Interactive Technologies
1 total work
Within the sphere of children's learning and play, the concept of robot and the application of actual robots are undergoing a dramatic expansion. Here the term 'robot' refers to a growing range of interactive devices - including toys, pets, assistants to the disabled, and overtly educational tools - which are being used in ways that are expected to have profound and beneficial effects on how our children develop and grow. "Robots for Kids: Exploring New Technologies for Learning" opens with contributions from leading designers and researchers, each offering a unique perspective into the challenge of developing robots specifically for children. The second part is devoted to the stories of educators who work with children using these devices, exploring new applications and mapping their impact.Throughout the book, essays by children are included that discuss their first-hand experiences and ideas about robots. This is an engaging, entertaining, and insightful book for a broad audience, including HCI, AI, and robotics researchers in business and academia, new media and consumer product developers, robotics hobbyists, toy designers, teachers, and education researchers.
This book includes contributions by leaders in the fields of human-computer interaction and robotics. Product development stories are told by leading designers and researchers in organizations such as Microsoft, MIT Media Lab, Disney, and Sony. The product application stories are told by educators who are making robots a central part of kids' learning experiences, both in and out of the classroom. It includes essays by kids - some, users of robotic technology, and others, designers in their own right.
This book includes contributions by leaders in the fields of human-computer interaction and robotics. Product development stories are told by leading designers and researchers in organizations such as Microsoft, MIT Media Lab, Disney, and Sony. The product application stories are told by educators who are making robots a central part of kids' learning experiences, both in and out of the classroom. It includes essays by kids - some, users of robotic technology, and others, designers in their own right.