Handbook of research on human-computer interfaces and new modes of interactivity /
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| Other Authors: | , |
| Format: | eBook |
| Language: | English |
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Hershey, PA :
Engineering Science Reference, an imprint of IGI Global,
[2020]
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| Online Access: | Connect to the full text of this electronic book |
Table of Contents:
- 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.