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Brave NUI World

Brave NUI World
Designing Natural User Interfaces for Touch and Gesture

by Daniel Wigdor,Dennis Wixon

  • Publisher : Elsevier
  • Release : 2011-04-05
  • Pages : 264
  • ISBN : 9780123822321
  • Language : En, Es, Fr & De
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Brave NUI World is the first practical guide for designing touch- and gesture-based user interfaces. Written by the team from Microsoft that developed the multi-touch, multi-user Surface® tabletop product, it introduces the reader to natural user interfaces (NUI). It gives readers the necessary tools and information to integrate touch and gesture practices into daily work, presenting scenarios, problem solving, metaphors, and techniques intended to avoid making mistakes. This book considers diverse user needs and context, real world successes and failures, and the future of NUI. It presents thirty scenarios, giving practitioners a multitude of considerations for making informed design decisions and helping to ensure that missteps are never made again. The book will be of value to game designers as well as practitioners, researchers, and students interested in learning about user experience design, user interface design, interaction design, software design, human computer interaction, human factors, information design, and information architecture. Provides easy-to-apply design guidance for the unique challenge of creating touch- and gesture-based user interfaces Considers diverse user needs and context, real world successes and failures, and a look into the future of NUI Presents thirty scenarios, giving practitioners a multitude of considerations for making informed design decisions and helping to ensure that missteps are never made again

Brave NUI World

Brave NUI World
A Book

by Daniel Wigdor,Dennis Wixon

  • Publisher : Unknown Publisher
  • Release : 2011
  • Pages : 264
  • ISBN : 9876543210XXX
  • Language : En, Es, Fr & De
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Brave NUI World is the first practical guide for designing touch- and gesture-based user interfaces. Written by the team from Microsoft that developed the multi-touch, multi-user Surface® tabletop product, it introduces the reader to natural user interfaces (NUI). It gives readers the necessary tools and information to integrate touch and gesture practices into daily work, presenting scenarios, problem solving, metaphors, and techniques intended to avoid making mistakes. This book considers diverse user needs and context, real world successes and failures, and the future of NUI. It presents thirty scenarios, giving practitioners a multitude of considerations for making informed design decisions and helping to ensure that missteps are never made again. The book will be of value to game designers as well as practitioners, researchers, and students interested in learning about user experience design, user interface design, interaction design, software design, human computer interaction, human factors, information design, and information architecture. Provides easy-to-apply design guidance for the unique challenge of creating touch- and gesture-based user interfaces Considers diverse user needs and context, real world successes and failures, and a look into the future of NUI Presents thirty scenarios, giving practitioners a multitude of considerations for making informed design decisions and helping to ensure that missteps are never made again.

Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations

Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations
A Book

by Bernardes, Oscar,Amorim, Vanessa,Moreira, António Carrizo

  • Publisher : IGI Global
  • Release : 2022-01-28
  • Pages : 657
  • ISBN : 1799892255
  • Language : En, Es, Fr & De
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Gaming is increasingly prevalent in our society and everyday lives as a form of leisure or competition. The typical aim of gaming is to gain a pleasant experience from the game. Because of the saturation of gaming in global society, the gamification concept and its operationalization in non-gaming contexts has become a growing practice. This technological novelty is the basis for an innovative change in many types of environments such as education, commerce, marketing, work, health, governance, and sustainability, among others. The service sector especially has shown widespread adoption of the method as it seeks to increase and motivate audiences and promote brands. However, little research is available on the adoption of gamification in organizations, leading to a need for literature that investigates best practices for utilization and implementation. The Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations is a comprehensive and timely reference book that explores the field of gamification for economic and social development. This book provides dynamic research from this emerging field. Covering topics such as distance learning, health behaviors, and workplace training, this book is a valuable reference for researchers, marketing managers, students, managers, executives, software developers, IT specialists, technology developers, faculty of P-12 and higher education, teachers, professors, government officials, and academicians.

