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Whole Body Interaction (Human-Computer Interaction)

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Whole Body Interaction (Human-Computer Interaction) Cover

 

Synopses & Reviews

Publisher Comments:

As interactive technologies continue to develop, Whole Body Interaction has emerged as an interdisciplinary topic looking to support and develop the full range of human abilities when interacting with computational environments. Rather than focusing on technology it seeks to support the integration of input and output from human motion, human physiology, cognitive models and emotional states. The key aim is the triangulation of inputs from different human sources in order to make sense of human behaviour, in context. This book takes extend papers submitted to the ACM SIGCHI 2009 Workshop on Whole Body Interaction. The topics covered include ' Movement and Emotion ' Movement and Attention ' Movement patterns and games ' Mirror neurons and movement ' Multi-source behavioural cues ' New ways of playing ' Whole body gestures ' Gesture and multi-modal actions ' Movement and Digital Art performance

Synopsis:

The concept of Whole Body Interaction explores the integration of input and output from human motion and physiology, cognitive models and emotional states. This book offers extended papers submitted to the ACM SIGCHI 2009 Workshop on Whole Body Interaction.

Synopsis:

Whole Body Interaction is "The integrated capture and processing of human signals from physical, physiological, cognitive and emotional sources to generate feedback to those sources for interaction in a digital environment" (England 2009). Whole Body Interaction looks at the challenges of Whole Body Interaction from the perspectives of design, engineering and research methods. How do we take physical motion, cognition, physiology, emotion and social context to push boundaries of Human Computer Interaction to involve the complete set of human capabilities? Through the use of various applications the authors attempt to answer this question and set a research agenda for future work. Aimed at students and researchers who are looking for new project ideas or to extend their existing work with new dimensions of interaction.

Table of Contents

Whole Body Interaction Overview.-Springboard: Designing Image Schema Based Embodied Interaction for an Abstract Domain.-Whole Body Interaction in Abstract Domains.-Mirrored Motion: Augmenting Reality and Implementing Whole Body Gestural Control using Pervasive Body Motion Capture based on Wireless Sensors.-Sharing and Stretching Space with Full Body Tracking.-Waggling the Form Baton : Analyzing Body-Movement-Based Design Patterns in Nintendo Wii Games, Toward Innovation of New Possibilities for Social and Emotional Experience.-Exploring bodily engaging artifacts among golfers, skaters and dancers.-Whole Body Large Display Interfaces for Users and Designers.-Observations on Experience and Flow in Movement-Based Interaction.-Capacitive Sensors for Whole Body Interaction.-Towards a Whole Body Sensing Platform for Healthcare Applications.-Feasibility of Using a Head-Mounted Camera to Capture Dynamic Facial Expressions During Body Movement.-Body Gestures for Office Desk Scenarios.-Gesture Based Interfaces: Practical Applications of Gestures in Real World Mobile Settings.-Estimation of Interest from Physical Actions Captured by Familiar User Device.-Towards a Framework for Whole Body Interaction with Geospatial Data

Product Details

ISBN:
9780857294326
Author:
England, David (edt)
Publisher:
Springer
Author:
England, David
Location:
London
Subject:
Interactive Media
Subject:
Augmented Reality
Subject:
Human-computer interaction
Subject:
Movement Science
Subject:
Virtual Reality
Subject:
Whole Body Interaction
Subject:
multimedia information systems
Subject:
User Interfaces and Human Computer Interaction
Subject:
Pattern recognition.
Subject:
Image Processing and Computer Vision
Subject:
Image Processing and Computer Vision <p><i>Whole Body Interaction</i> brings together a number of fields not previously associated together, namely Computer Science, Movement Science and Digital Art.</p><p>Includes contributions from people who are exper
Subject:
Computers-Reference - General
Subject:
User Interfaces
Subject:
Computer Science
Subject:
Language, literature and biography
Subject:
Optical pattern recognition
Subject:
Computer Vision
Copyright:
Edition Description:
2011
Series:
Human'"Computer Interaction Series
Publication Date:
20110514
Binding:
HARDCOVER
Language:
English
Pages:
224
Dimensions:
235 x 155 mm

Related Subjects

Computers and Internet » Computers Reference » General
Computers and Internet » Computers Reference » Social Aspects » Human and Computer Interaction
Computers and Internet » Graphics » Image Processing
Computers and Internet » Graphics » User Interface
Computers and Internet » Multimedia » Virtual Reality
Health and Self-Help » Health and Medicine » Medical Specialties

Whole Body Interaction (Human-Computer Interaction) New Hardcover
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$169.00 In Stock
Product details 224 pages Springer - English 9780857294326 Reviews:
"Synopsis" by , The concept of Whole Body Interaction explores the integration of input and output from human motion and physiology, cognitive models and emotional states. This book offers extended papers submitted to the ACM SIGCHI 2009 Workshop on Whole Body Interaction.
"Synopsis" by , Whole Body Interaction is "The integrated capture and processing of human signals from physical, physiological, cognitive and emotional sources to generate feedback to those sources for interaction in a digital environment" (England 2009). Whole Body Interaction looks at the challenges of Whole Body Interaction from the perspectives of design, engineering and research methods. How do we take physical motion, cognition, physiology, emotion and social context to push boundaries of Human Computer Interaction to involve the complete set of human capabilities? Through the use of various applications the authors attempt to answer this question and set a research agenda for future work. Aimed at students and researchers who are looking for new project ideas or to extend their existing work with new dimensions of interaction.
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