Human–computer interaction Books

189 products


  • Proceedings of the 8th International Ergonomics

    Springer Nature Switzerland AG Proceedings of the 8th International Ergonomics

    1 in stock

    Book SynopsisThis book presents the proceedings of the 8th International Ergonomics Conference (ERGONOMICS), held in Zagreb, Croatia on December 2-5, 2020. By highlighting the latest theories and models, as well as cutting-edge technologies and applications, and by combining findings from a range of disciplines including engineering, design, robotics, healthcare, management, computer science, human biology and behavioral science, it provides researchers and practitioners alike with a comprehensive, timely guide on human factors and ergonomics. It also offers an excellent source of innovative ideas to stimulate future discussions and developments aimed at applying knowledge and techniques to optimize system performance, while at the same time promoting the health, safety and wellbeing of individuals. The proceedings include papers from researchers and practitioners, scientists and physicians, institutional leaders, managers and policy makers that contribute to constructing the Human Factors and Ergonomics approach across a variety of methodologies, domains and productive sectors.Table of Contents

    1 in stock

    £80.99

  • Advanced Human-Robot Collaboration in

    Springer Nature Switzerland AG Advanced Human-Robot Collaboration in

    1 in stock

    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

    1 in stock

    £142.49

  • Proceedings of the 21st Congress of the

    Springer Nature Switzerland AG Proceedings of the 21st Congress of the

    5 in stock

    Book SynopsisThis book presents the proceedings of the 21st Congress of the International Ergonomics Association (IEA 2021), held online on June 13-18, 2021. By highlighting the latest theories and models, as well as cutting-edge technologies and applications, and by combining findings from a range of disciplines including engineering, design, robotics, healthcare, management, computer science, human biology and behavioral science, it provides researchers and practitioners alike with a comprehensive, timely guide on human factors and ergonomics. It also offers an excellent source of innovative ideas to stimulate future discussions and developments aimed at applying knowledge and techniques to optimize system performance, while at the same time promoting the health, safety and wellbeing of individuals. The proceedings include papers from researchers and practitioners, scientists and physicians, institutional leaders, managers and policy makers that contribute to constructing the Human Factors and Ergonomics approach across a variety of methodologies, domains and productive sectors. This volume includes papers addressing the following topics: Working with Computer Systems, Human Modelling and Simulation, Neuroergonomics, Biomechanics, Affective Design, Anthropometry, Advanced Imaging.

    5 in stock

    £116.99

  • Culture and Computing. Design Thinking and Cultural Computing: 9th International Conference, C&C 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part II

    Springer Nature Switzerland AG Culture and Computing. Design Thinking and Cultural Computing: 9th International Conference, C&C 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part II

    15 in stock

    Book SynopsisThe two-volume set LNCS 12794-12795 constitutes the refereed proceedings of the 9th International Conference on Culture and Computing, C&C 2021, which was held as part of HCI International 2021 and took place virtually during July 24-29, 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 papers included in the HCII-C&C volume set were organized in topical sections as follows: Part I: ICT for cultural heritage; technology and art; visitors’ experiences in digital culture; Part II: Design thinking in cultural contexts; digital humanities, new media and culture; perspectives on cultural computing.Table of ContentsDesign Thinking in Cultural Contexts.- Digital Literacy-based User Experience Design for Medication-allergy Patients Care.- Advancing Inclusive Service Design: Defining, Evaluating & Creating Universally Designed Services.- Civic Community Archiving with the Platform for Experimental Collaborative Ethnography: Double Binds and Design Challenges.- What Could Safety Research Contribute to Technology Design.- User Interface Design of Virtual Conferencing Tools – Towards a Method for Considering Cultural Impact – Exemplified by Zoom.- Infrastructuring for Collective Heritage Knowledge Production.- Core concepts Linking Exhibit Design and the Visitor Experience in Science Centers: an Early Framework.- Socio-Emotional Experience in Human Technology Interaction Design – a Fashion Framework Proposal.- Human Research in Technology Design.- Research on the Public Design Innovation Method based on the Sharing Concept of Cultural Computing.- Digital Humanities, New Media and Culture.- The Ontology of Mixed Reality Agents Memorializing the Dead and Dying.- The Human Mind and Engineering Models.- Social Media Data for the Conservation of Historic Urban Landscapes: Prospects and Challenges.- Questions in Cognitive Mimetics.- Memory Modalities - Opening-up Digital Heritage Infrastructures.- Youth and Algorithmic Memory: Co-Producing Personal Memory on Instagram.- Culture in the Post Pandemic Era.- How to Access and Transform the Unconscious for Cultural Development.- Ethical Stance and Evolving Technosexual Culture – A Case for Human-Computer Interaction.- AI Ethics - Critical Reflections on Embedding Ethical Frameworks in AI Technology.- Using Information Divergence to Differentiate Deep from Superficial Resemblances among Discourses.- On Complexity of GLAMs’ Digital Ecosystem: APIs as Change Makers for Opening Up Knowledge.- Perspectives on Cultural Computing.- Appropriation for Interdisciplinary Practice: The Case of Participatory Design in Brazilian Computer Science.- Towards a Generic Framework for Intercultural User Interface Design to Evoke Positive Cross-Cultural UX.- Transformation of Landscape into Artistic and Cultural Video Using AI for Future Car.- The Collection Method of Heterogeneous Smart Farm Data based on Model Transformation Technique for Human Computer Friendly Learning.- Quick Buttons on Map-based Human Machine Interface in Vehicles is Better or Not: A Cross-Cultural Comparative Study between Chinese and Germans.- Culturally Aware Intelligent Learning Environments for Resource-poor Countries.- A Stranger in the Classroom: Pre-Service Teachers’ Anxiety and Negative Attitudes toward Humanoid Social Robots.- Bie-Modernism and Cultural Computing.

    15 in stock

    £66.49

  • Human-Computer Interaction. Design and User

    Springer Nature Switzerland AG Human-Computer Interaction. Design and User

    1 in stock

    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.

    1 in stock

    £42.74

  • 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

  • Advances in Human Factors in Robots, Unmanned

    Springer Nature Switzerland AG Advances in Human Factors in Robots, Unmanned

    1 in stock

    Book SynopsisThis book focuses on the importance of human factors in the development of safe and reliable robotic and unmanned systems. It discusses solutions for improving the perceptual and cognitive abilities of robots, developing suitable synthetic vision systems, coping with degraded reliability in unmanned systems, and predicting robotic behavior in relation to human activities. It covers the design of improved, easy to use, human–system interfaces, together with strategies for increasing human–system performance, and reducing cognitive workload at the user interface. It also discusses real-world applications and case studies of human-robot and human-agent collaboration in different business and educational endeavors. The second part of the book reports on research and developments in the field of human factors in cybersecurity.Contributions cover the technological, social, economic and behavioral aspects of the cyberspace, providing a comprehensive perspective to manage cybersecurity risks. Based on the two AHFE 2021 Conferences such as the AHFE 2021 Conference on Human Factors in Robots, Drones and Unmanned Systems, and the AHFE 2021 Conference on Human Factors in Cybersecurity, held virtually on 25–29 July, 2021, from USA, this book offers extensive information and highlights the importance of multidisciplinary approaches merging engineering, computer science, business and psychological knowledge. It is expected to foster discussion and collaborations between researchers and practitioners with different background, thus stimulating new solutions for the development of reliable and safe, human-centered, highly functional devices to perform automated and concurrent tasks, and to achieve an inclusive, holistic approach for enhancing cybersecurity.Table of ContentsConcept for cross-platform delegation of heterogeneous UAVs in a MUM-T environment.- Swarms, teams, or choirs? Metaphors in multi-UAV systems design.- Visual communication with UAS: Estimating parameters for gestural transmission of task descriptions.- A distributed mission-planning framework for shared UAV use in multi-operator MUM-T applications.- Conditional behavior: Human delegation mode for unmanned vehicles under selective Datalink availability.- Lethal Autonomous Weapon Systems (LAWS): An advocacy paper.- Measuring the impact of a navigation aid in unmanned ship handling via a shore control center.- A computational assessment of ergonomics in an industrial human-robot collaboration workplace using system dynamics.

