology, Innovation, Entrepreneurship and Education
3rd EAI International Conference, TIE 2019, Braga, Portugal, October 17–18, 2019, Proceedings
Cristina Sylla (Redaktør) ; Ido Iurgel (Redaktør)
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. Les mer
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Paperback
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Paperback
Legg i
Vår pris:
641,-
(Paperback)
Fri frakt!
Leveringstid:
Usikker levering*
*Vi bestiller varen fra forlag i utlandet.
Dersom varen finnes, sender vi den så snart vi får den til lager
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.
- FAKTA
-
Utgitt:
2020
Forlag: Springer Nature Switzerland AG
Innbinding: Paperback
Språk: Engelsk
Sider: 129
ISBN: 9783030401795
Format: 24 x 16 cm
- KATEGORIER:
- VURDERING
-
Gi vurdering
Les vurderinger
Innovating and Exploring Childrens 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.