Human–computer interaction Books

602 products


  • A Framework for Scientific Discovery through

    Morgan & Claypool Publishers A Framework for Scientific Discovery through

    Book SynopsisAs science becomes increasingly computational, the limits of what is computationally tractable become a barrier to scientific progress. Many scientific problems, however, are amenable to human problem solving skills that complement computational power. By leveraging these skills on a larger scale---beyond the relatively few individuals currently engaged in scientific inquiry-there is the potential for new scientific discoveries. This book presents a framework for mapping open scientific problems into video games. The game framework combines computational power with human problem solving and creativity to work toward solving scientific problems that neither computers nor humans could previously solve alone. To maximize the potential contributors to scientific discovery, the framework designs a game to be played by people with no formal scientific background and incentivizes long-term engagement with a myriad of collaborative or competitive reward structures. The framework allows for the continual coevolution of the players and the game to each other: as players gain expertise through gameplay, the game changes to become a better tool. The framework is validated by being applied to proteomics problems with the video game Foldit. Foldit players have contributed to novel discoveries in protein structure prediction, protein design, and protein structure refinement algorithms. The coevolution of human problem solving and computer tools in an incentivized game framework is an exciting new scientific pathway that can lead to discoveries currently unreachable by other methods.

    £42.46

  • Influential Machines: The Rhetoric of

    University of South Carolina Press Influential Machines: The Rhetoric of

    1 in stock

    Book SynopsisA new framework for understanding how algorithms influenceWeb applications offer us conclusions about science. Twitter bots generate art. Machine-learning systems satirize politicians. We live in an era where a substantial share of our private and public communication is machinic. Modern computing machines cannot yet speak for themselves—although the capacities of AI are rapidly expanding—but they generate rhetorical energies as they give advice, entertain, and proffer insight, speaking to human concerns in more-than-human ways and guiding human action. In Influential Machines Miles C. Coleman looks beyond human communication to interrogate the ways in which the machines and algorithms in our lives make meaning and the implications of their special modes of communication. Using the varied examples of an anti-vax "vaccine calculator," two Twitterbots, and the computational performances of virtual assistants, Coleman asks what machines mean to us as social agents and whether humans are the appropriate reference for designing machine communication. Coleman goes beyond the front and back ends of computing to describe the "deep end" of computing, a site of ambient rhetoric that is essential for understanding how machines move in today's digital world.

    1 in stock

    £83.30

  • E-mail and Behavioral Changes: Uses and Misuses

    ISTE Ltd and John Wiley & Sons Inc E-mail and Behavioral Changes: Uses and Misuses

    Book SynopsisThis book is a study of the causes of spam, the behaviors associated to the generation of and the exposure to spam, as well as the protection strategies. The new behaviors associated to electronic communications are identified and commented. Have you ever felt overwhelmed by the number of e-mail and textual messages in your inbox, be it on your laptop, your Smartphone or your PC? This book should help you in finding a wealth of answers, tools and tactics to better surf the ICT wave in the professional environment, and develop proper protection strategies to mitigate your exposure to spam in any form.Table of ContentsAcknowledgements ix Preface xi Introduction xv Chapter 1. Electronic Mail 1 1.1. Electronic mail, what is it exactly? 1 1.2. The most used communication tool in the professional world 2 1.2.1. E-mail or telephone? 2 1.2.2. A growth that is not slowing down 3 1.2.3. A perfectly adapted tool for a business in touch 4 1.3. Characteristics and beginning of misuse 4 1.3.1. A remote and asynchronous means of communication 5 1.3.2. Almost instantaneous and interactive 6 1.3.3. Textual 7 1.3.4. Ubiquitous and mobile 8 1.3.5. Which allows numerous messages to be sent 8 1.3.6. On to the storing and archiving of messages 9 1.4. E-mail versus other communication tools 10 1.5. The structure of e-mail and its susceptibility to misuse 12 1.5.1. Structure 12 1.5.2. Envelope and body of the message: two possible targets 14 1.6. Other forms of electronic communication, other flaws 15 1.6.1. Instant messaging 15 1.6.2. Micro-blogging 16 1.6.3. Social networks 17 1.7. Conclusion 17 Chapter 2. From Role to Identity 19 2.1. Roles, boundaries and transitions 19 2.1.1. Spatial and temporal boundaries 20 2.2. Roles 21 2.2.1. Definition 21 2.2.2. Role boundaries 23 2.2.3. Transitions between roles 26 2.3. Identities 28 2.4. Conclusion 30 Chapter 3. Roles and the Digital World 33 3.1. When electronic communications disrupt space-time 33 3.1.1. The transformation of space 34 3.1.2. The transformation of time 34 3.1.3. The transformation of distance 35 3.1.4. Mobility and ubiquity 37 3.2. Role transformation 38 3.2.1. Role boundaries 38 3.2.2. Flexibility 38 3.2.3. Permeability 41 3.2.4. Role separation 41 3.2.5. Transitions between roles 42 3.3. Conclusion 43 Chapter 4. Challenges in Communication 45 4.1. Interpersonal communication: a subtle tool 45 4.2. Misunderstanding in communication 46 4.2.1. Sources of misunderstanding 47 4.2.2. The absence of an operating communication channel 47 4.2.3. The absence of a common vocabulary 48 4.2.4. Exclusive information context 48 4.2.5. Situations involving incomprehension 49 4.2.6. Distance communication 49 4.2.7. Asynchronous communication 50 4.2.8. Heterogeneous competence domains or levels 50 4.2.9. Man–machine communication 50 4.2.10. E-mail: the accumulation of obstacles to comprehension 50 4.3. From misunderstanding to a lack of respect 51 4.4. A challenge for digital managers: communicating with the absent other 53 4.4.1. A lower volume of communication 53 4.4.2. A drop in communication quality 54 4.5. Conclusion 55 Chapter 5. Defining Spam 57 5.1. What is spam? 57 5.2. Preface: the influence of role on users’ perceptions of messages 57 5.3. Classifying e-mails according to role management theory 61 5.3.1. Roles and direct and indirect idiosyncratic connections 61 5.3.2. Roles played, transitions and perception of e-mail 65 5.4. Message classification model 68 5.4.1. E-mails received from unknown sources 68 5.4.2. Commercial spam 69 5.4.3. Fraudulent spam 70 5.4.4. E-mail received from known (trusted) sources 70 5.5. Conclusion 73 Chapter 6. A Lack of Ethics that Disrupts E-mail Communication 75 6.1. There is a new behavior behind every technical asset 75 6.2. Ethics and Information and Communication Technologies 76 6.3. Glossary of misuses and some of their consequences 79 6.4. Conclusion 104 Chapter 7. The Deadly Sins of Electronic Mail 105 7.1. Carefree exuberance 105 7.2. Confused identity 107 7.3. Cold indifference 108 7.4. Impassioned anger 109 7.5. Lost truth 111 7.6. The door of secrets 112 7.6.1. The ethical approach 112 7.6.2. The managerial approach 113 7.7. Fraudulent temptation 114 7.8. What answers should be given to these questions? 115 Chapter 8. The Venial Sins of Electronic Mail 117 8.1. Information overload 117 8.2. Anonymous disrespect 118 8.3. Communication poverty 118 8.4. Misunderstanding 119 8.4.1. Poorly written messages 119 8.4.2. Misread messages 119 8.4.3. When faced with misunderstanding, is empathy a solution? 120 8.5. Culpable ambiguity 120 8.6. Humor, love, rumors, and all the rest 120 Chapter 9. Exposure to Spam and Protection Strategies 123 9.1. Risk behaviors 123 9.1.1. Dynamic factors of spam exposure 124 9.1.2. Static factors of spam exposure 131 9.1.3. Other risks of spam exposure 133 9.2. Protection strategies 134 9.2.1. Keeping separate e-mail accounts 134 9.2.2. Using complex addresses 136 9.2.3. Treating received spam appropriately 136 9.2.4. Checking our e-proximity and network 138 9.2.5. Filters 139 9.2.6. Modify our sensitivity to spam 142 9.3. Conclusion 142 Concluding Recommendations 145 Bibliography 151 Index 157