    1 in stock

    £143.99

  • Advances in Human Factors in Training, Education,

    Springer Nature Switzerland AG Advances in Human Factors in Training, Education,

    1 in stock

    Book SynopsisThis book addresses the importance of human factors in optimizing the learning and training process. It reports on the latest research and best practices relating to the application of behavioral and cognitive science, and new technologies in the design of instructional and training content. It proposes innovative strategies for improving the learning and training experience and outcomes in different contexts, including lower and higher education, and different industry sectors. A special emphasis is given to digital and distance learning, gamification, and virtual training. Gathering contributions to the AHFE 2021 Conference on Human Factors in Training, Education, and Learning Sciences, held virtually on July 25-29, 2021, from USA, this book offers extensive information and a thought-provoking guide for both researchers and practitioners in the field of education and training.Table of ContentsStructure of a socio-technical learning and innovation factory.- Teaching robotics with virtual reality: Developing curriculum for the 21st century workforce.- I feel the need for speed - empirical evidence of the effectiveness of VR training technology on knowledge and skill acquisition.- Digital creative abilities for achieving digital maturity.- AI and learning in the context of digital transformation.- Impacts on cognitive decay and memory recall during long duration spaceflight.- Spiritual accompaniment training in pediatric palliative care - A case study from Spain.- Evolution of an approach for digital learning and training in nursing.

    1 in stock

    £116.99

  • Advances in Usability, User Experience, Wearable

    Springer Nature Switzerland AG Advances in Usability, User Experience, Wearable

    1 in stock

    Book SynopsisThis book addresses emerging issues in usability, interface design, human–computer interaction, user experience and assistive technology. It highlights research aimed at understanding human interactions with products, services and systems and focuses on finding effective approaches for improving the user experience. It also discusses key issues in designing and providing assistive devices and services for individuals with disabilities or impairment, offering them support with mobility, communication, positioning, environmental control and daily living. The book covers modeling as well as innovative design concepts, with a special emphasis on user-centered design, and design for specific populations, particularly the elderly. Further topics include virtual reality, digital environments, gaming, heuristic evaluation and forms of device interface feedback (e.g. visual and haptic). Based on the AHFE 2021 Conferences on Usability and User Experience, Human Factors and Wearable Technologies, Human Factors in Virtual Environments and Game Design, and Human Factors and Assistive Technology, held virtually on 25–29 July, 2021, from USA, this book provides academics and professionals with an extensive source of information and a timely guide to tools, applications and future challenges in these fields.

    1 in stock

    £208.99

  • Brain-Inspired Computing: 4th International Workshop, BrainComp 2019, Cetraro, Italy, July 15–19, 2019, Revised Selected Papers

    Springer Nature Switzerland AG Brain-Inspired Computing: 4th International Workshop, BrainComp 2019, Cetraro, Italy, July 15–19, 2019, Revised Selected Papers

    15 in stock

    Book SynopsisThis open access book constitutes revised selected papers from the 4th International Workshop on Brain-Inspired Computing, BrainComp 2019, held in Cetraro, Italy, in July 2019. The 11 papers presented in this volume were carefully reviewed and selected for inclusion in this book. They deal with research on brain atlasing, multi-scale models and simulation, HPC and data infra-structures for neuroscience as well as artificial and natural neural architectures. Table of ContentsMachine Learning and Deep learning approaches in human brain mapping.- A high-resolution model of the human entorhinal cortex in the ‘BigBrain’– use case for machine learning and 3D analyses.- Deep learning-supported cytoarchitectonic mapping of the human lateral geniculate body in the BigBrain.- Brain modelling and simulation.- Computational modelling of cerebellar magnetic stimulation: the effect of washout?.- Usage and scaling of an open-source spiking multi-area model of the monkey cortex.- Exascale compute and data infrastructures for neuroscience and applications.- Modular supercomputing for neuroscience.- Fenix: Distributed e-Infrastructure Services for EBRAINS.- Independent component analysis for noise and artifact removal in three-dimensional Polarized Light Imaging.- Exascale artificial and natural neural architectures.- Brain-inspired algorithms for processing of visual data.- An hybrid attention-based system for the prediction of facial attributes.- The statistical physics of learning revisited: Typical learning curves in model scenarios.- Emotion mining: from unimodal to multimodal approaches.-

    15 in stock

    £34.99

  • Artificial Intelligence for Human Computer

    Springer Nature Switzerland AG Artificial Intelligence for Human Computer

    2 in stock

    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.

    2 in stock

    £125.99

  • Requirements Engineering for Social Sector

    Springer Nature Switzerland AG Requirements Engineering for Social Sector

    3 in stock

    Book SynopsisThis book presents interdisciplinary research in software engineering with applications for the social sector. The author focuses on software applications that are used for social good and that serve the needs of society. The author aims to bridge the knowledge gap between requirement engineers, industry, and users in order to help identify a diverse range of needs in the social sector (taking into account user crowd diversity in terms of technological competencies, geography, demographics, and behavioral and psychographic aspects). The book provides rigorous empirical studies and validates solutions that serve as a guide to the software engineering community, researchers, graduate students, and teachers. Provides interdisciplinary research in software engineering and the needs of the social sector, helping to increase success rates of society focused startups and applications Ideal for social entrepreneurs who can use the book for doing customer development with diverse users Establishes a new research line of social sector requirement engineering, taking into account user age, language, ability, and access Table of ContentsChapter 1. Introductiona. Introduction.b. Social sector of economyc. Social impacts of software solutionsd. Requirement Engineering in Generale. Social sector applications: Divide between users, funders and customersf. Requirement Engineering for Social sector applications (Social sector Requirement Engineering)g. Conclusionh. Further ReadingChapter 2. Towards Gamification and Crowdsourcing in Social Sector Requirement Engineering a. Introduction.b. Tertiary Review Protocolc. Result Analysisd. State of affairs in Social sector contexte. Discussionf. Conclusion and future workg. Further ReadingChapter 3. Requirement Engineering Challenges for Social Sector Software Development: Insights from Multiple Case studies. a. Introduction.b. Case study protocolc. Backgroundd. Result Analysise. Real use casef. Discussion and future directions g. Frameworkh. Result assessmenti. Implications for Government and Software Engineersj. Conclusion k. Further Reading Chapter 4. Social Sector Requirement Engineering Process using Customer Journeysa. Introduction.b. Theoretical Background c. Working Algorithmd. Hypothetical Algorithme. Result Validationf. Conclusion & Future workg. Further Reading Chapter 5. Implications for Social Innovation stakeholders a. Implications for researchers.b. Implications for fundersc. Implications for Governmentd. Implications for academiae. Implications for Social entrepreneurs f. Conclusion & Future workg. Further Reading

