Technology, Innovation, Entrepreneurship and Education 3rd EAI International Conference, TIE 2019, Braga, Portugal, October 17-18, 2019, Proceedings

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, cr...

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Main Authors Sylla, Cristina, Iurgel, Ido
Format eBook
LanguageEnglish
Published Cham Springer International Publishing AG 2020
Springer
Edition1
SeriesLecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
Subjects
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ISBN9783030401795
3030401790

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Abstract 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.
AbstractList 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.
Author Sylla, Cristina
Iurgel, Ido
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Snippet This book constitutes the refereed proceedings of the 3rd International Conference on Technology, Innovation, Entrepreneurship and Education, TIE 2019, held in...
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Subtitle 3rd EAI International Conference, TIE 2019, Braga, Portugal, October 17-18, 2019, Proceedings
TableOfContents 3 Supporting the Development of European Video Games -- 4 Assistive Technology as a Chance for Inclusion -- 5 Discussion -- References -- Innovating Methods -- From Big Data Communities to Enterprising Villagers -- Abstract -- 1 Introduction -- 2 1:10:100 Approach -- 2.1 1:10:100 Approach in KRAKE -- 3 Boundary Objects -- 4 Case Study KRAKE DNA -- 4.1 Boundary Objects to Create Common Ground -- 4.2 Boundary Objects to Sharpen (Project) Focus -- 4.3 Boundary Objects as Window into the Future -- 5 Discussion -- References -- Visual Quotes and Physical Activity Tracking: Can Aesthetic Pleasure Motivate Our Short-term Exercise Motivation? -- Abstract -- 1 Introduction -- 2 Background -- 2.1 Extrinsic Identified Behavior Regulation and Exercise Behavior -- 2.2 Text Messages Interventions and Exercise Motivation -- 2.3 Visual Aesthetics in HCI -- 3 Method -- 3.1 Pre-study: Text Messages -- 3.2 Pre-study: Aesthetic Pleasure -- 4 Main Experiment -- 5 Results -- 6 Discussion and Limitations -- 7 Conclusion -- Acknowledgments -- References -- Raising the Odds of Success for Innovative Product by Experimentation and Utilizing Input of Future User -- Abstract -- 1 Introduction -- 2 Experimentation and Representation within Fuzzy Front End of Innovative Product Development -- 2.1 Fuzzy Front End of Innovative Product Development -- 2.2 Experiment-Driven Approaches with User/Customer Involvement -- 2.3 Representation within Fuzzy Front End of Innovation by means of Early-Stage Prototypes and Storytelling -- 2.4 Research Questions -- 3 Management of the Fuzzy Front End of Innovation by Utilizing Input of Future User -- 3.1 Co-creation Design Workshop "Innovative Product Design" -- 3.2 Research Method, Data Collection and Analysis -- 3.3 Results and Findings -- 4 Conclusion -- References -- Author Index
Acknowledgments -- References -- Innovating Media Usage -- Question &amp -- Answering Interface to Improve the Students' Experience in an E-learning Course with a Virtual Tutor -- Abstract -- 1 Introduction -- 2 State of the Art -- 3 Virtual Tutor in Moodle's Platform -- 3.1 Virtual Tutor Interface -- 3.2 Q&amp -- A Approach -- 4 Evaluation and Discussion -- 5 Conclusion -- Acknowledgements -- References -- Exploring the Use of Augmented Reality Concepts to Enhance the TV Viewer Experience -- Abstract -- 1 Introduction -- 2 Related Work -- 3 TvTeller: Prototype Description -- 3.1 Interaction -- 3.2 Implementation and Architecture Workflow -- 4 Evaluation -- 4.1 Participants and Methodology -- 4.2 Results and Discussion -- 5 Conclusions and Future Work -- Acknowledgments -- References -- Design Experiments in Nonrepresentational VR and Symmetric Texture Generation in Real-Time -- Abstract -- 1 Design Experiments in Nonrepresentational VR -- 2 Symmetrical Texture Generation in Real-Time -- 3 Conclusions and Future Work -- Acknowledgments -- References -- Innovation for Special Needs -- Didactic Toy for Children with Special Needs -- Abstract -- 1 Introduction -- 2 Toy Development -- 2.1 Toy Design -- 2.2 Game Architecture -- 2.3 Gamepad Images -- 2.4 Games Development -- 2.5 Interface Application -- 3 Preliminary Tests and Results -- 4 Conclusions and Future Work -- Acknowledgements -- References -- Digitally-Mediated Learning Environments and Information Literacy for Active Ageing: A Pilot Study -- Abstract -- 1 Introduction -- 2 Method -- 2.1 Participants -- 2.2 Measures and Procedures -- 3 Results -- 4 Discussion -- Acknowledgements -- References -- European Video Game Development and Disability: Reflections on Data, Rights, Decisions and Assistance -- Abstract -- 1 Introduction -- 2 The Human Right to Play in Austria and Germany
Intro -- Preface -- Organization -- Contents -- Innovating and Exploring Children's Learning -- Reading to Level Up: Gamifying Reading Fluency -- Abstract -- 1 Introduction -- 2 Reading Fluency -- 3 Gamifying Reading Fluency -- 4 Let the "Freeze-Frame" Speak: Showing and Sharing Text Understanding -- 5 Addressing Prosodic Reading as a Design Objective: "Emoji Tales" and "Maestro" -- 6 Choral Reading as Collaborative Gameplay: Oratorio Dicer -- 7 Gamifying Speed-Reading and Accuracy: "Speedy Reader" and "Singing in the Read" -- 8 Conclusion -- References -- Rethinking the Design of Hotspots in Children's Digital Picturebooks: Insights from an Exploratory Study -- Abstract -- 1 Introduction -- 2 Function and Affordances of Hotspots in Children's Digital Picturebooks -- 3 Exploratory Study -- 3.1 Participants -- 3.2 Study Design -- 3.3 Procedure and Data Collection -- 3.3.1 Assessing Children's Preferred Icons -- 3.3.2 Children's Positioning of Hotspots -- 3.3.3 Children's Hotspot Creation -- 4 Design of Hotspot Icons for a Children's Digital Picturebook -- 4.1 Validation Session -- 5 Results and Conclusion -- Acknowledgments -- References -- Children's Tinkering Activity with Collapse Informatics: The Internalization of Environmental Consciousness -- Abstract -- 1 Introduction -- 2 Collapse Informatics -- 3 The Work of Vladimir Archipov -- 4 The Diegetic Artefacts -- 5 The Work of Paulo Freire and the Constructivism -- 5.1 The Constructivism -- 5.2 Tinkering -- 6 The Activity -- 6.1 Analyzing the Activity -- 7 Discussion -- 8 Conclusion -- References -- "Play and Learn": Exploring CodeCubes -- Abstract -- 1 Introduction -- 2 Background -- 3 CodeCubes -- 4 Exploratory Study -- 4.1 Study Context -- 4.2 Participants and Procedure -- 4.3 Data Collection -- 4.4 Observations and Discussion -- 5 Conclusions -- 6 Limitations and Future Work
Title Technology, Innovation, Entrepreneurship and Education
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