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  • af Mary Lou Maher
    464,95 kr.

    Interactive 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.

  • af Mary Lou Maher & Ning Gu
    687,95 kr.

    Designing adaptive virtual worlds takes the design of places for education, entertainment, online communities, business, and cultural activities in 3D virtual worlds to a new level. The place metaphor provides a rich source of styles and examples for designing in 3D virtual worlds. This book is one of the first design books in the field showing how those styles can be captured in a design grammar so that unique places can be created through computational agents responding to the changing needs of the people in the virtual world. Applying the techniques introduced in this book has immediate implications on the design of games and functional places in existing virtual world platforms such as Second Life, OpenSim and Active Worlds as well as future virtual worlds in which the boundaries between digital and physical environments blur.

  • af Mary Lou Maher, M. Bala Balachandran & Dong Mei Zhang
    648,95 - 1.467,95 kr.

    This text aims to present a description of how case-based reasoning can be applied to design problems, including the representation of design cases, indexing and retrieving design cases, and the range of paradigms for adapting design cases.

  • - Curious Characters for Multiuser Games
    af Mary Lou Maher & Kathryn E. Merrick
    881,95 - 1.266,95 kr.

    This book covers the design, application and evaluation of computational models of motivation in reinforcement learning. The performance of these models is demonstrated by applications in simulated game scenarios and a live, open-ended, virtual world.

  • af Mary Lou Maher, Simeon J. Simoff & Anna Cicognani
    572,95 kr.

    This volume examines the issues involved in setting up and running a virtual design studio. It presents an interdisciplinary framework for organizing, running, and improving virtual design studios. Technological issues are presented in a practical context, showing how to realize each aspect of the studio.

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