    £125.06

  • Radio-Frequency Human Exposure Assessment: From

    ISTE Ltd and John Wiley & Sons Inc Radio-Frequency Human Exposure Assessment: From

    Book SynopsisNowadays approximately 6 billion people use a mobile phone and they now take a central position within our daily lives. The 1990s saw a tremendous increase in the use of wireless systems and the democratization of this means of communication. To allow the communication of millions of phones, computers and, more recently, tablets to be connected, millions of access points and base station antennas have been extensively deployed. Small cells and the Internet of Things with the billions of connected objects will reinforce this trend. This growing use of wireless communications has been accompanied by a perception of risk to the public from exposure to radio frequency (RF) electromagnetic field (EMF). To address this concern, biomedical research has been conducted. It has also been important to develop and improve dosimetry methods and protocols that could be used to evaluate EMF exposure and check compliance with health limits. To achieve this, much effort has was made in the 1990s and 2000s. Experimental and numerical methods, including statistical methods, have been developed. This book provides an overview and description of the basic and advanced methods that have been developed for human RF exposure assessment. It covers experimental, numerical, deterministic and stochastic methods.Table of ContentsPreface vii Chapter 1. Human RF Exposure and Communication Systems 1 1.1 Introduction 1 1.2 Metric and limits relative to human exposure 3 1.3 European standards and regulation framework 36 1.4 Conclusion 39 Chapter 2. Computational Electromagnetics Applied to Human Exposure Assessment 41 2.1 Introduction 41 2.2 Finite difference in time domain to solve the Maxwell equations 42 2.3 FDTD and human exposure assessment 71 2.4 RF exposure assessment 103 2.5 Conclusion 117 Chapter 3. Stochastic Dosimetry 119 3.1 Motivations 119 3.2 The challenge of variability for numerical dosimetry 120 3.3 Stochastic dosimetry and polynomial chaos expansion 122 3.4 PC and numerical dosimetry 125 3.5 Calculation of the PC coefficients 131 3.6 Design of experiments 135 3.7 Predictive model validation 140 3.8 Surrogate modeling for dosimetry 142 3.9 SA and signature of the PC 150 3.10 Parsimonious quintile estimation 155 3.11 Conclusion 155 Conclusion 157 Bibliography 159 Index 179

    £125.06

  • Transformation of Collective Intelligences:

    ISTE Ltd and John Wiley & Sons Inc Transformation of Collective Intelligences:

