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Now showing 1 - 3 of 3
  • Article
    Citation - WoS: 4
    Citation - Scopus: 14
    User Study of a New Smart Toy for Children's Storytelling
    (Routledge Journals, Taylor & Francis Ltd, 2014) Kara, Nuri; Aydin, Cansu Cigdem; Cagiltay, Kursat
    This article introduces StoryTech, a smart storytelling toy that offers children a mixed reality environment in which to tell imaginative stories. During usability testing, an empirical study was carried out with 90 child participants. The findings indicated that StoryTech creates a rich storytelling experience, especially for ages five and six.
  • Article
    Citation - WoS: 28
    Citation - Scopus: 36
    Investigating the Activities of Children Toward a Smart Storytelling Toy
    (Natl Yunlin Univ Science & Technology, Taiwan, 2013) Kara, Nuri; Aydin, Cansu Cigdem; Cagiltay, Kursat; Computer Engineering
    This paper introduces StoryTech, a smart storytelling toy that features a virtual space, which includes computer-based graphics and characters, and a real space, which includes plush toys, background cards, and a communication interface. When children put real objects on the receiver panel, the computer program shows related backgrounds and characters on the screen. StoryTech encourages children to produce their own stories. Empirical research with a total of 90 children indicated that StoryTech contributed to narrative activities of children and made a positive impact on their creativity. The paper also focuses on the attributes, design, and development process of StoryTech.
  • Article
    Citation - WoS: 16
    Citation - Scopus: 27
    Design and Development of a Smart Storytelling Toy
    (Routledge Journals, Taylor & Francis Ltd, 2014) Kara, Nuri; Aydin, Cansu Cigdem; Cagiltay, Kursat
    Because 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.