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Unity Game Development Essentials: Build Fully Functional, Professional 3d Games With Realistic Environments, Sound, Dynamic Effects, And More!

by Will Goldstone

This book follows an informal, demystifying approach to the world of game development with the Unity game engine. With no prior knowledge of game development or 3D required, you will learn from scratch, taking each concept at a time working up to a full 3D mini-game. You'll learn scripting with JavaScript and master the Unity development environment with easy to follow stepwise tasks. The printed version of the book is in black and white, but a full color version of the images is available for download here. The eBook version, available from Packt, is in full color. If you're a designer or animator who wishes to take their first steps into game development, or if you've simply spent many hours sitting in front of video games, with ideas bubbling away in the back of your mind, Unity and this book should be your starting point. No prior knowledge of game production is required, inviting you to simply bring with you a passion for making great games.

Unity Game Development Scripting

by Kyle D'Aoust

If you are new to Unity scripting and want to learn simple and modular code and advance your knowledge to the next level, this is the book for you.

The Unity Game Engine and the Circuits of Cultural Software

by Benjamin Nicoll Brendan Keogh

Videogames were once made with a vast range of tools and technologies, but in recent years a small number of commercially available 'game engines' have reached an unprecedented level of dominance in the global videogame industry. In particular, the Unity game engine has penetrated all scales of videogame development, from the large studio to the hobbyist bedroom, such that over half of all new videogames are reportedly being made with Unity. This book provides an urgently needed critical analysis of Unity as ‘cultural software’ that facilitates particular production workflows, design methodologies, and software literacies. Building on long-standing methods in media and cultural studies, and drawing on interviews with a range of videogame developers, Benjamin Nicoll and Brendan Keogh argue that Unity deploys a discourse of democratization to draw users into its ‘circuits of cultural software’. For scholars of media production, software culture, and platform studies, this book provides a framework and language to better articulate the increasingly dominant role of software tools in cultural production. For videogame developers, educators, and students, it provides critical and historical grounding for a tool that is widely used yet rarely analysed from a cultural angle.

Unity in Embedded System Design and Robotics: A Step-by-Step Guide (Chapman & Hall/CRC Artificial Intelligence and Robotics Series)

by Ata Jahangir Moshayedi Amin Kolahdooz Liefa Liao

The first book of its kind, Unity in Embedded System Design and Robotics provides a step-by-step guide to Unity for embedded system design and robotics. It is an open gateway for anyone who wants to learn Unity through real projects and examples as well as a particularly useful aid for both professionals and students in the fields of embedded system design and robotics. Each chapter contains a unique project. The user is guided through the different windows and sections of Unity every step of the way. The book also includes projects that connect Unity to Arduino and Raspberry Pi, which will help readers better understand various Unity applications in the real world.

Unity in Embedded System Design and Robotics: A Step-by-Step Guide (Chapman & Hall/CRC Artificial Intelligence and Robotics Series)

by Ata Jahangir Moshayedi Amin Kolahdooz Liefa Liao

The first book of its kind, Unity in Embedded System Design and Robotics provides a step-by-step guide to Unity for embedded system design and robotics. It is an open gateway for anyone who wants to learn Unity through real projects and examples as well as a particularly useful aid for both professionals and students in the fields of embedded system design and robotics. Each chapter contains a unique project. The user is guided through the different windows and sections of Unity every step of the way. The book also includes projects that connect Unity to Arduino and Raspberry Pi, which will help readers better understand various Unity applications in the real world.

Unity iOS Essentials

by Robert Wiebe

You will start by considering the essential differences between mobile and desktop game development. You will then get straight into creating unity projects that will run on the entire spectrum of iOS devices. This book is for people who want to plan, develop, and deploy Unity 3D games on iOS mobile platforms, including iPhone, iPod Touch and iPad. Anyone who has experience with the free desktop version of Unity 3D can pick up this book and learn how to take the desktop skills and optimize them to work on the mobile iOS platforms. Some of the features in this book discuss the Pro features of Unity 3D for iOS so a Pro license is required to use some of the features (notably Occlusion Culling and Beast Light mapping).