    3 in stock

    £71.99

  • Distributed Artificial Intelligence: Third International Conference, DAI 2021, Shanghai, China, December 17–18, 2021, Proceedings

    Springer Nature Switzerland AG Distributed Artificial Intelligence: Third International Conference, DAI 2021, Shanghai, China, December 17–18, 2021, Proceedings

    15 in stock

    Book SynopsisThis book constitutes the refereed proceedings of the Third International Conference on Distributed Artificial Intelligence, DAI 2021, held in Shanghai, China, in December 2021.The 15 full papers presented in this book were carefully reviewed and selected from 31 submissions. DAI aims at bringing together international researchers and practitioners in related areas including general AI, multiagent systems, distributed learning, computational game theory, etc., to provide a single, high-profile, internationally renowned forum for research in the theory and practice of distributed AI.Table of ContentsThe Power of Signaling and its Intrinsic Connection to the Price of Anarchy.- Uncertainty-aware Low-Rank Q-Matrix Estimation for Deep Reinforcement Learning.- SEIHAI: A Sample-effcient Hierarchical AI for the MineRL Competition.- GC: Multi-Agent Group Belief with Graph Clustering.- Incomplete Distributed Constraint Optimization Problems: Model, Algorithms, and Heuristics.- Securities Based Decision Markets.- MARL for Traffc Signal Control in Scenarios with Different Intersection Importance.- Safe Distributional Reinforcement Learning.- The Positive Effect of User Faults over Agent Perception in Collaborative Settings and its Use in Agent Design.- Behavioral Stable Marriage Problems.- FUN-Agent: a HUMAINE Competitor.- Signal Instructed Coordination in Cooperative Multi-Agent Reinforcement Learning.- A Description of the Jadescript Type System.- Combining M-MCTS and Deep Reinforcement Learning for General Game Playing.- A Two-Step Method for Dynamics of Abstract Argumentation.

    15 in stock

    £52.24

  • TRANSBALTICA XII: Transportation Science and

    Springer Nature Switzerland AG TRANSBALTICA XII: Transportation Science and

    15 in stock

    Book SynopsisThis book reports on innovative research and developments in the broad field of transportation. It covers solutions relating to intelligent vehicles and infrastructure, energy and combustion management, vehicle dynamics and control, as well as research on human factors, logistics and security. Contributions are based on peer-reviewed papers presented at the 12th international scientific conference "Transbaltica: Transportation Science and Technology", held virtually from Vilnius Gediminas Technical University, Lithuania, on September 16-17, 2021. All in all, this book offers extensive information on modern transport systems, with a good balance of theory and practice. Table of ContentsStudy of Air Flow around a Moving Vehicle as a Source of Energy.- Methodology for Determination Coefficients Values of the Proposed Rheological Model for the Tire Tread.- Development of an Innovative Technical Solution to Improve the Efficiency of Rolling Stock Friction Brake Elements Operation.- 3D Simulation and Analysis of the Course of a Bus / Train Accident at a Railway Crossing.- Optimization of a Trestle Weight of an Operating Hydraulic Jack Used During Wagons Repairing.- Investigation of Dynamic Behaviour of an Overhead Crane Using Multivariant Calculations.

    15 in stock

    £161.99

  • 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

  • Sense, Feel, Design: INTERACT 2021 IFIP TC 13

    Springer Nature Switzerland AG Sense, Feel, Design: INTERACT 2021 IFIP TC 13

    1 in stock

    Book SynopsisThis book contains a series of revised papers selected from 7 workshops organized by 18th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2021, which was held in September 2021 in Bari, Italy. The 15 papers included in this volume were carefully reviewed and selected from 30 submissions. They show the design of interactive technologies addressing one or more United Nations' Sustainable Development Goals, to deal with evolving contexts of use in today’s and future application domains and its influence on human-centered socio-technical system design and devel-opment practice, share educational resources and approaches to support the process of teaching and learning HCI Engineering (HCI-E), share educational resources and approaches to support the process of teaching and learning HCI Engineering (HCI-E), and address and discuss geopolitical issues in Human-Computer Interaction as a field of knowledge and practice.Chapter “Extreme Citizen Science Contributions to the Sustainable Development Goals: Challenges and Opportunities for a Human-Centred Design Approach” is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.Table of ContentsAdaptivity.- Collaborative and Social Computing.- Context of Use.- Designing for Smart Devices & IoT.- Designing Safety Critical Systems.- HCI Engineering.- HCI Teaching.- Human-centred Development of Sustainable Technology.- Human-Computer Interaction.- Human-Work Interaction.- Interaction Design.- Ubiquitous and Mobile Computing.- Virtual Reality.

    1 in stock

    £80.99

  • 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

  • Research in the Wild

    Springer International Publishing AG Research in the Wild

    1 in stock

    Book SynopsisThe phrase "in-the-wild" is becoming popular again in the field of human-computer interaction (HCI), describing approaches to HCI research and accounts of user experience phenomena that differ from those derived from other lab-based methods. The phrase first came to the forefront 20-25 years ago when anthropologists Jean Lave (1988), Lucy Suchman (1987), and Ed Hutchins (1995) began writing about cognition being in-the-wild. Today, it is used more broadly to refer to research that seeks to understand new technology interventions in everyday living.A reason for its resurgence in contemporary HCI is an acknowledgment that so much technology is now embedded and used in our everyday lives. Researchers have begun following suit—decamping from their usability and living labs and moving into the wild; carrying out in-situ development and engagement, sampling experiences, and probing people in their homes and on the streets.The aim of this book is to examine what this new direction entails and what it means for HCI theory, practice, and design. The focus is on the insights, demands and concerns. But how does research in the wild differ from the other applied approaches in interaction design, such as contextual design, action research, or ethnography? What is added by labeling user research as being in-the-wild? One main difference is where the research starts and ends: unlike user-centered, and more specifically, ethnographic approaches which typically begin by observing existing practices and then suggesting general design implications or system requirements, in-the-wild approaches create and evaluate new technologies and experiences in situ(Rogers, 2012). Moreover, novel technologies are often developed to augment people, places, and settings, without necessarily designing them for specific user needs. There has also been a shift in design thinking. Instead of developing solutions that fit in with existing practices, researchers are experimenting with new technological possibilities that can change and even disrupt behavior. Opportunities are created, interventions installed, and different ways of behaving are encouraged. A key concern is how people react, change and integrate these in their everyday lives. This book outlines the emergence and development of research in the wild. It is structured around a framework for conceptualizing and bringing together the different strands. It covers approaches, methods, case studies, and outcomes. Finally, it notes that there is more in the wild research in HCI than usability and other kinds of user studies in HCI and what the implications of this are for the field.Table of ContentsAcknowledgments.- Introduction.- Moving Into The Wild: From Situated Cognition to Embodied Interaction.- Approaches to Conducting Research in The Wild.- Case Studies: Designing and Evaluating Technologies for Use in the Wild.- Practical and Ethical Issues.- Conclusions.- References.- Author Biographies.

