The role of wearable technology in children's creativity

Rojin Vishkaie

Research output: Chapter in Book/Report/Conference proceedingConference contribution


In primary and high school settings across the world, wearable technologies are becoming more and more common. Augmented reality, is another increasingly common technology, which when combined with wearables, has the potential to benefit student learning in different settings. This combination can potentially be used to support problem-solving and creativity for children, a relatively unexplored area. In this work, an initial expiration is described about the contextual variables that can impact the levels of low to high creativity moments. Our goal is to use wearables and sensors to further minimize the gap between the topic of children's creativity by measuring moments of creative fixation and providing feedback in moments of low creativity to encourage creativity. The primary contributions of this work, are a preliminary pilot study with ten primary-school students (K-6), a presentation of our initial results and finally, an examination and discussion of how creativity in children can be supported or enhanced by combining wearable technology and augmented reality.

Original languageEnglish (US)
Title of host publicationProceedings - 2018 International Conference on Cyberworlds, CW 2018
EditorsAlexei Sourin, Olga Sourina, Marius Erdt, Christophe Rosenberger
PublisherInstitute of Electrical and Electronics Engineers Inc.
Number of pages4
ISBN (Electronic)9781538673157
StatePublished - Dec 26 2018
Externally publishedYes
Event17th International Conference on Cyberworlds, CW 2018 - Singapore, Singapore
Duration: Oct 3 2018Oct 5 2018

Publication series

NameProceedings - 2018 International Conference on Cyberworlds, CW 2018


Conference17th International Conference on Cyberworlds, CW 2018


  • Children
  • Creativity
  • Empirical and conceptual design studies
  • Literacy
  • Wearable technology

ASJC Scopus subject areas

  • Signal Processing
  • Modeling and Simulation
  • Computer Vision and Pattern Recognition
  • Artificial Intelligence


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