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Статті в журналах з теми "The Internet of Toys"

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Holloway, Donell, and Lelia Green. "The Internet of toys." Communication Research and Practice 2, no. 4 (October 2016): 506–19. http://dx.doi.org/10.1080/22041451.2016.1266124.

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Ling, Li, Nicola Yelland, Maria Hatzigianni, and Camille Dickson-Deane. "Toward a conceptualization of the internet of toys." Australasian Journal of Early Childhood 46, no. 3 (April 28, 2021): 249–62. http://dx.doi.org/10.1177/18369391211007327.

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The Internet of Things is reshaping many households’ digital landscape and influencing children’s play and learning, especially in the form of toys that are named the Internet of Toys (IoToys). IoToys may generate a significant influence on children’s growth. While increasing attention is drawn to the IoToys, confusion around their conceptualization and use is evident. Without a thorough understanding of what the IoToys are, the progress of meaningful research on this topic will be greatly hindered. We, thus, conducted a systematic review to determine existing definitions of the IoToys using seven major databases over the past 20 years. After analyzing the definitions identified, we found that the previous definitions neglected the significance of defining “toys” in their work. The review led to a discussion around how to understand “toys” and then a more precise conceptualization of the IoToys, based on which implications for future research are offered.
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Zhang, Bingchen, Yanqun Wang, Yuling Yang, and Lishu Song. "ASD Children’s APP Emotional Interaction Design Based on Smart Toys of Internet of Things." Mobile Information Systems 2021 (December 1, 2021): 1–7. http://dx.doi.org/10.1155/2021/1342538.

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Autism is a disorder caused by nerve developmental disorders in childhood. Autism is a serious and widespread developmental disorder, with social disorders, speech development disorders, and poor language communication skills as typical symptoms, accompanied by stereotyped behaviors. With the improvement of our country's material living standards, the frequency of childhood autism is increasing year by year. Therefore, IoT smart toys specially designed for children with autism can meet their needs and help them to carry out rehabilitation education, so that they can obtain more benefits in the process of treatment and nurturing. Smart IoT toys are not only a design that pays attention to details, but also integrates care for children with autism into the design. This article aims to research based on the Internet of Things, starting with the design of toys for children with autism. This article applies the design ideas of smart IoT toys to APP product design, introduces emotional factors into APP products, and stimulates the profound emotional experience of ASD children. Designing products from the emotional perspective and details of smart Internet of things toys and the perspective of ASD children, analyze the emotional design factors of APP, and propose application programs for ASD children according to the design standards and methods of smart Internet of things toys. After studying the status quo of children with autism, it can be concluded that children with autism need special toys suitable for them. IoT smart toys can expand the design ideas of existing children’s educational toys, enrich the toy market, and provide children with more toys that meet their needs. According to the latest statistics from the US Centers for Disease Control and Prevention, from 2010 to 2014, the prevalence of children with autism in the United States rose from 0.0147 to 0.0169, and the prevalence of children with autism aged 0–14 exceeded 200,000. With the improvement of our country's material living standards, the frequency of childhood autism is increasing year by year.
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Jang, Sung Hee, Ki Won Nam, and Yong Gyu Jung. "Smart Building Block Toys using Internet of Things Technology." International Journal of Advanced Culture Technology 4, no. 2 (June 30, 2016): 34–37. http://dx.doi.org/10.17703/ijact.2016.4.2.34.

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Heljakka, Katriina, and Pirita Ihamäki. "Preschoolers Learning with the Internet of Toys: From Toy-Based Edutainment to Transmedia Literacy." Seminar.net 14, no. 1 (June 28, 2018): 85–102. http://dx.doi.org/10.7577/seminar.2835.

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The Internet of Toys (IoToys) as an emerging type of edutainment presents a new research area, especially in the context of learning. This study investigates four connected toys played with in the preschool context. By turning to preschool-aged children and their educators observed and interviewed during and after a play test and group interview session, we study how the educational value of IoToys is actualized in a play situation in an early learning environment. In order for IoToys to work as tools in toy-based learning in the preschool context, we suggest that educators acknowledge the engagement with these toys as a form of transmedia play which demands transmedia literacy skills.
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Spira, Jonathan. "Internet TV: almost ready for prime time [Tools & Toys]." IEEE Spectrum 48, no. 7 (July 2011): 24–26. http://dx.doi.org/10.1109/mspec.2011.5910439.

