Author:
Publisher:
ISBN:
Category : Computer interfaces
Languages : en
Pages : 172
Book Description
Proceedings of the International Conference on Designing Pleasurable Products and Interfaces
Author:
Publisher:
ISBN:
Category : Computer interfaces
Languages : en
Pages : 172
Book Description
Publisher:
ISBN:
Category : Computer interfaces
Languages : en
Pages : 172
Book Description
Proceedings of the 2011 Conference on Designing Pleasurable Products and Interfaces
Author: Alessandro Deserti
Publisher:
ISBN: 9781450312806
Category : Computer interfaces
Languages : en
Pages : 492
Book Description
Publisher:
ISBN: 9781450312806
Category : Computer interfaces
Languages : en
Pages : 492
Book Description
Funology 2
Author: Mark Blythe
Publisher: Springer
ISBN: 331968213X
Category : Computers
Languages : en
Pages : 550
Book Description
How should we understand and design for fun as a User Experience? This new edition of a classic book is for students, designers and researchers who want to deepen their understanding of fun in the context of HCI. The 2003 edition was the first book to do this and has been influential in broadening the field. It is the most downloaded book in the Springer HCI Series. This edition adds 14 new chapters that go well beyond the topics considered in 2003. New chapter topics include: online dating, interactive rides, wellbeing, somaesthetics, design fiction, critical design and participatory design methods. The first edition chapters are also reprinted, with new notes by their authors setting the context in which the 2003 chapter was written and explaining the developments since then. Taken with the new chapters this adds up to a total of 35 theoretical and practical chapters written by the most influential thinkers from academia and industry in this field.
Publisher: Springer
ISBN: 331968213X
Category : Computers
Languages : en
Pages : 550
Book Description
How should we understand and design for fun as a User Experience? This new edition of a classic book is for students, designers and researchers who want to deepen their understanding of fun in the context of HCI. The 2003 edition was the first book to do this and has been influential in broadening the field. It is the most downloaded book in the Springer HCI Series. This edition adds 14 new chapters that go well beyond the topics considered in 2003. New chapter topics include: online dating, interactive rides, wellbeing, somaesthetics, design fiction, critical design and participatory design methods. The first edition chapters are also reprinted, with new notes by their authors setting the context in which the 2003 chapter was written and explaining the developments since then. Taken with the new chapters this adds up to a total of 35 theoretical and practical chapters written by the most influential thinkers from academia and industry in this field.
Whole Body Interaction with Public Displays
Author: Robert Walter
Publisher: Springer
ISBN: 9811044570
Category : Technology & Engineering
Languages : en
Pages : 126
Book Description
This book develops valuable new approaches to digital out-of-home media and digital signage in urban environments. It offers solutions for communicating interactive features of digital signage to passers-by. Digital out-of-home media and digital signage screens are becoming increasingly interactive thanks to touch input technology and gesture recognition. To optimize their conversion rate, interactive public displays must 1) attract attention, 2) communicate to passers-by that they are interactive, 3) explain the interaction, and 4) provide a motivation for passers-by to interact. This book highlights solutions to problems 2 and 3 above. The focus is on whole-body interaction, where the positions and orientations of users and their individual body parts are captured by specialized sensors (e.g., depth cameras). The book presents revealing findings from a field study on communicating interactivity, a laboratory on analysing visual attention, a field study on mid-air gestures, and a field study on using mid-air gestures to select items on interactive public displays.
Publisher: Springer
ISBN: 9811044570
Category : Technology & Engineering
Languages : en
Pages : 126
Book Description
This book develops valuable new approaches to digital out-of-home media and digital signage in urban environments. It offers solutions for communicating interactive features of digital signage to passers-by. Digital out-of-home media and digital signage screens are becoming increasingly interactive thanks to touch input technology and gesture recognition. To optimize their conversion rate, interactive public displays must 1) attract attention, 2) communicate to passers-by that they are interactive, 3) explain the interaction, and 4) provide a motivation for passers-by to interact. This book highlights solutions to problems 2 and 3 above. The focus is on whole-body interaction, where the positions and orientations of users and their individual body parts are captured by specialized sensors (e.g., depth cameras). The book presents revealing findings from a field study on communicating interactivity, a laboratory on analysing visual attention, a field study on mid-air gestures, and a field study on using mid-air gestures to select items on interactive public displays.
