Zobrazeno 1 - 10
of 50
pro vyhledávání: '"Tadeusz Stach"'
Autor:
Lauren Switzer, Ameer Hamza, T. C. Nicholas Graham, Zi Ye, Cheryl Savery, Darcy Fehlings, Quentin Bellay, Hamilton A. Hernandez, Tadeusz Stach
Publikováno v:
CHI
We report on the design of a novel station supporting the play of exercise video games (exergames) by children with cerebral palsy (CP). The station combines a physical platform allowing children with CP to provide pedaling input into a game, a stand
Autor:
T. C. Nicholas Graham, Tadeusz Stach
Publikováno v:
Lecture Notes in Computer Science
13th International Conference on Human-Computer Interaction (INTERACT)
13th International Conference on Human-Computer Interaction (INTERACT), Sep 2011, Lisbon, Portugal. pp.18-35, ⟨10.1007/978-3-642-23771-3_2⟩
Human-Computer Interaction – INTERACT 2011 ISBN: 9783642237706
INTERACT (2)
13th International Conference on Human-Computer Interaction (INTERACT)
13th International Conference on Human-Computer Interaction (INTERACT), Sep 2011, Lisbon, Portugal. pp.18-35, ⟨10.1007/978-3-642-23771-3_2⟩
Human-Computer Interaction – INTERACT 2011 ISBN: 9783642237706
INTERACT (2)
Part 1: Long and Short Papers; International audience; Exergames combine entertainment and exercise in an effort to encourage people to be more physically active. Although exergames require active input, interactions are less physical than those expe
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::09b2886ca49c139fa674f9cbb08d744c
https://hal.inria.fr/hal-01590833
https://hal.inria.fr/hal-01590833
Publikováno v:
CHI
In games where skills such as targeting are critical to winning, it is difficult for players with different skill levels to have a competitive and engaging experience. Although several mechanisms for accommodating different skill levels have been pro
Publikováno v:
Future Play
Active games are video games that involve physical activity. Interaction in active games is captured via a variety of input devices such as accelerometers, cameras, pressure sensors and exercise equipment. It is difficult for programmers to deal with
Publikováno v:
Advances in Computer Entertainment Technology
Active games are video games that involve physical activity. Active games capture input via a variety of devices such as accelerometers, cameras, pressure sensors and exercise equipment. Although active games have become highly popular, the interacti
Publikováno v:
Future Play
Video games are varied, with vastly different visual layouts and interaction styles; however, most games that share a common genre still have many user interface similarities. These similarities suggest that genres can be used as a conceptual framewo
Publikováno v:
Tabletop
Most tabletop groupware systems provide a single shared display, and users must coordinate access to both resources and space. In many situations, it can be difficult to manage this shared space - for example, it can be difficult to deal with clutter
Publikováno v:
CHI
Most video games require constant interaction, so game designers must pay careful attention to usability issues. However, there are few formal methods for evaluating the usability of game interfaces. In this paper, we introduce a new set of heuristic
Publikováno v:
CHI
Embodiments are visual representations of people in a groupware system. Embodiments convey awareness information such as presence, location, and movement -- but they provide far less information than what is available from a real body in a face-to-fa
Autor:
SARSENBAYEVA, ZHANNA1 zhanna.sarsenbayeva@unimelb.edu.au, VAN BERKEL, NIELS2 nielsvanberkel@cs.aau.dk, VELLOSO, EDUARDO1 eduardo.velloso@unimelb.edu.au, GONCALVES, JORGE1 jorge.goncalves@unimelb.edu.au, KOSTAKOS, VASSILIS1 vassilis.kostakos@unimelb.edu.au
Publikováno v:
ACM Computing Surveys. Jul2023, Vol. 55 Issue 7, p1-35. 35p.