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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction This book focuses on the human aspects of wearable technologies and game design, which are often neglected. It shows how user centered practices can optimize wearable experience, thus improving user acceptance, satisfaction and engagement towards novel wearable gadgets. It describes both research and best practices in the applications of human factors and ergonomics to sensors, wearable technologies and game design innovations, as well as results obtained upon integration of the wearability principles identified by various researchers for aesthetics, affordance, comfort, contextual-awareness, customization, ease of use, ergonomy, intuitiveness, obtrusiveness, information overload, privacy, reliability, responsiveness, satisfaction, subtlety, user friendliness and wearability. The book is based on the AHFE 2018 Conference on Human Factors and Wearable Technologies and the AHFE 2018 Conference on Human Factors in Game Design and Virtual Environments , held on July 21-25, 2018 in Orlando, Florida, and addresses professionals, researchers, and students dealing with the human aspects of wearable, smart and/or interactive technologies and game design research.
The second edition of Human-Computer Interaction established itself as one of the classic textbooks in the area, with its broad coverage and rigorous approach, this new edition builds on the existing strengths of the book, but giving the text a more student-friendly slant and improving the coverage in certain areas. The revised structure, separating out the introductory and more advanced material will make it easier to use the book on a variety of courses. This new edition now includes chapters on Interaction Design, Universal Access and Rich Interaction, as well as covering the latest developments in ubiquitous computing and Web technologies, making it the ideal text to provide a grounding in HCI theory and practice.
This book emerged out of research done during the period between 2004 and 2016 on the topic of mobile and wearable computing. It did not solely focus on technical solutions and the search for a general approach but also on the question how people can live with this technology. Thus social and organizational aspects were also part of the research. The findings demonstrate the opportunities of serious games and reveal the need of clinical studies when targeting at solutions that are to become part of any kind of therapy. The result is a comprehensive presentation of research findings covering different important aspects in the domain of wearable and pervasive computing for a better life.
This book constitutes the thoroughly refereed post-conference proceedings of the 9th International Conference on Mobile Computing, Applications, and Services (MobiCASE 2015) held in Osaka, Japan, February 28 - March 2, 2018. The 10 full papers and 13 demo/ poster papers were carefully reviewed and selected from 35 submissions. The conference papers are covering intelligent caching; activity recognition and crowdsourcing; mobile frameworks; middleware; interactive applications; and mobility.
The 3 volume-set LNCS 10901, 10902 + 10903 constitutes the refereed proceedings of the 20th International Conference on Human-Computer Interaction, HCI 2018, which took place in Las Vegas, Nevada, in July 2018. The total of 1171 papers and 160 posters included in the 30 HCII 2018 proceedings volumes was carefully reviewed and selected from 4346 submissions. HCI 2018 includes a total of 145 papers; they were organized in topical sections named: Part I: HCI theories, methods and tools; perception and psychological issues in HCI; emotion and attention recognition; security, privacy and ethics in HCI. Part II: HCI in medicine; HCI for health and wellbeing; HCI in cultural heritage; HCI in complex environments; mobile and wearable HCI. Part III: input techniques and devices; speech-based interfaces and chatbots; gesture, motion and eye-tracking based interaction; games and gamification.
The four-volume set LNCS 11583, 11584, 11585, and 11586 constitutes the proceedings of the 8th International Conference on Design, User Experience, and Usability, DUXU 2019, held as part of the 21st International Conference, HCI International 2019, which took place in Orlando, FL, USA, in July 2019. The total of 1274 papers and 209 posters included in the 35 HCII 2019 proceedings volumes was carefully reviewed and selected from 5029 submissions. DUXU 2019 includes a total of 167 regular papers, organized in the following topical sections: design philosophy; design theories, methods, and tools; user requirements, preferences emotions and personality; visual DUXU; DUXU for novel interaction techniques and devices; DUXU and robots; DUXU for AI and AI for DUXU; dialogue, narrative, storytelling; DUXU for automated driving, transport, sustainability and smart cities; DUXU for cultural heritage; DUXU for well-being; DUXU for learning; user experience evaluation methods and tools; DUXU practice; DUXU case studies.
