By Jean Underwood (auth.), Andreas Holzinger (eds.)
This ebook constitutes the refereed court cases of the 4th Usability Symposium of the Human-Computer interplay and value Engineering Workgroup of the Austrian desktop Society, USAB 2008, held in Graz, Austria, in November 2008.
The 7 revised complete papers and 26 revised brief papers offered have been rigorously reviewed and chosen from eighty five submissions. The papers are geared up in topical sections on cognitive tactics and finish consumer adventure, social software program and collaborative wisdom improvement, wisdom processing, review and human functionality, human established improvement and layout accessibility, person concentrated details visualization and multimedia, adaptivity and personalization in ubiquitous studying platforms, and human concentrated layout for defense serious systems.
Read or Download HCI and Usability for Education and Work: 4th Symposium of the Workgroup Human-Computer Interaction and Usability Engineering of the Austrian Computer Society, USAB 2008, Graz, Austria, November 20-21, 2008. Proceedings PDF
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Extra resources for HCI and Usability for Education and Work: 4th Symposium of the Workgroup Human-Computer Interaction and Usability Engineering of the Austrian Computer Society, USAB 2008, Graz, Austria, November 20-21, 2008. Proceedings
1 Introduction and Motivation for Research Developing Digital Educational Games (DEGs) that can cost-effectively foster learning has been a challenge for researchers and practitioners in the fields of HCI& UE and Technology Enhanced Learning (TEL) for a long time. DEGs offer exciting and dynamic environments, which engage players in meaningful and motivating learning A. ): USAB 2008, LNCS 5298, pp. 19–30, 2008. -C. Law et al. activities, inspiring them, through fun and pleasure, to explore a variety of topics and tasks.
For instance, prolonged viewing at a special location of a user interface, as indicated by certain patterns on a heat map, may imply that the user is cognitively absorbed by the content or that they are simply struggling to figure it out. Similarly, sweaty foreheads/hands may imply negative restlessness or positive excitement; individual and socio-cultural differences in facial expressions make interpreting electromyography data difficult; or a deviation of heart rate can also indicate emotional changes.
Although the situation significantly changed over the last years there is still little usability data available for the design of specific AR-based applications. Augmented Reality systems are creating a new kind user experience (UX), which is based on the integration of the real and virtual into the same interaction space. While the configurations based on head mounted displays (HMD) are integrating A. ): USAB 2008, LNCS 5298, pp. 31–42, 2008. © Springer-Verlag Berlin Heidelberg 2008 32 C. D. Iordache specific AR devices into a real life environment, the desktop AR configurations are bringing real life objects into a computing environment.