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Science Education Enhancement within a Museum using Computer-human Interaction Technology.

, , , , , , , , , and . CSEDU (2), page 181-185. SciTePress, (2016)978-989-758-179-3.

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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)Vegetation Interaction Game: Digital SUGOROKU of Vegetation Succession for Children., , , , , and . ICEC, volume 6243 of Lecture Notes in Computer Science, page 493-495. Springer, (2010)Design and evaluation of a virtual mobile time machine in education., , , , , and . Advances in Computer Entertainment Technology, volume 352 of ACM International Conference Proceeding Series, page 334-337. ACM, (2008)Electrodermal activity based study on the relationship between visual attention and eye blink., , , , , , , , , and 3 other author(s). ICST, page 596-599. IEEE, (2015)Novel application of microphone array sensor for children's language learning support - Intelligent Interactive Design using voice separation and recognition system -., , , , , , , , , and . ICST, page 434-437. IEEE, (2015)KIKIWAKE system for promoting interest in sound source separation technique - Novel application of microphone array and signal processing., , , , , , , , and . ICST, page 827-832. IEEE, (2013)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)Vegetation Interaction Game: Digital SUGOROKU to Learn Vegetation Succession for Children., , , , , and . CSCL, International Society of the Learning Sciences, (2011)Satoyama Forest Management Learning Game for SDGs Education: Comparing the Effect of Providing Additional Information in the First Half and Latter Half of the Game., , , , , , , , , and 1 other author(s). CSEDU (1), page 347-351. SCITEPRESS, (2021)