Human-Computer Interaction. Interaction Techniques and Novel Applications

Human-Computer Interaction. Interaction Techniques and Novel Applications
Thematic Area, HCI 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part II

by Masaaki Kurosu

  • Publisher : Springer Nature
  • Release : 2021-07-03
  • Pages : 661
  • ISBN : 3030784657
  • Language : En, Es, Fr & De
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The three-volume set LNCS 12762, 12763, and 12764 constitutes the refereed proceedings of the Human Computer Interaction thematic area of the 23rd International Conference on Human-Computer Interaction, HCII 2021, which took place virtually in July 2021. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The 139 papers included in this HCI 2021 proceedings were organized in topical sections as follows: Part I, Theory, Methods and Tools: HCI theory, education and practice; UX evaluation methods, techniques and tools; emotional and persuasive design; and emotions and cognition in HCI Part II, Interaction Techniques and Novel Applications: Novel interaction techniques; human-robot interaction; digital wellbeing; and HCI in surgery Part III, Design and User Experience Case Studies: Design case studies; user experience and technology acceptance studies; and HCI, social distancing, information, communication and work

Interaction Design for 3D User Interfaces

Interaction Design for 3D User Interfaces
The World of Modern Input Devices for Research, Applications, and Game Development

by Francisco R. Ortega,Fatemeh Abyarjoo,Armando Barreto,Naphtali Rishe,Malek Adjouadi

  • Publisher : CRC Press
  • Release : 2016-01-06
  • Pages : 805
  • ISBN : 1482216957
  • Language : En, Es, Fr & De
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In this new era of computing, where the iPhone, iPad, Xbox Kinect, and similar devices have changed the way to interact with computers, many questions have risen about how modern input devices can be used for a more intuitive user interaction. Interaction Design for 3D User Interfaces: The World of Modern Input Devices for Research, Applications, a

Best of the Independent Journals in Rhetoric and Composition 2014

Best of the Independent Journals in Rhetoric and Composition 2014
A Book

by Steve Parks,Brian Bailie

  • Publisher : Parlor Press LLC
  • Release : 2016-03-01
  • Pages : 267
  • ISBN : 1602358257
  • Language : En, Es, Fr & De
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THE BEST OF THE INDEPENDENT RHETORIC AND COMPOSITION JOURNALS 2014 represents the result of a nationwide conversation—beginning with journal editors, but expanding to teachers, scholars and workers across the discipline of Rhetoric and Composition—to select essays that showcase the innovative and transformative work now being published in the field’s independent journals.

Multiscreen UX Design

Multiscreen UX Design
Developing for a Multitude of Devices

by Wolfram Nagel

  • Publisher : Morgan Kaufmann
  • Release : 2015-12-11
  • Pages : 332
  • ISBN : 0128027509
  • Language : En, Es, Fr & De
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People today use technology on different devices in different locations. Users expect to access information on all relevant screens and across multiple channels through smartphones, tablets, laptops/desktops, smart (internet-connected) TVs, and other devices, such as smartwatches for example. Multiscreen is no longer a nice add-on, it’s a requirement. In this environment, user experience needs to cater to multiple devices. This book provides a holistic approach that will help UX professionals to offer a hands-on guide for UX design across multiple screens. It presents an opportunity to learn how to cater designs for customers. Readers will find patterns, strategies, examples and case studies, methodologies, and insights to help inspire them to develop a viable strategy for their own digital products and services. UX professionals will walk through important elements of multiscreen UX: Investigating the devices and their capabilities Understanding the users and their capabilities Considering the context in which users use these devices Navigating next generation information experiences and the future of content management Designing content and UI architecture for multiscreen projects A hands-on, practical guide to UX design for how users approach content – across more than one screen at a time Discusses devices, users, and their practices Includes best practices, real-world examples, and tips and tricks A preface written by Scott Jenson

Universal Access in Human-Computer Interaction: Design and Development Methods for Universal Access

Universal Access in Human-Computer Interaction: Design and Development Methods for Universal Access
8th International Conference, UAHCI 2014, Held as Part of HCI International 2014, Heraklion, Crete, Greece, June 22-27, 2014, Proceedings, Part I

by Constantine Stephanidis,Margherita Antona

  • Publisher : Springer
  • Release : 2014-05-15
  • Pages : 557
  • ISBN : 3319074377
  • Language : En, Es, Fr & De
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The four-volume set LNCS 8513-8516 constitutes the refereed proceedings of the 8th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2014, held as part of the 16th International Conference on Human-Computer Interaction, HCII 2014, held in Heraklion, Crete, Greece in June 2014, jointly with 14 other thematically similar conferences. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences was carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 251 contributions included in the UAHCI proceedings were carefully reviewed and selected for inclusion in this four-volume set. The 51 papers included in this volume are organized in the following topical sections: design for all methods, techniques, and tools; development methods and tools for universal access; user models, adaption and personalization; natural, multimodal and multisensory interaction and brain-computer interfaces.

