Obesity

Obesity
Author: Gareth Williams
Publisher: John Wiley & Sons
Total Pages: 600
Release: 2009-07-08
Genre: Medical
ISBN: 047071221X

This comprehensive textbook addresses one of the major public health concerns of our era – obesity. Clearly and simply, Obesity: science to practice provides a balanced, coherent account of obesity: how to define and measure it, its epidemiology, the physiological basis, associated diseases, how to assess, manage and treat it, and also strategies for prevention. The book is generously illustrated, including graphs and flow charts for easy reference. The chapters cite key references so that interested readers may pursue a given topic in more detail. Well presented and thoroughly edited by one of the leading experts in the field, this is the textbook of choice for anyone working in obesity.

Games User Research

Games User Research
Author: Anders Drachen
Publisher: Oxford University Press
Total Pages: 549
Release: 2018
Genre: Computers
ISBN: 0198794843

Games live and die commercially on the player experience. Games User Research is collectively the way we optimise the quality of the user experience (UX) in games, working with all aspects of a game from the mechanics and interface, visuals and art, interaction and progression, making sure every element works in concert and supports the game UX. This means that Games User Research is essential and integral to the production of games and to shape the experience of players. Today, Games User Research stands as the primary pathway to understanding players and how to design, build, and launch games that provide the right game UX. Until now, the knowledge in Games User Research and Game UX has been fragmented and there were no comprehensive, authoritative resources available. This book bridges the current gap of knowledge in Games User Research, building the go-to resource for everyone working with players and games or other interactive entertainment products. It is accessible to those new to Games User Research, while being deeply comprehensive and insightful for even hardened veterans of the game industry. In this book, dozens of veterans share their wisdom and best practices on how to plan user research, obtain the actionable insights from users, conduct user-centred testing, which methods to use when, how platforms influence user research practices, and much, much more.

Human-Food Interaction

Human-Food Interaction
Author: Rohit Ashok Khot
Publisher:
Total Pages: 196
Release: 2019-08-29
Genre: Computers
ISBN: 9781680835762

Food is not only fundamental to our existence, its consumption, handling or even the mere sight of its also brings us immense joy. Over the years, technology has played a crucial part in supporting and enriching food-related practices, beginning from how we grow, to how we cook, eat and dispose of food. All these practices have a significant impact not only on individuals but also on the surrounding ecologies and infrastructures, often discussed under the umbrella term of Human-Food Interaction (HFI). This monograph provides an overview of the existing research in this space and a guide to further its exploration. The authors illustrate the growth in research across four phases of HFI, namely, Growing, Cooking, Eating and Disposal; categorizing the existing works across each of these phases to reveal a rich design space and that highlights the underexplored areas that interaction designers might find intriguing to investigate. Human-Food Interaction offers a first of its kind overview of research in this fascinating interdisciplinary field and will be of interest to students and researchers working in many areas of Human-Computer Interaction.

ECGBL 2020 14th European Conference on Game-Based Learning

ECGBL 2020 14th European Conference on Game-Based Learning
Author: Panagiotis Fotaris
Publisher: Academic Conferences limited
Total Pages: 862
Release: 2020-09-24
Genre: Education
ISBN: 1912764709

These proceedings represent the work of contributors to the 14th European Conference on Games Based Learning (ECGBL 2020), hosted by The University of Brighton on 24-25 September 2020. The Conference Chair is Panagiotis Fotaris and the Programme Chairs are Dr Katie Piatt and Dr Cate Grundy, all from University of Brighton, UK.

Locally Played

Locally Played
Author: Benjamin Stokes
Publisher: MIT Press
Total Pages: 287
Release: 2020-04-07
Genre: Games & Activities
ISBN: 0262356937

How games can make a real-world difference in communities when city leaders tap into the power of play for local impact. In 2016, city officials were surprised when Pokémon GO brought millions of players out into the public space, blending digital participation with the physical. Yet for local control and empowerment, a new framework is needed to guide the power of mixed reality and pervasive play. In Locally Played, Benjamin Stokes describes the rise of games that can connect strangers across zip codes, support the “buy local” economy, and build cohesion in the fight for equity. With a mix of high- and low-tech games, Stokes shows, cities can tap into the power of play for the good of the group, including healthier neighborhoods and stronger communities. Stokes shows how impact is greatest when games “fit” to the local community—not just in terms of culture, but at the level of group identity and network structure. By pairing design principles with a range of empirical methods, Stokes investigates the impact of several games, including Macon Money, where an alternative currency encouraged people to cross lines of socioeconomic segregation in Macon, Georgia; Reality Ends Here, where teams in Los Angeles competed to tell multimedia stories around local mythology; and Pokémon GO, appropriated by several cities to serve local needs through local libraries and open street festivals. Locally Played provides game designers with a model to strengthen existing networks tied to place and gives city leaders tools to look past technology trends in order to make a difference in the real world.

