CHI PLAY '16: The annual symposium on Computer-Human Interaction in Play Oct 16, 2016-Oct 19, 2016 Austin, USA. You can view more information about this proceeding and all of ACM�s other published conference proceedings from the ACM Digital Library: http://www.acm.org/dl.
Games live and die commercially on the player experience. Games User Research is collectively the way we optimise the quality of the user experience (UX) in games, working with all aspects of a game from the mechanics and interface, visuals and art, interaction and progression, making sure every element works in concert and supports the game UX. This means that Games User Research is essential and integral to the production of games and to shape the experience of players. Today, Games User Research stands as the primary pathway to understanding players and how to design, build, and launch games that provide the right game UX. Until now, the knowledge in Games User Research and Game UX has been fragmented and there were no comprehensive, authoritative resources available. This book bridges the current gap of knowledge in Games User Research, building the go-to resource for everyone working with players and games or other interactive entertainment products. It is accessible to those new to Games User Research, while being deeply comprehensive and insightful for even hardened veterans of the game industry. In this book, dozens of veterans share their wisdom and best practices on how to plan user research, obtain the actionable insights from users, conduct user-centred testing, which methods to use when, how platforms influence user research practices, and much, much more.
This book reports a set of novel research initiatives on ambient intelligence and ubiquitous computing that help researchers and practitioners identify recent advances, as well as the frontiers in these study domains. During the last two decades, both study areas have gained great interest in industry and academia due to the benefits of using smart solutions in various application domains, such as health care, ambient-assisted living, personal security and privacy, citizen participation, provision of urban services, and precision agriculture and farming. The articles included in this book report solutions and provide empirical results on their suitability to address problems and opportunities in these application domains. The articles also include discussions on how the proposals and their evaluation results inform the design of the next generation of ubiquitous and smart systems. Researchers, practitioners, and graduate students take advantage of this knowledge to address innovation and engineering aspects of smart and ubiquitous solutions for the next decade.
An expert introduction to the world of “playful wearables” and their design, with a wide range of engaging examples, case studies, and exercises. This pioneering introduction to the world of wearable technology takes readers beyond the practical realm (think Fitbits, Apple Watches, and smartglasses) to consider another important side of the technology—the playful. Playful Wearables offers an engaging account of what “playful wearables” are, why they matter, how they work, how they’re made, and what their future might hold. The book’s authors draw on decades of experience in design, development, and research to offer real-world examples, exercises, and implications, showing how this kind of wearable tech can introduce an invaluable element of play into our everyday lives. As wearable technology emerges in the ecology of costume and fashion, the authors consider its intimate connection to identity and culture. And they look at the ways in which playful wearables, when smoothly integrated into everyday social experiences, support social interaction. The book then moves on to the mechanics of playful wearables—from design strategies and frameworks to specific methods and game design patterns. All of these elements point to possibilities beyond the realm of games and dedicated play, as the value and uses of playful wearables in the larger world of self, society, and culture become ever more apparent.
The three-volume set LNCS 12181, 12182, and 12183 constitutes the refereed proceedings of the Human Computer Interaction thematic area of the 22nd International Conference on Human-Computer Interaction, HCII 2020, which took place in Copenhagen, Denmark, in July 2020.* A total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings from a total of 6326 submissions. The 145 papers included in these HCI 2020 proceedings were organized in topical sections as follows: Part I: design theory, methods and practice in HCI; understanding users; usability, user experience and quality; and images, visualization and aesthetics in HCI. Part II: gesture-based interaction; speech, voice, conversation and emotions; multimodal interaction; and human robot interaction. Part III: HCI for well-being and Eudaimonia; learning, culture and creativity; human values, ethics, transparency and trust; and HCI in complex environments. *The conference was held virtually due to the COVID-19 pandemic.
Food is not only fundamental to our existence, its consumption, handling or even the mere sight of its also brings us immense joy. Over the years, technology has played a crucial part in supporting and enriching food-related practices, beginning from how we grow, to how we cook, eat and dispose of food. All these practices have a significant impact not only on individuals but also on the surrounding ecologies and infrastructures, often discussed under the umbrella term of Human-Food Interaction (HFI). This monograph provides an overview of the existing research in this space and a guide to further its exploration. The authors illustrate the growth in research across four phases of HFI, namely, Growing, Cooking, Eating and Disposal; categorizing the existing works across each of these phases to reveal a rich design space and that highlights the underexplored areas that interaction designers might find intriguing to investigate. Human-Food Interaction offers a first of its kind overview of research in this fascinating interdisciplinary field and will be of interest to students and researchers working in many areas of Human-Computer Interaction.
The International Conference on ICT for Digital, Smart, and Sustainable Development (ICIDSSD’20) aims to provide an annual platform for the researchers, academicians, and professionals from across the world. ICIDSSD’20, held at Jamia Hamdard, New Delhi, India, is the second international conference of this series of conferences to be held annually. The conference majorly focuses on the recent developments in the areas relating to Information and Communication Technologies and contributing to Sustainable Development. ICIDSSD’20 has attracted research papers pertaining to an array of exciting research areas. The selected papers cover a wide range of topics including but not limited to Sustainable Development, Green Computing, Smart City, Artificial Intelligence, Big Data, Machine Learning, Cloud Computing, IoT, ANN, Cyber Security, and Data Science. Papers have primarily been judged on originality, presentation, relevance, and quality of work. Papers that clearly demonstrate results have been preferred. We thank our esteemed authors for having shown confidence in us and entrusting us with the publication of their research papers. The success of the conference would not have been possible without the submission of their quality research works. We thank the members of the International Scientific Advisory Committee, Technical Program Committee and members of all the other committees for their advice, guidance, and efforts. Also, we are grateful to our technical partners and sponsors, viz. HNF, EAI, ISTE, AICTE, IIC, CSI, IETE, Department of Higher Education, MHRD and DST for sponsorship and assistance.
This book constitutes the refereed proceedings of the 4th International Conference on HCI in Games, HCI in Games 2022, held as part of the 23rd International Conference, HCI International 2022, which was held virtually in June/July 2022. The total of 1271 papers and 275 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 5487 submissions. The HCI in Games 2022 proceedings intends to help, promote and encourage research in this field by providing a forum for interaction and exchanges among researchers, academics, and practitioners in the fields of HCI and games. The Conference addresses HCI principles, methods and tools for better games.
The flow scales are self-report instruments designed to assess the construct of flow, or optimal experience. This title offers information on the psychometric properties of the scales from initial data collected in the areas of music and the creative performing arts, in addition to sports, exercise, dance, and yoga.
This book constitutes the proceedings of the 5th Iberoamerican Workshop on Human-Computer Interaction, HCI-Collab 2019, held in Puebla, Mexico, in June 2019. The 31 full papers presented in this volume were carefully reviewed and selected from 55 submissions. The papers describe models, design patterns, implementations, evaluations of existing applications, and systemic reviews; all of which are very important aspects within HCI.