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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction

Mobile Phone Behavior (Paperback): Zheng Yan Mobile Phone Behavior (Paperback)
Zheng Yan
R879 Discovery Miles 8 790 Ships in 12 - 17 working days

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.

User Friendly - How the Hidden Rules of Design Are Changing the Way We Live, Work, and Play (Paperback): Cliff Kuang, Robert... User Friendly - How the Hidden Rules of Design Are Changing the Way We Live, Work, and Play (Paperback)
Cliff Kuang, Robert Fabricant
R553 R417 Discovery Miles 4 170 Save R136 (25%) Ships in 10 - 15 working days
Human Body - A Wearable Product Designer's Guide (Hardcover): Karen L. Labat, Karen S. Ryan Human Body - A Wearable Product Designer's Guide (Hardcover)
Karen L. Labat, Karen S. Ryan
R4,788 Discovery Miles 47 880 Ships in 12 - 17 working days

Association of American Publishers (AAP) Finalist for the 2020 PROSE Award Association of American Publishers (AAP) Subject Category Winner for the 2020 PROSE Award 2019 Taylor & Francis Award Winner for Outstanding Professional Book! Human Body: A Wearable Product Designer's Guide, unlike other anatomy books, is divided into sections pertinent to wearable product designers. Two introductory chapters include many definitions, an introduction to anatomical terminology, and brief discussions of the body's systems, setting the stage for the remaining chapters. The book is extensively referenced and has a large glossary with both anatomical and design terms making it maximally useful for interdisciplinary collaborative work. The book includes 200 original illustrations and many product examples to demonstrate relationships between wearable product components and anatomy. Exercises introduce useful anatomical, physiological, and biomechanical concepts and include design challenges. Features Includes body region chapters on head and neck, upper torso and arms, lower torso and legs, the mid-torso, hands, feet, and a chapter on the body as a whole Contains short sections on growth and development, pregnancy, and aging as well as sections on posture, gait, and designing total body garments Describes important regional muscles and their actions as well as joint range of motion (ROM) definitions and data with applications to designing motion into wearable products Presents appendices correlating to each body region's anatomy with instructions for landmarking and measuring the body, a valuable resource for a lifetime of designing For product design examples based on the book go to: https://www.uosportsproductdesign.com/humananatomy-sportsproductdesign-sokolowski-labat

Understanding Interaction: The Relationships Between People, Technology, Culture, and the Environment - Volume 1: Evolution,... Understanding Interaction: The Relationships Between People, Technology, Culture, and the Environment - Volume 1: Evolution, Technology, Language and Culture (Hardcover)
Bert Bongers
R1,957 Discovery Miles 19 570 Ships in 12 - 17 working days

Understanding Interaction explores the interaction between people and technology in the broader context of the relations between the human-made and the natural environments. It is not just about digital technologies - our computers, smartphones, the Internet - but all our technologies, such as mechanical, electrical, and electronic. Our ancestors started creating mechanical tools and shaping their environments millions of years ago, developing cultures and languages, which in turn influenced our evolution. Volume 1 looks into this deep history, starting from the tool-creating period (the longest and most influential on our physical and mental capacities) to the settlement period (agriculture, domestication, villages and cities, written language), the industrial period (science, engineering, reformation, and renaissance), and finally the communication period (mass media, digital technologies, and global networks). Volume 2 looks into humans in interaction - our physiology, anatomy, neurology, psychology, how we experience and influence the world, and how we (think we) think. From this transdisciplinary understanding, design approaches and frameworks are presented to potentially guide future developments and innovations. The aim of the book is to be a guide and inspiration for designers, artists, engineers, psychologists, media producers, social scientists, etc., and, as such, be useful for both novices and more experienced practitioners. Image Credit: Still of interactive video pattern created with a range of motion sensors in the Facets kaleidoscopic algorithm (based underwater footage of seaweed movement) by the author on 4 February 2010, for a lecture at Hyperbody at the Faculty of Architecture, TU Delft, NL.