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Chu, Gordon, Noah Apthorpe, and Nick Feamster. "Security and Privacy Analyses of Internet of Things Children’s Toys." IEEE Internet of Things Journal 6, no. 1 (February 2019): 978–85. http://dx.doi.org/10.1109/jiot.2018.2866423.

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Döring, Nicola, Veronika Mikhailova, and Pari-Gole Noorishad. "How Customers Evaluate Genitalia versus Torso Sex Toys on Amazon.com: A Content Analysis of Product Reviews." European Journal of Investigation in Health, Psychology and Education 12, no. 6 (June 1, 2022): 563–78. http://dx.doi.org/10.3390/ejihpe12060042.

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Sex toys are widely marketed on the Internet. Browsing for, buying, and reviewing sex toys online are popular cybersexual activities. The aim of this study was to investigate consumers’ experiences with different types of realistic sex toys via online product reviews on Amazon.com. Toys were categorized in a 2 × 2 design regarding their representation of the human body (genitalia sex toys representing reproductive organs only versus torso toys representing larger parts of the human body) and their depiction of gender (toys representing female versus male body parts). Informed by feminist discourses on sex toys as well as sexual script theory and consumer research, the study explored the overall evaluations (RQ1), most frequently addressed characteristics (RQ2), usage patterns (RQ3), and perceived effects (RQ4) of the four groups of sex toys. A quantitative manual content analysis of N = 778 online sex toy reviews showed that 79% of consumers gave popular realistic sex toys positive ratings (RQ1). The most frequently mentioned characteristics were quality, material, and shape (RQ2). Most reviewers were men and used sex toys for solo sexual activities (RQ3). An additional qualitative analysis of n = 69 reviews addressing the perceived effects of sex toy use revealed that consumers predominantly mentioned positive effects (RQ4). Genitalia sex toys received better evaluations than torso sex toys and were perceived to be complementary tools to enhance sexual arousal, whereas the use of torso toys entailed anthropomorphization and symbolic social interactions. Implications for future research and design of different types of sex toys are discussed.
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Linke, Harvey. "Marketing Toys On The Internet — It's Child's Play! Or Is It?" International Journal of Advertising and Marketing to Children 1, no. 3 (March 1999): 177–79. http://dx.doi.org/10.1108/eb027611.

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Marsh, Jackie. "The Internet of Toys: A Posthuman and Multimodal Analysis of Connected Play." Teachers College Record: The Voice of Scholarship in Education 119, no. 12 (December 2017): 1–32. http://dx.doi.org/10.1177/016146811711901206.

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Background The study reported in this article focuses on an exploration of the role and nature of play in young children's use of toys that connect physical and digital domains. Purpose The purpose of the article is to explore the nature of the connections that are made in play that transverses physical and virtual domains. The article draws on posthuman theory to explain some of the complexity of the play that occurs in these contexts. Research Design The research took place in the United Kingdom, and the overall study consisted of four distinct stages: (a) A survey of 2,000 parents of children aged 0–5 years, focusing on children's access to and use of tablet apps; (b) case studies of preschool children's use of apps in six families; (c) observations of children aged 3–5 years in a school using apps; and (d) content and multimodal analysis of apps. The focus of this article is on (b), although some of the survey data from the first stage of the study are also shared to provide context. Data Collection and Analysis The focus for this article is the play of a three-year-old girl, Amy. In addition to ethnographic data constructed over a 2-month period (field notes, interviews, photographs, and films), Amy's mother collected data between the researchers’ visits by making films of her daughter's use of apps. Amy also collected data herself by wearing a GoPro chestcam. The data that inform the analysis in this article are from a film created by Amy (11:05 minutes) and a video filmed by Amy's mother (5.21 minutes). Data were both inductively analyzed using multimodal (inter)action analysis and deductively analyzed using a posthumanist approach. Findings Amy's play connected digital and nondigital components in complex ways. An app and related physical object that typify the Internet of Toys provided opportunities for Amy's play to take place across physical and digital domains, and the inorganic objects embedded in the electronic toy and related app were an important element of this play, shaping Amy's responses at times. However, Amy's play was not always determined by the design of the electronic objects, and she demonstrated agency within play episodes. There were multiple connections made across a variety of domains/ dimensions, which added to the complexity of the play. Conclusions/Recommendations Young children's play increasingly connects digital and nondigital domains, and posthumanist theories can enhance understanding of how connections across these time/spaces are made.
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Дисертації з теми "The Internet of Toys"

