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Books > Computing & IT > Computer software packages > Multimedia

Interactive Storytelling - 7th International Conference on Interactive Digital Storytelling, ICIDS 2014, Singapore, Singapore,... Interactive Storytelling - 7th International Conference on Interactive Digital Storytelling, ICIDS 2014, Singapore, Singapore, November 3-6, 2014, Proceedings (Paperback, 2014 ed.)
Alex Mitchell, Clara Fernandez Vara, David Thue
R2,232 Discovery Miles 22 320 Ships in 10 - 15 working days

This book constitutes the refereed proceedings of the 7th International Conference on Interactive Storytelling, ICIDS 2014, Singapore, Singapore, November 2014. The 20 revised full papers presented together with 8 short papers 7 posters, and 5 demonstration papers were carefully reviewed and selected from 67 submissions. The papers are organized in topical sections on story generation, authoring, evaluation and analysis, theory, retrospectives, and user experience.

Social Media Modeling and Computing (Paperback, 2011 ed.): Steven C.H. Hoi, Jiebo Luo, Susanne Boll, Dong Xu, Rong Jin, Irwin... Social Media Modeling and Computing (Paperback, 2011 ed.)
Steven C.H. Hoi, Jiebo Luo, Susanne Boll, Dong Xu, Rong Jin, …
R2,794 Discovery Miles 27 940 Ships in 10 - 15 working days

This timely text/reference presents the latest advances in various aspects of social media modeling and social media computing research. Gathering together superb research from a range of established international conferences and workshops, the editors coherently organize and present each of the topics in relation to the basic principles and practices of social media modeling and computing. Individual chapters can be also be used as self-contained references on the material covered. Topics and features: presents contributions from an international selection of preeminent experts in the field; discusses topics on social-media content analysis; examines social-media system design and analysis, and visual analytic tools for event analysis; investigates access control for privacy and security issues in social networks; describes emerging applications of social media, for music recommendation, automatic image annotation, and the analysis and improvement of photo-books.

Entertainment Computing - ICEC 2014 - 13th International Conference, ICEC 2014, Sydney, Australia, October 1-3, 2014,... Entertainment Computing - ICEC 2014 - 13th International Conference, ICEC 2014, Sydney, Australia, October 1-3, 2014, Proceedings (Paperback, 2014 ed.)
Yusuf Pisan, Nikitas Marinos Sgouros, Tim Marsh
R2,175 Discovery Miles 21 750 Ships in 10 - 15 working days

This book constitutes the refereed proceedings of the 13th International Conference on Entertainment Computing, ICEC 2014, held in Sydney, Australia, in October 2013. The 20 full papers, 6 short papers and 8 posters presented were carefully reviewed and selected from 62 submissions. In addition to these papers, the program featured 3 demonstration papers, and 2 workshops. The papers cover various aspects of entertainment computing including authoring, development, use and evaluation of digital entertainment artefacts and processes.

ECSCW 2011: Proceedings of the 12th European Conference on Computer Supported Cooperative Work, 24-28 September 2011, Aarhus... ECSCW 2011: Proceedings of the 12th European Conference on Computer Supported Cooperative Work, 24-28 September 2011, Aarhus Denmark (Paperback, 2011 ed.)
Susanne Bodker, Niels Olof Bouvin, Volker Wulf, Luigina Ciolfi, Wayne Lutters
R4,268 Discovery Miles 42 680 Ships in 10 - 15 working days

This volume presents the proceedings of ECSCW 2011, the 12th European Conference on Computer Supported Cooperative Work. Each conference offers an occasion to critically review our research field, which has been multidisciplinary and committed to high scientific standards, both theoretical and methodological, from its beginning. The papers this year focus on work and the enterprise as well as on the challenges of involving citizens, patients, etc. into collaborative settings. The papers embrace new theories, and discuss known ones. They contribute to the discussions on the blurring boundaries between home and work and on the ways we think about and study work. They introduce recent and emergent technologies, and study known social and collaborative technologies, such as wikis and video messages. Classical settings in computer supported cooperative work, e.g. meetings and standardization are also looked upon anew. With contributions from all over the world, the papers in interesting ways help focus on the European perspective in our community. The 22 papers selected for this conference deal with and reflect the lively debate currently ongoing in our field of research.