Architect or Bee? - The Human Price of Technology (Paperback): Mike Cooley Architect or Bee? - The Human Price of Technology (Paperback)
Mike Cooley
R397 Discovery Miles 3 970 Ships in 9 - 15 working days
Designing XR - A Rhetorical Design Perspective for the Ecology of Human+Computer Systems (Hardcover): Peter (Zak) Zakrzewski Designing XR - A Rhetorical Design Perspective for the Ecology of Human+Computer Systems (Hardcover)
Peter (Zak) Zakrzewski
R2,627 Discovery Miles 26 270 Ships in 12 - 17 working days

The long-standing cultural imperative of augmenting human intellect continues to move ever closer to its full manifestation, described by Marshall McLuhan as an extension of the human nervous system. The escalating blending of immersive technologies with advanced computation has created an emerging domain which increasingly allows socio-technical system makers to produce not only human-computer interactions, but advanced, multi-minded human+computer (H+C) systems. The critical shift toward user immersion within systems of digital information and simulation makes the scale of immersive media's potential impact on human life, culture and well-being unlike that of any previous medium. In Designing XR, Peter (Zak) Zakrzewski presents H+C immersion as a multi-dimensional design problem - a Research Through Design (RTD) zone which addresses the question of: How can transformative design-thinking-based knowledge system complement the existing human-computer interaction (HCI) invention model to contribute to the creation of more participatory, socially viable, and humane immersive media environments? The book lays out a proposal for ushering the creation of ecologically sound augmented mind based on two essential tasks. The first involves a framework for the design, implementation, and iteration of purposeful, multi-minded, participatory immersive H+C systems. The second focuses on the extended reality experience (XRX) design practice that rhetorically invites users to actively engage with immersive systems while fully exercising their autonomy and agency based on informed choice.

Designing for the Digital Age - How to Create Human-Centered Products and Services (Paperback): K Goodwin Designing for the Digital Age - How to Create Human-Centered Products and Services (Paperback)
K Goodwin
R1,810 Discovery Miles 18 100 Ships in 12 - 17 working days

Whether you're designing consumer electronics, medical devices, enterprise Web apps, or new ways to check out at the supermarket, today's digitally-enabled products and services provide both great opportunities to deliver compelling user experiences and great risks of driving your customers crazy with complicated, confusing technology.

Designing successful products and services in the digital age requires a multi-disciplinary team with expertise in interaction design, visual design, industrial design, and other disciplines. It also takes the ability to come up with the big ideas that make a desirable product or service, as well as the skill and perseverance to execute on the thousand small ideas that get your design into the hands of users. It requires expertise in project management, user research, and consensus-building. This comprehensive, full-color volume addresses all of these and more with detailed how-to information, real-life examples, and exercises. Topics include assembling a design team, planning and conducting user research, analyzing your data and turning it into personas, using scenarios to drive requirements definition and design, collaborating in design meetings, evaluating and iterating your design, and documenting finished design in a way that works for engineers and stakeholders alike.

Designing Pleasurable Products - An Introduction to the New Human Factors (Paperback): Patrick W Jordan Designing Pleasurable Products - An Introduction to the New Human Factors (Paperback)
Patrick W Jordan
R1,823 Discovery Miles 18 230 Ships in 9 - 15 working days


Human factors considerations are increasingly being incorporated into the product design process. Users are seen more as being important factors in the overall look and usability of products than just as passive users. We are now treated as cognitive and physical components of the person/product system. The author, who is one of the leading lights in the field of cognitive ergonomics, looks at approaches that assume that if a task can be accomplished with a reasonable degree of efficiency and within acceptable levels of comfort, then the product can be seen as fitting to the user. In this book it is argued that in practice these approaches can be dehumanising. People are more than merely physical and cognitive processors. They have hopes, fears, dreams, values and aspirations, indeed these are the very things that make us human.
Designing Pleasurable Products looks both at and beyond usability, considering how products can appeal to use holistically, leading to products that are a joy to own.

Unleashing the Power of 5GtoB in Industries (Hardcover, 1st ed. 2021): Pengfei Sun Unleashing the Power of 5GtoB in Industries (Hardcover, 1st ed. 2021)
Pengfei Sun
R2,890 Discovery Miles 28 900 Ships in 12 - 17 working days

This book will delve into how new ICTs, represented by 5G, collectively empower industries from the perspective of theories and practices. 5G is integrating with cloud, intelligence, big data, and applications to push the boundaries of industries and diversify industrial services. Starting from the background and value of industry digitalization, Section I introduces the new ICT infrastructure for industry digitalization, as well as a new support system based on this infrastructure to enable 5GtoB to bring new value to industries. Section II summarizes the success factors and four key capabilities for achieving 5GtoB success from methodological perspective. Abundant application cases are provided in Section III to explore the adoption of 5GtoB in key enterprises across industries, as well as the benefits brought to these enterprises. The final section analyzes the future evolution and applications of 5GtoB. 5G enables a plethora of possibilities. We believe that this book will inspire everyone in the 5GtoB industry chain to embrace 5GtoB and take the digital transformation of industries to new heights.