    Book SynopsisThere is a great transformation of the production of knowledge and intelligibility. The "digital fold of the world" (with the convergence of NBIC) affects the collective assemblages of “thought”, of research. The aims of these assemblages are also controversial issues. From a general standpoint, these debates concern “performative science and performative society”. But one emerges and strengthens that has several names: transhumanism, post-humanism, speculative post-humanism. It appears as a great narration, a large story about the future of our existence, facing our entry into the Anthropocene. It is also presented as a concrete utopia with an anthropological and technical change. In this book, we proposed to show how collective intelligences stand in the middle of the coupling of ontological horizons and of the “process of bio-technical maturation”.Table of ContentsIntroduction ix Chapter 1. Elements of the General Configuration and Adaptive Landscape of Collective Intelligences 1 1.1. The intertwined narratives of tangible utopias and brilliant futures 1 1.2. Intelligence is “always already collective and machined” 5 1.3. Collective intelligences in the weaving of data 9 1.4. Semiotics and statistics 13 1.5. Data cities and human becomings: the new milieus of intelligence 17 1.5.1. Open Data (OD): a heterogeneous movement, the contribution to novel forms of knowledge in question 22 1.6. Coupling OD/big data/data mining 32 1.7. The semantic web as intellectual technology 34 1.8. Toward understanding onto-ethologies 42 1.9. Marketing intelligences: data and graphs in the heat of passions 50 1.10. Personal data: private property as an open and unstable process 59 1.11. The figures of the network 64 1.12. Machinic interfaces: social subjection and enslavement 67 1.13. Collective intelligences and anthropological concerns 70 1.14. Toward a new encyclopedic state: first overview 74 1.15. Controversies and boundaries 78 1.16. The milieus of intelligence and knowledge 84 1.17. Which criteria for writings? 86 1.18. Collective intelligences of usage and doxic collective intelligences: the status of short forms 90 1.19. Collective intelligences, self-organization, “swarm” intelligences 92 1.20. Short forms, relinkage, relaunching 99 1.21. Insomniac commentary as a catastrophic correction of short forms 100 1.22. Twitter as a Markovian Territory: a few remarks 103 Chapter 2. Post- and Transhumanist Horizons 107 2.1. Some bioanthropotechnical transformations 107 2.2. What to do with our brain? 113 2.3. About transhumanism and speculative posthumanism 122 2.4. Epigenetic and epiphylogenetic plasticity 125 2.5. Speculative uncertainties 127 2.6. Trans- and posthumanism as they present themselves 152 Chapter 3. Fragmented Encyclopedism 169 3.1. Collective intelligences and the encyclopedic problem 169 3.2. The political utopia in store 170 3.3. Encyclopedism and digital publishing modes 174 3.4. A new documentary process 176 3.5. Fragmented encyclopedism: education/interfaces 190 3.6. Encyclopedism and correlations 192 3.6.1. “Correlation is enough”: the Anderson controversy, and the J. Gray paradigm and their limits 192 3.7. “Perplication” in knowledge 198 3.7.1. Doxic tension in fragmented encyclopedism and format accordingly 198 3.8. Networks of the digital environment 199 3.8.1. Variations of speed and slowness at the center of encyclopedic pragmatics 200 3.9. Knowledge and thought in fragmented encyclopedism 201 3.10. What criteriology for encyclopedic writings? 202 3.11. Borders in fragmented encyclopedism: autoimmune disorders and disagreement 205 3.12. Fragmented encyclopedism: a habitat for controversies? 207 3.13. Encyclopedism according to the semantic and sociosemantic web (ontologies and web): mapping(s) and semantic levels 209 3.14. From ontologies to “onto-ethologies” and assemblages 212 3.15. Fragmented encyclopedism in the digital age: metalanguage and combinatorial 214 3.15.1. Encyclopedism and doxic immanence field: the proliferation of short forms 216 3.16. From fragmented encyclopedism to gaseous encyclopedism 217 Bibliography 219 Index 233Conclusion

    £125.06

  • Interactions on Digital Tablets in the Context of

    ISTE Ltd and John Wiley & Sons Inc Interactions on Digital Tablets in the Context of

