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Making Smart Cities More Playable - Exploring Playable Cities (Hardcover, 1st ed. 2020): Anton Nijholt Making Smart Cities More Playable - Exploring Playable Cities (Hardcover, 1st ed. 2020)
Anton Nijholt
R4,280 Discovery Miles 42 800 Ships in 12 - 17 working days

This book explores the ways in which the broad range of technologies that make up the smart city infrastructure can be harnessed to incorporate more playfulness into the day-to-day activities that take place within smart cities, making them not only more efficient but also more enjoyable for the people who live and work within their confines. The book addresses various topics that will be of interest to playable cities stakeholders, including the human-computer interaction and game designer communities, computer scientists researching sensor and actuator technology in public spaces, urban designers, and (hopefully) urban policymakers. This is a follow-up to another book on Playable Cities edited by Anton Nijholt and published in 2017 in the same book series, Gaming Media and Social Effects.

Playful User Interfaces - Interfaces that Invite Social and Physical Interaction (Hardcover, 2014 ed.): Anton Nijholt Playful User Interfaces - Interfaces that Invite Social and Physical Interaction (Hardcover, 2014 ed.)
Anton Nijholt
R4,735 R3,450 Discovery Miles 34 500 Save R1,285 (27%) Ships in 12 - 17 working days

The book is about user interfaces to applications that have been designed for social and physical interaction. The interfaces are 'playful', that is, users feel challenged to engage in social and physical interaction because that will be fun. The topics that will be present in this book are interactive playgrounds, urban games using mobiles, sensor-equipped environments for playing, child-computer interaction, tangible game interfaces, interactive tabletop technology and applications, full-body interaction, exertion games, persuasion, engagement, evaluation and user experience. Readers of the book will not only get a survey of state-of-the-art research in these areas, but the chapters in this book will also provide a vision of the future where playful interfaces will be ubiquitous, that is, present and integrated in home, office, recreational, sports and urban environments, emphasizing that in the future in these environments game elements will be integrated and welcomed.

Social Collective Intelligence - Combining the Powers of Humans and Machines to Build a Smarter Society (Hardcover, 2014 ed.):... Social Collective Intelligence - Combining the Powers of Humans and Machines to Build a Smarter Society (Hardcover, 2014 ed.)
Daniele Miorandi, Vincenzo Maltese, Michael Rovatsos, Anton Nijholt, James Stewart
R2,571 R1,959 Discovery Miles 19 590 Save R612 (24%) Ships in 12 - 17 working days

The book focuses on Social Collective Intelligence, a term used to denote a class of socio-technical systems that combine, in a coordinated way, the strengths of humans, machines and collectives in terms of competences, knowledge and problem solving capabilities with the communication, computing and storage capabilities of advanced ICT. Social Collective Intelligence opens a number of challenges for researchers in both computer science and social sciences; at the same time it provides an innovative approach to solve challenges in diverse application domains, ranging from health to education and organization of work. The book will provide a cohesive and holistic treatment of Social Collective Intelligence, including challenges emerging in various disciplines (computer science, sociology, ethics) and opportunities for innovating in various application areas. By going through the book the reader will gauge insight and knowledge into the challenges and opportunities provided by this new, exciting, field of investigation. Benefits for scientists will be in terms of accessing a comprehensive treatment of the open research challenges in a multidisciplinary perspective. Benefits for practitioners and applied researchers will be in terms of access to novel approaches to tackle relevant problems in their field. Benefits for policy-makers and public bodies representatives will be in terms of understanding how technological advances can support them in supporting the progress of society and economy.

Playable Cities - The City as a Digital Playground (Hardcover, 1st ed. 2017): Anton Nijholt Playable Cities - The City as a Digital Playground (Hardcover, 1st ed. 2017)
Anton Nijholt
R4,939 Discovery Miles 49 390 Ships in 12 - 17 working days

This book addresses the topic of playable cities, which use the 'smartness' of digital cities to offer their citizens playful events and activities. The contributions presented here examine various aspects of playable cities, including developments in pervasive and urban games, the use of urban data to design games and playful applications, architecture design and playability, and mischief and humor in playable cities. The smartness of digital cities can be found in the sensors and actuators that are embedded in their environment. This smartness allows them to monitor, anticipate and support our activities and increases the efficiency of the cities and our activities. These urban smart technologies can offer citizens playful interactions with streets, buildings, street furniture, traffic, public art and entertainment, large public displays and public events.

