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Advances in Human Factors in Wearable Technologies and Game Design

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Table of Contents

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    Book Overview
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    Chapter 1 The Virtual Penetrating the Physical and the Implication for Augmented Reality Head-Up Displays
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    Chapter 2 Determining Comfortable Pressure Ranges for Wearable EEG Headsets
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    Chapter 3 Can Personal Activity Trackers Be Used to Provide Insight into Sit-to-Stand Workstation Usage and Benefits?
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    Chapter 4 Application of Wearable Technology for the Acquisition of Learning Motivation in an Adaptive E-Learning Platform
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    Chapter 5 What Are You Waiting for? – Perceived Barriers to the Adoption of Fitness-Applications and Wearables
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    Chapter 6 Exploring the Acceptance of mHealth Applications - Do Acceptance Patterns Vary Depending on Context?
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    Chapter 7 Using Non-invasive Wearable Sensors to Estimate Perceived Fatigue Level in Manual Material Handling Tasks
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    Chapter 8 Crafting Usable Quantified Self-wearable Technologies for Older Adult
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    Chapter 9 An Immersive Environment for Experiential Training and Remote Control in Hazardous Industrial Tasks
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    Chapter 10 User Discomfort Evaluation Research on the Weight and Wearing Mode of Head-Wearable Device
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    Chapter 11 Preliminary Therapeutic Knee Band Development for Knee Osteoarthritis (KOA) Relief in the Elderly: A Pilot Study
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    Chapter 12 Step by Step – Users and Non-Users of Life-Logging Technologies
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    Chapter 13 Comparison Among Standard Method, Dedicated Toolbox and Kinematic-Based Approach in Assessing Risk of Developing Upper Limb Musculoskeletal Disorders
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    Chapter 14 Evaluating an Inertial Measurement Unit Based System for After-Reach Speed Measurement in Power Press Applications
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    Chapter 15 Smart Clothing Design Issues in Military Applications
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    Chapter 16 Design of Intelligent Obstacle Avoidance Gloves Based on Tactile Channel
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    Chapter 17 Study on Thermal Comfort of Virtual Reality Headsets
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    Chapter 18 Digitization of Manufacturing Companies: Employee Acceptance Towards Mobile and Wearable Devices
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    Chapter 19 Determination of Cognitive Assistance Functions for Manual Assembly Systems
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    Chapter 20 Interpersonal Resonance: Developing Interpersonal Biofeedback for the Promotion of Empathy and Social Entrainment
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    Chapter 21 IMU-Based Motion Capture Wearable System for Ergonomic Assessment in Industrial Environment
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    Chapter 22 Laboratory Experiment on Visual Attention of Pedestrians While Using Twitter and LINE with a Smartphone on a Treadmill
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    Chapter 23 Biomechanical Load Evaluation by Means of Wearable Devices in Industrial Environments: An Inertial Motion Capture System and sEMG Based Protocol
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    Chapter 24 Analysis of Physical Feature in the Course Turn While Walking
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    Chapter 25 Experience from Indoor Fire Search and Rescue Game Design for Technology Testing
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    Chapter 26 Serious Games in Virtual Environments: Cognitive Ergonomic Trainings for Workplaces in Intralogistics
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    Chapter 27 Minecrafting Virtual Education
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    Chapter 28 Videogames, Motivation and History of Peru: Designing an Educational Game About Mariano Melgar
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    Chapter 29 A Study to Improve Education Through Gamification Multimedia in Museum
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    Chapter 30 A Usability Review of the Learning Master Serious Game in Support of the US Army Jumpmaster’s Course
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    Chapter 31 Games and Business: Human Factors in Gamified Applications
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    Chapter 32 Investigating the Human Factors in eSports Performance
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    Chapter 33 Impressions and Congruency of Pictures and Voices of Characters in “The Idolmaster”
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    Chapter 34 Case Study: Game Character Creation Process
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    Chapter 35 Disruptive Games: Power and Control or Fantasy and Entertainment
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    Chapter 36 Semantic Congruency Between Music and Video in Game Contents
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    Chapter 37 Proposal for Video Game Using the Concept of Becoming the Dotted Main Character
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    Chapter 38 Designing Educational Games Based on Intangible Cultural Heritage for Rural Children: A Case Study on “Logic Huayao”
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    Chapter 39 Game Design Methodology Considering User Experience in Comprehensive Contexts (Trial on Inducing Player to Terminate Game Contentedly by Motivation Control)
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    Chapter 40 Enhancing Usability and User Experience of Children Learning by Playing Games
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    Chapter 41 User Engagement Through Multimodal Feedback and Involvement in Game Design with a Wearable Interface
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    Chapter 42 How Popular Game Engine Is Helping Improving Academic Research: The DesignLab Case
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    Chapter 43 The Relation of Attention Between Player Profiles: A Study on the Eye-Tracking and Profile BrainHex
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