Focus on Scientific Visualization (Paperback, 1993 ed.): Hans Hagen, Heinrich M uller, Gregory M Nielson Focus on Scientific Visualization (Paperback, 1993 ed.)
Hans Hagen, Heinrich M uller, Gregory M Nielson
R1,500 Discovery Miles 15 000 Ships in 10 - 15 working days

One of the important issues of Scientific Visualization is the utilization of the broad bandwidth of the human sensory system in steering and interpreting complex processes and simulations involving voluminous data sets across diverse scientific disciplines. This book presents the state-of-the-art in visualization techniques both as an overview for the inquiring scientist, and as a solid platform from which developers may extend existing techniques or devise new ones to meet the specific needs of their problems. A secondary goal in crafting this volume has been to provide a vehicle for teaching of state-of-the-art techniques in scientific visualization. The first part of the book covers the application areas fluid flow visualization in medicine, and environmental protection. The second set of chapters explain fundamentals of scientific visualization. It comprises contributions on data structuring and data administration, data modeling, and rendering. A final section is devoted to auditory representation of scientific data.

3D Computer Vision - Efficient Methods and Applications (Paperback, 2nd ed. 2013): Christian Woehler 3D Computer Vision - Efficient Methods and Applications (Paperback, 2nd ed. 2013)
Christian Woehler
R2,805 Discovery Miles 28 050 Ships in 10 - 15 working days

This indispensable text introduces the foundations of three-dimensional computer vision and describes recent contributions to the field. Fully revised and updated, this much-anticipated new edition reviews a range of triangulation-based methods, including linear and bundle adjustment based approaches to scene reconstruction and camera calibration, stereo vision, point cloud segmentation, and pose estimation of rigid, articulated, and flexible objects. Also covered are intensity-based techniques that evaluate the pixel grey values in the image to infer three-dimensional scene structure, and point spread function based approaches that exploit the effect of the optical system. The text shows how methods which integrate these concepts are able to increase reconstruction accuracy and robustness, describing applications in industrial quality inspection and metrology, human-robot interaction, and remote sensing.

Concept Generation for Design Creativity - A Systematized Theory and Methodology (Paperback, 2013 ed.): Toshiharu Taura, Yukari... Concept Generation for Design Creativity - A Systematized Theory and Methodology (Paperback, 2013 ed.)
Toshiharu Taura, Yukari Nagai
R3,265 Discovery Miles 32 650 Ships in 10 - 15 working days

The concept generation process seems like an intuitional thought: difficult to capture and perform, although everyone is capable of it. It is not an analytical process but a synthetic process which has yet to be clarified. Furthermore, new research methods for investigating the concept generation process-a very difficult task since the concept generation process is driven by inner feelings deeply etched in the mind-are necessary to establish its theory and methodology. Concept Generation for Design Creativity - A Systematized Theory and Methodology presents the concept generation process both theoretically and methodologically. Theoretically, the concept generation process is discussed by comparing metaphor, abduction, and General Design Theory from the notions of similarities and dissimilarities. Analogy, blending, and integration by thematic relation have been explained methodologically. So far, these theories and methods have been discussed independently, and the relations among them have not been clarified. Two newly developed research methods to investigate the concept generation process are clearly explained: the explanation-based protocol analysis and constructive simulation. By reading Concept Generation for Design Creativity - A Systematized Theory and Methodology, students, researchers and lecturers in design disciplines (including engineering design, industrial design, software design, CHI, design education, and cognitive science ) can obtain a clear picture of the advanced research findings and the outline of the theories and methods for concept generation. Furthermore, readers are expected to achieve the competence to generate new concepts.

Creativity and Rationale - Enhancing Human Experience by Design (Paperback, 2013 ed.): John M Carroll Creativity and Rationale - Enhancing Human Experience by Design (Paperback, 2013 ed.)
John M Carroll
R4,069 Discovery Miles 40 690 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.

Service Computing: Concept, Method and Technology (Hardcover): Zhaohui Wu Service Computing: Concept, Method and Technology (Hardcover)
Zhaohui Wu
R2,149 Discovery Miles 21 490 Ships in 12 - 17 working days

Service computing is a cross-disciplinary field that covers science and technology, and represents a promising direction for distributed computing and software development methodologies. It aims to bridge the gap between business services and IT services by supporting the whole lifecycle of services innovation. Over the last ten years applications in industry and academic research have produced considerable progress and success Service Computing: Concept, Method and Technology presents the concept of service computing and a proposed reference architecture for service computing research before proceeding to introduce two underlying technologies: Web services and service-oriented architecture. It also presents the authors' latest research findings on hot topics such as service discovery, recommendation, composition, verification, service trust, dynamic configuration and big data service. Some new models and methods are proposed including three service discovery methods based on semantics and skyline technologies, two service recommendation methods using graph mining and QoS prediction, two service composition methods with graph planning and one service verification method using p calculus and so on. Moreover, this book introduces JTang, an underlying platform supporting service computing, which is a product of the authors' last ten years of research and development.