    1 in stock

    £26.99

  • Social Media and Civic Engagement: History, Theory, and Practice

    Springer International Publishing AG Social Media and Civic Engagement: History, Theory, and Practice

    2 in stock

    Book SynopsisSocial media platforms are the latest manifestation in a series of sociotechnical innovations designed to enhance civic engagement, political participation, and global activism. While many researchers started out as optimists about the promise of social media for broadening participation and enhancing civic engagement, recent events have tempered that optimism. As this book goes to press, Facebook is fighting a battle over the massive disclosure of user information during the 2016 U.S. presidential campaign, social analytics company Cambridge Analytica is being revealed as a major player in micro profiling voters in that same election, bots and fake news factories are undermining democratic discourse via social media worldwide, and the president of the United States is unnerving the world as a stream-of-consciousness Twitter user. This book is a foundational review of current research on social media and civic engagement organized in terms of history, theory, practice, and challenges. History reviews how researchers and developers have continuously pushed the envelope to explore technology enhancements for political and social discourse. Theory reveals that the use of globally-networked social technologies touches many fields including political science, sociology, psychology, media studies, network science, and more. Practice is examined through studies of political engagement both in democratic situations and in confrontational situations. Challenges are identified in order to find ways forward. For better or worse, social media for civic engagement has come of age. Citizens, politicians, and activists are utilizing social media in innovative ways, while bad actors are discovering possibilities for spreading dissention and undermining trust. We are at a sobering inflection point, and this book is your foundation for understanding how we got here and where we are going.Table of ContentsPreface.- Acknowledgments.- Introduction.- History.- Theory.- Engagement.- Challenges/ Epilogue.- Bibliography.- Author Biography.

    2 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

    £37.85

  • HCI in Mobility, Transport, and Automotive

    Springer International Publishing AG HCI in Mobility, Transport, and Automotive

    1 in stock

    Book SynopsisThis book constitutes the refereed proceedings of the 4th International Conference on HCI in Mobility, Transport, and Automotive Systems, MobiTAS 2022, held as part of the 23rd International Conference, HCI International 2022, which was held virtually in June/July 2022. The total of 1271 papers and 275 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 5487 submissions. The MobiTAS 2022 proceedings were organized in the following topical sections: Designing Interactions in the Mobility, Transport, and Automotive Context; Human-Centered Design of Automotive Systems; Driver Information and Assistance Systems; Studies on Automated Driving; and Micro-mobility and Urban Mobility. Table of ContentsDesigning Interactions in the Mobility, Transport, and Automotive Context.- How to Support Rapid Prototyping of Virtual Content for Automotive AR Head-up Displays.- Creating Geopositioned 3D Areas of Interest from Fleet Gaze Data.- Exploring New Depths: How Could Passengers Interact With Future In-Car Holographic 3D Displays.- Establishment and Validation of Flight Crew Training Cost Model.- Omniverse-OpenDS: Enabling Agile Developments for Complex Driving Scenarios via Reconfigurable Abstractions.- Oneiros-OpenDS: An Interactive and Extensible Toolkit for Agile and Automated Developments of Complicated Driving Scenes.- Towards Scenario-based and Question-driven Explanations in Autonomous Vehicles.- Human-Centered Design of Automotive Systems.- Investigate the In-Vehicle Healthcare System Design Opportunities: Findings from a Co-Design Study.- User-Centered Development of a Route Planning App for Fragmented Automated Drives.- Gender Preference Differences in Color Temperature Associated with LED Light Sources in the Autopilot Cabin.- A Deep Dive into the China’s Gen Z: How They Use and What They Expect for Their Cars.- Effect of Age on Driving Behavior and a Neurophysiological Interpretation.- The impact of Directional Road Signs Combinations and Language Unfamiliarity on Driving Behavior.- Towards a Customizable Usage Requirements Cycle.- Understanding Drivers’ Physiological Responses in Different Road Conditions.- Co-Designing the Next Generation Automatic Driving Vehicle HMI Interface with Lead-Users.- Driver Information and Assistance Systems.- Driving Experiment System Using HMDs to Measure Drivers’ Proficiency and Difficulty of Various Road Conditions.- Inspection of In-Vehicle Touchscreen Infotainment Display for Different Screen Locations, Menu Types, and Positions.-Ergonomics Evaluation of in-Vehicle HMI based on Meander of Finger Trajectory.- Face2Statistics: User-Friendly, Low-Cost and Effective Alternative to In-Vehicle Sensors/Monitors for Drivers.- User-centered Information Architecture of Vehicle AR-HUD System.- Emotional Design for In-vehicle Infotainment Systems: An Exploratory Co-design Study.- Studies on Automated Driving.- Watch Out Car, He’s Drunk! How Passengers of Vehicles Perceive Risky Crossing Situations based on Situational Parameters.- Impacts of Autonomous Vehicle Driving Logics on Heterogenous Traffic and Evaluating Transport Interventions with Microsimulation Experiments.- HAVIT: A Virtual Reality Testbed to Support Human-Autonomous Vehicle Interaction Studies.- Visualization Analysis on Literature Maps of Chinese Intelligent Vehicle Design based on CiteSpace.- Social Acceptability of Autonomous Vehicles: Unveiling Correlation of Passenger Trust and Emotional Response.- Beyond SAE J3016: New Design Spaces for Human-Centered Driving Automation.- Study of the Hazard Perception Model for Automated Driving Systems.- A Preliminary Evaluation of Driver’s Workload in Partially Automated Vehicles.- Testing Approach of HMI Designs for Vehicles with Automated Driving Systems: a Usability Test Case based on the Driving Simulator.- Micro-mobility and Urban Mobility.- Towards a Framework for Detecting Temporary Obstacles and their Impact on Mobility for Diversely Disabled Users.- Assistive Systems for Special Mobility Needs in the Coastal Smart City.- Exploring Private Scooter Owners' Willingness to Introduce their Own Scooter into Vehicle Sharing Services.- Temporal Travel Demand Analysis of Irregular Bike-Sharing Users.- Analysis of the Tasks of Control Room Operators within Chinese Motorway Control Rooms.- Gender Inclusiveness in Public Transportation: Social Media Analysis.- Robust Linear Regression-Based GIS Technique for Modeling the Processing Time at Tourism Destinations.- Enabling Knowledge Extraction on Bike Sharing Systems throughout Open Data.- Perception of Incidental Social Interactions during Independent Travel on Public Transport: an Exploratory Study with Adults with Intellectual Disability.- Corporate Mobility Budgets as a Contribution to the Enforcement of Sustainable Mobility.- A Tangible based Interaction- and Visualization- Tool for the Analyzation of Individual Mobility Data on an Augmented Reality Table.

    1 in stock

    £80.99

  • Social Computing and Social Media: Applications in Education and Commerce: 14th International Conference, SCSM 2022, Held as Part of the 24th HCI International Conference, HCII 2022, Virtual Event, June 26 – July 1, 2022, Proceedings, Part

    Springer International Publishing AG Social Computing and Social Media: Applications in Education and Commerce: 14th International Conference, SCSM 2022, Held as Part of the 24th HCI International Conference, HCII 2022, Virtual Event, June 26 – July 1, 2022, Proceedings, Part

    1 in stock

    Book SynopsisThis two-volume set LNCS 13315 and 13316 constitutes the refereed proceedings of the 14th International Conference on Social Computing and Social Media, SCSM 2022, held as part of the 24rd International Conference, HCI International 2022, which took place in June-July 2022. Due to COVID-19 pandemic the conference was held virtually.The total of 1276 papers and 275 posters included in the 40 HCII 2022 proceedings volumes was carefully reviewed and selected from 5583 submissions. The papers of SCSM 2022, Part II, are organized in topical sections named: social media in education; customer experience and consumer behavior.Table of ContentsSocial Media in Education.- Customer Experience and Consumer Behavior.

