000 06542nam a2200697 i 4500
001 7885788
003 IEEE
005 20200413152923.0
006 m eo d
007 cr cn |||m|||a
008 170321s2017 caua foab 000 0 eng d
020 _a9781627058865
_qebook
020 _z9781627056847
_qprint
024 7 _a10.2200/S00758ED1V01Y201702HCI036
_2doi
035 _a(CaBNVSL)swl00407236
035 _a(OCoLC)978253260
040 _aCaBNVSL
_beng
_erda
_cCaBNVSL
_dCaBNVSL
050 4 _aQA76.9.H85
_bM243 2017
082 0 4 _a004.019
_223
100 1 _aMaher, Mary Lou,
_eauthor.
245 1 0 _aDesigning for gesture and tangible interaction /
_cMary Lou Maher and Lina Lee.
264 1 _a[San Rafael, California] :
_bMorgan & Claypool,
_c2017.
300 _a1 PDF (xvii, 111 pages) :
_billustrations.
336 _atext
_2rdacontent
337 _aelectronic
_2isbdmedia
338 _aonline resource
_2rdacarrier
490 1 _aSynthesis lectures on human-centered informatics,
_x1946-7699 ;
_v# 36
538 _aSystem requirements: Adobe Acrobat Reader.
538 _aMode of access: World Wide Web.
500 _aPart of: Synthesis digital library of engineering and computer science.
504 _aIncludes bibliographical references (pages 97-109).
505 8 _aBibliography -- Authors' biographies.
505 8 _a6. Looking to the future: research challenges -- 6.1 Design challenges for embodied interaction -- 6.1.1 Understanding embodied actions as user input -- 6.1.2 Designing gestures with effective visual feedback -- 6.1.3 Understanding sensing technology -- 6.2 Research challenges for embodied interaction -- 6.2.1 Gesture design -- 6.2.2 Multidisciplinary research -- 6.2.3 Finding appropriate contexts of use -- 6.2.4 Limited scope of representation -- 6.2.5 Cognitive and physical fatigue --
505 8 _a5. Designing for gesture interaction -- 5.1 Designing the walk-up-and-use information display -- 5.1.1 Context of use -- 5.1.2 Design goals -- 5.1.3 Technology selection -- 5.1.4 Design methods -- 5.1.5 Interaction model -- 5.1.6 Design heuristics -- 5.2 Designing the willful marionette -- 5.2.1 Context of use -- 5.2.2 Design goals -- 5.2.3 Technology selection -- 5.2.4 Design methods -- 5.2.5 Interaction model -- 5.2.6 Design guidelines --
505 8 _a4. Gesture-based interaction -- 4.1 What is a gesture-based interaction? -- 4.1.1 Gesture commands: walk-up-and-use information display -- 4.1.2 Gesture dialogue: the willfull marionette -- 4.2 Why is gesture-based interaction interesting? -- 4.2.1 Public walk-up-and-use displays or objects -- 4.2.2 Remote actuators, sensors, and displays -- 4.2.3 Sociable multiple-user interaction -- 4.2.4 Gesture communication -- 4.3 What are key design issues for gesture-based interaction? -- 4.3.1 Considering how to engage people -- 4.3.2 Designing clear and consistent visual feedback -- 4.3.3 Selecting ergonomic gestures -- 4.3.4 Designing discoverable gestures -- 4.3.5 Inaccurate gesture recognition --
505 8 _a3. Designing for tangible interaction -- 3.1 Designing the tangible keyboard -- 3.1.1 Context of use -- 3.1.2 Design goals -- 3.1.3 Technology selection -- 3.1.4 Design methods -- 3.1.5 Interaction model -- 3.1.6 Design heuristics -- 3.2 Designing tangible models -- 3.2.1 Context of use -- 3.2.2 Design goals -- 3.2.3 Technology selection -- 3.2.4 Design methods -- 3.2.5 Interaction model -- 3.2.6 Design guidelines --
505 8 _a2. Tangible interaction design -- 2.1 What is a tangible interaction? -- 2.1.1 Tangible keyboard -- 2.1.2 Tangible models -- 2.2 Why is tangible interaction interesting? -- 2.2.1 Space-multiplexed input and output -- 2.2.2 Concurrency -- 2.2.3 Strong specific devices -- 2.2.4 Spatially aware computational devices -- 2.2.5 Spatial reconfigurability of devices -- 2.3 What are key design issues for tangible user interfaces? -- 2.3.1 Designing interplay of virtual and physical -- 2.3.2 Selecting from multiple gestures and actions -- 2.3.3 Crossing disciplinary boundaries -- 2.3.4 The lack of standard input and output interaction models --
505 0 _a1. Introduction -- 1.1 Embodiment -- 1.2 Affordance -- 1.3 Metaphor -- 1.4 Epistemic actions -- 1.5 This book --
506 _aAbstract freely available; full-text restricted to subscribers or individual document purchasers.
510 0 _aGoogle book search
510 0 _aGoogle scholar
510 0 _aINSPEC
510 0 _aCompendex
520 3 _aInteractive technology is increasingly integrated with physical objects that do not have a traditional keyboard and mouse style of interaction, and many do not even have a display. These objects require new approaches to interaction design, referred to as post-WIMP (Windows, Icons, Menus, and Pointer) or as embodied interaction design. This book provides an overview of the design opportunities and issues associated with two embodied interaction modalities that allow us to leave the traditional keyboard behind: tangible and gesture interaction. We explore the issues in designing for this new age of interaction by highlighting the significance and contexts for these modalities. We explore the design of tangible interaction with a reconceptualization of the traditional keyboard as a Tangible Keyboard, and the design of interactive three-dimensional (3D) models as Tangible Models. We explore the design of gesture interaction through the design of gesture-base commands for a walk-up-and-use information display, and through the design of a gesture-based dialogue for the willful marionette. We conclude with design principles for tangible and gesture interaction and a call for research on the cognitive effects of these modalities.
530 _aAlso available in print.
588 _aTitle from PDF title page (viewed on March 21, 2017).
650 0 _aGesture
_xData processing.
650 0 _aUbiquitous computing.
650 0 _aHuman-computer interaction.
650 0 _aAmbient intelligence.
653 _acognitive effects
653 _ainteraction design
653 _agesture interaction
653 _atangible interaction
653 _aembodied interaction
700 1 _aLee, Lina,
_eauthor.
776 0 8 _iPrint version:
_z9781627056847
830 0 _aSynthesis lectures on human-centered informatics ;
_v# 36.
_x1946-7699
830 0 _aSynthesis digital library of engineering and computer science.
856 4 2 _3Abstract with links to resource
_uhttp://ieeexplore.ieee.org/servlet/opac?bknumber=7885788
999 _c562252
_d562252