Handbook of research on human-computer interfaces and new modes of interactivity:
"This book explores and discusses innovative studies of technology and its application in the implementation of interactivity in interface design and development (through Web 1.0 to 3.0) and welcomes significant research in human-computer interfaces and interaction"--
Gespeichert in:
Weitere Verfasser: | , |
---|---|
Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA) :
IGI Global,
[c2019]
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | "This book explores and discusses innovative studies of technology and its application in the implementation of interactivity in interface design and development (through Web 1.0 to 3.0) and welcomes significant research in human-computer interfaces and interaction"-- |
Beschreibung: | 33 PDFs (488 pages) Also available in print. |
Format: | Mode of access: World Wide Web. |
Bibliographie: | Includes bibliographical references and index. |
ISBN: | 9781522590712 |
Zugangseinschränkungen: | Restricted to subscribers or individual electronic text purchasers. |
Internformat
MARC
LEADER | 00000nam a2200000 i 4500 | ||
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010 | |z 2018056284 | ||
020 | |a 9781522590712 |q ebook | ||
020 | |z 9781522590699 |q hardcover | ||
020 | |z 9781522590705 |q softcover | ||
024 | 7 | |a 10.4018/978-1-5225-9069-9 |2 doi | |
035 | |a (CaBNVSL)slc20752412 | ||
035 | |a (OCoLC)1100071664 | ||
040 | |a CaBNVSL |b eng |e rda |c CaBNVSL |d CaBNVSL | ||
050 | 4 | |a QA76.9.U83 |b H345 2020e | |
082 | 7 | |a 005.4/37 |2 23 | |
245 | 0 | 0 | |a Handbook of research on human-computer interfaces and new modes of interactivity |c Katherine Blashki and Pedro Isaias, editors. |
264 | 1 | |a Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA) : |b IGI Global, |c [c2019] | |
300 | |a 33 PDFs (488 pages) | ||
336 | |a text |2 rdacontent | ||
337 | |a electronic |2 isbdmedia | ||
338 | |a online resource |2 rdacarrier | ||
504 | |a Includes bibliographical references and index. | ||
505 | 0 | |a Section 1. Design and methodology. Chapter 1. Application of direct and indirect human-centered design techniques with dyslexic users ; Chapter 2. Observations on design thinking in novice designers while empathizing with persona ; Chapter 3. A protocol for reviewing off-the-shelf games to inform the development of new educational games ; Chapter 4. Surveying games with a combined model of immersion and flow ; Chapter 5. Deus ex machina: the automation of a religious ritual in a data-driven machine design, implementation, and public reception ; Chapter 6. Explanations in artificial intelligence decision making: a user acceptance perspective -- Section 2. Applications. Chapter 7. Redesign of the bank reconciliation interface of the Contaazul software ; Chapter 8. Development of interface for assisting energy-saving utilizing information from network home appliances ; Chapter 9. Applied alternative tools and methods in the replacement of the game design document ; Chapter 10. Using augmented-reality to aid in lego construction: a mobile application ; Chapter 11. An ARM framework for F2P mobile games ; Chapter 12. Introduction to a collaborative mobile web platform: higher M@T-EduTutor ; Chapter 13. Lesion boundary segmentation with artifacts removal and melanoma detection in skin lesion images -- Section 3. User experience and usability studies. Chapter 14. "Think of the children!": the relationship between visual complexity, age, visual aesthetics, and learning motivation with regard to children ; Chapter 15. Instrumental music design: influence on task performance ; Chapter 16. Impact of evaluating the usability of assisted technology oriented by protocol ; Chapter 17. The convergence between challenge-based learning and game design thinking methodologies: exploring creativity and innovation in the game development process ; Chapter 18. Mindfulness and HCI ; Chapter 19. Proposal of a user's cognitive load-centric methodology for HCI-based control panel design ; Chapter 20. Groupwise non-rigid image alignment using few parameters: registration of facial and medical images ; Chapter 21. Evaluating an e-learning application to protect vulnerable users from cyberbullying ; Chapter 22. Blueeyes: a pilot project and a new way to see the world. | |
506 | |a Restricted to subscribers or individual electronic text purchasers. | ||
520 | 3 | |a "This book explores and discusses innovative studies of technology and its application in the implementation of interactivity in interface design and development (through Web 1.0 to 3.0) and welcomes significant research in human-computer interfaces and interaction"-- |c Provided by publisher. | |
530 | |a Also available in print. | ||
538 | |a Mode of access: World Wide Web. | ||
588 | |a Description based on title screen (IGI Global, viewed 05/07/2019). | ||
650 | 0 | |a User interfaces (Computer systems) | |
700 | 1 | |a Blashki, Kathy |d 1961- |e editor. | |
700 | 1 | |a Isaias, Pedro, |e editor. | |
710 | 2 | |a IGI Global, |e publisher. | |
776 | 0 | |c (Original) |w (DLC)2018056284 | |
776 | 0 | 8 | |i Print version: |z 1522590692 |z 9781522590699 |w (DLC) 2018056284 |
856 | 4 | 0 | |l FWS01 |p ZDB-98-IGB |q FWS_PDA_IGB |u http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-9069-9 |3 Volltext |
912 | |a ZDB-98-IGB | ||
