Human–computer interaction Books
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£8.99
Transworld How AI Thinks
Book SynopsisNigel Toon is the founder of Graphcore and a leading AI entrepreneur. He sits as a Non-Executive Director on the board of UK Research and Innovation council and has sat on the UK Prime Minister's Business Council. He has been recognized with numerous industry awards, being ranked #1 on Business Insider's UK Tech 100 and named as one of the 'Top 100 entrepreneurs in the UK' by the Financial Times. How AI Thinks is his first book.
£10.44
Oxford University Press Superintelligence
Book SynopsisThis seminal book injects the topic of superintelligence into the academic and popular mainstream. What happens when machines surpass humans in general intelligence? Will artificial agents save or destroy us? In a tour de force of analytic thinking, Bostrom lays a foundation for understanding the future of humanity and intelligent life.Trade ReviewWorth reading. * Elon Musk, Founder of SpaceX and Tesla *I highly recommend this book * Bill Gates *very deep ... every paragraph has like six ideas embedded within it. * Nate Silver *Nick Bostrom makes a persuasive case that the future impact of AI is perhaps the most important issue the human race has ever faced. Instead of passively drifting, we need to steer a course. Superintelligence charts the submerged rocks of the future with unprecedented detail. It marks the beginning of a new era * Stuart Russell, Professor of Computer Science, University of California, Berkley *Those disposed to dismiss an 'AI takeover' as science fiction may think again after reading this original and well-argued book * Martin Rees, Past President, Royal Society *This superb analysis by one of the worlds clearest thinkers tackles one of humanitys greatest challenges: if future superhuman artificial intelligence becomes the biggest event in human history, then how can we ensure that it doesnt become the last? * Max Tegmark, Professor of Physics, MIT *Terribly important ... groundbreaking... extraordinary sagacity and clarity, enabling him to combine his wide-ranging knowledge over an impressively broad spectrum of disciplines - engineering, natural sciences, medicine, social sciences and philosophy - into a comprehensible whole... If this book gets the reception that it deserves, it may turn out the most important alarm bell since Rachel Carson's Silent Spring from 1962, or ever * Olle Haggstrom, Professor of Mathematical Statistics *Valuable. The implications of introducing a second intelligent species onto Earth are far-reaching enough to deserve hard thinking * The Economist *There is no doubting the force of [Bostrom's] arguments the problem is a research challenge worthy of the next generations best mathematical talent. Human civilisation is at stake * Financial Times *His book Superintelligence: Paths, Dangers, Strategies became an improbable bestseller in 2014 * Alex Massie, Times (Scotland) *Ein Text so nüchtern und cool, so angstfrei und dadurch umso erregender, dass danach das, was bisher vor allem Filme durchgespielt haben, auf einmal höchst plausibel erscheint. A text so sober and cool, so fearless and thus all the more exciting that what has until now mostly been acted through in films, all of a sudden appears most plausible afterwards. (translated from German) * Georg Diez, DER SPIEGEL *Worth reading.... We need to be super careful with AI. Potentially more dangerous than nukes * Elon Musk, Founder of SpaceX and Tesla *A damn hard read * Sunday Telegraph *I recommend Superintelligence by Nick Bostrom as an excellent book on this topic * Jolyon Brown, Linux Format *Every intelligent person should read it. * Nils Nilsson, Artificial Intelligence Pioneer, Stanford University *An intriguing mix of analytic philosophy, computer science and cutting-edge science fiction, Nick Bostrom's Superintelligence is required reading for anyone seeking to make sense of the recent surge of interest in artificial intelligence (AI). * Colin Garvey, Icon *Table of ContentsPreface 1: Past Developments and Present Capabilities 2: Roads to Superintelligence 3: Forms of Superintelligence 4: Singularity Dynamics 5: Decisive Strategic Advantage 6: Intellectual Superpowers 7: The Superintelligent Will 8: Is the Default Outcome Doom? 9: The Control Problem 10: Oracles, Genies, Sovereigns, Tools 11: Multipolar Scenarios 12: Acquiring Values 13: Design Choices 14: The Strategic Picture 15: Nut-Cutting Time Afterword
£11.99
Oxford University Press Superintelligence Paths Dangers Strategies
Book SynopsisThis seminal book injects the topic of superintelligence into the academic and popular mainstream. What happens when machines surpass humans in general intelligence? Will artificial agents save or destroy us? In a tour de force of analytic thinking, Bostrom lays a foundation for understanding the future of humanity and intelligent life.Trade ReviewWorth reading. * Elon Musk, Founder of SpaceX and Tesla *I highly recommend this book * Bill Gates *very deep ... every paragraph has like six ideas embedded within it. * Nate Silver *Nick Bostrom makes a persuasive case that the future impact of AI is perhaps the most important issue the human race has ever faced. Instead of passively drifting, we need to steer a course. Superintelligence charts the submerged rocks of the future with unprecedented detail. It marks the beginning of a new era * Stuart Russell, Professor of Computer Science, University of California, Berkley *Those disposed to dismiss an 'AI takeover' as science fiction may think again after reading this original and well-argued book * Martin Rees, Past President, Royal Society *This superb analysis by one of the worlds clearest thinkers tackles one of humanitys greatest challenges: if future superhuman artificial intelligence becomes the biggest event in human history, then how can we ensure that it doesnt become the last? * Max Tegmark, Professor of Physics, MIT *Terribly important ... groundbreaking... extraordinary sagacity and clarity, enabling him to combine his wide-ranging knowledge over an impressively broad spectrum of disciplines - engineering, natural sciences, medicine, social sciences and philosophy - into a comprehensible whole... If this book gets the reception that it deserves, it may turn out the most important alarm bell since Rachel Carson's Silent Spring from 1962, or ever * Olle Haggstrom, Professor of Mathematical Statistics *Valuable. The implications of introducing a second intelligent species onto Earth are far-reaching enough to deserve hard thinking * The Economist *There is no doubting the force of [Bostroms] arguments the problem is a research challenge worthy of the next generations best mathematical talent. Human civilisation is at stake * Financial Times *His book Superintelligence: Paths, Dangers, Strategies became an improbable bestseller in 2014 * Alex Massie, Times (Scotland) *Ein Text so nüchtern und cool, so angstfrei und dadurch umso erregender, dass danach das, was bisher vor allem Filme durchgespielt haben, auf einmal höchst plausibel erscheint. A text so sober and cool, so fearless and thus all the more exciting that what has until now mostly been acted through in films, all of a sudden appears most plausible afterwards. (translated from German) * Georg Diez, DER SPIEGEL *Worth reading.... We need to be super careful with AI. Potentially more dangerous than nukes * Elon Musk, Founder of SpaceX and Tesla *A damn hard read * Sunday Telegraph *I recommend Superintelligence by Nick Bostrom as an excellent book on this topic * Jolyon Brown, Linux Format *Every intelligent person should read it. * Nils Nilsson, Artificial Intelligence Pioneer, Stanford University *An intriguing mix of analytic philosophy, computer science and cutting-edge science fiction, Nick Bostrom's Superintelligence is required reading for anyone seeking to make sense of the recent surge of interest in artificial intelligence (AI). * Colin Garvey, Icon *Table of ContentsPreface ; 1. Past Developments and Present Capabilities ; 2. Roads to Superintelligence ; 3. Forms of Superintelligence ; 4. Singularity Dynamics ; 5. Decisive Strategic Advantage ; 6. Intellectual Superpowers ; 7. The Superintelligent Will ; 8. Is the Default Outcome Doom? ; 9. The Control Problem ; 10. Oracles, Genies, Sovereigns, Tools ; 11. Multipolar Scenarios ; 12. Acquiring Values ; 13. Design Choices ; 14. The Strategic Picture ; 15. Nut-Cutting Time
£20.24
Oxford University Press Artificial Intelligence
Book SynopsisThis concise guide explains the history, theory, potential, application, and limitations of Artificial Intelligence. Boden shows how research into AI has shed light on the working of human and animal minds, and she considers the philosophical challenges AI raises: could programs ever be really intelligent, creative or even conscious?Trade ReviewReview from previous edition Boden's book is an excellent, accessible introduction even for the complete AI novice. * Mark Greener, Fortean Times *Boden, as an academic in the field of AI, really knows her stuff, and you get a clear understanding from her book of the various different kinds of AI, and their enduring limitations * Robert Colvile, The Spectator *A masterclass of a book * Barbara Kiser, Nature *Provides a usefully concise, basic grounding to topics without having to wade through a more voluminous tome. * Jonathan Cowie, Science Fact & Science Fiction Concatenation *Everything you need to know about Artificial Intelligence - a wonderful read. * Jack Copeland, Director of the Turing Archive for the History of Computing *Table of Contents1: What is Artificial Intelligence? 2: Generality as the Holy Grail 3: Language, Creativity, Emotion 4: Artificial Neural Networks 5: Robots and Artificial Life 6: But is it Intelligence, Really? 7: The Singularity Further Reading Index
£9.49
John Wiley & Sons Inc About Face