Brain-Computer Interfaces - Applying our Minds to Human-Computer Interaction (Hardcover, 2010): Desney S Tan, Anton Nijholt Brain-Computer Interfaces - Applying our Minds to Human-Computer Interaction (Hardcover, 2010)
Desney S Tan, Anton Nijholt
R2,961 Discovery Miles 29 610 Ships in 10 - 15 working days

For generations, humans have fantasized about the ability to create devices that can see into a person's mind and thoughts, or to communicate and interact with machines through thought alone. Such ideas have long captured the imagination of humankind in the form of ancient myths and modern science fiction stories. Recent advances in cognitive neuroscience and brain imaging technologies have started to turn these myths into a reality, and are providing us with the ability to interface directly with the human brain. This ability is made possible through the use of sensors that monitor physical processes within the brain which correspond with certain forms of thought. Brain-Computer Interfaces: Applying our Minds to Human-Computer Interaction broadly surveys research in the Brain-Computer Interface domain. More specifically, each chapter articulates some of the challenges and opportunities for using brain sensing in Human-Computer Interaction work, as well as applying Human-Computer Interaction solutions to brain sensing work. For researchers with little or no expertise in neuroscience or brain sensing, the book provides background information to equip them to not only appreciate the state-of-the-art, but also ideally to engage in novel research. For expert Brain-Computer Interface researchers, the book introduces ideas that can help in the quest to interpret intentional brain control and develop the ultimate input device. It challenges researchers to further explore passive brain sensing to evaluate interfaces and feed into adaptive computing systems. Most importantly, the book will connect multiple communities allowing research to leverage their work and expertise and blaze into the future.

More Playful User Interfaces - Interfaces that Invite Social and Physical Interaction (Hardcover, 2015 ed.): Anton Nijholt More Playful User Interfaces - Interfaces that Invite Social and Physical Interaction (Hardcover, 2015 ed.)
Anton Nijholt
R4,068 R3,347 Discovery Miles 33 470 Save R721 (18%) Ships in 12 - 17 working days

This book covers the latest advances in playful user interfaces - interfaces that invite social and physical interaction. These new developments include the use of audio, visual, tactile and physiological sensors to monitor, provide feedback and anticipate the behavior of human users. The decreasing cost of sensor and actuator technology makes it possible to integrate physical behavior information in human-computer interactions. This leads to many new entertainment and game applications that allow or require social and physical interaction in sensor- and actuator-equipped smart environments. The topics discussed include: human-nature interaction, human-animal interaction and the interaction with tangibles that are naturally integrated in our smart environments. Digitally supported remote audience participation in artistic or sport events is also discussed. One important theme that emerges throughout the book is the involvement of users in the digital-entertainment design process or even design and implementation of interactive entertainment by users themselves, including children doing so in educational settings.

Entertaining the Whole World (Hardcover, 2014): Adrian David Cheok, Anton Nijholt, Teresa Romao Entertaining the Whole World (Hardcover, 2014)
Adrian David Cheok, Anton Nijholt, Teresa Romao
R3,444 R1,785 Discovery Miles 17 850 Save R1,659 (48%) Ships in 12 - 17 working days

