|
|
|
|
LEADER |
03164nam a22004935i 4500 |
001 |
978-981-4560-96-2 |
003 |
DE-He213 |
005 |
20151030111128.0 |
007 |
cr nn 008mamaa |
008 |
140217s2014 si | s |||| 0|eng d |
020 |
|
|
|a 9789814560962
|9 978-981-4560-96-2
|
024 |
7 |
|
|a 10.1007/978-981-4560-96-2
|2 doi
|
040 |
|
|
|d GrThAP
|
050 |
|
4 |
|a Q342
|
072 |
|
7 |
|a UYQ
|2 bicssc
|
072 |
|
7 |
|a COM004000
|2 bisacsh
|
082 |
0 |
4 |
|a 006.3
|2 23
|
245 |
1 |
0 |
|a Playful User Interfaces
|h [electronic resource] :
|b Interfaces that Invite Social and Physical Interaction /
|c edited by Anton Nijholt.
|
264 |
|
1 |
|a Singapore :
|b Springer Singapore :
|b Imprint: Springer,
|c 2014.
|
300 |
|
|
|a X, 352 p. 129 illus., 122 illus. in color.
|b online resource.
|
336 |
|
|
|a text
|b txt
|2 rdacontent
|
337 |
|
|
|a computer
|b c
|2 rdamedia
|
338 |
|
|
|a online resource
|b cr
|2 rdacarrier
|
347 |
|
|
|a text file
|b PDF
|2 rda
|
490 |
1 |
|
|a Gaming Media and Social Effects,
|x 2197-9685
|
505 |
0 |
|
|a Introduction -- Public Interfaces Requiring Full-Body Interaction -- Multiplayer Mobile Games -- Smart Ball Applications -- New Exertion Games -- Tabletop Interfaces for Children with Autism -- Tabletop Interfaces for Children’s Museum Visits -- Tangible Game Interfaces -- Child-Computer Interaction -- Interactive Playgrounds for Children -- Engagement in Playful Collective Interaction -- Head Up Games.
|
520 |
|
|
|a 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.
|
650 |
|
0 |
|a Engineering.
|
650 |
|
0 |
|a User interfaces (Computer systems).
|
650 |
|
0 |
|a Computer science
|x Mathematics.
|
650 |
|
0 |
|a Computer mathematics.
|
650 |
|
0 |
|a Computational intelligence.
|
650 |
1 |
4 |
|a Engineering.
|
650 |
2 |
4 |
|a Computational Intelligence.
|
650 |
2 |
4 |
|a User Interfaces and Human Computer Interaction.
|
650 |
2 |
4 |
|a Mathematical Applications in Computer Science.
|
700 |
1 |
|
|a Nijholt, Anton.
|e editor.
|
710 |
2 |
|
|a SpringerLink (Online service)
|
773 |
0 |
|
|t Springer eBooks
|
776 |
0 |
8 |
|i Printed edition:
|z 9789814560955
|
830 |
|
0 |
|a Gaming Media and Social Effects,
|x 2197-9685
|
856 |
4 |
0 |
|u http://dx.doi.org/10.1007/978-981-4560-96-2
|z Full Text via HEAL-Link
|
912 |
|
|
|a ZDB-2-ENG
|
950 |
|
|
|a Engineering (Springer-11647)
|