Book SynopsisThe essential interaction design guide, fully revised and updated for the mobile age About Face: The Essentials of Interaction Design, Fourth Edition is the latest update to the book that shaped and evolved the landscape of interaction design.Table of ContentsForeword xv Introduction xix Part I: Goal-Directed Design 1 Ch 1: A Design Process for Digital Products 3 The Consequences of Poor Product Behavior 4 Why Digital Products Fail 6 Planning and Designing Product Behavior 10 Recognizing User Goals 13 Implementation Models and Mental Models 16 An Overview of Goal-Directed Design 21 Ch 2: Understanding the Problem: Design Research 31 Qualitative versus Quantitative Data in Design Research 32 Goal-Directed Design Research 36 Interviewing and Observing Users 44 Other Types of Qualitative Research 56 Research is Critical to Good Design 59 Ch 3: Modeling Users: Personas and Goals 61 Why Model? 61 The Power of Personas 62 Why Personas Are Effective 66 Understanding Goals 72 Constructing Personas 81 Personas in Practice 93 Other Design Models 98 Ch 4: Setting the Vision: Scenarios and Design Requirements 101 Bridging the Research-Design Gap 101 Scenarios: Narrative as a Design Tool 102 Design Requirements: The “What” of Interaction 106 The Requirements Definition Process 109 Ch 5: Designing the Product: Framework and Refinement 119 Creating the Design Framework 119 Refining the Form and Behavior 137 Validating and Testing the Design 139 Ch 6: Creative Teamwork 145 Small, Focused Teams 146 Thinking Better, Together 146 Working across Design Disciplines 153 The Extended Team 155 Establishing a Creative Culture 161 Identifying Skill Levels in Designers 162 Collaboration is the Key 163 Part II: Making Well-Behaved Products 165 Ch 7: A Basis for Good Product Behavior 167 Design Values 167 Interaction Design Principles 173 Interaction Design Patterns 174 Ch 8: Digital Etiquette 179 Designing Considerate Products 180 Designing Smart Products 190 Designing Social Products 199 Ch 9: Platform and Posture 205 Product Platforms 205 Product Postures 206 Postures for the Desktop 207 Postures for the Web 218 Postures for Mobile Devices 225 Postures for Other Platforms 230 Give Your Apps Good Posture 235 Ch 10: Optimizing for Intermediates 237 Perpetual Intermediates 238 Inflecting the Interface 240 Designing for Three Levels of Experience 243 Ch 11: Orchestration and Flow 249 Flow and Transparency 249 Orchestration 250 Harmonious Interactions 251 Motion, Timing, and Transitions 266 The Ideal of Effortlessness 269 Ch 12: Reducing Work and Eliminating Excise 271 Goal-Directed Tasks versus Excise Tasks 272 Types of Excise 273 Excise is Contextual 285 Eliminating Excise 285 Other Common Excise Traps 297 Ch 13: Metaphors, Idioms, and Affordances 299 Interface Paradigms 300 Building Idioms 310 Manual Affordances 312 Direct Manipulation and Pliancy 315 Escape the Grip of Metaphor 322 Ch 14: Rethinking Data Entry, Storage, and Retrieval 325 Rethinking Data Entry 326 Rethinking Data Storage 332 Rethinking Data Retrieval 345 Ch 15: Preventing Errors and Informing Decisions 357 Using Rich Modeless Feedback 358 Undo, Redo, and Reversible Histories 363 What If: Compare and Preview 376 Ch 16: Designing for Different Needs 379 Learnability and Help 379 Customizability 395 Localization and Globalization 398 Accessibility 399 Ch 17: Integrating Visual Design 405 Visual Art and Visual Design 405 The Elements of Visual Interface Design 406 Visual Interface Design Principles 411 Visual Information Design Principles 425 Consistency and Standards 428 Part III: Interaction Details 433 Ch 18: Designing for the Desktop 435 Anatomy of a Desktop App 436 Windows on the Desktop 439 Menus 448 Toolbars, Palettes, and Sidebars 455 Pointing, Selection, and Direct Manipulation 465 Ch 19: Designing for Mobile and Other Devices 507 Anatomy of a Mobile App 508 Mobile Navigation, Content, and Control Idioms 518 Multi-Touch Gestures 550 Inter-App Integration 553 Other Devices 555 Ch 20: Designing for the Web 569 Page-Based interactions 571 The Mobile Web 585 The Future 587 Ch 21: Design Details: Controls and Dialogs 589 Controls 589 Dialogs 625 Eliminating Errors, Alerts, and Confirmations 641 The Devil is in the Details 653 Appendix A: Design Principles 655 Appendix B: Bibliography 661 Index 667
£36.80
APress Building Digital Experience Platforms
Book SynopsisUse digital experience platforms (DXP) to improve your development productivity and release timelines. Leverage the pre-integrated feature sets of DXPs in your organization''s digital transformation journey to quickly develop a personalized, secure, and robust enterprise platform.In this book the authors examine various features of DXPs and provide rich insights into building each layer in a digital platform. Proven best practices are presented with examples for designing and building layers. A special focus is provided on security and quality attributes needed for business-critical enterprise applications. The authors cover modern and emerging digital trends such as Blockchain, IoT, containers, chatbots, artificial intelligence, and more.The book is divided into five parts related to requirements/design, development, security, infrastructure, and case study. The authors employ proven real-world methods, best practices, and security and integration techniques derived fTable of ContentsPart 1: Requirements and Design.- Chapter 1: Introduction to Digital Experience Platforms (DXP).- Chapter 2: Gathering Requirements.- Chapter 3: Design.- Part 2: Development of the Banking Experience Platform.- Chapter 4: User Interface Design.- Chapter 5: Designing Integration Layer.- Part 3: Securing Banking Experience Platform.- Chapter 6: DXP Security.- Chapter 7: DXP Information Security.- Part 4: Infrastructure and NFR for Banking Experience Platform.- Chapter 8: Quality Attributes and Sizing of DXP.- Chapter 9: DXP Performance Optimization.- Chapter 10: Transforming Legacy Banking Applications to Banking Experience Platforms.- Part 5: End to End Case Study.- Chapter 11: End-to-End DXP Case Study.- Appendix A: Open-Source Tools and Frameworks.- Appendix B: Source Code.- Appendix C: Further Reading.-
£37.49
Advantage Media Group, Inc. Evolve
£20.69
De Gruyter Personalized Human-Computer Interaction
Book Synopsis Personalized and adaptive systems employ user models to adapt content, services, interaction or navigation to individual users’ needs. User models can be inferred from implicitly observed information, such as the user’s interaction history or current location, or from explicitly entered information, such as user profile data or ratings. Applications of personalization include item recommendation, location-based services, learning assistance and the tailored selection of interaction modalities. With the transition from desktop computers to mobile devices and ubiquitous environments, the need for adapting to changing contexts is even more important. However, this also poses new challenges concerning privacy issues, user control, transparency, and explainability. In addition, user experience and other human factors are becoming increasingly important. This book describes foundations of user modeling, discusses user interaction as a basis for adaptivity, and showcases several personalization approaches in a variety of domains, including music recommendation, tourism, and accessible user interfaces.
£68.85
Harvard Business Review Press HBR Guide to Generative AI for Managers
Book Synopsis
£14.24
Taylor & Francis Ltd Posthuman Social Science and Computational Culture
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£37.99
i2i Publishing Hello Computer
Book Synopsis‘Hello Computer’ is a story of a working-class girl who begins a life-long love affair with technology after seeing a computer for the first time in 1967. Her journey takes us through exciting times and epic events, from the dawn of the internet to the dotcom boom, from punch cards to the raspberry pi and virtual worlds. Linda shares her experiences of computing through real life stories where systems are designed to make a difference to people’s lives. Demonstrating that although technology changes constantly, fundamentally, people don’t change that much. Against a backdrop of unspoken bias the story captures the struggles faced by many young women, then and now. It is positive, heart-warming and full of hope that women will become more influential within tech. A story of ambition, passion and programming, inspirational for future generations of women and girls in STEM.
£9.48
Springer Nature Switzerland AG Artificial Intelligence for Human Computer
Book SynopsisThis edited book explores the many interesting questions that lie at the intersection between AI and HCI. It covers a comprehensive set of perspectives, methods and projects that present the challenges and opportunities that modern AI methods bring to HCI researchers and practitioners. The chapters take a clear departure from traditional HCI methods and leverage data-driven and deep learning methods to tackle HCI problems that were previously challenging or impossible to address.It starts with addressing classic HCI topics, including human behaviour modeling and input, and then dedicates a section to data and tools, two technical pillars of modern AI methods. These chapters exemplify how state-of-the-art deep learning methods infuse new directions and allow researchers to tackle long standing and newly emerging HCI problems alike. Artificial Intelligence for Human Computer Interaction: A Modern Approach concludes with a section on Specific Domains which covers a set of emerging HCI areas where modern AI methods start to show real impact, such as personalized medical, design, and UI automation.Table of ContentsIntroduction.- Part 1: Modeling.- Human performance modeling with deep learning.- Optimal control to support high-level user goals in human-computer interaction.-Modeling UI tappability using deep learning and crowdsourcing.- Part 2: Input.- Eye gaze estimation and its applications.- AI-driven intelligent text correction techniques for mobile text entry.- Deep touch: Sensing press gestures from touch image sequences.- Deep learning-based hand posture recognition for pen interaction enhancement.- Part 3: Data and tools.- An early Rico retrospective: Three years of uses for a mobile app dataset.- Visual intelligence through human interaction.- ML tools for the web: A way for rapid prototyping and HCI research.- Interactive reinforcement learning for autonomous behavior design.- Part 4: Specific domains.- Sketch-based creativity support tools using deep learning.- Generative link: Data-driven computational models for digital ink.- Bridging natural language and graphical user interfaces.- Demonstration + natural language: Multimodal interfaces for GUI-based interactive task learning agents.- Human-centred AI for medical imaging.- 3D spatial sound individualization with perceptual feedback.
£132.99
Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Media Innovations AR and VR: Success Factors For
Book SynopsisAugmented and virtual reality are media innovations with specific characteristics. They create immersion in the user, as the user is immersed in the medium and its 360° environment. To successfully develop content and applications for AR and VR, psychological effects, the specifics of the 360° environment, the story, and the way the media is used must be aligned with the needs and experiences of the user. Content producers face novel challenges in content development, method selection, teamwork, and the overall production process of AR and VR experiences.The book introduces readers to the characteristics of immersive media and provides scientific evidence and practical tips to help them produce high-quality, user-centric content for immersive media. The scientifically derived success factors in the form of checklists are a guide and an ideal basis for standardizing the production process and further developing one's own projects.This book is a translation of the original German 1st edition Medieninnovationen AR und VR by Elle Langer, published by Springer-Verlag GmbH Germany, part of Springer Nature in 2020. The translation was done with the help of artificial intelligence (machine translation by the service DeepL.com). A subsequent human revision was done primarily in terms of content, so that the book will read stylistically differently from a conventional translation. Springer Nature works continuously to further the development of tools for the production of books and on the related technologies to support the authors.Table of ContentsIntroduction.- Methods.- Explanation of terms.- AR and VR in the media context.- User experience and needs.- Prouzents for expert interviews.- Analysis of expert interviews.- Outlook.- Appendix 1.- Appendix 2.- Appendix 3.- Appendix 4.
