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Science Spots AR: a platform for science learning games with augmented reality
(Springer, 2016)
Lack of motivation and of real-world relevance have been identified as reasons for low interest in science among
children. Gamification and storytelling are prominent methods for generating intrinsic motivation in learning. ...
The Stakeholders of a User-Centred Design Process in Mobile Service Development
(The Society of Digital Information and Wireless Communications, 2015)
The use of agile methods in mobile service development has gained much attention in software design research. In addition, involving the potential stakeholders of the mobile service in the design and development process ...
User Experience in Mobile Augmented Reality: Emotions, Challenges, Opportunities and Best Practices
(MDPI AG, 2018)
Mobile Augmented Reality (MAR) is gaining a strong momentum to become a major interactive technology that can be applied across domains and purposes. The rapid proliferation of MAR applications in global mobile application ...
An interactive and augmented learning concept for orientation week in higher education
(Springer, 2018)
This paper details the concept development process for an interactive and augmented reality based application that compensates for attending Orientation Week at a higher education institution. The application will help ...
Managing Emotional Requirements in a Context-Aware Mobile Application for Tourists
(Kassel University Press, 2018)
The objective of this study was to unveil the importance of emotions and feelings in developing mobile-based tourism applications. We gathered and analyzed emotional requirements to develop a mobile context-aware application ...
MOBILE LEARNING CONCEPT FOR PARENTING
(International Academy of Technology, Education and Development, 2017)
Communication has become easy in terms of texting, calling, video calling, and social networks through smart devices. Smartphones have become the solution to most problems of everyday life and information searching has ...
CASE STUDY: FROM REQUIREMENTS LIST TO AN EDUCATIONAL GAME
(International Academy of Technology, Education and Development, 2015)
This paper explores the development process of an educational mobile game from the customer’s initial requirements list to a functional multi-platform mobile game prototype. The game was targeted for students, lecturers ...
Sustainable Usage through Emotional Engagement: A User Experience Analysis of an Adaptive Driving School Application
(Springer, 2017)
This paper explores the factors affecting sustainable usage of digital services, such as mobile learning (m-learning) applications. We define a conceptual model of digital service sustainability and its measurement indicators ...
User-Centered Design of a Context-Aware Nurse Assistant (CANA) at Finnish elderly Houses
(Association for Computing Machinery, Inc., 2015)
In this age of mobile and ubiquitous computing, many nurses working in the healthcare sector still utilize traditional tools (e.g., paper calendars and clipboards) and pre-installed mobile applications (e.g., web browser, ...
User Experience Evolution of M-Learning Applications
(SCITEPRESS Science And Technology Publications, 2017)
The development of a mobile learning application is associated with many challenges including timely technology, richness of the learning content, pedagogy, usability, and the design of user experience. Users’ expectations ...