Game User Experience And Player-Centered Design

Game User Experience And Player-Centered Design
Author: Barbaros Bostan
Publisher: Springer Nature
Total Pages: 490
Release: 2020-04-06
Genre: Computers
ISBN: 3030376435

This book provides an introduction and overview of the rapidly evolving topic of game user experience, presenting the new perspectives employed by researchers and the industry, and highlighting the recent empirical findings that illustrate the nature of it. The first section deals with cognition and player psychology, the second section includes new research on modeling and measuring player experience, the third section focuses on the impact of game user experience on game design processes and game development cycles, the fourth section presents player experience case studies on contemporary computer games, and the final section demonstrates the evolution of game user experience in the new era of VR and AR. The book is suitable for students and professionals with different disciplinary backgrounds such as computer science, game design, software engineering, psychology, interactive media, and many others.

Instructional Techniques to Facilitate Learning and Motivation of Serious Games

Instructional Techniques to Facilitate Learning and Motivation of Serious Games
Author: Pieter Wouters
Publisher: Springer
Total Pages: 220
Release: 2016-10-31
Genre: Education
ISBN: 3319392980

The book introduces techniques to improve the effectiveness of serious games in relation to cognition and motivation. These techniques include ways to improve motivation, collaboration, reflection, and the integration of gameplay into various contexts. The contributing authors expand upon this broad range of techniques, show recent empirical research on each of these techniques that discuss their promise and effectiveness, then present general implications or guidelines that the techniques bring forth. They then suggest how serious games can be improved by implementing the respective technique into a particular game.

Artificial Intelligence for Human Computer Interaction: A Modern Approach

Artificial Intelligence for Human Computer Interaction: A Modern Approach
Author: Yang Li
Publisher: Springer Nature
Total Pages: 602
Release: 2021-11-04
Genre: Computers
ISBN: 3030826813

This edited book explores the many interesting questions that lie at the intersection between AI and HCI. It covers a comprehensive set of perspectives, methods and projects that present the challenges and opportunities that modern AI methods bring to HCI researchers and practitioners. The chapters take a clear departure from traditional HCI methods and leverage data-driven and deep learning methods to tackle HCI problems that were previously challenging or impossible to address. It starts with addressing classic HCI topics, including human behaviour modeling and input, and then dedicates a section to data and tools, two technical pillars of modern AI methods. These chapters exemplify how state-of-the-art deep learning methods infuse new directions and allow researchers to tackle long standing and newly emerging HCI problems alike. Artificial Intelligence for Human Computer Interaction: A Modern Approach concludes with a section on Specific Domains which covers a set of emerging HCI areas where modern AI methods start to show real impact, such as personalized medical, design, and UI automation.

Changes in Museum Practice

Changes in Museum Practice
Author: Hanne-Lovise Skartveit
Publisher: Berghahn Books
Total Pages: 196
Release: 2010
Genre: Art
ISBN: 9781845456108

"By examining the ways in which museums involve refugees and asylum seekers, Changes in Museum Practice: New Media, Refugees and Participation explores the opportunities around new media. Leading artists, curators, and academics come together to outline different degrees of participation by audiences and communities and explore a range of topics from video games to theatre, from photography to participatory video and digital storytelling. Case studies are used throughout to highlight the unique ways that various approaches to inclusion and participation can be used successfully." --Book Jacket.

Digital Materialities

Digital Materialities
Author: Sarah Pink
Publisher: Taylor & Francis
Total Pages: 251
Release: 2016-02-25
Genre: Social Science
ISBN: 147259259X

As the distinction between the digital and the material world becomes increasingly blurred, the ways in which we think about design are also shifting and evolving. How can the human, digital and material be brought together to intervene in the world? What constitutes our digital-material environments? How can we engage with digital technologies to make sustainable, healthy and meaningful decisions, both now and in the future? Digital Materialities presents twelve chapters by scholars and practitioners working at the intersection between design and digital research in the UK, Spain, Australia and the USA. By incorporating in-depth understandings of the digital-material world from both the social sciences and design, the book considers how this combined knowledge might advance our capacity to design for the future. Divided into three parts, the focus of the book moves from the theoretical to the practical: how different digital materialities are imagined and emerge, through software emulation, urban sensors and smart homes; how new digital designs are sparked through collaborations between social scientists and designers; and finally, how digital design emerges from the insider work of everyday designers. A fascinating, ground-breaking book for students and scholars of digital anthropology, media and communication, and anyone interested in the future of digital design.