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

Author:   Cristina Sylla ,  Ido Iurgel
Publisher:   Springer Nature Switzerland AG
Edition:   1st ed. 2020
Volume:   307
ISBN:  

9783030401795


Pages:   129
Publication Date:   29 January 2020
Format:   Paperback
Availability:   Manufactured on demand   Availability explained
We will order this item for you from a manufactured on demand supplier.

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


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Overview

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.

Full Product Details

Author:   Cristina Sylla ,  Ido Iurgel
Publisher:   Springer Nature Switzerland AG
Imprint:   Springer Nature Switzerland AG
Edition:   1st ed. 2020
Volume:   307
Weight:   0.454kg
ISBN:  

9783030401795


ISBN 10:   3030401790
Pages:   129
Publication Date:   29 January 2020
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Paperback
Publisher's Status:   Active
Availability:   Manufactured on demand   Availability explained
We will order this item for you from a manufactured on demand supplier.

Table of Contents

Innovating and Exploring Childrens Learning.- Reading to Level Up: Gamifying Reading Fluency.- Rethinking the Design of Hotspots in Children's Digital Picturebooks: Insights from an Exploratory Study.- Children's tinkering activity with Collapse Informatics: the Internalization of Environmental Consciousness.- Play and learn : exploring CodeCubes Innovating Media Usage.- Question & Answering interface to improve the students' experience in an e-learning course with a virtual tutor.- Exploring the Use of Augmented Reality Concepts to Enhance the TV Viewer Experience.- Design Experiments in Nonrepresentational VR and Symmetric Texture Generation in Real-Time Innovation for Special Needs.- Didactic toy for children with special needs.- Digitally-mediated Learning Environments and Information Literacy for Active Ageing: A Pilot Study.- European video game development and disability: Reflections on data, rights, decisions and assistance Innovating Methods.- From community datamining to enterprising villagers.- The transformational effect of a designerly approach within a research project.- Visual Quotes and Physical Activity Tracking: Can Aesthetic Pleasure Motivate Our Short-term Exercise Motivation?.- Raising the Odds of Success for Innovative Product by Experimentation and Utilizing Input of Future User.

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