Zobrazeno 1 - 10
of 16
pro vyhledávání: '"Jillian L. Warren"'
Publikováno v:
Interacting with Computers. 33:271-294
This mixed methods study examined the impact of two design strategies on interactional processes in a collaborative tangible-tabletop land-use planning simulation. Twenty pairs of fifth grade children used the simulation to create a world they would
Publikováno v:
International Journal of Child-Computer Interaction. :100596
Publikováno v:
Interaction Design and Children.
Publikováno v:
Journal of Educational Computing Research. 58:1059-1100
In this article, we present a systematic review of literature on augmented reality (AR) supported for early language learning. We analyzed a total of 53 papers from 2010 to 2019 using qualitative analysis with complementary descriptive quantitative a
Autor:
Jillian L. Warren
Publikováno v:
CHI Extended Abstracts
This describes the background and motivation for dedicating my PhD to the exploration of socially-focused technologies for childhood cancer patients. Very little work has been done, especially in the field of human and child computer interaction, to
Autor:
Jillian L. Warren
Publikováno v:
Tangible and Embedded Interaction
Through a multi-phased mixed method study with childhood cancer patients (8-12 years old) and their team of caregivers within US and Canadian hospitals we will explore (1) the ways the cancer experience impacts patient's social/emotional well-being,
Publikováno v:
IDC
Tangible and Embedded Interaction
Tangible and Embedded Interaction
This hands-on workshop introduces a foundation for designing tangibles for children. Participants engage in a low-fidelity design challenge using the iPad Osmo system. We focus on how designing tangibles for children is unique from other design probl
Publikováno v:
Tangible and Embedded Interaction
We are interested in novel interactive uses of pressure sensors and vibration actuators that can augment the role of physicality for embodied human perception and experience. Specifically, we explore how wearable technology can be used to provide mor
Publikováno v:
Proceedings of the TEI'15 Conference on Tangible, Embedded, and Embodied Interaction, 15-19 January 2015, Stanford, California, 13-20
STARTPAGE=13;ENDPAGE=20;TITLE=Proceedings of the TEI'15 Conference on Tangible, Embedded, and Embodied Interaction, 15-19 January 2015, Stanford, California
Tangible and Embedded Interaction
STARTPAGE=13;ENDPAGE=20;TITLE=Proceedings of the TEI'15 Conference on Tangible, Embedded, and Embodied Interaction, 15-19 January 2015, Stanford, California
Tangible and Embedded Interaction
In task performance, pragmatic actions refer to behaviors that make direct progress, while epistemic actions involve altering the world so that cognitive processes are faster, more reliable or less taxing. Epistemic actions are frequently presented a
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::6b20900d737f9bb062e0dac3b809695b
https://research.tue.nl/nl/publications/cc479859-8634-4da6-86cc-1a5b3415869b
https://research.tue.nl/nl/publications/cc479859-8634-4da6-86cc-1a5b3415869b
Publikováno v:
IDC
Games for Change (G4C) is a movement and community of practice dedicated to using digital games for social change. However, a common model of persuasion built into most G4C, called Information Deficit, assumes that supporting children to learn facts