'Entertainment media' are entertainment products and services that rely on digital technology and include traditional media (such as movies, TV, computer animation etc) as well as emerging services for wireless and broadband, electronic toys, video games, edutainment, and location-based entertainment (from PC game rooms to theme parks). Whilst most of the digital entertainment industry is found in the developed countries such as USA, Europe, and Japan, the decreasing costs of computer and programming technologies enables developing countries to really benefit from entertainment media in two ways: as creators and producers of games and entertainment for the global market and as a way to increase creativity and learning among the youth of the developing world. Focusing specifically on initiatives that use entertainment technologies to promote economic development, education, creativity and cultural dissemination, this book explores how current technology and the use of off-the-shelf technologies (such as cheap sensors, Kinect, Arduino and others) can be exploited to achieve more innovative and affordable ways to harness the entertainment power of creating. It poses questions such as 'How can we convert consumers of entertainment into creators of entertainment?' 'How can digital entertainment make a contribution to the emerging world?'. Academic researchers and students in human-computer interaction, entertainment computing, learning technologies will find the content thought-provoking, and companies and professionals in game and entertainment technology, mobile applications, social networking etc. will find this a valuable resource in developing new products and new markets.

Brain Art - Brain-Computer Interfaces for Artistic Expression (Hardcover, 1st ed. 2019): Anton Nijholt Brain Art - Brain-Computer Interfaces for Artistic Expression (Hardcover, 1st ed. 2019)
Anton Nijholt
R4,611 Discovery Miles 46 110 Ships in 12 - 17 working days

This is the first book on brain-computer interfaces (BCI) that aims to explain how these BCI interfaces can be used for artistic goals. Devices that measure changes in brain activity in various regions of our brain are available and they make it possible to investigate how brain activity is related to experiencing and creating art. Brain activity can also be monitored in order to find out about the affective state of a performer or bystander and use this knowledge to create or adapt an interactive multi-sensorial (audio, visual, tactile) piece of art. Making use of the measured affective state is just one of the possible ways to use BCI for artistic expression. We can also stimulate brain activity. It can be evoked externally by exposing our brain to external events, whether they are visual, auditory, or tactile. Knowing about the stimuli and the effect on the brain makes it possible to translate such external stimuli to decisions and commands that help to design, implement, or adapt an artistic performance, or interactive installation. Stimulating brain activity can also be done internally. Brain activity can be voluntarily manipulated and changes can be translated into computer commands to realize an artistic vision. The chapters in this book have been written by researchers in human-computer interaction, brain-computer interaction, neuroscience, psychology and social sciences, often in cooperation with artists using BCI in their work. It is the perfect book for those seeking to learn about brain-computer interfaces used for artistic applications.

Towards Practical Brain-Computer Interfaces - Bridging the Gap from Research to Real-World Applications (Hardcover, 2013 ed.):... Towards Practical Brain-Computer Interfaces - Bridging the Gap from Research to Real-World Applications (Hardcover, 2013 ed.)
Brendan Z. Allison, Stephen Dunne, Robert Leeb, Jose del R. Millan, Anton Nijholt
R4,802 R4,284 Discovery Miles 42 840 Save R518 (11%) Ships in 12 - 17 working days

Brain-computer interfaces (BCIs) are devices that enable people to communicate via thought alone. Brain signals can be directly translated into messages or commands. Until recently, these devices were used primarily to help people who could not move. However, BCIs are now becoming practical tools for a wide variety of people, in many different situations. What will BCIs in the future be like? Who will use them, and why? This book, written by many of the top BCI researchers and developers, reviews the latest progress in the different components of BCIs. Chapters also discuss practical issues in an emerging BCI enabled community. The book is intended both for professionals and for interested laypeople who are not experts in BCI research.

Advances in Probabilistic and Other Parsing Technologies (Hardcover, 2000 ed.): H Bunt, Anton Nijholt Advances in Probabilistic and Other Parsing Technologies (Hardcover, 2000 ed.)
H Bunt, Anton Nijholt
R2,955 Discovery Miles 29 550 Ships in 10 - 15 working days

Parsing technology is concerned with finding syntactic structure in language. In parsing we have to deal with incomplete and not necessarily accurate formal descriptions of natural languages. Robustness and efficiency are among the main issuesin parsing. Corpora can be used to obtain frequency information about language use. This allows probabilistic parsing, an approach that aims at both robustness and efficiency increase. Approximation techniques, to be applied at the level of language description, parsing strategy, and syntactic representation, have the same objective. Approximation at the level of syntactic representation is also known as underspecification, a traditional technique to deal with syntactic ambiguity. In this book new parsing technologies are collected that aim at attacking the problems of robustness and efficiency by exactly these techniques: the design of probabilistic grammars and efficient probabilistic parsing algorithms, approximation techniques applied to grammars and parsers to increase parsing efficiency, and techniques for underspecification and the integration of semantic information in the syntactic analysis to deal with massive ambiguity. The book gives a state-of-the-art overview of current research and development in parsing technologies. In its chapters we see how probabilistic methods have entered the toolbox of computational linguistics in order to be applied in both parsing theory and parsing practice. The book is both a unique reference for researchers and an introduction to the field for interested graduate students.

