LEADER 04374nam 22006375 450 001 9910337623603321 005 20251230061205.0 010 $a3-319-94619-6 024 7 $a10.1007/978-3-319-94619-1 035 $a(CKB)4100000004836512 035 $a(MiAaPQ)EBC5435248 035 $a(DE-He213)978-3-319-94619-1 035 $a(PPN)229496210 035 $a(EXLCZ)994100000004836512 100 $a20180623d2019 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aAdvances in Human Factors in Wearable Technologies and Game Design $eProceedings of the AHFE 2018 International Conferences on Human Factors and Wearable Technologies, and Human Factors in Game Design and Virtual Environments, Held on July 21?25, 2018, in Loews Sapphire Falls Resort at Universal Studios, Orlando, Florida, USA /$fedited by Tareq Z. Ahram 205 $a1st ed. 2019. 210 1$aCham :$cSpringer International Publishing :$cImprint: Springer,$d2019. 215 $a1 online resource (449 pages) $cillustrations 225 1 $aAdvances in Intelligent Systems and Computing,$x2194-5365 ;$v795 311 08$a3-319-94618-8 327 $aThe virtual penetrating the physical and the implication for augmented reality head-up displays -- Application of wearable technology for the acquisition of learning motivation in an adaptive e-learning platform -- Using non-invasive wearable sensors to estimate perceived fatigue level in manual material handling tasks -- Determination of cognitive assistance functions for manual assembly systems -- Laboratory experiment on visual attention of pedestrians while using twitter and line with a smartphone on a treadmill -- Impressions and congruency of pictures and voices of characters in ?The Idolmaster? -- Enhancing usability and user experience of children learning by playing games. 330 $aThis book focuses on the human aspects of wearable technologies and game design, which are often neglected. It shows how user centered practices can optimize wearable experience, thus improving user acceptance, satisfaction and engagement towards novel wearable gadgets. It describes both research and best practices in the applications of human factors and ergonomics to sensors, wearable technologies and game design innovations, as well as results obtained upon integration of the wearability principles identified by various researchers for aesthetics, affordance, comfort, contextual-awareness, customization, ease of use, ergonomy, intuitiveness, obtrusiveness, information overload, privacy, reliability, responsiveness, satisfaction, subtlety, user friendliness and wearability. The book is based on the AHFE 2018 Conference on Human Factors and Wearable Technologies and the AHFE 2018 Conference on Human Factors in Game Design and Virtual Environments , held on July 21?25, 2018 in Orlando, Florida, and addresses professionals, researchers, and students dealing with the human aspects of wearable, smart and/or interactive technologies and game design research. 410 0$aAdvances in Intelligent Systems and Computing,$x2194-5365 ;$v795 606 $aBiomedical engineering 606 $aUser interfaces (Computer systems) 606 $aHuman-computer interaction 606 $aArtificial intelligence 606 $aComputational intelligence 606 $aBiomedical Engineering and Bioengineering 606 $aUser Interfaces and Human Computer Interaction 606 $aArtificial Intelligence 606 $aComputational Intelligence 615 0$aBiomedical engineering. 615 0$aUser interfaces (Computer systems). 615 0$aHuman-computer interaction. 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 $a620.82 702 $aAhram$b Tareq Z.$4edt$4http://id.loc.gov/vocabulary/relators/edt 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910337623603321 996 $aAdvances in Human Factors in Wearable Technologies and Game Design$91951174 997 $aUNINA