Human–computer interaction Books

547 products


  • Brain-Computer Interface Research: A State-of-the-Art Summary 10

    Springer Nature Switzerland AG Brain-Computer Interface Research: A State-of-the-Art Summary 10

    1 in stock

    Book SynopsisThe Annual BCI Research Awards are international prizes that recognize the top new projects in brain–computer interface (BCI) research. This book contains concise descriptions of projects nominated for the 2020 BCI Research Award and interviews with nominees. Each article is authored by the researchers who developed the project, and articles have been updated with new progress achieved since their nomination. These chapters are complemented by an introduction by the editors together with a concluding chapter that reviews the annual Awards Ceremony, announces the winners, and ends with a brief discussion.One of the prominent trends in recent years has been the development of BCIs for restoring limb use and for aiding optical and auditory sensory perception. Many chapters in this book present emerging and novel research directions likely to become more prevalent in the near future. This year's book includes chapters based on interviews with BCI experts who were nominated for an award, including this year's first, second, and third place winners. These interview chapters are generally less technical than project descriptions, and provide individual perspectives from people actively working on new methods and systems.Table of Contents1 Enhancing gesture decoding performance using signals from human posterior parietal cortex.- Machine translation of cortical activity to text.- 2 Towards practical MEG-BCI with optically pumped magnetometers.- 3 EEG decoding of pain perception for a real-time reflex system in prostheses.- 4 A computer-brain interface that restores lost extremities touch and movement sensations.- 5 Restoring the sense of touch using a sensorimotor demultiplexing neural interface.- 6 A brain–spine interface complements deep-brain stimulation to both alleviate gait and balance deficits and increase alertness in a primate model of Parkinson’s disease.- 7 Speaker-independent auditory attention decoding without access to clean speech sources.- 8 A high-performance handwriting BCI.- 9 A neuromorphic brain computer interface for real-time detection of a new biomarker for epilepsy surgery.- 10 “Sono-optogenetics”: An ultrasound-mediated non-invasive optogenetic brain-computer interface.- 11 High-dimensional (8D) control of complex effectors such as an exoskeleton by a tetraplegic subject using chronic ECoG recordings using stable and robust over time adaptive direct neural decoder.

    1 in stock

    £49.49

  • Higher Education Learning Methodologies and Technologies Online: Third International Workshop, HELMeTO 2021, Pisa, Italy, September 9–10, 2021, Revised Selected Papers

    Springer Nature Switzerland AG Higher Education Learning Methodologies and Technologies Online: Third International Workshop, HELMeTO 2021, Pisa, Italy, September 9–10, 2021, Revised Selected Papers

    1 in stock

    Book SynopsisThis book constitutes the thoroughly refereed post-conference proceedings of the Third International Workshop on Higher Education Learning Methodologies and Technologies Online, HELMeTO 2021, held in Pisa, Italy, in September 2021. Due to the COVID-19 pandemic the conference was held online. The 26 revised full papers and 3 short papers presented were carefully reviewed and selected from a total of 65 submissions. The papers present recent research on challenges of implementing emerging technology solution for online, online learning pedagogical frameworks, facing COVID19 emergency in higher education teaching and learning, online learning technologies in practice, online learning strategies and resources, etc. Table of ContentsMethodologies for distance learning in higher education.- Technologies for Distance Learning in Higher Education.- Facing COVID19 Emergency in Higher Education Teaching.- Digital skills in e-learning and continuous online training.- Student’s perception of online learning, teaching, and assessment in higher education.- Faculty Development, Distance Education and online learning systems in higher education.- E-learning and disciplinary teaching: issues and innovations in contemporary higher education.- From an emergency DaD to new forms of blended learning via effectie methodologies to design, deliver and evaluate learning.

    1 in stock

    £62.99

  • Spaces of Interaction, Places for Experience

    Springer International Publishing AG Spaces of Interaction, Places for Experience

    1 in stock

    Book SynopsisSpaces of Interaction, Places for Experience is a book about Human-Computer Interaction (HCI), interaction design (ID) and user experience (UX) in the age of ubiquitous computing. The book explores interaction and experience through the different spaces that contribute to interaction until it arrives at an understanding of the rich and complex places for experience that will be the focus of the next period for interaction design. The book begins by looking at the multilayered nature of interaction and UX—not just with new technologies, but with technologies that are embedded in the world. People inhabit a medium, or rather many media, which allow them to extend themselves, physically, mentally, and emotionally in many directions. The medium that people inhabit includes physical and semiotic material that combine to create user experiences. People feel more or less present in these media and more or less engaged with the content of the media. From this understanding of people in media, the book explores some philosophical and practical issues about designing interactions. The book journeys through the design of physical space, digital space, information space, conceptual space and social space. It explores concepts of space and place, digital ecologies, information architecture, conceptual blending and technology spaces at work and in the home. It discusses navigation of spaces and how people explore and find their way through environments. Finally the book arrives at the concept of a blended space where the physical and digital are tightly interwoven and people experience the blended space as a whole. The design of blended spaces needs to be driven by an understanding of the correspondences between the physical and the digital, by an understanding of conceptual blending and by the desire to design at a human scale. There is no doubt that HCI and ID are changing. The design of “microinteractions” remains important, but there is a bigger picture to consider. UX is spread across devices, over time and across physical spaces. The commingling of the physical and the digital in blended spaces leads to new social spaces and new conceptual spaces. UX concerns the navigation of these spaces as much as it concerns the design of buttons and screens for apps. By taking a spatial perspective on interaction, the book provides new insights into the evolving nature of interaction design.Table of ContentsPreface.- Spaces of Interaction.- The Medium of Interaction.- Physical Space.- Digital Space.- Information Space.- Conceptual Space.- Social Space.- Navigating Space.- Blended Spaces.- Places for Experience.- References.- Author Biography.

    1 in stock

    £26.59

  • Sonic Interactions in Virtual Environments

    Springer International Publishing AG Sonic Interactions in Virtual Environments

    1 in stock

    Book SynopsisThis open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are:Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VEVR systems: naturally support multimodal integration, impacting different application domainsSonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments. Table of ContentsPart I Introduction: Sonic Interactions in Virtual Environments: the Egocentric Audio Perspective of the Digital Twin.- Part II Interactive and Immersive Audio: Procedural Modeling of Interactive Sound Sources in Virtual Reality.- Interactive and Immersive Auralization.- System-to-User and User-to-System Adaptations in Binaural Audio.- Audio Quality Assessment for Virtual Reality.- Part III Sonic Interactions: Spatial Design Considerations for Interactive Audio in Virtual Reality.- Embodied and Sonic Interactions in Virtual Environments: Tactics and Examplars.- Supporting Sonic Interaction in Creative, Shared Virtual Environments.- Spatial Audio Mixing in Virtual Reality.- Part IV Sonic Experiences: Audio in Multisensory Interactions: from Experiments to Experiences.- Immersion in Audiovisual Experiences.- Augmenting Sonic Experiences through Haptic Feedback.- From the Lab to the Stage: Practical Considerations on Designing Performances with Immersive Virtual Musical Instruments.- Index.