    2 in stock

    Book SynopsisOver the last few years, multi-touch mobile devices have become increasingly common. However, very few applications in the context of 3D geometry learning can be found in app stores. Manipulating a 3D scene with a 2D device is the main difficulty of such applications. Throughout this book, the author focuses on allowing young students to manipulate, observe and modify 3D scenes using new technologies brought about by digital tablets. Through a user-centered approach, the author proposes a grammar of interactions adapted to young learners, and then evaluates acceptability, ease of use and ease of learning of the interactions proposed. Finally, the author studies in situ the pedagogic benefits of the use of tablets with an app based on the suggested grammar. The results show that students are able to manipulate, observe and modify 3D scenes using an adapted set of interactions. Moreover, in the context of 3D geometry learning, a significant contribution has been observed in two classes when students use such an application. The approach here focuses on interactions with digital tablets to increase learning rather than on technology. First, defining which interactions allow pupils to realize tasks needed in the learning process, then, evaluating the impact of these interactions on the learning process. This is the first time that both interactions and the learning process have been taken into account at the same time.Table of ContentsPreface ix Introduction xi Chapter 1. Construction of Spatial Representation and Perspective in Students 1 1.1. Spatial representation in children according to Piaget 3 1.1.1. From perception to representation 3 1.1.2. Projective space 8 1.1.3. Euclidean space 13 1.1.4. Summary 14 1.2. The representation of geometric objects: the status of drawings 15 1.2.1. Status of drawings in mathematics: drawings versus figures 15 1.2.2. Use of geometrical representations 18 1.2.3. The three main functions of drawings in geometry 25 1.3. From the physical shape to its planar representation 25 1.3.1. The institutional perspective 25 1.3.2. Teaching 3D geometry 27 1.3.3. Different representations of 3D objects 29 1.3.4. The conflict between the SEEN and the KNOWN in children 34 1.4. Benefits of new technologies and dynamic 3D geometry 37 1.4.1. Advantages of 3D geometry programs 38 1.4.2. Limits of 3D geometry programs and consequences 40 1.4.3. Partial conclusions and initial hypotheses 46 Chapter 2. Mobile Devices and 3D Interactions 49 2.1. Why mobile devices? 50 2.1.1. A long-standing tradition in mathematics 51 2.1.2. Interest from the educational community 54 2.1.3. A field reality 56 2.2. Mobile devices 57 2.2.1. Different types of mobile devices 58 2.2.2. Entry systems of mobile terminals 61 2.3. Interactions on mobile devices and physiology 70 2.3.1. Specificities of mobile devices 70 2.3.2. Limitations due to physiologic characteristics 71 2.4. 3D interaction techniques 74 2.4.1. Mathematical reminders 74 2.4.2. 3D selection/manipulation and navigation interactions 77 2.5. “Language” of interactions and classifications 88 2.5.1. Language and grammar of gestures 89 2.5.2. Classifications 92 Chapter 3. Elaboration and Classification of Interactions 95 3.1. Human-centered design 95 3.1.1. A definition 96 3.1.2. Principles of the user-based approach 97 3.2. Study of the needs and behaviors of users 98 3.2.1. Study of pre-existing 3D geometry software 98 3.2.2. Study of users’ behaviors and needs 103 3.3. Our grammar and interaction language 109 3.3.1. Classification of tactile movement interactions 109 3.3.2. Definition of the grammar 111 3.3.3. The prototype: FINGERS (Find INteractions for GEometry leaneRS) 112 3.3.4. Our gestural language of interactions 114 3.4. Evaluation of the acceptance of interactions (selection, translation and rotation) 133 3.4.1. Experimental challenges and constraints 133 3.4.2. Preliminary evaluation of the acceptance of rotation and point of view change interactions 134 3.4.3. Comparison between gyroscope, face-tracking and multi-touch 140 3.4.4. Student learning of prototype interactions 147 3.5. Conclusion and perspectives 152 Chapter 4. Evaluation of the Educational Benefits for 3D Geometry 155 4.1. Partnerships 156 4.1.1. The schools in the field 156 4.1.2. The ESPÉ 157 4.1.3. Mathematics teachers’ associations 157 4.2. Limits 157 4.2.1. Ethical: the equality of chances for students 157 4.2.2. Practical: progression of the concepts throughout the year . 158 4.3. Evaluation of problem solving aids 158 4.3.1. In the field 159 4.3.2. Laboratory (EEG) 166 4.4. Evaluation of the benefits in learning 3D geometry 174 4.4.1. Participants 174 4.4.2. Material and experimental conditions 174 4.4.3. Experimental plan 176 4.4.4. Results and discussion 178 4.5. Partial conclusions 185 Conclusion 187 Bibliography 191 Index 203

