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Bøger i Human-Computer Interaction Series serien

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  •  
    1.130,95 kr.

    This book illustrates how Interactive Systems can help elderly and disabled populations engage with the world around them by finding methods of overcoming the difficulties these communities face when using such systems by presenting the latest in state-of-the-art technology and providing a vision for accessibility for the near future.The challenges faced by accessibility practitioners are discussed and the different phases of delivering accessible products and services are explored. A collection of eminent researchers from around the world cover topics on developing and standardizing user models for inclusive design, adaptable multimodal system development for digital TV and ubiquitous devices, presenting research on intelligent voice recognition, adaptable pointing, browsing and navigation, and affect and gesture recognition. The research not only focuses on how these can be hugely beneficial to primary users, but often finding useful applications for their able-bodied counterparts.For this new edition, new chapters have been added focusing on the latest developments in games for the visually impaired, inclusive interfaces for the agricultural industry in India and technologies to improve accessibility in broadcasting in Japan. A Multimodal End-2-End Approach to Accessible Computing will be an invaluable resource for both researchers and practitioners alike.

  •  
    746,95 kr.

    Providing insight into methodologies for designing adaptive systems based on semantic data, and introducing semantic models that can be used for building interactive systems, this book showcases applications made possible by the use of semantic models.

  •  
    1.994,95 kr.

    This book critically reflects on current statistical methods used in Human-Computer Interaction (HCI) and introduces a number of novel methods to the reader.

  •  
    722,95 kr.

    Make-believe plays a far stronger role in both the design and use of interfaces, games and services than we have come to believe. This edited volume illustrates ways for grasping and utilising that connection to improve interaction, user experiences, and customer value. Useful for designers, undergraduates and researchers alike, this new research provide tools for understanding and applying make-believe in various contexts, ranging from digital tools to physical services. It takes the reader through a world of imagination and intuition applied into efficient practice, with topics including the connection of human-computer interaction (HCI) to make-believe and backstories, the presence of imagination in gamification, gameworlds, virtual worlds and service design, and the believability of make-believe based designs in various contexts. Furthermore, it discusses the challenges inherent in applying make-believe as a basis for interaction design, as well as the enactive mechanism behind it.Whether used as a university textbook or simply used for design inspiration, Digital Make-Believe provides new and efficient insight into approaching interaction in the way in which actual users of devices, software and services can innately utilise it.

  •  
    1.462,95 kr.

    This book examines the possibilities of incorporating elements of user-centred design (UCD) such as user experience (UX) and usability with agile software development.

  • af Anton Kos & Anton Umek
    997,95 kr.

    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.

  •  
    1.462,95 kr.

    To address it requires understanding the forms harassment takes, how it impacts the targets, who harasses, and how technology that stands between users and social media can stop harassers and protect users.

  •  
    1.794,95 kr.

    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.

  • - A Foundation for Research
     
    3.013,95 kr.

    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.

  • - Engaging the Crowds to Address Complex Problems
     
    1.111,95 kr.

    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.

  • - Reliable Technology for the Mobile Human
     
    1.613,95 kr.

    Preface.- Personalisation and Control Transition between Automation and Driver in Highly Automated Cars.- KomfoPilot - Comfortable Automated Driving.- KoFFI - The New Driving Experience: How to Cooperate with Automated-Driving Vehicles.- Ethical Recommendations for Cooperative Driver-Vehicle-Interaction - Guidelines for Highly Automated Driving.- Vorreiter: Manoeuvre-based Steering Gestures for Partially and Highly Automated Driving.- Light-based Communication to Further Cooperation in Road Traffic

  • af Haiyue Yuan
    674,95 kr.

    In this book, we aim to provide readers with a systematic overview of state-of-the-art cognitive modeling software tools and applications and an introduction to a new software framework for facilitating large-scale modeling and simulation of human-performance tasks.

  •  
    1.600,95 kr.

    Understanding emotions is becoming ever more valuable in design, both in terms of what people prefer as well as in relation to how they behave in relation to it. Approaches to conceptualising emotions in technology design, how emotions can be operationalised and how they can be measured are paramount to ascertaining the core principles of design. Emotions in Technology Design: From Experience to Ethics provides a multi-dimensional approach to studying, designing and comprehending emotions in design. It presents emotions as understood through basic human-technology research, applied design practice, culture and aesthetics, ethical approaches to emotional design, and ethics as a cultural framework for emotions in design experience. Core elements running through the book are: cognitive science ¿ cognitive-affective theories of emotions (i.e., Appraisal); culture ¿ the ways in which our minds are trained to recognise, respond to and influence design; and ethics ¿ a deep cultural framework of interpretations of good versus evil. This ethical understanding brings culture and cognition together to form genuine emotional experience. This book is essential reading for designers, technology developers, HCI and cognitive science scholars, educators and students (at both undergraduate and graduate levels) in terms of emotional design methods and tools, systematic measurement of emotion in design experience, cultural theory underpinning how emotions operate in the production and interaction of design, and how ethics influence basic (primal) and higher level emotional reactions. The broader scope equips design practitioners, developers and scholars with that ¿something more¿ in terms of understanding how emotional experience of technology can be positioned in relation to cultural discourse and ethics.

