000 04263nam a22005655i 4500
001 978-3-319-94619-1
003 DE-He213
005 20220801221053.0
007 cr nn 008mamaa
008 180623s2019 sz | s |||| 0|eng d
020 _a9783319946191
_9978-3-319-94619-1
024 7 _a10.1007/978-3-319-94619-1
_2doi
050 4 _aR856-857
072 7 _aMQW
_2bicssc
072 7 _aTEC059000
_2bisacsh
072 7 _aMQW
_2thema
082 0 4 _a610.28
_223
245 1 0 _aAdvances in Human Factors in Wearable Technologies and Game Design
_h[electronic resource] :
_bProceedings of the AHFE 2018 International Conferences on Human Factors and Wearable Technologies, and Human Factors in Game Design and Virtual Environments, Held on July 21–25, 2018, in Loews Sapphire Falls Resort at Universal Studios, Orlando, Florida, USA /
_cedited by Tareq Z. Ahram.
250 _a1st ed. 2019.
264 1 _aCham :
_bSpringer International Publishing :
_bImprint: Springer,
_c2019.
300 _aXV, 437 p. 190 illus.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aAdvances in Intelligent Systems and Computing,
_x2194-5365 ;
_v795
505 0 _aThe virtual penetrating the physical and the implication for augmented reality head-up displays -- Application of wearable technology for the acquisition of learning motivation in an adaptive e-learning platform -- Using non-invasive wearable sensors to estimate perceived fatigue level in manual material handling tasks -- Determination of cognitive assistance functions for manual assembly systems -- Laboratory experiment on visual attention of pedestrians while using twitter and line with a smartphone on a treadmill -- Impressions and congruency of pictures and voices of characters in “The Idolmaster” -- Enhancing usability and user experience of children learning by playing games.
520 _aThis book focuses on the human aspects of wearable technologies and game design, which are often neglected. It shows how user centered practices can optimize wearable experience, thus improving user acceptance, satisfaction and engagement towards novel wearable gadgets. It describes both research and best practices in the applications of human factors and ergonomics to sensors, wearable technologies and game design innovations, as well as results obtained upon integration of the wearability principles identified by various researchers for aesthetics, affordance, comfort, contextual-awareness, customization, ease of use, ergonomy, intuitiveness, obtrusiveness, information overload, privacy, reliability, responsiveness, satisfaction, subtlety, user friendliness and wearability. The book is based on the AHFE 2018 Conference on Human Factors and Wearable Technologies and the AHFE 2018 Conference on Human Factors in Game Design and Virtual Environments , held on July 21–25, 2018 in Orlando, Florida, and addresses professionals, researchers, and students dealing with the human aspects of wearable, smart and/or interactive technologies and game design research.
650 0 _aBiomedical engineering.
_93292
650 0 _aUser interfaces (Computer systems).
_911681
650 0 _aHuman-computer interaction.
_96196
650 0 _aArtificial intelligence.
_93407
650 0 _aComputational intelligence.
_97716
650 1 4 _aBiomedical Engineering and Bioengineering.
_931842
650 2 4 _aUser Interfaces and Human Computer Interaction.
_931632
650 2 4 _aArtificial Intelligence.
_93407
650 2 4 _aComputational Intelligence.
_97716
700 1 _aAhram, Tareq Z.
_eeditor.
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
_953964
710 2 _aSpringerLink (Online service)
_953965
773 0 _tSpringer Nature eBook
776 0 8 _iPrinted edition:
_z9783319946184
776 0 8 _iPrinted edition:
_z9783319946207
830 0 _aAdvances in Intelligent Systems and Computing,
_x2194-5365 ;
_v795
_953966
856 4 0 _uhttps://doi.org/10.1007/978-3-319-94619-1
912 _aZDB-2-ENG
912 _aZDB-2-SXE
942 _cEBK
999 _c79261
_d79261