Brave NUI World

Brave NUI World
Author: Daniel Wigdor,Dennis Wixon
Publsiher: Elsevier
Total Pages: 257
Release: 2011-04-05
Genre: Computers
ISBN: 9780123822321

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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
Author: Bernardes, Oscar,Amorim, Vanessa,Moreira, António Carrizo
Publsiher: IGI Global
Total Pages: 657
Release: 2022-01-28
Genre: Computers
ISBN: 9781799892250

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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
Author: Masaaki Kurosu
Publsiher: Springer Nature
Total Pages: 672
Release: 2021-07-03
Genre: Computers
ISBN: 9783030784652

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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
Author: Francisco R. Ortega,Fatemeh Abyarjoo,Armando Barreto,Naphtali Rishe,Malek Adjouadi
Publsiher: CRC Press
Total Pages: 784
Release: 2016-01-06
Genre: Computers
ISBN: 9781482216950

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This book addresses the new interaction modalities that are becoming possible with new devices by looking at user interfaces from an input perspective. It deals with modern input devices and user interaction and design covering in-depth theory, advanced topics for noise reduction using Kalman Filters, a case study, and multiple chapters showing hands-on approaches to relevant technology, including modern devices such as the Leap-Motion, Xbox One Kinect, inertial measurement units, and multi-touch technology. It also discusses theories behind interaction and navigation, past and current techniques, and practical topics about input devices.

Best of the Independent Journals in Rhetoric and Composition 2014

Best of the Independent Journals in Rhetoric and Composition 2014
Author: Steve Parks,Brian Bailie
Publsiher: Parlor Press LLC
Total Pages: 234
Release: 2016-03-01
Genre: Computers
ISBN: 9781602358256

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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
Author: Wolfram Nagel
Publsiher: Morgan Kaufmann
Total Pages: 332
Release: 2015-12-11
Genre: Computers
ISBN: 9780128027509

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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
Author: Constantine Stephanidis,Margherita Antona
Publsiher: Springer
Total Pages: 557
Release: 2014-05-15
Genre: Computers
ISBN: 9783319074375

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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
Author: Carolyn R. Miller,Ashley R. Kelly
Publsiher: Springer
Total Pages: 308
Release: 2016-11-25
Genre: Social Science
ISBN: 9783319402956

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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.