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Worldwide, the population ageing is a reality. The concept of Active Ageing, adopted by the World Health Organization, aims to guarantee quality ageing and appears as a strategy to solve this demographic challenge. The technological solutions might have a key role...
In the modern era, every family and local community can cultivate its own history, endowing living people with meanings inherited from the people of the past, by means of today’s computer-based information and communication technologies. A new profession is emerging,...
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. a lack of communication between the two fields. Not much has been said...
This book deals with the topic of biomechanical biofeedback systems and applications that are primarily aimed at motor learning in sports and rehabilitation. It gives a comprehensive tutorial of the concepts, architectures, operation, and exemplary applications of...
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. Although the people are becoming familiar...
How should we understand and design for fun as a User Experience? This new edition of a classic book is for students, designers and researchers who want to deepen their understanding of fun in the context of HCI. The 2003 edition was the first book to do this and has...
Online Harassment is one of the most serious problems in social media. 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...
Affective components are as important as cognitive components in tutoring assisted learning process. Feedback from tutors is essential in keeping students motivated. Affectivity and motivation are also significant in computer-based tutoring systems. However, several...
As the first extensive exploration of contemporary third wave HCI, this handbook covers key developments at the leading edge of human-computer interactions. Now in its second decade as a major current of HCI research, the third wave integrates insights from the...
Currently, Internet and virtual reality communication is essentially audio-visual. The next important breakthrough of the Internet will be the communication and sharing of smell and taste experiences digitally. Audio-visual stimuli are frequency based, and they can be...
This is the first extensive compilation documenting contemporary third wave HCI, covering key methodological developments at the leading edge of human-computer interactions. Now in its second decade as a major current of HCI research, the third wave integrates insights...
A 3D user interface (3DUI) is an interface in which the user performs tasks in three dimensions. For example, interactions using hand/body gestures, interaction using a motion controller (e.g. Sony PlayStation Move), interaction with virtual reality devices using...
It is well-established that while cognitive psychology provides a sound foundation for an understanding of our interactions with digital technology, this is no longer sufficient to make sense of how we use and experience the personal, relational and ubiquitous...
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...
This inspirational book contains evidence-based research presented by educational scientists, for the advancement of stylus-based technology and its applications for college and K-12 classrooms. Writing and sketching are an important part of teaching and learning, and...
This book covers state of the art techniques for health personnel training using natural interfaces, immersive systems and serious games paradigms. Opening with a comprehensive introduction to the state of immersive visualisation techniques of interaction and simulation...
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...
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...
This book provides an in-depth insight into the emerging paradigm of End-User Development (EUD), discussing the diversity and potential for creating effective environments for end users. Containing a unique set of contributions from a number of international researchers...
This book describes an innovative approach to the interaction between humans and a smart environment; an attempt to get a smart home to understand intuitive, multi-modal, human-centred communication. State of the art smart homes, like other “smart” technology, tend to...
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