SwePub
Sök i SwePub databas

  Extended search

Träfflista för sökning "WFRF:(Wang Guanyun) "

Search: WFRF:(Wang Guanyun)

  • Result 1-3 of 3
Sort/group result
   
EnumerationReferenceCoverFind
1.
  •  
2.
  • Nie, Jintao, et al. (author)
  • SignFind: A Synchronized Sign Language and Chinese Character Teaching Game for Chinese Deaf Children Using Gesture Recognition
  • 2022
  • In: CHI EA '22: Extended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450391566 ; , s. 1-7
  • Conference paper (peer-reviewed)abstract
    • This paper presents a targeted system to help Chinese deaf children learn both sign language and Chinese characters in early language learning. The system combines sign recognition and in-air writing techniques with games so that children can practice sign language and Chinese character writing at the same time. Sign recognition is used to assess the accuracy of sign language and in-air writing records the process of writing Chinese characters. In addition, the game adds to the learning fun and makes children more willing to complete learning tasks. We have developed a prototype to evaluate the effectiveness of a simultaneous Chinese sign language and Chinese character teaching system based on gesture recognition and in-air writing. We expect that this system will increase children's willingness and efficiency to learn sign language and Chinese characters, and eventually be used to assist in early language education for deaf children in the Chinese region.
  •  
3.
  • Liang, Xiubo, et al. (author)
  • Menstrual Monster : A Tangible Interactive Co-educational Game Designed for Teenagers
  • 2022
  • In: CHI EA '22. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450391566
  • Conference paper (peer-reviewed)abstract
    • Learning menstruation in early adolescence could reduce teenagers’ misunderstanding of it and help them treat menstruation in a proper way. This paper explored a tangible game for teenagers of different genders learning menstruation through collaborative playing. The game included five levels where users play together and learn the cause, products, symptoms of menstruation as well as try to judge some scenarios and listen to audios about menstruation. In our user study, we invited three groups of teenagers ages 11 to 16. Each group contained at least one male and one female, and we let them play the game freely. Teenagers were successfully able to play the game collaboratively, learn menstruation-related knowledge. The results revealed motivation differences related to gender, and after the game, teenagers demonstrated the observable change of the attitude towards menstruation.
  •  
Skapa referenser, mejla, bekava och länka
  • Result 1-3 of 3

Kungliga biblioteket hanterar dina personuppgifter i enlighet med EU:s dataskyddsförordning (2018), GDPR. Läs mer om hur det funkar här.
Så här hanterar KB dina uppgifter vid användning av denna tjänst.

 
pil uppåt Close

Copy and save the link in order to return to this view