Brain-Computer Interfaces Handbook - Technological and Theoretical Advances (Paperback): Chang S. Nam, Anton Nijholt, Fabien... Brain-Computer Interfaces Handbook - Technological and Theoretical Advances (Paperback)
Chang S. Nam, Anton Nijholt, Fabien Lotte
R2,976 Discovery Miles 29 760 Ships in 12 - 17 working days

Brain-Computer Interfaces Handbook: Technological and Theoretical Advances provides a tutorial and an overview of the rich and multi-faceted world of Brain-Computer Interfaces (BCIs). The authors supply readers with a contemporary presentation of fundamentals, theories, and diverse applications of BCI, creating a valuable resource for anyone involved with the improvement of people's lives by replacing, restoring, improving, supplementing or enhancing natural output from the central nervous system. It is a useful guide for readers interested in understanding how neural bases for cognitive and sensory functions, such as seeing, hearing, and remembering, relate to real-world technologies. More precisely, this handbook details clinical, therapeutic and human-computer interfaces applications of BCI and various aspects of human cognition and behavior such as perception, affect, and action. It overviews the different methods and techniques used in acquiring and pre-processing brain signals, extracting features, and classifying users' mental states and intentions. Various theories, models, and empirical findings regarding the ways in which the human brain interfaces with external systems and environments using BCI are also explored. The handbook concludes by engaging ethical considerations, open questions, and challenges that continue to face brain-computer interface research. Features an in-depth look at the different methods and techniques used in acquiring and pre-processing brain signals, extracting features, and classifying the user's intention Covers various theories, models, and empirical findings regarding ways in which the human brain can interface with the systems or external environments Presents applications of BCI technology to understand various aspects of human cognition and behavior such as perception, affect, action, and more Includes clinical trials and individual case studies of the experimental therapeutic applications of BCI Provides human factors and human-computer interface concerns in the design, development, and evaluation of BCIs Overall, this handbook provides a synopsis of key technological and theoretical advances that are directly applicable to brain-computer interfacing technologies and can be readily understood and applied by individuals with no formal training in BCI research and development.

Brain-Computer Interfaces Handbook - Technological and Theoretical Advances (Hardcover): Chang S. Nam, Anton Nijholt, Fabien... Brain-Computer Interfaces Handbook - Technological and Theoretical Advances (Hardcover)
Chang S. Nam, Anton Nijholt, Fabien Lotte
R6,924 Discovery Miles 69 240 Ships in 12 - 17 working days

Brain-Computer Interfaces Handbook: Technological and Theoretical Advances provides a tutorial and an overview of the rich and multi-faceted world of Brain-Computer Interfaces (BCIs). The authors supply readers with a contemporary presentation of fundamentals, theories, and diverse applications of BCI, creating a valuable resource for anyone involved with the improvement of people's lives by replacing, restoring, improving, supplementing or enhancing natural output from the central nervous system. It is a useful guide for readers interested in understanding how neural bases for cognitive and sensory functions, such as seeing, hearing, and remembering, relate to real-world technologies. More precisely, this handbook details clinical, therapeutic and human-computer interfaces applications of BCI and various aspects of human cognition and behavior such as perception, affect, and action. It overviews the different methods and techniques used in acquiring and pre-processing brain signals, extracting features, and classifying users' mental states and intentions. Various theories, models, and empirical findings regarding the ways in which the human brain interfaces with external systems and environments using BCI are also explored. The handbook concludes by engaging ethical considerations, open questions, and challenges that continue to face brain-computer interface research. Features an in-depth look at the different methods and techniques used in acquiring and pre-processing brain signals, extracting features, and classifying the user's intention Covers various theories, models, and empirical findings regarding ways in which the human brain can interface with the systems or external environments Presents applications of BCI technology to understand various aspects of human cognition and behavior such as perception, affect, action, and more Includes clinical trials and individual case studies of the experimental therapeutic applications of BCI Provides human factors and human-computer interface concerns in the design, development, and evaluation of BCIs Overall, this handbook provides a synopsis of key technological and theoretical advances that are directly applicable to brain-computer interfacing technologies and can be readily understood and applied by individuals with no formal training in BCI research and development.

