All posts by rojinsv

Abstract: In primary and high school settings across the world, wearable technologies are becoming more and more common. Augmented reality, is another increasingly common technology, which when combined with wearables, has the potential to benefit student learning in different settings. This combination can potentially be used to support problem-solving and creativity for children, a relatively […]

Abstract: In primary and high school settings across the world, wearable technologies are becoming more and more common. Augmented reality, is another increasingly common technology, which when combined with wearables, has the potential to benefit student learning in different settings. This combination can potentially be used to support problem-solving and creativity for children, a relatively […]

Abstract: We present an exploratory study which examines the subject of gender equality and women’s empowerment and their engagement in smart development, with a focus on ICT and wearable technologies, such as small-scale intelligent devices and interactive sensor elements. Although a growing body of academic research on this topic is increasing, there is a gap […]

Abstract: Design review is an overachieving work of the urban planning process. Pattern of user interaction is largely dictated by the urban planning technology rather than diversity and creativity of the users. Traditionally, urban planning technologies include substantial use of paper-based plans, maps, and text documents. Currently, urban planners rely on digital technologies, which lack […]

Abstract: This exploratory study seeks to investigate the subject of the design review process and its embedment in digital media, with a primary focus on mobile interactive surfaces. Despite the growing body of academic research on the topic, there is a gap in evaluating how aspects of the design review process can be performed with […]

Abstract: This study aims to explore the contextual variables which impact the levels of low to high creativity moments. We aim to use wearable technology to close the gap between the topic of creativity by measuring moments of creative fixation and then using feedback in these low creativity moments to spur creativity. Ultimately, the main […]

Abstract: This research tends to explore the subject of the gender equality and women’s empowerment and their engagement in smart development, with a primary focus on ICT and wearable technologies, such as small scale intelligent devices and interactive sensor elements. Although a growing body of academic research on the topic is increasing, there is a […]

Abstract: This paper describes the creation of a game-based, bio-inspired, and interactive learning medium for 7-8 year-old children, called Bubble Play, which runs on a typical PC. In this experimental medium, four tasks, namely Color Combination, Arithmetic Operation, Word Formation, and Object Creation can be understood and modeled as a sophisticated translation of the spatial […]

Abstract: As a synthesis, this paper offers the opportunity to rethink the status of current technologies within the design review process. It suggests the potential for transforming the complex participatory, communicative, and technical nuances of the design review process to coexist with the affordances of the new genre of digital media. Thus, this paper presents […]