Software Engineering Perspectives in Computer Game Development
Author: Kendra M. L. Cooper
Publisher: CRC Press
ISBN: 1351382357
Category : Computers
Languages : en
Pages : 313
Book Description
Featuring contributions from leading experts in software engineering, this edited book provides a comprehensive introduction to computer game software development. It is a complex, interdisciplinary field that relies on contributions from a wide variety of disciplines including arts and humanities, behavioural sciences, business, engineering, physical sciences, mathematics, etc. The book focuses on the emerging research at the intersection of game and software engineering communities. A brief history of game development is presented, which considers the shift from the development of rare games in isolated research environments in the 1950s to their ubiquitous presence in popular culture today. A summary is provided of the latest peer-reviewed research results in computer game development that have been reported at multiple levels of maturity (workshops, conferences, and journals). The core chapters of the book are devoted to sharing emerging research at the intersection of game development and software engineering. In addition, future research opportunities on new software engineering methods for games and serious educational games for software engineering education are highlighted. As an ideal reference for software engineers, developers, educators, and researchers, this book explores game development topics from software engineering and education perspectives. Key Features: Includes contributions from leading academic experts in the community Presents a current collection of emerging research at the intersection of games and software engineering Considers the interdisciplinary field from two broad perspectives: software engineering methods for game development and serious games for software engineering education Provides a snapshot of the recent literature (i.e., 2015-2020) on game development from software engineering perspectives
Publisher: CRC Press
ISBN: 1351382357
Category : Computers
Languages : en
Pages : 313
Book Description
Featuring contributions from leading experts in software engineering, this edited book provides a comprehensive introduction to computer game software development. It is a complex, interdisciplinary field that relies on contributions from a wide variety of disciplines including arts and humanities, behavioural sciences, business, engineering, physical sciences, mathematics, etc. The book focuses on the emerging research at the intersection of game and software engineering communities. A brief history of game development is presented, which considers the shift from the development of rare games in isolated research environments in the 1950s to their ubiquitous presence in popular culture today. A summary is provided of the latest peer-reviewed research results in computer game development that have been reported at multiple levels of maturity (workshops, conferences, and journals). The core chapters of the book are devoted to sharing emerging research at the intersection of game development and software engineering. In addition, future research opportunities on new software engineering methods for games and serious educational games for software engineering education are highlighted. As an ideal reference for software engineers, developers, educators, and researchers, this book explores game development topics from software engineering and education perspectives. Key Features: Includes contributions from leading academic experts in the community Presents a current collection of emerging research at the intersection of games and software engineering Considers the interdisciplinary field from two broad perspectives: software engineering methods for game development and serious games for software engineering education Provides a snapshot of the recent literature (i.e., 2015-2020) on game development from software engineering perspectives
Materials Experience 2
Author: Owain Pedgley
Publisher: Butterworth-Heinemann
ISBN: 0128192453
Category : Technology & Engineering
Languages : en
Pages : 330
Book Description
Materials Experience 2: Expanding Territories of Materials and Design is the follow-up companion to Materials Experience published in 2014. Materials experience as a concept has evolved substantially and is now mobilized to incorporate new ways of thinking and designing. Through all-new peer-reviewed chapters and project write-ups, the book presents critical perspectives on new and emerging relationships between designers, materials, and artifacts. Subtitled Expanding Territories of Materials and Design, the book examines in depth the increased prevalence of material-driven design practices, as well as the changing role of materials themselves, toward active and influential agents within and outside design processes. The book is essential reading for anyone involved in materials and design, containing 11 authoritative chapters and 18 illustrated accounts of contemporary research projects and practices. - Presents both the knowledge and understanding of what 'new and emerging materials' are, where they come from, and how they can be used effectively in design - Looks at how the professional responsibility of material selection is evolving into a more complex and active role of material 'creation' and 'appropriation' - Explores how an elevated sensitivity to materials influence people's experiences of the designed world
