More Playful User Interfaces Interfaces that Invite Social and Physical Interaction için kapak resmi
More Playful User Interfaces Interfaces that Invite Social and Physical Interaction
Başlık:
More Playful User Interfaces Interfaces that Invite Social and Physical Interaction
Yazar:
Nijholt, Anton. editor.
ISBN:
9789812875464
Fiziksel Niteleme:
X, 261 p. 112 illus., 106 illus. in color. online resource.
Seri:
Gaming Media and Social Effects,
İçindekiler:
Hybrid 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.
Özet:
This 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.
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