    1 in stock

    £62.99

  • 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

  • Culture and Computing: 10th International

    Springer International Publishing AG Culture and Computing: 10th International

    1 in stock

    Book SynopsisThis book constitutes the refereed proceedings of the 10th International Conference on Culture and Computing, C&C 2022, held as part of the 23rd International Conference, HCI International 2022, which was held virtually in June/July 2022. The total of 1271 papers and 275 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 5487 submissions. The C&C 2022 proceedings presents topics such as User Experience, Culture, and Technology, Culture and Computing in Arts and Music and preservation and fruition of cultural heritage, as well as developing and shaping future cultures.Table of ContentsUser Experience, Culture, and Technology.- Interactions with Tangible and Intangible Cultural Heritage.- Culture and Computing in Arts and Music.- Reflections on ICT and Culture.

    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

  • HCI for Cybersecurity, Privacy and Trust: 4th

    Springer International Publishing AG HCI for Cybersecurity, Privacy and Trust: 4th

    1 in stock

    Book SynopsisThis book constitutes the refereed proceedings of the 4th International Conference on HCI for Cybersecurity, Privacy and Trust, HCI-CPT 2022, held as part of the 23rd International Conference, HCI International 2022, which was held virtually in June/July 2022. The total of 1271 papers and 275 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 5487 submissions. The HCI-CPT 2022 proceedings focuses on to user privacy and data protection, trustworthiness and User Experience in cybersecurity, multi-faceted authentication methods and tools, HCI in cyber defense and protection, studies on usable security in Intelligent Environments, as well as the impact of the Covid-19 pandemic on cybersecurityTable of ContentsUser Privacy and Data Protection.- Trustworthiness and User Experience in Cybersecurity.- Multi-faceted Authentication Methods and Tools.- HCI in Cyber Defense and Protection.- Studies on Usable Security in Intelligent Environments.- The Impact of the Covid-19 Pandemic on Cybersecurity.

    1 in stock

    £71.99

  • Learning and Collaboration Technologies.

    Springer International Publishing AG Learning and Collaboration Technologies.

    3 in stock

    Book SynopsisThis proceedings, LCT 2022, constitutes the refereed proceedings of the 9th International Conference on Learning and Collaboration Technologies, LCT 2022, held as Part of the 24th International Conference, HCI International 2022, which took place in June/July 2022. Due to COVID-19 pandemic the conference was held virtually.The total of 1271 papers and 275 poster papers included in the 39 HCII 2022 proceedings volumes was carefully reviewed and selected from 5487 submissions. The papers of LCT 2022 are organized in topical sections named: Designing and Developing Learning Technologies; Learning and Teaching Online; Diversity in Learning; Technology in Education: Practices and Experiences.

    3 in stock

    £71.99

  • Learning and Collaboration Technologies. Novel

    Springer International Publishing AG Learning and Collaboration Technologies. Novel

    1 in stock

    Book SynopsisChapter “Developing a VR Tool to Support Repeat Pattern Design Learning ” is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

    1 in stock

    £58.49

  • Digital Human Modeling and Applications in Health, Safety, Ergonomics and Risk Management. Anthropometry, Human Behavior, and Communication: 13th International Conference, DHM 2022, Held as Part of the 24th HCI International Conference, HCI

    Springer International Publishing AG Digital Human Modeling and Applications in Health, Safety, Ergonomics and Risk Management. Anthropometry, Human Behavior, and Communication: 13th International Conference, DHM 2022, Held as Part of the 24th HCI International Conference, HCI

    1 in stock

    Book SynopsisThis two-volume set LNCS 1319 and 13320 constitutes the thoroughly refereed proceedings of the 13th International Conference on Digital Human Modeling and Applications in Health, Safety, Ergonomics and Risk Management, DHM 2022, which was held virtually as part of the 24rd HCI International Conference, HCII 2022, in June/July 2022.The total of 1271 papers and 275 poster papers included in the 39 HCII 2022 proceedings volumes was carefully reviewed and selected from 5487 submissions. DHM 2022 includes a total of 56 papers. The first volume focuses on topics related to ergonomic design, anthropometry, and human modeling, as well as collaboration, communication, and human behavior. The second volume focuses on topics related to task analysis, quality and safety in healthcare, as well as occupational health and operations management, and Digital Human Modeling in interactive product and service design.Table of ContentsErgonomic Design, Anthropometry, and Human Modeling.- Testing of Different Strings for their Usability in Actuation of Exosuits.- Utilizing Digital Human Modeling to Optimize the Ergonomic Environment of Heavy.- An Early Design Method to Quantify Vision Obstruction: Formula One (F1) Halo Case Study.- Redesigning an Excavator Operator’s Seat and Controls using Digital Human Modelling in RAMSIS.- Research on the Index System for Evaluating the Ergonomics Design of Helicopter Cockpits.- A Design Method of Sports Protective Gear Based on Periodic Discrete Parameterization.- Feasibility Study for the Physical Load Evaluation of Construction Machine Ingress and Maintenance.- Computer-Aid Ergonomic Analysis of Excavator Driver’s Body Posture Model.- Grasp Intent Modelling through Multi Sensorial Data.- Research on Adjustable Classroom Desks and Chairs Based on the Human Dimensions of Chinese Minors.- A Bed Design Model Research for the Self-care Elderly.- Grasp Synthesis for the Hands of Elderly People with Reduced Muscular Force, Slippery Skin, and Limitation in Range of Motion.- Design and Application of Skirt Fit Software for Human Body Ontology Knowledge.- Improvement of Chair in Ladder Classroom Based on Human Data and Behavior Investigation of College Students.- Development and Verification of Measurement Tools for Human Dynamic Development.- Collaboration, Communication, and Human Behavior.- AI-driven Human Motion Classification and Analysis using Laban Movement System.- A Bibliometric Analysis of Robot Collaborative Service During 2011-2021.- Subjective Scores and Gaze Distribution in Personality Evaluations: Effect of Subjects’ Clothing on Observers’ Impressions of Them.- A Dynamic Semantics for Multimodal Communication.- The Interaction Space: Considering Speaker-hearer Location in Co-speech Gesture Analysis and Annotation.- Safety Issues in Human-Machine Collaboration and Possible Countermeasures.- ViCon - Towards Understanding Visual Support Systems in Collaborative Video Conferencing.- Revolutionizing Ergonomics in Manufacturing Processes Using Collaborative Robots: A Systematic Literature Review.- Multimodal Analysis of Interruptions.- Correlation Study of Clothing Pressure and Reducing Exercise Fatigue During Exergames.- Study on the Sailors’ Athletic Ability Change Rule of Long-Time Simulated Voyage.

