Configuring slow technology through social and embodied interaction: Making time for reflection in augmented reality museum experiences with young visitors

A Galani, R Clarke - … Handbook of New Digital Practices in …, 2019 - taylorfrancis.com
This chapter deals with a discussion of key emerging topics from the empirical study,
specifically how slow technology encourages a reconceptualisation of museum dwelling. It …

An Exploration of Digital Representation of Australian Aboriginal Art in Museums for Immersive Engagement

R Zhang, F Peng - Data Curation and Information Systems Design …, 2024 - emerald.com
This chapter explores the approaches to digital representation of Australian Aboriginal art
and visitor engagement in museum exhibition spaces from a digital design perspective. It …

Impact of Augmented reality system on elementary school ESL learners in country side of china: Motivations, achievements, behaviors and cognitive attainment

IU Haq - arXiv preprint arXiv:2309.09894, 2023 - arxiv.org
The English proficiency of students in rural areas of China tends to be lower than that of their
urban counterparts, owing to outdated teaching methods, a lack of advanced technology …

An intelligent mobile location-aware book recommendation system with map-based guidance that enhances problem-based learning in libraries

CM Chen, YC Yang - Advances in neural network research and …, 2010 - Springer
By integrating the PBL model with book resources in libraries, this study identifies the
advantages of libraries in supporting e-Learning. This study supports problem-based …

Extending museum exhibits by embedded media content for an embodied interaction experience

J Torpus - Proceedings of the 10th Nordic Conference on Human …, 2018 - dl.acm.org
This paper presents the results of an interdisciplinary applied research project about the
application potential of ubiquitous computing concepts and technologies for knowledge …

英語村情境感知環境中學習成效之研究

溫嘉榮, 陳嘉斌, 莊明廣, 郭勝煌 - 生活科技教育, 2011 - airitilibrary.com
受到無線技術發展影響, 行動學習己逐漸走進人們的生活之中, 學制內的教學應可運用此一新式
科技協助學習, 擴展學習內容, 延伸學習效益. 本研究目的主要在分別以Infrared 及RFID 技術 …

Making the real world as a game world to learners by applying game-based learning scenes into ubiquitous learning environment

M Chang, S Wu, JS Heh - Transactions on edutainment I, 2008 - Springer
A ubiquitous learning environment provides learners opportunities of observing and
touching the learning objects around the learners according to their preferences and/or …

[PDF][PDF] A case study on the impact of video games towards Malaysian youth

CCHUKEN LUN, TH RONG, LEEK SENG… - Journal of Theoretical …, 2022 - jatit.org
Due to the rapid growth of technology in recent years, the technology is revolutionising the
video game industry and opening the door for a new generation of gamers. However …

U-plant: a RFID-based ubiquitous plant learning system for promoting self-regulation

JM Hsu, YS Lai, PT Yu - International Journal of Internet …, 2011 - inderscienceonline.com
This study, based on self-regulated learning, integrates with wireless networking and radio-
frequency identification (RFID) to construct a smart ubiquitous plant learning environment …

Deriving a distributed cloud proxy architecture for managed cloud service consumption

D Thatmann, M Slawig, S Zickau… - 2013 IEEE Sixth …, 2013 - ieeexplore.ieee.org
Businesses adopting Cloud Computing often have to comply with strict constraints, such as
enterprise policies and legal regulations. From these compliance issues arise the need to …