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Bøker i Human-Computer Interaction Series-serien

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  • av Alexandra Queiros, Ana Isabel Martins, Anabela G. Silva & m.fl.
    752,-

    Considering that the ICF conceptual framework is accepted within the healthcare domain, the use of its concepts and terminologies to promote multidisciplinary approaches for AAL solutions development processes can help to overcome difficulties of communication between users, careers and technological developers.

  • - Visible, Explainable, Trustworthy and Transparent
     
    1 170,-

    With an evolutionary advancement of Machine Learning (ML) algorithms, a rapid increase of data volumes and a significant improvement of computation powers, machine learning becomes hot in different applications. However, because of the nature of "black-box" in ML methods, ML still needs to be interpreted to link human and machine learning for transparency and user acceptance of delivered solutions. This edited book addresses such links from the perspectives of visualisation, explanation, trustworthiness and transparency. The book establishes the link between human and machine learning by exploring transparency in machine learning, visual explanation of ML processes, algorithmic explanation of ML models, human cognitive responses in ML-based decision making, human evaluation of machine learning and domain knowledge in transparent ML applications.This is the first book of its kind to systematically understand the current active research activities and outcomes related to human and machine learning. The book will not only inspire researchers to passionately develop new algorithms incorporating human for human-centred ML algorithms, resulting in the overall advancement of ML, but also help ML practitioners proactively use ML outputs for informative and trustworthy decision making.This book is intended for researchers and practitioners involved with machine learning and its applications. The book will especially benefit researchers in areas like artificial intelligence, decision support systems and human-computer interaction.

  •  
    792,-

    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.

  •  
    792,-

    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.

  • av Tom Hargreaves
    737,-

    Smart home technologies promise to transform domestic comfort, convenience, security and leisure while also reducing energy use. But delivering on these potentially conflicting promises depends on how they are adopted and used in homes. This book starts by developing a new analytical framework for understanding smart homes and their users. Drawing on a range of new empirical research combining both qualitative and quantitative data, the book then explores how smart home technologies are perceived by potential users, how they can be used to link domestic energy use to common daily activities, how they may (or may not) be integrated into everyday life by actual users, and how they serve to change the nature of control within households and the home. The book concludes by synthesising a range of evidence-based insights, and posing a series of challenges for industry, policy, and research that need addressing if a smart home future is to be realised. Researchers will find this book provides useful insights into this fast-growing field

  • - A New Approach Based on Visual Evoked Potentials and Depth-of-Field
    av Anibal Cotrina
    670,-

    This book presents up-to-date information on Brain-computer Interfaces (BCI). BCIs are systems that record brain signals, extract features and translate them into computer commands.

  • - Hunting the SNARK
    av John N.A Brown
    663,-

    This book describes an innovative approach to the interaction between humans and a smart environment; This book describes the efforts, undertaken over several years, to design, implement, and test a model of interaction that allows untrained individuals to intuitively control a complex series of networked and embedded systems.

  • - Tools and Applications
    av Alberto Del Bimbo
    670,-

    This book covers state of the art techniques for health personnel training using natural interfaces, immersive systems and serious games paradigms.

  •  
    792,-

    This book explores the philosophical and methodological underpinnings of understanding learning in virtual worlds. It includes case studies that demonstrate some of the various ways in which virtual worlds can be applied to facilitate learning and teaching.

  •  
    2 398,-

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

  •  
    752,-

    ¿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.

  • - State-of-the-art and Beyond
     
    1 440,-

    Pervasive Healthcare

  •  
    752,-

    Reframing Information Architecture

  • - Concepts and Methods
     
    1 430,-

    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.

  • - Concepts and Methods
     
    1 440,-

    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.

  • - A Foundation for Research
     
    1 440,-

    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.

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