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Michelan, Cristiane Simão. "Crianças, consumo e negociação de sentidos: modos de brincar, usos da TV e da internet." Pontifícia Universidade Católica de São Paulo, 2011. http://tede2.pucsp.br/handle/handle/2226.

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Made available in DSpace on 2016-04-25T20:20:12Z (GMT). No. of bitstreams: 1 Cristiane Simao Michelan.pdf: 2149059 bytes, checksum: fdb7ce462974dc60f5cbc99f58577657 (MD5) Previous issue date: 2011-05-30
The dissertation aims to investigate the consumption way of children in their relation with cultural goods, including toys, games, television and internet. Two analytical axes guide the reflection: first, the reconstitution and position taken in relation to the debate about childhood and tensions between some trends that advocate its "disappearance" and others that seek to analyze the changes inherent in contemporary conditions. The second axis concerns the mediations undertaken by the family, friends, school and by their own conceptions of the world that allow children to elaborate and re-elaborate - negotiate senses and meanings related to what they consume, not necessarily in an identical way as that the hegemonic media portrays. Although the cultural industry, with its contents and means of strong appeal and power of seduction, suggests lifestyles, the child, when making choices, does so mediated by repertoires and values obtained from their socialization process. The concepts contained in the British and Latin Americans cultural studies were used as theoretical-methodological references, through which it becomes possible to investigate the cultural context and the family, such as instances of mediation in the child's relationship with the media, and the need to understand the culture as everyday practice. Some of the ways through which children, aged between six and ten, relate to cultural products and assign various meanings to them, were searched and analyzed as methodological protocol and field research
A dissertação tem como objetivo investigar modos de consumo das crianças na relação com bens culturais, entre eles, brinquedos, jogos, televisão e internet. Dois eixos analíticos orientam a reflexão: o primeiro apresenta a reconstituição e tomada de posição diante do debate sobre a infância e as tensões entre algumas tendências que preconizam seu desaparecimento e outras que buscam analisar as transformações inerentes às condições de contemporaneidade. O segundo eixo diz respeito às mediações efetivadas pela família, amigos, escola e pelas próprias concepções de mundo, que permitem às crianças elaborarem e reelaborarem negociarem sentidos e significados relacionados àquilo que consomem, não necessariamente de forma idêntica àquela hegemônica veiculada pela mídia. Embora a indústria cultural, com seus conteúdos e formatos de forte apelo e poder de sedução, sugira estilos de vida, a criança, ao fazer suas escolhas, o faz mediada por repertórios e valores apreendidos em seu processo de socialização. Como referências teórico-metodológicas foram utilizadas concepções contidas nos estudos culturais britânicos e latino-americanos, por meio das quais se torna possível investigar os contextos culturais e a família, como instâncias de mediação na relação da criança com as mídias, e a necessidade de compreender a cultura como prática cotidiana. Como protocolo metodológico e pesquisa de campo foram buscadas e analisadas algumas das formas pelas quais as crianças, com idade entre seis e dez anos, se relacionam com alguns produtos culturais e a eles atribuem diversos significados
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Tolley, Rebecca. "Toys." Digital Commons @ East Tennessee State University, 2012. https://www.amzn.com/1412988195.