    2 in stock

    £125.06

  • Memory and Action Selection in Human-Machine

    ISTE Ltd and John Wiley & Sons Inc Memory and Action Selection in Human-Machine

    Book SynopsisThe first goal of this book is to extend Two Minds originating from behavioral economics to the domain of interaction, where the time dimension has to be dealt with rigorously; in human–machine interaction, it is of crucial importance how synchronization between conscious processes and unconscious processes is established for a sense of smoothness, and how memory processes and action selection processes are coordinated. The first half this book describes the theory in detail. The book begins by outlining the whole view of the theory consisting of action selection processes and memorization processes, and their interactions. Then, a detailed description for action selection processes theorized as a nonlinear dynamic human behavior model with real-time constraints is provided, followed by a description for memorization processes. Also, implications of the theory to human–machine interactions are discussed. The second goal of this book is to provide a methodology to study how Two Minds works in practice when people use interactive systems. The latter half of this book describes theory practices in detail. A new methodology called Cognitive Chrono-Ethnography (CCE) is introduced, which adds the time dimension to Hutchins’ Cognitive Ethnography, in order to practice "know the users" systematically by designing user studies based on a simulation of users’ mental operations controlled by Two Minds. The author then shows how CCE has been applied to understanding the ways in which people navigate in real physical environments by walking and by car, respectively, and explores the possibility of applying CCE to predict people’s future needs. This is not for understanding how people use interfaces at present but to predict how people want to use the interfaces in the future given they are currently using them in a certain way Finally, the book concludes by describing implications of human–machine interactions that are carried out while using modern artefacts for people's cognitive development from birth, on the basis of the theories of action selection and memorization.Table of ContentsIntroduction ix Part 1. Theoretical Foundation for Dealing with Action Selection and Memorization 1 Chapter 1. A Unified Theory of Action Selection and Memory 3 1.1. Organic self-consistent field theory 3 1.1.1. Self-consistent field theory in physics 3 1.1.2. “Organic” SCFT 4 1.1.3. Human beings considered in O-SCFT 4 1.1.4. Scale mix 5 1.2. Development of brain architecture model under the NDHBmodel/RT 6 1.2.1. O-PDP 6 1.2.2. The guideline for architecture selection 6 1.2.3. Development of cross-networks of neurons in the brain 7 Chapter 2. NDHB-Model/RT: Nonlinear Dynamic Human Behavior Model with Realtime Constraints 11 2.1. Maximum satisfaction architecture 11 2.1.1. Happiness goals 11 2.1.2. Society layers 12 2.1.3. Brain layers 12 2.1.4. Conditions to make people feel satisfaction 15 2.2. Brain information hydrodynamics 16 2.2.1. The time axis is central to information flow 17 2.2.2. Cerebrum formation process 17 2.2.3. Information flows in the brain 19 2.2.4. Emergence of emotion in BIH 20 2.2.5. Biorhythm of information flow 21 2.2.6. Role of language 21 2.2.7. Multiple personality disorder 21 2.3. Structured meme theory 22 2.3.1. Meme 22 2.3.2. Memes propagate by means of resonance 23 2.3.3. Characteristics of meme propagation 24 2.4. NDHB-model/RT 25 2.5. MHP/RT: Model human processor with real-time constraints 27 2.5.1. MHP/RT’s basic flow 28 2.5.2. Basic MHP/RT behaviors 30 2.6. Two Minds and emotions 36 2.6.1. Dynamics of consciousness–emotion interaction: an explanation by MHP/RT 37 2.6.2. Taxonomy of emotions: behavioral perspective 40 Chapter 3. Layered-structure of Memory and its Development 43 3.1. MHP/RT modules and their associated memories 43 3.1.1. Memory formation process 45 3.1.2. MD memory frames 46 3.1.3. Memory functions via resonance 49 3.1.4. Memory operates in pipelining 49 3.2. Hierarchical structure of human action selection 51 3.2.1. Three-layered structure of interneurons system 51 3.2.2. Formation process 51 3.3. Emotion initiation via memory processes 54 Chapter 4. Implication for Human–Machine Interaction: Autonomous System Interaction Design (ASID) based on NDHB-Model/RT 57 4.1. Users modeled by MHP/RT with MD memory frames 57 4.2. Autonomous systems versus linear systems 58 4.2.1. Linear systems 58 4.2.2. Autonomous systems 60 4.3. Needs that a society of information systems must meet 60 4.4. Outline of ASI 61 4.5. Conclusions 62 Part 2. Theoretically Motivated Methodology for Understanding Users 65 Chapter 5. Cognitive Chrono-ethnography 67 5.1. Understanding people’s behavior in real life 67 5.2. Cognitive chrono-ethnography 69 5.2.1. Requirements for the methodology (CCE) to study human beings’ behavior in real life 69 5.2.2. CCE procedure 70 5.2.3. Behavior selection shaping factors 72 Chapter 6. A CCE Study: Slow Self-paced Navigation 75 6.1. Introduction: navigation in a train station by following signs 75 6.2. Steps 1 and 2 of CCE 76 6.2.1. Attention, planning and working memory 77 6.2.2. An MHP/RT simulation of navigation behavior 78 6.3. Step 3 of CCE: monitor recruiting 82 6.3.1. Investigation of cognitive aging characteristics 82 6.4. Steps 4 and 5 of CCE: monitor behavior observation and individual model construction 83 6.4.1. Train stations, tasks and participants 84 6.4.2. Method 85 6.5. Step 6 of CCE: socioecological model construction 86 6.6. Discussion 87 6.6.1. Two modes of navigation 87 6.6.2. Web navigation 88 6.6.3. Nature of complicated navigation processes 90 6.7. Conclusions 90 Chapter 7. Fast Externally-paced Navigation 93 7.1. Introduction 93 7.2. Steps 1 and 2 of CCE 95 7.2.1. Designing a CCE study 96 7.3. Step 3 of CCE: monitor recruiting 98 7.3.1. Screening 99 7.3.2. Interview for the final selection 100 7.4. Steps 4 and 5 of CCE: monitor behavior observation and individual model construction 100 7.4.1. Data analysis 100 7.4.2. Information necessary for safe and enjoyable driving 102 7.4.3. Examples 103 7.5. Conclusions 105 Chapter 8. Designing for Future Needs 109 8.1. Introduction 109 8.2. Making inaccessible future needs accessible: t-translation invariant principle 110 8.3. A case study of CCE: why do fans repeat visits to the ballpark? 112 8.3.1. Steps 1 and 2 of CCE 112 8.3.2. Step 3 of CCE: monitor recruiting 115 8.3.3. Step 4 of CCE: field observation 115 8.3.4. Step 5 of CCE: conduct retrospective interviews 116 8.3.5. Step 6 of CCE: socioecological model construction 117 8.3.6. Results: developing from a pre-fan to a repeater 120 8.4. Discussion 122 8.4.1. Selection of elite monitors 122 8.4.2. CCE interview 122 8.4.3. Applicability of CCE 123 8.5. Conclusions 124 Conclusion 127 Bibliography 133 Index 137

