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Book Arm hand finger Video Game Interaction

Download or read book Arm hand finger Video Game Interaction written by Drew Anthony Logsdon and published by . This book was released on 2012 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: Despite the growing popularity and expansion of video game interaction techniques and research in the area of hand gesture recognition, the application of hand gesture video game interaction using arm, hand, and finger motion has not been extensively explored. Most current gesture-based approaches to video game interaction neglect the use of the fingers for interaction, but inclusion of the fingers will allow for more natural and unique interaction and merits further research. To implement arm, hand and finger-based interaction for the video game domain, several problems must be solved including gesture recognition, segmentation, hand visualization, and video game interaction that responds to arm, hand, and finger input. Solutions to each of these problems have been implemented. The potential of this interaction style is illustrated through the introduction of an arm, hand, and finger controlled video game system that responds to players' hand gestures. It includes a finger-gesture recognizer as well as a video game system employing various interaction styles. This consists of a first person shooter game, a driving game, and a menu interaction system. Several users interacted with and played these games, and this form of interaction is especially suitable for real time interaction in first-person games. This is perhaps the first implementation of its kind for video game interaction. Based on test results, arm, hand, and finger interaction a viable form of interaction that deserves further research. This implementation bridges the gap between existing gesture interaction methods and more advanced virtual reality techniques. It successfully combines the solutions to each problem mentioned above into a single, working video game system. This type of interaction has proved to be more intuitive than existing gesture controls in many situations and also less complex to implement than a full virtual reality setup. It allows more control by using the hands' natural motion and allows each hand to interact independently. It can also be reliably implemented using today's technology. This implementation is a base system that can be greatly expanded on. Many possibilities for future work can be applied to this form of interaction.

Book Human Computer Interaction  Interaction Modalities and Techniques

Download or read book Human Computer Interaction Interaction Modalities and Techniques written by Masaaki Kurosu and published by Springer. This book was released on 2013-07-01 with total page 783 pages. Available in PDF, EPUB and Kindle. Book excerpt: The five-volume set LNCS 8004--8008 constitutes the refereed proceedings of the 15th International Conference on Human-Computer Interaction, HCII 2013, held in Las Vegas, NV, USA in July 2013. The total of 1666 papers and 303 posters presented at the HCII 2013 conferences was carefully reviewed and selected from 5210 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. This volume contains papers in the thematic area of human-computer interaction, addressing the following major topics: speech, natural language and auditory interfaces; gesture and eye-gaze based Interaction; touch-based interaction; haptic interaction; graphical user interfaces and visualisation.

Book Virtual  Augmented and Mixed Reality  Interaction  Navigation  Visualization  Embodiment  and Simulation

Download or read book Virtual Augmented and Mixed Reality Interaction Navigation Visualization Embodiment and Simulation written by Jessie Y.C. Chen and published by Springer. This book was released on 2018-07-10 with total page 492 pages. Available in PDF, EPUB and Kindle. Book excerpt: This two-volume set LNCS 10909 and 10910 constitutes the refereed proceedings of the 10th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2018, held as part of HCI International 2018 in Las Vegas, NV, USA. HCII 2018 received a total of 4346 submissions, of which 1171 papers and 160 posters were accepted for publication after a careful reviewing process. The 65 papers presented in this volume were organized in topical sections named: interaction, navigation, and visualization in VAMR; embodiment, communication, and collaboration in VAMR; education, training, and simulation; VAMR in psychotherapy, exercising, and health; virtual reality for cultural heritage, entertainment, and games; industrial and military applications.

