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

Automotive Systems Engineering II (Hardcover, 1st ed. 2018): Hermann Winner, Gunther Prokop, Markus Maurer Automotive Systems Engineering II (Hardcover, 1st ed. 2018)
Hermann Winner, Gunther Prokop, Markus Maurer
R4,120 Discovery Miles 41 200 Ships in 10 - 15 working days

This book is the second volume reflecting the shift in the design paradigm in automobile industry. It presents contributions to the second and third workshop on Automotive Systems Engineering held in March 2013 and Sept. 2014, respectively. It describes major innovations in the field of driver assistance systems and automated vehicles as well as fundamental changes in the architecture of the vehicles.

Tabletops - Horizontal Interactive Displays (Hardcover, Edition.): Christian Muller-Tomfelde Tabletops - Horizontal Interactive Displays (Hardcover, Edition.)
Christian Muller-Tomfelde
R4,450 Discovery Miles 44 500 Ships in 10 - 15 working days

This book is the first attempt to bring together current research findings in the domain of interactive horizontal displays. The novel compilation will integrate and summarise findings from the most important international tabletop research teams. It will provide a state-of-the art overview of this research domain and therefore allow for discussion of emerging and future directions in research and technology of interactive horizontal displays.

Latest advances in interaction and software technologies and their increasing availability beyond research labs, refuels the interest in interactive horizontal displays. In the early 1990s Mark Weiser s vision of Ubiquitous Computing redefined the notion of Human Computer Interaction. Interaction was no longer considered to happen only with standard desktop computers but also with elements of their environment.

This book is structured in three major areas: under, on/above and around tabletops. These areas are associated with different research disciplines such as Hardware/Software and Computer Science, Human Computer Interaction (HCI) and Computer Supported Collaborative Work (CSCW). However, the comprehensive and compelling presentation of the topic of the book results from its interdisciplinary character. The book addresses fellow researchers who are interested in this domain and practitioners considering interactive tabletops in real-world projects. It will also be a useful introduction into tabletop research that can be used for the academic curriculum."

Interactive Experience in the Digital Age - Evaluating New Art Practice (Hardcover, 2014 ed.): Linda Candy, Sam Ferguson Interactive Experience in the Digital Age - Evaluating New Art Practice (Hardcover, 2014 ed.)
Linda Candy, Sam Ferguson
R1,551 Discovery Miles 15 510 Ships in 10 - 15 working days

The use of interactive technology in the arts has changed the audience from viewer to participant and in doing so is transforming the nature of experience. From visual and sound art to performance and gaming, the boundaries of what is possible for creation, curating, production and distribution are continually extending. As a consequence, we need to reconsider the way in which these practices are evaluated. Interactive Experience in the Digital Age explores diverse ways of creating and evaluating interactive digital art through the eyes of the practitioners who are embedding evaluation in their creative process as a way of revealing and enhancing their practice. It draws on research methods from other disciplines such as interaction design, human-computer interaction and practice-based research more generally and adapts them to develop new strategies and techniques for how we reflect upon and assess value in the creation and experience of interactive art. With contributions from artists, scientists, curators, entrepreneurs and designers engaged in the creative arts, this book is an invaluable resource for both researchers and practitioners, working in this emerging field.

Creativity and Rationale - Enhancing Human Experience by Design (Hardcover, 2013 ed.): John M Carroll Creativity and Rationale - Enhancing Human Experience by Design (Hardcover, 2013 ed.)
John M Carroll
R2,953 Discovery Miles 29 530 Ships in 10 - 15 working days

Creativity and rationale comprise an essential tension in design. They are two sides of the coin; contrary, complementary, but perhaps also interdependent. Designs always serve purposes. They always have an internal logic. They can be queried, explained, and evaluated. These characteristics are what design rationale is about. But at the same time designs always provoke experiences and insights. They open up possibilities, raise questions, and engage human sense making. Design is always about creativity.

"Creativity and Rationale: Enhancing Human Experience by Design" comprises 19 complementary chapters by leading experts in the areas of human-computer interaction design, sociotechnical systems design, requirements engineering, information systems, and artificial intelligence. Researchers, research students and practitioners in human-computer interaction and software design will find this state of the art volume invaluable.