    £125.06

  • Brain-Computer Interfaces 2: Technology and

    ISTE Ltd and John Wiley & Sons Inc Brain-Computer Interfaces 2: Technology and

    Book SynopsisBrain–computer interfaces (BCI) are devices which measure brain activity and translate it into messages or commands, thereby opening up many possibilities for investigation and application. This book provides keys for understanding and designing these multi-disciplinary interfaces, which require many fields of expertise such as neuroscience, statistics, informatics and psychology. This second volume, Technology and Applications, is focused on the field of BCI from the perspective of its end users, such as those with disabilities to practitioners. Covering clinical applications and the field of video games, the book then goes on to explore user needs which drive the design and development of BCI. The software used for their design, primarily OpenViBE, is explained step by step, before a discussion on the use of BCI from ethical, philosophical and social perspectives. The basic notions developed in this reference book are intended to be accessible to all readers interested in BCI, whatever their background. More advanced material is also offered, for readers who want to expand their knowledge in disciplinary fields underlying BCI.Table of ContentsForeword xvJosé DEL R. MILLÁN Introduction xviiMaureen CLERC, Laurent BOUGRAIN and Fabien LOTTE Part 1. Fields of Application 1 Chapter 1. Brain–Computer Interfaces in Disorders of Consciousness 3Jérémie MATTOUT, Jacques LUAUTÉ, Julien JUNG and Dominique MORLET 1.1. Introduction 3 1.2. Altered states of consciousness: etiologies and clinical features 4 1.3. Functional assessment of patients with altered states of consciousness (passive paradigms) 6 1.4. Advanced approaches to assessing consciousness (active paradigms) 12 1.5. Toward the real-time use of functional markers 15 1.6. Conclusion and future outlook 19 1.7. Bibliography 21 Chapter 2. Medical Applications: Neuroprostheses and Neurorehabilitation 29Laurent BOUGRAIN 2.1. Motor deficiencies 30 2.2. Compensating for motor deficiency 32 2.3. Conclusions 39 2.4. Bibliography 39 Chapter 3. Medical Applications of BCIs for Patient Communication 43François CABESTAING and Louis MAYAUD 3.1. Introduction 43 3.2. Reactive interfaces for communication 49 3.3. Active interfaces for communication 53 3.4. Conclusions 59 3.5. Bibliography 60 Chapter 4. BrainTV: Revealing the Neural Bases of Human Cognition in Real Time 65Jean-Philippe LACHAUX 4.1. Introduction and motivation 65 4.2. Toward first person data accounting 66 4.3. Bringing subjective and objective data into the same space: conscious experience of the subject 69 4.4. Technical aspects: the contribution of brain–computer interfaces 70 4.5. The BrainTV system and its applications 75 4.6. BrainTV limitations 81 4.7. Extension to other types of recordings 82 4.8. Conclusions 82 4.9. Bibliography 83 Chapter 5. BCIs and Video Games: State of the Art with the OpenViBE2 Project 85Anatole LÉCUYER 5.1. Introduction 85 5.2. Video game prototypes controlled by BCI 88 5.3. Industrial prototypes: the potential for very different kinds of games 93 5.4. Discussion 96 5.5. Conclusion 98 5.6. Bibliography 98 Part 2. Practical Aspects of BCI Implementation 101 Chapter 6. Analysis of Patient Need for Brain–Computer Interfaces 103Louis MAYAUD, Salvador CABANILLES and Eric AZABOU 6.1. Introduction 103 6.2. Types of users 108 6.3. Interpretation of needs in BCI usage contexts 113 6.4. Conclusions 117 6.5. Bibliography 119 Chapter 7. Sensors: Theory and Innovation 123Jean-Michel BADIER, Thomas LONJARET and Pierre LELEUX 7.1. EEG electrodes 125 7.2. Invasive recording 128 7.3. Latest generation sensors 130 7.4. Magnetoencephalography 137 7.5. Conclusions 139 7.6. Bibliography 140 Chapter 8. Technical Requirements for High-quality EEG Acquisition 143Emmanuel MABY 8.1. Electrodes 144 8.2. Montages . 145 8.3. Amplifiers 147 8.4. Analog filters 152 8.5. Analog-to-digital conversion 152 8.6. Event synchronization with the EEG 155 8.7. Conclusions 159 8.8. Bibliography 160 Chapter 9. Practical Guide to Performing an EEG Experiment 163Emmanuel MABY 9.1. Study planning 163 9.2. Equipment 166 9.3. Experiment procedure 170 9.4. Bibliography 177 Part 3 . Step by Step Guide to BCI Design with OpenViBE 179 Chapter 10. OpenViBE and Other BCI Software Platforms 181Jussi LINDGREN and Anatole LECUYER 10.1. Introduction 181 10.2. Using BCI for control 183 10.3. BCI processing stages 184 10.4. Exploring BCI 187 10.5. Comparison of platforms 189 10.6. Choosing a platform 195 10.7. Conclusion 196 10.8. Bibliography 197 Chapter 11. Illustration of Electrophysiological Phenomena with OpenViBE 199Fabien LOTTE and Alison CELLARD 11.1. Visualization of raw EEG signals and artifacts 200 11.2. Visualization of alpha oscillations 201 11.3. Visualization of the beta rebound 203 11.4. Visualization of the SSVEP 206 11.5. Conclusions 208 11.6. Bibliography 209 Chapter 12. Classification of Brain Signals with OpenViBE 211Laurent BOUGRAIN and Guillaume SERRIÈRE 12.1. Introduction 211 12.2. Classification 212 12.3. Evaluation 216 12.4. Conclusions 224 12.5. Bibliography 224 Chapter 13. OpenViBE Illustration of a P300 Virtual Keyboard 227Nathanaël FOY, Théodore PAPADOPOULO and Maureen CLERC 13.1. Target/non-target classification 228 13.2. Illustration of a P300 virtual keyboard 235 13.3. Bibliography 240 Chapter 14. Recreational Applications of OpenViBE: Brain Invaders and Use-the-Force 241Anton ANDREEV, Alexandre BARACHANT, Fabien LOTTE and Marco CONGEDO 14.1. Brain Invaders 241 14.2. Implementation 248 14.3. Use-The-Force! 251 14.4. Conclusions 256 14.5. Bibliography 257 Part 4. Societal Challenges and Perspectives 259 Chapter 15. Ethical Reflections on Brain–Computer Interfaces 261Florent BOCQUELET, Gaëlle PIRET, Nicolas AUMONIER and Blaise YVERT 15.1. Introduction 262 15.2. The animal 264 15.3. Human beings 267 15.4. The human species 274 15.5. Conclusions 279 15.6. Bibliography 281 Chapter 16. Acceptance of Brain–machine Hybrids: How is Their Brain Perceived In Vivo? 289Bernard ANDRIEU 16.1. Ethical problem 289 16.2. The method 291 16.3. Ethics of experimentation: Matthew Nagle, the first patient 293 16.4. Body language in performance 296 16.5. Ethics of autonomous (re)socialization 297 16.6. Conclusions . 303 16.7. Bibliography 304 16.8. Appendix (verbatim video retranscriptions) 304 Chapter 17. Conclusion and Perspectives 311Maureen CLERC, Laurent BOUGRAIN and Fabien LOTTE 17.1. Introduction 311 17.2. Reinforcing the scientific basis of BCIs 314 17.3. Using BCI in practice 316 17.4. Opening up BCI technologies to new applications and fields 318 17.5. Concern about ethical issues 321 17.6. Conclusions 321 17.7. Bibliography 322 List of Authors 325 Index 329 Contents of Volume 1 333