    1 in stock

    £22.99

  • Distributed, Ambient and Pervasive Interactions. Smart Living, Learning, Well-being and Health, Art and Creativity: 10th International Conference, DAPI 2022, Held as Part of the 24th HCI International Conference, HCII 2022, Virtual Event, J

    Springer International Publishing AG Distributed, Ambient and Pervasive Interactions. Smart Living, Learning, Well-being and Health, Art and Creativity: 10th International Conference, DAPI 2022, Held as Part of the 24th HCI International Conference, HCII 2022, Virtual Event, J

    1 in stock

    Book SynopsisThe two-volume set, LNCS 13325 and 13326, are conference proceedings that constitutes the refereed proceedings of the 10th International Conference on Distributed, Ambient and Pervasive Interactions, DAPI 2022, held as part of the 24th International Conference, HCI International 2022, which took place during June-July 2022. The conference was held virtually due to the COVID-19 pandemic. The 58 papers of DAPI 2022 are organized in topical sections named for each volume: Part I: User Experience and Interaction Design for Smart Ecosystems; Smart Cities, Smart Islands, and Intelligent Urban Living; Smart Artifacts in Smart Environments; and Opportunities and Challenges for the Near Future Smart EnvironmentsPart II: Smart Living in Pervasive IoT Ecosystems; Distributed, Ambient, and Pervasive Education and Learning; Distributed, Ambient, and Pervasive Well-being and Healthcare; and Smart Creativity and Art.

    1 in stock

    £62.99

  • Distributed, Ambient and Pervasive Interactions. Smart Environments, Ecosystems, and Cities: 10th International Conference, DAPI 2022, Held as Part of the 24th HCI International Conference, HCII 2022, Virtual Event, June 26 – July 1, 2022,

    Springer International Publishing AG Distributed, Ambient and Pervasive Interactions. Smart Environments, Ecosystems, and Cities: 10th International Conference, DAPI 2022, Held as Part of the 24th HCI International Conference, HCII 2022, Virtual Event, June 26 – July 1, 2022,

    1 in stock

    Book SynopsisThe two-volume set, LNCS 13325 and 13326, are conference proceedings that constitutes the refereed proceedings of the 10th International Conference on Distributed, Ambient and Pervasive Interactions, DAPI 2022, held as part of the 24th International Conference, HCI International 2022, which took place during June-July 2022. The conference was held virtually due to the COVID-19 pandemic. The 58 papers of DAPI 2022 are organized in topical sections named for each volume: Part I: User Experience and Interaction Design for Smart Ecosystems; Smart Cities, Smart Islands, and Intelligent Urban Living; Smart Artifacts in Smart Environments; and Opportunities and Challenges for the Near Future Smart EnvironmentsPart II: Smart Living in Pervasive IoT Ecosystems; Distributed, Ambient, and Pervasive Education and Learning; Distributed, Ambient, and Pervasive Well-being and Healthcare; and Smart Creativity and Art.

    1 in stock

    £62.99

  • Virtual, Augmented and Mixed Reality: Applications in Education, Aviation and Industry: 14th International Conference, VAMR 2022, Held as Part of the 24th HCI International Conference, HCII 2022, Virtual Event, June 26 – July 1, 2022, Proce

    Springer International Publishing AG Virtual, Augmented and Mixed Reality: Applications in Education, Aviation and Industry: 14th International Conference, VAMR 2022, Held as Part of the 24th HCI International Conference, HCII 2022, Virtual Event, June 26 – July 1, 2022, Proce

    1 in stock

    Book SynopsisThis two-volume set LNCS 13317 and 13318 constitutes the thoroughly refereed proceedings of the 14th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2022, held virtually as part of the 24rd HCI International Conference, HCII 2022, in June/July 2022.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 56 papers included in this 2-volume set were organized in topical sections as follows: Developing VAMR Environments; Evaluating VAMR environments; Gesture-based, haptic and multimodal interaction in VAMR; Social, emotional, psychological and persuasive aspects in VAMR; VAMR in learning, education and culture; VAMR in aviation; Industrial applications of VAMR. The first volume focuses on topics related to developing and evaluating VAMR environments, gesture-based, haptic and multimodal interaction in VAMR, as well as social, emotional, psychological and persuasive aspects in VAMR, while the second focusses on topics related to VAMR in learning, education and culture, VAMR in aviation, and industrial applications of VAMR.Table of ContentsVAMR in learning, education and culture.- User Movement for Safety Training in a Virtual Chemistry Lab.- Development of an Educational AR Tool for Visualization of Spatial Figures and Volume Calculation for Vocational Education.- An Extended Reality Simulator for Advanced Trauma Life Support Training.- Virtual Access to STEM Careers: Two Preliminary Investigations.- Me, Myself, and the (Virtual) World: A Review of Learning Research in 4E Cognition and Immersive Virtual Reality.- Using AR Headset Camera to Track Museum Visitor Attention: Initial Development Phase.- Sculpting in Augmented Reality - Redefining Digital Crafts Through Multimodal Interactions.- Multi-agent Crowd Simulation in an Active Shooter Environment.- The Need for Universal Design of eXtended Reality (XR) Technology in Primary and Secondary Education - Identifying Opportunities, Challenges, and Knowledge Gaps from the Literature.- Towards Improvement of UX using Gamification for Public Artistic and Historical Artifacts in AR.- Intertwining History and Places: The Design of TongSEE Location-Based Augmented Reality Application for History Learning.- VAMR in aviation.- Practice Makes Perfect or Does It? Practice Effect in Flying HUD Localizer-Guided Low Visibility Takeoffs.- Identification of Expert Tower Controller Visual Scanning Patterns in Support of the Development of Automated Training Tools.- A Civil Aircraft Cockpit Control Device Design Using Mixed Reality Device.- Comparing the Effect of Airflow Direction on Simulator Sickness and User Comfort in a High-Fidelity Driving Simulator.- Preliminary Findings: Application of Maintenance Instructions Displayed in Augmented Reality.- Human Factors Considerations for Head-Worn Displays in Civil Aviation.- Estimating Cognitive Load and Cybersickness of Pilots in VR Simulations via Unobtrusive Physiological Sensors.- Critical Review of Extended Reality Applications in Aviation.- Industrial applications of VAMR.

    1 in stock

    £58.49

  • Advances in Computer Games: 17th International

    Springer International Publishing AG Advances in Computer Games: 17th International

    1 in stock

    Book SynopsisThis book constitutes the refereed post-conference proceedings of the 17th International Conference on Advances in Computer Games, ACG 2021, which was held as a virtual event during November 23–25, 2021. The 22 full papers included in this book were carefully reviewed and selected from 34 submissions. They were organized in topical sections as follows: learning in games; search in games; solving games; chess patterns; player modelling; and game systems.Table of Contents​Learning in Games.- Improving Counterfactual Regret Minimization Agents Training in the Card Game Cheat.- Deep Reinforcement Learning for Morpion Solitaire.- Expert Iteration for Risk.- Search in Games.- Sequential Halving Using Scores.- Cosine Annealing, Mixnet and Swish Activation for Computer Go.- A Heuristic Approach to the Game of Sylver Coinage.- Evaluating Interpretability Methods for DNNs in Game-Playing Agents.- Solving Games.- Quixo is Solved.- Solving Bicoloring-Graph Games on Rectangular Boards – Part 1: Partisan Col and Snort.- Solving Bicoloring-Graph Games on Rectangular Boards – Part 2: Impartial Col and Snort.- BoxOff is NP-Complete.