Book Affective and Emotional Aspects of Human Computer Interaction

Download or read book Affective and Emotional Aspects of Human Computer Interaction written by M. Pivec and published by IOS Press. This book was released on 2006-03-02 with total page 332 pages. Available in PDF, EPUB and Kindle. Book excerpt: The learning process can be seen as an emotional and personal experience that is addictive and motivates learners to proactive behaviour. New research methods in this field are related to affective and emotional approaches to computer-supported learning and human-computer interactions. The major topics discussed are emotions, motivation, games and game-experience. The book is divided in three parts, part I, Game-based Learning, reflects upon the two-way interaction between game and student, thus enabling the game to react to the student’s emotional state. Having the possibility to detect and steer the emotional state of the student could have a positive impact on using digital games in education. It is claimed that some commercial computer games increase cognitive skills and may enhance multitasking abilities and the participants’ general ability to learn. Part II, Motivation and Learning, analyses whether the absence or presence of social and personal cues in the communication between a tutor and his or her students influence students’ learning and their satisfaction with the tutor and the course. The research showed that not all types of personal information are equally important and possibly pictorial information is more important than audible information. Part III, Emotions and Emotional Agents, discusses the production of learning environments which enhance the learner’s self esteem, ensure that the learner’s best interests are respected through paying attention to the narrative structures of the learner’s experience, and the ways in which communication can be enhanced through empathy with the learner.

Book Pervasive Computing

    Book Details:
  • Author : Aboul-Ella Hassanien
  • Publisher : Springer Science & Business Media
  • Release : 2009-09-23
  • ISBN : 1848825994
  • Pages : 468 pages

Download or read book Pervasive Computing written by Aboul-Ella Hassanien and published by Springer Science & Business Media. This book was released on 2009-09-23 with total page 468 pages. Available in PDF, EPUB and Kindle. Book excerpt: The main objective of pervasive computing systems is to create environments where computers become invisible by being seamlessly integrated and connected into our everyday environment, where such embedded computers can then provide inf- mation and exercise intelligent control when needed, but without being obtrusive. Pervasive computing and intelligent multimedia technologies are becoming incre- ingly important to the modern way of living. However, many of their potential applications have not yet been fully realized. Intelligent multimedia allows dynamic selection, composition and presentation of the most appropriate multimedia content based on user preferences. A variety of applications of pervasive computing and - telligent multimedia are being developed for all walks of personal and business life. Pervasive computing (often synonymously called ubiquitous computing, palpable computing or ambient intelligence) is an emerging ?eld of research that brings in revolutionary paradigms for computing models in the 21st century. Pervasive c- puting is the trend towards increasingly ubiquitous connected computing devices in the environment, a trend being brought about by a convergence of advanced el- tronic – and particularly, wireless – technologies and the Internet. Recent advances in pervasive computers, networks, telecommunications and information technology, along with the proliferation of multimedia mobile devices – such as laptops, iPods, personal digital assistants (PDAs) and cellular telephones – have further stimulated the development of intelligent pervasive multimedia applications. These key te- nologiesarecreatingamultimediarevolutionthatwillhavesigni?cantimpactacross a wide spectrum of consumer, business, healthcare and governmental domains.

Book Rhythm  Play and Interaction Design

Download or read book Rhythm Play and Interaction Design written by Brigid M. Costello and published by Springer. This book was released on 2018-04-03 with total page 188 pages. Available in PDF, EPUB and Kindle. Book excerpt: There are rhythms of action and response to all human-computer interactions. As we click, swipe, tap and sway to their beats, these rhythms intersect with the rhythms of our everyday lives. Perhaps they synchronize, perhaps they disrupt each other or maybe they dance together. Whatever their impact our experience of these rhythms will colour our experience of an interaction design. In playful interactive applications, rhythm is especially crucial because of the role it performs in building and maintaining the precarious spirit of play. Play involves movement and this movement has a rhythm that drives the experience. But what is the character of these rhythms of play and how can they be used in the design of interactive applications? These questions are the focus of this book. Drawing on traditions of rhythmic design practice in dance, performance, music and architecture, this book reveals key insights into practical strategies for designing playful rhythmic experience. With playful experiences now being incorporated into almost every type of computer application, interaction design practitioners and researchers need to develop a deeper understanding of the specific character of rhythms within play. Written from a designer's perspective, with interviews from leading creative artists and interaction design practitioners, Rhythm, Play and Interaction Design will help practitioners, researchers and students understand, evaluate and create rhythmic experiences.