Emerging Genres in New Media Environments

Emerging Genres in New Media Environments
A Book

by Carolyn R. Miller,Ashley R. Kelly

  • Publisher : Springer
  • Release : 2016-11-25
  • Pages : 308
  • ISBN : 3319402951
  • Language : En, Es, Fr & De
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This volume explores cultural innovation and transformation as revealed through the emergence of new media genres. New media have enabled what impresses most observers as a dizzying proliferation of new forms of communicative interaction and cultural production, provoking multimodal experimentation, and artistic and entrepreneurial innovation. Working with the concept of genre, scholars in multiple fields have begun to explore these processes of emergence, innovation, and stabilization. Genre has thus become newly important in game studies, library and information science, film and media studies, applied linguistics, rhetoric, literature, and elsewhere. Understood as social recognitions that embed histories, ideologies, and contradictions, genres function as recurrent social actions, helping to constitute culture. Because genres are dynamic sites of tension between stability and change, they are also sites of inventive potential. Emerging Genres in New Media Environments brings together compelling papers from scholars in Brazil, Canada, England, and the United States to illustrate how this inventive potential has been harnessed around the world.

Virtual Reality Enhanced Robotic Systems for Disability Rehabilitation

Virtual Reality Enhanced Robotic Systems for Disability Rehabilitation
A Book

by Hu, Fei

  • Publisher : IGI Global
  • Release : 2016-01-07
  • Pages : 383
  • ISBN : 1466697415
  • Language : En, Es, Fr & De
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The study of technology and its implications in the medical field has become an increasingly crucial area of research. By integrating technological innovations into clinical practices, patients can receive improved diagnoses and treatments, as well as faster and safer recoveries. Virtual Reality Enhanced Robotic Systems for Disability Rehabilitation is an authoritative reference source for the latest scholarly research on the use of computer-assisted rehabilitation methods for disabled patients. Highlighting the application of robots, sensors, and virtual environments, this book is ideally designed for graduate students, engineers, technicians, and company administrators interested in the incorporation of auto-training methods in patient recovery.

Handbook of Research on Advanced ICT Integration for Governance and Policy Modeling

Handbook of Research on Advanced ICT Integration for Governance and Policy Modeling
A Book

by Sonntagbauer, Peter

  • Publisher : IGI Global
  • Release : 2014-06-30
  • Pages : 508
  • ISBN : 1466662379
  • Language : En, Es, Fr & De
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As governments and policy makers take advantage of information and communication technologies, leaders must understand how to navigate the ever-shifting landscape of modern technologies in order to be most effective in enacting change and leading their constituents. The Handbook of Research on Advanced ICT Integration for Governance and Policy Modeling builds on the available literature, research, and recent advances in e-governance to explore advanced methods and applications of digital tools in government. This collection of the latest research in the field presents an essential reference for academics, researchers, and advanced-level students, as well as government leaders, policy makers, and experts in international relations.

New Advances in Information Systems and Technologies

New Advances in Information Systems and Technologies
A Book

by Álvaro Rocha,Ana Maria Correia,Hojjat Adeli,Luis Paulo Reis,Marcelo Mendonça Teixeira

  • Publisher : Springer
  • Release : 2016-03-15
  • Pages : 1130
  • ISBN : 3319312324
  • Language : En, Es, Fr & De
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This book contains a selection of articles from The 2016 World Conference on Information Systems and Technologies (WorldCIST'16), held between the 22nd and 24th of March at Recife, Pernambuco, Brazil. WorldCIST is a global forum for researchers and practitioners to present and discuss recent results and innovations, current trends, professional experiences and challenges of modern Information Systems and Technologies research, together with their technological development and applications. The main topics covered are: Information and Knowledge Management; Organizational Models and Information Systems; Software and Systems Modeling; Software Systems, Architectures, Applications and Tools; Multimedia Systems and Applications; Computer Networks, Mobility and Pervasive Systems; Intelligent and Decision Support Systems; Big Data Analytics and Applications; Human-Computer Interaction; Health Informatics; Information Technologies in Education; Information Technologies in Radiocommunications.

