Narrow your search

Library

KU Leuven (2340)

ULiège (1587)

Odisee (1559)

Thomas More Mechelen (1559)

ULB (1559)

UCLL (1550)

VIVES (1545)

Thomas More Kempen (1529)

UGent (1337)

LUCA School of Arts (804)

More...

Resource type

book (2906)

periodical (106)

digital (11)

dissertation (6)

film (1)


Language

English (2750)

French (112)

German (58)

Dutch (42)

Undetermined (33)

More...

Year
From To Submit

2024 (13)

2023 (150)

2022 (179)

2021 (108)

2020 (126)

More...
Listing 1 - 10 of 3018 << page
of 302
>>
Sort by

Book
Das Unfertige Bauen : Architektur und menschliches Handeln
Authors: ---
ISBN: 3528087714 9783528087715 3764363657 9783764363659 Year: 1986 Publisher: Braunschweig Vieweg

Loading...
Export citation

Choose an application

Bookmark

Abstract


Book
IEEE Std 1801-2015 (Revision of IEEE Std 1801-2013) : IEEE Standard for Design and Verification of Low-Power, Energy-Aware Electronic Systems
Author:
ISBN: 1504401050 Year: 2016 Publisher: [Place of publication not identified] : IEEE,

Loading...
Export citation

Choose an application

Bookmark

Abstract

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.

Keywords

Design --- Design. --- Human factors.

Human factors research : methods and applications for architects and interior designers
Author:
ISBN: 0444427465 9780444427465 9781483295206 1483295206 Year: 1987 Publisher: Amsterdam, Netherlands : New York, New York : Elsevier Science Publishers B.V., Elsevier Science Publishing Company Inc.,

Loading...
Export citation

Choose an application

Bookmark

Abstract

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


Book
Actionable gamification : beyond points, badges, and leaderboards
Author:
ISBN: 183921077X 9781839210778 9781839211706 Year: 2017 Publisher: [Place of publication not identified] : [Packt Publishing, Limited],

Loading...
Export citation

Choose an application

Bookmark

Abstract

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.

Keywords

Design --- Human factors.


Book
Developing temporal markers to profile operational errors : final report
Authors: ---
Year: 2006 Publisher: Washington, D.C. : Federal Aviation Administration, Office of Aerospace Medicine,

Loading...
Export citation

Choose an application

Bookmark

Abstract

Spaces for people : human factors in design
Author:
ISBN: 0138239630 Year: 1977 Publisher: Englewood Cliffs (N.J.): Prentice Hall

Loading...
Export citation

Choose an application

Bookmark

Abstract


Book
Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems
Author:
Year: 2020 Publisher: New York : Association for Computing Machinery,

Loading...
Export citation

Choose an application

Bookmark

Abstract


Book
Somaesthetics and design culture
Authors: ---
ISBN: 9004536655 Year: 2023 Publisher: BRILL

Loading...
Export citation

Choose an application

Bookmark

Abstract

"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"--

Keywords

Design --- Human factors.


Book
Bare architecture : a schizoanalysis
Author:
ISBN: 1350015822 1350015792 Year: 2017 Publisher: [New York] : Bloomsbury Academic,

Loading...
Export citation

Choose an application

Bookmark

Abstract

"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.


Book
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play
Authors: ---
Year: 2018 Publisher: New York New York : ACM,

Loading...
Export citation

Choose an application

Bookmark

Abstract

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.

Listing 1 - 10 of 3018 << page
of 302
>>
Sort by