    1 in stock

    £52.24

  • Haptic and Audio Interaction Design: 11th International Workshop, HAID 2022, London, UK, August 25–26, 2022, Proceedings

    Springer International Publishing AG Haptic and Audio Interaction Design: 11th International Workshop, HAID 2022, London, UK, August 25–26, 2022, Proceedings

    1 in stock

    Book SynopsisThis book constitutes the refereed proceedings of the 11th International Conference on Haptic and Audio Interaction Design, HAID 2022, held in London, UK, in August 2022. The 13 full papers presented were carefully reviewed and selected from 19 submissions that were sent for peer review. The papers are organized in topical sections on accessibility, perception, design and applications, and musical applications.

    1 in stock

    £47.49

  • Educating for a New Future: Making Sense of Technology-Enhanced Learning Adoption: 17th European Conference on Technology Enhanced Learning, EC-TEL 2022, Toulouse, France, September 12–16, 2022, Proceedings

    Springer International Publishing AG Educating for a New Future: Making Sense of Technology-Enhanced Learning Adoption: 17th European Conference on Technology Enhanced Learning, EC-TEL 2022, Toulouse, France, September 12–16, 2022, Proceedings

    1 in stock

    Book SynopsisThis book constitutes the proceedings of the 17th European Conference on Technology Enhanced Learning, EC-TEL 2022, held in Toulouse, France, in September 2022.The 30 research papers and 31 demo and poster papers presented in this volume were carefully reviewed and selected from 109 submissions. Chapter “Learners’ Strategies in Interactive Sorting Tasks” is available open access under a CC BY 4.0 license.Table of ContentsWho are my peers? Learner Controlled Social Comparison in a Programming Course.- A Dashboard to Support Teachers during Students’ Self-paced AI-supported Problem-solving Practice.- Pyrates: a serious game designed to support the transition from block-based to text-based programming.- Privacy-preserving and scalable affect detection in online synchronous learning.- Video Assisted Self-Regulated Learning (SRL) Training: COVID-19 Edition.- An Empirical Study of the Effects of Virtual Currency on Learners in Out of Class Practicing.- Effects of discipline, gender, and remediation on both the achievement and realism of Undergraduates on pre-requisite testing.- Enhancing Instructors’ Capability to Assess Open-Response using Natural Language Processing and Learning Analytics.- Exploring the Connections Between the Use of Automated Feedback System and Learning Behavior in a MOOC for Programming.- Integrating Podcasts into MOOCs: Comparing Effects of Audio- and Video-Based Education for Secondary Content.- The digitalization of teaching practices in K-12 education: insights from teachers’ perspective.- Representation-driven Mixed Initiative in Computer Supported Collaborative Learning in Secondary Education.- When and How to Update Online Analytical Models For Predicting Students Performance?.- Computational thinking : focus on pattern identification.- Towards modelling the technology integration in elementary school. A diachronic study of teachers' digital practices during and after Covid-19 lockdown.-Learning to Give a Complete Argument with a Conversational Agent: An Experimental Study in Two Domains of Argumentation.- Video Segmentation and Characterisation to Support Learning.- Assessing the Quality of Student-Generated Short Answer Questions using GPT-3.- Designing Playful Intelligent Tutoring Software to Support Engaging and Effective Algebra Learning.- Towards Generalized Methods for Automatic Question Generation in Educational Domains.- Learners’ Strategies in Interactive Sorting Tasks.- Adapting learning analytics dashboards by and for university students.- The Evaluation of One-to-One Initiatives: Exploratory Results from a Systematic Review.- Designing a Moodle Plugin for Promoting Learners' Self-Regulated Learning in Blended Learning.- Uncovering Student Temporal Learning Patterns.- The Disciplinary Learning Companion: the impact of disciplinary and topic-specific reflection on students' metacognitive abilities and academic achievement.- Medical Students’ Perception of a Serious Game (ECOGAME) of simulating an OSCE station: Case of Mohammed VI University of Health Sciences (UM6SS).- Integrating DLR in classroom teaching: effects on teaching practices and student perceptions.- Privacy-Preserving Synthetic Educational Data Generation.- Supporting Self-regulated Learning in BL: Exploring learners' tactics and strategies.- Promoting Universal Design for Learning through Digital Assistive Tools in GamesHUB.- iTeachApp, a teaching analytics tool for providing self-assessment and recommendations to teachers.- Deliberate Practice of Handwriting: Supervision under the ghost of an expert.- CHEST: a Linked Open Data-based application to annotate and carry out learning tasks about Cultural Heritag.- Towards an automated adaptive learning web platform through personalization of language learning pathways.- Miranda: A Chatbot for Supporting Self-Regulated Learning.- Superpowers in the Classrom: Hyperchalk is an Online Whiteboard for Learning Analytics Data Collection.- An educational conversational agent for GDPR.- e-FeeD4Mi: Automating Tailored LA-Informed Feedback in Virtual Learning Environments.- Digital?Sicher! – an educational game to build digital competences.- Towards effective blended learning through the eyes of students: A survey study in transition into face-to-face education.- Measuring students’ self-regulated learning skills from their digital traces and learning pathways.- Digital Media in Schools During the Covid-19 Lockdown: Teachers’ Experiences with Choosing Teaching Strategies.- Providing Novice Programmers with Process and Self-regulation Explainable Feedback Appears Ineffectual.- Exploring teacher's orchestration actions in Online and In-class Computer-Supported Collaborative Learning.- Using dialogic feedback to create learning communities during COVID-19: lessons for future teacher development.- Development of actionable insights for regulating students' collaborative writing of scientific texts.- Design a Dashboard for Secondary School Learners to Support Mastery Learning in a Gamified Learning Environment.- Towards an Authoring Tool to Help Teachers Create Mobile Collaborative Learning Games for Field Trips.- Design Pattern for Exploration and Experimentation: Result of Field Study on a Toy-Based Serious Game Design Method.- The enablers and barriers of using Slack for computer-mediated communication to support the learning journey: A case study at a university of applied sciences.- Mobile telepresence robots in education: Strengths, opportunities, weaknesses, and challenges.- What Teachers Would Expect from a Pedagogical Agent System Working at a Classroom Level: a Focus Group Study.- Designing LADs that promote sensemaking: a participatory tool.- Designing LADs that promote sensemaking: a participatory tool.- A conceptual framework for the creation of mobile collaboration tools.- Does Deliberately Failing Improve Learning in Introductory Computer Science?.- CLP: A Platform for Competitive Learning.- Studying cohort influence on student performance prediction in multi-cohort university courses.- What kind and How many?: Exploring feedback in remote training of procedural skills in physiotherapy.- Personalizing the Sequencing of Learning Activities by using the Q-Learning and the Bayesian Knowledge Tracing.