  • af Rudiger Heimgartner
    730,95 - 1.031,95 kr.

    The path for developing an internationally usable product with a human-machine interface is described in this textbook, from theory to conception and from design to practical implementation.

  • - Impact of Pen and Touch on Education
     
    866,95 kr.

    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.

  • - A Bayesian Workflow in Tidy R
    af Martin Schmettow
    843,95 kr.

    Hundreds of illustrations, tables, simulations and models are presented with full R code and data included.Using Bayesian linear models, multi-level models and generalized linear models, an extensive statistical framework is introduced, covering a huge variety of research situations and yet, building on only a handful of basic concepts.

  •  
    2.025,95 kr.

    This edited book explores the many interesting questions that lie at the intersection between AI and HCI. It covers a comprehensive set of perspectives, methods and projects that present the challenges and opportunities that modern AI methods bring to HCI researchers and practitioners. The chapters take a clear departure from traditional HCI methods and leverage data-driven and deep learning methods to tackle HCI problems that were previously challenging or impossible to address.It starts with addressing classic HCI topics, including human behaviour modeling and input, and then dedicates a section to data and tools, two technical pillars of modern AI methods. These chapters exemplify how state-of-the-art deep learning methods infuse new directions and allow researchers to tackle long standing and newly emerging HCI problems alike. Artificial Intelligence for Human Computer Interaction: A Modern Approach concludes with a section on Specific Domains which covers a set of emerging HCI areas where modern AI methods start to show real impact, such as personalized medical, design, and UI automation.

  •  
    1.804,95 kr.

    Advances in network connectivity, power consumption, and physical size create new possibilities for using interactive computing outdoors. However, moving computing outdoors can drastically change the human outdoor experience. This impact is felt in many kinds of outdoor activities such as citizen science, personal recreation, search and rescue, informal education, and others. It is also felt across outdoor settings that range from remote wilderness to crowded cities. Understanding these effects can lead to ideas, designs and systems that improve, rather than diminish, outdoor experiences. This book represents the current results emerging from recent workshops focused on HCI outdoors and held in conjunction with CHI, GROUP, UbiComp, and MobileHCI conferences. Based on feedback at those workshops, and outreach to other leaders in the field, the chapters collected were crafted to highlight methods and approaches for understanding how technologies such as handhelds, wearables, and installed standalone devices impact individuals, groups, and even communities. These findings frame new ways of thinking about HCI outdoors, explore logistical issues associated with moving computing outdoors, and probe new experiences created by involving computing in outdoor pursuits. Also important are the ways that social media has influenced preparation, experience, and reflection related to outdoor experiences.HCI Outdoors: Theory, Design, Methods and Applications is of interest to HCI researchers, HCI practitioners, and outdoor enthusiasts who want to shape future understanding and current practice related to technology in every kind of outdoor experience.

  •  
    1.783,95 kr.

  •  
    1.705,95 kr.

    Tools and technologies have long complemented and extended our physical abilities: from pre-historic spearheads to steam-propelled ploughs and high-tech prosthetics.

  • - A Cognitive Approach
     
    1.793,95 kr.

  • - Reliable Technology for the Mobile Human
     
    1.604,95 kr.

  •  
    1.797,95 kr.

    Advances in network connectivity, power consumption, and physical size create new possibilities for using interactive computing outdoors. However, moving computing outdoors can drastically change the human outdoor experience. This impact is felt in many kinds of outdoor activities such as citizen science, personal recreation, search and rescue, informal education, and others. It is also felt across outdoor settings that range from remote wilderness to crowded cities. Understanding these effects can lead to ideas, designs and systems that improve, rather than diminish, outdoor experiences. This book represents the current results emerging from recent workshops focused on HCI outdoors and held in conjunction with CHI, GROUP, UbiComp, and MobileHCI conferences. Based on feedback at those workshops, and outreach to other leaders in the field, the chapters collected were crafted to highlight methods and approaches for understandinghow technologies such as handhelds, wearables, and installed standalone devices impact individuals, groups, and even communities. These findings frame new ways of thinking about HCI outdoors, explore logistical issues associated with moving computing outdoors, and probe new experiences created by involving computing in outdoor pursuits. Also important are the ways that social media has influenced preparation, experience, and reflection related to outdoor experiences.HCI Outdoors: Theory, Design, Methods and Applications is of interest to HCI researchers, HCI practitioners, and outdoor enthusiasts who want to shape future understanding and current practice related to technology in every kind of outdoor experience.