Publisher: Butterworth-Heinemann
ISBN: 0128192453
Category : Technology & Engineering
Languages : en
Pages : 330
Book Description
Materials Experience 2: Expanding Territories of Materials and Design is the follow-up companion to Materials Experience published in 2014. Materials experience as a concept has evolved substantially and is now mobilized to incorporate new ways of thinking and designing. Through all-new peer-reviewed chapters and project write-ups, the book presents critical perspectives on new and emerging relationships between designers, materials, and artifacts. Subtitled Expanding Territories of Materials and Design, the book examines in depth the increased prevalence of material-driven design practices, as well as the changing role of materials themselves, toward active and influential agents within and outside design processes. The book is essential reading for anyone involved in materials and design, containing 11 authoritative chapters and 18 illustrated accounts of contemporary research projects and practices. - Presents both the knowledge and understanding of what 'new and emerging materials' are, where they come from, and how they can be used effectively in design - Looks at how the professional responsibility of material selection is evolving into a more complex and active role of material 'creation' and 'appropriation' - Explores how an elevated sensitivity to materials influence people's experiences of the designed world
The Gameful World
Author: Steffen P. Walz
Publisher: MIT Press
ISBN: 026202800X
Category : Computers
Languages : en
Pages : 687
Book Description
What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this “gameful world”? Can game design energize society and individuals, or will algorithmic incentive systems become our new robot overlords? In this book, more than fifty luminaries from academia and industry examine the key challenges of gamification and the ludification of culture—including Ian Bogost, John M. Carroll, Bernie DeKoven, Bill Gaver, Jane McGonigal, Frank Lantz, Jesse Schell, Kevin Slavin, McKenzie Wark, and Eric Zimmerman. They outline major disciplinary approaches, including rhetorics, economics, psychology, and aesthetics; tackle issues like exploitation or privacy; and survey main application domains such as health, education, design, sustainability, or social media.
Publisher: MIT Press
ISBN: 026202800X
Category : Computers
Languages : en
Pages : 687
Book Description
What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this “gameful world”? Can game design energize society and individuals, or will algorithmic incentive systems become our new robot overlords? In this book, more than fifty luminaries from academia and industry examine the key challenges of gamification and the ludification of culture—including Ian Bogost, John M. Carroll, Bernie DeKoven, Bill Gaver, Jane McGonigal, Frank Lantz, Jesse Schell, Kevin Slavin, McKenzie Wark, and Eric Zimmerman. They outline major disciplinary approaches, including rhetorics, economics, psychology, and aesthetics; tackle issues like exploitation or privacy; and survey main application domains such as health, education, design, sustainability, or social media.
Bringing User Experience to Healthcare Improvement
Author: Paul Bate
Publisher: CRC Press
ISBN: 1000621820
Category : Medical
Languages : en
Pages : 257
Book Description
This work includes a foreword by lynne Maher. Head of Innovation Practice, NHS Institute for Innovation and Improvement, University Of Warwick, Coventry. "Experience Based Design" (EBD) is a new way of bringing about improvements in healthcare services by being user-focussed. Facilities, healthcare professionals, carers, family and friends are all involved in the patient experience and systems and policies need to adapt to take this into consideration. By exploring the underlying concepts, methods and practices of EBD, this exciting guide offers a unique approach to healthcare customer satisfaction. It offers recommendations for the future and many interesting points for discussion. It will be of great interest to health and social care management, particularly directors of service improvement in hospitals and directors of nursing, health and social care policy makers and shapers, and quality improvement and organisational development specialists in healthcare. Patient groups and national organisations, too will find the book inspirational. 'Experience based design-you cannot do without it. Read this book and it will change the way you think about providing health services for ever.' - Lynne Maher.
