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Toward an Interactive Museum Guide System with Sensing and Wireless Network Technologies.

, , and . WMTE, page 99-102. IEEE Computer Society, (2002)

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Improving the Usability of Manga-on-a-Tablet for Collaborative Learning., , , , , , , and . CSEDU (1), page 446-451. SciTePress, (2014)Stamp-On: A Mobile Game for Museum Visitors., , , , , and . CSEDU (3), page 200-205. SciTePress, (2014)Life-size Board Game "Human SUGOROKU" To Teach Children about Vegetation Succession - Application of Human Sensing Technology to Embodied Education., , , , , , , , , and . CSEDU (2), page 295-300. SciTePress, (2015)A Forestry Management Game as a Learning Support System for Increased Understanding of Vegetation Succession - Effective Environmental Education Towards a Sustainable Society., , , , , , , , and . CSEDU (1), page 322-327. SciTePress, (2018)Development and Evaluation of the ‘Pocket Plant Guide' to Support the Observation and Identification of Indicator Plants for Vegetation Succession., , , , , , , and . CSEDU, page 675-679. SciTePress, (2013)Laughing voice recognition using periodic waveforms and voice-likeness features., , , , , and . ROBIO, page 964-969. IEEE, (2016)Implementation and evaluation of listenability-centered sound separation system., , , , , , , , , and . ROBIO, page 2383-2388. IEEE, (2014)Vegetation Interaction Game: Digital SUGOROKU to Learn Vegetation Succession for Children., , , , , and . CSCL, International Society of the Learning Sciences, (2011)Epro2: Design of a System and a Curriculum to Support Group Learning for School Children., , , , and . CSCL, volume 2 of Computer-Supported Collaborative Learning, page 303-312. Springer, (2003)StampOn in a museum: helping children's scientific inquiry., , , , and . IDC, page 233-236. ACM, (2014)