0
Your cart

Your cart is empty

Browse All Departments
  • All Departments
Price
  • R1,000 - R2,500 (1)
  • R2,500 - R5,000 (4)
  • -
Status
Brand

Showing 1 - 5 of 5 matches in All Departments

Human-Computer Interaction - INTERACT 2019 - 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2-6, 2019,... Human-Computer Interaction - INTERACT 2019 - 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2-6, 2019, Proceedings, Part IV (Paperback, 1st ed. 2019)
David Lamas, Fernando Loizides, Lennart Nacke, Helen Petrie, Marco Winckler, …
R4,170 Discovery Miles 41 700 Ships in 18 - 22 working days

The four-volume set LNCS 11746-11749 constitutes the proceedings of the 17th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2019, held in Paphos, Cyprus, in September 2019.The total of 111 full papers presented together with 55 short papers and 48 other papers in these books was carefully reviewed and selected from 385 submissions. The contributions are organized in topical sections named: Part I: accessibility design principles; assistive technology for cognition and neurodevelopment disorders; assistive technology for mobility and rehabilitation; assistive technology for visually impaired; co-design and design methods; crowdsourcing and collaborative work; cyber security and e-voting systems; design methods; design principles for safety/critical systems. Part II: e-commerce; education and HCI curriculum I; education and HCI curriculum II; eye-gaze interaction; games and gamification; human-robot interaction and 3D interaction; information visualization; information visualization and augmented reality; interaction design for culture and development I. Part III: interaction design for culture and development II; interaction design for culture and development III; interaction in public spaces; interaction techniques for writing and drawing; methods for user studies; mobile HCI; personalization and recommender systems; pointing, touch, gesture and speech-based interaction techniques; social networks and social media interaction. Part IV: user modelling and user studies; user experience; users' emotions, feelings and perception; virtual and augmented reality I; virtual and augmented reality II; wearable and tangible interaction; courses; demonstrations and installations; industry case studies; interactive posters; panels; workshops. The chapter 'Experiencing Materialized Reading: Individuals' Encounters with Books' is open access under a CC BY 4.0 license at link.springer.com. The chapter 'What Is Beautiful Continues to Be Good: People Images and Algorithmic Inferences on Physical Attractiveness' is open access under a CC BY 4.0 license at link.springer.com.

Human-Computer Interaction - INTERACT 2019 - 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2-6, 2019,... Human-Computer Interaction - INTERACT 2019 - 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2-6, 2019, Proceedings, Part II (Paperback, 1st ed. 2019)
David Lamas, Fernando Loizides, Lennart Nacke, Helen Petrie, Marco Winckler, …
R2,797 Discovery Miles 27 970 Ships in 18 - 22 working days

The four-volume set LNCS 11746-11749 constitutes the proceedings of the 17th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2019, held in Paphos, Cyprus, in September 2019.The total of 111 full papers presented together with 55 short papers and 48 other papers in these books was carefully reviewed and selected from 385 submissions. The contributions are organized in topical sections named: Part I: accessibility design principles; assistive technology for cognition and neurodevelopment disorders; assistive technology for mobility and rehabilitation; assistive technology for visually impaired; co-design and design methods; crowdsourcing and collaborative work; cyber security and e-voting systems; design methods; design principles for safety/critical systems. Part II: e-commerce; education and HCI curriculum I; education and HCI curriculum II; eye-gaze interaction; games and gamification; human-robot interaction and 3D interaction; information visualization; information visualization and augmented reality; interaction design for culture and development I. Part III: interaction design for culture and development II; interaction design for culture and development III; interaction in public spaces; interaction techniques for writing and drawing; methods for user studies; mobile HCI; personalization and recommender systems; pointing, touch, gesture and speech-based interaction techniques; social networks and social media interaction. Part IV: user modelling and user studies; user experience; users' emotions, feelings and perception; virtual and augmented reality I; virtual and augmented reality II; wearable and tangible interaction; courses; demonstrations and installations; industry case studies; interactive posters; panels; workshops.

Human-Computer Interaction - INTERACT 2019 - 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2-6, 2019,... Human-Computer Interaction - INTERACT 2019 - 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2-6, 2019, Proceedings, Part I (Paperback, 1st ed. 2019)
David Lamas, Fernando Loizides, Lennart Nacke, Helen Petrie, Marco Winckler, …
R4,178 Discovery Miles 41 780 Ships in 18 - 22 working days

