• Produktbild: Design, User Experience, and Usability
  • Produktbild: Design, User Experience, and Usability
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Design, User Experience, and Usability 13th International Conference, DUXU 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part IV

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Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

12.06.2024

Abbildungen

XXI, 358 p. 140 illus., 111 illus. in color.

Herausgeber

Aaron Marcus + weitere

Verlag

Springer

Seitenzahl

358

Maße (L/B/H)

23,5/15,5/2,1 cm

Gewicht

575 g

Auflage

2024

Sprache

Englisch

ISBN

978-3-031-61358-6

Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

12.06.2024

Abbildungen

XXI, 358 p. 140 illus., 111 illus. in color.

Herausgeber

Verlag

Springer

Seitenzahl

358

Maße (L/B/H)

23,5/15,5/2,1 cm

Gewicht

575 g

Auflage

2024

Sprache

Englisch

ISBN

978-3-031-61358-6

Herstelleradresse

Springer-Verlag GmbH
Tiergartenstr. 17
69121 Heidelberg
DE

Email: ProductSafety@springernature.com

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  • Produktbild: Design, User Experience, and Usability
  • Produktbild: Design, User Experience, and Usability

  • Part 1: Designing Immersive Experiences across Contexts:
    Exploring Student Attention in the Metaverse: a Systematic Literature Review from the Perspective of Design and Ergonomics.- A Neuroeducational Approach in the Integration of Virtual Reality Technologies in the Development of Serious Games: Case Study in the Field of Occupational Safety and Risk Prevention.- Does Virtual Reality Allow Essay Participants Better Conditions to Get Information Regarding the Perception of Architectural Contexts?.- Panoramic 360 Image Versus 2D Video: What is the Best Inside Virtual Reality?.- Kinesics Language Interaction in Virtual Reality.- Comparing the Therapeutic Effects of Using Traditional Methods and Virtual Reality Headset in the Treatment of Depression and Anxiety.- Analysis of the Impact on Immersive Experience: Narrative Effects in First and Third Person Perspectives.- IMARISS: Story Creation Tools - Inspiration Mobile Augmented Reality Interactive Story System.- Virtual Reality Image Creation in the Era of Artificial Intelligence.
    Part 2: Technology, Design, and Learner Engagement:
    Research on Strategies of Virtual Reality Technology to Promote Astronomy Science Popularization Education in Primary Schools.- Analysis of Gamification Strategies for Children's Safety Popularization Education Based on AR Technology.- The Impact of Innovative Education Driven by Design Thinking and Training Model of Innovative Talents on Student Engagement: The Moderating Role of Background of Blockchain Technology.- A Study on the Application of Digital Products Designed to Improve Primary School Students’ Literacy Skills.- Bridging Cello Learning with Technological Innovations: An Exploration of Interaction Design Opportunities.- Unlocking Interactive Learning: Applying Bioecological Theory to Parent-child Interaction in Educational Product Design.- Research on an Educational Toy for Preschool Children's Oral Care Based on Persuasive Design.- Optimizing the Student Evaluation System in Higher Education: A Comprehensive Approach from the Perspective of Student Experience.
    Part 3: User Experience in Tangible and Intangible Cultural Heritage:
    Research on the Value Development and Spatial Experience of Rural Ecological Landscape in Lingnan.- Bibliometric Analysis on Intangible Cultural Heritage and Experience Marketing in China.- Visitor's Museum Experience Model in Mixed Reality Environment from the Perspective of 4E Cognition.- The Impact of Gamified AR Format on Engagement for Site Museum Tours.- User Experience Evaluation of an Immersive Virtual Reality Experience: The Case of the Palmela Dukes' Mausoleum in Lisbon’s Prazeres Cemetery.- Research on the Application of Digital Technology in Museum-based Aesthetic Education of Children.- User Experience Research in China's Tourism Industry Based on Knowledge Map.