049 | |a DE-863 |
Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-98-IGB-00218588 |
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adam_text | |
any_adam_object | |
author2 | Blashki, Kathy 1961- Isaias, Pedro |
author2_role | edt edt |
author2_variant | k b kb p i pi |
author_facet | Blashki, Kathy 1961- Isaias, Pedro |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | Q - Science |
callnumber-label | QA76 |
callnumber-raw | QA76.9.U83 H345 2020e |
callnumber-search | QA76.9.U83 H345 2020e |
callnumber-sort | QA 276.9 U83 H345 42020E |
callnumber-subject | QA - Mathematics |
collection | ZDB-98-IGB |
contents | Section 1. Design and methodology. Chapter 1. Application of direct and indirect human-centered design techniques with dyslexic users ; Chapter 2. Observations on design thinking in novice designers while empathizing with persona ; Chapter 3. A protocol for reviewing off-the-shelf games to inform the development of new educational games ; Chapter 4. Surveying games with a combined model of immersion and flow ; Chapter 5. Deus ex machina: the automation of a religious ritual in a data-driven machine design, implementation, and public reception ; Chapter 6. Explanations in artificial intelligence decision making: a user acceptance perspective -- Section 2. Applications. Chapter 7. Redesign of the bank reconciliation interface of the Contaazul software ; Chapter 8. Development of interface for assisting energy-saving utilizing information from network home appliances ; Chapter 9. Applied alternative tools and methods in the replacement of the game design document ; Chapter 10. Using augmented-reality to aid in lego construction: a mobile application ; Chapter 11. An ARM framework for F2P mobile games ; Chapter 12. Introduction to a collaborative mobile web platform: higher M@T-EduTutor ; Chapter 13. Lesion boundary segmentation with artifacts removal and melanoma detection in skin lesion images -- Section 3. User experience and usability studies. Chapter 14. "Think of the children!": the relationship between visual complexity, age, visual aesthetics, and learning motivation with regard to children ; Chapter 15. Instrumental music design: influence on task performance ; Chapter 16. Impact of evaluating the usability of assisted technology oriented by protocol ; Chapter 17. The convergence between challenge-based learning and game design thinking methodologies: exploring creativity and innovation in the game development process ; Chapter 18. Mindfulness and HCI ; Chapter 19. Proposal of a user's cognitive load-centric methodology for HCI-based control panel design ; Chapter 20. Groupwise non-rigid image alignment using few parameters: registration of facial and medical images ; Chapter 21. Evaluating an e-learning application to protect vulnerable users from cyberbullying ; Chapter 22. Blueeyes: a pilot project and a new way to see the world. |
ctrlnum | (CaBNVSL)slc20752412 (OCoLC)1100071664 |
dewey-full | 005.4/37 |
dewey-hundreds | 000 - Computer science, information, general works |
dewey-ones | 005 - Computer programming, programs, data, security |
dewey-raw | 005.4/37 |
dewey-search | 005.4/37 |
dewey-sort | 15.4 237 |
dewey-tens | 000 - Computer science, information, general works |
discipline | Informatik |
format | Electronic eBook |
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id | ZDB-98-IGB-00218588 |
illustrated | Not Illustrated |
indexdate | 2024-11-26T14:51:54Z |
institution | BVB |
isbn | 9781522590712 |
language | English |
oclc_num | 1100071664 |
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physical | 33 PDFs (488 pages) Also available in print. |
psigel | ZDB-98-IGB |
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publisher | IGI Global, |
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spelling | Handbook of research on human-computer interfaces and new modes of interactivity Katherine Blashki and Pedro Isaias, editors. Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA) : IGI Global, [c2019] 33 PDFs (488 pages) text rdacontent electronic isbdmedia online resource rdacarrier Includes bibliographical references and index. Section 1. Design and methodology. Chapter 1. Application of direct and indirect human-centered design techniques with dyslexic users ; Chapter 2. Observations on design thinking in novice designers while empathizing with persona ; Chapter 3. A protocol for reviewing off-the-shelf games to inform the development of new educational games ; Chapter 4. Surveying games with a combined model of immersion and flow ; Chapter 5. Deus ex machina: the automation of a religious ritual in a data-driven machine design, implementation, and public reception ; Chapter 6. Explanations in artificial intelligence decision making: a user acceptance perspective -- Section 2. Applications. Chapter 7. Redesign of the bank reconciliation interface of the Contaazul software ; Chapter 8. Development of interface for assisting energy-saving utilizing information from network home appliances ; Chapter 9. Applied alternative tools and methods in the replacement of the game design document ; Chapter 10. Using augmented-reality to aid in lego construction: a mobile application ; Chapter 11. An ARM framework for F2P mobile games ; Chapter 12. Introduction to a collaborative mobile web platform: higher M@T-EduTutor ; Chapter 13. Lesion