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While the focus of the UX research and design discipline and the Learning Sciences and instructional design disciplines is often similar and almost always tangential, there seems to exist a gap, i.e.
The idea of humans falling in love with artificial beings is not a modern conception. This book provides a comprehensive collection and overview of the latest development in the field of intimate relationships between humans and artificial partners, in particular robots and virtual agents.
This book deals with the topic of biomechanical biofeedback systems and applications that are primarily aimed at motor learning in sports and rehabilitation. The book also describes the technologies needed for the adequate operation of biofeedback systems, such as motion tracking, communication, processing, and sensor technologies.
This book promotes a critical reflection about the research conducted so far in Human-Computer Interaction (HCI) with older people, whose predominant perspective focuses on decline, health, and help.
This book explores a wide variety of online information sources and achieves coherence by documenting and interpreting the history of a particular extended American family on the basis of 9 decades of movies and videos, 17 decades of photographs, and centuries of documents.
Derived from contributions to the Workshop on Pen and TouchTechnology on Education (WIPTTE) in 2015, this edited volume highlights recentdevelopments for pen and tablet research within the education system with aparticular focus on hardware and software developments, comprising theperspectives of teachers, school and university administrators, and researchersfor educators at every level.Split into six distinct parts, the book explores topics like howclassrooms are increasingly using sketch-based videos, created by teachers andstudents alike, and how the teaching of key skills such as literacy, languages,math, and art via pen and touch technologies within the classroom are leadingto improvements in engagement, learning, and retention levels amongst students.Future perspectives of digital learning, as envisioned by current high schoolstudents, are also explored.Revolutionizing Education with Digital Inkis a must-read for those seeking to understandthe direction of current andfuture pen and touch research, its current use in classrooms, and futureresearch directions.
Personalization is ubiquitous from search engines to online-shopping websites helping us find content more efficiently and this book focuses on the key developments that are shaping our daily online experiences. With advances in the detection of end users¿ emotions, personality, sentiment and social signals, researchers and practitioners now have the tools to build a new generation of personalized systems that will really understand the user¿s state and deliver the right content. With leading experts from a vast array of domains from user modeling, mobile sensing and information retrieval to artificial intelligence, human-computer interaction (HCI) social computing and psychology, a broad spectrum of topics are covered. From discussing psychological theoretical models and exploring state-of-the-art methods for acquiring emotions and personality in an unobtrusive way, as well as describing how these concepts can be used to improve various aspects of the personalization processand chapters that discuss evaluation and privacy issues.Emotions and Personality in Personalized Systems will help aid researchers and practitioners develop and evaluate user-centric personalization systems that take into account the factors that have a tremendous impact on our decision-making ¿ emotions and personality.
This book focuses on automotive user interfaces for in-vehicle usage, looking at car electronics, its software of hidden technologies (e.g., ASP, ESP), comfort functions (e.g., navigation, communication, entertainment) and driver assistance (e.g., distance checking).
While social robots participation increases in everyday human life, their presence in diverse contexts and situations is expected. At the same point, users tend to become more demanding regarding their roles, abilities, behaviour and appearance. Thus, designers and developers are confronted with the need to design more sophisticated robots that can produce such a positive reaction from users so as to become well accepted in various cases of use. Like this, Human-Robot Interaction has become a developing area. Emotions are an important part in human life, since they mediate the interaction with other humans, entities and/or products. In recent years, there has been an increase in the importance of emotions applied to the design field, giving rise to the so-called Emotional Design area. In the case of Human-Robot Interaction, the emotional design can help to elicit (e.g., pleasurable) or prevent (e.g., unpleasant) emotional/affective reactions/responses.This book gives a practical introduction to emotional design in human-robot interaction and supports designers with knowledge and research tools to help them take design decisions based on a User-Centred Design approach. It should also be useful to people interested in design processes, even if not directly related to the design of social robots but, instead, to other technology-based artefacts. The text is meant as a reference source with practical guidelines and advice for design issues.