Making Smart Cities More Playable - Exploring Playable Cities (Paperback, 1st ed. 2020): Anton Nijholt Making Smart Cities More Playable - Exploring Playable Cities (Paperback, 1st ed. 2020)
Anton Nijholt
R4,496 Discovery Miles 44 960 Ships in 10 - 15 working days

This book explores the ways in which the broad range of technologies that make up the smart city infrastructure can be harnessed to incorporate more playfulness into the day-to-day activities that take place within smart cities, making them not only more efficient but also more enjoyable for the people who live and work within their confines. The book addresses various topics that will be of interest to playable cities stakeholders, including the human-computer interaction and game designer communities, computer scientists researching sensor and actuator technology in public spaces, urban designers, and (hopefully) urban policymakers. This is a follow-up to another book on Playable Cities edited by Anton Nijholt and published in 2017 in the same book series, Gaming Media and Social Effects.

Digital Economy. Emerging Technologies and Business Innovation - Third International Conference, ICDEc 2018, Brest, France, May... Digital Economy. Emerging Technologies and Business Innovation - Third International Conference, ICDEc 2018, Brest, France, May 3-5, 2018, Proceedings (Paperback, 1st ed. 2018)
Mohamed Anis Bach Tobji, Rim Jallouli, Yamen Koubaa, Anton Nijholt
R1,829 Discovery Miles 18 290 Ships in 10 - 15 working days

This book constitutes the refereed proceedings of the Third International Conference on Digital Economy, ICDEc 2018, held in Brest, France in May 2018. The conference was founded in 2016 to discuss innovative research and projects related to the support role of Information System Technologies in the digital transformation process, business innovation and e-commerce. The 15 papers presented in this volume were carefully reviewed and selected from 41 submissions. The theme of ICDEc 2018 was "Digital Economy: Emerging Technologies and Business Innovation". The papers were organized in topical sections named: digital marketing; e-banking and competitive intelligence; information system technologies; and e-learning, e-government and e-health.

Playable Cities - The City as a Digital Playground (Paperback, Softcover reprint of the original 1st ed. 2017): Anton Nijholt Playable Cities - The City as a Digital Playground (Paperback, Softcover reprint of the original 1st ed. 2017)
Anton Nijholt
R5,174 Discovery Miles 51 740 Ships in 10 - 15 working days

This book addresses the topic of playable cities, which use the 'smartness' of digital cities to offer their citizens playful events and activities. The contributions presented here examine various aspects of playable cities, including developments in pervasive and urban games, the use of urban data to design games and playful applications, architecture design and playability, and mischief and humor in playable cities. The smartness of digital cities can be found in the sensors and actuators that are embedded in their environment. This smartness allows them to monitor, anticipate and support our activities and increases the efficiency of the cities and our activities. These urban smart technologies can offer citizens playful interactions with streets, buildings, street furniture, traffic, public art and entertainment, large public displays and public events.

