000 03159nam a22005055i 4500
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
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.
300 _aX, 352 p. 129 illus., 122 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 _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.
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