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

Engineering the User Interface - From Research to Practice (Hardcover, 1st Corrected ed. 2009, Corr. 3rd printing 2009): Miguel... Engineering the User Interface - From Research to Practice (Hardcover, 1st Corrected ed. 2009, Corr. 3rd printing 2009)
Miguel Redondo, Crescencio Bravo, Manuel Ortega
R4,517 Discovery Miles 45 170 Ships in 10 - 15 working days

Digital Divide (DD) is a term that defines the division between people, commu- ties, states, countries, etc. with respect to the access to the new Information and Communication Technologies (ICTs). Nowadays, it is essential to have tech- logical skills to work in a variety of jobs (i. e. administration, education, etc. ). Moreover, ICTs have become ubiquitous and they affect almost every aspect of our daily life. The way in which people face the task of using ICTs varies depending on a plethora of variables. The most analysed ones are the technological literacy and the educational level. These are two very important factors that strongly affect the success of the individuals in accessing ICTs. Unfortunately, these are not the only variables to consider. Some people suffer from mental and physical disabilities that are real impediments to access ICTs, and they must be studied in detail. How can we help disabled people to access ICTs? Can public telecentres deal with this task? Can the ICTs be used to improve the accessibility of disabled people? Which projects aim to reduce the digital divide? Are they addressed to disabled people? These are some of the questions that we will try to answer, at least partially, in this chapter. We believe that governments must invest to avert the DD, but they are not the only actors involved in this scenario.

Mobile Services for Toy Computing (Hardcover, 1st ed. 2015): Patrick C K Hung Mobile Services for Toy Computing (Hardcover, 1st ed. 2015)
Patrick C K Hung
R3,824 R1,955 Discovery Miles 19 550 Save R1,869 (49%) Ships in 12 - 19 working days

The goal of this book is to crystallize the emerging mobile computing technologies and trends by focusing on the most promising solutions in services computing. The book will provide clear proof that mobile technologies are playing an increasingly important and critical role in supporting toy computing. The goal of this book is to bring together academics and practitioners to describe the use and synergy between the above-mentioned technologies. This book is intended for researchers and students working in computer science and engineering, as well as toy industry technology providers, having particular interests in mobile services.

Simulation-Based Usability Evaluation of Spoken and Multimodal Dialogue Systems (Hardcover, 1st ed. 2018): Stefan Hillmann Simulation-Based Usability Evaluation of Spoken and Multimodal Dialogue Systems (Hardcover, 1st ed. 2018)
Stefan Hillmann
R4,434 R3,577 Discovery Miles 35 770 Save R857 (19%) Ships in 12 - 19 working days

This book describes an extension of the user behaviour simulation (UBS) of an existing tool for automatic usability evaluation (AUE). This extension is based upon a user study with a smart home system. It uses technical-sociological methods for the execution of the study and the analysis of the collected data. A comparison of the resulting UBS with former UBSs, as well as the empirical data, shows that the new simulation approach outperforms the former simulation. The improvement affects the prediction of dialogue metrics that are related to dialogue efficiency and dialogue effectiveness. Furthermore, the book describes a parameter-based data model, as well as a related framework. Both are used to uniformly describe multimodal human-computer interactions and to provide such descriptions for usability evaluations. Finally, the book proposes a new two-stage method for the evaluation of UBSs. The method is based on the computation of a distance measures between two dialogue corpora and the pair-wise comparison of distances among several dialogue corpora.

