Advances in Human Factors in Wearable Technologies and Game Design: Proceedings of the AHFE 2019 International Conference on Human Factors and Wearable Technologies, and the AHFE International Conference on Game Design and Virtual Environments, July 24-28 1st edition by Tareq Ahram – Ebook PDF Instant Download/DeliveryISBN: 3030204766, 9783030204761
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Product details:
ISBN-10 : 3030204766
ISBN-13 : 9783030204761
Author: Tareq Ahram
This book focuses on the human aspects of wearable technologies and game design, which are often neglected. It shows how user-centered practices can optimize the wearable experience, thus improving user acceptance, satisfaction and engagement with novel wearable gadgets. It addresses both research and best practices in the applications of human factors and ergonomics to sensors, wearable technologies and game design innovations, as well as new findings on the integration of wearability principles with regard to: aesthetics, affordance, comfort, contextual awareness, customization, ease of use, ergonomics, information overload, intuitiveness, obtrusiveness, privacy, reliability, responsiveness, satisfaction, subtlety, user-friendliness and wearability. Gathering the outcomes of both the AHFE 2019 Conference on Human Factors and Wearable Technologies and the AHFE 2019 Conference on Human Factors in Game Design and Virtual Environments, held on July 24–28, 2019 in Washington, DC, USA, the book addresses the needs of professionals, researchers, and students whose work involves the human aspects of wearable, smart and/or interactive technologies and game design research.
Advances in Human Factors in Wearable Technologies and Game Design: Proceedings of the AHFE 2019 International Conference on Human Factors and Wearable Technologies, and the AHFE International Conference on Game Design and Virtual Environments, July 24-28 1st Table of contents:
- Human Factors and Wearable Technologies
- Comparative User Experience Analysis of Pervasive Wearable Technology
- A Novel Joint Angle Measurement System to Monitor Hip Movement in Children with Hip Diseases
- Nudging vs. Budging – Users’ Acceptance of Nudging for More Physical Activity
- Evaluation of Suitable Rest Times for the Use of Optical Head-Mounted Displays
- Development of Ergonomic Swimming Goggles Based on Benchmarking and 3D Facial Scan
- Advancement in Orthopedics Through an Accessible Wearable Device
- Physiological Evaluation of a Non-invasive Wearable Vagus Nerve Stimulation (VNS) Device
- The Ergonomic Design of Wearable Robot Based on the Shoulder Kinematic Analysis by Walking Speed
- Improvements in a Wearable Device for Sign Language Translation
- Current Situation and Problems of Hand-Transmitted Vibration Measurement and Monitoring Equipment and Benefits of Wearable Sensors for Everyday Monitoring
- Gait Monitoring System for Stroke Prediction of Aging Adults
- Facial Recognition on Cloud for Android Based Wearable Devices
- Eye Tracking in the Diagnosis of Aggressive Behaviors and Emotions: A Systematic Review of the Literature
- Research on Smart Wearable Device Design Based on Semiotic Approach to Product Architecture Design
- Wearable Smart Emotion-Aware Gloves: Develops a New Way People Interact with Others
- The Research of Visual Characteristics for the Deaf Wearing AR Glasses
- Ergonomic Evaluation of Pilot Helmet and Neck Injury
- Human Factors in Game Design
- Devilish Dilemma Games: Narrative Game Engine and Accompanying Authoring Tool
- A Gamified Approach Towards Identifying Key Opportunities and Potential Sponsors for the Future of F1 Racing in a Declining Car Ownership Environment
- Cybersickness Among Gamers: An Online Survey
- Gamifying the Rice Industry: The ‘Riceville’ Paradigm
- Cultural Playing: A Videogame Case Study of Never Alone and the Teaching of Culture
- The Design of a WebGL-Based 3D Virtual Roaming System for the “Batu Hitam” Shipwreck
- Designing Experiences: A Virtual Reality Video Game to Enhance Immersion
- Logic Evaluation Through Game-Based Assessment
- Design of Virtual Public Resilience Spaces of Traditional Cultures
- The Design of Card Game for Leukemia Children Based on Narrative Design
- Human Factors in Virtual Environments
- Depth Sensor Based Detection of Obstacles and Notification for Virtual Reality Systems
- Digital Cultural Strategies Within the Context of Digital Humanities Economics
- Understanding User Interface Preferences for XR Environments When Exploring Physics and Engineering Principles
- Appreciation of Proportion in Architecture: A Comparison Between Facades Primed in Virtual Reality and on Paper
- Immersive Virtual Reality Beyond Available Physical Space
- Gazing Pattern While Using AR Route-Navigation on Smartphone
- Global Virtual Teams Course at Arnhem Business School
- Research on Virtual Simulation Evaluation System for Passenger Compartments Lighting of Subway Trains in China
- A Usability and Workload Investigation: Using Video Games to Compare Two Virtual Reality Systems
- Virtual and Augmented Reality Gamification Technology on Reinventing the F1 Sponsorship Model not Purely Focused on the Team’s and Car’s Performance
- Enhancing Multimodal Interaction for Virtual Reality Using Haptic Mediation Technology
- Mapping the Monetization Challenge of Gaming in Various Domains
- Research on Location of Emergency Sign Based on Virtual Reality and Eye Tracking Technology
- Healthcare Design Based on Virtual Reality Technology: Enhance the User’s Engagement in the Rehabilitation Process
- An Investigation of Material Perception in Virtual Environments
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Tags: Advances, Human Factors, Game Design, Proceedings, International Conference, Virtual Environments, Tareq Ahram