£26.24
Elsevier Science & Technology Measuring the User Experience
Book SynopsisTrade Review"UX metrics are important but can be intimidating. Tullis and Albert ride to the rescue with a generous dose of demystification spray. Based on vast practical experience, this book covers everything that researchers should know to start running good quant studies, striking the right balance between detail and approachability." -- Jakob Nielsen, PhD, Principal, Nielsen Norman Group "Nowadays, there are so many really good books about UX that it can be hard to choose where to spend your precious time. I’ll make it easy for you: Read this one. There are less than a dozen books on the ‘Really Great UX Books’ shelf in my office, and this has been one of them since the first edition came out. Regardless of whether you’re a quantitative person or a qualitative person, everyone who’s involved in producing something people use or interact with (from UX/UI professionals, designers, and developers to marketing people, project/product managers and CEOs) should read this." -- Steve Krug, author of "Don’t Make Me Think" and "Rocket Surgery Made Easy"Table of Contents1. Introduction to UX 2. Background 3. Planning 4. Performance Metrics 5. Self-Reported Metrics 6. Issue-Based Metrics 7. Eye Tracking (new) 8. Measuring Emotion (new) 9. Combined and Comparative Metrics 10. Special Topics 11. Case Studies 12. Ten Keys to Success
£38.69
Le Penseur Augmented Reality in public spaces. Basic
Book SynopsisThis book, the first in a series, dedicated to New Technologies for the Arts, is aimed at all digital arts students (PC and MAC users) who want to try video mapping for the first time. Thanks to a course of reading that alternates theoretic concepts and practical exercises – explaining from how to take a photograph to how to request permission, from the layer masks to 2D and 3D animation, up to the final projection and warping – the reader will be able to project a video mapping event.
£28.49
Elsevier Science UI is Communication
Book SynopsisUser interface design is a challenging, multi-disciplinary activity that requires an understanding of a wide range of concepts and techniques that are often subjective and even conflicting. This title explains how to design intuitive user interfaces by focusing on effective human communication.Trade Review"Here [McKay] offers a guide to designing user interfaces by drawing on principles and common-sense insight about communication. There are no prerequisites, he says, no assumptions about the reader's field or level of experience." --Reference and Research Book News, October 2013 "The best teammate a designer can have is a communication specialist to look over your shoulder. Having Everett's book is the next best thing to having him on your team." --Bert Keely, Architect of Windows Pen and Touch "McKay practices what he preaches – UI is Communication is relevant, readable, entertaining, and chock full of useful examples." --Carolyn Snyder, Snyder ConsultingTable of ContentsIntroduction Chapter 1: Communication Design Principles Chapter 2: Interaction Design Chapter 3: Visual Design Chapter 4: Communicating to People Chapter 5: A Communication-driven Design Process Chapter 6: UI Design Case Studies Conclusion Glossary
£34.19
Oxford University Press AI
Book SynopsisThe applications of Artificial Intelligence lie all around us; in our homes, schools and offices, in our cinemas, in art galleries and - not least - on the Internet. The results of Artificial Intelligence have been invaluable to biologists, psychologists, and linguists in helping to understand the processes of memory, learning, and language from a fresh angle.As a concept, Artificial Intelligence has fuelled and sharpened the philosophical debates concerning the nature of the mind, intelligence, and the uniqueness of human beings. Margaret A. Boden reviews the philosophical and technological challenges raised by Artificial Intelligence, considering whether programs could ever be really intelligent, creative or even conscious, and shows how the pursuit of Artificial Intelligence has helped us to appreciate how human and animal minds are possible.Trade ReviewBoden's book is an excellent, accessible introduction even for the complete AI novice. * Mark Greener, Fortean Times *Boden, as an academic in the field of AI, really knows her stuff, and you get a clear understanding from her book of the various different kinds of AI, and their enduring limitations * Robert Colvile, The Spectator *A masterclass of a book * Barbara Kiser, Nature *Everything you need to know about Artificial Intelligence - a wonderful read. * Jack Copeland, Director of the Turing Archive for the History of Computing *Table of Contents1: What is Artificial Intelligence? 2: Generality as the Holy Grail 3: Language, Creativity and Emotion 4: Artificial Neural Networks 5: Robots and Artificial Life 6: But is it Intelligence, Really? 7: The Singularity Endnotes References Index
£13.49
MIT Press Ltd Robophilosophy
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£119.70
New Society Publishers Childhood Unplugged
Book SynopsisTrade Review"...solid ideas for reducing digital dependency." —Publishers Weekly "Will likely prove to be a popular title for the many parents who want to wean their family's device-dependence." —Library Journal "...solid ideas for reducing digital dependency." —Publishers Weekly "With advice on removing televisions from bedrooms and limiting screen time or tablet usage to a couple of hours per week, this is a helpful guide for parents who hope to curb their family's electronic habits." —Foreword Reviews "A digital minimalist’s must-have guide to launching your kids into a life of real connectedness and authenticity." —Joshua Becker, #1 Wall Street Journal bestselling author, Things That Matter "Martinko expertly and urgently takes us deeper into the hidden horrors of too much screen time on the growing child. Then she throws us all a life preserver with the most practical, gentle advice I’ve seen." —Angela Hanscom, author, Balanced and Barefoot: How Unrestricted Outdoor Play Makes for Strong, Confident, and Capable Children "Katherine Martinko makes the case that not only is a screen-free childhood possible, but reducing our children's time on screen is essential for their happiness, sanity, and health. Thoroughly researched and beautifully written, it should be mandatory reading for all parents." —Catherine Price, founder, ScreenLifeBalance.com, author, How to Break Up with Your Phone "The passionate, clear-eyed, and thoroughly practical guide every parent needs to fight the good fight against the excesses of digital today." —David Sax, bestselling author, The Revenge of Analog and The Future is Analog "Truthful and transparent expert information combined with pragmatic and practical advice on how to liberate parents and “unplug” children. A must-read for any parent who wants to bring back the joys of parenting…and the fun of childhood." —Dr. Mari Swingle (R. Psych), author, i-Minds, director, Swingle Clinic "It takes an enormous effort to show our kids the world beyond their screens, but Katherine Martinko teaches us how to get it done in this practical, empathetic, and fascinating new guide." —Michael Harris, author, Solitude and The End of Absence "Martinko provides an in-depth, well-researched guide filled with reflections on her own journey with (but of course mostly without!) screens, and the joy she has experienced from “unplugging.” A useful guide for those keen to begin their own screen-free journey." —Outdoor Play Canada "Martinko has written a must-read for parents struggling with screen time (all of us!). Her well-researched book shows the urgent need to free kids from screens and release them into the outdoors. She offers frazzled parents achievable practical advice rooted in the challenges of parenting today." —Dr. Mariana Brussoni, professor, University of British Columbia, director, Human Early Learning PartnershipTable of ContentsAcknowledgments Foreword by Lenore Skenazy Introduction: The Beautiful Chaos Part I: The Personal and Social Costs of Screens Chapter 1: The Kids Are Not All Right Chapter 2: Amplify, Don't Amputate Part II: How to Take Control of Screens Chapter 3: Begin as You Mean to Go On (Babies & Toddlers) Chapter 4: Freedom to Play (Elementary-Aged Kids) Chapter 5: Grant Freedom, Demand Responsibility (Adolescents) Chapter 6: But Everyone's Doing It Chapter 7: The Parent's Role Chapter 8: School of Screens Further Reading Endnotes Index About the Author About New Society Publishers
£16.14
Taylor & Francis Ltd The Future of Digital Communication
Book SynopsisThis collection of essays explores the present and future of digital communication through a range of interdisciplinary approaches, all of which focus on the so-called metaverse. The metaverse is a combination of multiple elements of technology including virtual reality, augmented reality, and video where users live within a digital universe. The vision for this new universe is that its users can work, play, and stay connected with friends through everything. Such a vision is hinted at in existing phenomena such as online game universes.Table of Contents1. Geneses, Evolution and Metafuture, 2. The Metaverse in Communication: Reflections from Neuroscience, 3. New Linguistic Spaces in Cyberculture: The Influence of the Metaverse on the Minifiction of Social Networks, 4. Metaverse and New Narrative: Storyliving in the Age of Metaverse, 5. Customized Metaverse: The Study of Factors Influencing the Use of Humanlike Avatars of Social Media Content Creators in Communication with Their Audience, 6. Metaverse and Diversity, 7. Queering the Metaverse: Queer Approaches to Virtual Reality in Contemporary Art, 8. Film Practices in the Metaverse: Methodological Approach for Prosocial VR Storytelling Creation, 9. Video Game Design: A Blueprint for the Metaverse and Education, 10. Film Production and Architecture Education in the Metaverse, 11. Gone with the Wind: From Virtual Reality to the Metaverse at Film Festivals
£32.24
Cambridge University Press Constructing Dynamic Triangles Together
Book SynopsisRational thinking as exemplified in mathematical cognition is immensely important in the modern world. This book documents how a group of three eighth-grade girls developed specific group practices typical of such thinking in an online educational experience. A longitudinal case study tracks the team through eight hour-long sessions, following the students' meaning-making processes through their mutual chat responses preserved in computer logs coordinated with their geometric actions. The examination of data focuses on key areas of the team's development: its effective team collaboration, its productive mathematical discourse, its enacted use of dynamic-geometry tools, and its ability to identify and construct dynamic-geometry dependencies. This detailed study of group cognition serves as a paradigmatic example of computer-supported collaborative learning, incorporating a unique model of human-computer interaction analysis applied to the use of innovative educational technology. A valuable resource for researchers, instructors, and students alike, it offers concrete suggestions for improving educational practice.
