000 | 03270nam a22004815i 4500 | ||
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001 | 978-3-319-30334-5 | ||
003 | DE-He213 | ||
005 | 20200421112042.0 | ||
007 | cr nn 008mamaa | ||
008 | 160503s2016 gw | s |||| 0|eng d | ||
020 |
_a9783319303345 _9978-3-319-30334-5 |
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024 | 7 |
_a10.1007/978-3-319-30334-5 _2doi |
|
050 | 4 | _aQA76.9.U83 | |
050 | 4 | _aQA76.9.H85 | |
072 | 7 |
_aUYZG _2bicssc |
|
072 | 7 |
_aCOM070000 _2bisacsh |
|
082 | 0 | 4 |
_a005.437 _223 |
082 | 0 | 4 |
_a4.019 _223 |
100 | 1 |
_aWaterworth, John. _eauthor. |
|
245 | 1 | 0 |
_aHuman-Experiential Design of Presence in Everyday Blended Reality _h[electronic resource] : _bLiving in the Here and Now / _cby John Waterworth, Kei Hoshi. |
264 | 1 |
_aCham : _bSpringer International Publishing : _bImprint: Springer, _c2016. |
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300 |
_aXI, 105 p. 23 illus. _bonline resource. |
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336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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347 |
_atext file _bPDF _2rda |
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490 | 1 |
_aHuman-Computer Interaction Series, _x1571-5035 |
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505 | 0 | _aPart I - Living in Mixed Reality -- Introduction: Divided Presence in Mixed Reality -- The Problems of Design -- Part II - Human-Experiential Design -- The Foundations of Human-experiential Design.-Designing with Blends -- Bridging Contextual Gaps with Blended Reality Spaces -- Part III - Blending Reality.-Designing Blended Reality Spaces -- Acting and Interacting in the Here and Now -- Index. | |
520 | _aThis book explores how our lives and social interactions have become split between two intertwined, but not integrated, realities: the physical and the digital. Our sense of presence in the here and now has become fragmented, and yet earlier design approaches reinforced the problem, rather than leading to improvements. The authors address these issues by laying out a new human computer interaction (HCI) design approach - human-experiential design - rooted in a return to first principles of how people understand the world, both consciously and unconsciously. The application of this approach to the design of blended reality spaces is described in detail. Examples and scenarios of designing them to overcome the problems inherent in a variety of mixed reality settings are provided. Human-Experiential Design of Presence in Everyday Blended Reality will appeal to undergraduate and graduate students and researchers in interaction design, psychology, HCI and computer application studies, as well as practicing interaction designers and computer professionals. It will also be of interest to communication, media and urban design students, and to all readers with an interest in the technology-mediated future. | ||
650 | 0 | _aComputer science. | |
650 | 0 | _aUser interfaces (Computer systems). | |
650 | 1 | 4 | _aComputer Science. |
650 | 2 | 4 | _aUser Interfaces and Human Computer Interaction. |
700 | 1 |
_aHoshi, Kei. _eauthor. |
|
710 | 2 | _aSpringerLink (Online service) | |
773 | 0 | _tSpringer eBooks | |
776 | 0 | 8 |
_iPrinted edition: _z9783319303321 |
830 | 0 |
_aHuman-Computer Interaction Series, _x1571-5035 |
|
856 | 4 | 0 | _uhttp://dx.doi.org/10.1007/978-3-319-30334-5 |
912 | _aZDB-2-SCS | ||
942 | _cEBK | ||
999 |
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