  • - Applications of Virtual, Mixed and Augmented Reality
     
    1.811,95 kr.

    This book offers readers fresh insights on applying Extended Reality to Digital Anatomy, a novel emerging discipline. Several chapters serve as practical manuals for students and trainers in anatomy to refresh or develop their Digital Anatomy skills.

  • - The Academics / Practitioners Roundtable 2014-2019
     
    1.707,95 kr.

    This volume reveals the history of Information Architecture (IA), reflects on the relationship between practice and research within the discipline, and presents educators with the latest models, frameworks and theories that have emerged from the Information Architecture Academics and Practitioners Roundtable between 2014 and 2019. The most comprehensive and up-to-date overview of Information Architecture so far, this collection is a valuable tool for teachers, researchers, and practitioners interested in recent advances in information architecture in areas such as pervasive computing and embodiment, artificial intelligence, design practice, diversity and ethics in design, and critique.The information landscape has grown more complex, porous and connected¿the information challenges of smart phones, sensors and IoT demand focused attention from organizations that often embrace a ¿move fast and break things¿ ethos.This book not only explores the shift from Classical IA to Contemporary IA¿it asks, are today¿s creators prepared to solve the challenges ahead? Have industry-led disciplines abdicated their responsibility to the people who inhabit current information environments? Will this discipline persist?Advances in Information Architecture examines the maturity of the field, revisits the discipline¿s efforts to transform itself in 2013 with the publication of "Reframing Information Architecture", and considers the opportunities that remain to bridge the academic and practitioner communities.

  •  
    1.992,95 kr.

    Longitudinal studies have traditionally been seen as too cumbersome and labor-intensive to be of much use in research on Human-Computer Interaction (HCI). However, recent trends in market, legislation, and the research questions we address, have highlighted the importance of studying prolonged use, while technology itself has made longitudinal research more accessible to researchers across different application domains. Aimed as an educational resource for graduate students and researchers in HCI, this book brings together a collection of chapters, addressing theoretical and methodological considerations, and presenting case studies of longitudinal HCI research. Among others, the authors:discuss the theoretical underpinnings of longitudinal HCI research, such as when a longitudinal study is appropriate, what research questions can be addressed and what challenges are entailed in different longitudinal research designsreflect on methodological challenges in longitudinal data collection and analysis, such as how to maintain participant adherence and data reliability when employing the Experience Sampling Method in longitudinal settings, or how to cope with data collection fatigue and data safety in applications of autoethnography and autobiographical design, which may span from months to several yearspresent a number of case studies covering different topics of longitudinal HCI research, from ¿slow technology¿, to self-tracking, to mid-air haptic feedback, and crowdsourcing.

  •  
    1.802,95 kr.

    This edited book is one of the first to describe how Autonomous Virtual Humans and Social Robots can interact with real people and be aware of the surrounding world using machine learning and AI. It includes:· Many algorithms related to the awareness of the surrounding world such as the recognition of objects, the interpretation of various sources of data provided by cameras, microphones, and wearable sensors· Deep Learning Methods to provide solutions to Visual Attention, Quality Perception, and Visual Material Recognition· How Face Recognition and Speech Synthesis will replace the traditional mouse and keyboard interfaces· Semantic modeling and rendering and shows how these domains play an important role in Virtual and Augmented Reality Applications.Intelligent Scene Modeling and Human-Computer Interaction explains how to understand the composition and build very complex scenes and emphasizes the semantic methods needed to have an intelligent interaction with them. It offers readers a unique opportunity to comprehend the rapid changes and continuous development in the fields of Intelligent Scene Modeling.

  • - A Platform for Theory and Action
    af Torkil Clemmensen
    1.706,95 kr.

    An approach to socio-technical HCI called Human Work Interaction Design (HWID) emerged around 2005. It presents design cases that illustrate the design of socio-technical relations, provides specific advice for researchers, consultants, and policy makers, and reflects on the open issues related to theorizing about sociotechnical HCI.

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