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AHFE 2017: Los Angeles, CA, USA
- Tareq Z. Ahram, Christianne Falcão:
Advances in Human Factors in Wearable Technologies and Game Design - Proceedings of the AHFE 2017 International Conference on Advances in Human Factors and Wearable Technologies, July 17-21, 2017, The Westin Bonaventure Hotel, Los Angeles, California, USA. Advances in Intelligent Systems and Computing 608, Springer 2018, ISBN 978-3-319-60638-5
Wearable Technologies: Sensors
- Marcus Schmidt, Sebastian Wille, Carl Rheinländer, Norbert Wehn, Thomas Jaitner:
A Wearable Flexible Sensor Network Platform for the Analysis of Different Sport Movements. 3-14 - Martin Ragot, Nicolas Martin, Sonia Em, Nico Pallamin, Jean-Marc Diverrez:
Emotion Recognition Using Physiological Signals: Laboratory vs. Wearable Sensors. 15-22 - Aydin Ünlü, Emine Alan, Meltem Gedik:
Development of Support Systems for Capturing and Reducing the Hand-Arm-Stress. 23-31 - Nicholas Caporusso, Luigi Biasi, Giovanni Cinquepalmi, Gianpaolo Francesco Trotta, Antonio Brunetti, Vitoantonio Bevilacqua:
A Wearable Device Supporting Multiple Touch- and Gesture-Based Languages for the Deaf-Blind. 32-41 - Chantal Lidynia, Philipp Brauner, Martina Ziefle:
A Step in the Right Direction - Understanding Privacy Concerns and Perceived Sensitivity of Fitness Trackers. 42-53 - Shramana Ghosh, Nina P. Robson, J. Michael McCarthy:
Development of Customized Orthotics Based on Lower-Leg Anthropometric Data and Task. 54-63 - Cristian Tapia-Jaya, Isaac Ojeda-Zamalloa, Vladimir Robles-Bykbaev, Fernando Pesántez-Avilés, Ismael San Andrés Becerra, Verónica Cevallos León-Wong:
An Intelligent Pen to Assess Anxiety Levels Through Pressure Sensors and Fuzzy Logic. 64-71 - Haifeng Bao, Weining Fang, Beiyuan Guo, Peng Wang:
Real-Time Eye-Interaction System Developed with Eye Tracking Glasses and Motion Capture. 72-81
Wearable Technologies: Accessibility, Wearability and Applications
- Stijn Verwulgen, Thomas Peeters, Jochen Vleugels, Robbie Geyssen, Guido De Bruyne, Wim Saeys, Steven Truijen:
Accuracy and Efficiency Validation of a Helmet Mounted Vibrotactile Feedback System for Aerodynamic Head Position During Cycling. 85-93 - Yongrong Wang, Yu Liu, Shengli Luo, Cheng Chen, Lingzi Jin:
The Pressure Comfort Sensation of Female's Body Parts Caused by Compression Garment. 94-104 - Vladimir Tomberg, Sebastian Kelle:
Universal Design Based Evaluation Framework for Design of Wearables. 105-116 - Yusuke Shimazaki, Toshikazu Kato:
Moti-Meter: A System for Visualizing Personal Learning Motivation. 117-124 - Venere Ferraro, Mila Stepanovic, Silvia Ferraris:
Wearability and User Experience Through User Engagement: The Case Study of a Wearable Device. 125-135 - Colin Kilby, Anthony Whitehead:
A Study of Viewpoint and Feedback in Wearable Systems for Controlling a Robot Arm. 136-148 - Nicholas Caporusso, Luigi Biasi, Giovanni Cinquepalmi, Gianpaolo Francesco Trotta, Antonio Brunetti, Vitoantonio Bevilacqua:
Enabling Touch-Based Communication in Wearable Devices for People with Sensory and Multisensory Impairments. 149-159 - Yoshio Tsuchiya, Takashi Kusaka, Takayuki Tanaka, Yoshikazu Matsuo:
Wearable Sensor System for Lumbosacral Load Estimation by Considering the Effect of External Load. 160-168 - Jiyoung Kang, Jong-Kuk Lim:
Storytelling-Based Hand Gesture Interaction in a Virtual Reality Environment. 169-176
Game Design Applications
- Peter Rasche, Anna Schlomann, Katharina Schäfer, Matthias Wille, Christina Bröhl, Sabine Theis, Alexander Mertens:
Pokémon Go - an Empirical User Experience Study. 179-185 - Anirudh Juloori, Yueqing Li, Weihang Zhu:
Development of a Game-Based and Haptically Enhanced Application for People with Visual Impairment. 186-192 - Carla Patricia Teixeira, Breno José Carvalho, Anthony José Cunha Lins, Christianne Falcão, Caroline Akemi Souza, Caio Vinicius Monteiro:
Game Design Creative Industry: An Overview of the Porto Digital Project in Brazil. 193-203 - José Antonio Cicció, Luis Quesada:
Framework for Creating Audio Games for Intelligent Personal Assistants. 204-214 - Anran Feng:
The Implementation of Acoustic in the Game Design - Insight from the Recently Popular "Onmyoji" Phenomenon in China. 215-224 - Federica Pallavicini, Ambra Ferrari, Andrea Zini, Giacomo Garcea, Andrea Zanacchi, Gabriele Barone, Fabrizia Mantovani:
What Distinguishes a Traditional Gaming Experience from One in Virtual Reality? An Exploratory Study. 225-231 - Wenjin Qin, Chunfu Li:
Voice-Control as a New Trend in Games Applications. 232-240 - Flávio Andaló, André Salomão, Milton Luiz Horn Vieira, Bruna Mendes:
Game Design for Students: Teaching as a Whole Context. 241-248 - Francimar Maciel, Taynah Miyagawa, Paulo Melo, Marcos Souza:
Evaluating the UX of a VR Game Using a Mixed Methodology. 249-257 - Satyakam Sharma, Kin Wai Michael Siu:
Gaming as a Driver for Social Behaviour Change for Sustainability. 258-266
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