    1 in stock

    £67.49

  • Social Justice, Media and Technology in Teacher Education: 27th ATEE Spring Conference, ATEE 2021, Florence, Italy, October 28–29, 2021, Revised Selected Papers

    Springer International Publishing AG Social Justice, Media and Technology in Teacher Education: 27th ATEE Spring Conference, ATEE 2021, Florence, Italy, October 28–29, 2021, Revised Selected Papers

    1 in stock

    Book SynopsisThis book constitutes the refereed proceedings of the 27th ATEE Spring Conference onSocial Justice, Media and Technology, ATEE 2021, held in Florence, Italy, during October 28–30, 2021.The 19 full papers included in this book were carefully reviewed and selected from 49 submissions. They were organized in topical sections as follows: teaching critical media/digital literacy in multicultural societies; decommodifying teacher (digital) education; and digital technology and equity for inclusive teaching.Table of ContentsTeaching critical media/digital literacy in multicultural societies.- Media Education and Digital Storytelling: an Experience of University Teaching.- Engaging with Media Constructs and Power Dimensions in Initial Teacher Education: Enabling Student Teachers to Challenge Stereotypical Representations of Minorities in the Classroom.- Immersive Environments in Higher Education: the Digital Well-Being Perspective.- Cultures, Intersections, Networks. The Role of Algorithms in Defining Power Relations Based on Gender, Race, Class, Disability.- Integration of LifeComp and DigComp 2.2 as a Theoretical Framework for Media Education.- Digital Citizenship Education Curriculum. Results of a National Investigation and Didactic Proposals.- Study and Analysis on the Student Response System Adoption: Experimentation in a Programming Course.- Decommodifying teacher (digital) education.- Learning Analytics to Foster Quality Culture in Education and Training Organizations.- Legalisation Issues and Reconfiguration of Education? Challenges for Nordic Teacher Education in the Digital Age.- The Training of Teachers in Citizenship Education through Theatre and Dialectical Method.- Educating Students at Teacher Education Faculties in Art Fields (Visual Arts and Music) in the Online Environment.- Digital technology and equity for inclusive teaching.- “La scuola si Nutre del Territorio nel Quale Alberga” “The school is Nourished by the Local Context”.- Teaching in Upper Secondary Schools with High Migratory Complexity: the European Project QuaMMELOT.- Accessible School Textbooks for Students with Hearing Impairments.- Educational Robotics for Inclusive Design.- Teachers in a Searchable World: Findings from an Introductory Survey.- Teaching with Digital Conceptual Maps for the Development of Inclusive Processes.- Teacher Professional Development on Social Inclusion: the PLEIADE Approach.- Educational Technologies, Social and Emotional Learning and School Inclusion: Challenges and Opportunities.

    1 in stock

    £56.99

  • Games and Learning Alliance: 11th International Conference, GALA 2022, Tampere, Finland, November 30 – December 2, 2022, Proceedings

    Springer International Publishing AG Games and Learning Alliance: 11th International Conference, GALA 2022, Tampere, Finland, November 30 – December 2, 2022, Proceedings

    1 in stock

    Book SynopsisThis book constitutes the refereed proceedings of the 11th International Conference on Games and Learning Alliance, GALA 2022, held in Tampere, Finland, in November/December 2022. The 27 full papers and 9 short papers were carefully reviewed and selected from 61 submissions. The papers cover a broad spectrum of topics: Serious Games and Game Design; Serious Games for Instruction; Serious Game for Digital Literacy and Numeracy; Novel Approaches and Application Domains; Taxonomies and Evaluation Frameworks.Table of ContentsTurtle Heroes: Designing a Serious Game for a VR interactive Tunnel.- Comparison with Self vs Comparison with Others: The Influence of Learning Analytics Dashboard Design on Learner Dashboard Use.- Game Design for a Museum Visit: Insights into The Co-Design of AL-2049, A Game About Food Systems.- Supporting Knowledge Sharing for The Co-Design of Digital Learning Games.- A Serious Game for Using Socio-Economic and Trust Based Decision-Making Scenarios for Elicitation of Emotional Responses.- FLIGBY: The Serious Game Harnessing Flow Experience for Leadership.- 10 Commandments of The Serious Game Padawan: Lessons Learned After 4 Years of Professional Training.- Microcosmos 3.0 Perception of Teachers in Outdoor Hybrid Playing Based on Mobile Learning for Natural Sciences.- An Autoethnographic Perspective on Teaching Soft Skills Using Multiplayer Online Games.- Evaluating the Expectations and Motivational Drivers in An Undergraduate Geology Classroom Using the Magma Pop Serious Game.- A Serious Game to Improve Phishing Awareness.- More Than Meets the Eye – An Anti-Phishing Learning Game with a Focus on Phishing Emails.- Promoting Adaptive Number Knowledge Through Deliberate Practice in The Number Navigation Game.- Effects of a Game-Based Fraction Estimation Task on Math Anxiety.- Motivation and Emotions in a Health Literacy Game: Insights from Co-Occurrence Network Analysis.- Swarming as a Bird/Fish: Investigating the Effect of First-Person Perspective Simulation on Players’ Connectedness with Nature.- Design Of a Novel Serious Game for The Detection and Measurement of Obsessive-Compulsive Disorder.- The Role of Games in Overcoming the Barriers to Paediatric Speech Therapy Training.- Ludic Didactics for an Inspired, Motivating and Playful Education.- Out of the Maze: Investigating the Effects of Fluid Intelligence and Numeracy on Planning Skills Using Video Games.- A Virtual Ship Evacuation Serious Game: Assessment of Data and Passenger Training.- High-level Decision-Making Non-Player Vehicles.- Influence of a Mixed Reality Game on Students’ Personal Epistemology. An Empirical Study.- Experts’ Evaluation of a Proposed Taxonomy for Immersive Learning Systems.- A Design Space of Educational Authoring Tools for Augmented Reality.- The Effectiveness of Adaptive Digital Games for Learning: Calling for a Broader View on Assessment.- Gamification in Work Teams: A Q study on How Team Members Experience Gamification.

    1 in stock

    £49.49

  • Human-Computer Interaction: 8th Iberoamerican Workshop, HCI-COLLAB 2022, Havana, Cuba, October 13–15, 2022, Revised Selected Papers

    Springer International Publishing AG Human-Computer Interaction: 8th Iberoamerican Workshop, HCI-COLLAB 2022, Havana, Cuba, October 13–15, 2022, Revised Selected Papers

    1 in stock

    Book SynopsisThis book constitutes the refereed proceedings of the 8th Iberoamerican Workshop on Human-Computer Interaction, HCI-COLLAB 2022, which took place in Havana, Cuba, in October 2022. The 15 full papers presented in this volume were carefully reviewed and selected from 53 submissions. The papers deal with topics such as emotional interfaces, usability, video games, computational thinking, collaborative systems, IoT, software engineering, ICT in education, augmented and mixed virtual reality for education, gamification, emotional interfaces, adaptive instructional systems, accessibility, use of video games in education, artificial intelligence in HCI and infotainment, among others.Table of ContentsAn approach to model haptic awareness in groupware systems.- An overview of Brazilian companies on the adoption of industry 4.0 practices.- Analysis of companies in Industry 4.0 to characterize their Users: the cases of Argentina and Mexico.- Bootstrapping safe IVIS development with an affordable testing suite.- Building a usability guide for the design of interactive mobile applications.- Building shared understanding with THUNDERS.- Driver Identification Using Machine Learning and Motor Activity as Data Source.- Evaluation and Redesign Proposal of an Infotainment System: A Case Study with a Parked Vehicle.- Model-driven User Interface Development: a Systematic Mapping.- Multi-label Search Model for Open Educational Resources Based on Learning Purpose.- Psychological Models and Instruments Employed to Identify Personality Traits of Software Developers: A Systematic Mapping Study.- Social Interventions to Encourage Collocated Collaboration: An Experimental Study.- Steps for Decreasing Noises in Interaction Process with Video Games.- Usability and User Experience are not Enough: Gaps to Fill to Design for and Assess Well-Being and Engagement.- Virtual Reality and Augmented Reality Applied to E- Commerce: a Literature Review.

