Advances in Human Factors in Wearable Technologies and Game Design, 1st ed. 2020 Proceedings of the AHFE 2019 International Conference on Human Factors and Wearable Technologies, and the AHFE International Conference on Game Design and Virtual Environments, July 24-28, 2019, Washington D.C., USA Advances in Intelligent Systems and Computing Series, Vol. 973
Coordonnateur : Ahram Tareq
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 the wearable experience, thus improving user acceptance, satisfaction and engagement with novel wearable gadgets. It addresses both research and best practices in the applications of human factors and ergonomics to sensors, wearable technologies and game design innovations, as well as new findings on the integration of wearability principles with regard to: aesthetics, affordance, comfort, contextual awareness, customization, ease of use, ergonomics, information overload, intuitiveness, obtrusiveness, privacy, reliability, responsiveness, satisfaction, subtlety, user-friendliness and wearability.
Gathering the outcomes of both the AHFE 2019 Conference on Human Factors and Wearable Technologies and the AHFE 2019 Conference on Human Factors in Game Design and Virtual Environments, held on July 24?28, 2019 in Washington, DC, USA, the book addresses the needs of professionals, researchers, and students whose work involves the human aspects of wearable, smart and/or interactive technologies and game design research.
Includes advanced topics in wearable technologies research and practice
Focuses on user-centered practices
Reports on best practices for improving acceptance, satisfaction, and engagement
Date de parution : 06-2019
Ouvrage de 429 p.
15.5x23.5 cm
Disponible chez l'éditeur (délai d'approvisionnement : 15 jours).
Prix indicatif 158,24 €
Ajouter au panierThèmes d’Advances in Human Factors in Wearable Technologies and... :
Mots-clés :
Comfortable Wearable Headsets; Usage of Wearable Activity Trackers; Smart Posture Trainers; Wearable Devices for Blind People; Acceptance of Smartphone Apps; Smart Clothing Design; Ergonomic Assessment of Wearable Devices; Serious Games in Corporate Training; Tactile Communication Systems; Designing Educational Games; Eye-tracking of Attention; User Experience in Game Design; Digital Game-based Learning; Principles for Wearability; Increasing User Engagement; Ergonomic Design of Smart Devices; AHFE 2019 Proceed