This book constitutes the proceedings of the International Conference on Internet of Things, ICIOT 2019, held as part of SCF 2019, in San Diego, CA, USA, in June 2019. The 8 full and 3 short papers presented in this volume were carefully reviewed and selected from 16 submissions. With the rapid advancements of mobile Internet, cloud computing and big data, device-centric traditional Internet of Things (IoT) is now moving into a new era which is termed as Internet of Things Services (IOTS). In this era, sensors and other types of sensing devices, wired and wireless networks, platforms and tools, data processing/visualization/analysis and integration engines, and other components of traditional IoT are interconnected through innovative services to realize the value of connected things, people, and virtual Internet spaces.
This book constitutes the refereed proceedings of the 13th International Conference on Persuasive Technology, PERSUASIVE 2018, held in Waterloo, ON, Canada, in April 2018. The 21 revised full papers and 4 short papers presented were carefully reviewed and selected from 59 submissions. The papers demonstrate how persuasive technologies can help solve societal issues. They explore new frontiers for persuasive technology, such as personalized persuasion, new sensor usage, uses of big data, and new ways of creating engagement through gaming or social connection, focusing on a variety of technologies (e.g., web, wearables, AI, and smart environments). The papers are organized in the following topical sections: social means to persuasion; nudging and just-in-time interventions; design principles and practices; persuasive games; personalization and tailoring; and theoretical reflections.
This book discusses the latest advances in affective and pleasurable design. It reports on important theoretical and practical issues, covering a wealth of topics including aesthetics in product and system design, design-driven innovation, affective computing, evaluation tools for emotion, Kansei engineering for products and services, and many more. Based on papers presented at the AHFE 2019 International Conference on Affective and Pleasurable Design, held on July 24-28, 2019, in Washington DC, USA, the book provides an inspiring guide for all researchers and professionals in the field of design, e.g. industrial designers, emotion designers, ethnographers, human-computer interaction researchers, human factors engineers, interaction designers, mobile product designers, and vehicle system designers.
Bidirectional transformations (BX) are means of maintaining consistency between multiple information sources: when one source is edited, the others may need updating to restore consistency. BX have applications in databases, user interface design, model-driven development, and many other domains. This volume represents the lecture notes from the Summer School on Bidirectional Transformations, held in Oxford, UK, in July 2016. The school was one of the final activities on the project "A Theory of Least Change for Bidirectional Transformations", running at the University of Oxford and the University of Edinburgh from 2013 to 2017 and funded by the UK Engineering and Physical Sciences Research Council. The five chapters included in this volume are a record of most of the material presented at the summer school. After a comprehensive introduction to bidirectional transformations, they deal with triple graph grammars, modular edit lenses, putback-based bidirectional programming, and engineering of bidirectional transformations.
This book reports on cutting-edge research into innovative system interfaces, highlighting both lifecycle development and human-technology interaction, especially in virtual, augmented and mixed-reality systems. It describes advanced methodologies and tools for evaluating and improving interface usability and discusses new models, as well as case studies and good practices. The book addresses the human, hardware, and software factors in the process of developing interfaces for optimizing total system performance, while minimizing their costs. It also highlights the forces currently shaping the nature of computing and systems, such as: the importance of portability and technologies for reducing power requirements; the necessity of a better assimilation of computation in the environment; as well as solutions to promote accessibility to computers and systems for people with special needs. The book, which is based on the AHFE 2019 International Conference on Human Factors and Systems Interaction, held on July 24-28, 2019, in Washington D.C., USA, offers a timely survey and practice-oriented guide for systems interface users and developers alike.
The four-volume set LNCS 11583, 11584, 11585, and 11586 constitutes the proceedings of the 8th International Conference on Design, User Experience, and Usability, DUXU 2019, held as part of the 21st International Conference, HCI International 2019, which took place in Orlando, FL, USA, in July 2019. The total of 1274 papers and 209 posters included in the 35 HCII 2019 proceedings volumes was carefully reviewed and selected from 5029 submissions. DUXU 2019 includes a total of 167 regular papers, organized in the following topical sections: design philosophy; design theories, methods, and tools; user requirements, preferences emotions and personality; visual DUXU; DUXU for novel interaction techniques and devices; DUXU and robots; DUXU for AI and AI for DUXU; dialogue, narrative, storytelling; DUXU for automated driving, transport, sustainability and smart cities; DUXU for cultural heritage; DUXU for well-being; DUXU for learning; user experience evaluation methods and tools; DUXU practice; DUXU case studies.