Digital Economy. Emerging Technologies and Business Innovation - Second International Conference, ICDEc 2017, Sidi Bou Said,... Digital Economy. Emerging Technologies and Business Innovation - Second International Conference, ICDEc 2017, Sidi Bou Said, Tunisia, May 4-6, 2017, Proceedings (Paperback, 1st ed. 2017)
Rim Jallouli, Osmar R. Zaiane, Mohamed Anis Bach Tobji, Rym Srarfi Tabbane, Anton Nijholt
R2,094 Discovery Miles 20 940 Ships in 10 - 15 working days

This book constitutes the refereed proceedings of the Second International Conference on Digital Economy, ICDEc 2017, held in Sidi Bou Said, Tunisia, in May 2017. The 18 papers presented in this volume were carefully reviewed and selected from 46 submissions. The theme of ICDEc 2017 was "Digital Economy: Emerging Technologies and Business Innovation". The conference offered a number of sessions discussing innovative research focusing on emerging technologies which support the digital transformation of business and the economy: digital marketing, digital economy and e-learning, data science and security, and uncertainty in Web data.

More Playful User Interfaces - Interfaces that Invite Social and Physical Interaction (Paperback, Softcover reprint of the... More Playful User Interfaces - Interfaces that Invite Social and Physical Interaction (Paperback, Softcover reprint of the original 1st ed. 2015)
Anton Nijholt
R3,518 Discovery Miles 35 180 Ships in 10 - 15 working days

This book covers the latest advances in playful user interfaces - interfaces that invite social and physical interaction. These new developments include the use of audio, visual, tactile and physiological sensors to monitor, provide feedback and anticipate the behavior of human users. The decreasing cost of sensor and actuator technology makes it possible to integrate physical behavior information in human-computer interactions. This leads to many new entertainment and game applications that allow or require social and physical interaction in sensor- and actuator-equipped smart environments. The topics discussed include: human-nature interaction, human-animal interaction and the interaction with tangibles that are naturally integrated in our smart environments. Digitally supported remote audience participation in artistic or sport events is also discussed. One important theme that emerges throughout the book is the involvement of users in the digital-entertainment design process or even design and implementation of interactive entertainment by users themselves, including children doing so in educational settings.

Social Collective Intelligence - Combining the Powers of Humans and Machines to Build a Smarter Society (Paperback, Softcover... Social Collective Intelligence - Combining the Powers of Humans and Machines to Build a Smarter Society (Paperback, Softcover reprint of the original 1st ed. 2014)
Daniele Miorandi, Vincenzo Maltese, Michael Rovatsos, Anton Nijholt, James Stewart
R2,232 Discovery Miles 22 320 Ships in 10 - 15 working days

The book focuses on Social Collective Intelligence, a term used to denote a class of socio-technical systems that combine, in a coordinated way, the strengths of humans, machines and collectives in terms of competences, knowledge and problem solving capabilities with the communication, computing and storage capabilities of advanced ICT. Social Collective Intelligence opens a number of challenges for researchers in both computer science and social sciences; at the same time it provides an innovative approach to solve challenges in diverse application domains, ranging from health to education and organization of work. The book will provide a cohesive and holistic treatment of Social Collective Intelligence, including challenges emerging in various disciplines (computer science, sociology, ethics) and opportunities for innovating in various application areas. By going through the book the reader will gauge insight and knowledge into the challenges and opportunities provided by this new, exciting, field of investigation. Benefits for scientists will be in terms of accessing a comprehensive treatment of the open research challenges in a multidisciplinary perspective. Benefits for practitioners and applied researchers will be in terms of access to novel approaches to tackle relevant problems in their field. Benefits for policy-makers and public bodies representatives will be in terms of understanding how technological advances can support them in supporting the progress of society and economy.

Entertaining the Whole World (Paperback, Softcover reprint of the original 1st ed. 2014): Adrian David Cheok, Anton Nijholt,... Entertaining the Whole World (Paperback, Softcover reprint of the original 1st ed. 2014)
Adrian David Cheok, Anton Nijholt, Teresa Romão
R1,888 Discovery Miles 18 880 Ships in 10 - 15 working days

