Computing in Smart Toys

Computing in Smart Toys
Title Computing in Smart Toys PDF eBook
Author Jeff K.T. Tang
Publisher Springer
Pages 166
Release 2017-08-10
Genre Computers
ISBN 331962072X

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The goal of this book is to crystallize the emerging mobile computing technologies and trends into positive efforts to focus on the most promising solutions in services computing. Many toys built today are increasingly using these technologies together and it is important to understand the various research and practical issues. The book will provide clear proof that mobile technologies are playing an ever increasing important and critical role in supporting toy computing, which is a new research discipline in computer science. It is also expected that the book will further research new best practices and directions in toy computing. The goal of this book is to bring together academics and practitioners to describe the use and synergy between the above-mentioned technologies. This book is mainly intended for researchers and students working in computer science and engineering, and for toy industry technology providers, having particular interests in mobile services. The wide range of authors of this book will help the various communities understand both specific and common problems. This book facilities software developers and researchers to become more aware of this challenging research opportunity. As well, the book is soliciting shall provide valuable strategic outlook on the emerging toy industry.

Smart Play Smart Toys

Smart Play Smart Toys
Title Smart Play Smart Toys PDF eBook
Author Stevanne Auerbach
Publisher Stevanne Auerbach
Pages 184
Release 2006-07
Genre Education
ISBN 0978554000

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We've all heard of IQ but do you know your child's PQ or Play Quotient? A child's ability to play does more than provide for fund and diversion; it is critical for his or her emotion and intellectual growth, an teaches everything from social skills to analytical thinking. For the developing mind of a child, learning to play is paramount--but is your child getting the most out of playtime? Stevanne Auerbach, Ph.D., more affectionately known as Dr. Toy has dedicated a lifetime to the importance of play and gives you specific advice on which toys to buy and what kind of games to play to emplower your child's overall development. You'll learn: How to become your child's play Tutor How play can strengthen maturity levels and confidence The pros, cons, and facts of gender specific toys Guideance for the gifted and special-needs child Plus practical advice on Evaluatin a toy's safety, learn which toy manufacturers Dr. Toy recommends Craft supplies you should always have on hand Dr Toy's 100 Best Children's Products And many more invaluable ways to make playtime a growing experience!

Smart Things

Smart Things
Title Smart Things PDF eBook
Author Mike Kuniavsky
Publisher Elsevier
Pages 332
Release 2010-09-14
Genre Computers
ISBN 0080954081

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The world of smart shoes, appliances, and phones is already here, but the practice of user experience (UX) design for ubiquitous computing is still relatively new. Design companies like IDEO and frogdesign are regularly asked to design products that unify software interaction, device design and service design -- which are all the key components of ubiquitous computing UX -- and practicing designers need a way to tackle practical challenges of design. Theory is not enough for them -- luckily the industry is now mature enough to have tried and tested best practices and case studies from the field. Smart Things presents a problem-solving approach to addressing designers' needs and concentrates on process, rather than technological detail, to keep from being quickly outdated. It pays close attention to the capabilities and limitations of the medium in question and discusses the tradeoffs and challenges of design in a commercial environment. Divided into two sections, frameworks and techniques, the book discusses broad design methods and case studies that reflect key aspects of these approaches. The book then presents a set of techniques highly valuable to a practicing designer. It is intentionally not a comprehensive tutorial of user-centered design'as that is covered in many other books'but it is a handful of techniques useful when designing ubiquitous computing user experiences. In short, Smart Things gives its readers both the "why" of this kind of design and the "how," in well-defined chunks. - Tackles design of products in the post-Web world where computers no longer have to be monolithic, expensive general-purpose devices - Features broad frameworks and processes, practical advice to help approach specifics, and techniques for the unique design challenges - Presents case studies that describe, in detail, how others have solved problems, managed trade-offs, and met successes

Robots for Kids

Robots for Kids
Title Robots for Kids PDF eBook
Author Allison Druin
Publisher Morgan Kaufmann
Pages 412
Release 2000
Genre Computers
ISBN 9781558605978

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This work brings together the insights of ten designers, researchers, and educators, each invited to contribute a chapter that relates his or her experience develping or using a children's robotic learning device. This growing area of endeavour is expected to have prodound and long-lasting effets on the ways children learn and develop, and its participants come from a wide range of backgrounds.

Smart Toys

Smart Toys
Title Smart Toys PDF eBook
Author Kent Garland Burtt
Publisher Harpercollins
Pages 166
Release 1981
Genre Child development.
ISBN 9780060908607

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Suggests educational toys, activities, and materials for infants, and includes instructions for making each item

The Internet of Toys

The Internet of Toys
Title The Internet of Toys PDF eBook
Author Giovanna Mascheroni
Publisher Palgrave Macmillan
Pages 0
Release 2019-02-21
Genre Social Science
ISBN 9783030108977

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The Internet of Toys (IoToys) is a developing market within our Internet of Things (IoT) ecosystem. This book examines the rise of internet-connected toys and aims to anticipate the opportunities and risks of IoToys before their widespread diffusion. Contributors to this volume each provide a critical analysis of the design, production, regulation, representation and consumption of internet-connected toys. In order to address the theoretical, methodological and policy questions that arise from the study of these new playthings, and contextualise the diverse opportunities and challenges that IoToys pose to educators, families and children themselves, the chapters engage with notions of mediatization, datafication, robotification, connected and post-digital play. This timely engagement with a key transformation in children’s play will appeal to all readers interested in understanding the social uses and consequences of IoToys, and primarily to researchers and students in children and media, early childhood studies, media and communications, sociology, education, social psychology, law and design.

Mindstorms

Mindstorms
Title Mindstorms PDF eBook
Author Seymour A Papert
Publisher Basic Books
Pages 256
Release 2020-10-06
Genre Education
ISBN 154167510X

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In this revolutionary book, a renowned computer scientist explains the importance of teaching children the basics of computing and how it can prepare them to succeed in the ever-evolving tech world. Computers have completely changed the way we teach children. We have Mindstorms to thank for that. In this book, pioneering computer scientist Seymour Papert uses the invention of LOGO, the first child-friendly programming language, to make the case for the value of teaching children with computers. Papert argues that children are more than capable of mastering computers, and that teaching computational processes like de-bugging in the classroom can change the way we learn everything else. He also shows that schools saturated with technology can actually improve socialization and interaction among students and between students and teachers. Technology changes every day, but the basic ways that computers can help us learn remain. For thousands of teachers and parents who have sought creative ways to help children learn with computers, Mindstorms is their bible.