The four-volume set LNCS 11746-11749 constitutes the proceedings of the 17th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2019, held in Paphos, Cyprus, in September 2019. The total of 111 full papers presented together with 55 short papers and 48 other papers in these books was carefully reviewed and selected from 385 submissions. The contributions are organized in topical sections named: Part I: accessibility design principles; assistive technology for cognition and neurodevelopment disorders; assistive technology for mobility and rehabilitation; assistive technology for visually impaired; co-design and design methods; crowdsourcing and collaborative work; cyber security and e-voting systems; design methods; design principles for safety/critical systems. Part II: e-commerce; education and HCI curriculum I; education and HCI curriculum II; eye-gaze interaction; games and gamification; human-robot interaction and 3D interaction; information visualization; information visualization and augmented reality; interaction design for culture and development I. Part III: interaction design for culture and development II; interaction design for culture and development III; interaction in public spaces; interaction techniques for writing and drawing; methods for user studies; mobile HCI; personalization and recommender systems; pointing, touch, gesture and speech-based interaction techniques; social networks and social media interaction. Part IV: user modelling and user studies; user experience; users' emotions, feelings and perception; virtual and augmented reality I; virtual and augmented reality II; wearable and tangible interaction; courses; demonstrations and installations; industry case studies; interactive posters; panels; workshops. The chapter 'Analyzing Accessibility Barriers Using Cost-Benefit Analysis to Design Reliable Navigation Services for Wheelchair Users' is open access under a CC BY 4.0 license.

Human-Computer Interaction - INTERACT 2019 - 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2-6, 2019,... Human-Computer Interaction - INTERACT 2019 - 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2-6, 2019, Proceedings, Part III (Paperback, 1st ed. 2019)
David Lamas, Fernando Loizides, Lennart Nacke, Helen Petrie, Marco Winckler, …
R2,793 Discovery Miles 27 930 Ships in 18 - 22 working days

The four-volume set LNCS 11746-11749 constitutes the proceedings of the 17th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2019, held in Paphos, Cyprus, in September 2019.The total of 111 full papers presented together with 55 short papers and 48 other papers in these books was carefully reviewed and selected from 385 submissions. The contributions are organized in topical sections named: Part I: accessibility design principles; assistive technology for cognition and neurodevelopment disorders; assistive technology for mobility and rehabilitation; assistive technology for visually impaired; co-design and design methods; crowdsourcing and collaborative work; cyber security and e-voting systems; design methods; design principles for safety/critical systems. Part II: e-commerce; education and HCI curriculum I; education and HCI curriculum II; eye-gaze interaction; games and gamification; human-robot interaction and 3D interaction; information visualization; information visualization and augmented reality; interaction design for culture and development I. Part III: interaction design for culture and development II; interaction design for culture and development III; interaction in public spaces; interaction techniques for writing and drawing; methods for user studies; mobile HCI; personalization and recommender systems; pointing, touch, gesture and speech-based interaction techniques; social networks and social media interaction. Part IV: user modelling and user studies; user experience; users' emotions, feelings and perception; virtual and augmented reality I; virtual and augmented reality II; wearable and tangible interaction; courses; demonstrations and installations; industry case studies; interactive posters; panels; workshops.

Games User Research (Hardcover): Anders Drachen, Pejman Mirza-Babaei, Lennart Nacke Games User Research (Hardcover)
Anders Drachen, Pejman Mirza-Babaei, Lennart Nacke
R1,516 Discovery Miles 15 160 Ships in 10 - 15 working days

Games live and die commercially on the player experience. Games User Research is collectively the way we optimise the quality of the user experience (UX) in games, working with all aspects of a game from the mechanics and interface, visuals and art, interaction and progression, making sure every element works in concert and supports the game UX. This means that Games User Research is essential and integral to the production of games and to shape the experience of players. Today, Games User Research stands as the primary pathway to understanding players and how to design, build, and launch games that provide the right game UX. Until now, the knowledge in Games User Research and Game UX has been fragmented and there were no comprehensive, authoritative resources available. This book bridges the current gap of knowledge in Games User Research, building the go-to resource for everyone working with players and games or other interactive entertainment products. It is accessible to those new to Games User Research, while being deeply comprehensive and insightful for even hardened veterans of the game industry. In this book, dozens of veterans share their wisdom and best practices on how to plan user research, obtain the actionable insights from users, conduct user-centred testing, which methods to use when, how platforms influence user research practices, and much, much more.

Free Delivery
Pinterest Twitter Facebook Google+
You may like...
A Veiled Gazelle - Seeing How to See
Idries Shah Hardcover R421 Discovery Miles 4 210
Beat Cancer Kitchen - Deliciously Simple…
Chris Wark, Micah Wark Paperback R424 Discovery Miles 4 240
Mr. Fred's Box
Fred Hughes Hardcover R585 Discovery Miles 5 850
Laws against strikes: The South African…
B. Hepple, R. le Roux, … Paperback R736 R669 Discovery Miles 6 690
The Sentimental Dead
Ravven White Hardcover R577 Discovery Miles 5 770
Big Kids Coloring Book - Fantastic…
Dawn D. Boyer Ph. D. Paperback R311 Discovery Miles 3 110
The Handbook of Horsemanship - Complete…
Anna Elizabeth Judd Hardcover R685 Discovery Miles 6 850
Handcart to Hanlon - West Sussex…
Brian Janman Paperback R577 Discovery Miles 5 770
North American Sport Horse Breeder
Kathleen H Kirsan Hardcover R1,271 Discovery Miles 12 710
The Next Wave in Computing…
Bruce L Golden, S Raghavan, … Hardcover R5,360 Discovery Miles 53 600

 

Partners