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_a10.1007/978-3-319-94619-1 _2doi |
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_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. |
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300 |
_aXV, 437 p. 190 illus. _bonline resource. |
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336 |
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_acomputer _bc _2rdamedia |
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_aonline resource _bcr _2rdacarrier |
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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 |
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650 | 0 |
_aUser interfaces (Computer systems). _911681 |
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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 |
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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 | ||
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