Usability Testing for Survey Research (Paperback): Emily Geisen, Jennifer Romano Bergstrom Usability Testing for Survey Research (Paperback)
Emily Geisen, Jennifer Romano Bergstrom
R1,248 R1,066 Discovery Miles 10 660 Save R182 (15%) Ships in 12 - 17 working days

Usability Testing for Survey Research provides researchers with a guide to the tools necessary to evaluate, test, and modify surveys in an iterative method during the survey pretesting process. It includes examples that apply usability to any type of survey during any stage of development, along with tactics on how to tailor usability testing to meet budget and scheduling constraints. The book's authors distill their experience to provide tips on how usability testing can be applied to paper surveys, mixed-mode surveys, interviewer-administered tools, and additional products. Readers will gain an understanding of usability and usability testing and why it is needed for survey research, along with guidance on how to design and conduct usability tests, analyze and report findings, ideas for how to tailor usability testing to meet budget and schedule constraints, and new knowledge on how to apply usability testing to other survey-related products, such as project websites and interviewer administered tools.

Human-Computer Interaction - Designing for Diverse Users and Domains (Paperback): Andrew Sears, Julie A. Jacko Human-Computer Interaction - Designing for Diverse Users and Domains (Paperback)
Andrew Sears, Julie A. Jacko
R2,190 Discovery Miles 21 900 Ships in 12 - 17 working days

Hailed on first publication as a compendium of foundational principles and cutting-edge research, The Human-Computer Interaction Handbook has become the gold standard reference in this field. Derived from select chapters of this groundbreaking resource, Human-Computer Interaction: Designing for Diverse Users and Domains emphasizes design for users as such as children, older adults, and individuals with physical, cognitive, visual, and hearing impairments. It also discusses HCI in the context of specific domains including healthcare, games, and the aerospace industry. Topics include the role of gender in HCI, information technology and older adults, motor vehicle driver interfaces, and user-centered design in games. While human-computer interaction may have emerged from within computing, significant contributions have come from a variety of fields including industrial engineering, psychology, education, and graphic design. No where is this more apparent then when designing solutions for users as diverse as children, older adults, and individuals with physical, cognitive, visual, or hearing impairments.

Universal UX Design - Building Multicultural User Experience (Paperback): Alberto Ferreira Universal UX Design - Building Multicultural User Experience (Paperback)
Alberto Ferreira
R1,467 R1,249 Discovery Miles 12 490 Save R218 (15%) Ships in 12 - 17 working days

Universal UX Design: Building Multicultural User Experience provides an ideal guide as multicultural UX continues to emerge as a transdisciplinary field that, in addition to the traditional UI and corporate strategy concerns, includes socio/cultural and neurocognitive concerns that constitute one of the first steps in a truly global product strategy. In short, multicultural UX is no longer a nice-to-have in your overall UX strategy, it is now a must-have. This practical guide teaches readers about international concerns on the development of a uniquely branded, yet culturally appealing, software end-product. With hands-on examples throughout, readers will learn how to accurately predict user behavior, optimize layout and text elements, and integrate persuasive design in layout, as well as how to determine which strategies to communicate image and content more effectively, while demystifying the psychological and sociopolitical factors associated with culture. The book reviews the essentials of cognitive UI perception and how they are affected by socio-cultural conditioning, as well as how different cultural bias and expectations can work in UX design.

Evil by Design - Interaction design to lead us into temptation (Paperback): C Nodder Evil by Design - Interaction design to lead us into temptation (Paperback)
C Nodder
R990 R782 Discovery Miles 7 820 Save R208 (21%) Ships in 7 - 13 working days

How to make customers feel good about doing what you want

Learn how companies make us feel good about doing what they want. Approaching persuasive design from the dark side, this book melds psychology, marketing, and design concepts to show why we're susceptible to certain persuasive techniques. Packed with examples from every nook and cranny of the web, it provides easily digestible and applicable patterns for putting these design techniques to work. Organized by the seven deadly sins, it includes: Pride -- use social proof to position your product in line with your visitors' valuesSloth -- build a path of least resistance that leads users where you want them to goGluttony -- escalate customers' commitment and use loss aversion to keep them thereAnger -- understand the power of metaphysical arguments and anonymityEnvy -- create a culture of status around your product and feed aspirational desiresLust -- turn desire into commitment by using emotion to defeat rational behaviorGreed -- keep customers engaged by reinforcing the behaviors you desire

Now you too can leverage human fallibility to create powerful persuasive interfaces that people will love to use -- but will you use your new knowledge for good or evil? Learn more on the companion website, evilbydesign.info.