£28.49
John Wiley & Sons Inc Unmasking the Social Engineer
Book SynopsisLearn to identify the social engineer by non-verbal behavior Unmasking the Social Engineer: The Human Element of Security focuses on combining the science of understanding non-verbal communications with the knowledge of how social engineers, scam artists and con men use these skills to build feelings of trust and rapport in their targets.Table of ContentsForeword xv Acknowledgments and Preface xvii Introduction xxi I Building the Foundation 1 1 What Is Nonverbal Communication? 3 The Different Aspects of Nonverbal Communication 8 Kinesics 9 Proxemics 13 Touch 14 Eye Contact 15 Olfactics 16 Adornment 17 Facial Expressions 19 How to Use This Information 20 Summary 23 2 What Is Social Engineering? 25 Information Gathering 28 Pretexting 29 Elicitation 30 Rapport 30 Influence/Manipulation 32 Framing 33 Nonverbal Communications 34 The Three Basic Forms of Social Engineering 34 Become Phishers of Men 35 When The Phone Is More Dangerous Than Malware 39 I Am Not the Social Engineer You Are Looking For 43 Using Social Engineering Skills 45 The Good 46 The Bad 47 The Ugly 48 Summary 48 II Decoding the Language of the Body 51 3 Understanding the Language of the Hands 53 Communicating with Your Hands 55 Origin 57 Coding 57 Usage 58 High-Confidence Hand Displays 66 Low-Confidence and Stress Hand Displays 75 Getting a Handle on the Hands 78 Summary 79 4 The Torso, Legs, and Feet 81 Legs and Feet 83 Torso and Arms 89 Summary 97 5 The Science Behind the Face 99 Just the FACS 103 What Is a Truth Wizard? 105 Emotions versus Feelings 108 Fear 109 Surprise 113 Sadness 116 Contempt 121 Disgust 125 Anger 128 Happiness 132 Perfect Practice Makes Perfect 136 Summary 137 6 Understanding Nonverbal Displays of Comfort and Discomfort 139 Neck and Face Pacifying 143 What to Watch For 144 Mouth Covers 146 What to Watch For 147 Lips 147 What to Watch For 151 Eye Blocking 153 What to Watch For 154 Self-Comforting and Head Tilts 154 What to Watch For 157 Summary 158 III Deciphering the Science 159 7 The Human Emotional Processor 161 Introducing the Amygdala 164 How the Amygdala Processes Information 165 Hijacking the Amygdala 167 Human See, Human Do 169 Reading Other People’s Expressions 170 Your Own Emotional Content 171 Nonverbal Social Proof 171 Using Amygdala Hijacking as a Social Engineer 172 Summary 174 8 The Nonverbal Side of Elicitation 177 Artificial Time Constraints 181 Sympathy/Assistance Themes 182 Ego Suspension 184 Ask How, When, and Why Questions 186 Conversational Signals 187 Action Unit 1: Inner Brow Raiser 188 Action Unit 2: Outer Brow Raiser 188 Action Unit 4: Brow Lowerer 189 Conversational Signals of Emotions 190 Breaking Down Conversational Signals 191 Batons 191 Underliner r 192 Punctuation 192 Question Mark 193 Word Search 193 Nonverbal Conversational Signals 193 Conversational Signals as a Social Engineer 195 Summary 196 IV Putting It All Together 197 9 Nonverbal Communication and the Social Engineer Human Being 199 Applying This Information as a Professional Social Engineer 202 Using This Book to Defend 206 Becoming a Critical Thinker 207 Summary 210 Index 213
£23.80
O'Reilly Media Microinteractions Full Color Edition
Book SynopsisWith this full color practical book, you'll learn how to design effective microinteractions: the small details that exist inside and around features. How can users change a setting, or know they have a new email message? You'll quickly discover how microinteractions can change a product from one that's tolerated into one that's treasured
£25.59
Snowbooks Ltd Gideon Smith and the Mechanical Girl
Book SynopsisNineteenth century London is the centre of a vast British Empire. Airships ply the skies and Queen Victoria presides over three-quarters of the known worldincluding the East Coast of America, following the failed revolution of 1775. London might as well be a world away from Sandsend, a tiny village on the Yorkshire coast. Gideon Smith dreams of the adventure promised him by the lurid tales of Captain Lucian Trigger, the Hero of the Empire, told in Gideon's favourite penny dreadful. When Gideon's father is lost at sea in highly mysterious circumstances Gideon is convinced that supernatural forces are at work. Deciding only Captain Lucian Trigger himself can aid him, Gideon sets off for London. On the way he rescues the mysterious mechanical girl Maria from a tumbledown house of shadows and iniquities. Together they make for London, where Gideon finally meets Captain Trigger. But Trigger is little more than an ageing fraud, providing cover for the covert activities of his lover, Dr. John Reed, a privateer and sometime agent of the British Crown. Looking for heroes but finding only frauds and crooks, it falls to Gideon to step up to the plate and attempt to save the day...but can a humble fisherman really become the true Hero of the Empire?
£7.59
Byline Books The Little Black Book of Artificial Intelligence:
Book Synopsis
£9.49
APress The Absolute Beginners Guide to HTML and CSS
Book SynopsisWritten as an illustrated, step-by-step guide for beginners, this book will introduce you to HTML and CSS with lab exercises and examples of code. You''ll begin by setting up the development environment such as local web server and html editor. The next few chapters cover web servers, the basics of HTML such as language syntax, tags, and how to write a program. Next, you''ll learn how to put together simple web pages demonstrating how the code works and how to use various HTML tags and CSS to style the pages. Finally, the use of CMS to build websites such as Drupal and WordPress and how HTML and CSS fits in. At the end there are reference libraries for both HTML tags and CSS.The Absolute Beginners Guide to HTML and CSS provides you with the tools, confidence, and inspiration to start building web pages and websites. If you are a programmer, developer or a student, or just someone who wants to learn on their own, this book is for you.What You''ll Learn<Table of Contents1) What is HTML? Structure of an HTML File HTML Element Structure Hypertext Where are the HTML Files Stored? HTML 5 What is CSS? What is a URL? Web Servers Development Tools 2) Getting Started with HTML Setting Up Tags for Formatting Text Headings Paragraphs Bold Text Italic Text Adding Images Understanding Images Dimensions Image Alignment Adding Tables Adding Links Using Images as Links Adding Lists Unordered List Ordered List Creating Forms Input Types Text Fields Text Area Radio Buttons Select Lists Labels Submission Method 3) Adding Multimedia Adding Video Adding Audio Adding Image Maps 4) Inline HTML Styles Adding Color Background Color Text Color Fonts 5) Cascading Style Sheets CSS Files CSS Syntax Type/Element Selector Class Selector ID Selector Styling Text Styling Layouts Block vs Inline Elements Floating & Cleared Elements 6) Adding Structure Designing a Layout Styling the Structure with CSS Styles Building your Text Styles Building the HTML Page 7) CMS Systems What are they How do they work Connecting to Databases WordPress 8) HTML Color Codes 9) HTML Tag Reference Library Basic Structure Text Formatting Links Lists Multimedia Tables Forms 10) CSS Property Reference Library 11) Common Web Fonts Web Safe Fonts Google Fonts 12) Common Web Measurements Relative Lengths Absolute Lengths
£20.99
Springer International Publishing AG Augmented Reality: Where We Will All Live
Book SynopsisThis book provides an in-depth exploration of the field of augmented reality (AR) in its entirety and sets out to distinguish AR from other inter-related technologies like virtual reality (VR), mixed reality (MR) and extended reality (XR). The author presents AR from its initial philosophies and early developments, and in this updated 2nd edition discusses the latest advances and the ramifications they bring and the impact they have on modern society. He examines the new companies that have entered the field and those that have failed or were acquired giving a complete history of AR progress. He explores the possible future developments providing readers with the tools to understand issues relating to defining, building, and using their perception of what is represented in their perceived reality, and ultimately how we assimilate and react to this information. In Augmented Reality: Where We Will All Live 2nd Edition, Jon Peddie has amassed and integrated a corpus of material that is finally in one place. It will serve as a comprehensive guide and provide valuable insights for technologists, marketers, business managers, educators and academics who are interested in the field of augmented reality, its concepts, history, practices, and the science behind this rapidly advancing field of research and development.Table of ContentsForeword by Thomas A. Furness III.- Foreword by Steve Mann.- Preface.- List of Figures.- List of Tables.- Introduction.- Types of Augmented Reality Systems.- Augmented Reality—We’ll All Be Experts Now.- Overview of Augmented Reality System Organization.- Historical Overview: Ghosts to Real AR to DARPA.- Key Applications.- Software Tools and Technologies.- Technology Issues.- Augmented Reality Devices and Suppliers.- Conclusions and Future Possibilities.- Appendix.- Index.- Acknowledgements.
