Objective: Young children use mobile devices on average 1 hour/day, but no studies have examined the prevalence of advertising in children's apps. The objective of this study was to describe the advertising content of popular children's apps.
Methods: To create a coding scheme, we downloaded and played 39 apps played by children aged 12 months to 5 years in a pilot study of a mobile sensing app; 2 researchers played each app, took detailed notes on the design of advertisements, and iteratively refined the codebook (interrater reliability 0.
This article presents a pottery-making training system with a focus on teaching fundamental knowledge and practical techniques in a virtual-reality environment. Gesture analysis makes it possible to correct the learners actions via visual feedback. Our results demonstrate the efficacy in assisting beginners with learning the gestures used in pottery-making.
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