boundary segmentation with artifacts removal and melanoma detection in skin lesion images -- Section 3. User experience and usability studies. Chapter 14. "Think of the children!": the relationship between visual complexity, age, visual aesthetics, and learning motivation with regard to children ; Chapter 15. Instrumental music design: influence on task performance ; Chapter 16. Impact of evaluating the usability of assisted technology oriented by protocol ; Chapter 17. The convergence between challenge-based learning and game design thinking methodologies: exploring creativity and innovation in the game development process ; Chapter 18. Mindfulness and HCI ; Chapter 19. Proposal of a user's cognitive load-centric methodology for HCI-based control panel design ; Chapter 20. Groupwise non-rigid image alignment using few parameters: registration of facial and medical images ; Chapter 21. Evaluating an e-learning application to protect vulnerable users from cyberbullying ; Chapter 22. Blueeyes: a pilot project and a new way to see the world. Restricted to subscribers or individual electronic text purchasers. "This book explores and discusses innovative studies of technology and its application in the implementation of interactivity in interface design and development (through Web 1.0 to 3.0) and welcomes significant research in human-computer interfaces and interaction"-- Provided by publisher. Also available in print. Mode of access: World Wide Web. Description based on title screen (IGI Global, viewed 05/07/2019). User interfaces (Computer systems) Blashki, Kathy 1961- editor. Isaias, Pedro, editor. IGI Global, publisher. (Original) (DLC)2018056284 Print version: 1522590692 9781522590699 (DLC) 2018056284 FWS01 ZDB-98-IGB FWS_PDA_IGB http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-9069-9 Volltext |
spellingShingle | Handbook of research on human-computer interfaces and new modes of interactivity Section 1. Design and methodology. Chapter 1. Application of direct and indirect human-centered design techniques with dyslexic users ; Chapter 2. Observations on design thinking in novice designers while empathizing with persona ; Chapter 3. A protocol for reviewing off-the-shelf games to inform the development of new educational games ; Chapter 4. Surveying games with a combined model of immersion and flow ; Chapter 5. Deus ex machina: the automation of a religious ritual in a data-driven machine design, implementation, and public reception ; Chapter 6. Explanations in artificial intelligence decision making: a user acceptance perspective -- Section 2. Applications. Chapter 7. Redesign of the bank reconciliation interface of the Contaazul software ; Chapter 8. Development of interface for assisting energy-saving utilizing information from network home appliances ; Chapter 9. Applied alternative tools and methods in the replacement of the game design document ; Chapter 10. Using augmented-reality to aid in lego construction: a mobile application ; Chapter 11. An ARM framework for F2P mobile games ; Chapter 12. Introduction to a collaborative mobile web platform: higher M@T-EduTutor ; Chapter 13. Lesion boundary segmentation with artifacts removal and melanoma detection in skin lesion images -- Section 3. User experience and usability studies. Chapter 14. "Think of the children!": the relationship between visual complexity, age, visual aesthetics, and learning motivation with regard to children ; Chapter 15. Instrumental music design: influence on task performance ; Chapter 16. Impact of evaluating the usability of assisted technology oriented by protocol ; Chapter 17. The convergence between challenge-based learning and game design thinking methodologies: exploring creativity and innovation in the game development process ; Chapter 18. Mindfulness and HCI ; Chapter 19. Proposal of a user's cognitive load-centric methodology for HCI-based control panel design ; Chapter 20. Groupwise non-rigid image alignment using few parameters: registration of facial and medical images ; Chapter 21. Evaluating an e-learning application to protect vulnerable users from cyberbullying ; Chapter 22. Blueeyes: a pilot project and a new way to see the world. User interfaces (Computer systems) |
title | Handbook of research on human-computer interfaces and new modes of interactivity |
title_auth | Handbook of research on human-computer interfaces and new modes of interactivity |
title_exact_search | Handbook of research on human-computer interfaces and new modes of interactivity |
title_full | Handbook of research on human-computer interfaces and new modes of interactivity Katherine Blashki and Pedro Isaias, editors. |
title_fullStr | Handbook of research on human-computer interfaces and new modes of interactivity Katherine Blashki and Pedro Isaias, editors. |
title_full_unstemmed | Handbook of research on human-computer interfaces and new modes of interactivity Katherine Blashki and Pedro Isaias, editors. |
title_short | Handbook of research on human-computer interfaces and new modes of interactivity |
title_sort | handbook of research on human computer interfaces and new modes of interactivity |
topic | User interfaces (Computer systems) |
topic_facet | User interfaces (Computer systems) |
url | http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-9069-9 |
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