Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Lisa Tolentino is active.

Publication


Featured researches published by Lisa Tolentino.


acm multimedia | 2009

SMALLab: a mixed-reality environment for embodied and mediated learning

Aisling Kelliher; David Birchfield; Ellen Campana; Sarah Hatton; Mina C. Johnson-Glenberg; Christopher Martinez; Loren Olson; Philippos Savvides; Lisa Tolentino; Kelly Phillips; Sibel Uysal

In this video presentation, we introduce the Situated Multimedia Arts Learning Lab [SMALLab], a mixed-reality learning environment that supports interactive engagement through full body 3D movements and gestures within a collaborative, computationally mediated space. The video begins by describing the holistic approach to embodied and mediated learning developed by our transdisciplinary research team, grounded in understandings derived from research in the learning sciences, digital media and human computer interaction. We then outline the three core tenets of effective learning exemplified by our research -- embodiment, multimodality and collaboration. The video next demonstrates the design and functionality of the physical and digital components of SMALLab. We conclude by illustrating our partner collaborations with K12 teachers and students with four scenarios depicting Geography, Physics, Language Arts and Chemistry learning modules.


foundations of digital games | 2010

Applying game design principles to social skills learning for students in special education

Lisa Tolentino; Philippos Savvides; David Birchfield

Growing evidence suggests that games can be a highly effective and motivating framework for learning. Digital games are increasingly prevalent in todays classrooms, and game-based learning is emerging as a successful means of reaching students who often struggle to succeed through more traditional approaches. For example, students with autism face a unique set of challenges and goals in the context of classroom learning. Principles of well-designed games offer a powerful framework for designing new types of learning experiences for students with autism. Moreover, recent innovations in computing interfaces have also lead to new forms of socio-collaborative experiences with digital media. This article introduces our recent case study in applying game-based learning in Special Education. We will present the learning scenario goals and implementation, focusing on how this work successfully applied well-designed game principles to this context. We briefly describe our evaluation methodology and preliminary results.


human factors in computing systems | 2010

Radio healer

Cristóbal Martinez; Randy Kemp; Lisa Tolentino

In this paper we discuss our performance titled Radio Healer. This performance reflects upon the indigenous cultural implications of consumer technologies such as the Internet, mobile handheld devices, and personal computers, and how this relates to the effects of these technologies upon the lived experiences of all people. Radio Healer achieves this through the tactical appropriation and adaptive reuse of consumer technologies by indigenous peoples, along with the expression of indigenous media through sustainable cross-cultural partnerships between peoples of diverse backgrounds. The motivation of our collaborative work is to appropriate and express electronic technology in order to recognize the sovereign rights of indigenous peoples.


human factors in computing systems | 2008

Sharing the squid: tangible workplace collaboration

Rebecca P. Stern; Aisling Kelliher; Winslow Burleson; Lisa Tolentino

Effective communication is central in building trust and negotiating differences in diverse, multidisciplinary working environments. In this paper we discuss a tangible mediated environment designed to facilitate positive social interaction between colleagues in a research workplace. Through our multi-user tangible interface in the form of a plush squid, participants can share media resources and collaborate in a playful and inviting setting. Results from preliminary studies indicate that playful mediated work environments stimulate constructive discourse, strengthen social bonds, and enhance creative output.


creativity and cognition | 2009

HandJabber: an enactive framework for collaborative creative expression

Cristóbal Martinez; Jessica Mumford; Stjepan Rajko; Lisa Tolentino; Ellen Campana; Todd Ingalls; Harvey D. Thornburg

HandJabber is a movement-based interactive sound installation and research environment for exploring collaborative creative expression. HandJabber utilizes the emergence of semantic meanings from gesture and interpersonal behavior as a single interface for music performance by responding to an individual participants hand and arm gestures, and reacting to the non-verbal interpersonal behavior between two participants. Within this context, we explore three major areas of non-verbal behavior, (a) metaphoric hand and arm gesture, (b) interpersonal space, and (c) body orientation. Our poster presents results from informal user and case studies.


human factors in computing systems | 2008

Creativity interventions: physical-digital activities for promoting group creativity

Lisa Tolentino; Aisling Kelliher; David Birchfield; Rebecca P. Stern

Arizona State Universitys Arts, Media, and Engineering Program is currently addressing the need to assess the growth of group creativity in trans-disciplinary collaboration. This paper describes our initial work in developing criteria and a framework for constructing creativity interventions, or activities designed for building, tracking and evaluating creative group behaviors in diverse communities of IT practitioners.


Journal of Educational Psychology | 2014

Collaborative Embodied Learning in Mixed Reality Motion-Capture Environments: Two Science Studies.

Mina C. Johnson-Glenberg; David Birchfield; Lisa Tolentino; Tatyana Koziupa


Journal of Science Education and Technology | 2009

Teaching and Learning in the Mixed-Reality Science Classroom

Lisa Tolentino; David Birchfield; Colleen Megowan-Romanowicz; Mina C. Johnson-Glenberg; Aisling Kelliher; Christopher Martinez


International Journal of Learning and Media | 2009

Embodied Games, Next Gen Interfaces, and Assessment of High School Physics

Mina C. Johnson-Glenberg; David Birchfield; Colleen Megowan-Romanowicz; Lisa Tolentino; Christopher Martinez


international conference on computer graphics and interactive techniques | 2009

Embodied and mediated learning in SMALLab: a student-centered mixed-reality environment

David Birchfield; Ellen Campana; Sarah Hatton; Mina C. Johnson-Glenberg; Aisling Kelliher; Loren Olson; Christopher Martinez; Philippos Savvides; Lisa Tolentino; Sibel Uysal

Collaboration


Dive into the Lisa Tolentino's collaboration.

Top Co-Authors

Avatar
Top Co-Authors

Avatar

Aisling Kelliher

Carnegie Mellon University

View shared research outputs
Top Co-Authors

Avatar

Ellen Campana

Arizona State University

View shared research outputs
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Researchain Logo
Decentralizing Knowledge