22 papers · ranked by Valyu relevance
Gunther Eysenbach, Janet Nwaogu, Chee Ang, Theresa Steeb + 4 more
Background Digital media technologies provide users with the ability to interact with content and to receive information based on their preferences and engagement. Objective We used skin cancer and sun protection as a health topic to explore how modality interactivity, interface tools that afford users greater…
Alina Striner, Sasha Azad, Chris Martens
Audience interactivity is interpreted differently across domains. This research develops a framework to describe audience interactivity across a broad range of experiences. We build on early work characterizing child audience interactivity experiences, expanding on these findings with an extensive review of literature…
C. Easter
Social learning (learning from others) can be a cost-effective way of gaining information compared to asocial (independent) learning. However, learning from others indiscriminately can lead to the acquisition of maladaptive behaviours or outdated information. Evolutionary theory therefore predicts that individuals will…
Frank Nack, Sandy Louchart, Kristine Lund, Mattia Bellini + 3 more
- 1) INDElab, Informatics Institute, University of Amsterdam (nack@uva.nl) - 2) School of Simulation and Visualisation, The Glasgow School of Art (s.louchart@gsa.ac.uk) - 3) CNRS, Interactions, Corpus, Apprentissage, Représentations (ICAR) Research lab, Ecole Normale Supérieure de Lyon (kristine.lund@ens-lyon.fr) - 4)…
Gunther Eysenbach, Valéria Sparapani, Rachel Berkowitz, Kate Winskell + 2 more
The increasing availability of smartphones, including in low-income countries, offers an unprecedented opportunity to reach individuals with innovative health promotion interventions. Electronic games delivered via smartphone offer promising avenues for sexual health promotion and HIV prevention, especially for young…
Sandra Cano, Leandro Flórez-Aristizábal, César A. Collazos, Habib M. Fardaoun + 1 more
'Habib M. Fardaoun' 'Daniyal M. Alghazzawi'] Information and Communication Technologies (ICTs) have grown exponentially in the education context and the use of digital products by children is increasing. As a result, teachers are taking advantage of ICTs to include mobile devices such as Tablets or Smartphones inside…
Alessandro Carollo, Andrea Bizzego, Verena Schäfer, Carolina Pletti + 2 more
Interpersonal neural synchrony is a fundamental aspect of social interactions, offering insights into the neural mechanisms underlying human connection and developmental outcomes. So far, hyperscanning studies have examined synchrony across different dyads and tasks, leading to inconsistencies in experimental findings…
Annika Lübbert, Malte Sengelmann, Katrin Heimann, Till R. Schneider + 2 more
Theories of embodied cognition suggest that a shared environment and ongoing sensorimotor interaction are central for interpersonal learning and engagement. To investigate the embodied, distributed and hence dynamically unfolding nature of social cognitive capacities, we present a novel laboratory-based coordination…
Nazzy Pakpour, Isabel Souto, Pamela Schaffer
It is difficult in asynchronous online instruction to keep students engaged and motivated. The rapid and unexpected nature of the move to online instruction has meant that the content presented to students has been primarily static and linear. Thus, there is a need for creative pedagogical approaches that re-create…
Rama Krishnan Gopal Ramasamy Thandapani, Benjamin Capel, Antoine Lasnier, Ioannis Chatzigiannakis
centric interaction with 3d objects in virtual reality Authors: ['Rama Krishnan Gopal Ramasamy Thandapani' 'Benjamin Capel' 'Antoine Lasnier' 'Ioannis Chatzigiannakis'] A widespread adoption of Virtual, Augmented, and Mixed Reality (VR/AR/MR), collectively referred to as Extended Reality (XR), has become a tangible…
Ren Jian, Ding Wanxing
Under the background of the new media era with the rapid development of interactive advertising, this paper used case study method based on the summary of the research of the communication effect of interactive advertising from both domestic and foreign academia. This paper divided interactive advertising into three…
Michela Ponticorvo, Elena Dell’Aquila, Raffaele Di Fuccio, Lon Jeffrey Van Winkle
'Lon Jeffrey Van Winkle'] The COVID-19 pandemic has accelerated the adoption of digital tools for learning. Experiential learning, a crucial process in the educational pathway, can also be promoted at a distance. This paper describes HAB, hyper-activity books and serious games (SG) as methodologies to be used for…
Authors not listed
For decades, molecular visualization software has been fundamental to education and research in chemistry, structural biology, and materials science. These tools have enabled the inspection of structures, dynamics, and interactions, yet their reliance on two-dimensional (2D) interfaces imposes persistent limitations.…
Yiwen Zhang, Jianing Hao, Zhan Wang, Hongling Sheng + 1 more
YIWEN ZHANG, The Hong Kong University of Science and Technology (Guangzhou), China JIANING HAO, The Hong Kong University of Science and Technology (Guangzhou), China ZHAN WANG, The Hong Kong University of Science and Technology (Guangzhou), China HONGLING SHENG, The Hong Kong University of Science and Technology…
Authors not listed
Effective visualization of complex synthesis routes is critical for computeraided synthesis planning (CASP), yet current solutions are limited in scope, integration flexibility, and chemical intuition. We introduce RouteWise, a versatile, containerized web application designed to address these unmet needs. Its modular…
Natalia Kucirkova
Children's interactive e-books are novel literacy tools with interactive and multimodal representations of story contents and increased customizable features. The learning opportunities represented by these new affordances demand a thorough consideration of children's engagement, including the contextual and…
Alexandra Kitson, Mirjana Prpa, Bernhard E. Riecke
Practices such as mindfulness, introspection, and self-reflection are known to have positive short and long-term effects on health and well-being. However, in today's modern, fast-paced, technological world tempted by distractions these practices are often hard to access and relate to a broader audience. Consequently…
Marc Miquel-Ribé
Over the last decades, the Internet and mobile technology have consolidated the digital as a public sphere of life. Designers are asked to create engaging digital experiences. However, in some cases engagement is seen as a psychological state, while in others it emphasizes a participative vein. In this paper, I review…
Simon Bennie, Kara Ranaghan, Helen Deeks, Heather Goldsmith + 3 more
The reemergence of virtual reality (VR) in the last few years has led to affordable commodity hardware that can offer new ways to teach, communicate and engage with difficult concepts, especially those which involve complicated 3D motion and spatial manipulation. In a higher education context, these immersive…
Alejandro A. Franco, Emilie Loup-Escande, Goran Loiseaux, Jean-Noël Chotard + 5 more
We present two digital-based serious games aiming to engage students and the general public with battery sciences. The first one is a multiscale simulator in Mixed Reality of a battery-powered Electric Vehicle (EV) interacting with an Electrical Grid. One of the players drives the EV in a Virtual Reality (VR)…
Izadora Volpato Rossi, Jordana Dinorá de Lima, Bruna Sabatke, Maria Alice Ferreira Nunes + 2 more
Active teaching methodologies have been placed as a hope for changing education at different levels, transiting from passive lecture-centered to student-centered learning. With the health measures of social distance, the COVID-19 pandemic forced a strong shift to remote education. With the challenge of delivering…
Erica Vola, Rebecca Stoltz, Charles A. Schumpert
Virtual reality has been used for a variety of training and gaming purposes. Recent studies have demonstrated their use in higher education enhances student engagement and positively impacts student performance. In this study, we implemented 360-degree video in an introductory biology lab and assessed student…