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In this new era of computing, where the iPhone, iPad, Xbox Kinect, and similar devices have changed the way to interact with computers, many questions have risen about how modern input devices can be used for a more intuitive user interaction. Interaction Design for 3D User Interfaces: The World of Modern Input Devices for Research, Applications, and Game Development addresses this paradigm shift by looking at user interfaces from an input perspective. The book is divided into four parts: Theory of input devices and user interfaces, with an emphasis on multi-touch interaction Advanced topics on reducing noise on input devices using Kalman Filters A collection of hands-on approaches that allows the reader to gain experience with some devices A case study examining speech as input Most of the chapters contain exercises that provide practical experience to enhance knowledge of the material in the related chapter. With its hands-on approach and the affordability of the required hardware, this book is an excellent flexible resource for both the novice and the expert in 3D user input device development. Researchers and practitioners will gain a much deeper understanding about user input devices and user interfaces. Game developers and software designers will find new techniques to improve their products by adding intuitive user interaction mechanisms to their games and applications. In addition to the resources provided in the book, its companion website, http://3DInputBook.com, provides additional resources, which include: additional exercises and project ideas, additional chapters, source code, and class instructors' resources. The additional resources are provided to keep helping you with new research and new technology as it becomes available to help you stay up to date.
User interfaces (Computer systems) --- Three-dimensional display systems --- Design --- Computerarchitectuur. Operating systems --- 3D computertoepassingen --- games --- interfaces --- Computer architecture. Operating systems --- iPad --- iPhone --- User interfaces (Computer systems) - Design
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"games user research is the definitive guide to methods and practices for games user professionals, researchers and students seeking additional expertise or starting advice in the game development industry. It is the go-to volume for everyone working with games, with an emphasis on those new to the field."--Back cover.
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User interfaces (Computer systems) --- Expert systems (Computer science) --- Congresses --- Design --- Information Technology --- Computer Science (Hardware & Networks) --- User interfaces (Computer systems) - Congresses --- User interfaces (Computer systems) - Design - Congresses --- Expert systems (Computer science) - Congresses
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User interfaces (Computer systems) --- Expert systems (Computer science) --- Congresses --- Design --- Information Technology --- Computer Science (Hardware & Networks) --- User interfaces (Computer systems) - Congresses --- User interfaces (Computer systems) - Design - Congresses --- Expert systems (Computer science) - Congresses
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User interfaces (Computer systems) --- Expert systems (Computer science) --- Congresses --- Design --- Information Technology --- Computer Science (Hardware & Networks) --- User interfaces (Computer systems) - Congresses --- User interfaces (Computer systems) - Design - Congresses --- Expert systems (Computer science) - Congresses
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‘User-designer relations’ concerns the sorts of working relationships that arise between developers and end users of IT products - the different ways designers of IT products seek to engage with users, and the ways users seek to influence product design. It is through the shifting patterns of these relations that IT products are realised. Although it has generally been accepted that achieving better user-designer relations will improve the quality of IT products, there has been little consensus on how this might be achieved. This book aims to deepen our understanding of the relationships between users and designers both as they emerge in the wild and as a consequence of our attempts to intervene. Through a series of case studies the book juxtaposes in-depth explorations of different perspectives and approaches to thinking about - and doing - user-designer relations, considering important implications for design and computer science more generally.
Human-computer interaction. --- User interfaces (Computer systems) -- Design -- Case studies. --- User interfaces (Computer systems) -- Design. --- User-centered system design. --- User interfaces (Computer systems) --- Design. --- Design --- Interfaces, User (Computer systems) --- Cognitive engineering (System design) --- Participatory design (System design) --- UCD (System design) --- Usability engineering (System design) --- User-centered design (System design) --- Computer-human interaction --- Human factors in computing systems --- Interaction, Human-computer --- Computer science. --- User interfaces (Computer systems). --- Computer Science. --- User Interfaces and Human Computer Interaction. --- Human-machine systems --- Human-computer interaction --- System design --- Human engineering --- User-centered system design --- Informatics --- Science
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Brainstorming and Beyond describes the techniques for generating ideas verbally, in writing, or through sketches. The first chapter focuses on brainstorming, the foundation method for ideation, which is a complex social process building off of social psychology principles, motivational constructs, and corporate culture. Brainstorming is commonly portrayed as an easy way to generate ideas, but in reality, it is a complex social process that is often flawed in ways that are not self-evident. Chapter 2 discusses Brainwriting, which is a variation on brainstorming in which each person wr
Computer science. --- Human-computer interaction -- Congresses. --- User interfaces (Computer systems) -- Design. --- Brainstorming --- Psychology, Social --- Behavior and Behavior Mechanisms --- Psychiatry and Psychology --- Group Processes --- Social Sciences --- Electrical & Computer Engineering --- Engineering & Applied Sciences --- Psychology --- Telecommunications --- Brainstorming. --- Brain storming --- Creative thinking --- Group problem solving
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With over 100,000 iPhone applications and 125,000 registered iPhone developers, is it still possible to create a top-selling app that stands apart from the six-figure crowd? Of course, but you'll need more than a great idea and flawless code—an eye-catching and functional user interface design is essential. With this book, you'll get practical advice on user interface design from 10 innovative developers who, like you, have sat wondering how to best utilize the iPhone's minimal screen real estate. Their stories illustrate precisely why, with more apps and more experienced, creative developers, no iPhone app can succeed without a great user interface. Whatever type of iPhone project you have in mind—social networking app, game, or reference tool—you'll benefit from the information presented in this book. More than just tips and pointers, you'll learn from the authors' hands-on experiences, including: Dave Barnard of App Cubby on how to use Apple's user interface conventions and test for usability to assure better results Joachim Bondo, creator of Deep Green Chess, beats a classic design problem of navigating large dataset results in the realm of the iPhone Former Apple employee Dan Burcaw tailors user interfaces and adds the power of CoreLocation, Address Book, and Camera to the social networking app, Brightkite David Kaneda takes his Basecamp project management client, Outpost, from a blank page (literally) to a model of dashboard clarity Craig Kemper focuses on the smallest details to create his award-winning puzzle games TanZen and Zentomino Tim Novikoff, a graduate student in applied math with no programming experience, reduces a complex problem to simplicity in Flash of Genius: SAT Vocab Long-time Mac developer Chris Parrish goes into detail on the creation of the digital postcard app, Postage, which won the 2009 Apple Design Award Flash developer Keith Peters provides solutions for bringing games that were designed for a desktop screen to the small, touch-sensitive world of the iPhone Jürgen Siebert, creator of FontShuffle, outlines the anatomy of letters and how to select the right fonts for maximum readability on the iPhone screen Eddie Wilson, an interactive designer, reveals the fine balance of excellent design and trial-by-fire programming used to create his successful app Snow Report Combined with Apress' best-selling Beginning iPhone 3 Development: Exploring the iPhone SDK, you'll be prepared to match great code with striking design and create the app that everyone is talking about.
