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Following the Cuckoo Sound: A Responsive Floor to Train Blind Children to Avoid Veering.

, , , и . GOODTECHS, том 233 из Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, стр. 11-20. Springer, (2017)

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The "Harmonic Walk": an Interactive Educational Environment to Discover Musical Chords., , и . ICMC, Michigan Publishing, (2014)Following the Cuckoo Sound: A Responsive Floor to Train Blind Children to Avoid Veering., , , и . GOODTECHS, том 233 из Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, стр. 11-20. Springer, (2017)The Task of Walking Straight as an Interactive Serious Game for Blind Children., , и . EAI Endorsed Trans. Serious Games, 5 (16): e4 (2018)Inclusive sound and music serious games in a large-scale responsive environment., , , и . Br. J. Educ. Technol., 49 (4): 620-635 (2018)The Discovery of Interactive Spaces: Learning by Design in High School Music Technology Classes., , и . Technol. Knowl. Learn., 26 (4): 1131-1151 (2021)A Music Programming Course for Undergraduate Music Conservatory Students: Evaluation and Lessons Learnt., и . CSEDU (1), стр. 387-396. SCITEPRESS, (2023)Fostering Computational Thinking in Undergraduated Music Conservatory Students.. CSEDU (1), стр. 449-457. SCITEPRESS, (2022)A conceptual framework for motion based music applications., , и . SIVE@VR, стр. 9-13. IEEE Computer Society, (2015)Interactive Spaces: Models and Algorithms for Reality-based Music Applications.. ITS, стр. 451-456. ACM, (2015)The Harmonic Walk: An Interactive Physical Environment to Learn Tonal Melody Accompaniment., , и . Adv. Multim., (2016)