£35.99
Springer International Publishing AG More than a Chatbot: Language Models Demystified
Book SynopsisRecent technological advances have resulted in a new generation of powerful text processing and generation tools, that produce text very similar to what a human could do. Such tools have the potential to change the way we work, learn and teach – and this book enables you to understand and be part of this exciting development. Did you wonder how tools like ChatGPT or Bard work, but do not have a technical background? Then this is the right book for you! To discuss and better understand what such technologies are capable of and how this will impact our lives and our society, a basic background knowledge about text processing and generation technologies is required. In particular, the book discusses the following questions: How did the field of automated text processing and generation evolve over the last years, and what happened to allow the incredible recent advances? Are chatbots such as ChatGPT or Bard truly understanding humans? What pitfalls exist and how are stereotypes of the society reflected in such models? What is the potential of such technology, and how will the digital society of the future look like in terms of human-chatbot-collaboration? The book is aimed for a general audience, briefly explaining mathematical or technical background when necessary. After having read this book, you will be confident to participate in public discussions about how this new generation of language models will impact society. You will be aware of the risks and pitfalls these technologies can bring along, and how to deal responsibly when making use of tools built from AI technology in general.Trade Review“Mascha Kurpicz-Briki’s book takes readers under the hood of today’s chatbots by explaining how LLMs work and looks through the hype. ... Her guide to how LLMs work steps through all of the need-to-know concepts underpinning natural language processing. And by the end of the journey, readers will have a clear understanding of what it takes for computers to process written text.” (James Tyrrell, T_HQ technology and business, techhq.com, December 20, 2023)Table of Contents1. Introduction.- 2. An Introduction to Machine Learning.- 3. Processing Written Language.- 4. Do Chatbots Have Emotions?.- 5. The True and the False.- 6. Stereotypes in Language Models.- 7. The Future of Humans and Language Models.
£23.74
Harvard Business Review Press Generative AI: The Insights You Need from Harvard
Book SynopsisThe future of AI is here.The world is transfixed by the marvel (and possible menace) of ChatGPT and other generative AI tools. It's clear Gen AI will transform the business landscape, but when and how much remain to be seen. Meanwhile, your smartest competitors are already navigating the risks and reaping the rewards of these new technologies. They're experimenting with new business models around generating text, images, and code at astonishing speed. They're automating customer interactions in ways never before possible. And they're augmenting human creativity in order to innovate faster. How can you take advantage of generative AI and avoid having your business disrupted?Generative AI: The Insights You Need from Harvard Business Review will help you understand the potential of these new technologies, pick the right Gen AI projects, and reinvent your business for the new age of AI.Business is changing. Will you adapt or be left behind?Get up to speed and deepen your understanding of the topics that are shaping your company's future with the Insights You Need from Harvard Business Review series. Featuring HBR's smartest thinking on fast-moving issues—blockchain, cybersecurity, AI, and more—each book provides the foundational introduction and practical case studies your organization needs to compete today and collects the best research, interviews, and analysis to get it ready for tomorrow.You can't afford to ignore how these issues will transform the landscape of business and society. The Insights You Need series will help you grasp these critical ideas—and prepare you and your company for the future.
£16.14
Spokesman Books Architect or Bee The Human Price of Technology
Book Synopsis
£13.93
Springer International Publishing AG The History of the GPU - Eras and Environment
Book SynopsisThis is the second book in a three-part series that traces the development of the GPU, which is defined as a single chip with an integrated transform and lighting (T&L) capability. This feature previously was found in workstations as a stand-alone chip that only performed geometry functions. Enabled by Moore’s law, the first era of GPUs began in the late 1990s.Silicon Graphics (SGI) introduced T&L first in 1996 with the Nintendo 64 chipset with integrated T&L but didn’t follow through. ArtX developed a chipset with integrated T&L but didn’t bring it to market until November 1999.The need to integrate the transform and lighting functions in the graphics controller was well understood and strongly desired by dozens of companies. Nvidia was the first to produce a PC consumer level single chip with T&L in October 1999. All in all, fifteen companies came close, they had designs and experience, but one thing or another got in their way to prevent them succeeding.All the forces and technology were converging; the GPU was ready to emerge. Several of the companies involved did produce an integrated GPU, but not until early 2000. This is the account of those companies, the GPU and the environment needed to support it. The GPU has become ubiquitous and can be found in every platform that involves a computer and a user interface.Table of ContentsForeword.- Preface.- 1 Introduction.- 2 The GPU Functions.- 3 The Major GPU Eras.- 4 The First Era of GPUs.- 5 The GPU Environment—Hardware.- 6 Application Program Interface (API).- 7 The GPU Environment—Software Extensions and Custom Features.- Appendix A: Definitions.- Appendix B: Acronyms.
£28.49
Pearson Education (US) HumanComputer Interaction
Book SynopsisMuch has changed since the first edition of human-computer interaction was published. The excitement of these changes is captured in this new edition, which also looks forward to other emerging technologies. However, the book is firmly rooted in strong principles and models independent of the passing technologies of the day.Table of ContentsContentsForewordPreface to the third editionPreface to the second editionPreface to the first edition IntroductionPart 1 FoundationsChapter 1 The human1.1 Introduction1.2 Input–output channelsDesign Focus: Getting noticedDesign Focus: Where's the middle?1.3 Human memoryDesign Focus: Cashing inDesign Focus: 7 ± 2 revisited1.4 Thinking: reasoning and problem solvingDesign Focus: Human error and false memories1.5 Emotion1.6 Individual differences1.7 Psychology and the design of interactive systems1.8 SummaryExercisesRecommended readingChapter 2 The computer2.1 IntroductionDesign Focus: Numeric keypads2.2 Text entry devices2.3 Positioning, pointing and drawing2.4 Display devicesDesign Focus: Hermes: a situated display2.5 Devices for virtual reality and 3D interaction2.6 Physical controls, sensors and special devicesDesign Focus: Feeling the roadDesign Focus: Smart-Its – making sensors easy2.7 Paper: printing and scanningDesign Focus: Readability of text2.8 Memory2.9 Processing and networksDesign Focus: The myth of the infinitely fast machine2.10 SummaryExercisesRecommended readingChapter 3 The interaction3.1 Introduction3.2 Models of interactionDesign Focus: Video recorder3.3 Frameworks and HCI3.4 ErgonomicsDesign Focus: Industrial interfaces3.5 Interaction stylesDesign Focus: Navigation in 3D and 2D3.6 Elements of the WIMP interfaceDesign Focus: Learning toolbars3.7 Interactivity3.8 The context of the interactionDesign Focus: Half the picture?3.9 Experience, engagement and fun3.10 SummaryExercisesRecommended readingChapter 4 Paradigms4.1 Introduction4.2 Paradigms for interaction4.3 SummaryExercisesRecommended readingPart 2 Design processChapter 5 Interaction design basics5.1 Introduction5.2 What is design?5.3 The process of design5.4 User focusDesign Focus: Cultural probes5.5 Scenarios5.6 Navigation designDesign Focus: Beware the big button trapDesign Focus: Modes5.7 Screen design and layoutDesign Focus: Alignment and layout matterDesign Focus: Checking screen colors5.8 Iteration and prototyping5.9 SummaryExercisesRecommended readingChapter 6 HCI in the software process6.1 Introduction6.2 The software life cycle6.3 Usability engineering6.4 Iterative design and prototypingDesign Focus: Prototyping in practice6.5 Design rationale6.6 SummaryExercisesRecommended readingChapter 7 Design rules7.1 Introduction7.2 Principles to support usability7.3 Standards7.4 Guidelines7.5 Golden rules and heuristics7.6 HCI patterns7.7 SummaryExercisesRecommended readingChapter 8 Implementation support8.1 Introduction8.2 Elements of windowing systems8.3 Programming the applicationDesign Focus: Going with the grain8.4 Using toolkitsDesign Focus: Java and AWT8.5 User interface management systems8.6 SummaryExercisesRecommended readingChapter 9 Evaluation techniques9.1 What is evaluation?9.2 Goals of evaluation9.3 Evaluation through expert analysis9.4 Evaluation through user participation9.5 Choosing an evaluation method<
£75.04
Elsevier Science Letting Go of the Words
Book SynopsisWeb site design and development continues to become more sophisticated. This book provides information on content strategy for web sites, search engine optimization (SEO), and social media. It offers emphasis on hardware like tablets, iPads, and iPhones.Trade Review"For anyone who works in e-learning, I strongly recommend Letting Go of the Words. It will transform how you communicate online. After reading it, the bad practices will leap off the page." --e.learning age, Nov 2014Table of ContentsChapter 1 Content! Content! Content! Chapter 2 Planning: Purposes, Personas, Conversations Interlude 1: Content Strategy Chapter 3 Designing for Easy Use Chapter 4 Starting Well: Home Pages Chapter 5 Getting There: Pathway Pages Chapter 6 Breaking up and Organizing Content Chapter 7 Focusing on Conversations and Key Messages Interlude 2: Finding Marketing Moments Chapter 8 Announcing Your Topic With a Clear Headline Chapter 9 Including Useful Headings Interlude 3 The New Life of Press Releases Chapter 10 Tuning up Your Sentences Chapter 11 Using Lists and Tables Interlude 4 Legal Information Can Be Clear Chapter 12 Writing Meaningful Links Chapter 13 Using Illustrations Effectively Chapter 14 Getting from Draft to Final Interlude 5 Creating an Organic Style Guide Chapter 15 Test! Test! Test!