‘Entertainment media’ are entertainment products and services that rely on digital technology and include traditional media (such as movies, TV, computer animation etc) as well as emerging services for wireless and broadband, electronic toys, video games, edutainment, and location-based entertainment (from PC game rooms to theme parks). Whilst most of the digital entertainment industry is found in the developed countries such as USA, Europe, and Japan, the decreasing costs of computer and programming technologies enables developing countries to really benefit from entertainment media in two ways: as creators and producers of games and entertainment for the global market and as a way to increase creativity and learning among the youth of the developing world. Focusing specifically on initiatives that  use entertainment technologies to promote economic development, education, creativity and cultural dissemination, this book explores how current technology and the use of off-the-shelf technologies (such as cheap sensors, Kinect, Arduino and others) can be exploited to achieve more innovative and affordable ways to harness the entertainment power of creating. It poses questions such as ‘How can we convert consumers of entertainment into creators of entertainment?’ ‘How can digital entertainment make a contribution to the emerging world?’. Academic researchers and students in human-computer interaction, entertainment computing, learning technologies will find the content thought-provoking, and companies and professionals in game and entertainment technology, mobile applications, social networking etc. will find this a valuable resource in developing new products and new markets.

Playful User Interfaces - Interfaces that Invite Social and Physical Interaction (Paperback, Softcover reprint of the original... Playful User Interfaces - Interfaces that Invite Social and Physical Interaction (Paperback, Softcover reprint of the original 1st ed. 2014)
Anton Nijholt
R3,782 Discovery Miles 37 820 Ships in 10 - 15 working days

The book is about user interfaces to applications that have been designed for social and physical interaction. The interfaces are ‘playful’, that is, users feel challenged to engage in social and physical interaction because that will be fun. The topics that will be present in this book are interactive playgrounds, urban games using mobiles, sensor-equipped environments for playing, child-computer interaction, tangible game interfaces, interactive tabletop technology and applications, full-body interaction, exertion games, persuasion, engagement, evaluation and user experience. Readers of the book will not only get a survey of state-of-the-art research in these areas, but the chapters in this book will also provide a vision of the future where playful interfaces will be ubiquitous, that is, present and integrated in home, office, recreational, sports and urban environments, emphasizing that in the future in these environments game elements will be integrated and welcomed.

Towards Practical Brain-Computer Interfaces - Bridging the Gap from Research to Real-World Applications (Paperback): Brendan Z.... Towards Practical Brain-Computer Interfaces - Bridging the Gap from Research to Real-World Applications (Paperback)
Brendan Z. Allison, Stephen Dunne, Robert Leeb, Jose del R. Millan, Anton Nijholt
R5,428 Discovery Miles 54 280 Ships in 10 - 15 working days

Brain-computer interfaces (BCIs) are devices that enable people to communicate via thought alone. Brain signals can be directly translated into messages or commands. Until recently, these devices were used primarily to help people who could not move. However, BCIs are now becoming practical tools for a wide variety of people, in many different situations. What will BCIs in the future be like? Who will use them, and why? This book, written by many of the top BCI researchers and developers, reviews the latest progress in the different components of BCIs. Chapters also discuss practical issues in an emerging BCI enabled community. The book is intended both for professionals and for interested laypeople who are not experts in BCI research.

Advances in Computer Entertainment - 10th International Conference, ACE 2013, Boekelo, The Netherlands, November 12-15, 2013.... Advances in Computer Entertainment - 10th International Conference, ACE 2013, Boekelo, The Netherlands, November 12-15, 2013. Proceedings (Paperback, 2013 ed.)
Dennis Reidsma, Katayose Haruhiro, Anton Nijholt
R2,906 Discovery Miles 29 060 Ships in 10 - 15 working days

This book constitutes the refereed conference proceedings of the 10th International Conference on Advances in Computer Entertainment, ACE 2013, held in Boekelo, The Netherlands, in November 2013. The 19 full paper and 16 short papers presented together 42 extended abstracts were carefully reviewed and selected from a total of 133 submissions in all categories. The papers cover topics across a wide spectrum of disciplines including new devices; evaluation and user studies; games as interface to serious applications; creating immersion; interfaces; new experiences; procedural approaches and AI; and theory. Focusing on all areas related to interactive entertainment they aim at stimulating discussion in the development of new and compelling entertainment computing and interactive art concepts and applications.