Unity Multiplayer Games

by Alan R. Stagner

An easy-to-follow, tutorial manner that uses the learning-by-example approach.If you are a developer who wants to start making multiplayer games with the Unity game engine, this book is for you. This book assumes you have some basic experience with programming. No prior knowledge of the Unity IDE is required.

Unity Networking Fundamentals: Creating Multiplayer Games with Unity

by Sloan Kelly Khagendra Kumar

Learn the fundamentals of networking with Unity and C#. This book covers a variety of topics, including accessing data using RESTful APIs, local networked games, and creating multiplayer online games using client-server architecture. The book provides the basics of networking, sockets, TCP vs. UDP, client-server architecture, serialization, RESTful APIs, network latency, and client-side prediction. Projects are presented to illustrate the concepts, including a chat client/server overlay for your game, and a 3D maze game that allows up to four players to connect over the network. By the end of the book, you will be familiar with low-level networking concepts such as protocols and architecture as well as high-level knowledge on how to create applications that use a client/server architecture for multiplayer games. What You Will Learn Know the difference between TCP and UDP, and the pros and cons of these protocolsCreate client-server multiplayer games in Unity using C#Receive and process data from a remote server using RESTful APIsUnderstand latency and how to mitigate its impact Who This Book Is For Readers familiar with Unity and C# development who want to create multiplayer games

Unity of Logic and Computation: 19th Conference on Computability in Europe, CiE 2023, Batumi, Georgia, July 24–28, 2023, Proceedings (Lecture Notes in Computer Science #13967)

by Gianluca Della Vedova Besik Dundua Steffen Lempp Florin Manea

This book constitutes the refereed proceedings of the 19th International Conference on Unity of Logic and Computation, CiE 2023, held in Batumi, Georgia, during July 24–28, 2023. The 23 full papers and 13 invited papers included in this book were carefully reviewed and selected from 51 submissions. They were organized in topical sections as follows: ​Degree theory; Proof Theory; Computability; Algorithmic Randomness; Computational Complexity; Interactive proofs; and Combinatorial approaches.

Unity Shaders and Effects Cookbook

by Kenneth Andrew Lammers

Unity Effects and Shader Cookbook is written in a Cookbook style, teaching you to create stunning Shaders and effects through step-by-step, illustrated examples. Unity Effects and Shader Cookbook is written for developers wanting to create your first Shaders in Unity3D, or who wish to take their game to a whole new level with effects. No previous Shader writing experience is necessary to use this book, though a solid understanding of Unity is required.

Unity UI Cookbook

by Francesco Sapio

Over 60 recipes to help you create professional and exquisite UIs to make your games more immersive About This Book • Design and develop interactive and professional user interfaces (UIs) for games in Unity • Discover how to implement and deal with various in-game UI elements that will impress your players • This practical recipe guide will help you to efficiently create powerful and remarkable UIs using C# code Who This Book Is For If you are a game developer with some experience in Unity and C# and want to create the best interactive experience fast and intuitively, then this book is for you. If you are an intermediate game developer or an expert, these recipes will help you bring out the power of the new UI Unity system. What You Will Learn • Implement different kinds of counters and healthbars • Deal with timers and find out how to format them • Animate and vivify UI elements • Handle runtime customizations • Add complex Head-up displays (HUDs) • Design and implement 3D UIs • Integrate minimaps in the UI In Detail With the increasing interest in game development, it's essential to design and implement a UI that reflects the game settings and shows the right information to the player. The Unity system is used to create complex and aesthetically pleasing user interfaces in order to give a professional look and feel to a game. Although the new Unity UI system is powerful and quite easy to use, by integrating it with C# scripts, it's possible to realize the potential of this system and bring an impressive UI to games. This guide is an invaluable collection of recipes if you are planning to use Unity to develop a game. Starting with the basic concepts of the UI components, we'll take you all the way through to creating complex interfaces by including animations and dynamics elements. Based on real-world problems, these recipes will start by showing you how to make common UI elements such as counters and healthbars. You will then get a walkthrough of how to manage time using timers, and will learn how to format them. You will move on to decorating and animating the UI elements to vivify them and give them a professional touch. Furthermore, you will be guided into the 3D UI world and into HUD scripting. Finally, you will discover how to implement complex minimaps in the interface. Style and approach Interactive, easy-to-follow recipes will help you create and implement UIs that make gaming an exhilarating experience.

