Design and development of a smart storytelling toy

dc.authoridEkin, cansu çiğdem/0000-0003-4838-9708
dc.authoridCagiltay, Kursat/0000-0003-1973-7056
dc.authoridKara, Nuri/0000-0002-0115-383X
dc.authorscopusid55575649500
dc.authorscopusid57203036649
dc.authorscopusid16237824500
dc.authorwosidEkin, cansu çiğdem/AFE-7836-2022
dc.authorwosidCagiltay, Kursat/D-1548-2010
dc.authorwosidKara, Nuri/E-1252-2017
dc.contributor.authorEkin, Cansu Çiğdem
dc.contributor.authorAydin, Cansu Cigdem
dc.contributor.authorCagiltay, Kursat
dc.contributor.otherComputer Engineering
dc.date.accessioned2024-07-05T14:27:19Z
dc.date.available2024-07-05T14:27:19Z
dc.date.issued2014
dc.departmentAtılım Universityen_US
dc.department-temp[Kara, Nuri; Cagiltay, Kursat] Middle E Tech Univ, Dept Comp Educ & Instruct Technol, Fac Educ, TR-06800 Ankara, Turkey; [Aydin, Cansu Cigdem] Atilim Univ, Fac Management, TR-06836 Ankara, Turkeyen_US
dc.descriptionEkin, cansu çiğdem/0000-0003-4838-9708; Cagiltay, Kursat/0000-0003-1973-7056; Kara, Nuri/0000-0002-0115-383Xen_US
dc.description.abstractBecause computers generally make children passive listeners, new technological devices need to support children's storytelling activities. This article introduces the StoryTech, a smart toy that includes a virtual space comprised of computer-based graphics and characters as well as a real space that involves stuffed animals, background cards and a receiver panel. When children put real objects on the receiver panel, the computer displays related backgrounds and characters. Through this flexible context, children are expected to tell a story about what they see on the screen. The aim of this article is to present the development period of the StoryTech and to provide design principles for smart toy technologies based on the usability study. The article focuses on attributes of new technology and the significance of supporting storytelling activities to find the best combination of and moderation between real and virtual spaces.en_US
dc.identifier.citation16
dc.identifier.doi10.1080/10494820.2011.649767
dc.identifier.endpage297en_US
dc.identifier.issn1049-4820
dc.identifier.issn1744-5191
dc.identifier.issue3en_US
dc.identifier.scopus2-s2.0-84900544234
dc.identifier.scopusqualityQ1
dc.identifier.startpage288en_US
dc.identifier.urihttps://doi.org/10.1080/10494820.2011.649767
dc.identifier.urihttps://hdl.handle.net/20.500.14411/245
dc.identifier.volume22en_US
dc.identifier.wosWOS:000335845500005
dc.identifier.wosqualityQ1
dc.language.isoenen_US
dc.publisherRoutledge Journals, Taylor & Francis Ltden_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US
dc.rightsinfo:eu-repo/semantics/closedAccessen_US
dc.subjectmixed realityen_US
dc.subjectdesign principlesen_US
dc.subjectaugmented environmenten_US
dc.subjectdevelopment issueen_US
dc.subjectusabilityen_US
dc.subjectsmart toyen_US
dc.titleDesign and development of a smart storytelling toyen_US
dc.typeArticleen_US
dspace.entity.typePublication
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relation.isAuthorOfPublication.latestForDiscovery6ba797de-1a42-4c28-bbdc-867221fad30c
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relation.isOrgUnitOfPublication.latestForDiscoverye0809e2c-77a7-4f04-9cb0-4bccec9395fa

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