Technology, Communications and ComputingSeries Editors: G. Fortino, A. LiottaThe series Internet Of Things -Technologies, Communications and Computing publishes new developments and advances in the various areas of the different facets of the Internet of Things. The intent is to cover technology (smart devices, wireless sensors, systems), communications (networks and protocols) and computing (theory, middleware and applications) of the Internet of Things, as embedded in the fields of engineering, computer science, life sciences, as well as the methodologies behind them. The series contains monographs, lecture notes and edited volumes in the Internet of Things research and development area, spanning the areas of wireless sensor networks, autonomic networking, network protocol, agent-based computing, artificial intelligence, self organizing systems, multi-sensor data fusion, smart objects, and hybrid intelligent systems.Internet of Things is covered by Scopus.
Interactive Multi-Sensory Environments (iMSEs) are roomsized interactive installations equipped with digitally enriched physical materials and ambient embedded devices. These items can sense users' presence, gestures, movements, and manipulation, and react by providing gentle stimulation (e.g., light, sound, projections, blowing bubbles, tactile feel, aromas) to different senses. Most of prior research on iMSEs investigates their use for persons with disabilities (e.g., autism). Our work focuses on the use of iMSEs in primary education contexts and for mixed groups of young students, i.e., children with and without disability. The paper describes the latest version of an iMSE called Magic Room that has been installed in two local schools. We report two empirical studies devoted to understand how the Magic Room could be used in inclusive educational settings, and to explore its potential benefits.
Magika is an interactive Multisensory Environment that enables new forms of playful interventions for children, especially those with Special Education Needs. Designed in cooperation with more than 30 specialists at local care centers and primary schools, Magika integrates digital worlds projected on the wall and the floor with a gamut of "smart" physical objects (toys, ambient lights, materials, and various connected appliances) to enable tactile, auditory, visual, and olfactory stimuli. The room is connected with an interface for educators that enables them to: control the level of stimuli and their progression; define and share a countless number of game-based learning activities; customize such activities to the evolving needs of each child. This paper describes Magika and discusses its potential benefits for play, education and inclusion. CCS CONCEPTS • Applied computing → Interactive learning environments; • Human-centered computing → Displays and imagers; Accessibility systems and tools; • Social and professional topics → People with disabilities; Children; • Hardware → Tactile and hand-based interfaces; • Computer systems organization → Sensors and actuators.
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