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Interactivity and the future of the ...
~
Blashki, Kathy, (1961-)
Interactivity and the future of the human-computer interface
Record Type:
Language materials, printed : Monograph/item
Title/Author:
Interactivity and the future of the human-computer interface/ [edited by] Pedro Isaias, Katherine Blashki.
other author:
Isaias, Pedro,
Published:
Hershey, Pennsylvania :IGI Global, : 2020,
Description:
26 PDFs (xx, 354 p.)
Subject:
Human-computer interaction. -
Online resource:
http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-7998-2637-8
ISBN:
9781799826392 (ebk.)
Interactivity and the future of the human-computer interface
Interactivity and the future of the human-computer interface
[electronic resource] /[edited by] Pedro Isaias, Katherine Blashki. - Hershey, Pennsylvania :IGI Global,2020 - 26 PDFs (xx, 354 p.) - Advances in computational intelligence and robotics (ACIR) book series. - Advances in computational intelligence and robotics (ACIR) book series..
Includes bibliographical references and index.
Section 1. Participation and accessibility. Chapter 1. Providing continuous web accessibility evaluation: a case study on the evolution of governmental websites ; Chapter 2. An inclusive method to support the web accessibility assessment and awareness-raising: MIAV ; Chapter 3. What-if analysis on the evaluation of user interface usability ; Chapter 4. Changeit: toward an app to help children with autism cope with changes -- Section 2. Engagement, immersion, and agency. Chapter 5. Creativity and digital games: a study of developing creativity through digital games ; Chapter 6. A study to further understand the link between immersion and flow ; Chapter 7. Measuring and comparing immersion in digital media multitasking ; Chapter 8. Play teaches learning?: a pilot study on how gaming experience influences new game learning ; Chapter 9. Affective computing in e-learning modules: comparative analysis with two activities ; Chapter 10. The fallacies of MDA for novice designers: overusing mechanics and underusing aesthetics ; Chapter 11. Model-based interview method selection approach in participatory design ; Chapter 12. Femininities and technologies: gender identities and relations in video games ; Chapter 13. A study of using VR game in teaching Tajweed for teenagers -- Section 3. Technical advances. Chapter 14. 3D single image face reconstruction approaches with deep neural networks ; Chapter 15. Visualization and minima finding of multidimensional hypersurface.
Restricted to subscribers or individual electronic text purchasers.
"This book addresses the main issues of concern within interface culture and design with a particular emphasis on the design, development, and implementation of interfaces. It also explores the generational implications for design of human and technology interaction"--
ISBN: 9781799826392 (ebk.)Subjects--Topical Terms:
555546
Human-computer interaction.
LC Class. No.: QA76.9.H85 / I5775 2020e
Dewey Class. No.: 004.01/9
Interactivity and the future of the human-computer interface
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Section 1. Participation and accessibility. Chapter 1. Providing continuous web accessibility evaluation: a case study on the evolution of governmental websites ; Chapter 2. An inclusive method to support the web accessibility assessment and awareness-raising: MIAV ; Chapter 3. What-if analysis on the evaluation of user interface usability ; Chapter 4. Changeit: toward an app to help children with autism cope with changes -- Section 2. Engagement, immersion, and agency. Chapter 5. Creativity and digital games: a study of developing creativity through digital games ; Chapter 6. A study to further understand the link between immersion and flow ; Chapter 7. Measuring and comparing immersion in digital media multitasking ; Chapter 8. Play teaches learning?: a pilot study on how gaming experience influences new game learning ; Chapter 9. Affective computing in e-learning modules: comparative analysis with two activities ; Chapter 10. The fallacies of MDA for novice designers: overusing mechanics and underusing aesthetics ; Chapter 11. Model-based interview method selection approach in participatory design ; Chapter 12. Femininities and technologies: gender identities and relations in video games ; Chapter 13. A study of using VR game in teaching Tajweed for teenagers -- Section 3. Technical advances. Chapter 14. 3D single image face reconstruction approaches with deep neural networks ; Chapter 15. Visualization and minima finding of multidimensional hypersurface.
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Restricted to subscribers or individual electronic text purchasers.
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"This book addresses the main issues of concern within interface culture and design with a particular emphasis on the design, development, and implementation of interfaces. It also explores the generational implications for design of human and technology interaction"--
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http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-7998-2637-8
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