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Book Summary:Archaeologists and anthropologists have long studied artifacts of refuse from the distant past as a portal into ancient civilizations, but examining what we throw away today tells a story in real time and becomes an important and useful tool for academic study. Trash is studied by behavioral scientists who use data com­piled from the exploration of dumpsters to better understand our modern society and culture. Why does the average American household send 470 pounds of uneaten food to the garbage can on an annual basis? How do different societies around the world cope with their garbage in these troubled environmental times? How does our trash give insight into our attitudes about gender, class, religion, and art? The Encyclopedia of Consumption and Waste explores the topic across multiple disciplines within the social sciences and ranges further to include business, consumerism, environmentalism, and marketing to comprise an outstanding reference for academic and public libraries.
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MALCOLM, KRISTINA L. "Adult Toys." Kent State University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=kent1543840303700014.

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White, Lee Allen. "Nocturnal toys." Thesis, University of Iowa, 2017. https://ir.uiowa.edu/etd/5877.

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I’m interested in the scar tissue, the blemishing of our perception from the ache of longing and estrangement that comes from repression and returns as enigma. I’m investigating the notion that the body itself is a puppet that succumbs to the control of outside forces, making it vulnerable to mistreatment. The paintings come from cathected suffering through reminiscences brought forth from amorous memories, resulting in new encounters that replace old associations. It is the memory, not the event, that becomes traumatic.
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Chaudhry, Mohsana A. "Increasing Number of Toys: A Case Study of Response Generalization across Novel Toys." Thesis, University of North Texas, 2016. https://digital.library.unt.edu/ark:/67531/metadc955028/.

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Children diagnosed with autism are often described as having limited or restricted activities that serve as reinforcers as compared to neurotypical peers. Many theories suggest that one of the many ways children develop is through participation in play. This results in children coming into contact with new environmental stimuli. The procedures used to enhance play skills for children diagnosed with autism typically involve training novel responses with novel stimuli (e.g., toys). This is often done using naturalistic procedures. Because multiple procedures are used, it is unclear what procedure or combination of procedures causes the increases in play repertoires. This study investigated an important component of the treatment package know as reciprocal imitation training. Specifically, the study examined whether increased opportunities, contingent imitation without the requirement to imitate, or contingent imitation with the requirement to imitate would increase the number of toys a child diagnosed with autism would play with. The results showed dramatic increases in the number of toys the child independently chose to play with and an increase in the spontaneous use of different response topographies across novel stimuli only when the student was required to imitate a model. The results are discussed in terms of mediated generalization, the use of common responses, stimulus class formation and stimulus class expansion.
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Carvalho, Luciano Gonçalves de. "Requisitos e testes de segurança para brinquedos inteligentes." Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/100/100131/tde-15022018-003245/.

