Publication: The future of books and reading in HCI
dc.contributor.coauthor | Wozniak, Pawel W. | |
dc.contributor.coauthor | Lischke, Lars | |
dc.contributor.coauthor | Billinghurst, Mark | |
dc.contributor.department | Department of Mechanical Engineering | |
dc.contributor.department | Department of Media and Visual Arts | |
dc.contributor.kuauthor | Obaid, Mohammad | |
dc.contributor.kuauthor | Alaca, Ilgım Veryeri | |
dc.contributor.kuprofile | Undergraduate Student | |
dc.contributor.kuprofile | Faculty Member | |
dc.contributor.other | Department of Mechanical Engineering | |
dc.contributor.other | Department of Media and Visual Arts | |
dc.contributor.schoolcollegeinstitute | College of Engineering | |
dc.contributor.schoolcollegeinstitute | College of Social Sciences and Humanities | |
dc.contributor.yokid | N/A | |
dc.contributor.yokid | 50569 | |
dc.date.accessioned | 2024-11-09T23:11:56Z | |
dc.date.issued | 2016 | |
dc.description.abstract | Technology is fundamentally changing the reading experience and book design. While the invention of industry-scale printing transformed books into a mass product, interactive technology enables new types of engagement during reading. Books can have multifarious form factors; their visual representation can change in accordance to the environment and user needs. The aim of the workshop is to discuss emerging interactive book-related technologies (e.g. Augmented Reality or Tangible Interfaces) and elaborate on methodologies that can be used to evaluate content and the interplay between form and content. The workshop will investigate how novel technologies can inspire, support and enrich the reading experience. | |
dc.description.indexedby | WoS | |
dc.description.indexedby | Scopus | |
dc.description.openaccess | NO | |
dc.description.publisherscope | International | |
dc.identifier.doi | 10.1145/2971485.2987684 | |
dc.identifier.isbn | 978-1-4503-4763-1 | |
dc.identifier.quartile | N/A | |
dc.identifier.scopus | 2-s2.0-84997327194 | |
dc.identifier.uri | http://dx.doi.org/10.1145/2971485.2987684 | |
dc.identifier.uri | https://hdl.handle.net/20.500.14288/9733 | |
dc.identifier.wos | 390298600145 | |
dc.keywords | Interactive | |
dc.keywords | Technology | |
dc.keywords | Book | |
dc.keywords | Reading | |
dc.keywords | HCI | |
dc.language | English | |
dc.publisher | Association for Computing Machinery (ACM) | |
dc.source | Proceedings of the Nordichi '16: The 9th Nordic Conference on Human-Computer Interaction - Game Changing Design | |
dc.subject | Computer science | |
dc.subject | Cybernetics | |
dc.subject | Ergonomics | |
dc.subject | Social sciences | |
dc.title | The future of books and reading in HCI | |
dc.type | Conference proceeding | |
dspace.entity.type | Publication | |
local.contributor.authorid | 0000-0003-2351-0604 | |
local.contributor.authorid | 0000-0002-7512-1507 | |
local.contributor.kuauthor | Obaid, Mohammad | |
local.contributor.kuauthor | Alaca, Ilgım Veryeri | |
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