    1 in stock

    £58.49

  • 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

  • Haptics: Science, Technology, Applications: 13th International Conference on Human Haptic Sensing and Touch Enabled Computer Applications, EuroHaptics 2022, Hamburg, Germany, May 22–25, 2022, Proceedings

    Springer International Publishing AG Haptics: Science, Technology, Applications: 13th International Conference on Human Haptic Sensing and Touch Enabled Computer Applications, EuroHaptics 2022, Hamburg, Germany, May 22–25, 2022, Proceedings

    1 in stock

    Book SynopsisThis open access book constitutes the proceedings of the 13th International Conference on Human Haptic Sensing and Touch Enabled Computer Applications, EuroHaptics 2022, held in Hamburg, Germany, in May 2022.The 36 regular papers included in this book were carefully reviewed and selected from 129 submissions. They were organized in topical sections as follows: haptic science; haptic technology; and haptic applications. Table of Contentsationary Hands.- Perception of friction in tactile exploration of micro-structured rubber samples.- Influence of Prior Visual Information on Exploratory Movement Direction in Texture Perception.- Guidance for the Design of Vibrotactile Patterns for Use on the Human Back.- Speed Discrimination In The Apparent Haptic Motion Illusion.- Neutral point in haptic perception of softness.- Pilot Study on Presenting Pulling Sensation by Electro-Tactile Stimulation.- A Preliminary Study on the Perceptual Independence Between Vibrotactile and Thermal Senses.- Spatial compatibility of visual and tactile stimulation in shared haptic perception.- Increasing Perceived Weight and Resistance by Applying Vibration to Tendons during Active Arm Movements.- A comparison of haptic and auditory feedback as a warning signal for slip in tele-operation scenarios.- Experiencing touch by technology.- Effect of Focus Direction and Agency on Tactile Perceptibility.- Haptic Guidance for Teleoperation: Optimizing Performance and User Experience.- A Multi-Modal Haptic Armband for Finger-Level Sensory Feedback from a Prosthetic Hand.- Sound Pressure Field Reconstruction for Ultrasound Phased Array by Linear Synthesis Scheme Optimization.- A Rotary Induction Actuator for Kinesthetic and Tactile Rendering.- Haptic Feedback for Wrist Angle Adjustment.- Larger skin-surface contact through a fingertip wearable improves roughness perception.- Expanding Dynamic Range of Electrical Stimulation Using Anesthetic Cream.- Haptic Rattle: Multi-Modal Rendering of Virtual Objects Inside a Hollow Container.- Design of a 2-DoF Haptic Device for Motion Guidance.- Preliminary Design of a Flexible Haptic Surface.- Human Self-Touch vs Other-Touch Resolved by Machine Learning.- Investigating Movement-Related Tactile Suppression Using Commercial VR Controllers.- Estimation of Frictional Force Using the Thermal Images of Target Surface during Stroking.- Spatial Resolution of Mesoscopic Shapes Presented by Airborne Ultrasound.- Vibrotactile Similarity Perception in Crowdsourced and Lab Studies.- Perception of spatialized vibrotactile impacts in a hand-held tangible for virtual reality.- Wearable Haptics in a Modern VRRehabilitation System: Design Comparison forUsability and Engagement.- Perceiving Sequences and Layouts through Touch.- Whole-Hand Haptics for Mid-Air Buttons.- Proximity-based Haptic Feedback for Collaborative Robotic Needle Insertion.- Furekit: Wearable Tactile Music Toolkit for Children with ASD.- A database of vibratory signals from free haptic exploration of natural material textures and perceptual judgments (ViPer): analysis of spectral statistics.

    1 in stock

    £31.49

  • Technology and Disability: 50 Years of Trace R&D Center Contributions and Lessons Learned

    Springer International Publishing AG Technology and Disability: 50 Years of Trace R&D Center Contributions and Lessons Learned

    1 in stock

    Book SynopsisThis book outlines the development of the Trace R&D Center as an institution for furthering accessible and assistive technologies. The book walks readers through the Center’s nascent attempts to solve individual challenges with augmentative communication devices through contemporary efforts to establish global frameworks and infrastructures for accessibility. This book is premised on the Center’s mission to maximize the potential of people with disabilities by harnessing evolving technologies while at the same time dismantling the barriers created by those same technological advancements. Readers will learn how this has been done in the past and why this practice should be a fundamental and integrated feature in new technology planning and implementation. The book touches on pre-internet technologies before exploring the huge implications of, first, the personal computer and, second, the Internet. In parallel with the massive growth in scale rendered by the launch of the Web, the book traces the expansion of the Center’s focus from the individual to the universal, particularly in working to establish accessibility standards and infrastructures. Learning from the successes and failures of the Center, the book outlines many past challenges and future directions for the development of technologies for people with disabilities from the research and industry perspectives.Table of ContentsTrace Center Origin and Evolution.- Augmentative Communication (1971–).- Pre-Internet/Pre-Web Summative Information (1970s–1990s).- Computer Access (1980–).- Electronic Consumer Products and General Accessibility (1990–).- Web Access (1990–).- Telecommunication Access (1990–).- Kiosks and Information—Transaction Machine Access (1999–).- Accessibility Infrastructure (2010 –).- Move to University of Maryland (2016).- Elements that Have Defined the Trace Center.- Some Lessons Learned from Trace’s First 50 Years.- Trace’s Focus for the Next Decade(s) (2021–).

    1 in stock

    £53.99

  • Human-Automation Interaction: Mobile Computing

    Springer International Publishing AG Human-Automation Interaction: Mobile Computing

    1 in stock

    Book SynopsisThis book provides practical guidance and awareness for a growing body of knowledge developing across a variety of disciplines. This initiative is a celebration of the Gavriel Salvendy International Symposium (GSIS) and provides a survey of topics and emerging areas of interest in human–automation interaction. This set of articles for the GSIS emphasizes a main thematic areas: mobile computing. Main areas of coverage include Section A: Health, Care and Assistive Technologies; Section B: Usability, User Experience and Design; Section C: Virtual Learning, Training and Collaboration; Section D: Ergonomics in Work, Automation and Production. In total, there are more than 600 pages emphasizing contributions from especially early career researchers that were featured as part of this (virtual) symposium and celebration. Gavriel Salvendy initiated the conferences that run annually as Human–Computer Interaction within LNCS of Springer and Applied Human Factors and Ergonomics International (AHFE). The book is inclusive of human–computer interaction and human factors and ergonomics principles, yet is intended to serve a much wider audience that has interest in automation and human modeling. The emerging need for human–automation interaction expertise has developed from an ever-growing availability and presence of automation in our everyday lives. This initiative is intended to provide practical guidance and awareness for a growing body of knowledge developing across a variety of disciplines and many countries. Table of ContentsDon’t Stand so Close to Me: Acceptance of delegating intimate health care tasks to assistive robots.- Designing a Voice Intelligent Agent: A Review and Appraisal.- Job crafting & re-design in a rapidly changing world of work: A bibliometric analysis & review.- Resilience Engineering and Safe Work Method Statements in Construction Projects.- Agent Transparency for Human-Autonomy Teaming.- Cuteness Engineering and UX Design.- Small screen-large information challenge for older adults: navigating through big pictures and menus of mobile phones.

