000 03644nam a22005295i 4500
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
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.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
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