    1 in stock

    £56.99

  • Sketching in Human Computer Interaction

    Springer International Publishing AG Sketching in Human Computer Interaction

    1 in stock

    Book SynopsisSketching is a universal activity that first appears when we play as children, but later, it is often overlooked as a useful skill in adult work yet it can bring multiple benefits to research and practice in multiple domains.

    1 in stock

    £47.49

  • Mobile, Ubiquitous, and Intelligent Computing: MUSIC 2013

    Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Mobile, Ubiquitous, and Intelligent Computing: MUSIC 2013

    1 in stock

    Book SynopsisMUSIC 2013 will be the most comprehensive text focused on the various aspects of Mobile, Ubiquitous and Intelligent computing. MUSIC 2013 provides an opportunity for academic and industry professionals to discuss the latest issues and progress in the area of intelligent technologies in mobile and ubiquitous computing environment. MUSIC 2013 is the next edition of the 3rd International Conference on Mobile, Ubiquitous, and Intelligent Computing (MUSIC-12, Vancouver, Canada, 2012) which was the next event in a series of highly successful International Workshop on Multimedia, Communication and Convergence technologies MCC-11 (Crete, Greece, June 2011), MCC-10 (Cebu, Philippines, August 2010).Table of ContentsA Novel Ranking Technique based on Page Queries; Gwangbum Pyun, Unil Yun.- Ranking Book Reviews based on User Discussion; Heungmo Ryang, Unil Yun.- The Blog Ranking Algorithm using Analysis of both Blog Influence and Characteristics of Blog posts; Jiwon Kim, Unil Yun.- Frequent Graph Mining based on Multiple Minimum Support Constraints; Gangin Lee, Unil Yun.- Design of Automatic Paper Identification System with QR code for Digital Forensics; Ha-Kyung Jennifer Lee, Young-Mi Yun, Kee-Hyung Yoon, Dong-Sub Cho.- Processing Continuous Range Queries with Non-Spatial Selections; HaRim Jung, Seongkyu Kim, Joon-Min Gil, Ung-Mo Kim.- DSPI : An Efficient Index for Processing Range Queries on Wireless Broadcast Stream; Kwanho IN, Seongkyu Kim, Ung-Mo Kim.- End-to-End High Speed Forward Error Correction using Graphics Processing Units; Shohidul Islam, Jongmyon Kim.- Direct Space: A Collaborative Framework for Supporting Group Workspaces over Wi-Fi Direct; Park Jone-Eun, Park Jong-Moon, Myung-Joon Lee.- Specification of Communication Based Train Control System Using AADL; Lichen zhang, Bingqing Xu.- An Agent Modeling for Overcoming the Heterogeneity in the IoT with Design Patterns; Euihyun Jung, Ilkwon Cho, Sun Moo Kang.

    1 in stock

    £161.99

  • Effects of Thermal Stimulation during Passive Driver Fatigue

    Springer Fachmedien Wiesbaden Effects of Thermal Stimulation during Passive Driver Fatigue

    1 in stock

    Book SynopsisElisabeth Schmidt investigates the effect of thermal stimulation during passive driver fatigue in a series of driving simulator experiments. Thermal stimulation of the upper body resulted in significantly decreased subjective fatigue ratings as well as an increase in pupil diameter and skin conductance. The effects of different stimulus temperatures, durations, lower leg cooling and repetitive cooling were also examined. The studies show that thermal stimulation of the upper body causes physiological and subjective effects, which can be associated with a short-term sympathetic activation, whereas lower leg cooling does not cause physiological activation.Table of ContentsFatigue Induction in Simulated Driving.- Effect of Thermal Stimuli on Passive Fatigue.- Detection of Fatigue based on Physiological Measurements.- Driver Vitalization through Fatigue-Based Climate Control.

    1 in stock

    £53.99

  • Machine Learning Systems for Multimodal Affect Recognition

    Springer Fachmedien Wiesbaden Machine Learning Systems for Multimodal Affect Recognition

    1 in stock

    Book SynopsisMarkus Kächele offers a detailed view on the different steps in the affective computing pipeline, ranging from corpus design and recording over annotation and feature extraction to post-processing, classification of individual modalities and fusion in the context of ensemble classifiers. He focuses on multimodal recognition of discrete and continuous emotional and medical states. As such, specifically the peculiarities that arise during annotation and processing of continuous signals are highlighted. Furthermore, methods are presented that allow personalization of datasets and adaptation of classifiers to new situations and persons. Table of ContentsClassification and Regression Approaches.- Applications and Affective Corpora.- Modalities and Feature Extraction.- Machine Learning for the Estimation of Affective Dimensions.- Adaptation and Personalization of Classifiers.- Experimental Validation.

    1 in stock

    £49.49

  • Python GUI with PyQt: Learn to build modern and

    BPB Publications Python GUI with PyQt: Learn to build modern and

    1 in stock

    Book Synopsis

    1 in stock

    £33.24

  • Dialogues with Social Robots: Enablements, Analyses, and Evaluation

    Springer Verlag, Singapore Dialogues with Social Robots: Enablements, Analyses, and Evaluation

    1 in stock

    Book SynopsisThis book explores novel aspects of social robotics, spoken dialogue systems, human-robot interaction, spoken language understanding, multimodal communication, and system evaluation. It offers a variety of perspectives on and solutions to the most important questions about advanced techniques for social robots and chat systems. Chapters by leading researchers address key research and development topics in the field of spoken dialogue systems, focusing in particular on three special themes: dialogue state tracking, evaluation of human-robot dialogue in social robotics, and socio-cognitive language processing. The book offers a valuable resource for researchers and practitioners in both academia and industry whose work involves advanced interaction technology and who are seeking an up-to-date overview of the key topics. It also provides supplementary educational material for courses on state-of-the-art dialogue system technologies, social robotics, and related research fields.Table of ContentsDigiSami and Digital Natives: Interaction Technology for the NorthSami Language.- A Comparative Study of Text Preprocessing Techniques for Natural Language Call Routing.- Compact and Interpretable Dialogue State Representation with Genetic Sparse Distributed Memory.- Incremental Human-machine Dialogue Simulation.- Active Learning for Example-based Dialog Systems.- Question Selection based on Expected Utility to Acquire Informationthrough Dialogue.- Separating Representation, Reasoning, and Implementation forInteraction Management: Lessons from Automated Planning.- SimpleDS: A Simple Deep Reinforcement Learning Dialogue System.- Breakdown Detector for Chat-oriented Dialogue.- User Involvement in Collaborative Decision-Making Dialog Systems.- Natural Language Dialog System Considering Speaker’s EmotionCalculated from Acoustic Features.- Salient Cross-lingual Acoustic and Prosodic Features for English and German Emotion Recognition.- Entropy-Driven Dialog for Topic Classification: Detecting and Tackling Uncertainty.- Evaluation of Question-Answering System about Conversational Agent’s Personality.- Fisher Kernels on Phase-based Features for Speech Emotion Recognition.- Internationalisation and Localisation of Spoken Dialogue Systems

    1 in stock

    £143.99

  • Designing Our Future

    Apress Designing Our Future

    1 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    1 in stock

    £31.34

  • The Magic of Code

    Hachette Book Group USA The Magic of Code

    1 in stock

    Book SynopsisIn the tradition of classics such as Lives of the Cell by Lewis Thomas, a bold reframing of our relationship with technology into one that is more positive and human centered.In the digital world, code is the essential primary building block, the equivalent of the cell or DNA in the biological sphere-and almost as mysterious. Code can create entire worlds, real and virtual; it allows us to connect instantly to people and places around the globe; and it performs tasks that were once only possible in science fiction. It is a superpower, and not just in a technical sense. It is also a gateway to ideas. As vividly illustrated by Samuel Arbesman, it is the ultimate connector, providing new insight and meaning into how everything from language and mythology to biblical texts, biology, even our patterns of thought connect with the history and nature of computing.While the building block of code can be used for many wondrous things it can also create deeper wedges in our society and be weaponized to cause damage to our planet or our civilization. Code and computing are too important to be left to the tech community; it is essential that each of us engage with it. And we fail to understand it at our peril.By providing us with a framework to think about coding and its effects upon the world and placing the past, current, and future developments in computing into its broader setting we see how software and computers can work for people as opposed to against our needs. With this deeper understanding into the why of coding we can be masters of technology rather than its victims.

