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Brave NUI World is the first practical guide for designing touch- and gesture-based user interfaces. Written by the team from Microsoft that developed the multi-touch, multi-user Surface® tabletop product, it introduces the reader to natural user interfaces (NUI). It gives readers the necessary tools and information to integrate touch and gesture practices into daily work, presenting scenarios, problem solving, metaphors, and techniques intended to avoid making mistakes. This book considers diverse user needs and context, real world successes and failures, and the future of NUI. It presents thirty scenarios, giving practitioners a multitude of considerations for making informed design decisions and helping to ensure that missteps are never made again. The book will be of value to game designers as well as practitioners, researchers, and students interested in learning about user experience design, user interface design, interaction design, software design, human computer interaction, human factors, information design, and information architecture. - Provides easy-to-apply design guidance for the unique challenge of creating touch- and gesture-based user interfaces - Considers diverse user needs and context, real world successes and failures, and a look into the future of NUI - Presents thirty scenarios, giving practitioners a multitude of considerations for making informed design decisions and helping to ensure that missteps are never made again
For use in schools and libraries only. Relates how Mafatu, a young Polynesian boy whose name means Stout Heart, overcomes his terrible fear of the sea and proves his courage to himself and his people.
This classic novel of a perfectly engineered society is “one of the most prophetic dystopian works of the twentieth century” (The Wall Street Journal). Half a millennium from now, in the World State, the watchword is that every one belongs to every one else. No matter what class of human you are bred to be—from the intellectual Alphas to the Epsilons who provide the manual labor—you are a part of the efficient, well-oiled whole. You are nourished, secure, and blissfully serene thanks to the freely distributed drug called soma. And while sex is strongly encouraged, the old way of procreation is forbidden, eliminating even the pains of childbirth. But when a man and woman journey beyond these confines to where the “savages” reside, and bring back two outsiders, the cracks begin to show. Named as one of the 100 best English-language novels of the twentieth century by the Modern Library, Brave New World is one of the first truly dystopian novels. Influenced by the historic events of Huxley’s era yet as relevant today as ever, it is a remarkable depiction of the conflict between progress and the human spirit. “Chilling. . . . That he gave us the dark side of genetic engineering in 1932 is amazing.” —Providence Journal-Bulletin “It is a frightening experience, indeed, to discover how much of his satirical prediction of a distant future became reality in so short a time.” —The New York Times Book Review
Here’s what three pioneers in computer graphics and human-computer interaction have to say about this book: “What a tour de force—everything one would want—comprehensive, encyclopedic, and authoritative.” — Jim Foley “At last, a book on this important, emerging area. It will be an indispensable reference for the practitioner, researcher, and student interested in 3D user interfaces.” — Andy van Dam “Finally, the book we need to bridge the dream of 3D graphics with the user-centered reality of interface design. A thoughtful and practical guide for researchers and product developers. Thorough review, great examples.” — Ben Shneiderman As 3D technology becomes available for a wide range of applications, its successful deployment will require well-designed user interfaces (UIs). Specifically, software and hardware developers will need to understand the interaction principles and techniques peculiar to a 3D environment. This understanding, of course, builds on usability experience with 2D UIs. But it also involves new and unique challenges and opportunities. Discussing all relevant aspects of interaction, enhanced by instructive examples and guidelines, 3D User Interfaces comprises a single source for the latest theory and practice of 3D UIs. Many people already have seen 3D UIs in computer-aided design, radiation therapy, surgical simulation, data visualization, and virtual-reality entertainment. The next generation of computer games, mobile devices, and desktop applications also will feature 3D interaction. The authors of this book, each at the forefront of research and development in the young and dynamic field of 3D UIs, show how to produce usable 3D applications that deliver on their enormous promise. Coverage includes: The psychology and human factors of various 3D interaction tasks Different approaches for evaluating 3D UIs Results from empirical studies of 3D interaction techniques Principles for choosing appropriate input and output devices for 3D systems Details and tips on implementing common 3D interaction techniques Guidelines for selecting the most effective interaction techniques for common 3D tasks Case studies of 3D UIs in real-world applications To help you keep pace with this fast-evolving field, the book’s Web site, www.3dui.org, will offer information and links to the latest 3D UI research and applications.