Unity® Virtual Reality Development with VRTK4: A No-Coding Approach to Developing Immersive VR Experiences, Games, & Apps

by Christopher Coutinho

Get hands-on practical knowledge of concepts and techniques for VR development using Unity® and VRTK version 4. This book is a step-by-step guide to learning VRTK 4 for developing immersive VR experiences.Unity is a powerful game engine for developing VR experiences. With its built-in support for all major VR headsets, it's the perfect tool for developers to realize their vision in VR. VRTK is a battle-tested VR solution for Unity; VRTK 4, in conjunction with Unity, has changed the dynamics of VR development.This book focuses on creating deep understanding of how advanced VR mechanics and techniques are built and utilized as a part of a VR framework. You will start off by setting up your devices for VR development and learn about the advantages of using VRTK 4 over alternate SDKs. You will learn to setup your very own custom VRTK Rig, find out how to setup various advanced VR mechanics and locomotion techniques, how to create several spatial UI objects, and how to setup Unity 2D UI controls. You will also cover advanced topics such as using angular and linear drives, setting up a VR Simulator to work with a XBox Controller, and realistic physics VR hands. By the end of this book, you will know how to create advanced VR mechanics that can be used within any VR experience, game, or App and deployed across several platforms and hardware.What You Will LearnUnderstand how to develop Immersive VR experiencesCreate a VR simulator to test your projectGenerate advanced Spatial UI that you can interact with physically using your handsWho This Book Is For?Unity game developers conversant with Unity's Editor. Basic knowledge of how Unity Prefabs function, how events work in general, and programming logic would be beneficial.

Unity Virtual Reality Projects

by Jonathan Linowes

Explore the world of Virtual Reality by building immersive and fun VR projects using Unity 3D About This Book • Learn the basic principles of virtual reality applications and get to know how they differ from games and desktop apps • Build various types of VR experiences, including diorama, first-person characters, riding on rails, 360 degree projections, and social VR • A project-based guide that teaches you to use Unity to develop VR applications, which can be experienced with devices such as the Oculus Rift or Google Cardboard Who This Book Is For If you're a non-programmer unfamiliar with 3D computer graphics, or experienced in both but new to virtual reality, and are interested in building your own VR games or applications then this book is for you. Any experience in Unity is an advantage. What You Will Learn • Create 3D scenes with Unity and Blender while learning about world space and scale • Build and run VR applications for consumer headsets including Oculus Rift and Google Cardboard • Build interactive environments with physics, gravity, animations, and lighting using the Unity engine • Experiment with various user interface (UI) techniques that you can use in your VR applications • Implement the first-person and third-person experiences that use only head motion gestures for input • Create animated walkthroughs, use 360-degree media, and build multi-user social VR experiences • Learn about the technology and psychology of VR including rendering, performance and VR motion sickness • Gain introductory and advanced experience in Unity programming with the C# language In Detail What is consumer “virtual reality”? Wearing a head-mounted display you view stereoscopic 3D scenes. You can look around by moving your head, and walk around using hand controls or motion sensors. You are engaged in a fully immersive experience. On the other hand, Unity is a powerful game development engine that provides a rich set of features such as visual lighting, materials, physics, audio, special effects, and animation for creating 2D and 3D games. Unity 5 has become the leading platform for building virtual reality games, applications and experiences for this new generation of consumer VR devices. Using a practical and project-based approach, this book will educate you about the specifics of virtual reality development in Unity. You will learn how to use Unity to develop VR applications which can be experienced with devices such as the Oculus Rift or Google Cardboard. We will then learn how to engage with virtual worlds from a third person and first person character point of view. Furthermore, you will explore the technical considerations especially important and possibly unique to VR. The projects in the book will demonstrate how to build a variety of VR experiences. You will be diving into the Unity 3D game engine via the interactive Unity Editor as well as C-Sharp programming. By the end of the book, you will be equipped to develop rich, interactive virtual reality experiences using Unity. So, let's get to it! Style and approach This book takes a practical, project-based approach to teach specifics of virtual reality development in Unity. Using a reader-friendly approach, this book will not only provide detailed step-by-step instructions but also discuss the broader context and applications covered within.