Human Attention in Digital Environments (Paperback): Claudia Roda Human Attention in Digital Environments (Paperback)
Claudia Roda
R1,330 Discovery Miles 13 300 Ships in 12 - 17 working days

Digital systems, such as phones, computers and PDAs, place continuous demands on our cognitive and perceptual systems. They offer information and interaction opportunities well above our processing abilities, and often interrupt our activity. Appropriate allocation of attention is one of the key factors determining the success of creative activities, learning, collaboration, and many other human pursuits. This book presents research related to human attention in digital environments. Original contributions by leading researchers cover the conceptual framework of research aimed at modelling and supporting human attentional processes, the theoretical and software tools currently available, and various application areas. The authors explore the idea that attention has a key role to play in the design of future technology and discuss how such technology may continue supporting human activity in environments where multiple devices compete for people's limited cognitive resources.

Delivering Data Analytics - A Step-By-Step Guide to Driving Adoption of Business Intelligence from Planning to Launch... Delivering Data Analytics - A Step-By-Step Guide to Driving Adoption of Business Intelligence from Planning to Launch (Hardcover)
Nicholas Kelly
R2,802 Discovery Miles 28 020 Ships in 12 - 17 working days

The importance of data analytics is well known, but how can you get end users to engage with analytics and business intelligence (BI) when adoption of new technology can be frustratingly slow or may not happen at all? Avoid wasting time on dashboards and reports that no one uses with this practical guide to increasing analytics adoption by focusing on people and process, not technology. Pulling together agile, UX and change management principles, Delivering Data Analytics outlines a step-by-step, technology agnostic process designed to shift the organizational data culture and gain buy-in from users and stakeholders at every stage of the project. This book outlines how to succeed and build trust with stakeholders amid the politics, ambiguity and lack of engagement in business. With case studies, templates, checklists and scripts based on the author's considerable experience in analytics and data visualisation, this book covers the full cycle from requirements gathering and data assessment to training and launch. Ensure lasting adoption, trust and, most importantly, actionable business value with this roadmap to creating user-centric analytics projects.

Ten Arguments for Deleting Your Social Media Accounts Right Now (Paperback): Jaron Lanier Ten Arguments for Deleting Your Social Media Accounts Right Now (Paperback)
Jaron Lanier
R336 R251 Discovery Miles 2 510 Save R85 (25%) Ships in 10 - 15 working days
Human-Computer Interaction - Fundamentals and Practice (Hardcover): Gerard Jounghyun Kim Human-Computer Interaction - Fundamentals and Practice (Hardcover)
Gerard Jounghyun Kim
R2,932 Discovery Miles 29 320 Ships in 12 - 17 working days

Although life continues to become increasingly embedded with interactive computing services that make our lives easier, human-computer interaction (HCI) has not been given the attention it deserves in the education of software developers at the undergraduate level. Most entry-level HCI textbooks are structured around high-level concepts and are not directly tied to the software development process. Filling this need, Human-Computer Interaction: Fundamentals and Practice supplies an accessible introduction to the entire cycle of HCI design and implementation-explaining the core HCI concepts behind each step. Designed around the overall development cycle for an interactive software product, it starts off by covering the fundamentals behind HCI. The text then quickly goes into the application of this knowledge. It covers the forming of HCI requirements, modeling the interaction process, designing the interface, implementing the resulting design, and evaluating the implemented product. Although this textbook is suitable for undergraduate students of computer science and information technology, it is accessible enough to be understood by those with minimal programming knowledge. Supplying readers with a firm foundation in the main HCI principles, the book provides a working knowledge of HCI-oriented software development. The core content of this book is based on the introductory HCI course (advanced junior or senior-level undergraduate) that the author has been teaching at Korea University for the past eight years. The book includes access to PowerPoint lecture slides as well as source code for the example applications used throughout the text.