Growing Up Online - Young People and Digital Technologies (Hardcover): S. Weber, S Dixon Growing Up Online - Young People and Digital Technologies (Hardcover)
S. Weber, S Dixon
R1,304 R1,084 Discovery Miles 10 840 Save R220 (17%) Ships in 10 - 15 working days

In this cutting-edge anthology, contributors examine the diverse ways in which girls and young women across a variety of ethnic, socio-economic, and national backgrounds are incorporating and making sense of digital technology in their everyday lives. Contributors explore identity development, how young women interact with technology, and how race, class, and identity influence game play.

Mobile Data Visualization (Paperback): Bongshin Lee, Raimund Dachselt, Petra Isenberg, Eun Kyoung Choe Mobile Data Visualization (Paperback)
Bongshin Lee, Raimund Dachselt, Petra Isenberg, Eun Kyoung Choe
R1,454 Discovery Miles 14 540 Ships in 9 - 17 working days

Mobile Data Visualization is about facilitating access to and understanding of data on mobile devices. Wearable trackers, mobile phones, and tablets are used by millions of people each day to read weather maps, financial charts, or personal health meters. What is required to create e ffective visualizations for mobile devices? This book introduces key concepts of mobile data visualization and discusses opportunities and challenges from both research and practical perspectives. Mobile Data Visualization is the first book to provide an overview of how to e ffectively visualize, analyze, and communicate data on mobile devices. Drawing from the expertise, research, and experience of an international range of academics and practitioners from across the domains of Visualization, Human Computer Interaction, and Ubiquitous Computing, the book explores the challenges of mobile visualization and explains how it diff ers from traditional data visualization. It highlights opportunities for reaching new audiences with engaging, interactive, and compelling mobile content. In nine chapters, this book presents interesting perspectives on mobile data visualization including: how to characterize and classify mobile visualizations; how to interact with them while on the go and with limited attention spans; how to adapt them to various mobile contexts; specific methods on how to design and evaluate them; reflections on privacy, ethical and other challenges, as well as an outlook to a future of ubiquitous visualization. This accessible book is a valuable and rich resource for visualization designers, practitioners, researchers, and students alike.

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
R2,898 Discovery Miles 28 980 Ships in 10 - 15 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.

Human Computer Interaction Developments and Management (Hardcover, illustrated edition): Human Computer Interaction Developments and Management (Hardcover, illustrated edition)
R1,754 Discovery Miles 17 540 Ships in 10 - 15 working days

Organizations cannot continue to blindly accept and introduce components into Information Systems without studying the effectiveness, feasibility and efficiency of the individual components of their information systems. Information Systems may be the only business area where it is automatically assumed that the latest, greatest and most powerful component is the one for our organization and must be managed and developed as any other resource in organizations today. Human Computer Interaction Development and Management contains the most recent research articles concerning the management and development of Information Systems, so that organizations can effectively manage information systems growth and development. Not only must hardware, software, data, information, and networks be managed people must be managed. Humans must be trained to use information systems. Systems must be developed so humans can use the systems as efficiently and effectively as possible.

Digital Media - Transformations in Human Communication (Paperback, 2nd Revised edition): Paul Messaris, Lee Humphreys Digital Media - Transformations in Human Communication (Paperback, 2nd Revised edition)
Paul Messaris, Lee Humphreys
R1,687 Discovery Miles 16 870 Ships in 9 - 17 working days

The age of digital media has given rise to a new social world. It is a world in which the transmission of information from the few to the many is steadily being supplanted by the multi-directional flow of facts, lies, and ideas. It is a world in which hundreds of millions of people are voluntarily depositing large amounts of personal details in publicly accessible databases. It is a world in which interpersonal relationships are increasingly being conducted in the virtual sphere. Above all, this is a world that seems to be veering off in unpredictable ways from the trends of the immediate past. This book is a probing examination of that world, and of the changes that it has ushered into our lives. In more than thirty essays by a wide range of scholars, this must-have second edition examines the impact of digital media in six areas - information, persuasion, community, gender and sexuality, surveillance and privacy, and cross-cultural communication - and offers an invaluable guide for students and scholars alike. With one exception, all essays are completely new or revised for this volume.