Unity Virtual Reality Projects: Learn Virtual Reality by developing more than 10 engaging projects with Unity 2018.

by Jonathan Linowes

Explore the latest features of Unity 2018 to create immersive VR projects for Oculus Rift, HTC Vive, Daydream and Gear VRAbout This BookA project-based guide to teach you how to develop immersive and fun VR applications using Unity 3DBuild experiences with interactable objects, physics, UI, animations, C# scripting, and other Unity featuresExplore the world of VR by building experiences such as diorama, first-person characters, 360-degree projections, social VR, audio fireball game, and VR storytellingWho This Book Is ForIf you're a non-programmer unfamiliar with 3D computer graphics, or experienced in both but new to virtual reality, and are interested in building your own VR games or applications, then this book is for you. Any experience in Unity is an advantage.What You Will LearnCreate 3D scenes with Unity and other 3D tools while learning about world space and scaleBuild and run VR applications for specific headsets, including Oculus, Vive, and DaydreamInteract with virtual objects using eye gaze, hand controllers, and user input eventsMove around your VR scenes using locomotion and teleportationImplement an audio fireball game using physics and particle systemsImplement an art gallery tour with teleportation and data infoDesign and build a VR storytelling animation with a soundtrack and timelinesCreate social VR experiences with Unity networkingIn DetailUnity has become the leading platform for building virtual reality games, applications, and experiences for this new generation of consumer VR devices.Unity Virtual Reality Projects walks you through a series of hands-on tutorials and in-depth discussions on using the Unity game engine. With its practical and project-based approach, this book will get you up to speed with the specifics of Virtual Reality development in Unity. You will learn how to use Unity to develop VR applications that can be experienced with devices such as Oculus, Daydream, and Vive. Among the many topics and projects, you will explore gaze-based versus hand controller input, world space UI canvases, locomotion and teleportation, software design patterns, 360-degree media, timeline animation, and multiplayer networking. You will learn the Unity 3D game engine via the interactive Unity Editor as well as C# programming. By the end of the book, you will be fully equipped to develop rich, interactive virtual reality experiences using Unity.Style and approachA practical step-by-step guide to building impressive VR experiences with Unity 2018.

Unity Virtual Reality Projects: Learn Virtual Reality by developing more than 10 engaging projects with Unity 2018.

by Jonathan Linowes

Explore the latest features of Unity 2018 to create immersive VR projects for Oculus Rift, HTC Vive, Daydream and Gear VRAbout This BookA project-based guide to teach you how to develop immersive and fun VR applications using Unity 3DBuild experiences with interactable objects, physics, UI, animations, C# scripting, and other Unity featuresExplore the world of VR by building experiences such as diorama, first-person characters, 360-degree projections, social VR, audio fireball game, and VR storytellingWho This Book Is ForIf you're a non-programmer unfamiliar with 3D computer graphics, or experienced in both but new to virtual reality, and are interested in building your own VR games or applications, then this book is for you. Any experience in Unity is an advantage.What You Will LearnCreate 3D scenes with Unity and other 3D tools while learning about world space and scaleBuild and run VR applications for specific headsets, including Oculus, Vive, and DaydreamInteract with virtual objects using eye gaze, hand controllers, and user input eventsMove around your VR scenes using locomotion and teleportationImplement an audio fireball game using physics and particle systemsImplement an art gallery tour with teleportation and data infoDesign and build a VR storytelling animation with a soundtrack and timelinesCreate social VR experiences with Unity networkingIn DetailUnity has become the leading platform for building virtual reality games, applications, and experiences for this new generation of consumer VR devices.Unity Virtual Reality Projects walks you through a series of hands-on tutorials and in-depth discussions on using the Unity game engine. With its practical and project-based approach, this book will get you up to speed with the specifics of Virtual Reality development in Unity. You will learn how to use Unity to develop VR applications that can be experienced with devices such as Oculus, Daydream, and Vive. Among the many topics and projects, you will explore gaze-based versus hand controller input, world space UI canvases, locomotion and teleportation, software design patterns, 360-degree media, timeline animation, and multiplayer networking. You will learn the Unity 3D game engine via the interactive Unity Editor as well as C# programming. By the end of the book, you will be fully equipped to develop rich, interactive virtual reality experiences using Unity.Style and approachA practical step-by-step guide to building impressive VR experiences with Unity 2018.