Human-Computer Interaction - INTERACT 2017

Human-Computer Interaction - INTERACT 2017
16th IFIP TC 13 International Conference, Mumbai, India, September 25-29, 2017, Proceedings, Part II

by Regina Bernhaupt,Girish Dalvi,Anirudha Joshi,Devanuj K. Balkrishan,Jacki O'Neill,Marco Winckler

  • Publisher : Springer
  • Release : 2017-09-19
  • Pages : 494
  • ISBN : 3319676849
  • Language : En, Es, Fr & De
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The four-volume set LNCS 10513—10516 constitutes the proceedings of the 16th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2017, held in Mumbai, India, in September 2017. The total of 68 papers presented in these books was carefully reviewed and selected from 221 submissions. The contributions are organized in topical sections named: Part I: adaptive design and mobile applications; aging and disabilities; assistive technology for blind users; audience engagement; co-design studies; cultural differences and communication technology; design rationale and camera-control. Part II: digital inclusion; games; human perception, cognition and behavior; information on demand, on the move, and gesture interaction; interaction at the workplace; interaction with children. Part III: mediated communication in health; methods and tools for user interface evaluation; multi-touch interaction; new int eraction techniques; personalization and visualization; persuasive technology and rehabilitation; and pointing and target selection.

Game Magic

Game Magic
A Designer's Guide to Magic Systems in Theory and Practice

by Jeff Howard

  • Publisher : CRC Press
  • Release : 2014-04-22
  • Pages : 376
  • ISBN : 1466567872
  • Language : En, Es, Fr & De
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Make More Immersive and Engaging Magic Systems in Games Game Magic: A Designer’s Guide to Magic Systems in Theory and Practice explains how to construct magic systems and presents a compendium of arcane lore, encompassing the theory, history, and structure of magic systems in games and human belief. The author combines rigorous scholarly analysis with practical game design advice in the form of a magical recipe book (grimoire). The book gives you an in-depth understanding of the history and structure of magic to make your games richer and deeper. It shows how to set up tables of correspondences and spell components as well as how to write programming code integrating these components as part of game mechanics. It also illustrates how to divide a simulated world into domains of influence (such as alteration, conjuration, and necromancy) and how to use specific rule systems to simulate powers within these realms. Showing you how to weave compelling magic into your games, the book is interspersed with examples that illustrate how to design and program magic systems. Working examples are available for download on a supporting website.

The Mobile Frontier

The Mobile Frontier
A Guide for Designing Mobile Experiences

by Rachel Hinman

  • Publisher : Rosenfeld Media
  • Release : 2012-06-11
  • Pages : 280
  • ISBN : 1933820055
  • Language : En, Es, Fr & De
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Mobile user experience is a new frontier. Untethered from a keyboard and mouse, this rich design space is lush with opportunity to invent new and more human ways for people to interact with information. Invention requires casting off many anchors and conventions inherited from the last 50 years of computer science and traditional design and jumping head first into a new and unfamiliar design space.

Apps for Librarians: Using the Best Mobile Technology to Educate, Create, and Engage

Apps for Librarians: Using the Best Mobile Technology to Educate, Create, and Engage
A Book

by Nicole Hennig

  • Publisher : ABC-CLIO
  • Release : 2014-09-24
  • Pages : 197
  • ISBN : 1610695313
  • Language : En, Es, Fr & De
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How can your library—and your patrons—benefit from mobile apps? This guidebook offers a solid foundation in "app-literacy," supplying librarians with the knowledge to review and recommend apps, offer workshops, and become the app expert for their communities. • Describes the most important, high-quality mobile apps in specific topic areas of interest to librarians • Provides examples of how these apps are useful for education, creativity, and productivity for all types of users, including those with special needs • Supplies a detailed checklist of what information to include when reviewing apps • Includes an extensive resource guide to books, blogs, websites, courses, and other sources for keeping up with mobile apps • Provides notes on app functionality, features, price, and developer as well as any pertinent limitations