Face Image Analysis by Unsupervised Learning (Hardcover, 2001 ed.): Marian Stewart Bartlett Face Image Analysis by Unsupervised Learning (Hardcover, 2001 ed.)
Marian Stewart Bartlett
R2,981 Discovery Miles 29 810 Ships in 10 - 15 working days

Face Image Analysis by Unsupervised Learning explores adaptive approaches to image analysis. It draws upon principles of unsupervised learning and information theory to adapt processing to the immediate task environment. In contrast to more traditional approaches to image analysis in which relevant structure is determined in advance and extracted using hand-engineered techniques, Face Image Analysis by Unsupervised Learning explores methods that have roots in biological vision and/or learn about the image structure directly from the image ensemble. Particular attention is paid to unsupervised learning techniques for encoding the statistical dependencies in the image ensemble. The first part of this volume reviews unsupervised learning, information theory, independent component analysis, and their relation to biological vision. Next, a face image representation using independent component analysis (ICA) is developed, which is an unsupervised learning technique based on optimal information transfer between neurons. The ICA representation is compared to a number of other face representations including eigenfaces and Gabor wavelets on tasks of identity recognition and expression analysis. Finally, methods for learning features that are robust to changes in viewpoint and lighting are presented. These studies provide evidence that encoding input dependencies through unsupervised learning is an effective strategy for face recognition. Face Image Analysis by Unsupervised Learning is suitable as a secondary text for a graduate-level course, and as a reference for researchers and practitioners in industry.

Dual Quaternions and Their Associated Clifford Algebras (Paperback): Ronald Goldman Dual Quaternions and Their Associated Clifford Algebras (Paperback)
Ronald Goldman
R1,451 Discovery Miles 14 510 Ships in 12 - 19 working days

Amid recent interest in Clifford algebra for dual quaternions as a more suitable method for Computer Graphics than standard matrix algebra, this book presents dual quaternions and their associated Clifford algebras in a new light, accessible to and geared towards the Computer Graphics community. Collating all the associated formulas and theorems in one place, this book provides an extensive and rigorous treatment of dual quaternions, as well as showing how two models of Clifford algebras emerge naturally from the theory of dual quaternions. Each chapter comes complete with a set of exercises to help readers sharpen and practice their knowledge. This book is accessible to anyone with a basic knowledge of quaternion algebra and is of particular use to forward-thinking members of the Computer Graphics community. .

Pervasive Collaborative Networks - IFIP TC 5 WG 5.5 Ninth Working Conference on VIRTUAL ENTERPRISES, September 8-10, 2008,... Pervasive Collaborative Networks - IFIP TC 5 WG 5.5 Ninth Working Conference on VIRTUAL ENTERPRISES, September 8-10, 2008, Poznan, Poland (Hardcover, 2008 ed.)
Luis M. Camarinha-Matos, Willy Picard
R4,727 Discovery Miles 47 270 Ships in 12 - 19 working days

COLLABORATIVE NETWORKS Becoming a pervasive paradigm In recent years the area of collaborative networks is being consolidated as a new discipline (Camarinha-Matos, Afsarmanesh, 2005) that encompasses and gives more structured support to a large diversity of collaboration forms. In terms of applications, besides the "traditional" sectors represented by the advanced supply chains, virtual enterprises, virtual organizations, virtual teams, and their breading environments, new forms of collaborative structures are emerging in all sectors of the society. Examples can be found in e-government, intelligent transportation systems, collaborative virtual laboratories, agribusiness, elderly care, silver economy, etc. In some cases those developments tend to adopt a terminology that is specific of that domain; often the involved actors in a given domain are not fully aware of the developments in the mainstream research on collaborative networks. For instance, the grid community adopted the term "virtual organization" but focused mainly on the resource sharing perspective, ignoring most of the other aspects involved in collaboration. The European enterprise interoperability community, which was initially focused on the intra-enterprise aspects, is moving towards inter-enterprise collaboration. Collaborative networks are thus becoming a pervasive paradigm giving basis to new socio-organizational structures.