Book Distributed  Ambient and Pervasive Interactions

Download or read book Distributed Ambient and Pervasive Interactions written by Norbert Streitz and published by Springer. This book was released on 2019-07-10 with total page 482 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 7th International Conference on Distributed, Ambient and Pervasive Interactions, DAPI 2019, held as part of the 21st International Conference on Human-Computer Interaction, HCII 2019, in Orlando, Florida, USA, in July 2019. A total of 1274 papers and 209 posters have been accepted for publication in the HCII 2019 proceedings from a total of 5029 submissions. The 36 papers included in this volume were organized in topical sections on IoT and big data; smart cities and built environments; perception and emotion in DAPI; and DAPI for health and learning.

Book Virtual  Augmented and Mixed Reality

Download or read book Virtual Augmented and Mixed Reality written by Stephanie Lackey and published by Springer. This book was released on 2017-06-28 with total page 576 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 9th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2017, held as part of HCI International 2017 in Vancouver, BC, Canada. HCII 2017 received a total of 4340 submissions, of which 1228 papers were accepted for publication after a careful reviewing process. The 45 papers presented in this volume were organized in topical sections named: developing virtual and augmented environments; interaction techniques in VAMR; VAMR in education and training; virtual worlds and games; user experience in VAMR; and health issues in VR.

Book Designing Immersive Video Games Using 3DUI Technologies

Download or read book Designing Immersive Video Games Using 3DUI Technologies written by Arun K. Kulshreshth and published by Springer. This book was released on 2018-05-29 with total page 122 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Human Computer Interaction  Theory  Design  Development and Practice

Download or read book Human Computer Interaction Theory Design Development and Practice written by Masaaki Kurosu and published by Springer. This book was released on 2016-07-04 with total page 646 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 3-volume set LNCS 9731, 9732, and 9733 constitutes the refereed proceedings of the 18th International Conference on Human-Computer Interaction, HCII 2016, held in Toronto, ON, Canada, in July 2016. The total of 1287 papers and 186 posters presented at the HCII 2016 conferences and were carefully reviewed and selected from 4354 submissions. The papers thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The volumes constituting the full 27-volume set of the conference proceedings.

Book Computational Intelligence in Multimedia Processing  Recent Advances

Download or read book Computational Intelligence in Multimedia Processing Recent Advances written by Aboul-Ella Hassanien and published by Springer. This book was released on 2008-04-23 with total page 538 pages. Available in PDF, EPUB and Kindle. Book excerpt: In recent decades Multimedia processing has emerged as an important technology to generate content based on images, video, audio, graphics, and text. This book is a compilation of the latest trends and developments in the field of computational intelligence in multimedia processing. The edited book presents a large number of interesting applications to intelligent multimedia processing of various Computational Intelligence techniques including neural networks and fuzzy logic.

Book Acquired Brain Injury

Download or read book Acquired Brain Injury written by Jean Elbaum and published by Springer. This book was released on 2019-07-22 with total page 367 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents a comprehensive interdisciplinary team approach to the rehabilitation of acquired brain injury (ABI) survivors. Medical and clinical specialists will receive a deeper understanding of not only each other’s roles but of their complementary functions in this field. Many case examples are provided, illustrating a wide range of challenges and stages of recovery. This edition features 3 entirely new chapters and multiple updated chapters by new and returning authors. Featured in the coverage: The role of Robotics in acquired brain injury A comprehensive chapter on physical therapy in ABI Outstanding recoveries woven together by a video news producer who recovered from a meningioma State of the art updates on neurosurgery, neurology, physiatry, neuropsychiatry and neuro-optometry. Updated chapters on neuropsychology, speech-language and occupational therapies including new technology and approaches as well as evidence based practices Psychosocial challenges and treatment following ABI The importance of family as team members Post rehabilitation options and experiences Acquired Brain Injury: An Integrative Neuro-Rehabilitation Approach, 2nd edition provides clarity and context regarding the rehabilitation goals and processes for rehabilitation specialists, interdisciplinary students of neuro-rehabilitation as well as practicing clinicians interested in developing their knowledge in their field.