Cognitive Ergonomics and Human-Computer Interaction (Paperback): J. Long, A. Whitefield Cognitive Ergonomics and Human-Computer Interaction (Paperback)
J. Long, A. Whitefield
R1,153 Discovery Miles 11 530 Ships in 12 - 17 working days

Originally published in 1989, this book is a distinctive work in the field of human-computer interaction (HCI). Cognitive ergonomics and HCI encompass a wide range of research and development activities in both academic and industrial environments, and this book satisfies a clear need for the dissemination of the knowledge generated by work in progress or completed. The book provides detailed reports of a number of long-term research projects, set within a framework for describing cognitive ergonomics activities and understanding their relationships. It reports in detail on substantial empirical investigations rather than being a summary of specific areas or theoretical speculations. The different contributions are integrated, and have been rigorously edited, within a framework provided by the editors and presented in the first chapter.

Face-to-Face Communication over the Internet - Emotions in a Web of Culture, Language, and Technology (Hardcover, New): Arvid... Face-to-Face Communication over the Internet - Emotions in a Web of Culture, Language, and Technology (Hardcover, New)
Arvid Kappas, Nicole C. Kramer
R2,972 Discovery Miles 29 720 Ships in 12 - 17 working days

Social platforms such as MySpace, Facebook and Twitter have rekindled the initial excitement of cyberspace. Text based computer-mediated communication has been enriched with face-to-face communication such as Skype, as users move from desk tops to laptops with integrated cameras and related hardware. Age, gender and culture barriers seem to have crumbled and disappeared as the user base widens dramatically. Other than simple statistics relating to e-mail usage, chatrooms and blog subscriptions, we know surprisingly little about the rapid changes taking place. This book assembles leading researchers on non-verbal communication, emotion, cognition and computer science to summarize what we know about the processes relevant to face-to-face communication as it pertains to telecommunication, including video-conferencing. The authors take stock of what has been learned regarding how people communicate, in person or over distance, and set the foundations for solid research helping to understand the issues, implications and possibilities that lie ahead.

Pragmatic Enterprise Architecture - Strategies to Transform Information Systems in the Era of Big Data (Paperback): James Luisi Pragmatic Enterprise Architecture - Strategies to Transform Information Systems in the Era of Big Data (Paperback)
James Luisi
R1,072 Discovery Miles 10 720 Ships in 12 - 17 working days

"Pragmatic Enterprise Architecture" is a practical hands-on instruction manual for enterprise architects. This book prepares you to better engage IT, management, and business users by equipping you with the tools and knowledge you need to address the most common enterprise architecture challenges. You will come away with a pragmatic understanding of and approach to enterprise architecture and actionable ideas to transform your enterprise. Experienced enterprise architect James V. Luisi generously shares life cycle architectures, transaction path analysis frameworks, and more so you can save time, energy, and resources on your next big project.

As an enterprise architect, you must have relatable frameworks and excellent communication skills to do your job. You must actively engage and support a large enterprise involving a hundred architectural disciplines with a modest number of subject matter experts across business, information systems, control systems, and operations architecture. They must achieve their mission using the influence of ideas and business benefits expressed in simple terms so that any audience can understand what to do and why. "Pragmatic Enterprise Architecture "gives you the tools to accomplish your goals in less time with fewer resources.
Expand your Enterprise Architecture skills so you can do more in less time with less money with the priceless tips presentedUnderstand the cost of creating new Enterprise Architecture disciplines and contrast those costs to letting them go unmanagedIncludes 10 life cycle architectures so that you can properly assess the ROI of performing activities such as outsourcing, insourcing, restructuring, mergers and acquisitions, and moreComplete appendix of eight transaction path analysis frameworks provide DBA guidelines for proper physical database design

The UX Five-Second Rules - Guidelines for User Experience Design's Simplest Testing Technique (Paperback): Paul Doncaster The UX Five-Second Rules - Guidelines for User Experience Design's Simplest Testing Technique (Paperback)
Paul Doncaster
R590 Discovery Miles 5 900 Ships in 12 - 17 working days

The five-second test is one of the most convenient rapid UX testing methods available, although its value can be compromised by ignoring the restrictions of the method. "The Five-Second Rules" uses detailed examples from a collection of more than 300 tests to describe the strengths and weaknesses of this rapid testing method. Readers will learn about the "five-second rules" for getting useful data, and will explore what types of design issues can be resolved by using the method.

