New Trends in Interaction, Virtual Reality and Modeling: Human–Computer Interaction Series
Editat de Victor M. R. Penichet, Antonio Peñalver, José A. Galluden Limba Engleză Hardback – 23 oct 2013
- A suite of five structural principles helping designers to structure their mockups;
- An agile method for exploiting desktop eye tracker equipment in combination with mobile devices;
- An approach to explore large-scale collections based on classification systems;
- A framework based on the use of modeling and components composition techniques to simplify the development of organizational collaborative systems;
- A low-cost virtual reality system that provides highly satisfying virtual experiences;
- Popular hardware and software tools and technologies for developing augmented and virtual reality applications;
- An implementation to handle connectivity between virtual reality applications and SensAble® Technology Phantom Haptic Devices;
- The results of a research study implementing a teaching technological strategy to help Down syndrome children develop their reading skills;
- Platform independent models decreasing the level of cohesion between communication technologies and software for ubiquitous computing;
- A method for applying gamification as a tool to improve the participation and motivation of people in performing different tasks.
Toate formatele și edițiile | Preț | Express |
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Paperback (1) | 325.48 lei 6-8 săpt. | |
SPRINGER LONDON – 23 aug 2016 | 325.48 lei 6-8 săpt. | |
Hardback (1) | 331.74 lei 6-8 săpt. | |
SPRINGER LONDON – 23 oct 2013 | 331.74 lei 6-8 săpt. |
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Specificații
ISBN-13: 9781447154440
ISBN-10: 1447154444
Pagini: 156
Ilustrații: XI, 143 p. 62 illus.
Dimensiuni: 155 x 235 x 14 mm
Greutate: 0.4 kg
Ediția:2013
Editura: SPRINGER LONDON
Colecția Springer
Seria Human–Computer Interaction Series
Locul publicării:London, United Kingdom
ISBN-10: 1447154444
Pagini: 156
Ilustrații: XI, 143 p. 62 illus.
Dimensiuni: 155 x 235 x 14 mm
Greutate: 0.4 kg
Ediția:2013
Editura: SPRINGER LONDON
Colecția Springer
Seria Human–Computer Interaction Series
Locul publicării:London, United Kingdom
Public țintă
ResearchCuprins
Preface.- Validating a Method for Quantitative Mobile Usability Testing Based on Desktop Eyetracking.- An Approach to Explore Large-scale Collections based on Classification Schemes.- A Framework for the Improvement of Collaboration and Human-Computer-Human Interaction in Organizational Environments.- ORION: One More Step in Virtual Reality Interaction.- Towards the Commodification of Augmented Reality: Tools & Platforms.- A VRPN Server for Haptic Devices using OpenHaptics 3.0.- Tangible User Interfaces: A New Trend in Interaction for Helping Children with Down Syndrome to Develop Reading Skills.- Designing a Communication Platform for Ubiquitous Systems: The Case Study of a Mobile Forensic Workspace.- Gamification: Analysis and Application.- BaLOReS: A Framework for Quantitative User Interface Evaluation.- Index.
Textul de pe ultima copertă
The interaction between a user and a device forms the foundation of today’s application design. Covering the following topics:
- A suite of five structural principles helping designers to structure their mockups;
- An agile method for exploiting desktop eye tracker equipment in combination with mobile devices;
- An approach to explore large-scale collections based on classification systems;
- A framework based on the use of modeling and components composition techniques to simplify the development of organizational collaborative systems;
- A low-cost virtual reality system that provides highly satisfying virtual experiences;
- Popular hardware and software tools and technologies for developing augmented and virtual reality applications;
- An implementation to handle connectivity between virtual reality applications and SensAble® Technology Phantom Haptic Devices;
- The results of a research study implementing a teaching technological strategy to help Down syndrome children develop their reading skills;
- Platform independent models decreasing the level of cohesion between communication technologies and software for ubiquitous computing;
- A method for applying gamification as a tool to improve the participation and motivation of people in performing different tasks.
Caracteristici
Presents solutions to a number of Human-Computer Interaction issues in virtual and augmented reality Includes evaluations and usability methods of numerous new interactive technologies Introduces novel aspects of tangible user interfaces and haptic devices