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Games for Health
  • Language: en
  • Pages: 304

Games for Health

Founded in 2004, the Games for Health Project supports community, knowledge and business development efforts to use cutting-edge games and game technologies to improve health and health care. The Games for Health Conference brings together researchers, medical professionals and game developers to share information about the impact of games, playful interaction and game technologies on health, health care and policy. Over two days, more than 400 attendees participate in over 60 sessions provided by an international array of 80+ speakers, cutting across a wide range of activities in health and health care. Topics include exergaming, physical therapy, disease management, health behavior change, biofeedback, rehab, epidemiology, training, cognitive health, nutrition and health education.

Fun and Games
  • Language: en
  • Pages: 214

Fun and Games

The use of computing technology for entertainment purposes is not a recent p- nomenon. Video game consoles, home computers and other entertainment media have been used widely for more than three decades, and people of all ages are spe- ing an increasing amount of time and money on these technologies. More recent is the rise of a vibrant research community focusing on gaming and entertainment applications. Driven by the growth and the coming of age of the g- ing industry, and by its increasing recognition in the media and the minds of the broader public, the study of computer games, game development and experiences is attracting the interest of researchers from very diverse fields: social sci...

G.A.M.E. Games Autonomy Motivation & Education
  • Language: en
  • Pages: 268

G.A.M.E. Games Autonomy Motivation & Education

  • Type: Book
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  • Published: 2015-05-21
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  • Publisher: Lulu.com

This thesis reviews and utilizes concepts from cognitive psychology, developmental psychology and game design to bring forth a number of design principles for educational games that may improve students' motivation to learn. Its main contribution is a novel approach to serious game design, namely envisioning play and learning as a restructuring practice. This change of perspective, from a formal game design approach (focused on rules and regulations) towards a more activity-centered approach (focused on process and style), may help designers to leverage the motivational potential of games, in order to make education more engaging to students.

Human-Computer Interaction - INTERACT 2009
  • Language: en
  • Pages: 1036

Human-Computer Interaction - INTERACT 2009

INTERACT 2009 was the 12th of a series of INTERACT international c- ferences supported by the IFIP Technical Committee 13 on Human–Computer Interaction. This year,INTERACT washeld in Uppsala (Sweden), organizedby the Swedish Interdisciplinary Interest Group for Human–Computer Interaction (STIMDI) in cooperation with the Department of Information Technology at Uppsala University. Like its predecessors, INTERACT 2009 highlighted, both to the academic and to the industrial world, the importance of the human–computer interaction (HCI) area and its most recent breakthroughs on current applications. Both - perienced HCI researchers and professionals, as well as newcomers to the HCI ?eld, int...

Collaboration in Creative Design
  • Language: en
  • Pages: 388

Collaboration in Creative Design

  • Type: Book
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  • Published: 2016-05-11
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  • Publisher: Springer

This book presents a number of new methods, tools, and approaches aimed to assist researchers and designers during the early stages of the design process, focusing on the need to approach the development of new interactive products, systems and related services by closely observing the needs of potential end-users through adopting a design thinking approach. A wide range of design approaches are explored, some emphasizing on the physicality of interaction and the products designed, others exploring interactive design and the emerging user experience (UX) with a focus on the value to the end-user. Contemporary design processes and the role of software tools to support design are also discussed. The researchers draw their expertise from a wide range of fields and it is this interdisciplinary approach which provides a unique perspective resulting in a flexible collection of methods that can be applied to a wide range of design contexts. Interaction and UX designers and product design specialists will all find Collaboration in Creative Design an essential read.

Intelligent Technologies for Interactive Entertainment
  • Language: en
  • Pages: 213

Intelligent Technologies for Interactive Entertainment

  • Type: Book
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  • Published: 2013-11-30
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  • Publisher: Springer

This book constitutes the proceedings of the 5th International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2013. The 23 full papers presented were carefully selected from numerous submissions. The conference aims at enhancing the understanding of recent and anticipated advances in interactive technologies, and their applications to entertainment, education, culture, and the arts. The papers are grouped in topical sections on linked media, gaming technologies, and technologies for live entertainment.

Human Behavior Understanding
  • Language: en
  • Pages: 166

Human Behavior Understanding

  • Type: Book
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  • Published: 2011-11-10
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  • Publisher: Springer

This book constitutes the refereed proceedings of the Second International Workshop on Human Behavior Understanding, HBU 2011, held in Amsterdam, The Netherlands, in November 2011, in conjunction with AmI-11, the International Joint Conference on Ambient Intelligence. The 13 revised full papers presented together with 2 keynote talks and one summarizing paper were carefully reviewed and selected from 32 submissions. The papers are organized in topical sections on analysis of human actions and activities, face and gesture analysis, persuasive technologies, and social interactions.

Design in the Era of Industry 4.0, Volume 3
  • Language: en
  • Pages: 1194

Design in the Era of Industry 4.0, Volume 3

This book showcases cutting-edge research papers from the 9th International Conference on Research into Design (ICoRD 2023) – the largest in India in this area – written by eminent researchers from across the world on design processes, technologies, methods and tools, and their impact on innovation, for supporting design for a connected world. The theme of ICoRD’23 has been ‘Design in the Era of Industry 4.0’. Industry 4.0 signifies the fourth industrial revolution. The first industrial revolution was driven by the introduction of mechanical power such as steam and water engines to replace human and animal labour. The second industrial revolution involved introduction of electrical...

Participatory Practice in Space, Place, and Service Design
  • Language: en
  • Pages: 343

Participatory Practice in Space, Place, and Service Design

  • Type: Book
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  • Published: 2022-10-18
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  • Publisher: Vernon Press

'Participatory Practice in Space, Place, and Service Design' is premised on a belief in the importance of participatory practices in finding creative solutions to the plethora of problems we face today. It argues that engaging professions with the public in mutual exploration, analysis, and creative thinking is essential. It not only ensures better quality products, places, services, and a greater sense of civic agency but also facilitates fuller access to them and the life opportunities they can unleash. This book offers a uniquely varied perspective of the myriad ways in which participatory practices operate across disciplines and how they impact the worlds and communities we create and in...

Ambient Intelligence
  • Language: en
  • Pages: 475

Ambient Intelligence

  • Type: Book
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  • Published: 2012-11-15
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  • Publisher: Springer

This book constitutes the refereed proceedings of the third International Joint Conference an Ambient Intelligence, AmI 2012, held in Pisa, Italy, in November 2012. The 18 revised full papers and 5 short papers presented were carefully reviewed and selected from 47 (full papers) respectively 14 (short papers) submissions. From a scientific point of view, the papers make a multidisciplinary approach covering fields like computer science, human computer interaction, electrical engineering, industrial design, behavioral sciences, aimed at enriching physical environments with a network of distributed devices, such as sensors, actuators, and computational resources, in order to support users in their everyday activities. From a technological perspective the volume represents the convergence of recent achievements in ubiquitous and communication technologies, pervasive computing, intelligent user interfaces and artificial intelligence.