£37.99
Oxford University Press The AI Delusion
Book SynopsisWe live in an incredible period in history. The Computer Revolution may be even more life-changing than the Industrial Revolution. We can do things with computers that could never be done before, and computers can do things for us that could never be done before.But our love of computers should not cloud our thinking about their limitations.We are told that computers are smarter than humans and that data mining can identify previously unknown truths, or make discoveries that will revolutionize our lives. Our lives may well be changed, but not necessarily for the better. Computers are very good at discovering patterns, but are useless in judging whether the unearthed patterns are sensible because computers do not think the way humans think.We fear that super-intelligent machines will decide to protect themselves by enslaving or eliminating humans. But the real danger is not that computers are smarter than us, but that we think computers are smarter than us and, so, trust computers to maTrade ReviewAI is eating the world! Or is it? Read the AI Delusion to find out. Gary Smith provides us with a rich tapestry of stories, studies, and science to elucidate this topic in a fun and accessible fashion. Learning about AI, data, and science has never been more enjoyable! * Oren Etzioni, CEO of the Allen Institute for Artificial Intelligence, and Professor of Computer Science at the University of Washington *Gary Smith demolishes the hype, the exaggerations, and the unrealistic expectations that have surrounded artificial intelligence and data mining. Combining vivid narratives with insightful analysis, the book is both highly informative and enormously entertaining. * Ernest Davis, Professor of Computer Science, New York University *You won't need a degree in linear algebra or multivariate calculus to understand The AI Delusion — a no-nonsense look at the limitations of Big Data. * Andrew Sloves, Former Managing Director at JP Morgan *This refreshing, amusing and frank book dispels many myths about the nature of AI when compared with human intelligence, with a stimulating range of examples. * David Lorimer, Paradigm Explorer *A remarkable book: deeply thoughtful but highly readable, full of practical examples to illustrate Smith's powerful computational critique of the proliferation of AI, big data, and machine learning in our daily lives. Truly essential reading. * Frank Pasquale, author The Black Box Society *Professor Gary Smith demonstrates why artificial intelligence doesn't live up to the hype. He uses a wide variety of real-world examples to illustrate the risks of taking humans out of the decision-making process. * Karl J. Meyer, Partner at Kleiner Perkins Caufield & Byers *Big data is increasingly being used to make big decisions, and that's a good thing, as long as we keep aware of how things can go wrong, as Gary Smith explains in this fun new book. * Andrew Gelman, Director of the Applied Statistics Center at Columbia University *Data professionals and consumers can benefit from Smith's entertaining and accessible demonstration that more computing power and more data do not imply more intelligence. We need to have more confidence in our human intellect. Humans may have common sense and an appreciation of context. Computers uniformly have none. * Eric Engberg, Data Scientist and Software Engineer, Wells Fargo *Prof Smith delivers a strong defense of the scientific method - theory before data - and clearly demonstrates the limitations of 'AI' and 'Big Data'. * Chris Nelson, CFO Universal Studios Hollywood *Smith's book goes a long way towards dispelling the BS about AI. * Roger Schank, Professor Emeritus, Northwestern University *Remarkable ... This book so deserves to be widely read. * Jonathan Cowie, Concatenation *Table of Contents1: Intelligent or Obedient? 2: Doing Without Thinking 3: Symbols Without Context 4: Bad Data 5: Patterns in Randomness 6: If You Torture the Data Long Enough 7: The Kitchen Sink 8: Old Wine in New Bottles 9: Take Two Aspirin 10: Beat the Market I 11: Beat the Market II 12: We're Watching You
£20.69
Taylor & Francis Ltd Augmented and Mixed Reality for Communities
Book SynopsisUsing mixed and augmented reality in communities is an emerging media practice that is reshaping how we interact with our cities and neighbors. From the politics of city hall to crosswalks and playgrounds, mixed and augmented reality will offer a diverse range of new ways to interact with our communities. In 2016, apps for augmented reality politics began to appear in app stores. Similarly, the blockbuster success of PokÃmon Go illustrated how even forgotten street corners can become a magical space for play. In 2019, a court case in Milwaukee, Wisconsin, extended first amendment rights to augmented reality. For all the good that these emerging media provide, there will and have been consequences. Augmented and Mixed Reality for Communities will help students and practitioners navigate the ethical design and development of these kinds of experiences to transform their cities. As one of the first books of its kind, each chapter in the book prepares readers to contribute to the Augmented City. By providing insight into how these emerging media work, the book seeks to democratize the augmented and mixed reality space.Authors within this volume represent some of the leading scholars and practitioners working in the augmented and mixed reality space for civic media, cultural heritage, civic games, ethical design, and social justice. Readers will find practical insights for the design and development to create their own compelling experiences. Teachers will find that the text provides in-depth, critical analyses for thought-provoking classroom discussions. Table of ContentsPART 1: THE BODY IN THE XR COMMUNITY. Against the Instrumentalization of Empathy: Immersive Technologies and Social Change. The Body and the Eye-the I and the Other: Critical Reflections on the Promise of Extended Empathy in Extended Reality Configurations. The Civic Media Machine: Moving from a VR Use of Empathy Toward A Sustainable and Participatory Immersive Experience with and for the Community. The Philosopher’s Stone as a Design Framework for Defending Truth and Empowering Communities. PART 2: SITUATING XR IN THE CITY. Designing Lived Space: Community Engagement Practices in Rooted AR. The Ethics of Augmentation: A Case Study in Contemplative Mixed Reality. Life, Liberty, and the Pursuit of Pokémon: The Tension Between Free Speech and Municipal Tranquility. Reconceptualizing Video Games for Community Spaces. PART 3: THE AUGMENTED CITY FOR EDUCATION. Reflecting in Space on Time: Augmented Reality Interactive Digital Narratives to Explore Complex Histories. Augmented Reality, Aura, and the Design of Cultural Spaces. Building a Virtuous Cycle of Activism Using Art & Augmented Reality: A Community of Practice-Based Project. PART 4: PREPARING THE AUGMENTED CITIZEN. XR Content Authoring Challenges: The Creator-Developer Divide. Motivation Enhancement Methods for Community Building in Extended Reality.
£61.99
Cambridge University Press Navigating the Web
Book SynopsisThis Element presents an alternative eye tracking methodology for investigating translators' web search behaviour as well as a systematic approach to gauging the reasoning behind translators' highly complex and context-dependent interaction with search engines and the Web.Table of Contents1. Introduction; 2. Existing studies; 3. Methodology; 4. Findings and discussion; 5. Conclusion; References.
£16.15
Taylor & Francis Ltd AI by Design
Book SynopsisAI by Design introduces AI and its importance to our future. Exploring behavioural psychology, economics, and real-life and historical examples, Campbell predicts five future scenarios with AI, orientated around the "Singularity" - the moment when AI exceeds human capabilities, presenting perhaps the biggest challenge to our existence.Trade Review"The book offers a comprehensive discussion of the challenges of AI and begins to discuss ways that we can prevent the worst-case scenarios. This book will help readers to think critically about technology and begin to question the stories they have been told about technology being bad. Instead they can decide to take control, using design and planning to make better technology." --Carol J. Smith, Carnegie Mellon University’s Software Engineering Institute, www.carologic.com"An essential and authoritative overview of the dazzling future of artificial intelligence and a wake-up call to the world to join together to control the development of AI for the benefit—and, possibly, preservation—of humanity." --Blackpool Gazette, 'Must-read of the week', 17 MayTable of ContentsAuthor. Acknowledgement. 1 Sleepwalking into Singularity. 2 AI by Design and the Future-Back Methodology. 3 Should We Be Afraid of the Current State of AI? 4 Current State of AI Governance & Regulation. 5 Current State of AI Ethics. 6 Options for Our Future with AI. 7 Creating a Roadmap – A Plan for Living with Artificial Intelligence. 8 A New Hope for Artificial Intelligence. Conclusion. Index.
£24.99
Elsevier Science & Technology Forms that Work: Designing Web Forms for
Book SynopsisForms that Work: Designing Web Forms for Usability clearly explains exactly how to design great forms for the web. The book provides proven and practical advice that will help you avoid pitfalls, and produce forms that are aesthetically pleasing, efficient and cost-effective. It features invaluable design methods, tips, and tricks to help ensure accurate data and satisfied customers. It includes dozens of examples - from nitty-gritty details (label alignment, mandatory fields) to visual designs (creating good grids, use of color). This book isn’t just about colons and choosing the right widgets. It’s about the whole process of making good forms, which has a lot more to do with making sure you’re asking the right questions in a way that your users can answer than it does with whether you use a drop-down list or radio buttons. In an easy-to-read format with lots of examples, the authors present their three-layer model - relationship, conversation, appearance. You need all three for a successful form - a form that looks good, flows well, asks the right questions in the right way, and, most important of all, gets people to fill it out. Liberally illustrated with full-color examples, this book guides readers on how to define requirements, how to write questions that users will understand and want to answer, and how to deal with instructions, progress indicators and errors. This book is essential reading for HCI professionals, web designers, software developers, user interface designers, HCI academics and students, market research professionals, and financial professionals.Trade Review“The humble form: it may seem boring, but most of your website’s value passes through forms. Follow Jarrett & Gaffney’s guidelines, and you’ll probably double your online profits. --Jakob Nielsen, Principal, Nielsen Norman Group “This book isn’t just about colons and choosing the right widgets. It’s about the whole process of making good forms, which has a lot more to do with making sure you’re asking the right questions in a way that your users can answer than it does with whether you use a drop-down list or radio buttons. --Steve Krug, Foreword author and author of the best selling Don’t Make me Think “If your web site includes forms, you need this book. It's that simple. In an easy-to-read format with lots of examples, Caroline and Gerry present their three-layer model -- relationship, conversation, appearance. You need all three for a successful form -- a form that looks good, flows well, asks the right questions in the right way, and, most important of all, gets people to fill it out. --Janice (Ginny) Redish, author of Letting Go of the Words -- Writing Web Content that WorksTable of ContentsIntroduction: What is a form? What is a form? 1. Persuading people to answer Pick the right moment to ask a question Think about relationship question by question Follow three rules that that influence response rates Think about who will answer your questions Summary Interlude: Registration forms: rules and suggestions 2. Gathering the right information Find out why you need the information Check if your organization already holds the information Find out what others ask for Summary: only ask for information that you need Case study: conference registration form 3. Making questions easy to answer How questions work Make it easy to understand the question Make it easy to find the answer Judging the answer: avoiding privacy errors Placing the answer: avoiding category errors Summary: writing questions Case study: avoiding choice points 4. Writing instructions Writing instructions Rewriting instructions in plain language Cut the instructions that aren't needed Move the instructions to where they are needed A before- and after- example Summary: Writing instructions Interlude: help for forms 5. Choosing between drop-downs and other controls Picking controls for your forms How users expect controls to work Use these six questions to choose the right control Specialist controls may help Think about the form as a whole Summary: Providing the answer Interlude: names and addresses 6. Making the form flow easily Make the form flow easily Use progress indicators Avoid surprising users with sudden changes Be gentle with errors Say ‘thanks’ to close the conversation Conversational flow – summary Interlude: why we hate pop-ups 7. Taking care of the details Taking care of the details Where to put the labels compared to the fields Colons at the end of labels? Sentence or title case for labels? How to indicate required fields Choosing legible text: fonts and words Summary Interlude: serif or sans-serif 8. Making the form look easy What makes a form look good Make sure users know who you are: logos and branding Make your form look tidy with grids Make it look organized with grouping Avoid two-column forms Summary Case study: an appearance makeover 9. Testing (the best bit) We're passionate about usability testing How to do really good usability testing of forms Final message from this book Appendices Suggestions for further reading References Acknowledgements
£41.79
IGI Global Perspectives on Artificial Intelligence in Times
Book SynopsisPerspectives on Artificial Intelligence in Times of Turbulence: Theoretical Background to Applications offers a comprehensive exploration of the intricate relationship between artificial intelligence (AI) and the ever-changing landscape of our society. The book defines AI as machines capable of performing tasks that were once exclusive to human cognition. However, it emphasizes the current limitations of AI, dispelling the notion of sophisticated cyborgs depicted in popular culture. These machines lack self-awareness, struggle with understanding context—especially in language—and are constrained by historical data and predefined parameters. This distinction sets the stage for examining AI's impact on the job market and the evolving roles of humans and machines. Rather than portraying AI as a threat, this book highlights the symbiotic relationship between humans and machines. It recognizes that while certain jobs may become obsolete, new opportunities will emerge. The unique abilities of human beings—such as relational skills, emotional intelligence, adaptability, and understanding of differences—will continue to be indispensable in a rapidly transforming society. The book further explores key objectives and strategies for organizations navigating the AI-driven landscape. From maintaining focus on strategic goals to adapting to new productivity paradigms, from fostering effective communication to promoting feedback and continuous improvement, the chapters provide practical insights and methodologies for managing change and harnessing AI's potential. Its perspectives cover a wide range of topics such as business sustainability, change management, cybersecurity, digital economy and transformation, information systems management, management models and tools, and continuous improvement are comprehensively addressed. Additionally, the book delves into healthcare, telemedicine, Health 4.0, privacy and security, knowledge management, learning, and presents real-world case studies. Designed for researchers and professionals seeking to enhance their knowledge and research capabilities, this book offers a consistent theoretical and practical foundation. It serves as a springboard for further studies, supports change management initiatives within organizations, and facilitates knowledge sharing among experts. This book is an essential companion for colleges with master's and Ph.D. degree investigators, and researchers across a wide range of disciplines.