Publisher: CRC Press
ISBN: 1000621820
Category : Medical
Languages : en
Pages : 257
Book Description
This work includes a foreword by lynne Maher. Head of Innovation Practice, NHS Institute for Innovation and Improvement, University Of Warwick, Coventry. "Experience Based Design" (EBD) is a new way of bringing about improvements in healthcare services by being user-focussed. Facilities, healthcare professionals, carers, family and friends are all involved in the patient experience and systems and policies need to adapt to take this into consideration. By exploring the underlying concepts, methods and practices of EBD, this exciting guide offers a unique approach to healthcare customer satisfaction. It offers recommendations for the future and many interesting points for discussion. It will be of great interest to health and social care management, particularly directors of service improvement in hospitals and directors of nursing, health and social care policy makers and shapers, and quality improvement and organisational development specialists in healthcare. Patient groups and national organisations, too will find the book inspirational. 'Experience based design-you cannot do without it. Read this book and it will change the way you think about providing health services for ever.' - Lynne Maher.
Speech and Automata in Health Care
Author: Amy Neustein
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 1614515158
Category : Technology & Engineering
Languages : en
Pages : 288
Book Description
Examines various speech technologies deployed in healthcare service robots to maximize the robot's ability to interpret user input. Demonstrates how robot anthropomorphic features and etiquette in behavior promotes user-positive emotions, acceptance of robots, and compliance with robot requests. Analyzes how multimodal medical-service robots and other cyber-physical systems can reduce mistakes and mishaps in the operating room. Evaluates various input methods for improving acceptance of robots in the older adult population. Presents case studies of cognitively and socially engaging robots in the long-term care setting for helping older adults with activities of daily living and in the pediatric setting for helping children with autism spectrum conditions and metabolic disorders. Speech and Automata in Health Care forges new ground by closely analyzing how three separate disciplines - speech technology, robotics, and medical/surgical/assistive care - intersect with one another, resulting in an innovative way of diagnosing and treating both juvenile and adult illnesses and conditions. This includes the use of speech-enabled robotics to help the elderly population cope with common problems associated with aging caused by the diminution in their sensory, auditory and motor capabilities. By examining the emerging nexus of speech, automata, and health care, the authors demonstrate the exciting potential of automata, both speech-driven and multimodal, to affect the healthcare delivery system so that it better meets the needs of the populations it serves. This book provides both empirical research findings and incisive literature reviews that demonstrate some of the more novel uses of speech-enabled and multimodal automata in the operating room, hospital ward, long-term care facility, and in the home. Studies backed by major universities, research institutes, and by EU-funded collaborative projects are debuted in this volume. This volume provides a wealth of timely material for industrial engineers, speech scientists, computational linguists, and for signal processing and intelligent systems design experts. Topics include: Spoken Interaction with Healthcare Robots Service Robot Feature Effects on Patient Acceptance/Emotional Response Designing Embodied and Virtual Agents for the Operating Room The Emerging Role of Robotics for Personal Health Management in the Older-Adult Population Why Input Methods for Robots that Serve the Older Adult Are Critical for Usability Socially and Cognitively Engaging Robots in the Long-Term Care Setting Voice-Enabled Assistive Robots for Managing Autism Spectrum Conditions ASR and TTS for Voice-Controlled Robot Interactions in Treating Children with Metabolic Disorders
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 1614515158
Category : Technology & Engineering
Languages : en
Pages : 288
Book Description
