Design for Emotion introduces you to the why, what, when, where and how of designing for emotion. Improve user connection, satisfaction and loyalty by incorporating emotion and personality into your d
This is a renaissance moment for video games -- in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? InHow Games Move Us, Katherin
Car modifier b+b Auto, founded 1973 in Frankfurt by Rainer Buchmann and his brother Dieter, caused a stir in the 1980's European and international car scene by their technical innovations as well as t
Love Objects investigates how we embody love in material form by exploring the emotional potency of objects in our lives. How do objects become fetishes, symbols and representations; active participan
Love Objects: Emotion, Design and Material Culture investigates the physical embodiment of love by exploring the emotional potency of objects in our lives. How do objects become fetishes, symbols and
In On the Way to Fun, Roberto Dillon (DigiPen Singapore) provides game designers with a useful tool to understand how to craft an immersive gameplay by engaging players emotionally to deliver an exci
Because of the complexity of human behaviour a great many research variables must be constructed from the building blocks of human judgement. A teacher's warmth, a psychotherapist's ability to create rapport, a patient's inner state - these all tend ultimately to be defined by the judgements of others. The purpose of this book is to describe the design, the analysis and the meta-analysis of studies employing judgements in sufficient detail that readers can conduct such studies, and more wisely evaluate them. While the author's examples are drawn primarily from research on non-verbal behaviour, the book is designed for any investigators employing judges, observers, raters, coders, or decoders, whether or not the behaviour being assessed is non-verbal. Judgment Studies: Design, Analysis, and Meta-Analysis constitutes a unique resource for advanced students and researchers in the behavioural and social sciences. It offers the first integrated summary of methodological issues in judgement
The eight Bridgewater Treatises of the 1830s aimed to contribute to an understanding of the world as created by God. This, the first treatise, by the Scottish mathematician and churchman Thomas Chalmers, proposes an 'argument for the character of the Deity, as grounded on the laws and appearances of nature'. It sees harmonies between the intellectual and material worlds as manifesting the hand of God in their creation, anticipating aspects of today's 'intelligent design' theory. Volume I includes chapters comparing virtuous and vicious personalities; the concept of habit; how external nature is adapted to man's moral constitution; and how moral and intellectual aspects of mankind lead to the civil and political well-being of society. Volume II provides specific examples of God's design including happiness and the connection between intellect, emotion and will, concluding that areas left as open questions by science's lack of proof are indications of divine architecture.