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Handbook of research on human-comput...
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Blashki, Kathy, (1961-)
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Handbook of research on human-computer interfaces and new modes of interactivity
Record Type:
Electronic resources : Monograph/item
Title/Author:
Handbook of research on human-computer interfaces and new modes of interactivity/ Katherine Blashki and Pedro Isaias, editors.
other author:
Blashki, Kathy,
Published:
Hershey, Pennsylvania :IGI Global, : [c2019],
Description:
1 online resource (xxiv, 488 p.)
[NT 15003449]:
Section 1. Design and methodology. Chapter 1. Application of direct and indirect human-centered design techniques with dyslexic users ; Chapter 2. Observations on design thinking in novice designers while empathizing with persona ; Chapter 3. A protocol for reviewing off-the-shelf games to inform the development of new educational games ; Chapter 4. Surveying games with a combined model of immersion and flow ; Chapter 5. Deus ex machina: the automation of a religious ritual in a data-driven machine design, implementation, and public reception ; Chapter 6. Explanations in artificial intelligence decision making: a user acceptance perspective -- Section 2. Applications. Chapter 7. Redesign of the bank reconciliation interface of the Contaazul software ; Chapter 8. Development of interface for assisting energy-saving utilizing information from network home appliances ; Chapter 9. Applied alternative tools and methods in the replacement of the game design document ; Chapter 10. Using augmented-reality to aid in lego construction: a mobile application ; Chapter 11. An ARM framework for F2P mobile games ; Chapter 12. Introduction to a collaborative mobile web platform: higher M@T-EduTutor ; Chapter 13. Lesion boundary segmentation with artifacts removal and melanoma detection in skin lesion images -- Section 3. User experience and usability studies. Chapter 14. "Think of the children!": the relationship between visual complexity, age, visual aesthetics, and learning motivation with regard to children ; Chapter 15. Instrumental music design: influence on task performance ; Chapter 16. Impact of evaluating the usability of assisted technology oriented by protocol ; Chapter 17. The convergence between challenge-based learning and game design thinking methodologies: exploring creativity and innovation in the game development process ; Chapter 18. Mindfulness and HCI ; Chapter 19. Proposal of a user's cognitive load-centric methodology for HCI-based control panel design ; Chapter 20. Groupwise non-rigid image alignment using few parameters: registration of facial and medical images ; Chapter 21. Evaluating an e-learning application to protect vulnerable users from cyberbullying ; Chapter 22. Blueeyes: a pilot project and a new way to see the world.
Subject:
User interfaces (Computer systems) -
Online resource:
http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-9069-9
ISBN:
9781522590712 (ebk.)
Handbook of research on human-computer interfaces and new modes of interactivity
Handbook of research on human-computer interfaces and new modes of interactivity
[electronic resource] /Katherine Blashki and Pedro Isaias, editors. - Hershey, Pennsylvania :IGI Global,[c2019] - 1 online resource (xxiv, 488 p.)
Includes bibliographical references and index.
Section 1. Design and methodology. Chapter 1. Application of direct and indirect human-centered design techniques with dyslexic users ; Chapter 2. Observations on design thinking in novice designers while empathizing with persona ; Chapter 3. A protocol for reviewing off-the-shelf games to inform the development of new educational games ; Chapter 4. Surveying games with a combined model of immersion and flow ; Chapter 5. Deus ex machina: the automation of a religious ritual in a data-driven machine design, implementation, and public reception ; Chapter 6. Explanations in artificial intelligence decision making: a user acceptance perspective -- Section 2. Applications. Chapter 7. Redesign of the bank reconciliation interface of the Contaazul software ; Chapter 8. Development of interface for assisting energy-saving utilizing information from network home appliances ; Chapter 9. Applied alternative tools and methods in the replacement of the game design document ; Chapter 10. Using augmented-reality to aid in lego construction: a mobile application ; Chapter 11. An ARM framework for F2P mobile games ; Chapter 12. Introduction to a collaborative mobile web platform: higher M@T-EduTutor ; Chapter 13. Lesion boundary segmentation with artifacts removal and melanoma detection in skin lesion images -- Section 3. User experience and usability studies. Chapter 14. "Think of the children!": the relationship between visual complexity, age, visual aesthetics, and learning motivation with regard to children ; Chapter 15. Instrumental music design: influence on task performance ; Chapter 16. Impact of evaluating the usability of assisted technology oriented by protocol ; Chapter 17. The convergence between challenge-based learning and game design thinking methodologies: exploring creativity and innovation in the game development process ; Chapter 18. Mindfulness and HCI ; Chapter 19. Proposal of a user's cognitive load-centric methodology for HCI-based control panel design ; Chapter 20. Groupwise non-rigid image alignment using few parameters: registration of facial and medical images ; Chapter 21. Evaluating an e-learning application to protect vulnerable users from cyberbullying ; Chapter 22. Blueeyes: a pilot project and a new way to see the world.
"This book explores and discusses innovative studies of technology and its application in the implementation of interactivity in interface design and development (through Web 1.0 to 3.0) and welcomes significant research in human-computer interfaces and interaction"--
ISBN: 9781522590712 (ebk.)Subjects--Topical Terms:
539550
User interfaces (Computer systems)
LC Class. No.: QA76.9.U83 / H345 2020
Dewey Class. No.: 005.4/37
Handbook of research on human-computer interfaces and new modes of interactivity
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Section 1. Design and methodology. Chapter 1. Application of direct and indirect human-centered design techniques with dyslexic users ; Chapter 2. Observations on design thinking in novice designers while empathizing with persona ; Chapter 3. A protocol for reviewing off-the-shelf games to inform the development of new educational games ; Chapter 4. Surveying games with a combined model of immersion and flow ; Chapter 5. Deus ex machina: the automation of a religious ritual in a data-driven machine design, implementation, and public reception ; Chapter 6. Explanations in artificial intelligence decision making: a user acceptance perspective -- Section 2. Applications. Chapter 7. Redesign of the bank reconciliation interface of the Contaazul software ; Chapter 8. Development of interface for assisting energy-saving utilizing information from network home appliances ; Chapter 9. Applied alternative tools and methods in the replacement of the game design document ; Chapter 10. Using augmented-reality to aid in lego construction: a mobile application ; Chapter 11. An ARM framework for F2P mobile games ; Chapter 12. Introduction to a collaborative mobile web platform: higher M@T-EduTutor ; Chapter 13. Lesion boundary segmentation with artifacts removal and melanoma detection in skin lesion images -- Section 3. User experience and usability studies. Chapter 14. "Think of the children!": the relationship between visual complexity, age, visual aesthetics, and learning motivation with regard to children ; Chapter 15. Instrumental music design: influence on task performance ; Chapter 16. Impact of evaluating the usability of assisted technology oriented by protocol ; Chapter 17. The convergence between challenge-based learning and game design thinking methodologies: exploring creativity and innovation in the game development process ; Chapter 18. Mindfulness and HCI ; Chapter 19. Proposal of a user's cognitive load-centric methodology for HCI-based control panel design ; Chapter 20. Groupwise non-rigid image alignment using few parameters: registration of facial and medical images ; Chapter 21. Evaluating an e-learning application to protect vulnerable users from cyberbullying ; Chapter 22. Blueeyes: a pilot project and a new way to see the world.
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"This book explores and discusses innovative studies of technology and its application in the implementation of interactivity in interface design and development (through Web 1.0 to 3.0) and welcomes significant research in human-computer interfaces and interaction"--
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Blashki, Kathy,
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Isaias, Pedro.
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http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-9069-9
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EB QA76.9.U83 H345 2020
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