Ubiquitous and Mobile Learning in the Digital Age (Hardcover, 2013 ed.): Demetrios G. Sampson, Pedro Isaias, Dirk Ifenthaler,... Ubiquitous and Mobile Learning in the Digital Age (Hardcover, 2013 ed.)
Demetrios G. Sampson, Pedro Isaias, Dirk Ifenthaler, J. Michael Spector
R4,503 R3,646 Discovery Miles 36 460 Save R857 (19%) Ships in 12 - 19 working days

This edited volume with selected expanded papers from CELDA (Cognition and Exploratory Learning in the Digital Age) 2011 (http://www.celda- -conf.org/) will focus on Ubiquitous and Mobile Informal and Formal Learning in the Digital Age, with sub-topics: Mobile and Ubiquitous Informal and Formal Learning Environments (Part I), Social Web Technologies for new knowledge representation, retrieval, creation and sharing in Informal and Formal Educational Settings (Part II), Virtual Worlds and Game- -based Informal and Formal Learning (Part III), Location- -based and Context- - Aware Environments for Formal and Informal Learning Integration (Part IV) There will be approximately twenty chapters selected for this edited volume from among peer- -reviewed papers presented at the CELDA (Cognition and Exploratory Learning in the Digital Age) 2011 Conference in Rio de Janeiro, Brazil in November, 2011.

Gamification - Concepts, Methodologies, Tools, and Applications, Vol 1 (Hardcover): Irma Gamification - Concepts, Methodologies, Tools, and Applications, Vol 1 (Hardcover)
Irma
R19,206 Discovery Miles 192 060 Ships in 10 - 15 working days
Visualization in Medicine and Life Sciences III - Towards Making an Impact (Hardcover, 1st ed. 2016): Lars Linsen, Bernd... Visualization in Medicine and Life Sciences III - Towards Making an Impact (Hardcover, 1st ed. 2016)
Lars Linsen, Bernd Hamann, Hans-Christian Hege
R5,689 R5,055 Discovery Miles 50 550 Save R634 (11%) Ships in 12 - 19 working days

The book discusses novel visualization techniques driven by the needs in medicine and life sciences as well as new application areas and challenges for visualization within these fields. It presents ideas and concepts for visual analysis of data from scientific studies of living organs or to the delivery of healthcare. Target scientific domains include the entire field of biology at all scales - from genes and proteins to organs and populations - as well as interdisciplinary research based on technological advances such as bioinformatics, biomedicine, biochemistry, or biophysics. Moreover, they comprise the field of medicine and the application of science and technology to healthcare problems. This book does not only present basic research pushing the state of the art in the field of visualization, but it also documents the impact in the fields of medicine and life sciences.

Design for Emotion (Paperback): Trevor van Gorp, Edie Adams Design for Emotion (Paperback)
Trevor van Gorp, Edie Adams
R736 R679 Discovery Miles 6 790 Save R57 (8%) Ships in 12 - 19 working days

"Design for Emotion" introduces you to the why, what, when, where and how of designing for emotion. Improve user connection, satisfaction and loyalty by incorporating emotion and personality into your design process. The conscious and unconscious origins of emotions are explained, while real-world examples show how the design you create affects the emotions of your users.

This isn t just another design theory book - it s imminently practical. "Design for Emotion" introduces the A.C.T. Model (Attract/Converse/Transact) a tool for helping designers create designs that intentionally trigger emotional responses. This book offers a way to harness emotions for improving the design of products, interfaces and applications while also enhancing learning and information processing. "Design for Emotion" will help your designs grab attention and communicate your message more powerfully, to more people.

Foreword byBJ Fogg,

Founder & Director, "Stanford Persuasive Technology Lab"

""

Creative professionals who design consumer products, entertainment, software, websites, marketing, and communications are beginning to appreciate the importance of evoking emotions and personality to capture viewers attention and create satisfying experiences." Design for Emotion"addresses the basic questions around designing emotional experiences;"why, what, when," "where"and"how"do we design for emotion? With extensive real-world examples to help illustrate how emotion and personality are communicated through design, "Design for Emotion"isn't just another book on design theory - it's an imminently practical guide to applying and eliciting emotion in design. "

Design for Emotion: "

Explains the relationship between emotions and product personalitiesDetails the most important dimensions of a product's personalityExamines models for understanding users' relationships with productsExplores how to intentionally design product personalitiesProvides extensive examples from the worlds of product, web and application designIncludes a simple and effective model for creating more emotional designs

The book also featuresinterviews with Stephen P. Anderson, Aarron Walter, Marco van Hout, Patrick W. Jordan and Trish Miner, and case studies from Moni Wolf, Matt Pattison, Shayal Chhibber, Chris FryerandDamian Smith.Harness the power of emotional design to enhance products, websites and applications while improving user experience and increasing customer satisfaction."Design for Emotion"will help you communicate your client's message and brand values with the appropriate emotions and personality for their target audience."