£267.30
Cyber Simplicity Ltd Cybersecurity Exposed: The Cyber House Rules
Book Synopsis
£9.99
Rutgers University Press Simulating Good and Evil: The Morality and
Book SynopsisSimulating Good and Evil shows that the moral panic surrounding violent videogames is deeply misguided, and often politically motivated, but that games are nevertheless morally important. Simulated actions are morally defensible because they take place outside the real world and do not inflict real harms. Decades of research purporting to show that videogames are immoral has failed to produce convincing evidence of this. However, games are morally important because they simulate decisions that would have moral weight if they were set in the real world. Videogames should be seen as spaces in which players may experiment with moral reasoning strategies without taking any actions that would themselves be subject to moral evaluation. Some videogame content may be upsetting or offensive, but mere offense does not necessarily indicate a moral problem. Upsetting content is best understood by applying existing theories for evaluating political ideologies and offensive speech. Trade Review"A thoughtful and challenging read. Schulzke leaves no stone unturned as he asks us to consider what values we bring to games with as players, consumers, and enthusiasts." -- Aaron Trammell * Editor-in-Chief of Analog Game Studies *"A thoughtful and challenging read. Schulzke leaves no stone unturned as he asks us to consider what values we bring to games with as players, consumers, and enthusiasts." -- Aaron Trammell * Editor-in-Chief of Analog Game Studies *Table of ContentsContents Introduction 1 The Conceptual Terrain of Simulation 2 The Moral Panic Surrounding Videogames 3 Imaginary Transgressions 4 Digital Morality 5 The Many Faces of Moral Reflection 6 Persuasive Games and Ideological Manipulation 7 Speaking Through Games Conclusion Acknowledgements Bibliography Index
£27.20
Springer Nature Switzerland AG Interactivity, Game Creation, Design, Learning, and Innovation: 7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Braga, Portugal, October 24–26, 2018, Proceedings
Book SynopsisThis book constitutes the refereed post-conference proceedings of two conferences: The 7th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2018), and the 3rd EAI International Conference on Design, Learning, and Innovation (DLI 2018). Both conferences were hosed in Braga, Portugal, and took place October 24-26, 2018. The 51 revised full papers presented were carefully selected from 106 submissions. ArtsIT , Interactivity and Game Creation is meant to be a place where people in arts, with a keen interest in modern IT technologies, meet with people in IT, having strong ties to art in their works. The event also reflects the advances seen in the open related topics Interactivity (Interaction Design, Virtual Reality, Augmented Reality, Robotics) and Game Creation (Gamification, Leisure Gaming, GamePlay). ArtsIT has been successfully co-located with DLI as the design, learning and innovation frame the world of IT, opening doors into an increasingly playful worlds. So the DLI conference is driven by the belief that tools, techniques and environments can spark and nature a passion for learning, transformation domains such as education, rehabilitation/therapy, work places and cultural institutions.Table of ContentsInterfaces for Science: Conceptualizing An Interactive Graphical Interface.- ArtsIT/DLI History, Research and Network development Segmentation of Panels in d-Comics.- Co-designing Gaming Experiences for Museums with Teenagers.- Moderate Recursion: A Digital Artifact of Interactive Dance.- Worldmaking: designing for audience participation, immersion and interaction in virtual and real spaces.- Oscillating Sound Installation.- Art-based User Research: combining Art-based Research and User Research to inform the design of a technology to improve emotional wellbeing.- A Framework for Branched Storytelling and Matchmaking in Multiplayer Games.- Interactive Evolution of Swarms for the Visualisation of Consumptions.- Using Motion Expressiveness and Human Pose Estimation for Collaborative Surveillance art.- Creative approaches on interactive visualization and characterization at the nanoscale.- Contemporary Installation Art and phenomenon of digital interactivity: Aha experiences – recognition and related creating with and for affordances.- Memorial Design Pattern Catalogue– Design issues for Digital Remembrance.- Cyberella – Design issues for Interactive 360 degree film.- Smart, Affective, and Playable Cities.- Serious Game for Teaching Statistics in Higher Education: storyboard design.- Speculative Design for Development of Serious Games: A case study in the context of anorexia nervosa Multidisciplinary experience in the creation of pervasive games for Interactive Spaces Scentgraphy - Interactive Installation of Scent Communication.- The use of 360-degree video to provide an alternative media approach to Paralympic sports.- “I didn’t know, you could do that” - Affordance Signifiers for Touch Gestures on Mobile Devices.- A Social App That Combines Dating and Museum.- Visiting Experiences.- Effects of Vibrotactile Feedback in Commercial Virtual Reality Systems Evolving Virtual Ecology.- A Serious Game for Hemophobia Treatment Phobos: first Insights.- Inside the Geometry - double language Citizen Science and Game with a Purpose to Foster Biodiversity Awareness and Bioacoustic Data Validation.- To design with strings for playability in cities.- A storytelling smart-city approach to further cross-regional.- Tourism.- Re-interpreting cities with play Urban semiotics and Gamification.- Fostering Social Interaction in Playful Cities.- Saving Face: Play-full design for social engagement, in public smart city spaces.- Exploring Requirements for Joint Information Sharing in Neighbourhoods: Local Playgrounds in The Hague Infusing Creativity and Technology through Repurposing Existing Digital Tools and Social Media Apps for Educational Purposes.- GLOBE – Cognitive and social competence development by virtual collaboration and simulation games.- Makerspaces promoting students’ design thinking and collective knowledge creation: Examples from Canada and Finland.- Spatial Asynchronous Visuo-Tactile Stimuli influence Ownership of Virtual Wings.- Developing Production-Oriented, Problem-Based and Project-work Courses - The Case of Game Development in a Video Conference Setting.- Dynamic Lighting in Classrooms: A new interactive tool for teaching.- Designing a Playful Robot Application for Second Language Learning.- Study on the Optimal Usage of Active and Passive Technology-Based Teaching Resources.- An Interactive Multisensory Virtual Environment for Developmentally Disabled.- Making Puppet Circuits.- From Stigma to Objects of Desire: Interactive Jewellery For Deaf Women.- Design, learning and innovation in developing a physical activity training network: L.U.C.A.S project,. Head-Mounted Display-Based Virtual Reality as a Tool to Teach Money Skills to Adolescents Diagnosed with Autism Spectrum Disorder,. A theory based dialogic learning architecture for sus-tained innovative collaborative learning across diversity and professional borders.- What Prevents Teachers From Using Games and Gamification Tools in Nordic Schools?.- Evolving Playful and Creative Activities When School Children Develop Game-based Designs.
£62.99
Springer Nature Switzerland AG Internet Science: INSCI 2018 International Workshops, St. Petersburg, Russia, October 24–26, 2018, Revised Selected Papers
Book SynopsisThis book constitutes the refereed post-conference proceedings of 4 workshops, held at the 5th International Conference on Internet Science, St. Petersburg, Russia, in October 2018: Workshop 1 : Detecting Social Problems in Online Content, Workshop 2: CONVERSATIONS, Workshop 3: The Future of Decentralized Governance: A Workshop on Encryption,Blockchains, and Personal Data, and Workshop 4: Internet as an issue: An international workshop on governmentand media narratives. The 20 full papers presented together with 4 short papers were carefully reviewed and selected from 38 submissions. The contributions of the Workshop 1: Detecting Social Problems in Online Content has united Russian scholars who work upon Russian-language datasets. Workshop 2: CONVERSATIONS: An international workshop on chatbot research and design regularly discusses the novel issues in their research and production area. Workshop 3: The Future of Decentralized Governance: A Workshop on Encryption, Blockchains, and Personal Data. At this workshop scholars and industry representatives from France, the Netherlands, the UK, and Russia have discussed distributed governance technologies based on blockchain and other privacy-protecting technologies. Workshop 4: Internet as an issue: An international workshop on government and media narratives took a rare approach and regarded Internet as a focus for public discussion. Table of ContentsDetecting Social Problems in Online Content.- CONVERSATIONS 2018 - 2nd International Workshop on Chatbot Research.- The Future of Decentralized Governance Workshop.- Internet as an Issue: an International Workshop on Government andMedia Narratives.
