All Stories

  1. Programming Human-Robot Interactions for Teaching Robotics within a Collaborative Learning Open Space: Robots Playing Capture the Flag Game
  2. Designing Multiplayer Serious Games with Science Content
  3. Connections between Older Greek Adults’ Implicit Attributes and Their Perceptions of Online Technologies
  4. Digital Storytelling Experiences and Outcomes with Different Recording Media: An Exploratory Case Study with Older Adults
  5. Older Adults and Web 2.0 Storytelling Technologies: Probing the Technology Acceptance Model through an Age-related Perspective
  6. Programming Embodied Interactions with a Remotely Controlled Educational Robot
  7. Integrating Science Tasks and Puzzles in Computer Role Playing Games
  8. A Taxonomy of Asynchronous Instructional Video Styles
  9. Programming video games and simulations in science education: exploring computational thinking through code analysis
  10. Teaching Programming in Secondary Education Through Embodied Computing Platforms
  11. Citizen science for pedestrian cartography: collection and moderation of walkable routes in cities through mobile gamification
  12. Design and implement chords and personal windows for multi-user collaboration on a large multi-touch vertical display
  13. Serious games as a malleable learning medium: The effects of narrative, gameplay, and making on students’ performance and attitudes
  14. Gameplay as Exercise
  15. Flutrack.org: Open-source and linked data for epidemiology
  16. Crowdsourcing experiments with a video analytics system
  17. Ranking educational videos: The impact of social presence
  18. Serious Game Development as a Creative Learning Experience: Lessons Learnt
  19. Computing education in K-12 schools: A review of the literature
  20. Exploring the Importance of “Making” in an Educational Game Design
  21. Interaction Space of Chords on a Vertical Multi-touch Screen
  22. Introducing Computer Programming to Children through Robotic and Wearable Devices
  23. Investigating the Potential of a Two-finger Chord Button in Multi-touch Applications
  24. Pedal Tanks
  25. Real-Time Monitoring of Flu Epidemics through Linguistic and Statistical Analysis of Twitter Messages
  26. Design Principles for Serious Games in Mathematics
  27. Collecting and making sense of video learning analytics
  28. Open Service for Video Learning Analytics
  29. Identifying Important Segments in Videos: A Collective Intelligence Approach
  30. Open system for video learning analytics
  31. Video-Based Learning and Open Online Courses
  32. Video Pulses: User-Based Modeling of Interesting Video Segments
  33. Could you help me to change the variables?
  34. Usability design for video lectures
  35. Time shifting patterns in browsing and search behavior for catch-up TV on the web
  36. Collective intelligence within web video
  37. Using Facebook out of habit
  38. User requirements for gamifying sports software
  39. Analytics on video-based learning
  40. Does informal learning benefit from interactivity? The effect of trial and error on knowledge acquisition during a museum visit
  41. Investigating Facebook's acceptance and satisfaction: a study in the Greek university community
  42. Learning by Playing and Learning by Making
  43. Tool support for developing scalable multiuser applications on multi-touch screens
  44. Social Video Retrieval: Research Methods in Controlling, Sharing, and Editing of Web Video
  45. Math Is Not Only for Science Geeks: Design and Assessment of a Storytelling Serious Video Game
  46. Creative and open software engineering practices and tools in maker community projects
  47. Evaluation of user engagement and message comprehension in a pervasive software installation
  48. Understanding children’s behavior in an asynchronous video-mediated communication environment
  49. VideoSkip: event detection in social web videos with an implicit user heuristic
  50. “Do Not Touch the Paintings!” The Benefits of Interactivity on Learning and Future Visits in a Museum
  51. “This Game Is Girly!” Perceived Enjoyment and Student Acceptance of Edutainment
  52. Efficient Video Indexing on the Web: A System That Crowdsources User Interactions with a Video Player
  53. Crowdsourcing user interactions within web video through pulse modeling
  54. Crowdsourcing user interactions with the video player
  55. Evaluation of Tip-Activated and Push-Button Infrared Pens for Interactive Whiteboards
  56. SocialSkip
  57. Multi-user chorded toolkit for multi-touch screens
  58. User experience quality in multi-touch tasks
  59. Introduction to user experience design for TV Apps
  60. Children’s Interactions in an Asynchronous Video Mediated Communication Environment
  61. VideoPal: Exploring Asynchronous Video-Messaging to Enable Cross-Cultural Friendships
  62. Unaided Icon Recognition in Mobile Phones: A Comparative Study with Young Users
  63. In the face (book) of the daily routine
  64. Introduction to the special issue on multimedia intelligent services and technologies
  65. Icons in mobile phones: Comprehensibility differences between older and younger users
  66. Delegating the visual interface between a tablet and a TV
  67. Shared Encounters
  68. Scenarios of Use for Sociable Mobile TV
  69. Social Interactive Television
  70. Avatars' Appearance and Social Behavior in Online Virtual Worlds
  71. Shared-Screen Interaction: Engaging Groups in Map-Mediated Nonverbal Communication
  72. Interactivity and user participation in the television lifecycle
  73. A cultural probes study on video sharing and social communication on the internet
  74. User Interface Design Principles for Interactive Television Applications
  75. Social television and user interaction
  76. Multimedia systems, languages, and infrastructures for interactive television
  77. Introduction to Social TV: Enhancing the Shared Experience with Interactive TV
  78. Content-Enriched Communication
  79. Shared encounters
  80. Learn and play with interactive TV
  81. Coping with TiVo: Opportunities of the networked digital video recorder
  82. Personalized and mobile digital TV applications
  83. Interactive Digital Television
  84. Interactive TV: a Shared Experience
  85. The Evolution of TV Systems, Content, and Users Toward Interactivity
  86. City of collision: an interactive video installation to inform and engage
  87. Ambient and social TV: a conceptual design that connects everyday life in a sporadic community
  88. Interactive digital television and multimedia systems
  89. User interface evaluation of interactive TV: a media studies perspective
  90. Affective usability evaluation for an interactive music television channel
  91. User interface development for interactive television: extending a commercial DTV platform to the virtual channel API
  92. Intelligent user interfaces in the living room
  93. The digital set-top box as a virtual channel provider
  94. A Metaphor for Personalized Television Programming
  95. Needs and gratifications for interactive TV implications for designers
  96. Examining the Roles of Mobility in Social TV
  97. Interactive TV Design That Blends Seamlessly with Everyday Life
  98. Interaction Design in Television Voting: A Usability Study on Music TV and Input Devices
  99. Ambient Media and Home Entertainment
  100. Cross Media Digital Rights Management for Online Music Stores