    £125.06

  • Frontiers of Multimedia Research

    Morgan & Claypool Publishers Frontiers of Multimedia Research

    Book SynopsisThe field of multimedia is unique in offering a rich and dynamic forum for researchers from “traditional” fields to collaborate and develop new solutions and knowledge that transcend the boundaries of individual disciplines. Despite the prolific research activities and outcomes, however, few efforts have been made to develop books that serve as an introduction to the rich spectrum of topics covered by this broad field. A few books are available that either focus on specific subfields or basic background in multimedia. Tutorial-style materials covering the active topics being pursued by the leading researchers at frontiers of the field are currently lacking.In 2015, ACM SIGMM, the special interest group on multimedia, launched a new initiative to address this void by selecting and inviting 12 rising-star speakers from different subfields of multimedia research to deliver plenary tutorial-style talks at the ACM Multimedia conference for 2015. Each speaker discussed the challenges and state-of-the-art developments of their prospective research areas in a general manner to the broad community. The covered topics were comprehensive, including multimedia content understanding, multimodal human-human and human-computer interaction, multimedia social media, and multimedia system architecture and deployment.Following the very positive responses to these talks, the speakers were invited to expand the content covered in their talks into chapters that can be used as reference material for researchers, students, and practitioners. Each chapter discusses the problems, technical challenges, state-of-the-art approaches and performances, open issues, and promising direction for future work. Collectively, the chapters provide an excellent sampling of major topics addressed by the community as a whole. This book, capturing some of the outcomes of such efforts, is well positioned to fill the aforementioned needs in providing tutorial-style reference materials for frontier topics in multimedia.At the same time, the speed and sophistication required of data processing have grown. In addition to simple queries, complex algorithms like machine learning and graph analysis are becoming common. And in addition to batch processing, streaming analysis of real-time data is required to let organizations take timely action. Future computing platforms will need to not only scale out traditional workloads, but support these new applications too.This book, a revised version of the 2014 ACM Dissertation Award winning dissertation, proposes an architecture for cluster computing systems that can tackle emerging data processing workloads at scale. Whereas early cluster computing systems, like MapReduce, handled batch processing, our architecture also enables streaming and interactive queries, while keeping MapReduce's scalability and fault tolerance. And whereas most deployed systems only support simple one-pass computations (e.g., SQL queries), ours also extends to the multi-pass algorithms required for complex analytics like machine learning. Finally, unlike the specialized systems proposed for some of these workloads, our architecture allows these computations to be combined, enabling rich new applications that intermix, for example, streaming and batch processing.We achieve these results through a simple extension to MapReduce that adds primitives for data sharing, called Resilient Distributed Datasets (RDDs). We show that this is enough to capture a wide range of workloads. We implement RDDs in the open source Spark system, which we evaluate using synthetic and real workloads. Spark matches or exceeds the performance of specialized systems in many domains, while offering stronger fault tolerance properties and allowing these workloads to be combined. Finally, we examine the generality of RDDs from both a theoretical modeling perspective and a systems perspective.This version of the dissertation makes corrections throughout the text and adds a new section on the evolution of Apache Spark in industry since 2014. In addition, editing, formatting, and links for the references have been added.Table of Contents Preface PART I: MULTIMEDIA CONTENT ANALYSIS 1. Deep Learning for Video Classification and Captioning 2. Audition for Multimedia Computing 3. Multimodal Analysis of Free-standing Conversational Groups 4. Encrypted Domain Multimedia Content Analysis 5. Efficient Similarity Search PART II: HUMAN-CENTERED MULTIMEDIA COMPUTING 6. Social-Sensed Multimedia Computing 7. Situation Recognition Using Multimodal Data 8. Hawkes Processes for Events in Social Media 9. Utilizing Implicit User Cues for Multimedia Analytics PART III: MULTIMEDIA COMMUNICATION AND SYSTEMS 10. Multimedia Fog Computing: Minions in the Cloud and Crowd 11. Cloud Gaming Bibliography Index Editor Biography

