Category Archives: Conference

Abstract: Affective technology is increasingly becoming common in everyday life. To better understand how teachers perceive this technology in classrooms, and the role it can have in mediating the emotions of their students, we interviewed elementary (PreK-4) teachers. Our aim was to gain insights into how to design a child-emotion companion for the classroom that […]

Abstract: Current wearable technologies in the classroom do not properly support tracking children’s emotions with regards to their progress in learning. Interactive, learning ambience connected with wearables to track and visualize children’s emotion, is one approach that may allow for better communication of emotional state with teachers and peers alike. We introduce VizEmo by probing […]

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: 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: For urban and transportation planners, GIS has become an essential tool in land use planning and in the design of urban infrastructure. The use of PC-based GIS software has made it possible to analyze massive data sets on an urban scale. Although there is a wide availability of new multitouch displays such as smart-phones, […]