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008 170613s2018 gw | s |||| 0|eng d
020 _a9783319606392
024 7 _a10.1007/978-3-319-60639-2
_2doi
040 _aES-MaUEC
050 4 _aR856.A6 2018 EB
245 1 0 _aAdvances in Human Factors in Wearable Technologies and Game Design
_bProceedings 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
_cedited by Tareq Ahram, Christianne Falcão.
264 1 _aCham
_bSpringer International Publishing
_c2018
300 _a1 recurso en línea (XI, 268 páginas 115 ilustraciones)
347 _atext file
_bPDF
490 0 _aAdvances in Intelligent Systems and Computing
_x2194-5357
_v608
505 0 _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. .
520 3 _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.
650 7 _aIngeniería biomédica
_9143820
_2embne
650 7 _aInteligencia artificial
_2embne
_9413115
700 1 _aAhram, Tareq.
_eeditor literario
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
_1http://viaf.org/viaf/151686475/
700 1 _aFalcão, Christianne.
_eeditor literario
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
776 0 8 _iEdición impresa:
_z9783319606385
776 0 8 _iEdición impresa:
_z9783319606408
856 4 0 _uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-3-319-60639-2
_zAcceso a este recurso digital (usuarios Universidad Europea de Madrid)
490 0 _aEngineering (Springer-11647)
988 _aEBSPRINGER_2018
998 _b01/2019
_dz
_ek
_feng
_ggw
_h0
999 _c102256
_d102256
_x1