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This book critically reflects on current statistical methods used in Human-Computer Interaction (HCI) and introduces a number of novel methods to the reader.
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.
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.
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.
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.
This book explores how gamification techniques are used to leverage users' natural desires for achievement, competition, collaboration, learning and more.
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.
This book critically reflects on current statistical methods used in Human-Computer Interaction (HCI) and introduces a number of novel methods to the reader.
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.
Presents a strategic perspective and design methodology that guide the process of developing digital products and services that provide 'real experience' to users.
¿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.
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.
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