The contemporary design practice known as data sonification allows us to experience information in data by listening. In doing so, we understand the source of the data in ways that support, and in some cases surpass, our ability to do so visually. In order to assist us in negotiating our environments, our senses have evolved differently. Our hearing affords us unparalleled temporal and locational precision. Biological survival has determined that the ears lead the eyes. For all moving creatures, in situations where sight is obscured, spatial auditory clarity plays a vital survival role in determining both from where the predator is approaching or to where the prey has escaped. So, when designing methods that enable listeners to extract information from data, both with and without visual support, different approaches are necessary. A scholarly yet approachable work by one of the recognized leaders in the field of auditory design, this book will - Lead you through some salient historical examples of how non-speech sounds have been used to inform and control people since ancient times. - Comprehensively summarize the contemporary practice of Data Sonification.- Provide a detailed overview of what information is and how our auditory perceptions can be used to enhance our knowledge of the source of data.- Show the importance of the dynamic relationships between hearing, cognitive load, comprehension, embodied knowledge and perceptual truth.- Discuss the role of aesthetics in the dynamic interplay between listenability and clarity.- Provide a mature software framework that supports the practice of data sonification design, together with a detailed discussion of some of the design principles used in various examples. David Worrall is an internationally recognized composer, sound artist and interdisciplinary researcher in the field of auditory design. He is Professor of Audio Arts and Acoustics at Columbia College Chicago and a former elected president of the International Community for Auditory Display (ICAD), the leading organization in the field since its inception over 25 years ago.Code and audio examples for this book are available athttps://github.com/david-worrall/springer/ Here is an excellent review of the book by Dr Gregory Kramer: "Worrall proceeds bravely through the trees and vines of philosophy, information theory, aesthetics, and other contributors to sonification design theory. It's a feat. He nails all of this down with the specific implementation system he's designed over many years, and applies his theories to specific problems. In a field of research still in its first half century and setting its bearings in a world where human perception has become a sideshow to machine learning, deep learning, and artificial intelligence, the roots David provides will serve well." Dr Gregory Kramer is the founding figure in the emerging field of sonification, founded the International Conference on Auditory Display (ICAD) and editor of the first book in the field, "Auditory Display: Sonification, Audification and Auditory Interfaces" (Addison Wesley, 1994).
This book explores how gamification techniques are used to leverage users' natural desires for achievement, competition, collaboration, learning and more.
From a holistic perspective, this handbook explores the design, development and production of smart textiles and textile electronics, breaking with the traditional silo-structure of smart textile research and development.
In this book the authors present an HCI principle-based approach to develop applications to assist children with disabilities. Design knowledge related to developing complex solution for this audience is explained from an interaction design point of view. Different methodologies, models and cases studies are covered with the aim of helping practitioners to adopt any of the proposed techniques presented in this book.HCI methodologies that adopt an agile strategy are presented, including novel techniques at different development steps, such as: board games, agile planning, agile implementation, method engineering. As this is a huge research field the authors do not just focus on a specific disability but test their methods in different contexts with excellent results.Readers of this book will find both a well-organized and structured set of methodologies and also material that has been tested and refined throughout years of research. Using detailed case studiesthe reader is guided towards specific solutions which will also provide insights into how to address related problems.
This multi-disciplinary collection of essays captures discussion, thinking and research surrounding the recent surge of interest in how technology can help us as we age. A wide range of topics are covered, from investigations in the use of technology to improve health and well-being, to examinations of digital gaming, mobile health apps and the quantified self in relation to an ageing population. From multi-disciplinary perspectives, this collection highlights the role of a more social approach to technology. As such, a variety of social research methods are used throughout the chapters. The benefits and issues with different approaches are highlighted both in terms of further research, but also so the reader can judge the value of the research for themselves.This collection brings together the latest thinking and cutting edge contemporary research from leading thinkers and academics in the field of human computer interaction, health and gerontology.In taking a social approach, it highlights how technological practices fit within wider gerontological, political and cultural perspectives. It therefore has potential to influence those working in human computer interaction, digital humanities, sociology, psychology and gerontology. It can help change the practice of people working in the health and social care field, in computer and product design, and in the digital and creative industries.