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Os brinquedos são uma parte essencial de nossa cultura e têm evoluído ao longo do tempo. Atualmente, encontramos no mercado brinquedos dotados de circuitos eletrônicos e sensores, capazes de coletar dados do ambiente e informações pessoais dos usuários. Além disso, eles podem se conectar automaticamente a redes de comunicação por meio de protocolos de rede sem fio para acessar serviços móveis com o objetivo de personalizar a experiência de jogo para cada usuário. Conhecidos como brinquedos inteligentes, estes fazem parte de um ambiente denominado de computação para brinquedos, composto pelo brinquedo físico, um dispositivo móvel, que pode ser um tablet ou smartphone, e um aplicativo móvel (app), que pode controlar o brinquedo físico e compartilhar informações com serviços móveis. Esse novo tipo de brinquedo, que pertence a um novo tipo de ambiente e que também carrega características da Internet das Coisas, traz consigo questões relacionadas à segurança da informação que não existiam nos brinquedos convencionais. Essas questões, portanto, devem ser tratadas de forma a evitar prejuízos aos usuários dessa tecnologia. Para isso, o presente trabalho apresenta vinte e dois (22) requisitos de segurança gerais identificados por meio da utilização do processo Security Development Lifecycle (SDL) da Microsoft e da técnica de modelagem de ameaças suportada pelo modelo de ameaça STRIDE (Spoofing identity, Tampering with data, Repudiation, Information disclosure, Denial of service e Elevation of privilege). Os requisitos apresentados endereçam questões de segurança que os brinquedos inteligentes devem atender para evitar as principais ameaças existentes. As questões de segurança consideradas foram extraídas da Childrens Online Privacy Protection Act (COPPA), General Data Protection Regulation (GDPR) e Personal Information Protection and Eletronic Documents Act (PIPEDA). Além dos requisitos de segurança, um conjunto de testes de segurança gerais foram identificados com base no processo SDL para verificar o adequado atendimento a esses requisitos. Uma análise dos brinquedos inteligentes atualmente disponíveis no mercado e suas falhas de segurança relatadas publicamente dão indícios da importância de atender aos requisitos de segurança e executar os testes propostos neste trabalho para evitar problemas de segurança variados
Toys are an essential part of our culture, and they have evolved over time. Currently, we can find in the market toys equipped with electronic circuits and sensors able to collect environmental and personal data from users. They are also able to automatically connect to communication networks through wireless network protocols in order to access mobile services aiming at customizing the gaming experience for each user. Known as smart toys, these are part of a so-called toy computing environment, consisting of a physical toy, a mobile device, which can be a tablet or smartphone, and a mobile app, which can control the physical toy and share information with mobile services. This new type of toy, which belongs to a new type of environment and also present characteristics of the Internet of Things, raises issues regarding information security which did not exist in conventional toys. Such issues, hence, should be treated in a way to avoid losses to the users of this technology. Accordingly, this research project presents twenty two (22) general security requirements identified following the Microsoft Security Development Lifecycle (SDL) and the threat modeling supported by the threat model STRIDE (Spoofing identity, Tampering with data, Repudiation, Information disclosure, Denial of service e Elevation of privilege). These requirements address security issues that smart toys should meet to avoid the main existent threats. All considered issues were extracted from the Childrens Online Privacy Protection Act (COPPA), General Data Protection Regulation (GDPR) and Personal Information Protection and Electronic Documents Act (PIPEDA). Furthermore, we have also identified a general set of security tests based on the SDL process to check whether the identified security requirements have been met. A further analysis of the smart toys currently available in the market and their publicly related security flaws give evidence of the importance of meeting the proposed security requirements and executing the proposed security tests to avoid several security problems
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Parkhomenko, Y. "The age of smart toys." Thesis, Sumy State University, 2015. http://essuir.sumdu.edu.ua/handle/123456789/40639.

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Information technology has become an integral part of our lives, so there is no surprise that different computers are widely used in various areas of daily life from the industrial production to household. From the early childhood kids deal with lots of mobile devices that has led to the emergence of smart toys, such as robots and interactive toys. The modern toys have a little bit in common with their forerunners. The main difference is in the presence of a built-in artificial intelligence.
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Kanjo, Eiman. "Vision based interactive toys environment." Thesis, Abertay University, 2005. https://rke.abertay.ac.uk/en/studentTheses/51d23e19-8827-449d-a9a3-c372416f7795.

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Recently, attention has focused on the development of computer-user interfaces, which combine digital information with physical environments. In this thesis, the author assumed the hypothesis that Computer Vision is a technique that has great potential to support the concept of marrying the digital world with the physical one. This was proven by developing a novel sensing technology that allows users to use their home computer and an ordinary web camera to detect multiple small physical objects, referred to as “Interactive Toys” (e.g. any pieces of pawns, cars, animals) in a collaborative environment, referred to as “Interactive Toys Environment” (e.g. playsets or boardgames). The study comprises the development of novel algorithms that detect the intrusion of hands into the camera’s view by monitoring users’ actions (“move and place”). When the user finishes performing the current task by withdrawing their hands from the camera’s view, the system automatically responds according to the positions, directions and colours of the moved objects or toys. Toys tracking and identification are based on novel change detection algorithms that allow the system to know which toy or toys have moved in the last turn. Moreover, particular efforts were given to map the positions of the toys in the Interactive Toys Environment to the image coordinates system under various working conditions (e.g. camera vibration or background slightly moved). Usability and effectiveness of the Interactive Toys Environment are demonstrated through a number of applications of computer games used and played by children. Some of these applications were evaluated in user studies, which have shown that Interactive Toys Environment provides a new application of computer vision to facilitate natural human-computer interaction (e.g. without forcing users to wear special equipment such as special sensing gloves or using chipped-up or tagged toys). It also encourages active thinking and social communication and improves the interaction between users and computers.
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Kwan, Yet-man. "Toy museum." Hong Kong : University of Hong Kong, 1996. http://sunzi.lib.hku.hk/hkuto/record.jsp?B2594826x.