    1 in stock

    £24.00

  • Information Visualization

    Elsevier Science & Technology Information Visualization

    Book SynopsisTable of Contents1. Foundations for an Applied Science of Data Visualization 2. The Environment, Optics, Resolution, and the Display 3. Lightness, Brightness, Contrast, and Constancy 4. Color 5. Visual Salience and Finding Information 6. Static and Moving Patterns 7. Space Perception 8. Visual Objects and Data Objects 9. Images, Narrative, and Gestures for Explanation 10. Interacting with Visualizations 11. Visual Thinking Processes 12. Designing for Perception (new) Visual Thinking Algorithms Visual Queries Pathfinding on a Map or Diagram Reasoning with a Hybrid of a Visual Display and Mental Imagery Design Sketching Brushing Small Pattern Comparisons in a Large Information Space Degree-of-Relevance Highlighting Generalized Fisheye Views Multidimensional Dynamic Queries with Scatter Plot Visual Monitoring Strategies APPENDIX A. Changing Primaries B. CIE Color Measurement System Techniques and Systems C. Guidelines

    £56.69

  • The UX Book

    Elsevier Science The UX Book

    Book Synopsis

    £74.96

  • Becoming Beside Ourselves

    Duke University Press Becoming Beside Ourselves

    Book SynopsisPresents the investigation that the renowned cultural theorist and mathematician Brian Rotman began in his previous books Signifying Nothing and Ad Infinitum ...the Ghost in Turing's Machine: exploring certain signs and the conceptual innovations and subjectivities that they facilitate or foreclose.Trade Review“Becoming Beside Ourselves is a bold, provocative, and highly original argument about the relation between medial effects and changing manifestations of subjectivity. It traces a sweeping trajectory from what Brian Rotman calls the ‘lettered self,’ associated with alphabetic inscription and the codex printed book, to the subject as distributed assemblage associated with network culture. While others have made parts of this kind of argument before, Rotman’s analysis is unique in placing special emphasis on gesture and revealing its traces in orality and print. In a brilliant synthesis, he mixes evolutionary theory with a Deleuzian view of agent-as-assemblage, arguing that computational media both reveal and perform distributed cognition as a crucial aspect of human being-in-the-world. Essential reading for anyone interested in the interrelations between computational media, contemporary subjectivity, and human evolution.”—Katherine Hayles, University of California, Los Angeles“Brian Rotman’s exciting new text not only adds to his previous work on signifying technology (zero, infinity), it expands his study of abstraction to encompass the construction of subjectivity itself. Becoming Beside Ourselves will open up all kinds of unexplored terrains, from grammatology to psychoanalysis, from the history of technology to the study of culture and religion.”—Fredric Jameson, Duke UniversityTable of ContentsForeword: Machine Bodies, Ghosts, and Para-Selves: Confronting the Singularity with Brian Rotman / Timothy Lenoir ix Preface xxxi Acknowledgments xxxv Aura xxxvii Introduction: Lettered Selves and Beyond 1 Part I 1. The Alphabetic Body 13 2. Gesture and Non-Alphabetic Writing 33 Interlude 3. Technological Mathematics 57 Part II 4. Parallel Selves 81 5. Ghost Effects 107 Notes 139 References 151 Index 163

    £22.79

  • Spatial Augmented Reality - The development of

    £33.99

  • Cambridge University Press Virtual Reality

    15 in stock

    Book SynopsisVirtual reality is a powerful emerging technology using advanced computing techniques to create perceptual illusions that transcend ordinary human experiences. This interdisciplinary text explains fundamentals and industry insights from engineering to psychology, enabling students, researchers, and developers to contribute to this growing field.Trade Review'Steve is a titan of his field, and Virtual Reality is a compelling capstone to the work he has done for VR over the past decade.' Palmer Luckey, Founder of Oculus VR and Anduril'The book by LaValle provides a principled and comprehensive introduction to Virtual Reality. It is a fine exposition of the concepts, algorithms, and system issues that arise in virtual reality technologies. The author offers excellent coverage of different areas, including audio, geometry, interactions, optics, perception, rendering, tracking, etc., used in designing simulated and immersive environments.' Dinesh Manocha, University of Maryland at College Park'The book is great source for everybody interested in VR as it provides an extensive overview about the most important topics of virtual reality with lots of helpful illustrations and examples, and at the same time covers several technical and mathematical aspects in depth.' Frank Steinicke, University of Hamburg'LaValle's book is probably the best way to get into the science and engineering of virtual reality. It is comprehensive, yet very accessible, full of illustrations and plain-English explanations. The book is an excellent choice for students and engineers interested in future VR technologies.' Rafal Mantiuk, University of Cambridge'An excellent introductory textbook for VR, well-organized, with broad coverage, and clear prose. LaValle is a knowledgeable guide through the wide variety of topics germane to VR, from the history of the field, to visual perception, to mathematics of 3D geometry, to displays, rendering, tracking, audio, user interaction, and much more. If there is a better introductory VR textbook, I've yet to find it.' Henry Fuchs, University of North Carolina at Chapel HillTable of ContentsPreface; 1. Introduction; 2. Bird's-eye view; 3. The geometry of virtual worlds; 4. Light and optics; 5. The physiology of human vision; 6. Visual perception; 7. Visual rendering; 8. Motion in real and virtual worlds; 9. Tracking; 10. Interaction; 11. Audio; 12. Evaluating VR systems and experiences; 13. Frontiers; References; Index.

    15 in stock

    £59.99

  • Ten Arguments for Deleting Your Social Media

    7 in stock

    £12.35

  • Cambridge University Press BrainComputer Interfacing

    2 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    2 in stock

    £71.24

  • Taking on Gravity

    Transworld Publishers Ltd Taking on Gravity

    1 in stock

    Book SynopsisRichard Browning is the founder of human propulsion technology start-up Gravity Industries Ltd, which he officially launched in March 2017 after inventing, building and patenting an Iron Man-like' flight system, the Daedalus flight suit. A former Royal Marine reservist, Richard worked on a number of innovations and new technologies at BP before becoming involved in several start-ups, including a solar project in Kenya, lighting schools via reconditioning old car batteries.His passion for flight and his vision for Gravity are inspired by his father, an aeronautical engineer and inventor.Trade ReviewRichard Browning is a real-life Tony Stark. * Wired *Like afterburner in the veins! Inspires you to rethink the impossible. * Tucker “Cinco” Hamilton, F-35 Test Pilot *Learning how to leave the ground in Richard's invention felt like every dream I’ve had of flying. * Adam Savage *Browning has made it his life’s mission to put man in the air. Extraordinary. * Daily Mail *The king of the rocket men. * Red Bull *This daredevil is clearly on fire. Rocket man Richard Browning leaves a trail of sparks behind him. * The Mirror *No one embodies the spirit of adventure like Richard Browning * Craig Glenday, Guinness World Records *Inspirational. * Daily Express *The man behind the jet-pack flying suit on what it's like to be a real-life Tony Stark. * Stuff *His brilliant book delves into the incredible journey that led to the realisation of the flight suit, his influences, unconventional thinking and of course exactly what it's like to soar around the skies like a real-life superhero. * The Malestrom *Icarus rebooted: the man who achieved human flight. Truly inspirational. * The Book of Man *Starting with Tupperware and sticky tape, Richard Browning was determined to reach for the stars... as this engaging book shows. Interspersed throughout are lessons you can learn from Browning's success. * Daily Mail - Book of the Week *

