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More Playful User Interfaces

More Playful User Interfaces
Author: Anton Nijholt
Publisher: Springer
Total Pages: 264
Release: 2015-05-18
Genre: Technology & Engineering
ISBN: 9812875468

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This book covers the latest advances in playful user interfaces – interfaces that invite social and physical interaction. These new developments include the use of audio, visual, tactile and physiological sensors to monitor, provide feedback and anticipate the behavior of human users. The decreasing cost of sensor and actuator technology makes it possible to integrate physical behavior information in human-computer interactions. This leads to many new entertainment and game applications that allow or require social and physical interaction in sensor- and actuator-equipped smart environments. The topics discussed include: human-nature interaction, human-animal interaction and the interaction with tangibles that are naturally integrated in our smart environments. Digitally supported remote audience participation in artistic or sport events is also discussed. One important theme that emerges throughout the book is the involvement of users in the digital-entertainment design process or even design and implementation of interactive entertainment by users themselves, including children doing so in educational settings.


Playful User Interfaces

Playful User Interfaces
Author: Anton Nijholt
Publisher: Springer Science & Business Media
Total Pages: 350
Release: 2014-02-17
Genre: Technology & Engineering
ISBN: 9814560960

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The book is about user interfaces to applications that have been designed for social and physical interaction. The interfaces are ‘playful’, that is, users feel challenged to engage in social and physical interaction because that will be fun. The topics that will be present in this book are interactive playgrounds, urban games using mobiles, sensor-equipped environments for playing, child-computer interaction, tangible game interfaces, interactive tabletop technology and applications, full-body interaction, exertion games, persuasion, engagement, evaluation and user experience. Readers of the book will not only get a survey of state-of-the-art research in these areas, but the chapters in this book will also provide a vision of the future where playful interfaces will be ubiquitous, that is, present and integrated in home, office, recreational, sports and urban environments, emphasizing that in the future in these environments game elements will be integrated and welcomed.


Playful Design

Playful Design
Author: John Ferrara
Publisher: Rosenfeld Media
Total Pages: 266
Release: 2012-05-17
Genre: Computers
ISBN: 1933820993

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Game design is a sibling discipline to software and Web design, but they're siblings that grew up in different houses. They have much more in common than their perceived distinction typically suggests, and user experience practitioners can realize enormous benefit by exploiting the solutions that games have found to the real problems of design. This book will show you how.


Ambient Intelligence

Ambient Intelligence
Author: Panos Markopoulos
Publisher: Springer Science & Business Media
Total Pages: 400
Release: 2004-10-27
Genre: Computers
ISBN: 3540237216

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This book constitutes the refereed proceedings of the Second European Symposium on Ambient Intelligence, EUSAI 2004, held in Eindhoven, The Netherlands in November 2004. The 36 revised full papers presented were carefully reviewed and selected from 90 submissions. The papers are organized in topical sections on ubiquitous computing: sofware architectures, communication, and distribution; context sensing and machine perception; human computer interaction in ambient intelligence environments; and algorithms, ontologies, and architectures for learning and adaptation.


Design, User Experience, and Usability: Novel User Experiences

Design, User Experience, and Usability: Novel User Experiences
Author: Aaron Marcus
Publisher: Springer
Total Pages: 713
Release: 2016-07-04
Genre: Computers
ISBN: 3319403559

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The three-volume set LNCS 9746, 9747, and 9748 constitutes the proceedings of the 5th International Conference on Design, User Experience, and Usability, DUXU 2016, held as part of the 18th International Conference on Human-Computer Interaction, HCII 2016, in Toronto, Canada, in July 2016, jointly with 13 other thematically similar conferences. The total of 1287 papers presented at the HCII 2016 conferences were carefully reviewed and selected from 4354 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 157 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this three-volume set. The 67 papers included in this volume are organized in topical sections on emotion, motivation, and persuasion design; DUXU in learning and education; games and gamification; culture, language and DUXU; DUXU for social innovation and sustainability; usability and user experience studies.


Search User Interfaces

Search User Interfaces
Author: Marti Hearst
Publisher: Cambridge University Press
Total Pages: 13
Release: 2009-09-21
Genre: Computers
ISBN: 0521113792

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Focuses on the human users of search engines and the tools available for interaction and visualization in searches.


