Techniques for augmented-tangibles on mobile devices for early childhood learning
暂无分享,去创建一个
[1] Jonna Häkkilä,et al. Using nature elements in mobile AR for education with children , 2017, MobileHCI.
[2] Alyssa Friend Wise,et al. Getting Down to Details: Using Theories of Cognition and Learning to Inform Tangible User Interface Design , 2013, Interact. Comput..
[3] An Exploratory Study of Osmo Tangram and Tangram Manipulative in an Elementary Mathematics Classroom , 2019, Journal of Educational Technology Development and Exchange.
[4] Min Fan,et al. From Tangible to Augmented: Designing a PhonoBlocks Reading System Using Everyday Technologies , 2018, CHI Extended Abstracts.
[5] Sara Hennessy,et al. Tablet Use in Schools: Impact, Affordances and Considerations , 2017 .
[6] J. Dewey. Logic, the theory of inquiry , 1938 .
[7] Sumit Pandey,et al. Tiblo: a tangible learning aid for children with dyslexia , 2011, DESIRE.
[8] M. G. Jones,et al. Haptics in Education: Exploring an Untapped Sensory Modality , 2006 .
[9] Edward F. Melcer,et al. Bots & (Main)Frames: Exploring the Impact of Tangible Blocks and Collaborative Play in an Educational Programming Game , 2018, CHI.
[10] Jan O. Borchers,et al. PERCs: Persistently Trackable Tangibles on Capacitive Multi-Touch Displays , 2015, UIST.
[11] Paul Marshall,et al. Editorial: the evolving field of tangible interaction for children: the challenge of empirical validation , 2012, Personal and Ubiquitous Computing.
[12] Rabia Yilmaz,et al. Educational magic toys developed with augmented reality technology for early childhood education , 2016, Comput. Hum. Behav..
[13] Emilio Soria Olivas,et al. Handbook of Research on Machine Learning Applications and Trends : Algorithms , Methods , and Techniques , 2009 .
[14] Gwo-Jen Hwang,et al. An Augmented Reality-based Mobile Learning System to Improve Students' Learning Achievements and Motivations in Natural Science Inquiry Activities , 2014, J. Educ. Technol. Soc..
[15] Caroline Hummels,et al. The Development of LinguaBytes: An Interactive Tangible Play and Learning System to Stimulate the Language Development of Toddlers with Multiple Disabilities , 2008, Adv. Hum. Comput. Interact..
[16] Hiroshi Ishii,et al. Emerging frameworks for tangible user interfaces , 2000, IBM Syst. J..
[17] Geoffrey E. Hinton,et al. Rectified Linear Units Improve Restricted Boltzmann Machines , 2010, ICML.
[18] Yuichi Itoh,et al. PUCs: detecting transparent, passive untouched capacitive widgets on unmodified multi-touch displays , 2013, ITS.
[19] Jorge Bacca,et al. Augmented Reality Trends in Education: A Systematic Review of Research and Applications , 2014, J. Educ. Technol. Soc..
[20] Scott E. Hudson,et al. Concepts, Values, and Methods for Technical Human-Computer Interaction Research , 2014, Ways of Knowing in HCI.
[21] Daniel J. Wigdor,et al. How fast is fast enough?: a study of the effects of latency in direct-touch pointing tasks , 2013, CHI.
[22] Geoffrey E. Hinton,et al. ImageNet classification with deep convolutional neural networks , 2012, Commun. ACM.
[23] Blair MacIntyre,et al. A psychological perspective on augmented reality in the mathematics classroom , 2013, Comput. Educ..
[24] Alyssa Friend Wise,et al. Explanation-Giving in a Collaborative Tangible Tabletop Game: Initiation, Positionality, Valence, and Action-Orientation , 2017, CSCL.
[25] Carlos Delgado Kloos,et al. Impact of an augmented reality system on students' motivation for a visual art course , 2013, Comput. Educ..
[26] Wan-Tzu Lo,et al. Students' use of mobile technology to collect data in guided inquiry on field trips , 2013, IDC.
[27] Yvonne Rogers,et al. Ambient wood: designing new forms of digital augmentation for learning outdoors , 2004, IDC '04.
[28] Michael S. Horn,et al. Strawbies: explorations in tangible programming , 2015, IDC.
[29] R. Gibbs. Embodiment and Cognitive Science: Concepts , 2005 .
[30] Heidy Maldonado,et al. Designing Tangible ABCs: Fröbel's Sticks and Rings for the 21st Century , 2019, IDC.
[31] Maria Montessori,et al. The Secret of Childhood , 1945 .
[32] Itiro Siio,et al. Ohmic-Touch: Extending Touch Interaction by Indirect Touch through Resistive Objects , 2018, CHI.
[33] Alissa Nicole Antle,et al. Exploring how children use their hands to think: an embodied interactional analysis , 2013, Behav. Inf. Technol..
[34] Project Bloks: Embodied and Collaborative Learning With Tangible Interfaces for Young Children , 2019, CSCL.
[35] Carman Neustaedter,et al. Why Tangibility Matters: A Design Case Study of At-Risk Children Learning to Read and Spell , 2017, CHI.
[36] Poonpong Boonbrahm,et al. Using Augmented Reality Technology in Assisting English Learning for Primary School Students , 2015, HCI.
[37] M. Bessa,et al. MOW: Augmented Reality game to learn words in different languages: Case study: Learning English names of animals in elementary school , 2012, 7th Iberian Conference on Information Systems and Technologies (CISTI 2012).
[38] Min Fan,et al. PhonoBlocks: A Tangible System for Supporting Dyslexic Children Learning to Read , 2015, TEI.
[39] Timo Götzelmann,et al. CapCodes: Capacitive 3D Printable Identification and On-screen Tracking for Tangible Interaction , 2016, NordiCHI.
[40] Marina Umaschi Bers,et al. Tangible interaction and learning: the case for a hybrid approach , 2012, Personal and Ubiquitous Computing.
[41] P. Milgram,et al. A Taxonomy of Mixed Reality Visual Displays , 1994 .