Brain-Computer Interfaces - Applying our Minds to Human-Computer Interaction (Paperback, 2010): Desney S Tan, Anton Nijholt Brain-Computer Interfaces - Applying our Minds to Human-Computer Interaction (Paperback, 2010)
Desney S Tan, Anton Nijholt
R3,727 Discovery Miles 37 270 Ships in 10 - 15 working days

For generations, humans have fantasized about the ability to create devices that can see into a person's mind and thoughts, or to communicate and interact with machines through thought alone. Such ideas have long captured the imagination of humankind in the form of ancient myths and modern science fiction stories. Recent advances in cognitive neuroscience and brain imaging technologies have started to turn these myths into a reality, and are providing us with the ability to interface directly with the human brain. This ability is made possible through the use of sensors that monitor physical processes within the brain which correspond with certain forms of thought. Brain-Computer Interfaces: Applying our Minds to Human-Computer Interaction broadly surveys research in the Brain-Computer Interface domain. More specifically, each chapter articulates some of the challenges and opportunities for using brain sensing in Human-Computer Interaction work, as well as applying Human-Computer Interaction solutions to brain sensing work. For researchers with little or no expertise in neuroscience or brain sensing, the book provides background information to equip them to not only appreciate the state-of-the-art, but also ideally to engage in novel research. For expert Brain-Computer Interface researchers, the book introduces ideas that can help in the quest to interpret intentional brain control and develop the ultimate input device. It challenges researchers to further explore passive brain sensing to evaluate interfaces and feed into adaptive computing systems. Most importantly, the book will connect multiple communities allowing research to leverage their work and expertise and blaze into the future.

Advances in Computer Entertainment - 9th International Conference, ACE 2012, Kathmandu, Nepal, November 3-5, 2012, Proceedings... Advances in Computer Entertainment - 9th International Conference, ACE 2012, Kathmandu, Nepal, November 3-5, 2012, Proceedings (Paperback, 2012)
Anton Nijholt, Teresa Romao, Dennis Reidsma
R1,565 Discovery Miles 15 650 Ships in 10 - 15 working days

This book constitutes the refereed conference proceedings of the 9th International Conference on Advances in Computer Entertainment, ACE 2012, held in Kathmandu, Nepal, in November 2012. The 10 full paper and 19 short papers presented together with 5 papers from the special track Arts and Culture and 35 extended abstracts were carefully reviewed and selected from a total of 140 submissions in all categories. The papers cover topics across a wide spectrum of disciplines including computer science, design, arts, sociology, anthropology, psychology, and marketing. Focusing on all areas related to interactive entertainment they aim at stimulating discussion in the development of new and compelling entertainment computing and interactive art concepts and applications.

Analysis of Verbal and Nonverbal Communication and Enactment.The Processing Issues - COST 2102 International Conference,... Analysis of Verbal and Nonverbal Communication and Enactment.The Processing Issues - COST 2102 International Conference, Budapest, Hungary, September 7-10, 2010, Revised Selected Papers (Paperback, 2011)
Anna Esposito, Alessandro Vinciarelli, Klara Vicsi, Catherine Pelachaud, Anton Nijholt
R1,524 Discovery Miles 15 240 Ships in 10 - 15 working days

This volume brings together the advanced research results obtained by the European COST Action 2102 "Cross Modal Analysis of Verbal and Nonverbal Communication," primarily discussed at the PINK SSPnet-COST2102 International Conference on Analysis of Verbal and Nonverbal Communication and Enactment: The Processing Issues, held in Budapest, Hungary, in September 2010. The 40 papers presented were carefully reviewed and selected for inclusion in the book. The volume is arranged into two scientific sections. The first section, Multimodal Signals: Analysis, Processing and Computational Issues, deals with conjectural and processing issues of defining models, algorithms, and heuristic strategies for data analysis, coordination of the data flow and optimal encoding of multi-channel verbal and nonverbal features. The second section, Verbal and Nonverbal Social Signals, presents original studies that provide theoretical and practical solutions to the modelling of timing synchronization between linguistic and paralinguistic expressions, actions, body movements, activities in human interaction and on their assistance for an effective human-machine interactions.

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John David Washington, Robert Pattinson Blu-ray disc  (1)
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