A five-second test (also known as "timeout test" and "exposure test") involves displaying a visual or informational design for five seconds, removing it from view, then asking what aspects were recalled most easily or vividly. The goal is to understand what stands out most about a design or product, and the impact on the viewer's perception of it.
Describes the origins of the method and its usefulness in modern UX design research and testingConveys the need to structure tests carefully so that time, effort, and money are not wasted, and compiled data is not misleadingFosters an appreciation for the method's outcomes and how they can contribute to the success or failure of a proposed design

Humans, Computers and Wizards - Human (Simulated) Computer Interaction (Paperback): Norman Fraser, Nigel Gilbert, Scott... Humans, Computers and Wizards - Human (Simulated) Computer Interaction (Paperback)
Norman Fraser, Nigel Gilbert, Scott McGlashan, Robin Wooffitt
R1,558 Discovery Miles 15 580 Ships in 12 - 17 working days

Using data taken from a major European Union funded project on speech understanding, the SunDial project, this book considers current perspectives on human computer interaction and argues for the value of an approach taken from sociology which is based on conversation analysis.

Digital Manufacturing and Assembly Systems in Industry 4.0 (Hardcover): Kaushik Kumar, Divya Zindani, J. Paulo Davim Digital Manufacturing and Assembly Systems in Industry 4.0 (Hardcover)
Kaushik Kumar, Divya Zindani, J. Paulo Davim
R4,345 Discovery Miles 43 450 Ships in 9 - 15 working days

Manufacturing, like other industries, is rising to the challenges imposed by aggressive consumer demands and the need for cost-effective processing that delivers quality in the fastest possible time. Fierce competition means that keeping abreast of new developments and applications in technology is essential if companies are to meet demands profitably and keep ahead of competitors. This book investigates the design and management of digital manufacturing and assembly systems for an efficient, flexible, and modular production of customized products using the I40 (industry 4.0)-enabling technologies. This book will also provide case studies covering modeling, simulation, and optimization. eBook includes color figures. Discusses how the advancement of data communication and storage through the Internet of Things (IoT) opens the possibilities of connecting sensors, robots, and devices Sheds light on how the human role in industry is decreasing due to the development of connected manufacturing floors, allowing them to take more control over the manufacturing processes, decisions, and even maintenance Covers the benefits from exploiting digital manufacturing, manufacturing enterprises, and what they expect to achieve Explains the important roles that modeling, simulation, and optimization play Investigates the design and management of digital manufacturing and assembly systems for an efficient, flexible, and modular production of customized products exploiting the I40 (industry 4.0)-enabling technologies

Media Innovations AR and VR - Success Factors For The Development Of Experiences (Paperback, 1st ed. 2023): Elle Langer Media Innovations AR and VR - Success Factors For The Development Of Experiences (Paperback, 1st ed. 2023)
Elle Langer
R1,135 Discovery Miles 11 350 Ships in 9 - 15 working days

Augmented and virtual reality are media innovations with specific characteristics. They create immersion in the user, as the user is immersed in the medium and its 360 Degrees environment. To successfully develop content and applications for AR and VR, psychological effects, the specifics of the 360 Degrees environment, the story, and the way the media is used must be aligned with the needs and experiences of the user. Content producers face novel challenges in content development, method selection, teamwork, and the overall production process of AR and VR experiences. The book introduces readers to the characteristics of immersive media and provides scientific evidence and practical tips to help them produce high-quality, user-centric content for immersive media. The scientifically derived success factors in the form of checklists are a guide and an ideal basis for standardizing the production process and further developing one's own projects.This book is a translation of the original German 1st edition Medieninnovationen AR und VR by Elle Langer, published by Springer-Verlag GmbH Germany, part of Springer Nature in 2020. The translation was done with the help of artificial intelligence (machine translation by the service DeepL.com). A subsequent human revision was done primarily in terms of content, so that the book will read stylistically differently from a conventional translation. Springer Nature works continuously to further the development of tools for the production of books and on the related technologies to support the authors.

Semiotics in Information Systems Engineering (Paperback): Kecheng Liu Semiotics in Information Systems Engineering (Paperback)
Kecheng Liu
R1,147 Discovery Miles 11 470 Ships in 12 - 17 working days

Semiotics, the science of signs, has long been recognised as an important discipline for understanding information and communications. Moreover it has found wide application in other areas of computer science, as it offers an effective insight into organisations and the computer systems that support them. An organisation may be viewed as a system of information and communication in which human actors, with the assistance of information technology, are able to process, represent, store and consume information. Computer systems that fit into an organisation and that support and enhance its performance and competitiveness, can be better delivered if semiotic principles are understood and applied. In this book, first published in 2000, semiotic methods are introduced and illustrated through three major case studies, which demonstrate how information systems can be developed to meet business requirements and support business objectives. It will appeal to academics, systems developers and analysts.

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