نتایج جستجو برای: enjoyable
تعداد نتایج: 2966 فیلتر نتایج به سال:
Educational applications based on augmented reality (AR) are integrating real objects into a computer environment thus creating a more engaging and enjoyable learning environment for students. The interaction with real objects in an AR setting may lead to usability problem that affect the extent to which the user learning experience is perceived as enjoyable. The objective of this paper is to m...
Acts of interpersonal touch – a touch shared between two people – are used by couples to communicate in a simple and emotionally intimate way. In this paper, we argue that the intimacy afforded by acts of interpersonal touch can be used in computer entertainment to support enjoyable and engaging activities for couples. To support this notion, we have developed Matchmaker; a two-player, cooperat...
This paper explores how we designed, with input from some elderly persons, a multi-agent user-controlled network for the home. The system was designed to support the elderly in living longer at home with minimal support. We describe how our work attempts to tackle issues such as privacy, control of personal space, and enjoyment within the home. As the number of elderly individuals’ increases, a...
Currently, learning at cultural heritage sites is not adequately provided and supported by the current existing information display provided at the sites although visitors require it. Mobile augmented reality is an alternative way to cater the problem which could enhance the visiting experience through the concept of enjoyable informal learning. Therefore, this study proposes a conceptual model...
Guided group activities, where tourists consume with other tourists, are common and important. Although the tourism services literature suggests customer-employee rapport impacts customer satisfaction, composition impact of tourist-tourist in guided activities have received minimal attention. We use a three-study mixed method approach to conceptualize examine activities. Study 1 identifies two ...
Gamification has been widely adopted in many areas, including the educational context. The students need to be motivated following learning process because everyone feels happy learn if there is no coercion. By presenting something fun and enjoyable, are expected more involved process, which will achieve better outcomes. very reliable bringing pleasure for students. We analyze three items from ...
The literature on international travellers with psychiatric disorders is limited. This perspective article highlights various travel-related aspects of autism spectrum disorder (ASD), including its aetiological association with maternal migration, the difficulties faced by long-term travelers with autistic children, and the facilitation of international travel for autistic individuals by the tr...
نمودار تعداد نتایج جستجو در هر سال
با کلیک روی نمودار نتایج را به سال انتشار فیلتر کنید