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Conferences in DBLP

(acmidc)
2010 (conf/acmidc/2010)


  1. Mobile system to motivate teenagers' physical activity. [Citation Graph (, )][DBLP]


  2. Collective digital storytelling at school as a whole-class interaction. [Citation Graph (, )][DBLP]


  3. Mobile collaboration: collaboratively reading and creating children's stories on mobile devices. [Citation Graph (, )][DBLP]


  4. In my own words: configuration of tangibles, object interaction and children with autism. [Citation Graph (, )][DBLP]


  5. How do you play with a robotic toy animal?: a long-term study of Pleo. [Citation Graph (, )][DBLP]


  6. Video play: playful interactions in video conferencing for long-distance families with young children. [Citation Graph (, )][DBLP]


  7. Let robots do the talking. [Citation Graph (, )][DBLP]


  8. User interfaces for tangible characters: can children connect remotely through toy perspectives? [Citation Graph (, )][DBLP]


  9. Paper-based multimedia interaction as learning tool for disabled children. [Citation Graph (, )][DBLP]


  10. Us hunters: interactive communication for young cavemen. [Citation Graph (, )][DBLP]


  11. Bridging the gap between children and tabletop designers. [Citation Graph (, )][DBLP]


  12. Considering context, content, management, and engagement in design activities with children. [Citation Graph (, )][DBLP]


  13. Detecting and modeling play behavior using sensor-embedded rock-climbing equipment. [Citation Graph (, )][DBLP]


  14. Assessment of the involuntary motion of children with motor impairments to improve the accessibility of an inertial interface. [Citation Graph (, )][DBLP]


  15. Lo-fi prototyping to design interactive-tabletop applications for children. [Citation Graph (, )][DBLP]


  16. Noising around: investigations in mobile learning. [Citation Graph (, )][DBLP]


  17. Laddering with young children in User eXperience evaluations: theoretical groundings and a practical case. [Citation Graph (, )][DBLP]


  18. Learning environmental factors through playful interaction. [Citation Graph (, )][DBLP]


  19. Zydeco: using mobile and web technologies to support seamless inquiry between museum and school contexts. [Citation Graph (, )][DBLP]


  20. jogo: an explorative design for free play. [Citation Graph (, )][DBLP]


  21. BeeSign: designing to support mediated group inquiry of complex science by early elementary students. [Citation Graph (, )][DBLP]


  22. TechSportiv: using a smart textile toolkit to approach young people's physical education. [Citation Graph (, )][DBLP]


  23. Informing design for tangible interaction: a case for children with learning difficulties. [Citation Graph (, )][DBLP]


  24. SMART-games: a video game intervention for children with Autism Spectrum Disorders. [Citation Graph (, )][DBLP]


  25. Investigating the impact of design processes on children. [Citation Graph (, )][DBLP]


  26. Co-designing with children: a comparison of embodied and disembodied sketching techniques in the design of child age communication devices. [Citation Graph (, )][DBLP]


  27. Make a Riddle and TeleStory: designing children's applications for the siftables platform. [Citation Graph (, )][DBLP]


  28. My Green Pet: a current-based interactive plant for children. [Citation Graph (, )][DBLP]


  29. Fröbel's forgotten gift: textile construction kits as pathways into play, design and computation. [Citation Graph (, )][DBLP]


  30. Designing technologies with children with special needs: Children in the Centre (CiC) framework. [Citation Graph (, )][DBLP]


  31. Exploring rules and underlying concepts while engaged with collaborative full-body games. [Citation Graph (, )][DBLP]


  32. A collaborative approach to the design and evaluation of an interactive learning tool for children with special educational needs. [Citation Graph (, )][DBLP]


  33. An e-sewing tutorial for DIY learning. [Citation Graph (, )][DBLP]


  34. KaleiVoiceKids: interactive real-time voice transformation for children. [Citation Graph (, )][DBLP]


  35. Touch-screen technology for children: giving the right instructions and getting the right responses. [Citation Graph (, )][DBLP]


  36. Craftopolis: blending tangible, informal construction into virtual multiuser communities. [Citation Graph (, )][DBLP]


  37. BeeSim: leveraging wearable computers in participatory simulations with young children. [Citation Graph (, )][DBLP]


  38. Querying and navigating a database of images with the magical objects of the wizard Zurlino. [Citation Graph (, )][DBLP]


  39. Introducing the FabLab as interactive exhibition space. [Citation Graph (, )][DBLP]


  40. Comparing canonical and digital-based narrative activities in a formal educational setting. [Citation Graph (, )][DBLP]


  41. Enjoyable "LEGS" system deepens children's learning in a zoo. [Citation Graph (, )][DBLP]


  42. Design of an instrument for the evaluation of communication technologies with children. [Citation Graph (, )][DBLP]


  43. Teaching social competence: in search of design patterns. [Citation Graph (, )][DBLP]


  44. PIPLEX: tangible experience in an augmented reality video game. [Citation Graph (, )][DBLP]


  45. TRAZO: a tool to acquire handwriting skills using tablet-PC devices. [Citation Graph (, )][DBLP]


  46. TeddIR: tangible information retrieval for children. [Citation Graph (, )][DBLP]


  47. Oriental well-being design. [Citation Graph (, )][DBLP]


  48. The BEAM: a digitally enhanced balance beam for mathematics education. [Citation Graph (, )][DBLP]


  49. Musical box: draw it yourself. [Citation Graph (, )][DBLP]


  50. Playing with toys on a tabletop active surface. [Citation Graph (, )][DBLP]


  51. Tangible manipulatives and digital content: the transparent link that benefits young deaf children. [Citation Graph (, )][DBLP]


  52. Quadratic: manipulating algebraic expressions on an interactive tabletop. [Citation Graph (, )][DBLP]


  53. Singing Fingers: fingerpainting with sound. [Citation Graph (, )][DBLP]


  54. Dermaland. [Citation Graph (, )][DBLP]


  55. The World is Canvas: a coloring application for children based on physical interaction. [Citation Graph (, )][DBLP]


  56. vSked: an interactive visual schedule system for use in classrooms for children with autism. [Citation Graph (, )][DBLP]


  57. Hacker's mentality: integrating games and hacking to build it fluency among middle school students. [Citation Graph (, )][DBLP]


  58. Exploring the value of audience collaboration and game design in immersive virtual learning environments. [Citation Graph (, )][DBLP]


  59. Improving children's self-report in user-centered evaluations. [Citation Graph (, )][DBLP]


  60. Collective creation of games using free play technologies. [Citation Graph (, )][DBLP]


  61. Gifts for intertwining with modern nature. [Citation Graph (, )][DBLP]


  62. Using data to promote healthy behavior in children. [Citation Graph (, )][DBLP]


  63. Programming & storytelling: opportunities for learning about coding & composition. [Citation Graph (, )][DBLP]


  64. Social inclusion through the digital economy: digital creative engagement and youth-led innovation. [Citation Graph (, )][DBLP]


  65. Interactive storytelling for children. [Citation Graph (, )][DBLP]


  66. Digital Technologies and Marginalized Youth. [Citation Graph (, )][DBLP]


  67. Digital inclusion in Chilean in rural schools. [Citation Graph (, )][DBLP]


  68. How the social structure of intercultural computer clubs fosters interactive storytelling. [Citation Graph (, )][DBLP]

NOTICE1
System may not be available sometimes or not working properly, since it is still in development with continuous upgrades
NOTICE2
The rankings that are presented on this page should NOT be considered as formal since the citation info is incomplete in DBLP
 
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for Data Engineering Laboratory, Department of Informatics, Aristotle University © 2002