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Chen, Yen-Fu. "Character design and marketing : designer toys /." Thesis website Online version of thesis, 2008. http://hdl.handle.net/1850/5754.

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Thesis (M.F.A.)--Rochester Institute of Technology, 2008.
Typescript. The accompanying CD-ROM includes sketches and Flash animations of all the characters. Includes bibliographical references (leaf 43).
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Книги з теми "The Internet of Toys"

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Mascheroni, Giovanna, and Donell Holloway, eds. The Internet of Toys. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-10898-4.

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Toys to tools: Connecting student cell phones to education. Eugene, Or: International Society for Technology in Education, 2008.

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Regan, Dian Curtis. Monsters in cyberspace. New York: H. Holt, 1997.

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Iteanu, Olivier. Tous cybercriminels: La fin d'Internet? Paris: Jacques-Marie Laffont, 2004.

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Tracey, West. Lego legends of chima: Official guide. New York: Scholastic, 2013.

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6

Crouzet, Thierry. Je réussis mes recherches sur Internet: Tous les moteurs ! : du débutant à l'expert. Les Ulis: Microsoft press, 2001.

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Nadin, Joanna. Candy Plastic. London: Walker, 2007.

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Murphy, Sheila C. How television invented new media. New Brunswick, N.J: Rutgers University Press, 2011.

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Sennett, Frank. Groupon's biggest deal ever: The inside story of how one insane gamble, tons of unbelievable hype, and millions of wild deals made billions for one ballsy joker. New York: St. Martin's Press, 2012.

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10

Definitive guide to LEGO MINDSTORMS. 2nd ed. Berkeley, CA: Apress, 2003.

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Частини книг з теми "The Internet of Toys"

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Mascheroni, Giovanna, and Donell Holloway. "Introducing the Internet of Toys." In The Internet of Toys, 1–22. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-10898-4_1.

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Mascheroni, Giovanna, and Donell Holloway. "Concluding the Internet of Toys." In The Internet of Toys, 347–61. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-10898-4_17.

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Yamada-Rice, Dylan. "Including Children in the Design of the Internet of Toys." In The Internet of Toys, 205–21. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-10898-4_10.

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Chaudron, Stéphane, Dimitrios Geneiatakis, Ioannis Kounelis, and Rosanna Di Gioia. "Testing Internet of Toys Designs to Improve Privacy and Security." In The Internet of Toys, 223–39. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-10898-4_11.

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Lundtofte, Thomas Enemark, and Stine Liv Johansen. "Video Methods: Researching Sociomaterial Points-of-View in Children’s Play Practices with IoToys." In The Internet of Toys, 241–63. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-10898-4_12.

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Mascheroni, Giovanna, and Donell Holloway. "Hybrid Methods for Hybrid Play: A Research Toolkit." In The Internet of Toys, 265–82. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-10898-4_13.

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Milkaite, Ingrida, and Eva Lievens. "The Internet of Toys: Playing Games with Children’s Data?" In The Internet of Toys, 285–305. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-10898-4_14.

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Martínez Pastor, Esther, and Patricia Núñez. "RETRACTED CHAPTER: Covert Advertising on IoToys." In The Internet of Toys, 307. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-10898-4_15.

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Liubinienė, Vilmantė, and Ana Jorge. "The Industry of Smart Toys: Cultural Implications from the Political Economy." In The Internet of Toys, 327–46. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-10898-4_16.

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Peter, Jochen, Rinaldo Kühne, Alex Barco, Chiara de Jong, and Caroline L. van Straten. "Asking Today the Crucial Questions of Tomorrow: Social Robots and the Internet of Toys." In The Internet of Toys, 25–46. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-10898-4_2.