Unity Virtual Reality Projects, Second Edition: Learn Virtual Reality By Developing More Than 10 Engaging Projects With Unity 2018, 2nd Edition

by Jonathan Linowes

If you are interested in Virtual Reality, want to learn how it works, and want to create your own VR experiences, this book is for you. We walk you through a series of tutorials and in-depth discussions using the Unity game engine.

Univariate Time Series in Geosciences: Theory and Examples

by Hans Gilgen

This is a detailed introduction to the statistical analysis of geophysical time series, using numerous examples and exercises to build proficiency. The exercises lead the reader to explore the meaning of concepts such as the estimation of the linear time series (AMRA) models or spectra. The book also serves as a guide to using the open-source "R" program for statistical analysis of time series.

Universal Access and Assistive Technology: Proceedings of the Cambridge Workshop on UA and AT ’02

by Simeon Keates Ma

The first Cambridge Workshop on Universal Access and Assistive Technology (CWUAAT) was held at Trinity Hall, Cambridge, in March 2002. It was inspired by the earlier, highly successful Cambridge Workshops on Rehabilitation Robotics organised by the late Robin Jackson. Robin was the founder of Rehabilitation Research at Cambridge which now continues in the Engineering Design Centre within the Department of Engineering, led by John Clarkson and Simeon Keates, and in the Rainbow Group within the Computer Laboratory led by Peter Robinson. CWUAAT represents the first in a new series of workshops that we are aiming to hold every two years which, reflecting the spirit of recent moves to extend the rights for universal accessibility, will encourage discussion of a broad range of interests. There will be a general focus on product/solution development. Hence it is intended that the principal requirements for the successful design of assistive technology shall be addressed, where these range from the identification and capture of the needs of the users, through to the development and evaluation of truly usable and accessible systems for users with special needs. The best submissions received for the first CWUAAT are contained in this book, where the contributors are all leading researchers in the fields of Universal Access and Assistive Technology and represent a large part of the international research community. They include, though not exclusively, computer scientists, designers, engineers, industrial representatives, ergonomists and sociologists.

Universal Access in Ambient Intelligence Environments: 9th ERCIM Workshop on User Interfaces for All, Königswinter, Germany, September 27-28, 2006, Revised Papers (Lecture Notes in Computer Science #4397)

by Constantine Stephanidis Michael Pieper

This book constitutes the refereed proceedings of the 9th ERCIM Workshop on User Interfaces for All, focusing on Universal Access in Ambient Intelligence Environments, held in Königswinter, Germany in September 2006. It covers interaction platforms and techniques for ambient intelligence, user and context awareness, inclusive design and evaluation, as well as access to information, education and entertainment.

Universal Access in Health Telematics: A Design Code of Practice (Lecture Notes in Computer Science #3041)

by Constantine Stephanidis

The Information Society is bringing about radical changes in the way people work and interact with each other and with information. In contrast to previous information processing paradigms, where the vast majority of computer-mediated tasks were business-oriented and executed by office workers using the personal computer in its various forms (i. e. , initially alphanumeric terminals and later on graphical user interfaces), the Information Society signifies a growth not only in the range and scope of the tasks, but also in the way in which they are carried out and experienced. To address the resulting dimensions of diversity, the notion of universal access is critically important. Universal access implies the accessibility and usability of Information Society technologies by anyone, anywhere, anytime. Universal access aims to enable equitable access and active participation of potentially all citizens in existing and emerging computer-mediated human activities by developing universally accessible and usable products and services, which are capable of accommodating individual user requirements in different contexts of use and independently of location, target machine, or run-time environment. In the context of the emerging Information Society, universal access becomes predominantly an issue of design, pointing to the compelling need for devising systematic and cost-effective approaches to designing systems that accommodate the requirements of the widest possible range of end-users. Recent developments have emphasized the need to consolidate progress by means of establishing a common vocabulary and a code of design practice, which addresses the specific challenges posed by universal access.

