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A method is provided for specifying power intent for an electronic design, for use in verification of the structure and behavior of the design in the context of a given power management architecture, and for driving implementation of that power-management architecture. The method supports incremental refinement of power-intent specifications required for IP-based design flows.
Design --- Design. --- Human factors.
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In order to succeed, human factors research must blend the subjective and objective aspects of the client's situation, applying both argument and evidence. How to accomplish this complex and very necessary goal is the subject of this book in which information systems, research methods, and evaluation procedures have been formulated as elements in an application strategy that makes possible the blending of research and design. Three main themes are maintained throughout the book: the concern to ensure that designers know how to conduct human factors research in an effective and efficient mann
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Learn all about implementing a good gamification design into your products, workplace, and lifestyle Key Features Explore what makes a game fun and engaging Gain insight into the Octalysis Framework and its applications Discover the potential of the Core Drives of gamification through real-world scenarios Book Description Effective gamification is a combination of game design, game dynamics, user experience, and ROI-driving business implementations. This book explores the interplay between these disciplines and captures the core principles that contribute to a good gamification design. The book starts with an overview of the Octalysis Framework and the 8 Core Drives that can be used to build strategies around the various systems that make games engaging. As the book progresses, each chapter delves deep into a Core Drive, explaining its design and how it should be used. Finally, to apply all the concepts and techniques that you learn throughout, the book contains a brief showcase of using the Octalysis Framework to design a project experience from scratch. After reading this book, you'll have the knowledge and skills to enable the widespread adoption of good gamification and human-focused design in all types of industries. What you will learn Discover ways to use gamification techniques in real-world situations Design fun, engaging, and rewarding experiences with Octalysis Understand what gamification means and how to categorize it Leverage the power of different Core Drives in your applications Explore how Left Brain and Right Brain Core Drives differ in motivation and design methodologies Examine the fascinating intricacies of White Hat and Black Hat Core Drives Who this book is for Anyone who wants to implement gamification principles and techniques into their products, workplace, and lifestyle will find this book useful.
Design --- Human factors.
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"Design permeates every dimension of our lifeworld, from the products we consume and the built environments in which we live to the adorned and stylized beings that we are and the natural preserves where we seek relief from the stressful bustle of urban life. Design is where contrasting values of functionality and aesthetic pleasure converge. At the core of design is the human soma, an active, perceptive subjectivity that creates and evaluates design but is also its cultivated product. This collection of thirteen essays explores the somaesthetics of design in multiple fields: from ritual, craft, and healthcare to architecture, urbanism, and the new media of extended realities"--
Design --- Human factors.
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"Bare Architecture: a schizoanalysis, is a poststructural exploration of the interface between architecture and the body. Chris L. Smith skilfully introduces and explains numerous concepts drawn from poststructural philosophy to explore the manner by which the architecture/body relation may be rethought in the 21st century. Multiple well-known figures in the discourses of poststructuralism are invoked: Gilles Deleuze and Félix Guattari, Roland Barthes, Georges Bataille, Maurice Blanchot, Jorges Luis Borges and Michel Serres. These figures bring into view the philosophical frame in which the body is formulated. Alongside the philosophy, the architecture that Smith comes to refer to as 'bare architecture' is explored. Smith considers architecture as a complex construction and the book draws upon literature, art and music, to provide a critique of the limits, extents and opportunities for architecture itself. The book considers key works from the architects Douglas Darden, Georges Pingusson, Lacatan and Vassal, Carlo Scarpa, Peter Zumthor, Marco Casagrande and Sami Rintala and Raumlabor. Such works are engaged for their capacities to foster a rethinking of the relation between architecture and the body."--Bloomsbury Publishing.
Architecture --- Human factors. --- Philosophy.
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CHI PLAY is an international and interdisciplinary conference series for researchers and professionals across all areas of play, games, and human-computer interaction (HCI). We call this area "player-computer interaction." The goal of CHI PLAY is to highlight and foster discussion of current high-quality research in games and HCI as foundation for the future of digital play. This year is the fifth year of the symposium, which is already proving to be a premier forum for presentation of research results and experience reports on leading-edge issues of novel games and playful interaction, player experience evaluations, tangible play, serious games, gamification, exertion games, games user research, player psychology, social game and play systems, play & game developer applications and theory. The mission of the symposium is to share insights into game and play interaction design and analysis that fulfil the needs of developers, researchers, and designers and identify new directions for future research and development in HCI and games. CHI PLAY gives researchers and practitioners a unique opportunity to share their perspectives with others interested in the various aspects of HCI in games and play. The symposium provides a meeting place for practitioners and academics where participants present and discuss peer-reviewed academic papers and the latest breaking results and approaches. The conference includes a dynamic mix of academic, student and industry engagement, with full papers and work in progress presentations, the student games competition, workshops and courses, a doctoral consortium, and a strong interactivity program. This year we have two highly respected keynote speakers, Professor Chris Ferguson, professor of psychology at Stetson University and expert on the behavioral impacts of video games, and Dr. Sarah Jane Pell, award winning artist, commercial diver, and explorer and researcher of new worlds. Given the sustained growth and interest in eSports, we have also included an industry eSports panel this year. Based on its success last year we have again included the Spotlight Papers track, which highlights significant work from both industry and research from innovative implementations to thought-provoking case studies. CHI PLAY 2018 is being held in the beautiful city of Melbourne, Australia. It coincides with Melbourne International Games Week that features playful experiences and games events throughout the city. Furthermore, selected paper presenters also have the chance to present their research at PAX, the largest Game Arcade Expo outside the USA that attracts thousands and thousands of game enthusiasts to Melbourne. Furthermore, thanks to the support of the City of Melbourne and SIGCHI, the interactive games and play experiences of the conference are also exhibited to the general public, extending the reach of the impact of CHI PLAY 2018. iii The call for papers attracted submissions from across the continents. We selected a program committee of experts in game research and human-computer interaction to lead the scientific review process. Accepted papers are published in the ACM Digital Library.
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