Human Factors In Virtual Environments And Game Design

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Proceedings of the 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023), July 20–24, 2023, San Francisco, USA

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Genre : Technology & Engineering
Author : Tareq Ahram and Christianne Falcão
Publisher : AHFE International
Release : 2023-07-19
File : 160 Pages
ISBN-13 : 9781958651728


Human Factors In Virtual Environments And Game Design

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Proceedings of the 15th International Conference on Applied Human Factors and Ergonomics and the Affiliated Conferences, Nice, France, 24-27 July 2024.

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Genre : Technology & Engineering
Author : Tareq Ahram
Publisher : AHFE Conference
Release : 2024-07-24
File : 204 Pages
ISBN-13 : 9781964867137


Advances In Human Factors In Wearable Technologies And Game Design

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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.

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Genre : Technology & Engineering
Author : Tareq Ahram
Publisher : Springer
Release : 2019-06-13
File : 438 Pages
ISBN-13 : 9783030204761


Advances In Human Factors In Wearable Technologies And Game Design

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BOOK EXCERPT:

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 wearable experience, thus improving user acceptance, satisfaction and engagement towards novel wearable gadgets. It describes both research and best practices in the applications of human factors and ergonomics to sensors, wearable technologies and game design innovations, as well as results obtained upon integration of the wearability principles identified by various researchers for aesthetics, affordance, comfort, contextual-awareness, customization, ease of use, ergonomy, intuitiveness, obtrusiveness, information overload, privacy, reliability, responsiveness, satisfaction, subtlety, user friendliness and wearability. The book is based on the AHFE 2018 Conference on Human Factors and Wearable Technologies and the AHFE 2018 Conference on Human Factors in Game Design and Virtual Environments , held on July 21–25, 2018 in Orlando, Florida, and addresses professionals, researchers, and students dealing with the human aspects of wearable, smart and/or interactive technologies and game design research.

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Genre : Technology & Engineering
Author : Tareq Z. Ahram
Publisher : Springer
Release : 2018-06-23
File : 449 Pages
ISBN-13 : 9783319946191


Accessibility Assistive Technology And Digital Environments

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Proceedings of the 15th International Conference on Applied Human Factors and Ergonomics and the Affiliated Conferences, Nice, France, 24-27 July 2024.

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Genre : Technology & Engineering
Author : Matteo Zallio
Publisher : AHFE Conference
Release : 2024-07-24
File : 268 Pages
ISBN-13 : 9781958651971


Advances In Human Factors In Training Education And Learning Sciences

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This book addresses the importance of human factors in optimizing the learning and training process. It reports on the latest research and best practices relating to the application of behavioral and cognitive science, and new technologies in the design of instructional and training content. It proposes innovative strategies for improving the learning and training experience and outcomes in different contexts, including lower and higher education, and different industry sectors. A special emphasis is given to digital and distance learning, gamification, and virtual training. Gathering contributions to the AHFE 2021 Conference on Human Factors in Training, Education, and Learning Sciences, held virtually on July 25-29, 2021, from USA, this book offers extensive information and a thought-provoking guide for both researchers and practitioners in the field of education and training.

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Genre : Technology & Engineering
Author : Salman Nazir
Publisher : Springer Nature
Release : 2021-06-26
File : 400 Pages
ISBN-13 : 9783030800000


Expertise In Design

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Genre : Design
Author : Nigel Cross
Publisher : Yusuf Pisan
Release : 2003
File : 100 Pages
ISBN-13 : 9780975153307


Game Design Issues Trend And Challenges Utem Press

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Game Design Issues, Trend and Challenges is a book of chapter containing articles written by some authors who have been involved in research related to game design. The contents of this book begins with the presentation of issues in game design, in the game design trend and end up with challenges in game design in the future. This book is expected to be a reference to students, researchers and individuals involved directly in the game design industry or who are interested in the field of game development.

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Genre : Computers
Author : Ibrahim Ahmad
Publisher : UTeM Press
Release : 2019-01-10
File : 164 Pages
ISBN-13 : 9789672145516


Investigating Rollenwahrnehmung Perspective And Space Through Virtual Reality Related Game Interfaces

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This book is the publication of my PhD dissertation and is written in the corresponding style. The included research provides explorations and investigative reflections on Rollenwahrnehmung (a newly coined phrase meaning role perception/fulfillment), Perspective and Space through Virtual Reality (VR) game interfaces. A number of important topics will be addressed, like the creation of new experiences in the context of VR, the extension and new development of various interaction paradigms, various User Experience (UX) aspects and user guidance in a sophisticated new medium. Placed in the field of design practice, this research focuses on the creation of digital gaming artifacts, while extrapolating insights and guidelines concerning VR interfaces. Hence, this practice-based research is derived from a portfolio of specifically developed interactive artifacts, following the methodological approach of Constructive Design Research. These include the VR related games Nicely Dicely, LizzE - And the Light of Dreams and Gooze. They were used for various Lab experiments and Showroom presentations, while continually being refined throughout an iterative process. Nicely Dicely is an abstract game based on physics. In Local Multiplayer, up to four players are able to compete or collaborate. It is not a VR game per se, but features both, Monoscopic and 3D Stereoscopic Vision modes, which were tested in an experiment on their effect on Player Immersion. LizzE - And the Light of Dreams is a Singleplayer 3rd Person Hack and Slay game based in a fantasy universe. In an experiment, the game was used to primarily investigate in which ways 3rd Person VR games can work for a broad audience, regarding camera behavior. Gooze is a 1st Person VR puzzle game, taking place in a realistic horror environment with supernatural aspects. It was designed with diverse VR interaction technologies in mind and offers users different options to play the game, depending on available hardware and preferences. The Locomotion and Virtual Object Interaction mechanics were tested in an experiment regarding their UX. In summary, this book illustrates various game, interface and VR designs, informing the emerging field of VR game development of the relationship between UX, interfaces and gameplay. Furthermore, guidelines for designing and developing specific aspects of VR games were identified and each single artifact can be used as a design and development precedent for practice and academia.

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Genre : Computers
Author : Daniel P. O. Wiedemann
Publisher : BoD – Books on Demand
Release : 2021-01-03
File : 300 Pages
ISBN-13 : 9783752611403


Designing Immersive Video Games Using 3dui Technologies

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A 3D user interface (3DUI) is an interface in which the user performs tasks in three dimensions. For example, interactions using hand/body gestures, interaction using a motion controller (e.g. Sony PlayStation Move), interaction with virtual reality devices using tracked motion controllers, etc. All these technologies which let a user interact in three dimensions are called 3D user interface technologies. These 3D user interfaces have the potential to make games more immersive & engaging and thus potentially provide a better user experience to gamers. Although 3D user interface technologies are available for games, it is unclear how their usage affects game play and if there are any user performance benefits. This book presents state of the art research on exploring 3D user interface technologies for improving video games. It also presents a review of research work done in this area and describes experiments focused on usage of stereoscopic 3D, head tracking, and hand gesture-based control in gaming scenarios. These experiments are systematic studies in gaming environments and are aimed at understanding the effect of the underlined 3D interface technology on the gaming experience of a user. Based on these experiments, several design guidelines are presented which can aid game designers in designing better immersive games.

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Genre : Computers
Author : Arun K. Kulshreshth
Publisher : Springer
Release : 2018-05-29
File : 122 Pages
ISBN-13 : 9783319779539