ENGLISH

Advances in human factors in wearable technologies and game design : proceedings 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

Book information

Publisher
Springer
Year
2018
ISBN
978-3-319-60639-2, 3319606395, 978-3-319-60638-5
Language
english
Format
PDF
Filesize
20 MB (21432998 bytes)
Series
Advances in intelligent systems and computing 608
Pages
269\276
Time added
2017-10-15 16:00:00

Description

This 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. Read more... Abstract: This 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 Front Matter....Pages i-xi Front Matter....Pages 1-1 A Wearable Flexible Sensor Network Platform for the Analysis of Different Sport Movements....Pages 3-14 Emotion Recognition Using Physiological Signals: Laboratory vs. Wearable Sensors....Pages 15-22 Development of Support Systems for Capturing and Reducing the Hand-Arm-Stress....Pages 23-31 A Wearable Device Supporting Multiple Touch- and Gesture-Based Languages for the Deaf-Blind....Pages 32-41 A Step in the Right Direction – Understanding Privacy Concerns and Perceived Sensitivity of Fitness Trackers....Pages 42-53 Development of Customized Orthotics Based on Lower-Leg Anthropometric Data and Task....Pages 54-63 An Intelligent Pen to Assess Anxiety Levels Through Pressure Sensors and Fuzzy Logic....Pages 64-71 Real-Time Eye-Interaction System Developed with Eye Tracking Glasses and Motion Capture....Pages 72-81 Front Matter....Pages 83-83 Accuracy and Efficiency Validation of a Helmet Mounted Vibrotactile Feedback System for Aerodynamic Head Position During Cycling....Pages 85-93 The Pressure Comfort Sensation of Female’s Body Parts Caused by Compression Garment....Pages 94-104 Universal Design Based Evaluation Framework for Design of Wearables....Pages 105-116 Moti-Meter: A System for Visualizing Personal Learning Motivation....Pages 117-124 Wearability and User Experience Through User Engagement: The Case Study of a Wearable Device....Pages 125-135 A Study of Viewpoint and Feedback in Wearable Systems for Controlling a Robot Arm....Pages 136-148 Enabling Touch-Based Communication in Wearable Devices for People with Sensory and Multisensory Impairments....Pages 149-159 Wearable Sensor System for Lumbosacral Load Estimation by Considering the Effect of External Load....Pages 160-168 Storytelling-Based Hand Gesture Interaction in a Virtual Reality Environment....Pages 169-176 Front Matter....Pages 177-177 Pokémon Go – an Empirical User Experience Study....Pages 179-185 Development of a Game-Based and Haptically Enhanced Application for People with Visual Impairment....Pages 186-192 Game Design Creative Industry: An Overview of the Porto Digital Project in Brazil....Pages 193-203 Front Matter....Pages 177-177 Framework for Creating Audio Games for Intelligent Personal Assistants....Pages 204-214 The Implementation of Acoustic in the Game Design - Insight from the Recently Popular “Onmyoji” Phenomenon in China....Pages 215-224 What Distinguishes a Traditional Gaming Experience from One in Virtual Reality? An Exploratory Study....Pages 225-231 Voice-Control as a New Trend in Games Applications....Pages 232-240 Game Design for Students: Teaching as a Whole Context....Pages 241-248 Evaluating the UX of a VR Game Using a Mixed Methodology....Pages 249-257 Gaming as a Driver for Social Behaviour Change for Sustainability....Pages 258-266 Back Matter....Pages 267-268

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