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020 _a9783319946191
024 7 _a10.1007/978-3-319-94619-1
_2doi
040 _bspa
_dES-MaUEC
_cES-MaUEC
050 5 _a TA166
_b2019 EB
245 0 0 _aAdvances in Human Factors in Wearable Technologies and Game Design :
_bProceedings of the AHFE 2018 International Conferences on Human Factors and Wearable Technologies, and Human Factors in Game Design and Virtual Environments, Held on July 21-25, 2018, in Loews Sapphire Falls Resort at Universal Studios, Orlando, Florida, USA
_cedited by Tareq Z. Ahram.
264 1 _aCham
_bSpringer International Publishing :
_bImprint: Springer
_c2019.
300 _a1 recurso en línea (XV, 437 páginas)
_b190 ilustraciones
336 _2rdacontent
_aTexto
_btxt
337 _2rdamedia
_aelectrónico
_bc
338 _2rdacarrier
_arecurso electrónico
_bcr
347 _atext file
_bPDF
490 0 _aAdvances in Intelligent Systems and Computing
_x2194-5357 ;
_v795
490 0 _aEngineering (Springer-11647)
505 0 _aThe virtual penetrating the physical and the implication for augmented reality head-up displays -- Application of wearable technology for the acquisition of learning motivation in an adaptive e-learning platform -- Using non-invasive wearable sensors to estimate perceived fatigue level in manual material handling tasks -- Determination of cognitive assistance functions for manual assembly systems -- Laboratory experiment on visual attention of pedestrians while using twitter and line with a smartphone on a treadmill -- Impressions and congruency of pictures and voices of characters in "The Idolmaster" -- Enhancing usability and user experience of children learning by playing games.
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 2018 Conference on Human Factors and Wearable Technologies and the AHFE 2018 Conference on Human Factors in Game Design and Virtual Environments , held on July 21-25, 2018 in Orlando, Florida, and addresses professionals, researchers, and students dealing with the human aspects of wearable, smart and/or interactive technologies and game design research.
988 _aPrimersemestre_2019_Engineering
650 7 _2embne
_aErgonomía
_9142089
700 1 _aAhram, Tareq Z.
_eeditor literario
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
776 0 8 _iPrinted edition:
_z9783319946184
776 0 8 _iPrinted edition:
_z9783319946207
856 4 0 _uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-3-319-94619-1
_zAcceso a este recurso digital (usuarios Universidad Europea de Madrid)
942 _2lcc
_cLE
998 _dz
_feng
_ggw
_h0
_b04/2020
_eIG
_zSI