Augmented Reality Art - From an Emerging Technology to a Novel Creative Medium (Hardcover, 3rd ed. 2022): Vladimir Geroimenko Augmented Reality Art - From an Emerging Technology to a Novel Creative Medium (Hardcover, 3rd ed. 2022)
Vladimir Geroimenko
R4,603 Discovery Miles 46 030 Ships in 12 - 19 working days

This is the third edition of the first ever book to explore the exciting field of augmented reality art and its enabling technologies. The new edition has been thoroughly revised and updated, with 9 new chapters included. As well as investigating augmented reality as a novel artistic medium, the book covers cultural, social, spatial and cognitive facets of augmented reality art. It has been written by a virtual team of 33 researchers and artists from 11 countries who are pioneering in the new form of art, and contains numerous colour illustrations showing both classic and recent augmented reality artworks. Intended as a starting point for exploring this new fascinating area of research and creative practice, it will be essential reading not only for artists, researchers and technology developers, but also for students (graduates and undergraduates) and all those interested in emerging augmented reality technology and its current and future applications in art.

A Multimodal End-2-End Approach to Accessible Computing (Hardcover, 2nd ed. 2015): Pradipta Biswas, Carlos Duarte, Patrick... A Multimodal End-2-End Approach to Accessible Computing (Hardcover, 2nd ed. 2015)
Pradipta Biswas, Carlos Duarte, Patrick Langdon, Luis Almeida
R4,271 R2,134 Discovery Miles 21 340 Save R2,137 (50%) Ships in 12 - 19 working days

This book illustrates how Interactive Systems can help elderly and disabled populations engage with the world around them by finding methods of overcoming the difficulties these communities face when using such systems by presenting the latest in state-of-the-art technology and providing a vision for accessibility for the near future. The challenges faced by accessibility practitioners are discussed and the different phases of delivering accessible products and services are explored. A collection of eminent researchers from around the world cover topics on developing and standardizing user models for inclusive design, adaptable multimodal system development for digital TV and ubiquitous devices, presenting research on intelligent voice recognition, adaptable pointing, browsing and navigation, and affect and gesture recognition. The research not only focuses on how these can be hugely beneficial to primary users, but often finding useful applications for their able-bodied counterparts. For this new edition, new chapters have been added focusing on the latest developments in games for the visually impaired, inclusive interfaces for the agricultural industry in India and technologies to improve accessibility in broadcasting in Japan. A Multimodal End-2-End Approach to Accessible Computing will be an invaluable resource for both researchers and practitioners alike.

Visual Information Communication (Hardcover, 2010 ed.): Mao Lin Huang, Quang Vinh Nguyen, Kang Zhang Visual Information Communication (Hardcover, 2010 ed.)
Mao Lin Huang, Quang Vinh Nguyen, Kang Zhang
R5,799 Discovery Miles 57 990 Ships in 10 - 15 working days

Visual communication through graphical and sign languages has long been conducted among human beings of different backgrounds and cultures, and in recent decades between human and machine. In today's digital world, visual information is typically encoded with various metaphors commonly used in daily life to facilitate rapid comprehension and easy analysis during the communication process. Visual information communication generally encompasses information visualization, graphical user-interfaces, visual analytics, visual languages and multi-media processing. It has been successfully employed in knowledge discovery, end-user programming, modeling, rapid systems prototyping, education, and design activities by people of many disciplines including architects, artists, children, engineers, and scientists. In addition, visual information is increasingly being used to facilitate human-human communication through the Internet and Web technology, and electronic mobile devices. This manuscript provides the cutting-edge techniques, approaches and the latest ongoing researches in the context of visual information communication. It is a collection of 24 chapters selected from more than 60 submissions to the VINCI'09 - 2009 Visual Information Communications International Conference, that is held in Sydney Australia, September 2009. These chapters were selected through a stringent review process to ensure their high standard in quality, significance and relevance. Each chapter was reviewed by at least two international Program Committee members of VINCI'09. The book covers a broad range of contents in five key sub-areas of visual information communication, including.

