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This book makes important aspects of the international discussion on End User Development (EUD) available to a broader audience. This broad look at the emerging paradigm of End-User Development will inspire every reader to appreciate its potential for the future.
This book reviews five new smartphone/tablet applications that use persuasion and information design to influence behavior. Three, the Green, Health and Money Machines, won awards from the International Institute for Information Design, Vienna.
It was a pleasure to provide an introduction to a new volume on user experience evaluation in games. The broader eld of HCI can begin to look toward game evaluation for fresh, critical, and sophisticated thi- ing about design evaluation and product development.
This book details the analysis, design, implementation and evaluation of adaptive systems to assist users with special needs to take decisions and fulfill daily activities. It highlights how these systems can support sustainable high-quality healthcare.
Among all information systems that are nowadays available, web sites are definitely the ones having the widest potential audience and the most significant impact on the everyday life of people.
How do you design personalized user experiences that delight and provide value to the customers of an eCommerce site?
Embodied conversational agents (ECAs) are autonomous software entities with human-like appearance and communication skills.
But while the ?eld of HCI brings individuals with many background disciplines together to discuss a common goal - the development of useful, usable, satisfying systems - the form of the collaboration remains unclear.
Semantic Models for Adaptive Interactive Systems
The concept of Whole Body Interaction explores the integration of input and output from human motion and physiology, cognitive models and emotional states. This book offers extended papers submitted to the ACM SIGCHI 2009 Workshop on Whole Body Interaction.
The views of leading researchers on the emerging topic of post-mortem digital legacy and posthumous interaction are explored in this book which combines the technical, cultural and legal aspects associated with this new branch of HCI.
This book looks at the future of advertising from the perspective of pervasive computing. If any content annoys us, we will be able to effortlessly say so and change it with simple gestures, and content providers and advertisers will know what we like and be able to act accordingly.
This thorough, multidisciplinary study discusses the findings of social interaction and social simulation using understandable global examples. Shows the reader how to acquire intercultural data, illustrating each step with descriptive comments and program code.
Patterns of HCI Design and HCI Design of Patterns
This edited collection will provide an overview of the field of physiological computing, i.e. the use of physiological signals as input for computer control. It will cover a breadth of current research, from brain-computer interfaces to telemedicine.
This book deals with pen-and-paper user interfaces. It contributes to our understanding of how we can extent the interaction with documents to the physical space, leveraging the affordances of traditional paper and tabletop displays.
¿Entertainment mediä are entertainment products and services that rely on digital technology and include traditional media (such as movies, TV, computer animation etc) as well as emerging services for wireless and broadband, electronic toys, video games, edutainment, and location-based entertainment (from PC game rooms to theme parks).Whilst most of the digital entertainment industry is found in the developed countries such as USA, Europe, and Japan, the decreasing costs of computer and programming technologies enables developing countries to really benefit from entertainment media in two ways: as creators and producers of games and entertainment for the global market and as a way to increase creativity and learning among the youth of the developing world.Focusing specifically on initiatives that use entertainment technologies to promote economic development, education, creativity and cultural dissemination, this book explores how current technology and the use of off-the-shelf technologies (such as cheap sensors, Kinect, Arduino and others) can be exploited to achieve more innovative and affordable ways to harness the entertainment power of creating. It poses questions such as ¿How can we convert consumers of entertainment into creators of entertainment?¿ ¿How can digital entertainment make a contribution to the emerging world?¿.Academic researchers and students in human-computer interaction, entertainment computing, learning technologies will find the content thought-provoking, and companies and professionals in game and entertainment technology, mobile applications, social networking etc. will find this a valuable resource in developing new products and new markets.
But while the ?eld of HCI brings individuals with many background disciplines together to discuss a common goal - the development of useful, usable, satisfying systems - the form of the collaboration remains unclear.
The objects displayed on a table can take multiple forms. It is a logical consequence to avoid the detour and the inherent media break by transforming the surface of the table into a display able to show media that are active and can be computer-generated and computer-controlled.
Creativity and Rationale: Enhancing Human Experience by Design comprises 19 complementary chapters by leading experts in the areas of human-computer interaction design, sociotechnical systems design, requirements engineering, information systems, and artificial intelligence.
Presents a strategic perspective and design methodology that guide the process of developing digital products and services that provide 'real experience' to users.
This book presents perspectives for and by teachers, school and university administrators and educational researchers regarding the great impact pen and tablet technology can have on classrooms and education.
Subsequently, a special issue of 5 full papers was published in the Journal of Computer-Supported Cooperative Work, and a special section of 2 full papers was published in the International Journal of Computer-Supported Collaborative Learning.
Based on a major European Integrated Project, this book explores a new look at human interfaces, one in which computers become participants among humans interacting with humans. It contains over one hundred illustrations, most in color.
This book explores the gateway to an amazing future that actually may be achieved, enabling the preservation and simulation of human personalities at progressively higher levels of fidelity. Includes many pilot studies and programming projects.
Context Aware Human-Robot and Human-Agent Interaction
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