Young Children and Mobile Media

Young Children and Mobile Media
Producing Digital Dexterity

by Bjørn Nansen

  • Publisher : Springer Nature
  • Release : 2020-07-23
  • Pages : 158
  • ISBN : 3030498751
  • Language : En, Es, Fr & De
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This book investigates young children’s everyday digital practices, embodied digital play, and digital media products – such as mobile applications, digital games, and software tools. The book provides a critical and collective perspective on the ways young children’s mobile media culture is currently being reshaped. The chapters draw on research that extends from the household to social media platforms and public spaces. Moving across these interconnected sites, this book explores how young children are currently configured as consumers, users, and subjects of mobile media technologies. These arrangements of media use are analysed through a conceptual lens of digital dexterity, which locates children’s capacities to use mobile media interfaces and digital products not simply in terms of physical skills or developmental capacities, but importantly, through the design and affordances of mobile technologies and touch-based interfaces, cultures of interactive play and digital parenting, and economies of digital platforms and technology product design.

Design, User Experience, and Usability: User Experience in Novel Technological Environments

Design, User Experience, and Usability: User Experience in Novel Technological Environments
Second International Conference, DUXU 2013, Held as Part of HCI International 2013, Las Vegas, NV, USA, July 21-26, 2013, Proceedings, Part III

by Aaron Marcus

  • Publisher : Springer
  • Release : 2013-07-01
  • Pages : 612
  • ISBN : 3642392385
  • Language : En, Es, Fr & De
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The four-volume set LNCS 8012, 8013, 8014 and 8015 constitutes the proceedings of the Second International Conference on Design, User Experience, and Usability, DUXU 2013, held as part of the 15th International Conference on Human-Computer Interaction, HCII 2013, held in Las Vegas, USA in July 2013, jointly with 12 other thematically similar conferences. The total of 1666 papers and 303 posters presented at the HCII 2013 conferences was carefully reviewed and selected from 5210 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 282 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this four-volume set. The 65 papers included in this volume are organized in the following topical sections: designing for safe and secure environments; designing for smart and ambient devices; designing for virtual and augmented environments; and emotional and persuasion design.

Games User Research

Games User Research
A Book

by Anders Drachen,Pejman Mirza-Babaei,Lennart Nacke

  • Publisher : Oxford University Press
  • Release : 2018-01-19
  • Pages : 400
  • ISBN : 0192513915
  • Language : En, Es, Fr & De
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Games live and die commercially on the player experience. Games User Research is collectively the way we optimise the quality of the user experience (UX) in games, working with all aspects of a game from the mechanics and interface, visuals and art, interaction and progression, making sure every element works in concert and supports the game UX. This means that Games User Research is essential and integral to the production of games and to shape the experience of players. Today, Games User Research stands as the primary pathway to understanding players and how to design, build, and launch games that provide the right game UX. Until now, the knowledge in Games User Research and Game UX has been fragmented and there were no comprehensive, authoritative resources available. This book bridges the current gap of knowledge in Games User Research, building the go-to resource for everyone working with players and games or other interactive entertainment products. It is accessible to those new to Games User Research, while being deeply comprehensive and insightful for even hardened veterans of the game industry. In this book, dozens of veterans share their wisdom and best practices on how to plan user research, obtain the actionable insights from users, conduct user-centred testing, which methods to use when, how platforms influence user research practices, and much, much more.

Physiological Computing Systems

Physiological Computing Systems
International Conferences, PhyCS 2016, Lisbon, Portugal, July 27–28, 2016, PhyCS 2017, Madrid, Spain, July 27–28, 2017, PhyCS 2018, Seville, Spain, September 19–21, 2018, Revised and Extended Selected Papers

by Andreas Holzinger,Alan Pope,Hugo Plácido da Silva

  • Publisher : Springer Nature
  • Release : 2019-08-27
  • Pages : 239
  • ISBN : 3030279502
  • Language : En, Es, Fr & De
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This book constitutes the proceedings of the Third International Conference on Physiological Computing Systems, PhyCS 2016, held in Lisbon, Portugal, in July 2016. The 12 papers presented in this volume were carefully reviewed and selected from numerous submissions. They contribute to the understanding of relevant trends of current research on physiological computing systems, including brain-computer interfaces, virtual reality, psychophysiological load assessment in unconstrained scenarios, body tracking and movement pattern recognition, emotion recognition, machine learning applied to diabetes and hypertension, tangible biofeedback technologies, multimodal sensor data fusion, and deep learning for hand gesture recognition.