Essence of Systems Analysis and Design - A Workbook Approach (Hardcover, 1st ed. 2017): Priti Srinivas Sajja Essence of Systems Analysis and Design - A Workbook Approach (Hardcover, 1st ed. 2017)
Priti Srinivas Sajja
R2,259 Discovery Miles 22 590 Ships in 10 - 15 working days

The main objective is to provide quick and essential knowledge for the subject with the help of summary and solved questions /case studies without going into detailed discussion. This book will be much helpful for the students as a supplementary text/workbook; and to the non-computer professionals, who deal with the systems analysis and design as part of their business. Such problem solving approach will be able to provide practical knowledge of the subject and similar learning output, without going into lengthy discussions. Though the book is conceived as supplementary text/workbook; the topics are selected and arranged in such a way that it can provide complete and sufficient knowledge of the subject.

New Statistics for Design Researchers - A Bayesian Workflow in Tidy R (Hardcover, 1st ed. 2021): Martin Schmettow New Statistics for Design Researchers - A Bayesian Workflow in Tidy R (Hardcover, 1st ed. 2021)
Martin Schmettow
R2,208 Discovery Miles 22 080 Ships in 12 - 19 working days

Design Research uses scientific methods to evaluate designs and build design theories. This book starts with recognizable questions in Design Research, such as A/B testing, how users learn to operate a device and why computer-generated faces are eerie. Using a broad range of examples, efficient research designs are presented together with statistical models and many visualizations. With the tidy R approach, producing publication-ready statistical reports is straight-forward and even non-programmers can learn this in just one day. Hundreds of illustrations, tables, simulations and models are presented with full R code and data included. Using Bayesian linear models, multi-level models and generalized linear models, an extensive statistical framework is introduced, covering a huge variety of research situations and yet, building on only a handful of basic concepts. Unique solutions to recurring problems are presented, such as psychometric multi-level models, beta regression for rating scales and ExGaussian regression for response times. A "think-first" approach is promoted for model building, as much as the quantitative interpretation of results, stimulating readers to think about data generating processes, as well as rational decision making. New Statistics for Design Researchers: A Bayesian Workflow in Tidy R targets scientists, industrial researchers and students in a range of disciplines, such as Human Factors, Applied Psychology, Communication Science, Industrial Design, Computer Science and Social Robotics. Statistical concepts are introduced in a problem-oriented way and with minimal formalism. Included primers on R and Bayesian statistics provide entry point for all backgrounds. A dedicated chapter on model criticism and comparison is a valuable addition for the seasoned scientist.

5G Mobile Communications (Hardcover, 1st ed. 2017): Wei Xiang, Kan Zheng, Xuemin (Sherman) Shen 5G Mobile Communications (Hardcover, 1st ed. 2017)
Wei Xiang, Kan Zheng, Xuemin (Sherman) Shen
R5,728 Discovery Miles 57 280 Ships in 10 - 15 working days

This book provides a comprehensive overview of the emerging technologies for next-generation 5G mobile communications, with insights into the long-term future of 5G. Written by international leading experts on the subject, this contributed volume covers a wide range of technologies, research results, and networking methods. Key enabling technologies for 5G systems include, but are not limited to, millimeter-wave communications, massive MIMO technology and non-orthogonal multiple access. 5G will herald an even greater rise in the prominence of mobile access based upon both human-centric and machine-centric networks. Compared with existing 4G communications systems, unprecedented numbers of smart and heterogeneous wireless devices will be accessing future 5G mobile systems. As a result, a new paradigm shift is required to deal with challenges on explosively growing requirements in mobile data traffic volume (1000x), number of connected devices (10-100x), typical end-user data rate (10-100x), and device/network lifetime (10x). Achieving these ambitious goals calls for revolutionary candidate technologies in future 5G mobile systems. Designed for researchers and professionals involved with networks and communication systems, 5G Mobile Communications is a straightforward, easy-to-read analysis of the possibilities of 5G systems.