Universal Access in Human-Computer Interaction: 17th International Conference, UAHCI 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part II (Lecture Notes in Computer Science #14021)

by Margherita Antona Constantine Stephanidis

This two-volume set constitutes the refereed proceedings of the 17th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2023, held as part of the 25th International Conference, HCI International 2023, in Copenhagen, Denmark, during July 23-28, 2023. The total of 1578 papers and 396 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 7472 submissions. The UAHCI 2023 proceedings were organized in the following topical sections: Part I: Design for All Methods, Tools and Practice; Interaction Techniques, Platforms and Metaphors for Universal Access; Understanding the Universal Access User Experience; and Designing for Children with Autism Spectrum Disorders. Part II: Universal Access to XR; Universal Access to Learning and Education; Assistive Environments and Quality of Life Technologies.

Universal Access in Human-Computer Interaction: 17th International Conference, UAHCI 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part I (Lecture Notes in Computer Science #14020)

by Margherita Antona Constantine Stephanidis

This two-volume set constitutes the refereed proceedings of the 17th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2023, held as part of the 25th International Conference, HCI International 2023, in Copenhagen, Denmark, during July 23-28, 2023. The total of 1578 papers and 396 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 7472 submissions. The UAHCI 2023 proceedings were organized in the following topical sections: Part I: Design for All Methods, Tools and Practice; Interaction Techniques, Platforms and Metaphors for Universal Access; Understanding the Universal Access User Experience; and Designing for Children with Autism Spectrum Disorders. Part II: Universal Access to XR; Universal Access to Learning and Education; Assistive Environments and Quality of Life Technologies.

Universal Access in Human-Computer Interaction: 18th International Conference, UAHCI 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part II (Lecture Notes in Computer Science #14697)

by Margherita Antona Constantine Stephanidis

This three-volume set LNCS 14696-14698 constitutes the refereed proceedings of the 18th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2024, held as part of the 26th International Conference, HCI International 2024, in Washington, DC, USA, during June 29 – July 4, 2024. The total of 1271 papers and 309 posters included in the HCII 2024 proceedings was carefully reviewed and selected from 5108 submissions. The UAHCI 2024 proceedings were organized in the following topical sections: Part I: User Experience Design and Evaluation for Universal Access; AI for Universal Access. Part II: Universal Access to Digital Services; Design for Cognitive Disabilities; Universal Access to Virtual and Augmented Reality. Part III: Universal Access to Learning and Education; Universal Access to Health and Wellbeing; Universal Access to Information and Media.

Universal Access in Human-Computer Interaction: 18th International Conference, UAHCI 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part I (Lecture Notes in Computer Science #14696)

by Margherita Antona Constantine Stephanidis

This three-volume set LNCS 14696-14698 constitutes the refereed proceedings of the 18th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2024, held as part of the 26th International Conference, HCI International 2024, in Washington, DC, USA, during June 29 – July 4, 2024. The total of 1271 papers and 309 posters included in the HCII 2024 proceedings was carefully reviewed and selected from 5108 submissions. The UAHCI 2024 proceedings were organized in the following topical sections: Part I: User Experience Design and Evaluation for Universal Access; AI for Universal Access. Part II: Universal Access to Digital Services; Design for Cognitive Disabilities; Universal Access to Virtual and Augmented Reality. Part III: Universal Access to Learning and Education; Universal Access to Health and Wellbeing; Universal Access to Information and Media.

Universal Access in Human-Computer Interaction: 18th International Conference, UAHCI 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part III (Lecture Notes in Computer Science #14698)

by Margherita Antona Constantine Stephanidis

This three-volume set LNCS 14696-14698 constitutes the refereed proceedings of the 18th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2024, held as part of the 26th International Conference, HCI International 2024, in Washington, DC, USA, during June 29 – July 4, 2024. The total of 1271 papers and 309 posters included in the HCII 2024 proceedings was carefully reviewed and selected from 5108 submissions. The UAHCI 2024 proceedings were organized in the following topical sections: Part I: User Experience Design and Evaluation for Universal Access; AI for Universal Access. Part II: Universal Access to Digital Services; Design for Cognitive Disabilities; Universal Access to Virtual and Augmented Reality. Part III: Universal Access to Learning and Education; Universal Access to Health and Wellbeing; Universal Access to Information and Media.

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