Marko Teräs
Curtin University
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Featured researches published by Marko Teräs.
acm multimedia | 2015
Artur Lugmayr; Marko Teräs
Within the scope of this paper we discuss the possibilities of newly immersive interactive technologies in the field of Digital Humanities (DH). We define Digital Humanities, its basic concept, and various criteria as intersection between computation and humanities. We review immersive interactive technologies in the context of DH, and attempt to develop a framework how interactive immersive technologies can be utilized within the scope of this research field. We also discuss interactivity and human experience in relation to DH and interactive immersive environments. The paper rounds up with a few practical example cases, which shall illustrate the use of immersive interactive technologies in DH, and underlines the potentials.
Reiners, T., Wood, L.C., Teräs, M., Teräs, H. <http://researchrepository.murdoch.edu.au/view/author/Teräs, Hanna.html>, Gregory, S. <http://researchrepository.murdoch.edu.au/view/author/Gregory, Sue.html>, Chang, V., Steurer, M., McDonald, T. and Fardinpour, A. (2017) Self-guided exploration of virtual learning spaces. In: Gregory, S. and Wood, D., (eds.) Authentic Virtual World Education. Springer, Singapore, pp. 61-78. | 2015
Torsten Reiners; Lincoln C. Wood; Marko Teräs; Hanna Teräs; Sue Gregory; Vanessa Chang; Michael Steurer; Timothy McDonald; Ali Fardinpour
Virtual learning spaces provide the opportunity to create authentic, immersive and high-fidelity experiences for learners; often enhanced with new technology to increase the interaction and perception with the learning space. Instead of creating mock-ups in classrooms, educators are able to recreate a controlled replica of the real world, i.e. scenarios and situations can be created that are difficult or impossible to achieve otherwise. However, an unrestricted and unsupervised exploration imposes challenges to monitor the learner, offer supportive guidance and provide formative feedback. Preliminary studies demonstrated that different approaches are able to engage the learner, create an intrinsic motivation and therefore provide curiosity to drive the self-paced learning; yet the use-case-based exploration is not transferred to a framework including a comprehensive tool for education. In this chapter, we demonstrate the prototype of the nDiVE framework, which combines authentic education, gamification, emerging technology and design principles used in the game industry to create an engaging learning space for students and workers.
The International Journal of The First Year in Higher Education | 2014
Lisa Thomas; James Leslie Herbert; Marko Teräs
Archive | 2014
Hanna Teräs; Irja Leppisaari; Marko Teräs; J. Herrington
Society for Information Technology & Teacher Education International Conference | 2012
Hanna Teräs; Marko Teräs
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education | 2010
Hanna Teräs; Marko Teräs
arXiv: Computers and Society | 2016
Marko Teräs; Hanna Teräs; Torsten Reiners
World Conference on Educational Multimedia, Hypermedia and Telecommunications | 2014
Hanna Teräs; Marko Teräs; Torsten Reiners
Teras, M., Teras, H., Leppisaari, I. and Herrington, J. <http://researchrepository.murdoch.edu.au/view/author/Herrington, Jan.html> (2012) Facilitating the development of multicultural learning communities through Authentic e-Learning. In: IADIS International Conference on International Higher Education 2012, 28 - 30 November 2012, Perth, Australia | 2012
Marko Teräs; Hanna Teräs; Irja Leppisaari; J. Herrington
human factors in computing systems | 2016
Marko Teräs; Torsten Reiners; George Coldham; Lincoln C. Wood