    1 in stock

    £10.44

  • iMinds  2nd edition

    New Society Publishers iMinds 2nd edition

    1 in stock

    Book SynopsisEngaging and scientifically rigorous, this fully updated edition of i-Minds explores screen-based technology's assimilation into our lives, pondering them as both godsend and plague, demonstrating how constant connectivity is changing our brains and exploring positive steps to take to embrace new technologies.Table of ContentsIntroduction Part 1: How and Why 1. The Shift 2. Technological Integration Versus Technological Interference 3. The Pull 4. The Power of Sound: History and Biology 5. The Biological Science — What's Really Going on in Our Brains? 6. Boxed In — Anxiety in the Masses 7. From Digital Natives to i-Kids8. The Story of Alpha 9. The Narrowing of Minds Part 2: Process and Development 10. Of Systems and Process 11. Back to Biology: Epigenetics and Vestibular Regulation 12. From i-Kids to i-Brains13. Learning, Play, and Parenting— Conflicting Needs in a Busy, Busy World 14. Socialization — Child's Play Part 3: Education, Games, Power, and Politics 15. The Good, the Bad, and the Neutral 16. Of Games and Gaming 17. The Good, the Bad, and the Ugly— Esports and the Business of Gaming 18. Beyond Illusions — Spatial Planning, Arbitrary Learning, and Geolocation Skills 19. Breaking the Trance 20. i-Tech and Healthcare — To Care or i-Care Part 4: Trust, Governance, and the Attention Ecconomy 21. i-Trust and i-Privacy— Social, Economic, and Political Manipulation 22. Governance Part One — Self-Governance and the Rise of the Attention Economy 23. Governance Part Two — Crossing the Floor and the Perils of Protection24. The Attention Economy 25. Governance and Safety — Electromagnetic Explorations Part 5: The Interpersonal 26. Community, Communication, Digital Mediation, and Friendship 27. Sex and Sexuality Part A — Adult Play 28. Sex and Sexuality Part B — Brain Wiring and the Death of Intimacy 29. Sex and Sexuality Part C — From Children to Elders, Communication, and Lifestyle Solutions 30. Benefactors of Change 31. i-Addiction and i-Life— The Beginnings of a New World 32. The Tipping Point 33. Our Future Our Selves Epilogue: So What to Do? Notes Index About the Author About New Society Publishers

    1 in stock

    £19.79

  • Cambridge University Press Mobile Phone Behavior

    5 in stock

    Book SynopsisThis book provides the first comprehensive introduction to the newly-emerging science of mobile phone behavior. It presents the unexpected complexity of human mobile phone behavior through four basic aspects of mobile phone usage (users, technologies, activities, and effects), and then explores four major domains of such behavior (medicine, business, education, and everyday life). Chapters open with thoughts on mobile phone usage and behavior from interviews with cell phone users, then present a series of scientific studies, synthesized knowledge, and real-life cases, concluding with complex but highly readable analyses of each aspect of mobile phone behavior. Readers should achieve two intellectual goals: gaining a usable knowledge of the complexity of mobile phone behaviour, and developing the skills to analyze the complexity of mobile phone usage - and further technological behaviors.Table of Contents1. The science of mobile phone behavior; 2. Mobile phone users; 3. Mobile phone technologies; 4. Mobile phone activities; 5. Mobile phone effects; 6. Mobile phone behavior in medicine; 7. Mobile phone behaviors in business; 8. Mobile phone behavior in education; 9. Mobile phone behavior in daily life; 10. The complexity of mobile phone behaviors.

    5 in stock

    £63.65

  • Cambridge University Press Science Technology and Society

    10 in stock

    Book SynopsisThis book gathers inter-disciplinary and multi-disciplinary perspectives on the effects that today''s advances in science and technology have on issues ranging from government policy-making to how we see the differences between men and women. The chapters investigate how invention and innovation really take place, how science differs from competing forms of knowledge, and how science and technology could contribute more to the greater good of humanity. For instance, should there be legal restrictions on ''immoral inventions''? A key theme that runs throughout the book concerns who is taken into account at each stage and who is affected. The amount of influence users have on technology development and how non-users are factored in are evaluated as the impact of scientific and technological progression on society is investigated, including politics, economy, family life, and ethics.Trade Review'Todd L. Pittinsky argues for a 'technology of a greater good' and outlines the dangers of technology dependence, while explaining how humanity is capable of avoiding such traps. The decision is still in our hands to ensure that technology serves the public good, instead of the dictates of an imagined consumer.' Ferenc Miszlivetz, Director of the Institute of Advanced Studies and Jean Monnet Professor, Hungarian Academy of Science'Science, Technology, and Society: New Perspectives and Directions contains an absorbing collection of thought-provoking essays on a broad range of topics in science and technology studies. Written by leading scholars, this volume will be useful as a research reference and as an advanced survey of the field for sparking classroom discussions.' John N. Parker, Program Officer and Co-Director of the National Science Foundation's Science, Technology, and Society Program'In Science, Technology, and Society, editor Pittinsky (Stony Brook Univ.) has brought together a highly complementary set of essays that explore how society shapes-and is shaped by-technological innovation. Contributed chapters address a diverse set of technologies including everything from genetic engineering to innovations by farmers in converting old cars into effective agricultural machinery. One especially interesting chapter focuses on the role of technology in reducing sex differences in society, for example by enabling remote work, which can either ease or heighten demands on women who are primary caregivers for young children, and by enabling online commentators to avoid indicating their sex and escape potential stereotyping by colleagues.' D. P. Genereux, ChoiceTable of Contents1. Technically based programs in science, technology, and public policy M. Granger Morgan and Douglas Sicker; 2. Comparative studies of science and technology David Horn; 3. On the origins of models of innovation: process and system approaches Benoît Godin; 4. The third wave of science studies Harry Collins and Robert Evans; 5. Legal regulation of technology: supporting innovation, managing risk, and respecting values Roger Brownsword; 6. The social shaping of technology (SST) Robin Williams; 7. Placing users and nonusers at the heart of technology Nelly Oudshoorn; 8. Scientific community Dean Keith Simonton; 9. Genetic engineering and society Jessica Cavin Barnes, Elizabeth A. Pitts, S. Kathleen Barnhill-Dilling and Jason A. Delborne; 10. Technology enables and reduces sex differences in society Jens Mazei; 11. Technology for society Todd L. Pittinsky.

