000 | 03159nam a22005055i 4500 | ||
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001 | 978-981-4560-96-2 | ||
003 | DE-He213 | ||
005 | 20200421111658.0 | ||
007 | cr nn 008mamaa | ||
008 | 140217s2014 si | s |||| 0|eng d | ||
020 |
_a9789814560962 _9978-981-4560-96-2 |
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024 | 7 |
_a10.1007/978-981-4560-96-2 _2doi |
|
050 | 4 | _aQ342 | |
072 | 7 |
_aUYQ _2bicssc |
|
072 | 7 |
_aCOM004000 _2bisacsh |
|
082 | 0 | 4 |
_a006.3 _223 |
245 | 1 | 0 |
_aPlayful User Interfaces _h[electronic resource] : _bInterfaces that Invite Social and Physical Interaction / _cedited by Anton Nijholt. |
264 | 1 |
_aSingapore : _bSpringer Singapore : _bImprint: Springer, _c2014. |
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300 |
_aX, 352 p. 129 illus., 122 illus. in color. _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 |
||
490 | 1 |
_aGaming Media and Social Effects, _x2197-9685 |
|
505 | 0 | _aIntroduction -- Public Interfaces Requiring Full-Body Interaction -- Multiplayer Mobile Games -- Smart Ball Applications -- New Exertion Games -- Tabletop Interfaces for Children with Autism -- Tabletop Interfaces for Children's Museum Visits -- Tangible Game Interfaces -- Child-Computer Interaction -- Interactive Playgrounds for Children -- Engagement in Playful Collective Interaction -- Head Up Games. | |
520 | _aThe book is about user interfaces to applications that have been designed for social and physical interaction. The interfaces are 'playful', that is, users feel challenged to engage in social and physical interaction because that will be fun. The topics that will be present in this book are interactive playgrounds, urban games using mobiles, sensor-equipped environments for playing, child-computer interaction, tangible game interfaces, interactive tabletop technology and applications, full-body interaction, exertion games, persuasion, engagement, evaluation, and user experience. Readers of the book will not only get a survey of state-of-the-art research in these areas, but the chapters in this book will also provide a vision of the future where playful interfaces will be ubiquitous, that is, present and integrated in home, office, recreational, sports and urban environments, emphasizing that in the future in these environments game elements will be integrated and welcomed. | ||
650 | 0 | _aEngineering. | |
650 | 0 | _aUser interfaces (Computer systems). | |
650 | 0 |
_aComputer science _xMathematics. |
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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. |
700 | 1 |
_aNijholt, Anton. _eeditor. |
|
710 | 2 | _aSpringerLink (Online service) | |
773 | 0 | _tSpringer eBooks | |
776 | 0 | 8 |
_iPrinted edition: _z9789814560955 |
830 | 0 |
_aGaming Media and Social Effects, _x2197-9685 |
|
856 | 4 | 0 | _uhttp://dx.doi.org/10.1007/978-981-4560-96-2 |
912 | _aZDB-2-ENG | ||
942 | _cEBK | ||
999 |
_c54837 _d54837 |