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This edited book introduces readers to the area of “Everyday Virtual and Augmented Reality”. With Virtual and Augmented Reality technologies, becoming more pervasive in our homes and workplaces, new use cases and scenarios emerge together with new challenges that need...
An approach to socio-technical HCI called Human Work Interaction Design (HWID) emerged around 2005. It has grown steadily, and now is the time for sharing this research with a wider audience. In this book, the HWID approach is used to discuss socio-technical HCI theory,...
This book offers readers fresh insights on applying Extended Reality to Digital Anatomy, a novel emerging discipline. Indeed, the way professors teach anatomy in classrooms is changing rapidly as novel technology-based approaches become ever more accessible. Recent...
This 'Open Access' SpringerBrief provides foundational knowledge for designing autonomous, asynchronous systems and explains aspects of users relevant to designing for these systems, introduces principles for user-centered design, and prepares readers for more advanced...
Tools and technologies have long complemented and extended our physical abilities: from pre-historic spearheads to steam-propelled ploughs and high-tech prosthetics. While the development of lenses granted us insights into the micro and macrocosms, new sensors and...
The second volume of this research monograph describes a number of applications of Artificial Intelligence in the field of Customer Relationship Management with the focus of solving customer problems. We design a system that tries to understand the customer complaint,...
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...
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...
Cognitive models and software tools have been widely used for both research and commercial purposes. Although they have proved very useful, there are some limitations preventing large-scale modeling and simulation tasks to be carried out efficiently and effectively. In...
Old age is currently the greatest risk factor for developing dementia. Since older people make up a larger portion of the population than ever before, the resulting increase in the incidence of dementia presents a major challenge for society. Dementia is complex and...
This edited book adopts a cognitive perspective to provide breadth and depth to state-of-the-art research related to understanding, analyzing, predicting and improving one of the most prominent and important classes of behavior of modern humans, information search. It...
Interactive media designers have been discussing modes to optimize interaction design beyond mere usability. With the arrival of Emotional Design followed by the success of the User Experience (UX) approaches, the discussion continued and augmented. Experience has...
Imagination is highly valued and sought-after, yet elusive and ill-defined. Definitions range from narrowly cognitive accounts to those which endow imagination with world-making powers.Imagination underpins our ability to speculate about the future and to re-experience...
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...
This book offers the reader a comprehensive view of the design space of wearable computers, cutting across multiple application domains and interaction modalities. Besides providing several examples of wearable technologies, Wearable Interaction illustrates how to...
Communication is increasingly moving beyond ‘ways of seeing’ to ‘ways of feeling’. This Open Access book provides social design insights and implications for HCI research and design exploring digitally mediated touch communication. It offers a socially orientated...
This book highlights the latest research in pen and touch, its current use in STEM classrooms, sketching and haptics technologies. Computer and educational scientists from academia and industry presented their research at the Conference on Pen and Touch Technology on...
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...
Crowdsourcing is an emerging paradigm that promises to transform several domains: creative work, business work, cultural cooperation, etc.Crowdsourcing reflects the close-knit interplay between the latest computer technologies, the rapidly...
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...
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