Prototyping - A Practitioner's Guide (Paperback): Todd Zaki Warfel Prototyping - A Practitioner's Guide (Paperback)
Todd Zaki Warfel
R1,491 Discovery Miles 14 910 Ships in 10 - 15 working days
Applications of Cognitive Computing Systems and IBM Watson - 8th IBM Collaborative Academia Research Exchange (Hardcover, 1st... Applications of Cognitive Computing Systems and IBM Watson - 8th IBM Collaborative Academia Research Exchange (Hardcover, 1st ed. 2017)
Danish Contractor, Aaditya Telang
R2,628 Discovery Miles 26 280 Ships in 10 - 15 working days

This book presents reports and methods that demonstrate the ease with which cognitive applications can be built using IBM Watson application program interfaces (APIs). It includes application reports from two IBM Watson API-based competitions - Hackathon (24 hours) and a Challenge task (~3 months). It also features a selection of papers presented at I-CARE 2016, the IBM Collaborative Academia Research Exchange event, from the areas of "Theory and Cognitive Computing", "Data Platforms and Systems," and "Societal Applications." IBM has a long tradition of research collaboration with colleagues in academia, and I-CARE is an annual event initiated in 2009 to promote collaborative innovation and learning, and explore new ways of fostering a culture of innovation. I-CARE's main goal is to "amalgamate" the thought leadership in Indian academia with that in industry, and foster a symbiotic environment for establishing a rich research culture in India. The 8th edition of I-CARE presents a collection of thought-provoking ideas and novel Indian research projects related to three crucial areas: cognitive computing, systems and platforms that support large-scale data processing and practical systems that are designed for the public good.

Advances in Research on Networked Learning (Hardcover, 2004 ed.): Peter M. Goodyear, Sheena Banks, Vivien Hodgson, David... Advances in Research on Networked Learning (Hardcover, 2004 ed.)
Peter M. Goodyear, Sheena Banks, Vivien Hodgson, David McConnell
R3,020 Discovery Miles 30 200 Ships in 10 - 15 working days

Networked learning is learning in which information and communications technology (ICT) is used to promote connections: between one learner and other learners; between learners and tutors; between a learning community and its learning resources. Networked learning is an area which has great practical and theoretical importance. It is a rapidly growing area of educational practice, particularly in higher education and the corporate sector.

This volume brings together some of the best research in the field, and uses it to signpost some directions for future work. The papers in this collection represent a major contribution to our collective sense of recent progress in research on networked learning. In addition, they serve to highlight some of the largest or most important gaps in our understanding of studentsa (TM) perspectives on networked learning, patterns of interaction and online discourse, and the role of contextual factors. The range of topics and methods addressed in these papers attests to the vitality of this important field of work. More significant yet is the complex understanding of the field that they combine to create. In combination, they help explain some of the key relationships between teachersa (TM) and learnersa (TM) intentions and experiences, the affordances of text-based communications technologies and processes of informed and intelligent educational change.