    10 in stock

    £83.59

  • Cambridge University Press Science Technology and Society

    10 in stock

    Book SynopsisThis book gathers inter-disciplinary and multi-disciplinary perspectives on the effects that today''s advances in science and technology have on issues ranging from government policy-making to how we see the differences between men and women. The chapters investigate how invention and innovation really take place, how science differs from competing forms of knowledge, and how science and technology could contribute more to the greater good of humanity. For instance, should there be legal restrictions on ''immoral inventions''? A key theme that runs throughout the book concerns who is taken into account at each stage and who is affected. The amount of influence users have on technology development and how non-users are factored in are evaluated as the impact of scientific and technological progression on society is investigated, including politics, economy, family life, and ethics.Trade Review'Todd L. Pittinsky argues for a 'technology of a greater good' and outlines the dangers of technology dependence, while explaining how humanity is capable of avoiding such traps. The decision is still in our hands to ensure that technology serves the public good, instead of the dictates of an imagined consumer.' Ferenc Miszlivetz, Director of the Institute of Advanced Studies and Jean Monnet Professor, Hungarian Academy of Science'Science, Technology, and Society: New Perspectives and Directions contains an absorbing collection of thought-provoking essays on a broad range of topics in science and technology studies. Written by leading scholars, this volume will be useful as a research reference and as an advanced survey of the field for sparking classroom discussions.' John N. Parker, Program Officer and Co-Director of the National Science Foundation's Science, Technology, and Society Program'In Science, Technology, and Society, editor Pittinsky (Stony Brook Univ.) has brought together a highly complementary set of essays that explore how society shapes-and is shaped by-technological innovation. Contributed chapters address a diverse set of technologies including everything from genetic engineering to innovations by farmers in converting old cars into effective agricultural machinery. One especially interesting chapter focuses on the role of technology in reducing sex differences in society, for example by enabling remote work, which can either ease or heighten demands on women who are primary caregivers for young children, and by enabling online commentators to avoid indicating their sex and escape potential stereotyping by colleagues.' D. P. Genereux, ChoiceTable of Contents1. Technically based programs in science, technology, and public policy M. Granger Morgan and Douglas Sicker; 2. Comparative studies of science and technology David Horn; 3. On the origins of models of innovation: process and system approaches Benoît Godin; 4. The third wave of science studies Harry Collins and Robert Evans; 5. Legal regulation of technology: supporting innovation, managing risk, and respecting values Roger Brownsword; 6. The social shaping of technology (SST) Robin Williams; 7. Placing users and nonusers at the heart of technology Nelly Oudshoorn; 8. Scientific community Dean Keith Simonton; 9. Genetic engineering and society Jessica Cavin Barnes, Elizabeth A. Pitts, S. Kathleen Barnhill-Dilling and Jason A. Delborne; 10. Technology enables and reduces sex differences in society Jens Mazei; 11. Technology for society Todd L. Pittinsky.

    10 in stock

    £29.44

  • Human-Computer Interaction

    Nova Science Publishers Inc Human-Computer Interaction

    1 in stock

    Book SynopsisHuman Computer Interaction is used in all areas of our daily lives as a result of the rapid development of technology and computer systems. Human Computer Interaction is an interdisciplinary field of study involving the design and implementation of interactive technologies. The field of Human Computer Interaction is related to many areas such as human behavior, psychology, cognitive sciences, computer technologies, software engineering, ergonomics, graphic / industrial design, sociology and educational sciences. Researchers of this subject both observe the interaction of people with computers and design different technologies and examine the interaction of people with these technologies. The Human Computer Interaction system has four main components: user, task, tool, context. Human Computer Interaction aims to develop interactive technologies through design, evaluation and implementation processes. The development of interactive technologies depends on usability. Usability can be determined by evaluating effectiveness, efficiency and satisfaction together. Effectiveness includes how much users can accomplish the tasks they are expected to do using the application; efficiency, how long the user has done the job; Satisfaction refers to the measure of the user's ideas when using the application. One of the major shortcomings in HCI is the transformation of theoretical knowledge into practice. The purpose of the book is to introduce students, teachers, researchers, and practitioners to new advances in HCI. The book includes theoretical and practical studies prepared with the academic contributions of scientists working in different fields. It was decided to publish each chapter in the book after being examined by the scientific board. As an editor, my duty is to ensure breadth, while the chapter authors treat the delegated chapters with depth. The book is designed for practitioners or researchers of all levels of expertise from novice to expert. Each of the book's individual topics could be considered as a compact, self-contained mini-book right under its title. The approach is to provide a framework and a set of techniques for evaluating and improving HCI. It presents a specific set of solutions, mostly obtained from real world projects and experimental studies, for routine applications. It further highlights promising emerging techniques for research and exploration opportunities. The development team of this book wanted to thank their colleagues who made contributions to this book by providing continuous encouragements and thorough reviews of the chapters of the book.

    1 in stock

    £113.59

  • Information and Communication

    De Gruyter Information and Communication

    7 in stock

    Book Synopsis

    7 in stock

    £14.25

  • Oxford University Press Mirror Worlds

    15 in stock

    Book SynopsisHow `mirror worlds' programming can be structured and used based on current and presently developing computer components and technology.Trade Review'This is a fascinating book, and important from the point of view of thinking about the future of software. It's also very easy to read, being written in a conversational style, not American academic jargon.' The Guardian'most unusual and perhaps most speculative' Clifford A. Pickover, NatureTable of ContentsMirror worlds?; The orb; Disembodied machines; Space, time and multi-time; The deluge; Simple mind machines; Building mirror worlds; Epilogue; Notes; Index.

    15 in stock

    £30.87

  • MIT Press Ltd The Systemic Image

    15 in stock

    15 in stock

    £82.57

  • MIT Press Ltd Taking Apart

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £39.17

  • Penguin Random House LLC Affective Computing

    15 in stock

    15 in stock

    £73.81

  • MIT Press The Second Self Twentieth Anniversary Edition Computers and the Human Spirit The MIT Press

    15 in stock

    Book SynopsisA new edition of the classic primer in the psychology of computation, with a new introduction, a new epilogue, and extensive notes added to the original text.In The Second Self, Sherry Turkle looks at the computer not as a tool, but as part of our social and psychological lives; she looks beyond how we use computer games and spreadsheets to explore how the computer affects our awareness of ourselves, of one another, and of our relationship with the world. Technology, she writes, catalyzes changes not only in what we do but in how we think. First published in 1984, The Second Self is still essential reading as a primer in the psychology of computation. This twentieth anniversary edition allows us to reconsider two decades of computer culture—to (re)experience what was and is most novel in our new media culture and to view our own contemporary relationship with technology with fresh eyes. Turkle frames this classic work with a new introduction, a new epilogu

    15 in stock

    £33.00

  • Springer Human and Machine Perception

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £126.38

  • Little, Brown & Company The Distraction Addiction

    15 in stock

    Book SynopsisThe question of our time: can we reclaim our lives in an age that feels busier and more distracting by the day?

    15 in stock

    £27.20

  • 15 in stock

    £98.99

  • iUniverse Fire and Ice Humancentered and Mechanistic Paradigms in Software Design

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £17.58

  • iUniverse A STEPBYSTEP GUIDE TO USABILITY TESTING

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £10.80

  • iUniverse A StepByStep Guide to Usability Testing

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £15.87

  • Springer Proceedings of the Second European Conference on ComputerSupported Cooperative Work ECSCW 91

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £123.49

  • Springer Adaptive Hypertext and Hypermedia

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £85.49

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