Book Recent Advances in Multimedia Signal Processing and Communications

Download or read book Recent Advances in Multimedia Signal Processing and Communications written by Mislav Grgic and published by Springer Science & Business Media. This book was released on 2009-10-14 with total page 657 pages. Available in PDF, EPUB and Kindle. Book excerpt: The rapid increase in computing power and communication speed, coupled with computer storage facilities availability, has led to a new age of multimedia applications. This book presents recent advances in Multimedia Signal Processing and Communications.

Book Movement Disorders Phenomenology

Download or read book Movement Disorders Phenomenology written by Steven J. Frucht and published by Springer Nature. This book was released on with total page 824 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Optimizing Human Computer Interaction With Emerging Technologies

Download or read book Optimizing Human Computer Interaction With Emerging Technologies written by Cipolla-Ficarra, Francisco and published by IGI Global. This book was released on 2017-06-19 with total page 511 pages. Available in PDF, EPUB and Kindle. Book excerpt: The ways in which humans communicate with one another is constantly evolving. Technology plays a large role in this evolution via new methods and avenues of social and business interaction. Optimizing Human-Computer Interaction With Emerging Technologies is a primary reference source featuring the latest scholarly perspectives on technological breakthroughs in user operation and the processes of communication in the digital era. Including a number of topics such as health information technology, multimedia, and social media, this publication is ideally designed for professionals, technology developers, and researchers seeking current research on technology’s role in communication.

Book Digital Health

Download or read book Digital Health written by Alan Godfrey and published by Academic Press. This book was released on 2021-07-06 with total page 398 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital Health: Exploring Use and Integration of Wearables is the first book to show how and why engineering theory is used to solve real-world clinical applications, considering the knowledge and lessons gathered during many international projects. This book provides a pragmatic A to Z guide on the design, deployment and use of wearable technologies for laboratory and remote patient assessment, aligning the shared interests of diverse professions to meet with a common goal of translating engineering theory to modern clinical practice. It offers multidisciplinary experiences to guide engineers where no clinically advice and expertise may be available. Entering the domain of wearables in healthcare is notoriously difficult as projects and ideas often fail to deliver due to the lack of clinical understanding, i.e., what do healthcare professionals and patients really need? This book provides engineers and computer scientists with the clinical guidance to ensure their novel work successfully translates to inform real-world clinical diagnosis, treatment and management. Presents the first guide for wearable technologies in a multidisciplinary and translational manner Helps engineers design real-world applications to help them better understand theory and drive pragmatic clinical solutions Combines the expertise of engineers and clinicians in one go-to guide, accessible to all

Book The SAGE Encyclopedia of Educational Technology

Download or read book The SAGE Encyclopedia of Educational Technology written by J. Michael Spector and published by SAGE Publications. This book was released on 2015-01-29 with total page 1845 pages. Available in PDF, EPUB and Kindle. Book excerpt: The SAGE Encyclopedia of Educational Technology examines information on leveraging the power of technology to support teaching and learning. While using innovative technology to educate individuals is certainly not a new topic, how it is approached, adapted, and used toward the services of achieving real gains in student performance is extremely pertinent. This two-volume encyclopedia explores such issues, focusing on core topics and issues that will retain relevance in the face of perpetually evolving devices, services, and specific techniques. As technology evolves and becomes even more low-cost, easy-to-use, and more accessible, the education sector will evolve alongside it. For instance, issues surrounding reasoning behind how one study has shown students retain information better in traditional print formats are a topic explored within the pages of this new encyclopedia. Features: A collection of 300-350 entries are organized in A-to-Z fashion in 2 volumes available in a choice of print or electronic formats. Entries, authored by key figures in the field, conclude with cross references and further readings. A detailed index, the Reader’s Guide themes, and cross references combine for search-and-browse in the electronic version. This reference encyclopedia is a reliable and precise source on educational technology and a must-have reference for all academic libraries.