
Technology, Innovation, Entrepreneurship and Education
3rd EAI International Conference, TIE 2019, Braga, Portugal, October 17-18, 2019, Proceedings
Springer (Publisher)
Published on 29. January 2020
Book
Paperback/Softback
XII, 129 pages
978-3-030-40179-5 (ISBN)
Description
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.
More details
Series
Edition
2020 ed.
Language
English
Place of publication
Cham
Switzerland
Publishing group
Springer International Publishing
Target group
Professional and scholarly
Illustrations
9 s/w Abbildungen, 31 farbige Abbildungen
XII, 129 p. 40 illus., 31 illus. in color.
Dimensions
Height: 235 mm
Width: 155 mm
Thickness: 9 mm
Weight
230 gr
ISBN-13
978-3-030-40179-5 (9783030401795)
DOI
10.1007/978-3-030-40180-1
Schweitzer Classification
Other editions
Additional editions

Cristina Sylla | Ido Iurgel
Technology, Innovation, Entrepreneurship and Education
3rd EAI International Conference, TIE 2019, Braga, Portugal, October 17-18, 2019, Proceedings
E-Book
01/2020
Springer
€42.79
Available for download
Content
Innovating and Exploring Children“s 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.