Virtual, Augmented and Mixed Reality: Designing and Developing Augmented and Virtual Environments - 6th International... Virtual, Augmented and Mixed Reality: Designing and Developing Augmented and Virtual Environments - 6th International Conference, VAMR 2014, Held as Part of HCI International 2014, Heraklion, Crete, Greece, June 22-27, 2014, Proceedings, Part I (Paperback, 2014 ed.)
Randall Shumaker, Lackey Stephanie
R2,738 Discovery Miles 27 380 Ships in 10 - 15 working days

The two-volume set LNCS 8525-8526 constitutes the refereed proceedings of the 6th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2014, held as part of the 16th International Conference on Human-Computer Interaction, HCI 2014, in Heraklion, Crete, Greece, in June 2014, jointly with 13 other thematically similar conferences. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences were carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 82 contributions included in the VAMR proceedings were carefully reviewed and selected for inclusion in this two-volume set. The 39 papers included in this volume are organized in the following topical sections: interaction devices, displays and techniques in VAMR; designing virtual and augmented environments; avatars and virtual characters; developing virtual and augmented environments.

Intelligent Technologies for Interactive Entertainment - 6th International Conference, INTETAIN 2014, Chicago, IL, USA, July... Intelligent Technologies for Interactive Entertainment - 6th International Conference, INTETAIN 2014, Chicago, IL, USA, July 9-11, 2014. Proceedings (Paperback, 2014 ed.)
Dennis Reidsma
R1,671 Discovery Miles 16 710 Ships in 10 - 15 working days

This book constitutes the proceedings of the 6th International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2014. The 8 full papers presented together with 4 special session papers, 4 panels and 6 extended abstracts were carefully selected from 26 submissions. The papers present interdisciplinary research, covering topics such as creativity applied to technology, AI, cognition and models of engagement and play. The special session papers address the topic of humor in intelligent environments.

Multimedia-Recht Fa1/4r Die Praxis (German, Hardcover): Oliver Merx, Ernst Tandler, Heinfried Hahn Multimedia-Recht Fa1/4r Die Praxis (German, Hardcover)
Oliver Merx, Ernst Tandler, Heinfried Hahn; Contributions by C O Dressel, M Grieger, …
R1,536 Discovery Miles 15 360 Ships in 12 - 17 working days

Wirtschaftliche Grundlagen von Multimedia-Produktionsvertragen.- Grundlegende Begriffe (Multimedia, Teledienste, Rundfunk, Mediendienste).- Produktionsvertrag.- Vorbestehende Rechte.- Kennzeichenrecht im Besonderen anhand des Beispiels Domain-Name.- Das Wichtigste zu E-Commerce-Angeboten.- Verbraucherschutzvorschriften.- Einbindung von Dritten auf Seite des Produzenten.- Steuerrecht.- Spiele.- 1 to 1 Marketing und Datenschutz.- Haftung fur Multimediaprodukte.- Streitschlichtung.- Kommunen im Netz.- Verhalten bei Abmahnungen. Rechtsfragen der Unternehmensorganisation.- Rechtsfragen bei Einfuhrung eines QM-Systems.- Der Kriterienkatalog fur E-Commerce-Projekte.- Projektmanagement aus rechtlicher Sicht.- Projektdokumentation und Beweismittel aus rechtlicher Sicht.

Securing Digital Video - Techniques for DRM and Content Protection (Paperback, 2012 ed.): Eric Diehl Securing Digital Video - Techniques for DRM and Content Protection (Paperback, 2012 ed.)
Eric Diehl
R2,543 Discovery Miles 25 430 Ships in 10 - 15 working days