This book discusses how digital technology and demographic changes are transforming the patient experience, services, provision, and planning of health and social care. It presents innovative ergonomics research and human factors approaches to improving safety, working conditions and quality of life for both patients and healthcare workers. Personalized medicine, mobile and wearable technologies, and the greater availability of health data are discussed, together with challenges and evidence-based practice. Based on the Healthcare Ergonomics and Patient Safety conference, HEPS2019, held on July 3-5, 2019, in Lisbon, Portugal, this book offers a timely resource for graduate students and researchers, as well as for healthcare professionals managing service provision, planners and designers for healthcare buildings and environments, and international healthcare organizations.
This book constitutes the proceedings of the 24th International Working Conference on Requirements Engineering - Foundation for Software Quality, REFSQ 2018, held in Utrecht, The Netherlands, in March 2018. The 23 full and 2 invited talks papers presented in this volume were carefully reviewed and selected from 57 submissions. The papers were organized in topical sections named: RE in Industrial Practice; NLP in Theory and Practice; Empirical Insights into Traceability; Taming Ambiguity; Large-Scale RE; Quality Requirements; User and Job Stories; Requirements Alignment; RE Previews and Visions; Big Data; Mindmapping and Requirements Modeling.
This book constitutes the refereed proceedings of the 12th International Conference, NooJ 2018, held in Palermo, Italy, in June 2018.The 17 revised full papers and 3 short papers presented in this volume were carefully reviewed and selected from 48 submissions. NooJ is a linguistic development environment that provides tools for linguists to construct linguistic resources that formalize a large gamut of linguistic phenomena: typography, orthography, lexicons for simple words, multiword units and discontinuous expressions, inflectional and derivational morphology, local, structural and transformational syntax, and semantics. The papers in this volume are organized in topical sections on vocabulary and morphology; syntax and semantics; and natural language processing applications.
This two-volume set constitutes the proceedings of the 13th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2019, held as part of the 21st International Conference, HCI International 2019, which took place in Orlando, FL, USA, in July 2019. The total of 1274 papers and 209 posters included in the 35 HCII 2019 proceedings volumes was carefully reviewed and selected from 5029 submissions. UAHCI 2019 includes a total of 95 regular papers; they were organized in topical sections named: universal access theory, methods and tools; novel approaches to accessibility; universal access to learning and education; virtual and augmented reality in universal access; cognitive and learning disabilities; multimodal interaction; and assistive environments.
This book provides readers with a snapshot of cutting-edge methods and procedures in industrial design, with a particular focus on human-centered and user-experience design, service design, sustainable design and applications of virtual & augmented reality. Reporting on both theoretical and practical investigations aimed at improving industrial design through interdisciplinary collaboration, it covers a wide range of topics - from design strategies to product research and planning, exhibit design, as well as new materials and color research. Based on the AHFE 2019 International Conference on Interdisciplinary Practice in Industrial Design, held on July 24-28, 2019, Washington D.C., USA, the book offers a timely guide for industrial designers, production engineers and computer scientists.
The 3 volume-set LNCS 11566, 11567 + 11568 constitutes the refereed proceedings of the Human Computer Interaction thematic area of the 21st International Conference on Human-Computer Interaction, HCII 2019, which took place in Orlando, Florida, USA, in July 2019. A total of 1274 papers and 209 posters have been accepted for publication in the HCII 2019 proceedings from a total of 5029 submissions. The 125 papers included in this HCI 2019 proceedings were organized in topical sections as follows: Part I: design and evaluation methods and tools; redefining the human in HCI; emotional design, Kansei and aesthetics in HCI; and narrative, storytelling, discourse and dialogue. Part II: mobile interaction; facial expressions and emotions recognition; eye-gaze, gesture and motion-based interaction; and interaction in virtual and augmented reality. Part III: design for social challenges; design for culture and entertainment; design for intelligent urban environments; and design and evaluation case studies.
This book provides the first comprehensive introduction to the newly-emerging science of mobile phone behavior. It presents the unexpected complexity of human mobile phone behavior through four basic aspects of mobile phone usage (users, technologies, activities, and effects), and then explores four major domains of such behavior (medicine, business, education, and everyday life). Chapters open with thoughts on mobile phone usage and behavior from interviews with cell phone users, then present a series of scientific studies, synthesized knowledge, and real-life cases, concluding with complex but highly readable analyses of each aspect of mobile phone behavior. Readers should achieve two intellectual goals: gaining a usable knowledge of the complexity of mobile phone behaviour, and developing the skills to analyze the complexity of mobile phone usage - and further technological behaviors.