    1 in stock

    £125.99

  • 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

  • Disruptive Technologies: The Convergence of New

    Springer International Publishing AG Disruptive Technologies: The Convergence of New

    3 in stock

    Book SynopsisThrough a series of highly speculative contributions by both leading and highly acclaimed practitioners and theorists, this book gives a new comprehensive overview of architectures’ most recent practical and theoretical developments. While a few chapters are mostly dedicated to a historical analysis of how we got to experience a new technological reality in architecture and beyond, all chapters including the most forward looking, have in common their rigorous understanding of history as a pool of radical experiments, whether one speaks of the history of architecture, or of sociology, technology, and science. Disruptive Technologies: The Convergence of New Paradigms in Architecture is required reading for anybody student, practitioner, and educator who wants to do serious research in architecture and all disciplines dealing with the shaping of our environment, beyond the important but restricted domain of computational architectural design.Additional multimedia content via app: download the SN More Media app for free, scan a link with play button and access to the Additional Contents directly on your smartphone or tablet.Table of Contents1: Disruptive Technologies in Architecture (General Introduction).- 2.1: Robotics and AI in Architecture.- 2.2: Bioptemes and Mechy Max Systems: Topological Imaginations of Adaptive Architecture.- 2.3: How Do We Want to Interact with Robotic Environments? User Preferences for Embodied Interactions, from Pushbuttons to AI.- 2.4: Design-to-Robotic-Production and -Operation for Activating Bio-Cyber-Physical Environments.- 2.5: Conceptual and Methodological Constructs for People-Oriented Public Spaces.- 3.1: Architectural Intelligence, Machine and Human Learning.- 3.2: Architectural Knowledge and Learning Algorithms.- 3.3: On Legibility: Machine Readable Architecture.- 3.4: Where is reality? Can you show it to me? Constructing Artificial Agency.- 3.6: From Disruptions in Architectural Pedagogy to Disruptive Pedagogies for Architecture.- 4.1: Cyber-Urban Integration, Disruptive Construction Technologies, and Tectonics.- 4.2: Cyber-Urban Integration.- 4.3: Democratising Tectonism: High performance geometry for mass-customisation of virtual and physical spaces.- 4.4: Why Disruptive Business Models are Inseparable from Disruptive Technologies?.

    3 in stock

    £123.49

  • 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

  • Diagrammatic Representation and Inference: 13th

    Springer International Publishing AG Diagrammatic Representation and Inference: 13th

    3 in stock

    Book SynopsisThis book constitutes the refereed proceedings of the 13th International Conference on the Theory and Application of Diagrams, Diagrams 2022, held in Rome, Italy, in September 2022. The 11 full papers and 19 short papers presented together with 5 posters were carefully reviewed and selected from 58 submissions. 8 chapters are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

    3 in stock

    £44.99

  • Extended Reality: First International Conference,

    Springer International Publishing AG Extended Reality: First International Conference,

    3 in stock

    Book SynopsisThis two volume proceedings, LNCS 13445 and 13446, constitutes the refereed proceedings of the 9th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, XR Salento 2022, held in Lecce, Italy, July 6–8, 2022. Due to COVID-19 pandemic the conference was held as a hybrid conference.The 42 full and 16 short papers were carefully reviewed and selected from 84 submissions. The papers discuss key issues, approaches, ideas, open problems, innovative applications and trends in virtual reality, augmented reality, mixed reality, applications in cultural heritage, in medicine, in education, and in industry.Table of ContentseXtended Reality for learning and training.- Mixed Reality Agents for Automated Mentoring Processes.- Asynchronous Manual Work in Mixed Reality Remote Collaboration.- A virtual reality serious game for children with dyslexia: DixGame.- Processing Physiological Sensor Data in Near Real-Time as Social Signals for their Use on Social Virtual Reality Platforms.- Developing a tutorial for improving usability and user skills in an immersive virtual reality experience.- Challenges in Virtual Reality Training for CRBN Events.- A Preliminary Study on the Teaching Mode of Interactive VR Painting Ability Cultivation.- eXtended Reality in education.- Factors in the cognitive-emotional impact of Educational Environmental Narrative Videogames.- Instinct-based Decision-making in Interactive Narratives.- The application of immersive virtual reality for children's road education: validation of a pedestrian crossing scenario.- Collaborative VR scene broadcasting for geometry education.- Collaborative Mixed Reality Annotations System for Science and History Education Based on UWB Positioning and Low-cost AR Glasses.- Artificial Intelligence and Machine Learning for eXtended Reality.- Can AI replace conventional markerless tracking? A comparative performance study for mobile augmented reality based on artificial intelligence..- Find, Fuse, Fight: genetic algorithms to provide engaging content for multiplayer augmented reality games.- Synthetic data generation for surface defect detection*.- eXtended Reality in Geo-Information Sciences.- ARtefact: A Conceptual Framework for the Integrated Information Management of Archaeological Excavations.- Geomatics meets XR: a brief overview of the synergy between Geospatial data and augmented visualization..- Utilization of Geographic Data for the Creation of Occlusion Models in the Context of Mixed Reality Applications.- Development of an open-source 3D WebGIS framework to promote cultural heritage dissemination.- Industrial eXtended Reality.- A FRAMEWORK FOR DEVELOPING XR APPLICATIONS INCLUDING MULTIPLE SENSORIAL MEDIA.- Augmented Reality Remote Maintenance in Industry: A Systematic Literature Review.- Virtual Teleoperation Setup for a Bimanual Bartending Robot.- eXtended Reality in the digital transformation of museums.- Virtualization and Vice Versa: A new procedural model of the reverse virtualization for the user behavior tracking in the Virtual Museums.- “You can tell a man by the emotion he feels”: How Emotions Influence Visual Inspection of Abstract Art in Immersive Virtual Reality.- Augmented Reality and 3D Printing for Archaeological Heritage: Evaluation of Visitor Experience.- Building blocks for multi-dimensional WebXR inspection tools targeting Cultural Heritage.- Comparing the impact of low-cost 360° cultural heritage videos displayed in 2D screens versus virtual reality headsets.- eXtended Reality beyond the five senses.- Non-immersive versus immersive extended reality for motor imagery neurofeedback within a brain-computer interfaces.- Virtual Reality enhances EEG-based neurofeedback for emotional self-regulation.- Psychological and Educational Interventions Among Cancer Patients: A Systematic Review to Analyze the Role of Immersive Virtual Reality for Improving Patients’ Well-Being.