Talking Back to the Machine - Computers and Human Aspiration (Hardcover, 1999 ed.): J Burke Talking Back to the Machine - Computers and Human Aspiration (Hardcover, 1999 ed.)
J Burke; Edited by Peter J. Denning
R693 R625 Discovery Miles 6 250 Save R68 (10%) Ships in 10 - 15 working days

From the editors of the wildly successful Beyond Calculation comes another exploration of the overwhelming impact of computers on our future. This time, the essays focus on the human impact of computer technology and culture: how computers will affect the ways we teach, learn, communicate, relate to each other, and live in the coming decades. The contributors, representing the best of many fields, include Secretary of Defense William Perry on how computers will affect warfare; Brian Ferrin on technology and storytelling; Patti Maes on intelligent agents; Nobel Laureate Murray Gell-Mann on the quality of information; Eliot Soloway on the impact of computers on education; and many more. Like Beyond Calculation, praised by the New York Times for its "astonishing intellectual reach," this sequel engages readers with some of the most compelling and important issues of our time.

Sensor- and Video-Based Activity and Behavior Computing - Proceedings of 3rd International Conference on Activity and Behavior... Sensor- and Video-Based Activity and Behavior Computing - Proceedings of 3rd International Conference on Activity and Behavior Computing (ABC 2021) (Hardcover, 1st ed. 2022)
MD Atiqur Rahman Ahad, Sozo Inoue, Daniel Roggen, Kaori Fujinami
R6,341 Discovery Miles 63 410 Ships in 10 - 15 working days

This book presents the best-selected research papers presented at the 3rd International Conference on Activity and Behavior Computing (ABC 2021), during 20-22 October 2021. The book includes works related to the field of vision- and sensor-based human action or activity and behavior analysis and recognition. It covers human activity recognition (HAR), action understanding, gait analysis, gesture recognition, behavior analysis, emotion, and affective computing, and related areas. The book addresses various challenges and aspects of human activity recognition-both in sensor-based and vision-based domains. It can be considered as an excellent treasury related to the human activity and behavior computing.

Proceedings of COOP 2010 - Proceedings of the 9th International Conference on Designing Cooperative Systems, May, 18-21, 2010,... Proceedings of COOP 2010 - Proceedings of the 9th International Conference on Designing Cooperative Systems, May, 18-21, 2010, Aix-en-Provence (Hardcover, 1st ed. 2010)
Myriam Lewkowicz, Parina Hassanaly, Markus Rohde, Volker Wulf
R4,560 Discovery Miles 45 600 Ships in 10 - 15 working days

COOP 2010 is the 9th edition of the International Conference on Designing Cooperative Systems, being the second European conference in the field of Computer Supported Cooperative Work after ECSCW. The conference brings together researchers who contribute to the analysis and design of cooperative systems and their integration in organizational community, public and other settings, and their implications for policy and decision making. Cooperative systems design requires a deep understanding of collective activities, involving both artifacts and social practices. Contributions are solicited from a wide range of domains contributing to the fields of cooperative systems design and evaluation: CSCW, HCI, Information Systems, Knowledge Engineering, Multi-agents, organizational and management sciences, sociology, psychology, anthropology, ergonomics, linguistics.

Smart Data Discovery Using SAS Viya - Powerful Techniques for Deeper Insights (Hardcover edition) (Hardcover): Felix Liao Smart Data Discovery Using SAS Viya - Powerful Techniques for Deeper Insights (Hardcover edition) (Hardcover)
Felix Liao
R1,034 Discovery Miles 10 340 Ships in 10 - 15 working days
Human Perception of Visual Information - Psychological and Computational Perspectives (Hardcover, 1st ed. 2022): Bogdan... Human Perception of Visual Information - Psychological and Computational Perspectives (Hardcover, 1st ed. 2022)
Bogdan Ionescu, Wilma A. Bainbridge, Naila Murray
R4,589 Discovery Miles 45 890 Ships in 12 - 19 working days