Software Product Lines in Action - The Best Industrial Practice in Product Line Engineering (Hardcover, 2007 ed.): Frank J. van... Software Product Lines in Action - The Best Industrial Practice in Product Line Engineering (Hardcover, 2007 ed.)
Frank J. van der Linden, Klaus Schmid, Eelco Rommes
R1,570 Discovery Miles 15 700 Ships in 10 - 15 working days

Software product lines represent perhaps the most exciting paradigm shift in software development since the advent of high-level programming languages. Nowhere else in software engineering have we seen such breathtaking improvements in cost, quality, time to market, and developer productivity, often registering in the order-of-magnitude range. Here, the authors combine academic research results with real-world industrial experiences, thus presenting a broad view on product line engineering so that both managers and technical specialists will benefit from exposure to this work. They capture the wealth of knowledge that eight companies have gathered during the introduction of the software product line engineering approach in their daily practice.

The Engineering of Mixed Reality Systems (Hardcover, 2010 ed.): Emmanuel Dubois, Philip Gray, Laurence Nigay The Engineering of Mixed Reality Systems (Hardcover, 2010 ed.)
Emmanuel Dubois, Philip Gray, Laurence Nigay
R5,846 Discovery Miles 58 460 Ships in 10 - 15 working days

An increasing number of systems are exploiting mixed reality but to date there are no systematic methods, techniques or guidelines for the development of such systems. In bringing together contributions on a broad range of mixed reality development issues this book provides a sound theoretical foundation for a disciplined approach to mixed reality engineering.

Divided into three parts: interaction design, software design and implementation, the first section covers generic and specific mixed reality design elements and provides an overview of the design method; Part 2 addresses technical solutions for interaction techniques, development tools and a global view of the mixed reality software development process. The final section contains detailed case studies to highlight the application of mixed reality in a variety of fields including aviation, architecture, emergency management, games, and healthcare.

Cases on Teaching Critical Thinking through Visual Representation Strategies (Hardcover): Leonard J. Shedletsky, Jeffrey S.... Cases on Teaching Critical Thinking through Visual Representation Strategies (Hardcover)
Leonard J. Shedletsky, Jeffrey S. Beaudry
R5,910 Discovery Miles 59 100 Ships in 10 - 15 working days

One of the most important aspects of a comprehensive education involves teaching students to analyze arguments and form their own opinions based on available information. Visual and graphical mapping strategies are useful in helping students to consider problems from a variety of perspectives. Cases on Teaching Critical Thinking through Visual Representation Strategies brings together research from scholars and professionals in the field of education to provide new insights into the use of visual aids for student development in reasoning and critical thinking. This essential reference source will enable academics, researchers, and practitioners in fields such as education, business, and technology to more effectively foster students critical thinking skills."

Musical Haptics (Hardcover, 1st ed. 2018): Stefano Papetti, Charalampos Saitis Musical Haptics (Hardcover, 1st ed. 2018)
Stefano Papetti, Charalampos Saitis
R1,672 Discovery Miles 16 720 Ships in 12 - 19 working days

This open access book offers an original interdisciplinary overview of the role of haptic feedback in musical interaction. Divided into two parts, part I examines the tactile aspects of music performance and perception, discussing how they affect user experience and performance in terms of usability, functionality and perceived quality of musical instruments. Part II presents engineering, computational, and design approaches and guidelines that have been applied to render and exploit haptic feedback in digital musical interfaces. Musical Haptics introduces an emerging field that brings together engineering, human-computer interaction, applied psychology, musical aesthetics, and music performance. The latter, defined as the complex system of sensory-motor interactions between musicians and their instruments, presents a well-defined framework in which to study basic psychophysical, perceptual, and biomechanical aspects of touch, all of which will inform the design of haptic musical interfaces. Tactile and proprioceptive cues enable embodied interaction and inform sophisticated control strategies that allow skilled musicians to achieve high performance and expressivity. The use of haptic feedback in digital musical interfaces is expected to enhance user experience and performance, improve accessibility for disabled persons, and provide an effective means for musical tuition and guidance.