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Тези доповідей конференцій з теми "The Internet of Toys"

1

Ihamäki, Pirita, and Katriina Heljakka. "Workshop on the internet of toys." In AcademicMindtrek'17: Annual Academic Mindtrek Conference. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3131085.3131114.

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Wang, Wen-Nan, Vivian Kuo, Chung-Ta King, and Chiu-Ping Chang. "Internet of Toys: An e-Pet overview and proposed innovative Social Toy Service Platform." In 2010 International Computer Symposium (ICS 2010). IEEE, 2010. http://dx.doi.org/10.1109/compsym.2010.5685507.

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Alanazi, Manal, and Majed Aborokbah. "Multifactor Authentication Approach on Internet of Things: Children's Toys." In 2022 2nd International Conference on Computing and Information Technology (ICCIT). IEEE, 2022. http://dx.doi.org/10.1109/iccit52419.2022.9711596.

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Han, Isla Xi, and Sarah Witzman. "Internet of Robotic Cat Toys to Deepen Bond and Elevate Mood." In HRI '23: ACM/IEEE International Conference on Human-Robot Interaction. New York, NY, USA: ACM, 2023. http://dx.doi.org/10.1145/3568294.3580183.

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Streiff, Joshua, Sanchari Das, and Joshua Cannon. "Overpowered and Underprotected Toys Empowering Parents with Tools to Protect Their Children." In 2019 IEEE 5th International Conference on Collaboration and Internet Computing (CIC). IEEE, 2019. http://dx.doi.org/10.1109/cic48465.2019.00045.

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Santos, Christiane Borges. "Internet of Toys: Despertar a Criatividade ou o Pesadelo de Segurança da Informação?" In Congresso Latino-Americano de Software Livre e Tecnologias Abertas. Sociedade Brasileira de Computação - SBC, 2020. http://dx.doi.org/10.5753/latinoware.2020.18620.

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Анотація:
A privacidade e a segurança da informação são sempre grandes desafios. Recentemente, os maiores ataques cibernéticos foram disparados através de vulnerabilidades encontradas em dispositivos eletro-eletrônicos, e um alvo em potencial são os brinquedos conectados. Bonecas, ursos de pelúcia, babás eletrônicas e carrinhos cada vez mais inteligentes e conectados à Internet. O que parecia uma brincadeira inocente pode se tornar uma grande dor de cabeça para pais e responsáveis. E isso é algo ainda mais preocupante agora, em tempos de pandemia, em que muitos estão trabalhando no formato homeoffice. Este artigo tem como objetivo apresentar conceitos da Internet of Toys (IoToys), requisitos de segurança e privacidade, além de mostrar um breve estudo de caso sobre vulnerabilidades.
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Manoli, Pietra Lazzarini, Sthefany Munhoz de Faria, and Ana Veronica Pazmino. "Social Design - Playful stacking toy for hospitalized children." In ENSUS2023 - XI Encontro de Sustentabilidade em Projeto. Grupo de Pesquisa Virtuhab/UFSC, 2023. http://dx.doi.org/10.29183/2596-237x.ensus2023.v11.n4.p453-464.

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In the last 12 years, the number of child hospitalizations registered in Brazil has exceeded 2.6 million, for this reason, a space where they can have fun and relax in this vulnerable moment becomes essential, in view of this, the law stipulates that all hospitals with pediatric care receive a toy library in their environment. Toy libraries are spaces suitable for children to interact with toys, games, activities or with other children, so it is necessary to have a large number of toys, covering all age groups, to guarantee the fun of any individual.
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Yamamoto, Keiko, Taichi Fujihara, and Ichi Kanaya. "Internet of Toys for Measuring Development of Drawing Skills in Support of Childcare Workers." In AHFE 2023 Hawaii Edition. AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1004271.