    3 in stock

    £40.49

  • 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

  • Computer Vision – ECCV 2022: 17th European

    Springer International Publishing AG Computer Vision – ECCV 2022: 17th European

    1 in stock

    Book SynopsisThe 39-volume set, comprising the LNCS books 13661 until 13699, constitutes the refereed proceedings of the 17th European Conference on Computer Vision, ECCV 2022, held in Tel Aviv, Israel, during October 23–27, 2022. The 1645 papers presented in these proceedings were carefully reviewed and selected from a total of 5804 submissions. The papers deal with topics such as computer vision; machine learning; deep neural networks; reinforcement learning; object recognition; image classification; image processing; object detection; semantic segmentation; human pose estimation; 3d reconstruction; stereo vision; computational photography; neural networks; image coding; image reconstruction; object recognition; motion estimation.Table of ContentsExpanding Language-Image Pretrained Models for General Video Recognition.- Hunting Group Clues with Transformers for Social Group Activity Recognition.- Contrastive Positive Mining for Unsupervised 3D Action Representation Learning.- Target-Absent Human Attention.- Uncertainty-Based Spatial-Temporal Attention for Online Action Detection.- Iwin: Human-Object Interaction Detection via Transformer with Irregular Windows.- Rethinking Zero-Shot Action Recognition: Learning from Latent Atomic Actions.- Mining Cross-Person Cues for Body-Part Interactiveness Learning in HOI Detection.- Collaborating Domain-Shared and Target-Specific Feature Clustering for Cross-Domain 3D Action Recognition.- Is Appearance Free Action Recognition Possible?.- Learning Spatial-Preserved Skeleton Representations for Few-ShotAction Recognition.- Dual-Evidential Learning for Weakly-Supervised Temporal ActionLocalization.- Global-Local Motion Transformer for Unsupervised Skeleton-BasedAction Learning.- AdaFocusV3: On Unified Spatial-Temporal Dynamic Video Recognition.- Panoramic Human Activity Recognition.- Delving into Details: Synopsis-to-Detail Networks for Video Recognition.- A Generalized & Robust Framework for Timestamp Supervision in Temporal Action Segmentation.- Few-Shot Action Recognition with Hierarchical Matching and Contrastive Learning.- PrivHAR: Recognizing Human Actions from Privacy-Preserving Lens.- Scale-Aware Spatio-Temporal Relation Learning for Video Anomaly Detection.- Compound Prototype Matching for Few-Shot Action Recognition.- Continual 3D Convolutional Neural Networks for Real-Time Processing of Videos.- Dynamic Spatio-Temporal Specialization Learning for Fine-Grained Action Recognition.- Dynamic Local Aggregation Network with Adaptive Clusterer for Anomaly Detection.- Action Quality Assessment with Temporal Parsing Transformer.- Entry-Flipped Transformer for Inference and Prediction of Participant Behavior.- Pairwise Contrastive Learning Network for Action Quality Assessment.- Geometric Features Informed Multi-Person Human-Object Interaction Recognition in Videos.- ActionFormer: Localizing Moments of Actions with Transformers.- SocialVAE: Human Trajectory Prediction Using Timewise Latents.- Shape Matters: Deformable Patch Attack.- Frequency Domain Model Augmentation for Adversarial Attack.- Prior-Guided Adversarial Initialization for Fast Adversarial Training.- Enhanced Accuracy and Robustness via Multi-Teacher Adversarial Distillation.- LGV: Boosting Adversarial Example Transferability from Large Geometric Vicinity.- A Large-Scale Multiple-Objective Method for Black-Box Attack against Object Detection.- GradAuto: Energy-Oriented Attack on Dynamic Neural Networks.- A Spectral View of Randomized Smoothing under Common Corruptions: Benchmarking and Improving Certified Robustness.- Improving Adversarial Robustness of 3D Point Cloud Classification Models.- Learning Extremely Lightweight and Robust Model with Differentiable Constraints on Sparsity and Condition Number.- RIBAC: Towards Robust and Imperceptible Backdoor Attack against Compact DNN.- Boosting Transferability of Targeted Adversarial Examples via Hierarchical Generative Networks.

    1 in stock

    £80.74

  • 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

  • Chatbot Research and Design: 6th International

    Springer International Publishing AG Chatbot Research and Design: 6th International

    1 in stock

    Book SynopsisThis book constitutes the proceedings of the 6th International Workshop on Chatbot Research and Design, CONVERSATIONS 2022, which was held during November 2022.The 12 papers included in this volume were carefully reviewed and selected from a total of 27 submissions. They were organized in topical sections named: chatbot users and user experience; chatbot design and applications.

    1 in stock

    £47.49

  • Augmented Reality: Where We Will All Live

    Springer International Publishing AG Augmented Reality: Where We Will All Live

    1 in stock

    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.

    1 in stock

    £37.99

  • Virtual, Augmented and Mixed Reality: 15th

    Springer International Publishing AG Virtual, Augmented and Mixed Reality: 15th

    1 in stock

    Book SynopsisThis book constitutes the refereed proceedings of the 15th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2023, held as part of the 25th International Conference, HCI International 2023, in Copenhagen, Denmark, in July 2023. The total of 1578 papers and 396 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 7472 submissions. The VAMR 2023 proceedings were organized in the following topical sections: Designing VAMR Applications and Environments; Visualization, Image Rendering and 3D in VAMR; Multimodal Interaction in VAMR; Robots and Avatars in Virtual and Augmented Reality; VAMR in Medicine and Health; VAMR in Aviation; and User Experience in VAMR.Table of ContentsDesigning VAMR Applications and Environments.- Visualization, Image Rendering and 3D in VAMR.- Multimodal Interaction in VAMR.- Robots and Avatars in Virtual and Augmented Reality.- VAMR in Medicine and Health.- VAMR in Aviation.- User Experience in VAMR.

    1 in stock

    £80.74

  • Blended Learning : Lessons Learned and Ways

    Springer International Publishing AG Blended Learning : Lessons Learned and Ways

    3 in stock

    Book SynopsisThis book constitutes the refereed proceedings of the 16th International Conference on Blended Learning, ICBL 2023, held in Hong Kong, China, on July 17-20, 2023. The 24 papers presented in this volume were carefully reviewed and selected from 57 submissions. The papers are organized in topical sections named: smart classroom and digital literacy; online and distant learning; content and pedagogy development for blended learning; gamification and interactive learning environment; learning analytics and big data in education.Table of ContentsKeynotes.- Teachers’ readiness for adopting online merge offline learning in digital.- Agile-blended Learning as a Metropolitan Teaching Approach.- Collaborative approaches to research-informed practice in tertiary education.- The power of rotation: Investigating the impact of the RST model on students' deep Learning.- Smart Classroom and Digital Literacy.- Investigating the Influence of Seating Factors on Perception of the Learning Environment in Smart Classroom.- Study on the influencing factors of junior high school students’ learning engagement under the smart classroom environment.- Integrating Digital Citizenship into a Primary School Course “Ethics and the Rule of Law”: Necessity, Strategies and a Pilot Study.- From ICT Utilization to Student Learning Achievement: Mediation Effects of Digital Literacy and Problem- solving Ability.- Online and Distant Learning.- The Effect of Corpus-based Writing Practices on EFL learners' Lexical Diversity and Lexical Sophistication.- On the Reflection of Online Distance Instruction into Blended Teaching and Learning.- Camera shy in online synchronous class: A qualitative study in college students.- Investigating Demographics and Behavioral Engagement Associated with Online Learning Performance.- Content and Pedagogy Development for Blended Learning.- Content Development of 'Literary Tourism' within Blended Learning Concept – Case Study.- Using WPBL to Improve Engineering Undergraduates’ Computational Thinking Performance in Flipped Classroom.- Cultivating Students’ Creative Thinking Using Visual Narrative in an Agile Blended Learning Environment.- Key Complexities Inhibiting Design and Implementation of Adaptive-Inclusive Learning Environments.- Gamification and Interactive Learning Environment.- Research on the Practice of VR Entering the Classroom – Taking City University Students of Macau as an Example.- How Can Teachers Facilitate Computer-Supported Collaborative Learning? A Literature Review of Teacher Intervention in CSCL.- Assessing Secondary Students’ Digital Literacy Using an Evidence-Centered Game Design Approach.- Museum Blended Learning through Digital Learning Platform: The Case of Smithsonian Learning Lab.- Learning Analytics and Big Data in Education.- Research on Dynamic Learning Intervention Driven by Data.- Predictive analytics for university student admission: A literature review.- Construction and Implementation of the Data-driven Flexible Teaching Model of University Courses.- Design and Effect of Guided and Adaptive Tutoring Tips for Helping School Mathematics Problems Solving.

    3 in stock

    £47.49

  • More than a Chatbot: Language Models Demystified

    Springer International Publishing AG More than a Chatbot: Language Models Demystified

    1 in stock

    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.

    1 in stock

    £23.74

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