Content protection and digital rights management (DRM) are fields that receive a lot of attention: content owners require systems that protect and maximize their revenues; consumers want backwards compatibility, while they fear that content owners will spy on their viewing habits; and academics are afraid that DRM may be a barrier to knowledge sharing. DRM technologies have a poor reputation and are not yet trusted. This book describes the key aspects of content protection and DRM systems, the objective being to demystify the technology and techniques. In the first part of the book, the author builds the foundations, with sections that cover the rationale for protecting digital video content; video piracy; current toolboxes that employ cryptography, watermarking, tamper resistance, and rights expression languages; different ways to model video content protection; and DRM. In the second part, he describes the main existing deployed solutions, including video ecosystems; how video is protected in broadcasting; descriptions of DRM systems, such as Microsoft's DRM and Apple's FairPlay; techniques for protecting prerecorded content distributed using DVDs or Blu-ray; and future methods used to protect content within the home network. The final part of the book looks towards future research topics, and the key problem of interoperability. While the book focuses on protecting video content, the DRM principles and technologies described are also used to protect many other types of content, such as ebooks, documents and games. The book will be of value to industrial researchers and engineers developing related technologies, academics and students in information security, cryptography and media systems, and engaged consumers.

Cooperative Design, Visualization, and Engineering - 11th International Conference, CDVE 2014, Seattle, WA, USA, September... Cooperative Design, Visualization, and Engineering - 11th International Conference, CDVE 2014, Seattle, WA, USA, September 14-17, 2014. Proceedings (Paperback, 2014 ed.)
Yuhua Luo
R1,478 Discovery Miles 14 780 Ships in 10 - 15 working days

This book constitutes the refereed proceedings of the 11th International Conference on Cooperative Design, Visualization, and Engineering, CDVE 2014, held in Seattle, WA, USA, in September 2014. The 33 full and 10 short papers presented were carefully reviewed and selected from 78 submissions. The papers cover topics such as cloud technology; the use of cloud for manufacturing, re-source selection, service evaluation, and control; methods for processing and visualizing big data created by the social media, such as Twitter and Facebook; real-time data about human interaction; sentiment analysis; trend analysis; location-based crowdsourcing; effective teamwork; cooperative visualization.

Learn Unity3D Programming with UnityScript - Unity's JavaScript for Beginners (Paperback, 1st ed.): Janine Suvak Learn Unity3D Programming with UnityScript - Unity's JavaScript for Beginners (Paperback, 1st ed.)
Janine Suvak
R2,685 Discovery Miles 26 850 Ships in 10 - 15 working days

Learn Unity Programming with UnityScript is your step-by-step guide to learning to make your first Unity games using UnityScript. You will move from point-and-click components to fully customized features. You need no prior programming knowledge or any experience with other design tools such as PhotoShop or Illustrator - you can start from scratch making Unity games with what you'll learn in this book.Through hands-on examples of common game patterns, you'll learn and apply the basics of game logic and design. You will gradually become comfortable with UnityScript syntax, at each point having everything explained to you clearly and concisely. Many beginner programming books refer to documentation that is too technically abstract for a beginner to use - Learn Unity Programming with UnityScript will teach you how to read and utilize those resources to hone your skills, and rapidly increase your knowledge in Unity game development. You'll learn about animation, sound, physics, how to handle user interaction and so much more. Janine Suvak has won awards for her game development and is ready to show you how to start your journey as a game developer. The Unity3D game engine is flexible, cross-platform, and a great place to start your game development adventure, and UnityScript was made for it - so get started game programming with this book today.

Unity for Absolute Beginners (Paperback, 1st ed.): Sue Blackman, Jenny Wang Unity for Absolute Beginners (Paperback, 1st ed.)
Sue Blackman, Jenny Wang
R2,200 Discovery Miles 22 000 Ships in 10 - 15 working days

Unity for Absolute Beginners walks you through the fundamentals of creating a small third-person shooter game with Unity. Using the free version of Unity to begin your game development career, you'll learn how to import, evaluate and manage your game resources to create awesome third-person shooters. This book assumes that you have little or no experience with game development, scripting, or 3D assets, and that you're eager to start creating games as quickly as possible, while learning Unity in a fun and interactive environment. With Unity for Absolute Beginners you'll become familiar with the Unity editor, key concepts and functionality. You'll learn how to import, evaluate and manage resources. You'll explore C# scripting in Unity, and learn how to use the Unity API. Using the provided art assets, you will learn the fundamentals of good game design and iterative refinement as you take your game from a simple prototype to a quirky, but challenging variation of the ever-popular first-person shooter. As can be expected, there will be plenty of destruction, special effects and mayhem along the way. Unity for Absolute Beginners assumes that you have little or no experience with game development, scripting, or 3D assets, but are eager to get up-to-speed as quickly as possible while learning Unity in a fun and interactive environment.