Application software. --- iPhone (Smartphone). --- User interfaces (Computer systems) -- Design. --- iPhone (Smartphone) --- User interfaces (Computer systems) --- Application software --- Electrical & Computer Engineering --- Engineering & Applied Sciences --- Computer Science --- Electrical Engineering --- Design --- Development. --- Programming. --- Apple iPhone (Smartphone) --- Development of application software --- Computer science. --- Computer Science. --- Computer Science, general. --- Smartphones --- Apple computer. --- Apple and iOS. --- Computer Applications. --- Informatics --- Science --- Microcomputers --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software
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Interactive media is pervasive. The colonization of our everyday lives by the computational power of the silicon chip is a fundamental feature of our digital age, and raises important questions such as: What does this mean for us as inhabitants of such media rich environments? How can we make sense of these media and the ways in which they have changed our interactions? What theories can we draw on to help us make sense of life in the digital age? Human Computer Interaction has been looking at versions of these questions for a long time now, but as technology advances so quickly it is hard to keep pace with the changes. In reflecting on some of these issues and by providing a way to relate some of the disparate threads of theory from fields such as phenomenology, cognitive science, semiotics and the ecological theory of perception, Shaleph O’Neill provides an exploration of the theories that impact our understanding over a spectrum of interactive media. Dr. Shaleph O’Neill is Course Director of Interactive Media Design at the University of Dundee.
Computer Science. --- User Interfaces and Human Computer Interaction. --- Multimedia Information Systems. --- Media Design. --- Computer science. --- Multimedia systems. --- Informatique --- Multimédia --- Human-computer interaction. --- Semiotics. --- User interfaces (Computer systems) -- Design. --- User interfaces (Computer systems) --- Human-computer interaction --- Semiotics --- Engineering & Applied Sciences --- Computer Science --- Design --- Design. --- Computer-human interaction --- Human factors in computing systems --- Interaction, Human-computer --- Interfaces, User (Computer systems) --- Semeiotics --- Semiology (Linguistics) --- Multimedia information systems. --- User interfaces (Computer systems). --- Human-machine systems --- Semantics --- Signs and symbols --- Structuralism (Literary analysis) --- Human engineering --- User-centered system design --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Informatics --- Science --- Multimedia systems .
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The interaction between a user and a device forms the foundation of today’s application design. Covering the following topics: A suite of five structural principles helping designers to structure their mockups; An agile method for exploiting desktop eye tracker equipment in combination with mobile devices; An approach to explore large-scale collections based on classification systems; A framework based on the use of modeling and components composition techniques to simplify the development of organizational collaborative systems; A low-cost virtual reality system that provides highly satisfying virtual experiences; Popular hardware and software tools and technologies for developing augmented and virtual reality applications; An implementation to handle connectivity between virtual reality applications and SensAble® Technology Phantom Haptic Devices; The results of a research study implementing a teaching technological strategy to help Down syndrome children develop their reading skills; Platform independent models decreasing the level of cohesion between communication technologies and software for ubiquitous computing; A method for applying gamification as a tool to improve the participation and motivation of people in performing different tasks. New Trends in Interaction, Virtual Reality and Modeling collects the best research from Interacción 2012 and MexIHC 2012, and presents the state-of-the-art in human-computer interaction, user interfaces, user experience and virtual reality. Written by researchers from leading universities, research institutes and industry, this volume forms a valuable source of reference for researchers in HCI and VR.
Human-computer interaction. --- Interactive multimedia. --- Social interaction. --- User interfaces (Computer systems) -- Design. --- Virtual reality. --- Engineering & Applied Sciences --- Computer Science --- Computer simulation. --- Computer modeling --- Computer models --- Modeling, Computer --- Models, Computer --- Simulation, Computer --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer science. --- User interfaces (Computer systems). --- Multimedia systems. --- Computer Science. --- User Interfaces and Human Computer Interaction. --- Simulation and Modeling. --- Media Design. --- Electromechanical analogies --- Mathematical models --- Simulation methods --- Model-integrated computing --- Computer simulation --- Reality --- Informatics --- Science --- Multimedia systems . --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction
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