This book takes a unique HCI approach to the concept of Software Product Line (SPL) and discusses the peculiarities of human-computer interaction not usually addressed in more traditional approaches. SPL is based on industrial practices for defining a range of software products. SPL design identifies commonalities and differences between the various software versions, modelling and managing the software variability. Recent research has focused on reconciling the different viewpoints of SPL and HCI, and in particular emphasizing the specific variability of HCI and the management of complex SPL models that could benefit from HCI in terms of representation, manipulation and visualization. This edited volume includes research that addresses the SPL for HCI and HCI for SPL. In putting together these two research streams, the groundwork is laid for future research into this important area. Both the HCI and the software engineering communities will find this book an invaluableresource.
The content of the book is derived from the 2016 Conference on Pen and Touch Technology on Education (CPTTE). Chapters written by academic practitioners provide stories of success for ink, including multimedia content creation and increasing student engagement.
Social robots not only work with humans in collaborative workspaces - we meet them in shopping malls and even more personal settings like health and care. Especially for developments with a high societal impact like robots in health and care settings, the authors discuss not only technology, design and usage but also ethical aspects.
Crowdsourcing is an emerging paradigm that promises to transform several domains: creative work, business work, cultural cooperation, etc. In juxtaposition to micro-task crowdsourcing, this book investigates macro-task crowdsourcing and its potential.
The book gives an introduction into the theory and practice of the transdisciplinary field of Character Computing, introduced by Alia El Bolock.The latest scientific findings indicate that "One size DOES NOT fit all" in terms of how to design interactive systems and predict behavior to tailor the interaction experience. Emotions are one of the essential factors that influence people's daily experiences; they influence decision making and how different emotions are interpreted by different individuals. For example, some people may perform better under stress and others may break.Building upon Rosalind Picard's vision, if we want computers to be genuinely intelligent and to interact naturally with us, we must give computers the ability to recognize, understand, even to have and express emotions and how different characters perceive and react to these emotions, hence having richer and truly tailored interaction experiences.Psychological processes or personality traits are embedded in the existing fields of Affective and Personality Computing. However, this book is the first that systematically addresses this including the whole human character; namely our stable personality traits, our variable affective, cognitive and motivational states as well as our morals, beliefs and socio-cultural embedding. The book gives an introduction into the theory and practice of the transdisciplinary field of Character Computing. The emerging field leverages Computer Science and Psychology to extend technology to include the whole character of humans and thus paves the way for researchers to truly place humans at the center of any technological development.Character Computing is presented from three main perspectives:¿ Profiling and sensing the character¿ Leveraging characters to build ubiquitous character-aware systems ¿ Investigating how to extend Artificial Intelligence to create artificial characters
This book highlights the latest research in pen and touch, its current use in STEM classrooms, sketching and haptics technologies. exploring topics like sketching forensics, teaching STEM, sketch recognition applications, creating a learning environment with sketching, teaching to sketch, and haptics.
Covering key areas of evaluation and methodology, client-side applications, specialist and novel technologies, along with initial appraisals of disabilities, this important book provides comprehensive coverage of web accessibility.
While the focus of the UX research and design discipline and the Learning Sciences and instructional design disciplines is often similar and almost always tangential, there seems to exist a gap, i.e.
As voice interfaces and virtual assistants have moved out of the industry research labs and into the pockets, desktops and living rooms of the general public, a demand for a new kind of user experience (UX) design is emerging.
All these technologies which let a user interact in three dimensions are called 3D user interface technologies. These 3D user interfaces have the potential to make games more immersive & engaging and thus potentially provide a better user experience to gamers.
As the first extensive exploration of contemporary third wave HCI, this handbook covers key developments at the leading edge of human-computer interactions.
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