£44.99
Springer Nature Switzerland AG Image Analysis and Processing – ICIAP 2019: 20th International Conference, Trento, Italy, September 9–13, 2019, Proceedings, Part I
Book SynopsisThe two-volume set LNCS 11751 and 11752 constitutes the refereed proceedings of the 20th International Conference on Image Analysis and Processing, ICIAP 2019, held in Trento, Italy, in September 2019. The 117 papers presented were carefully reviewed and selected from 207 submissions. The papers cover both classic and the most recent trends in image processing, computer vision, and pattern recognition, addressing both theoretical and applicative aspects. They are organized in the following topical sections: Video Analysis and Understanding; Pattern Recognition and Machine Learning; Deep Learning; Multiview Geometry and 3D Computer Vision; Image Analysis, Detection and Recognition; Multimedia; Biomedical and Assistive Technology; Digital Forensics; Image processing for Cultural Heritage.Table of ContentsVideo Analysis and Understanding.- Pattern Recognition and Machine Learning.- Deep Learning.- Multiview Geometry and 3D Computer Vision.- Image Analysis, Detection and Recognition.- Multimedia.- Biomedical and Assistive Technology.- Digital Forensics.- Image processing for Cultural Heritage.
£62.99
Springer Nature Switzerland AG Blended Learning. Education in a Smart Learning Environment: 13th International Conference, ICBL 2020, Bangkok, Thailand, August 24–27, 2020, Proceedings
Book SynopsisThis book constitutes the refereed proceedings of the 13th International Conference on Blended Learning, ICBL 2020, held in Bangkok, in August 2020.The 33 papers presented were carefully reviewed and selected from 70 submissions. The conference theme of ICBL 2020 is Blended Learning : Education in a Smart Learning Environment. The papers are organized in topical sections named: Blended Learning, Hybrid Learning, Online Learning, Enriched and Smart Learning, Learning Management System and Content and Instructional Design. Table of Contents
£66.49
Springer Nature Switzerland AG Advanced Human-Robot Collaboration in
Book SynopsisThis book presents state-of-the-art research, challenges and solutions in the area of human–robot collaboration (HRC) in manufacturing. It enables readers to better understand the dynamic behaviour of manufacturing processes, and gives more insight into on-demand adaptive control techniques for industrial robots.With increasing complexity and dynamism in today’s manufacturing practice, more precise, robust and practical approaches are needed to support real-time shop-floor operations. This book presents a collection of recent developments and innovations in this area, relying on a wide range of research efforts.The book is divided into five parts. The first part presents a broad-based review of the key areas of HRC, establishing a common ground of understanding in key aspects. Subsequent chapters focus on selected areas of HRC subject to intense recent interest. The second part discusses human safety within HRC. The third, fourth and fifth parts provide in-depth views of relevant methodologies and algorithms. Discussing dynamic planning and monitoring, adaptive control and multi-modal decision making, the latter parts facilitate a better understanding of HRC in real situations. The balance between scope and depth, and theory and applications, means this book appeals to a wide readership, including academic researchers, graduate students, practicing engineers, and those within a variety of roles in manufacturing sectors.Table of ContentsPart I: Literature Survey.- Current Status in Human-Robot Collaborative Assembly.- Latest Developments of Gesture Recognition for Human-Robot Collaboration.- Challenges and Characteristics of Safety for Human-Robot Collaborative Systems.- Part II: Human Safety in Human-Robot Collaboration.- Real-Time Collision and Detection and Collision Avoidance.- Collision-Free Dynamic Robot Trajectory Planning.- Zone-Based Robot Control for Safe Collaboration with Robots.- Part III: Dynamic Planning and Monitoring.- Resource Availability and Capability Monitoring.- Dynamic Assembly Planning and Task Assignment.- Cockpit: A Portal for Symbiotic Human-Robot Collaborative Assembly.- Human-Robot Collaborative Workcell Calibration and Control.- Part IV: Adaptive Robot Control.- Drag&Bot: A Toolbox for Assembly Process Encapsulation.- A Programming-Free Approach for Robot Control Based on Function Blocks.- Sensorless Haptic Control for Physical Human-Robot Interactions.- Part V: Multimodal Decision Support.- Human Worker Tracking and Identification in Dynamic Human-Robot Collaborative Environments.- Multimodal Communication with Robots and Decision Support to Humans.- A Real-World Case Study on Human-Robot Collaborative Assembly
£142.49
Springer Nature Switzerland AG Human-Computer Interaction. Design and User
Book SynopsisThe three-volume set LNCS 12762, 12763, and 12764 constitutes the refereed proceedings of the Human Computer Interaction thematic area of the 23rd International Conference on Human-Computer Interaction, HCII 2021, which took place virtually in July 2021.The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The 139 papers included in this HCI 2021 proceedings were organized in topical sections as follows: Part I, Theory, Methods and Tools: HCI theory, education and practice; UX evaluation methods, techniques and tools; emotional and persuasive design; and emotions and cognition in HCI Part II, Interaction Techniques and Novel Applications: Novel interaction techniques; human-robot interaction; digital wellbeing; and HCI in surgery Part III, Design and User Experience Case Studies: Design case studies; user experience and technology acceptance studies; and HCI, social distancing, information, communication and workTable of ContentsDesign Case Studies.- Graphic Representations of Spoken Interactions from Journalistic Data: Persuasion and Negotiations.- A Study on Universal Design of Musical Performance System.- Developing a Knowledge-based System for Lean Communications between Designers and Clients.- Learn & Share to Control Your Household Pests: Designing a Communication Based App to Bridge the Gap between Local Guides & The New Users Looking for a Reliable & Affordable Pest Control Solutions.- Developing User Interface Design Strategy to Improve Media Credibility of Mobile Portal News.- Elderly-Centered Design: A New Numeric Typeface for Increased Legibility.- Research on Interactive Experience Design of Peripheral Visual Interface of Autonomous Vehicle.- Human-Centered Design Reflections on Providing Feedback to Primary Care Physicians.- Interaction with Objects and Humans based on Visualized Flow using a Background-oriented Schlieren Method.- Research on Aging Design of News APP Interface Layout Based on Perceptual Features.- Research on Modular Design of Children's Furniture based on Scene Theory.- A Design Method of Children Playground Based on Bionic Algorithm.- Bias in, Bias out – The Similarity-Attraction Effect between Chatbot Designers and Users.- Research on Immersive Virtual Reality Display Design Mode of Cantonese Porcelain based on Embodied Interaction.- Design and Research of Children’s Robot Based on Kansei Engineering.- User Experience and Technology Acceptance Studies.- Exploring Citizens' Attitudes towards Voice-Based Government Services in Switzerland.- Too Hot to Enter: Investigating Users' Attitudes toward Thermoscanners in COVID times.- Teens’ Conceptual Understanding of Web Search Engines: The Case of Google Search Engine Result Pages (SERPs).- What Futuristic Technology Means for First Responders: Voices from the Field.- Blinking LEDs: Usability and User Experience of Domestic Modem Routers Indicator Lights.- The Smaller the Better? A Study on Acceptance of 3D Display of Exhibits of Museum's Mobile Media.- Research on Information Visualization Design for Public Health Security Emergencies.- Comparative Study of the Interaction of Digital Natives with Mainstream Web Mapping Services.- Success is not Final; Failure is not Fatal – Task Success and User Experience in Interactions with Alexa, Google Assistant and Siri.- Research on the Usability Design of HUD Interactive Interface.- Current Problems, Future Needs: Voices of First Responders about Communication Technology.- Exploring the Antecedents of Verificator Adoption.- Are Professional Kitchens Ready for Dummies? A Comparative Usability Evaluation between Expert and non-Expert Users.- Verification of the Appropriate Number of Communications between Drivers of Bicycles and Vehicles.- User Assessment of Webpage Usefulness.- How Workarounds Occur in Relation to Automatic Speech Recognition at Danish Hospitals.- Secondary Task Behavioral Analysis Based on Depth Image During Driving.- Research on the Relationship between the Partition Position of the Central Control Display Interface and the Interaction Efficiency.- HCI, Social Distancing, Information, Communication and Work.- Attention-based Design and Selective Exposure Amid COVID-19 Misinformation Sharing.- Digital Communication to Compensate for Social Distancing? - Results of a Survey on the Local Communication App DorfFunk.- An Evaluation of Remote Workers' Preferences for the Design of a Mobile App on Workspace Search.- Feasibility of Estimating Concentration Level for Not Disturbing Remote Office Workers Based on Kana-Kanji Conversion Confirmation Time.- A Smart City Stakeholder Online Meeting Interface.- Fostering Empathy and Privacy: The Effect of Using Expressive Avatars for Remote Communication.- PerformEyebrow: Design and Implementation of an Artificial Eyebrow Device Enabling Augmented Facial Expression.- Improving Satisfaction in Group Dialogue: A Comparative Study of Face-to-Face and Online Meetings.- EmojiCam: Emoji-Assisted Video Communication System Leveraging Facial Expressions.- Pokerepo Join: Construction of a Virtual Companion Experience System.- Visual Information in Computer-Mediated Interaction Matters: Investigating the Association Between the Availability of Gesture and Turn Transition Timing in Conversation.
£42.74