The 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.
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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.
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Introduction.- 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.
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The 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.
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From the book reviews:“The papers within the book demonstrate the value of user interfaces, not only as a way of catching the attention of humans, but also, and most importantly, as a way of teaching concepts, playing games intelligently, and helping people. … This book may be quite valuable for educators, graphic designers, computer engineers, and web developers. Researchers dealing with human interaction might also benefit from reading it.” (Ramon Gonzalez Sanchez, Computing Reviews, July, 2014)
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Caters to scientists, engineers and practitioners involved in the field of playful user interfaces Written by top researchers on user interfaces for game and play environments Broadens your understanding on the role of games and entertainment in domestic, work and public spaces Includes supplementary material: sn.pub/extras
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Produktdetaljer

ISBN
9789811011924
Publisert
2016-09-03
Utgiver
Vendor
Springer Verlag, Singapore
Høyde
235 mm
Bredde
155 mm
Aldersnivå
Research, P, 06
Språk
Product language
Engelsk
Format
Product format
Heftet

Redaktør

Om bidragsyterne

Anton Nijholt is Professor in the Human Media Interaction research group of the University of Twente. He studied mathematics and computer science at the Delft University of Technology and did his PhD research at the Vrije Universiteit in Amsterdam. Since then he held positions as post-doc and professor at universities in Canada, the Netherlands and Belgium, before he took a permanent position in 1989 as a full professor at the University of Twente, the Netherlands. His research interests changed from theoretical computer science to human-computer interaction. In Twente he initiated the Human-Media Interaction research group and supervised close to fifty PhD students. Anton Nijholt has more than two hundred scientific applications. He has been (and will be) general and program chair of the main international conferences on intelligent agents, affective computing, and entertainment computing. In addition he has introduced workshops, special sessions and special issues of journals devoted to new and advanced issues in human-computer interactions, such as smart material interfaces, brain-computer interfacing, and child-computer interaction.