HCI International 2014 - Posters' Extended Abstracts - International Conference, HCI International 2014, Heraklion, Crete,... HCI International 2014 - Posters' Extended Abstracts - International Conference, HCI International 2014, Heraklion, Crete, June 22-27, 2014. Proceedings, Part I (Paperback, 2014 ed.)
Constantine Stephanidis
R1,587 Discovery Miles 15 870 Ships in 10 - 15 working days

This is the first of a two-volume set (CCIS 434 and CCIS 435) that constitutes the extended abstracts of the posters presented during the 16th International Conference on Human-Computer Interaction, HCII 2014, held in Heraklion, Crete, Greece in June 2014, and consisting of 14 thematic conferences. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences were carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The extended abstracts were carefully reviewed and selected for inclusion in this two-volume set. This volume contains posters extended abstracts addressing the following major topics: design methods, techniques and knowledge; the design of everyday things; interacting with information and knowledge; cognitive, perceptual and emotional issues in HCI; multimodal and natural interaction; algorithms and machine learning methods in HCI; virtual and augmented environments."

HCI International 2014 - Posters' Extended Abstracts - International Conference, HCI International 2014, Heraklion, Crete,... HCI International 2014 - Posters' Extended Abstracts - International Conference, HCI International 2014, Heraklion, Crete, June 22-27, 2014. Proceedings, Part II (Paperback, 2014 ed.)
Constantine Stephanidis
R1,586 Discovery Miles 15 860 Ships in 10 - 15 working days

This is the second of a two-volume set (CCIS 434 and CCIS 435) that constitutes the extended abstracts of the posters presented during the 16th International Conference on Human-Computer Interaction, HCII 2014, held in Heraklion, Crete, Greece in June 2014, and consisting of 14 thematic conferences. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences were carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The extended abstracts were carefully reviewed and selected for inclusion in this two-volume set. This volume contains posters extended abstracts addressing the following major topics: social media and social networks; learning and education; design for all; accessibility and assistive environments; design for aging; games and exergames; health and well-being; ergonomics and safety; HCI in business, tourism and transport; human-human and human-agent communication; user experience case studies."

Future Information Technology, Application, and Service - FutureTech 2012 Volume 1 (Paperback, 2012 ed.): James (Jong Hyuk)... Future Information Technology, Application, and Service - FutureTech 2012 Volume 1 (Paperback, 2012 ed.)
James (Jong Hyuk) Park, Victor C. M. Leung, Cho-Li Wang, Taeshik Shon
R5,583 Discovery Miles 55 830 Ships in 10 - 15 working days

This book is proceedings of the 7th FTRA International Conference on Future Information Technology (FutureTech 2012). The topics of FutureTech 2012 cover the current hot topics satisfying the world-wide ever-changing needs. The FutureTech 2012 is intended to foster the dissemination of state-of-the-art research in all future IT areas, including their models, services, and novel applications associated with their utilization. The FutureTech 2012 will provide an opportunity for academic and industry professionals to discuss the latest issues and progress in this area. In addition, the conference will publish high quality papers which are closely related to the various theories, modeling, and practical applications in many types of future technology. The main scope of FutureTech 2012 is as follows. Hybrid Information Technology Cloud and Cluster Computing Ubiquitous Networks and Wireless Communications Multimedia Convergence Intelligent and Pervasive Applications Security and Trust Computing IT Management and Service Bioinformatics and Bio-Inspired Computing Database and Data Mining Knowledge System and Intelligent Agent Human-centric Computing and Social Networks The FutureTech is a major forum for scientists, engineers, and practitioners throughout the world to present the latest research, results, ideas, developments and applications in all areas of future technologies.

Virtual, Augmented and Mixed Reality: Applications of Virtual and Augmented Reality - 6th International Conference, VAMR 2014,... Virtual, Augmented and Mixed Reality: Applications of Virtual and Augmented Reality - 6th International Conference, VAMR 2014, Held as Part of HCI International 2014, Heraklion, Crete, Greece, June 22-27, 2014, Proceedings, Part II (Paperback, 2014 ed.)
Randall Shumaker, Lackey Stephanie
R2,875 Discovery Miles 28 750 Ships in 10 - 15 working days

The two-volume set LNCS 8525-8526 constitutes the refereed proceedings of the 6th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2014, held as part of the 16th International Conference on Human-Computer Interaction, HCI 2014, in Heraklion, Crete, Greece, in June 2014, jointly with 13 other thematically similar conferences. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences were carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 82 contributions included in the VAMR proceedings were carefully reviewed and selected for inclusion in this two-volume set. The 43 papers included in this volume are organized in the following topical sections: VAMR in education and cultural heritage; games and entertainment; medical, health and rehabilitation applications; industrial, safety and military applications.

