Creativity and Robotics
Author: Patricia Alves-Oliveira
Publisher: Frontiers Media SA
Published: 2022-11-03
Total Pages: 232
ISBN-13: 2832503845
DOWNLOAD EBOOKRead and Download eBook Full
Author: Patricia Alves-Oliveira
Publisher: Frontiers Media SA
Published: 2022-11-03
Total Pages: 232
ISBN-13: 2832503845
DOWNLOAD EBOOKAuthor: Jimena Aguilar Rodríguez
Publisher: transcript Verlag
Published: 2022-10-31
Total Pages: 275
ISBN-13: 373286264X
DOWNLOAD EBOOKGaming has never been disconnected from reality. When we engage with ever more lavish virtual worlds, something happens to us. The game imposes itself on us and influences how we feel about it, the world, and ourselves. How do games accomplish this and to what end? The contributors explore the video game as an atmospheric medium of hitherto unimagined potential. Is the medium too powerful, too influential? A danger to our mental health or an ally through even the darkest of times? This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2019 and 2020 to provide answers to these questions.
Author: Chi Chi Rodriguez
Publisher:
Published: 1997-11-21
Total Pages: 580
ISBN-13: 9780785305002
DOWNLOAD EBOOKAuthor: Kohei Arai
Publisher: Springer Nature
Published:
Total Pages: 751
ISBN-13: 3031664280
DOWNLOAD EBOOKAuthor: Katherine Isbister
Publisher: CRC Press
Published: 2022-03-13
Total Pages: 453
ISBN-13: 1000523489
DOWNLOAD EBOOKThis book introduces the basics in game usability and overall game UX mindset and techniques, as well as looking at current industry best practices and trends. Fully updated for its second edition, it includes practical advice on how to include usability in already tight development timelines, and how to advocate for UX and communicate results to higher-ups effectively. The book begins with an introduction to UX strategy considerations for games, and to UX design, before moving on to cover core user research and usability techniques as well as how to fit UX practices into the business process. It provides considerations of player differences and offers strategies for inclusion as well as chapters that give platform and context specific advice. With a wealth of new interviews with industry leaders and contributions from the very best in game UX, the book also includes brand new chapters on: Accessibility Mobile Game Usability Data Science Virtual and Augmented Reality Esports This book will be vital reading for all professional game developers and game UX advocates, as well as those students aspiring to work in game development and game UX.
Author: Mikołaj Deckert
Publisher: Cambridge University Press
Published: 2024-05-23
Total Pages: 154
ISBN-13: 1009385801
DOWNLOAD EBOOKThis Element takes the initiative to highlight the nascent state of audiovisual translation research centring on users of video games. It proposes ways of advancing the research by integrating numerous related perspectives from relevant fields to guide studies in translated game reception into further fruition. The Element offers an accessible overview of possible relationships between translation and its experiencers, showcasing ways to design game reception studies. Examples, methods, tools, and practical concerns are discussed to ultimately develop a blueprint for game translation user research which aims to consolidate scientific user-centric inquiry into video game translation. To that end, the blueprint captures the three-pronged interplay between the parameters of localisation-reception research in facets of user experience, facets of translated games, and facets of game users.
Author: Gareth Williams
Publisher: John Wiley & Sons
Published: 2009-07-08
Total Pages: 600
ISBN-13: 047071221X
DOWNLOAD EBOOKThis comprehensive textbook addresses one of the major public health concerns of our era – obesity. Clearly and simply, Obesity: science to practice provides a balanced, coherent account of obesity: how to define and measure it, its epidemiology, the physiological basis, associated diseases, how to assess, manage and treat it, and also strategies for prevention. The book is generously illustrated, including graphs and flow charts for easy reference. The chapters cite key references so that interested readers may pursue a given topic in more detail. Well presented and thoroughly edited by one of the leading experts in the field, this is the textbook of choice for anyone working in obesity.
Author: Yoram Chisik
Publisher: Springer
Published: 2018-02-19
Total Pages: 175
ISBN-13: 3319730622
DOWNLOAD EBOOKThis book constitutes the refereed proceedings of the 9th International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2017, held in Funchal, Portugal, in June 2017. The 15 full papers were selected from 19 submissions and present developments and insights in art, design, science and engineering regarding novel entertainment-focused devices, paradigms, and reconfiguration of entertainment experiences.
Author: Florian Mueller
Publisher:
Published: 2016-12-28
Total Pages: 106
ISBN-13: 9781680832020
DOWNLOAD EBOOKAdvances in human-computer interaction (HCI) technologies have led to emerging computer game systems that foster physical exertion as part of the interaction. This book provides an overview of existing work in the area, outlines a spectrum of exertion games, and presents an analysis of key enabling technologies.
Author: Ton Spil
Publisher: Academic Conferences and publishing limited
Published: 2023-10-05
Total Pages: 950
ISBN-13: 1914587898
DOWNLOAD EBOOKThese proceedings represent the work of contributors to the 24th European Conference on Knowledge Management (ECKM 2023), hosted by Iscte – Instituto Universitário de Lisboa, Portugal on 7-8 September 2023. The Conference Chair is Prof Florinda Matos, and the Programme Chair is Prof Álvaro Rosa, both from Iscte Business School, Iscte – Instituto Universitário de Lisboa, Portugal. ECKM is now a well-established event on the academic research calendar and now in its 24th year the key aim remains the opportunity for participants to share ideas and meet the people who hold them. The scope of papers will ensure an interesting two days. The subjects covered illustrate the wide range of topics that fall into this important and ever-growing area of research. The opening keynote presentation is given by Professor Leif Edvinsson, on the topic of Intellectual Capital as a Missed Value. The second day of the conference will open with an address by Professor Noboru Konno from Tama Graduate School and Keio University, Japan who will talk about Society 5.0, Knowledge and Conceptual Capability, and Professor Jay Liebowitz, who will talk about Digital Transformation for the University of the Future. With an initial submission of 350 abstracts, after the double blind, peer review process there are 184 Academic research papers, 11 PhD research papers, 1 Masters Research paper, 4 Non-Academic papers and 11 work-in-progress papers published in these Conference Proceedings. These papers represent research from Australia, Austria, Brazil, Bulgaria, Canada, Chile, China, Colombia, Cyprus, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, India, Iran, Iraq, Ireland, Israel, Italy, Japan, Jordan, Kazakhstan, Kuwait, Latvia, Lithuania, Malaysia, México, Morocco, Netherlands, Norway, Palestine, Peru, Philippines, Poland, Portugal, Romania, South Africa, Spain, Sweden, Switzerland, Taiwan, Thailand, Tunisia, UK, United Arab Emirates and the USA.