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020 _a9789812875464
024 7 _a10.1007/978-981-287-546-4
_2doi
040 _bspa
_dES-MaUEC
050 4 _aQA76.9.U83
_bM674 2015 EB
245 1 0 _aMore Playful User Interfaces
_bInterfaces that Invite Social and Physical Interaction
_cedited by Anton Nijholt.
264 1 _aSingapore
_bSpringer International Publishing
_c2015
300 _a1 recurso en línea (X, 261 páginas 112 ilustraciones, 106 ilustraciones a color.)
336 _2rdacontent
_aTexto (visual)
_btxt
337 _2rdamedia
_aelectrónico
_bc
338 _2rdacarrier
_arecurso electrónico
_bcr
490 0 _aGaming Media and Social Effects,
_x2197-9685
490 0 _aEngineering (Springer-11647)
505 0 _aHybrid Games: Designing Tangible Interfaces for Very Young Children -- The Power to Play when there is no Power -- Responsive Make and Play: Youth Making Physically and Digitally Responsive Game Controllers -- Human Computer Biosphere Interaction: Towards a Sustainable Society -- Envisioning Future Playful Interactive Environments for Animals -- Playful and Gameful Design for the Internet of Things -- Smart Materials: When Art Meets Technology -- MindMusic: Playful and Social Installations at the Interface between Music and the Brain -- Enhancing Remote Spectators' Experience During Live Sports Broad Casts with Second Screen Applications.
520 3 _aThis book covers the latest advances in playful user interfaces - interfaces that invite social and physical interaction. These new developments include the use of audio, visual, tactile and physiological sensors to monitor, provide feedback and anticipate the behavior of human users. The decreasing cost of sensor and actuator technology makes it possible to integrate physical behavior information in human-computer interactions. This leads to many new entertainment and game applications that allow or require social and physical interaction in sensor- and actuator-equipped smart environments. The topics discussed include: human-nature interaction, human-animal interaction and the interaction with tangibles that are naturally integrated in our smart environments. Digitally supported remote audience participation in artistic or sport events is also discussed. One important theme that emerges throughout the book is the involvement of users in the digital-entertainment design process or even design and implementation of interactive entertainment by users themselves, including children doing so in educational settings.
988 _aEBSPRINGER_2018
650 7 _aInteracción hombre-ordenador
_2embne
_9155848
700 1 _aNijholt, Anton.
_eeditor literario
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
_1http://viaf.org/viaf/109538162/
776 0 8 _iEdición impresa:
_z9789812875471
776 0 8 _iEdición impresa:
_z9789812875457
776 0 8 _iEdición impresa:
_z9789811012648
856 4 0 _uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-981-287-546-4
_zAcceso a este recurso digital (usuarios Universidad Europea de Madrid)
942 _2lcc
_cLE
998 _b03/2019
_dz
_eIG
_zSI