LEADER 03942nam 22006255 450 001 9910366600803321 005 20200704163732.0 010 $a3-030-20476-6 024 7 $a10.1007/978-3-030-20476-1 035 $a(CKB)4100000008424359 035 $a(DE-He213)978-3-030-20476-1 035 $a(MiAaPQ)EBC5789410 035 $a(PPN)258061774 035 $a(EXLCZ)994100000008424359 100 $a20190613d2020 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 $eProceedings of the AHFE 2019 International Conference on Human Factors and Wearable Technologies, and the AHFE International Conference on Game Design and Virtual Environments, July 24-28, 2019, Washington D.C., USA /$fedited by Tareq Ahram 205 $a1st ed. 2020. 210 1$aCham :$cSpringer International Publishing :$cImprint: Springer,$d2020. 215 $a1 online resource (XII, 429 p. 202 illus., 154 illus. in color.) 225 1 $aAdvances in Intelligent Systems and Computing,$x2194-5357 ;$v973 311 $a3-030-20475-8 330 $aThis book focuses on the human aspects of wearable technologies and game design, which are often neglected. It shows how user-centered practices can optimize the wearable experience, thus improving user acceptance, satisfaction and engagement with novel wearable gadgets. It addresses both research and best practices in the applications of human factors and ergonomics to sensors, wearable technologies and game design innovations, as well as new findings on the integration of wearability principles with regard to: aesthetics, affordance, comfort, contextual awareness, customization, ease of use, ergonomics, information overload, intuitiveness, obtrusiveness, privacy, reliability, responsiveness, satisfaction, subtlety, user-friendliness and wearability. Gathering the outcomes of both the AHFE 2019 Conference on Human Factors and Wearable Technologies and the AHFE 2019 Conference on Human Factors in Game Design and Virtual Environments, held on July 24?28, 2019 in Washington, DC, USA, the book addresses the needs of professionals, researchers, and students whose work involves the human aspects of wearable, smart and/or interactive technologies and game design research. 410 0$aAdvances in Intelligent Systems and Computing,$x2194-5357 ;$v973 606 $aBiomedical engineering 606 $aUser interfaces (Computer systems) 606 $aPsychology, Applied 606 $aComputer engineering 606 $aInternet of things 606 $aEmbedded computer systems 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 $aApplied Psychology$3https://scigraph.springernature.com/ontologies/product-market-codes/Y20210 606 $aCyber-physical systems, IoT$3https://scigraph.springernature.com/ontologies/product-market-codes/T24080 615 0$aBiomedical engineering. 615 0$aUser interfaces (Computer systems). 615 0$aPsychology, Applied. 615 0$aComputer engineering. 615 0$aInternet of things. 615 0$aEmbedded computer systems. 615 14$aBiomedical Engineering and Bioengineering. 615 24$aUser Interfaces and Human Computer Interaction. 615 24$aApplied Psychology. 615 24$aCyber-physical systems, IoT. 676 $a610.28 676 $a620.82 702 $aAhram$b Tareq$4edt$4http://id.loc.gov/vocabulary/relators/edt 906 $aBOOK 912 $a9910366600803321 996 $aAdvances in Human Factors in Wearable Technologies and Game Design$91951174 997 $aUNINA