All Stories

  1. Programming Human-Robot Interactions for Teaching Robotics within a Collaborative Learning Open Space: Robots Playing Capture the Flag Game
  2. Programming Embodied Interactions with a Remotely Controlled Educational Robot
  3. A Taxonomy of Asynchronous Instructional Video Styles
  4. Programming video games and simulations in science education: exploring computational thinking through code analysis
  5. Teaching Programming in Secondary Education Through Embodied Computing Platforms
  6. Citizen science for pedestrian cartography: collection and moderation of walkable routes in cities through mobile gamification
  7. Design and implement chords and personal windows for multi-user collaboration on a large multi-touch vertical display
  8. Serious games as a malleable learning medium: The effects of narrative, gameplay, and making on students’ performance and attitudes
  9. Gameplay as Exercise
  10. Flutrack.org: Open-source and linked data for epidemiology
  11. Crowdsourcing experiments with a video analytics system
  12. Ranking educational videos: The impact of social presence
  13. Serious Game Development as a Creative Learning Experience: Lessons Learnt
  14. Computing education in K-12 schools: A review of the literature
  15. Exploring the Importance of “Making” in an Educational Game Design
  16. Interaction Space of Chords on a Vertical Multi-touch Screen
  17. Introducing Computer Programming to Children through Robotic and Wearable Devices
  18. Investigating the Potential of a Two-finger Chord Button in Multi-touch Applications
  19. Pedal Tanks
  20. Real-Time Monitoring of Flu Epidemics through Linguistic and Statistical Analysis of Twitter Messages
  21. Design Principles for Serious Games in Mathematics
  22. Collecting and making sense of video learning analytics
  23. Open Service for Video Learning Analytics
  24. Identifying Important Segments in Videos: A Collective Intelligence Approach
  25. Open system for video learning analytics
  26. Video-Based Learning and Open Online Courses
  27. Video Pulses: User-Based Modeling of Interesting Video Segments
  28. Could you help me to change the variables?
  29. Usability design for video lectures
  30. Time shifting patterns in browsing and search behavior for catch-up TV on the web
  31. Collective intelligence within web video
  32. Using Facebook out of habit
  33. User requirements for gamifying sports software
  34. Analytics on video-based learning
  35. Does informal learning benefit from interactivity? The effect of trial and error on knowledge acquisition during a museum visit
  36. Investigating Facebook's acceptance and satisfaction: a study in the Greek university community
  37. Learning by Playing and Learning by Making
  38. Tool support for developing scalable multiuser applications on multi-touch screens
  39. Social Video Retrieval: Research Methods in Controlling, Sharing, and Editing of Web Video
  40. Math Is Not Only for Science Geeks: Design and Assessment of a Storytelling Serious Video Game
  41. Creative and open software engineering practices and tools in maker community projects
  42. Evaluation of user engagement and message comprehension in a pervasive software installation
  43. Understanding children’s behavior in an asynchronous video-mediated communication environment
  44. VideoSkip: event detection in social web videos with an implicit user heuristic
  45. “Do Not Touch the Paintings!” The Benefits of Interactivity on Learning and Future Visits in a Museum
  46. “This Game Is Girly!” Perceived Enjoyment and Student Acceptance of Edutainment
  47. Efficient Video Indexing on the Web: A System That Crowdsources User Interactions with a Video Player
  48. Crowdsourcing user interactions within web video through pulse modeling
  49. Crowdsourcing user interactions with the video player
  50. Evaluation of Tip-Activated and Push-Button Infrared Pens for Interactive Whiteboards
  51. SocialSkip
  52. Multi-user chorded toolkit for multi-touch screens
  53. User experience quality in multi-touch tasks
  54. Introduction to user experience design for TV Apps
  55. Children’s Interactions in an Asynchronous Video Mediated Communication Environment
  56. VideoPal: Exploring Asynchronous Video-Messaging to Enable Cross-Cultural Friendships
  57. Unaided Icon Recognition in Mobile Phones: A Comparative Study with Young Users
  58. In the face (book) of the daily routine
  59. Introduction to the special issue on multimedia intelligent services and technologies
  60. Icons in mobile phones: Comprehensibility differences between older and younger users
  61. Delegating the visual interface between a tablet and a TV
  62. Shared Encounters
  63. Scenarios of Use for Sociable Mobile TV
  64. Social Interactive Television
  65. Avatars' Appearance and Social Behavior in Online Virtual Worlds
  66. Shared-Screen Interaction: Engaging Groups in Map-Mediated Nonverbal Communication
  67. Interactivity and user participation in the television lifecycle
  68. A cultural probes study on video sharing and social communication on the internet
  69. User Interface Design Principles for Interactive Television Applications
  70. Social television and user interaction
  71. Multimedia systems, languages, and infrastructures for interactive television
  72. Introduction to Social TV: Enhancing the Shared Experience with Interactive TV
  73. Content-Enriched Communication
  74. Shared encounters
  75. Learn and play with interactive TV
  76. Coping with TiVo: Opportunities of the networked digital video recorder
  77. Personalized and mobile digital TV applications
  78. Interactive Digital Television
  79. Interactive TV: a Shared Experience
  80. The Evolution of TV Systems, Content, and Users Toward Interactivity
  81. City of collision: an interactive video installation to inform and engage
  82. Ambient and social TV: a conceptual design that connects everyday life in a sporadic community
  83. Interactive digital television and multimedia systems
  84. User interface evaluation of interactive TV: a media studies perspective
  85. Affective usability evaluation for an interactive music television channel
  86. User interface development for interactive television: extending a commercial DTV platform to the virtual channel API
  87. Intelligent user interfaces in the living room
  88. The digital set-top box as a virtual channel provider
  89. A Metaphor for Personalized Television Programming
  90. Needs and gratifications for interactive TV implications for designers
  91. Examining the Roles of Mobility in Social TV
  92. Interactive TV Design That Blends Seamlessly with Everyday Life
  93. Interaction Design in Television Voting: A Usability Study on Music TV and Input Devices
  94. Ambient Media and Home Entertainment
  95. Cross Media Digital Rights Management for Online Music Stores