LEADER 05129nam 22006015 450 001 9910299918003321 005 20200630235922.0 010 $a3-319-60639-5 024 7 $a10.1007/978-3-319-60639-2 035 $a(CKB)3710000001404688 035 $a(DE-He213)978-3-319-60639-2 035 $a(MiAaPQ)EBC4877514 035 $a(PPN)202992470 035 $a(EXLCZ)993710000001404688 100 $a20170613d2018 u| 0 101 0 $aeng 135 $aurnn|008mamaa 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aAdvances in Human Factors in Wearable Technologies and Game Design $eProceedings of the AHFE 2017 International Conference on Advances in Human Factors and Wearable Technologies, July 17-21, 2017, The Westin Bonaventure Hotel, Los Angeles, California, USA /$fedited by Tareq Ahram, Christianne Falcão 205 $a1st ed. 2018. 210 1$aCham :$cSpringer International Publishing :$cImprint: Springer,$d2018. 215 $a1 online resource (XI, 268 p. 115 illus.) 225 1 $aAdvances in Intelligent Systems and Computing,$x2194-5357 ;$v608 311 $a3-319-60638-7 320 $aIncludes bibliographical references at the end of each chapters and index. 327 $aA wearable flexible sensor network platform for the analysis of different sport movements -- Emotion recognition using physiological signals: Laboratory vs. wearable sensors -- A wearable device supporting multiple touch- and gesture-based languages for the deaf-blind -- A step in the right direction ? privacy concerns and perceived sensitivity of fitness trackers -- Development of customized orthotics based on lower-leg anthropometric data and task -- An intelligent pen to assess anxiety levels through pressure sensors and fuzzy logic -- Real-time eye-interaction system developed with eye tracking glasses and motion capture -- Accuracy and efficiency validation of a helmet mounted vibrotactile feedback system for aerodynamic head position during cycling -- The pressure comfort sensation of female?s body parts caused by compression garment -- Wearability and user experience through user engagement: The case study of a wearable plurisensorial device -- The implementation of acoustic in the game design-insight from the recently "onmyoji" phenomenon in China -- Game design for students: Teaching as a whole context -- Gaming as a driver for social behavior change for sustainability. . 330 $aThis book focuses on the human aspects of wearable technologies and game design, which are often neglected. It shows how user centered practices can optimize wearable experience, thus improving user acceptance, satisfaction and engagement towards novel wearable gadgets. It describes both research and best practices in the applications of human factors and ergonomics to sensors, wearable technologies and game design innovations, as well as results obtained upon integration of the wearability principles identified by various researchers for aesthetics, affordance, comfort, contextual-awareness, customization, ease of use, ergonomy, intuitiveness, obtrusiveness, information overload, privacy, reliability, responsiveness, satisfaction, subtlety, user friendliness and wearability. The book is based on the AHFE 2017 Conferences on Human Factors and Wearable Technologies and AHFE 2017 Conferences on Human Factors and Game Design, held on July 17-21, 2017, in Los Angeles, California, USA, and addresses professionals, researchers, and students dealing with the human aspects of wearable, smart and/or interactive technologies and game design research. 410 0$aAdvances in Intelligent Systems and Computing,$x2194-5357 ;$v608 606 $aBiomedical engineering 606 $aUser interfaces (Computer systems) 606 $aArtificial intelligence 606 $aComputational intelligence 606 $aBiomedical Engineering and Bioengineering$3https://scigraph.springernature.com/ontologies/product-market-codes/T2700X 606 $aUser Interfaces and Human Computer Interaction$3https://scigraph.springernature.com/ontologies/product-market-codes/I18067 606 $aArtificial Intelligence$3https://scigraph.springernature.com/ontologies/product-market-codes/I21000 606 $aComputational Intelligence$3https://scigraph.springernature.com/ontologies/product-market-codes/T11014 615 0$aBiomedical engineering. 615 0$aUser interfaces (Computer systems). 615 0$aArtificial intelligence. 615 0$aComputational intelligence. 615 14$aBiomedical Engineering and Bioengineering. 615 24$aUser Interfaces and Human Computer Interaction. 615 24$aArtificial Intelligence. 615 24$aComputational Intelligence. 676 $a610.28 702 $aAhram$b Tareq$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aFalcão$b Christianne$4edt$4http://id.loc.gov/vocabulary/relators/edt 906 $aBOOK 912 $a9910299918003321 996 $aAdvances in Human Factors in Wearable Technologies and Game Design$91951174 997 $aUNINA