Human-Computer Interaction - INTERACT '97 (Hardcover, 1997 ed.): Steve Howard, Judy Hammond, Gitte Lindgaard Human-Computer Interaction - INTERACT '97 (Hardcover, 1997 ed.)
Steve Howard, Judy Hammond, Gitte Lindgaard
R6,190 Discovery Miles 61 900 Ships in 10 - 15 working days

The theme of the 1997 INTERACT conference, 'Discovering New Worlds ofHCI', signals major changes that are taking place with the expansion of new technologies into fresh areas of work and leisure throughout the world and new pervasive, powerful systems based on multimedia and the internet. HCI has a vital role to play in these new worlds, to ensure that people using the new technologies are empowered rather than subjugated to the technology that they increasingly have to use. In addition, outcomes from HCI research studies over the past 20 years are now finding their way into many organisations and helping to improve and enhance work practices. These factors have strongly influenced the INTERACT'97 Committee when creating the conference programme, with the result that, besides the more traditional HCI research and education focus found in previous INTERACT conferences, one strand of the 1997 conference has been devoted to industry and another to multimedia. The growth in the IFIP TCI3 committee itself reflects the expansion ofHCI into new worlds. Membership oflFIP TC13 has risen to now include representatives of 24 IFIP member country societies from many parts of the world. In 1997, IFIP TCl3 breaks new ground by holding its sixth INTERACT conference in the Asia-Pacific region. This is a significant departure from previous INTERACT conferences, that were all held in Europe, and is especially important for the Asia-Pacific region, as HCI expands beyond its traditional base.

Human-Computer Interaction - Second IFIP TC 13 Symposium, HCIS 2010, Held as Part of WCC 2010, Brisbane, Australia, September... Human-Computer Interaction - Second IFIP TC 13 Symposium, HCIS 2010, Held as Part of WCC 2010, Brisbane, Australia, September 20-23, 2010, Proceedings (Hardcover, Edition.)
Peter Forbrig, Fabio Paterno, Annelise Mark Pejtersen
R1,562 Discovery Miles 15 620 Ships in 10 - 15 working days

The IFIP World Computer Congress (WCC) is one of the most important conferences in the area of computer science at the worldwide level and it has a federated structure, which takes into account the rapidly growing and expanding interests in this area. Informatics is rapidly changing and becoming more and more connected to a number of human and social science disciplines. Human-computer interaction is now a mature and still dynamically evolving part of this area, which is represented in IFIP by the Technical Committee 13 on HCI. In this WCC edition it was interesting and useful to have again a Symposium on Human-Computer Interaction in order to p- sent and discuss a number of contributions in this field. There has been increasing awareness among designers of interactive systems of the importance of designing for usability, but we are still far from having products that are really usable, and usability can mean different things depending on the app- cation domain. We are all aware that too many users of current technology often feel frustrated because computer systems are not compatible with their abilities and needs in existing work practices. As designers of tomorrow's technology, we have the - sponsibility of creating computer artifacts that would permit better user experience with the various computing devices, so that users may enjoy more satisfying expe- ences with information and communications technologies.

Proceedings of the 2012 International Conference on Information Technology and Software Engineering - Information Technology... Proceedings of the 2012 International Conference on Information Technology and Software Engineering - Information Technology (Hardcover, 2013 ed.)
Wei Lu, Guoqiang Cai, Weibin Liu, Weiwei Xing
R5,835 Discovery Miles 58 350 Ships in 10 - 15 working days

Proceedings of the 2012 International Conference on Information Technology and Software Engineering presents selected articles from this major event, which was held in Beijing, December 8-10, 2012. This book presents the latest research trends, methods and experimental results in the fields of information technology and software engineering, covering various state-of-the-art research theories and approaches. The subjects range from intelligent computing to information processing, software engineering, Web, unified modeling language (UML), multimedia, communication technologies, system identification, graphics and visualizing, etc. The proceedings provide a major interdisciplinary forum for researchers and engineers to present the most innovative studies and advances, which can serve as an excellent reference work for researchers and graduate students working on information technology and software engineering. Prof. Wei Lu, Dr. Guoqiang Cai, Prof. Weibin Liu and Dr. Weiwei Xing all work at Beijing Jiaotong University.

