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The three-volume set LNCS 9746, 9747, and 9748 constitutes the proceedings of the 5th International Conference on Design, User Experience, and Usability, DUXU 2016, held as part of the 18th International Conference on Human-Computer Interaction, HCII 2016, in Toronto, Canada, in July 2016, jointly with 13 other thematically similar conferences. The total of 1287 papers presented at the HCII 2016 conferences were carefully reviewed and selected from 4354 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 157 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this three-volume set. The 49 papers included in this volume are organized in topical sections on design thinking; user experience design methods and tools; usability and user experience evaluation methods and tools.
The three-volume set LNCS 9746, 9747, and 9748 constitutes the proceedings of the 5th International Conference on Design, User Experience, and Usability, DUXU 2016, held as part of the 18th International Conference on Human-Computer Interaction, HCII 2016, in Toronto, Canada, in July 2016, jointly with 13 other thematically similar conferences. The total of 1287 papers presented at the HCII 2016 conferences were carefully reviewed and selected from 4354 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Int...
Increasing user awareness in various information and communication technology (ICT) activities is one of the most challenging tasks for organizations. One popular way to engage users in various domains is gamification, which is the use of game elements and digital game design techniques in non-game applications. By using game elements, applications become more attractive and provide benefits such as increased user activity and sociability, quality, and productivity of actions. Gamification is introduced in various stages of the software development lifecycle starting with the first phase of eliciting requirements to the final phases of testing and evaluation of the system to be. In parallel, the introduction of game elements in non-games raises a number of security and privacy issues. This book presents innovative research efforts and technical solutions related to gamification and improving user engagement in all stages of the development process.
The three-volume set LNCS 9746, 9747, and 9748 constitutes the proceedings of the 5th International Conference on Design, User Experience, and Usability, DUXU 2016, held as part of the 18th International Conference on Human-Computer Interaction, HCII 2016, in Toronto, Canada, in July 2016, jointly with 13 other thematically similar conferences. The total of 1287 papers presented at the HCII 2016 conferences were carefully reviewed and selected from 4354 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 157 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this three-volume set. The 41 papers included in this volume are organized in topical sections on mobile DUXU; DUXU in information design and visualization; DUXU in virtual and augmented reality; DUXU for smart objects and environments.
Mídias no cotidiano e cotidiano das mídias. Em tempos de mídias entrelaçadas em todas as esferas da vida, torna-se necessário discutir sobre elas e, especialmente, sobre a sua presença na educação, nos modos de vida, nas práticas do cotidiano e nas novas configurações que elas nos oferecem constantemente. É sobre isso que esta obra discute, a partir das vozes de pesquisadores de várias partes do Brasil, com variadas perspectivas, metodologias de pesquisa e enfoques teóricos.
A Pimenta Cultural apresenta dois volumes com pesquisas que abordam diferentes vieses relacionados à educação, à aprendizagem e aos processos pedagógicos. O primeiro volume, Sobre educação e tecnologia: conceitos e aprendizagem, trata de conceitos que permeiam a formação dos professores, os cursos à distância e os aparatos tecnológicos na busca pela potencialização da aprendizagem. Os pesquisadores partem de estudos de caso onde analisam os meios e os recursos utilizados no processo de aprendizagem, tanto in loco como em ambientes digitais, pontuando desafios e caminhos para o sucesso das práticas. O segundo volume, Sobre educação e tecnologia: processos e aprendizagem, apre...
Esta obra apresenta o resultado de estudos de vanguarda sobre o fenômeno da gamificação no contexto educacional. Cabe recordar que os princípios fundamentais dos jogos vêm sendo aplicados no aprendizado de pessoas desde os primórdios da civilização, muito antes do surgimento das primeiras escolas, como um modo de estimular e comunicar o acerto ou a necessidade de correção em valores e condutas sociais. Esta importante obra converge diferentes perspectivas, porém todas atendendo demandas reais da sociedade brasileira com relação ao aprendizado acessível. Nesse sentido, convido à leitora e ao leitor a perceber a ênfase que é dada à aplicabilidade dos conceitos aqui apresentados. Prof. Dr. Adriano Heemann
This thought-provoking and inspirational book covers such topics as: developing a solid creative process through “Visual Reflection Notebooks” and “Bring Play to Work”; understanding the artist’s unique identity in relation to the larger culture; building systems of support and collaboration; explaining how an artist’s needs and passions can lead to innovation and authenticity; using language to inspire visual creativity; responding to the Internet and changing concepts of what is public and private; and accepting digression as a creative necessity. Through the exercises and techniques outlined in Art Without Compromise*, the reader will develop new confidence to pursue individual goals and inspiration to explore new paths, along with motivation to overcome creative blocks. With a revised understanding of the relevance in their own work within the sphere of contemporary culture, the artist will come away with a clearer perspective on his or her past and future work and a critical eye for personal authenticity.
This book aims to show how librarians in colleges and universities of varying sizes, populations, and locations have successfully incorporated gaming into their libraries.-Introduction. In an attempt to encompass the variety of ways games are being incorporated into libraries, this book has been divided into three sections: game collections and curricular support, gaming as marketing and gaming as an information literacy tool.