This book emerged out of research done during the period between 2004 and 2016 on the topic of mobile and wearable computing. It did not solely focus on technical solutions and the search for a general approach but also on the question how people can live with this technology. Thus social and organizational aspects were also part of the research. The findings demonstrate the opportunities of serious games and reveal the need of clinical studies when targeting at solutions that are to become part of any kind of therapy. The result is a comprehensive presentation of research findings covering different important aspects in the domain of wearable and pervasive computing for a better life.
The book tells the story of the Indigenous Aanaar Saami language (around 350 speakers) and cultural revitalisation in Finland. It offers a new language revitalisation method that can be used with Indigenous and minority languages, especially in cases where the native language has been lost among people of a working age. The book gives practical examples as well as a theoretical frame of reference for how to plan, organise and implement an intensive language programme for adults who already have professional training. It is the first time that a process of revitalisation of a very small language has been systematically described from the beginning; it is a small-scale success story. The book finishes with self-reflection and cautious recommendations for Indigenous peoples and minorities who want to revive or revitalise their languages.
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.
What happens after we die? _x000D_ _x000D_ Author and award winning filmmaker Richard Martini explores startling new evidence for life after death, via the "life between lives," where we reportedly return to find our loved ones, soul mates and spiritual teachers. Based on the evidence of thousands of people who claim that under deep hypnosis, they saw and experienced the same basic things about the Afterlife, the book documents interviews with hypnotherapists around the world trained in the method pioneered by Dr. Michael Newton, as well as examining actual between life sessions. The author agrees to go on the same journey himself, with startling and candid results, learning we are fully conscious between our various incarnations, and return to connect with loved ones and spiritual soul mates, and together choose how and when and with whom we'll reincarnate. Martini examines how "Karmic law" is trumped by "Free will," with souls choosing difficult lives in order to learn from their spiritually; no matter how difficult, strange or complex a life choice appears to be, it was made in advance, consciously, with the help of loved ones, soul mates and wise elders. Extensively researched, breathtaking in scope, "Flipside" takes the reader into new territory, boldly going where no author has gone before to tie up the various disciplines of past life regression. near death experiences, and between life exploration. In the words of author Gary Schwartz, Phd, once you've read "Flipside" "you'll never see the world in the same way again."_x000D_ _x000D_ Praise for Flipside:_x000D_ _x000D_ "Richard has written a terrific book. Insightful, funny, provocative and deep; I highly recommend it!" - Robert Thurman, author of Why the Dalai Lama Matters_x000D_ _x000D_ “Inspiring, well written and entertaining. The kind of book where once you have read it, you will no longer be able to see the world in the same way again.” - Gary E. Schwartz, author of The Sacred Promise_x000D_ _x000D_ "Everyone should have a Richard Martini in their life." - Charles Grodin, author of If I Only Knew Then... What I Learned From Mistakes
This book constitutes late breaking papers from the 22nd International Conference on Human-Computer Interaction, HCII 2020, which was held in July 2020. The conference was planned to take place in Copenhagen, Denmark, but had to change to a virtual conference mode due to the COVID-19 pandemic. From a total of 6326 submissions, a total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings before the conference took place. In addition, a total of 333 papers and 144 posters are included in the volumes of the proceedings published after the conference as “Late Breaking Work” (papers and posters). These contributions address the latest research and development efforts in the field and highlight the human aspects of design and use of computing systems. The 42 late breaking papers presented in this volume were organized in topical sections as follows: HCI in Automotive; Interaction in Intelligent Environments; and Digital Human Modeling and Ergonomics.