Proceedings of the 2012 ACM workshop on User experience in e-learning and augmented technologies in education
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It is our great pleasure to welcome you to the 2012 ACM Workshop on User Experience in e-Learning and Augmented Technologies in Education -- UXeLATE'12. Smart environments are often claimed to bring a significant potential towards novel approaches to learning, by increasing students' access to information, enriching the learning environment, allowing students' active learning and collaboration, and enhancing motivation to learn. Nowadays smart environments are being referred to as augmented physical spaces that bring together multiple computational functionalities. These 3D spaces rely on tangibility and full-body interaction with digital content and services through physical environments. The primary goal of these new interactions is to empower collaboration and learning by taking advantage of human abilities to grasp and manipulate physical objects and materials. Using 3D digital models, the final user (students, educators, researchers, and all type of users), can understand the space, ideas and contents more clearly and quickly. Currently, the quick technological development of mobile devices such as Smartphones or Tablets as well as 3D gesture based products (such as Kinect, Wii remote, etc.) allows the visualization, interaction and e-learning strategies without the need to work in specific computer labs with high-tech systems.
UXeLATE'12 gives researchers and practitioners a unique opportunity to share their perspectives with others interested in the various aspects of educational methods using advanced technologies.
The purpose of this workshop is to provide a common forum for researchers, scientists, engineers, architects, and practitioners throughout the world to present their latest research findings, ideas, developments and applications in the use of tangible and gesture based interfaces in collaborative experiments, specially focused in e-learning methodologies and multimedia implementations, and its use in the educational framework using mobile technologies.
The call for papers attracted 14 submissions and the program committee accepted 6 of them (one as invited paper) and one more paper as Keynote Talk, covering a variety of topics, including the use of social networks in education, educational uses of advanced devices as Smartphones, Tablet or different applications using Augmented Reality technologies, all of them from a Humancentered approaching.
We hope that these proceedings will serve as a valuable reference for Multimedia professionals and researchers.