Surveys That Work - A Practical Guide for Designing and Running Better Surveys (Paperback): Caoline Jarrett Surveys That Work - A Practical Guide for Designing and Running Better Surveys (Paperback)
Caoline Jarrett; Foreword by Steve Krug
R1,538 Discovery Miles 15 380 Ships in 10 - 15 working days
Videogames and Agency (Paperback): Bettina Bodi Videogames and Agency (Paperback)
Bettina Bodi
R1,202 Discovery Miles 12 020 Ships in 9 - 17 working days

Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles. What can we learn from existing theories around agency? How do paratextual materials reflect design intention with regards to what the player can and cannot do in a videogame? How does game design shape the possibility space for player action? Through these questions and selected case studies that include AAA and independent games alike, the book presents a unique approach to studying agency that combines game design, game studies, and game developer discourse. By doing so, the book examines what discourses around player action, as well as a game's design can reveal about the nature of agency and videogame aesthetics. This book will appeal to readers specifically interested in videogames, such as game studies scholars or game designers, but also to media studies students and media and screen studies scholars less familiar with digital games.

Technology for Creativity and Innovation - Tools, Techniques and Applications (Hardcover, New): Anabela Mesquita Technology for Creativity and Innovation - Tools, Techniques and Applications (Hardcover, New)
Anabela Mesquita
R5,000 Discovery Miles 50 000 Ships in 10 - 15 working days

It is widely accepted that organizations and individuals must be innovative and continually create new knowledge and ideas to deal with rapid change. Innovation plays an important role in not only the development of new business, process and products, but also in competitiveness and success of any organization. Technology for Creativity and Innovation: Tools, Techniques and Applications provides empirical research findings and best practices on creativity and innovation in business, organizational, and social environments. It is written for educators, academics and professionals who want to improve their understanding of creativity and innovation as well as the role technology has in shaping this discipline.

Speech Enhancement (Hardcover, 2005 ed.): Jacob Benesty, Shoji Makino, Jingdong Chen Speech Enhancement (Hardcover, 2005 ed.)
Jacob Benesty, Shoji Makino, Jingdong Chen
R3,120 Discovery Miles 31 200 Ships in 10 - 15 working days

A strong reference on the problem of signal and speech enhancement, describing the newest developments in this exciting field. The general emphasis is on noise reduction, because of the large number of applications that can benefit from this technology.

Design Thinking Research - Building Innovators (Hardcover, 2015 ed.): Hasso Plattner, Christoph Meinel, Larry Leifer Design Thinking Research - Building Innovators (Hardcover, 2015 ed.)
Hasso Plattner, Christoph Meinel, Larry Leifer
R4,375 Discovery Miles 43 750 Ships in 10 - 15 working days

Design thinking as a user-centric innovation method has become more and more widespread during the past years. An increasing number of people and institutions have experienced its innovative power. While at the same time the demand has grown for a deep, evidence-based understanding of the way design thinking functions. This challenge is addressed by the Design Thinking Research Program between Stanford University, Palo Alto, USA and Hasso Plattner Institute, Potsdam, Germany. Summarizing the outcomes of the 5th program year, this book imparts the scientific findings gained by the researchers through their investigations, experiments and studies.

The method of design thinking works when applied with diligence and insight. With this book and the underlying research projects, we aim to understand the innovation process of design thinking and the people behind it. The contributions ultimately center on the issue of building innovators. The focus of the investigation is on what people are doing and thinking when engaged in creative design innovation and how their innovation work can be supported.Therefore, within three topic areas, various frameworks, methodologies, mind sets, systems and tools are explored and further developed. The book begins with an assessment of crucial factors for innovators such as empathy and creativity, the second part addresses the improvement of team collaboration and finally we turn to specific tools and approaches which ensure information transfer during the design process. All in all, the contributions shed light and show deeper insights how to support the work of design teams in order to systematically and successfully develop innovations and design progressive solutions for tomorrow.

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