نتایج جستجو برای: playfulness

تعداد نتایج: 552  

2015
Signe Juhl Møller

Based on a four-month experimental study of preschool children’s play with creative-construction and social-fantasy toys, the author examines the inˆuence of both types of toys on the play of preschool children. Her comparative analysis considers the impact of transformative play on the development of imagination during play activities and explores ways to support children’s playful initiatives...

2009
Roan Boer Rookhuiszen Michel Obbink Mariët Theune

In this paper we introduce two NLG systems that we developed for the GIVE challenge. One system focuses on generating optimally helpful instructions while the other focuses on entertainment. We used the data gathered in the Challenge to compare the efficiency and entertainment value of both systems. We were unable to prove that one system was more entertaining than the other. Furthermore, we di...

Journal: :Sustainability 2022

Digitalization is not only blurring boundaries between the real world and virtual space, but, since COVID-19, it has also made traditional fashion industry less reliant on physical materials. In this context, digital design have emerged. Although China started to digitally distribute cultural products based digitization of museums, there still a gap in field fashion. order achieve sustainable d...

2010
Abdallah El Ali Frank Nack Lynda Hardman

In this paper, we elaborate in the context of the MOCATOUR project how ‘fun or playfulness’ can be incorporated into our ongoing work on location-based experience capture systems. These systems allow the digital annotation of any location, where the annotation is able to reflect some aspects of a person’s experience of that location. We discuss in detail what playful experiences are, how they c...

2007
Martin Brynskov Gunnar Kramp

This paper briefly shows how product designers as well as information system designers may use the habitat framework as a tool to inform their understanding of the pervasive computing systems they are designing. This is done by (1) introducing the basic elements of habitats, (2) analyzing and comparing two empirical case-studies, one about life and death (emergency response at major incidents) ...

Journal: :Information & Management 2001
Ji-Won Moon Young-Gul Kim

Ease of use and usefulness are believed to be fundamental in determining the acceptance and use of various, corporate ITs. These beliefs, however, may not explain the user's behavior toward newly emerging ITs, such as the World-Wide-Web (WWW). In this study, we introduce playfulness as a new factor that re ̄ects the user's intrinsic belief in WWW acceptance. Using it as an intrinsic motivation f...

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