User Interfaces for All

User Interfaces for All
Author: Constantine Stephanidis
Publisher: CRC Press
Total Pages: 755
Release: 2000-11-01
Genre: Computers
ISBN: 1135678111

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User Interfaces for All is the first book dedicated to the issues of Universal Design and Universal Access in the field of Human-Computer Interaction (HCI). Universal Design (or Design for All) is an inclusive and proactive approach seeking to accommodate diversity in the users and usage contexts of interactive products, applications, and se


3D User Interfaces

3D User Interfaces
Author: Joseph J. LaViola Jr.
Publisher: Addison-Wesley Professional
Total Pages: 884
Release: 2017-04-07
Genre: Computers
ISBN: 0134034465

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The Complete, Up-To-Date Guide to Building Great 3D User Interfaces for Any Application 3D interaction is suddenly everywhere. But simply using 3D input or displays isn’t enough: 3D interfaces must be carefully designed for optimal user experience. 3D User Interfaces: Theory and Practice, Second Edition is today’s most comprehensive primary reference to building state-of-the-art 3D user interfaces and interactions. Five pioneering researchers and practitioners cover the full spectrum of emerging applications, techniques, and best practices. The authors combine theoretical foundations, analysis of leading devices, and empirically validated design guidelines. This edition adds two new chapters on human factors and general human-computer interaction—indispensable foundational knowledge for building any 3D user interface. It also demonstrates advanced concepts at work through two running case studies: a first-person VR game and a mobile augmented reality application. Coverage Includes 3D user interfaces: evolution, elements, and roadmaps Key applications: virtual and augmented reality (VR, AR), mobile/wearable devices What 3D UI designers should know about human sensory systems and cognition ergonomics How proven human-computer interaction techniques apply to 3D UIs 3D UI output hardware for visual, auditory, and haptic/ tactile systems Obtaining 3D position, orientation, and motion data for users in physical space 3D object selection and manipulation Navigation and wayfinding techniques for moving through virtual and physical spaces Changing application state with system control techniques, issuing commands, and enabling other forms of user input Strategies for choosing, developing, and evaluating 3D user interfaces Utilizing 2D, “magic,” “natural,” multimodal, and two-handed interaction The future of 3D user interfaces: open research problems and emerging technologies


CyberParks – The Interface Between People, Places and Technology

CyberParks – The Interface Between People, Places and Technology
Author: Carlos Smaniotto Costa
Publisher: Springer
Total Pages: 331
Release: 2019-03-01
Genre: Computers
ISBN: 3030134172

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This open access book is about public open spaces, about people, and about the relationship between them and the role of technology in this relationship. It is about different approaches, methods, empirical studies, and concerns about a phenomenon that is increasingly being in the centre of sciences and strategies – the penetration of digital technologies in the urban space. As the main outcome of the CyberParks Project, this book aims at fostering the understanding about the current and future interactions of the nexus people, public spaces and technology. It addresses a wide range of challenges and multidisciplinary perspectives on emerging phenomena related to the penetration of technology in people’s lifestyles - affecting therefore the whole society, and with this, the production and use of public spaces. Cyberparks coined the term cyberpark to describe the mediated public space, that emerging type of urban spaces where nature and cybertechnologies blend together to generate hybrid experiences and enhance quality of life.


Brain–Computer Interfaces Handbook

Brain–Computer Interfaces Handbook
Author: Chang S. Nam
Publisher: CRC Press
Total Pages: 1176
Release: 2018-01-09
Genre: Computers
ISBN: 1351231936

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Brain–Computer Interfaces Handbook: Technological and Theoretical Advances provides a tutorial and an overview of the rich and multi-faceted world of Brain–Computer Interfaces (BCIs). The authors supply readers with a contemporary presentation of fundamentals, theories, and diverse applications of BCI, creating a valuable resource for anyone involved with the improvement of people’s lives by replacing, restoring, improving, supplementing or enhancing natural output from the central nervous system. It is a useful guide for readers interested in understanding how neural bases for cognitive and sensory functions, such as seeing, hearing, and remembering, relate to real-world technologies. More precisely, this handbook details clinical, therapeutic and human-computer interfaces applications of BCI and various aspects of human cognition and behavior such as perception, affect, and action. It overviews the different methods and techniques used in acquiring and pre-processing brain signals, extracting features, and classifying users’ mental states and intentions. Various theories, models, and empirical findings regarding the ways in which the human brain interfaces with external systems and environments using BCI are also explored. The handbook concludes by engaging ethical considerations, open questions, and challenges that continue to face brain–computer interface research. Features an in-depth look at the different methods and techniques used in acquiring and pre-processing brain signals, extracting features, and classifying the user's intention Covers various theories, models, and empirical findings regarding ways in which the human brain can interface with the systems or external environments Presents applications of BCI technology to understand various aspects of human cognition and behavior such as perception, affect, action, and more Includes clinical trials and individual case studies of the experimental therapeutic applications of BCI Provides human factors and human-computer interface concerns in the design, development, and evaluation of BCIs Overall, this handbook provides a synopsis of key technological and theoretical advances that are directly applicable to brain–computer interfacing technologies and can be readily understood and applied by individuals with no formal training in BCI research and development.