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04127nam a22005775i 4500 |
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978-3-642-39241-2 |
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130702s2013 gw | s |||| 0|eng d |
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|a 9783642392412
|9 978-3-642-39241-2
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|a 10.1007/978-3-642-39241-2
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|a Design, User Experience, and Usability: Health, Learning, Playing, Cultural, and Cross-Cultural User Experience
|h [electronic resource] :
|b Second International Conference, DUXU 2013, Held as Part of HCI International 2013, Las Vegas, NV, USA, July 21-26, 2013, Proceedings, Part II /
|c edited by Aaron Marcus.
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|a 1st ed. 2013.
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|a Berlin, Heidelberg :
|b Springer Berlin Heidelberg :
|b Imprint: Springer,
|c 2013.
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|a XXIV, 622 p. 219 illus.
|b online resource.
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|a text
|b txt
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|a computer
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|a Information Systems and Applications, incl. Internet/Web, and HCI ;
|v 8013
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|a Cross-cultural and intercultural user experience -- Designing for the learning and culture experience -- Designing for the health and quality of life experience -- Games and gamification.
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|a The four-volume set LNCS 8012, 8013, 8014 and 8015 constitutes the proceedings of the Second International Conference on Design, User Experience, and Usability, DUXU 2013, held as part of the 15th International Conference on Human-Computer Interaction, HCII 2013, held in Las Vegas, USA in July 2013, jointly with 12 other thematically similar conferences. The total of 1666 papers and 303 posters presented at the HCII 2013 conferences was carefully reviewed and selected from 5210 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 282 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this four-volume set. The 67 papers included in this volume are organized in the following topical sections: cross-cultural and intercultural user experience; designing for the learning and culture experience; designing for the health and quality of life experience; and games and gamification.
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|a User interfaces (Computer systems).
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|a Computers.
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|a Application software.
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|a Information storage and retrieval.
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|a User Interfaces and Human Computer Interaction.
|0 https://scigraph.springernature.com/ontologies/product-market-codes/I18067
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|a Computing Milieux.
|0 https://scigraph.springernature.com/ontologies/product-market-codes/I24008
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|a Computer Applications.
|0 https://scigraph.springernature.com/ontologies/product-market-codes/I23001
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|a Information Systems Applications (incl. Internet).
|0 https://scigraph.springernature.com/ontologies/product-market-codes/I18040
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|a Information Storage and Retrieval.
|0 https://scigraph.springernature.com/ontologies/product-market-codes/I18032
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|a Marcus, Aaron.
|e editor.
|4 edt
|4 http://id.loc.gov/vocabulary/relators/edt
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|a SpringerLink (Online service)
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|t Springer Nature eBook
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|i Printed edition:
|z 9783642392429
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|i Printed edition:
|z 9783642392405
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|a Information Systems and Applications, incl. Internet/Web, and HCI ;
|v 8013
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|u https://doi.org/10.1007/978-3-642-39241-2
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|a Computer Science (SpringerNature-11645)
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|a Computer Science (R0) (SpringerNature-43710)
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