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During childhood, play is important for promoting the mental and physical development of children. For this reason, those involved with childcare (guardians and childcare workers) need to create an environment suitable for child development and provide children with support and guidance. However, because there are unique elements to the development of each individual child, childcare workers caring for large numbers of children, and guardians in remote areas, may struggle to oversee the daily development of the children in their care. Especially, in Japan, the lack of vacancy at nursery schools and the number of nursery teachers is regarded as a problem in spite of declining birth rates. Therefore, there is a strong desire to realize a society in which children can be raised safely and securely without placing a burden on parents and childcare workers. To solve the problem, we propose various types of toys with built-in sensors are used to acquire motion data during play activities, and a system intended to aid in estimating the child development stage by creating a data visualization for childcare workers. In this paper, we built a pen holder type device for measuring development of drawing skills. Using this prototype, as the first step of an evaluation, we conducted an experiment to verify whether it is possible to discern four types of drawing focusing on changes in drawing skills related to child development. The results showed that they could be identified with 63% (SVM) and 64% (RF) accuracy.
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Demetzou, K., L. Böck, and O. Hanteer. "Smart Bears don't talk to strangers: analysing privacy concerns and technical solutions in smart toys for children." In Living in the Internet of Things: Cybersecurity of the IoT - 2018. Institution of Engineering and Technology, 2018. http://dx.doi.org/10.1049/cp.2018.0005.

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ФЕДОРОВА, Л. И., В. А. ТКАЧЕНКО, and В. В. ФЕДОРОВ. "Concerning Ceramic Anthropomorphic Toys Found in Kaluga Region." In Тверь, тверская земля и сопредельные территории в эпоху средневековья. Crossref, 2019. http://dx.doi.org/10.25681/iaras.2018.978-5-9906508-3-1.388-392.

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Анотація:
Изготовление керамических игрушек в Калуге, вероятно, осуществлялось как побочный продукт гончарного ремесла. Среди 36 калужских антропоморфных игрушек в основном находки, обнаруженные при сносе домов в старой части г. Калуги или собранные в качестве подъемного материала с берега р. Оки, в районе локализации старой Калужской крепости. Особый интерес представляет находка 2015 г. в д. Батурлино Юхновского района Калужской области фрагмента поливной фигурки «баба» с датой «1899 г». It is likely that ceramic toys making in Kaluga was carried out as pottery by-product. There were 36 Kaluga anthropomorphic toys found basically while housebreaking in the old town of Kaluga or collected as findings lifted from the bank of Oka River on the territory of the old Kaluga fortress. A fragment of glazed ceramic figure «baba» bearing date «1899» found in 2015 in Baturlino village of Ukhnovsky district in Kaluga region is an item of special interest.
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Звіти організацій з теми "The Internet of Toys"

1

Jackson, Shelly. Adult student perceptions of traditionally sex-typed toys. Portland State University Library, January 2000. http://dx.doi.org/10.15760/etd.6211.

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Bethany Krebs, Bethany Krebs. Using high-tech toys to improve foraging in captive rhinos. Experiment, January 2015. http://dx.doi.org/10.18258/4495.

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Hamermesh, Daniel, and Sharon Oster. Tools or Toys? The Impact of High Technology on Scholarly Productivity. Cambridge, MA: National Bureau of Economic Research, October 1998. http://dx.doi.org/10.3386/w6761.

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Arsenio, Artur M. Learning Task Sequences from Scratch: Applications to the Control of Tools and Toys by a Humanoid Robot. Fort Belvoir, VA: Defense Technical Information Center, January 2004. http://dx.doi.org/10.21236/ada434681.

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Reynolds, J. K., and J. Postel. Internet numbers. RFC Editor, March 1987. http://dx.doi.org/10.17487/rfc0997.

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Romano, S., and M. K. Stahl. Internet numbers. RFC Editor, November 1987. http://dx.doi.org/10.17487/rfc1020.

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Romano, S., M. K. Stahl, and M. Recker. Internet numbers. RFC Editor, August 1988. http://dx.doi.org/10.17487/rfc1062.

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Romano, S., M. K. Stahl, and M. Recker. Internet numbers. RFC Editor, August 1989. http://dx.doi.org/10.17487/rfc1117.

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Kirkpatrick, S., M. K. Stahl, and M. Recker. Internet numbers. RFC Editor, July 1990. http://dx.doi.org/10.17487/rfc1166.

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Carpenter, B. Internet Transparency. RFC Editor, February 2000. http://dx.doi.org/10.17487/rfc2775.

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