Examines various speech technologies deployed in healthcare service robots to maximize the robot's ability to interpret user input. Demonstrates how robot anthropomorphic features and etiquette in behavior promotes user-positive emotions, acceptance of robots, and compliance with robot requests. Analyzes how multimodal medical-service robots and other cyber-physical systems can reduce mistakes and mishaps in the operating room. Evaluates various input methods for improving acceptance of robots in the older adult population. Presents case studies of cognitively and socially engaging robots in the long-term care setting for helping older adults with activities of daily living and in the pediatric setting for helping children with autism spectrum conditions and metabolic disorders. Speech and Automata in Health Care forges new ground by closely analyzing how three separate disciplines - speech technology, robotics, and medical/surgical/assistive care - intersect with one another, resulting in an innovative way of diagnosing and treating both juvenile and adult illnesses and conditions. This includes the use of speech-enabled robotics to help the elderly population cope with common problems associated with aging caused by the diminution in their sensory, auditory and motor capabilities. By examining the emerging nexus of speech, automata, and health care, the authors demonstrate the exciting potential of automata, both speech-driven and multimodal, to affect the healthcare delivery system so that it better meets the needs of the populations it serves. This book provides both empirical research findings and incisive literature reviews that demonstrate some of the more novel uses of speech-enabled and multimodal automata in the operating room, hospital ward, long-term care facility, and in the home. Studies backed by major universities, research institutes, and by EU-funded collaborative projects are debuted in this volume. This volume provides a wealth of timely material for industrial engineers, speech scientists, computational linguists, and for signal processing and intelligent systems design experts. Topics include: Spoken Interaction with Healthcare Robots Service Robot Feature Effects on Patient Acceptance/Emotional Response Designing Embodied and Virtual Agents for the Operating Room The Emerging Role of Robotics for Personal Health Management in the Older-Adult Population Why Input Methods for Robots that Serve the Older Adult Are Critical for Usability Socially and Cognitively Engaging Robots in the Long-Term Care Setting Voice-Enabled Assistive Robots for Managing Autism Spectrum Conditions ASR and TTS for Voice-Controlled Robot Interactions in Treating Children with Metabolic Disorders
Interacting with Presence
Author: Giuseppe Riva
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110409690
Category : Psychology
Languages : en
Pages : 196
Book Description
The experience of using and interacting with the newest Virtual Reality and computing technologies is profoundly affected by the extent to which we feel ourselves to be really ‘present’ in computer-generated and -mediated augmented worlds. This feeling of 'Presence’, of “being inside the mediated world”, is key to understanding developments in applications such as interactive entertainment, gaming, psychotherapy, education, scientific visualisation, sports training and rehabilitation, and many more. This edited volume, featuring contributions from internationally renowned scholars, provides a comprehensive introduction to and overview of the topic of mediated presence - or ‘tele-presence’ - and of the emerging field of presence research. It is intended for researchers and graduate students in human-computer interaction, cognitive science, psychology, cyberpsychology and computer science, as well as for experienced professionals from the ICT industry. The editors are all well-known professional researchers in the field: Professor Giuseppe Riva from the Catholic University of Milan, Italy; Professor John Waterworth from Umeå University, Sweden; Dianne Murray, an HCI Consultant and editor of the journal “Interacting with Computers”.
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110409690
Category : Psychology
Languages : en
Pages : 196
Book Description
The experience of using and interacting with the newest Virtual Reality and computing technologies is profoundly affected by the extent to which we feel ourselves to be really ‘present’ in computer-generated and -mediated augmented worlds. This feeling of 'Presence’, of “being inside the mediated world”, is key to understanding developments in applications such as interactive entertainment, gaming, psychotherapy, education, scientific visualisation, sports training and rehabilitation, and many more. This edited volume, featuring contributions from internationally renowned scholars, provides a comprehensive introduction to and overview of the topic of mediated presence - or ‘tele-presence’ - and of the emerging field of presence research. It is intended for researchers and graduate students in human-computer interaction, cognitive science, psychology, cyberpsychology and computer science, as well as for experienced professionals from the ICT industry. The editors are all well-known professional researchers in the field: Professor Giuseppe Riva from the Catholic University of Milan, Italy; Professor John Waterworth from Umeå University, Sweden; Dianne Murray, an HCI Consultant and editor of the journal “Interacting with Computers”.