This book constitutes the refereed proceedings of the 36th Computer Graphics International Conference, CGI 2019, held in Calgary, AB, Canada, in June 2019. The 30 revised full papers presented together with 28 short papers were carefully reviewed and selected from 231 submissions. The papers address topics such as: 3D reconstruction and rendering, virtual reality and augmented reality, computer animation, geometric modelling, geometric computing, shape and surface modelling, visual analytics, image processing, pattern recognition, motion planning, gait and activity biometric recognition, machine learning for graphics and applications in security, smart electronics, autonomous navigation systems, robotics, geographical information systems, and medicine and art.
This volume constitutes the refereed proceedings of the 5th International Conference of the Immersive Learning Network, iLRN 2019, held in London, UK, in June 2019. The 18 revised full papers and presented in this volume were carefully reviewed and selected from 60 submissions. The papers are organized in topical sections on science, technology, engineering, and mathematics (STEM); disciplinary applications: special education; disciplinary applications: history; pedagogical strategies; immersion and presence. This book focuses on the human aspects of wearable technologies and game design, which are often neglected. It shows how user-centered practices can optimize the wearable experience, thus improving user acceptance, satisfaction and engagement with novel wearable gadgets. It addresses both research and best practices in the applications of human factors and ergonomics to sensors, wearable technologies and game design innovations, as well as new findings on the integration of wearability principles with regard to: aesthetics, affordance, comfort, contextual awareness, customization, ease of use, ergonomics, information overload, intuitiveness, obtrusiveness, privacy, reliability, responsiveness, satisfaction, subtlety, user-friendliness and wearability. Gathering the outcomes of both the AHFE 2019 Conference on Human Factors and Wearable Technologies and the AHFE 2019 Conference on Human Factors in Game Design and Virtual Environments, held on July 24-28, 2019 in Washington, DC, USA, the book addresses the needs of professionals, researchers, and students whose work involves the human aspects of wearable, smart and/or interactive technologies and game design research.
This book contains the thoroughly refereed technical papers presented in six workshops collocated with the International Conference on Software Technologies: Applications and Foundations, STAF 2017, held in Marburg, Germany, in July 2017. The 15 full and 22 short papers presented were carefully reviewed and selected from 37 submissions. The events whose papers are included in this volume are: BigMDE 2017: 5th International Workshop on Scalable Model Driven Engineering GCM 2017: 8th International Workshop on Graph Computation Models GRAND 2017: 1st International Workshop on Grand Challenges in Modeling MORSE 2017: 4th International Workshop on Model-driven Robot Software Engineering OCL 2017: 17th International Workshop in OCL and Textual Modeling STAF Projects Showcase 2017: 3rd event dedicated to international and national project dissemination and cooperation
This book provides readers with a timely snapshot of ergonomics research and methods applied to the design, development and prototyping - as well as the evaluation, training and manufacturing - of products, systems and services. Combining theoretical contributions, case studies, and reports on technical interventions, it covers a wide range of topics in ergonomic design including: ecological design; cultural and ethical aspects in design; Interface design, user involvement and human-computer interaction in design; as well as design for accessibility and many others. The book particularly focuses on new technologies such as virtual reality, state-of-the-art methodologies in information design, and human-computer interfaces. Based on the AHFE 2019 International Conference on Ergonomics in Design, held on July 24-28, 2019, Washington D.C., USA, the book offers a timely guide for both researchers and design practitioners, including industrial designers, human-computer interaction and user experience researchers, production engineers and applied psychologists.
This book constitutes the refereed proceedings of the 13th International Symposium on Music Technology with Swing, CMMR 2017, held in Matosinhos, Portugal, in September 2017. The 44 full papers presented were selected from 64 submissions. The papers are grouped in eight sections: music information retrieval, automatic recognition, estimation and classification, electronic dance music and rhythm, computational musicology, sound in practice: auditory guidance and feedback in the context of motor learning and motor adaptation, human perception in multimodal context, cooperative music networks and musical HCIs, virtual and augmented reality, research and creation: spaces and modalities. |
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