Recent years have witnessed important advancements in our understanding of the psychological underpinnings of subjective properties of visual information, such as aesthetics, memorability, or induced emotions. Concurrently, computational models of objective visual properties such as semantic labelling and geometric relationships have made significant breakthroughs using the latest achievements in machine learning and large-scale data collection. There has also been limited but important work exploiting these breakthroughs to improve computational modelling of subjective visual properties. The time is ripe to explore how advances in both of these fields of study can be mutually enriching and lead to further progress. This book combines perspectives from psychology and machine learning to showcase a new, unified understanding of how images and videos influence high-level visual perception - particularly interestingness, affective values and emotions, aesthetic values, memorability, novelty, complexity, visual composition and stylistic attributes, and creativity. These human-based metrics are interesting for a very broad range of current applications, ranging from content retrieval and search, storytelling, to targeted advertising, education and learning, and content filtering. Work already exists in the literature that studies the psychological aspects of these notions or investigates potential correlations between two or more of these human concepts. Attempts at building computational models capable of predicting such notions can also be found, using state-of-the-art machine learning techniques. Nevertheless their performance proves that there is still room for improvement, as the tasks are by nature highly challenging and multifaceted, requiring thought on both the psychological implications of the human concepts, as well as their translation to machines.

Adaptive Multimodal Interactive Systems (Hardcover, 2011 ed.): Matthias Bezold, Wolfgang Minker Adaptive Multimodal Interactive Systems (Hardcover, 2011 ed.)
Matthias Bezold, Wolfgang Minker
R2,873 Discovery Miles 28 730 Ships in 10 - 15 working days

Adaptive Multimodal Interactive Systems introduces a general framework for adapting multimodal interactive systems and comprises a detailed discussion of each of the steps required for adaptation. This book also investigates how interactive systems may be improved in terms of usability and user friendliness while describing the exhaustive user tests employed to evaluate the presented approaches. After introducing general theory, a generic approach for user modeling in interactive systems is presented, ranging from an observation of basic events to a description of higher-level user behavior. Adaptations are presented as a set of patterns similar to those known from software or usability engineering.These patterns describe recurring problems and present proven solutions. The authors include a discussion on when and how to employ patterns and provide guidance to the system designer who wants to add adaptivity to interactive systems. In addition to these patterns, the book introduces an adaptation framework, which exhibits an abstraction layer using Semantic Web technology.Adaptations are implemented on top of this abstraction layer by creating a semantic representation of the adaptation patterns. The patterns cover both graphical interfaces as well as speech-based and multimodal interactive systems.

Passive Eye Monitoring - Algorithms, Applications and Experiments (Hardcover, 2008 ed.): Riad I. Hammoud Passive Eye Monitoring - Algorithms, Applications and Experiments (Hardcover, 2008 ed.)
Riad I. Hammoud
R4,439 Discovery Miles 44 390 Ships in 10 - 15 working days

This groundbreaking resource offers a comprehensive overview of cutting-edge video-based eye monitoring algorithms, as well as human factor algorithms and experiments. Helping to apply the skills in Intelligent Human Machine Interaction (IHMI), this practical reference shows how the core low-level building blocks are implemented and how they are linked with human factor algorithms and human-machine interfaces (HMI) in smart vehicles, sensitive environments and medical facilities.

Sonic Interactions in Virtual Environments (Hardcover, 1st ed. 2023): Michele Geronazzo, Stefania Serafin Sonic Interactions in Virtual Environments (Hardcover, 1st ed. 2023)
Michele Geronazzo, Stefania Serafin
R1,535 R934 Discovery Miles 9 340 Save R601 (39%) Ships in 12 - 19 working days

This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments.

Cases on the Societal Effects of Persuasive Games (Hardcover): Dana Ruggiero Cases on the Societal Effects of Persuasive Games (Hardcover)
Dana Ruggiero
R5,574 Discovery Miles 55 740 Ships in 10 - 15 working days

Like all other forms of modern media, video games impact society and human behavior in often surprising ways. Understanding the growing effect of digital entertainment on twenty-first century culture is critical to anticipating the future of social interactions. Cases on the Societal Effects of Persuasive Games investigates the connection between multimedia technologies and game-based learning for an improved understanding of the impact and effectiveness of serious games in modern societies. With examples from the fields of education, business, healthcare, and more, this book serves as a crucial reference source for researchers, educators, developers, and students in higher and continuing education.

The Age of Smart Information - How Artificial Intelligence and Spatial Computing will transform the way we communicate forever... The Age of Smart Information - How Artificial Intelligence and Spatial Computing will transform the way we communicate forever (Hardcover)
M. Pell
R980 R842 Discovery Miles 8 420 Save R138 (14%) Ships in 10 - 15 working days
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