Human-Computer Interaction. Applications and Services - 16th International Conference, HCI International 2014, Heraklion,... Human-Computer Interaction. Applications and Services - 16th International Conference, HCI International 2014, Heraklion, Crete, Greece, June 22-27, 2014, Proceedings, Part III (Paperback, 2014 ed.)
Masaaki Kurosu
R2,945 Discovery Miles 29 450 Ships in 10 - 15 working days

The 3-volume set LNCS 8510, 8511 and 8512 constitutes the refereed proceedings of the 16th International Conference on Human-Computer Interaction, HCII 2014, held in Heraklion, Crete, Greece in June 2014. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences was carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas.

Persuasive Technology - Persuasive, Motivating, Empowering Videogames - 9th International Conference, PERSUASIVE 2014, Padua,... Persuasive Technology - Persuasive, Motivating, Empowering Videogames - 9th International Conference, PERSUASIVE 2014, Padua, Italy, May 21-23, 2014. Proceedings (Paperback, 2014 ed.)
Anna Spagnolli, Luca Chittaro, Luciano Gamberini
R2,393 Discovery Miles 23 930 Ships in 10 - 15 working days

This book constitutes the refereed proceedings of the 9th International Conference on Persuasive Technology, PERSUASIVE 2014, held in Padua, Italy, in May 2014. The 27 revised full papers and 12 revised short papers presented were carefully reviewed and selected from 58 submissions. In addition to the themes of persuasive technology dealt with in the previous editions of the conference, this edition highlighted a special theme, i.e. persuasive, motivating, empowering videogames.

Intelligent Tutoring Systems - 12th International Conference, ITS 2014, Honolulu, HI, USA, June 5-9, 2014. Proceedings... Intelligent Tutoring Systems - 12th International Conference, ITS 2014, Honolulu, HI, USA, June 5-9, 2014. Proceedings (Paperback, 2014 ed.)
Stefan Trausan-Matu, Kristy Boyer, Martha Crosby, Kitty Panourgia
R2,916 Discovery Miles 29 160 Ships in 10 - 15 working days

This book constitutes the refereed proceedings of the 12th International Conference on Intelligent Tutoring Systems, ITS 2014, held in Honolulu, HI, USA, in June 2014. The 31 revised full papers, 45 short papers and 27 posters presented were carefully viewed and selected from 177 submissions. The specific theme of the ITS 2014 conference is "Creating fertile soil for learning interactions." Besides that, the highly interdisciplinary ITS conferences bring together researchers in computer science, learning sciences, cognitive and educational psychology, sociology, cognitive science, artificial intelligence, machine learning and linguistics. The papers are organized in topical sections on affect; multimodality and metacognition; collaborative learning; data mining and student behavior; dialogue and discourse; generating hints, scaffolds and questions; game-based learning and simulation; graphical representations and learning; student strategies and problem solving; scaling ITS and assessment.

Human-Computer Interaction. Advanced Interaction, Modalities, and Techniques - 16th International Conference, HCI International... Human-Computer Interaction. Advanced Interaction, Modalities, and Techniques - 16th International Conference, HCI International 2014, Heraklion, Crete, Greece, June 22-27, 2014, Proceedings, Part II (Paperback, 2014 ed.)
Masaaki Kurosu
R2,945 Discovery Miles 29 450 Ships in 10 - 15 working days

The 3-volume set LNCS 8510, 8511 and 8512 constitutes the refereed proceedings of the 16th International Conference on Human-Computer Interaction, HCII 2014, held in Heraklion, Crete, Greece in June 2014. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences was carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas.

Human-Computer Interaction. Theories, Methods, and Tools - 16th International Conference, HCI International 2014, Heraklion,... Human-Computer Interaction. Theories, Methods, and Tools - 16th International Conference, HCI International 2014, Heraklion, Crete, Greece, June 22-27, 2014, Proceedings, Part I (Paperback, 2014 ed.)
Masaaki Kurosu
R2,910 Discovery Miles 29 100 Ships in 10 - 15 working days

The 3-volume set LNCS 8510, 8511 and 8512 constitutes the refereed proceedings of the 16th International Conference on Human-Computer Interaction, HCII 2014, held in Heraklion, Crete, Greece in June 2014. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences was carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas.

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