000 | 03644nam a22005295i 4500 | ||
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001 | 978-981-287-546-4 | ||
003 | DE-He213 | ||
005 | 20200421111845.0 | ||
007 | cr nn 008mamaa | ||
008 | 150516s2015 si | s |||| 0|eng d | ||
020 |
_a9789812875464 _9978-981-287-546-4 |
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024 | 7 |
_a10.1007/978-981-287-546-4 _2doi |
|
050 | 4 | _aQ342 | |
072 | 7 |
_aUYQ _2bicssc |
|
072 | 7 |
_aCOM004000 _2bisacsh |
|
082 | 0 | 4 |
_a006.3 _223 |
245 | 1 | 0 |
_aMore Playful User Interfaces _h[electronic resource] : _bInterfaces that Invite Social and Physical Interaction / _cedited by Anton Nijholt. |
264 | 1 |
_aSingapore : _bSpringer Singapore : _bImprint: Springer, _c2015. |
|
300 |
_aX, 261 p. 112 illus., 106 illus. in color. _bonline resource. |
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336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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347 |
_atext file _bPDF _2rda |
||
490 | 1 |
_aGaming Media and Social Effects, _x2197-9685 |
|
505 | 0 | _aHybrid Games: Designing Tangible Interfaces for Very Young Children -- The Power to Play when there is no Power -- Responsive Make and Play: Youth Making Physically and Digitally Responsive Game Controllers -- Human Computer Biosphere Interaction: Towards a Sustainable Society -- Envisioning Future Playful Interactive Environments for Animals -- Playful and Gameful Design for the Internet of Things -- Smart Materials: When Art Meets Technology -- MindMusic: Playful and Social Installations at the Interface between Music and the Brain -- Enhancing Remote Spectators' Experience During Live Sports Broad Casts with Second Screen Applications. | |
520 | _aThis 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. | ||
650 | 0 | _aEngineering. | |
650 | 0 | _aUser interfaces (Computer systems). | |
650 | 0 | _aGame theory. | |
650 | 0 |
_aComputer science _xMathematics. |
|
650 | 0 | _aComputer mathematics. | |
650 | 0 | _aComputational intelligence. | |
650 | 1 | 4 | _aEngineering. |
650 | 2 | 4 | _aComputational Intelligence. |
650 | 2 | 4 | _aUser Interfaces and Human Computer Interaction. |
650 | 2 | 4 | _aMathematical Applications in Computer Science. |
650 | 2 | 4 | _aGame Theory, Economics, Social and Behav. Sciences. |
700 | 1 |
_aNijholt, Anton. _eeditor. |
|
710 | 2 | _aSpringerLink (Online service) | |
773 | 0 | _tSpringer eBooks | |
776 | 0 | 8 |
_iPrinted edition: _z9789812875457 |
830 | 0 |
_aGaming Media and Social Effects, _x2197-9685 |
|
856 | 4 | 0 | _uhttp://dx.doi.org/10.1007/978-981-287-546-4 |
912 | _aZDB-2-ENG | ||
942 | _cEBK | ||
999 |
_c55788 _d55788 |