    £71.20

  • Frontiers of Multimedia Research

    Morgan & Claypool Publishers Frontiers of Multimedia Research

    Book SynopsisThe field of multimedia is unique in offering a rich and dynamic forum for researchers from “traditional” fields to collaborate and develop new solutions and knowledge that transcend the boundaries of individual disciplines. Despite the prolific research activities and outcomes, however, few efforts have been made to develop books that serve as an introduction to the rich spectrum of topics covered by this broad field. A few books are available that either focus on specific subfields or basic background in multimedia. Tutorial-style materials covering the active topics being pursued by the leading researchers at frontiers of the field are currently lacking.In 2015, ACM SIGMM, the special interest group on multimedia, launched a new initiative to address this void by selecting and inviting 12 rising-star speakers from different subfields of multimedia research to deliver plenary tutorial-style talks at the ACM Multimedia conference for 2015. Each speaker discussed the challenges and state-of-the-art developments of their prospective research areas in a general manner to the broad community. The covered topics were comprehensive, including multimedia content understanding, multimodal human-human and human-computer interaction, multimedia social media, and multimedia system architecture and deployment.Following the very positive responses to these talks, the speakers were invited to expand the content covered in their talks into chapters that can be used as reference material for researchers, students, and practitioners. Each chapter discusses the problems, technical challenges, state-of-the-art approaches and performances, open issues, and promising direction for future work. Collectively, the chapters provide an excellent sampling of major topics addressed by the community as a whole. This book, capturing some of the outcomes of such efforts, is well positioned to fill the aforementioned needs in providing tutorial-style reference materials for frontier topics in multimedia.At the same time, the speed and sophistication required of data processing have grown. In addition to simple queries, complex algorithms like machine learning and graph analysis are becoming common. And in addition to batch processing, streaming analysis of real-time data is required to let organizations take timely action. Future computing platforms will need to not only scale out traditional workloads, but support these new applications too.This book, a revised version of the 2014 ACM Dissertation Award winning dissertation, proposes an architecture for cluster computing systems that can tackle emerging data processing workloads at scale. Whereas early cluster computing systems, like MapReduce, handled batch processing, our architecture also enables streaming and interactive queries, while keeping MapReduce's scalability and fault tolerance. And whereas most deployed systems only support simple one-pass computations (e.g., SQL queries), ours also extends to the multi-pass algorithms required for complex analytics like machine learning. Finally, unlike the specialized systems proposed for some of these workloads, our architecture allows these computations to be combined, enabling rich new applications that intermix, for example, streaming and batch processing.We achieve these results through a simple extension to MapReduce that adds primitives for data sharing, called Resilient Distributed Datasets (RDDs). We show that this is enough to capture a wide range of workloads. We implement RDDs in the open source Spark system, which we evaluate using synthetic and real workloads. Spark matches or exceeds the performance of specialized systems in many domains, while offering stronger fault tolerance properties and allowing these workloads to be combined. Finally, we examine the generality of RDDs from both a theoretical modeling perspective and a systems perspective.This version of the dissertation makes corrections throughout the text and adds a new section on the evolution of Apache Spark in industry since 2014. In addition, editing, formatting, and links for the references have been added.Table of Contents Preface PART I: MULTIMEDIA CONTENT ANALYSIS 1. Deep Learning for Video Classification and Captioning 2. Audition for Multimedia Computing 3. Multimodal Analysis of Free-standing Conversational Groups 4. Encrypted Domain Multimedia Content Analysis 5. Efficient Similarity Search PART II: HUMAN-CENTERED MULTIMEDIA COMPUTING 6. Social-Sensed Multimedia Computing 7. Situation Recognition Using Multimodal Data 8. Hawkes Processes for Events in Social Media 9. Utilizing Implicit User Cues for Multimedia Analytics PART III: MULTIMEDIA COMMUNICATION AND SYSTEMS 10. Multimedia Fog Computing: Minions in the Cloud and Crowd 11. Cloud Gaming Bibliography Index Editor Biography

    £89.25

  • The VR Book: Human-Centered Design for Virtual

    Morgan & Claypool Publishers The VR Book: Human-Centered Design for Virtual

    Book SynopsisThis is a strong foundation of human-centric virtual reality design for anyone and everyone involved in creating VR experiences. Without a clear understanding of the human side of virtual reality (VR), the experience will always fail. The VR Book bridges this gap by focusing on human-centered design. Creating compelling VR applications is an incredibly complex challenge. When done well, these experiences can be brilliant and pleasurable, but when done badly, they can result in frustration and sickness. Whereas limitations of technology can cause bad VR execution, problems are oftentimes caused by a lack of understanding human perception, interaction, design principles, and real users. This book focuses on the human elements of VR, such as how users perceive and intuitively interact with various forms of reality, causes of VR sickness, creating useful and pleasing content, and how to design and iterate upon effective VR applications. This book is not just for VR designers, it is for managers, programmers, artists, psychologists, engineers, students, educators, and user experience professionals. It is for the entire VR team, as everyone contributing should understand at least the basics of the many aspects of VR design. The industry is rapidly evolving, and The VR Book stresses the importance of building prototypes, gathering feedback, and using adjustable processes to efficiently iterate towards success. It contains extensive details on the most important aspects of VR, more than 600 applicable guidelines, and over 300 additional references.Table of Contents Introduction Perception Cybersickness Interaction Content Creation Iterative Design Conclusions and the Future

    £68.00

  • The VR Book: Human-Centered Design for Virtual

    Morgan & Claypool Publishers The VR Book: Human-Centered Design for Virtual

    Book SynopsisVirtual reality (VR) can provide our minds with direct access to digital media in a way that seemingly has no limits. However, creating compelling VR experiences is an incredibly complex challenge. When VR is done well, the results are brilliant and pleasurable experiences that go beyond what we can do in the real world. When VR is done badly, not only is the system frustrating to use, but it can result in sickness. There are many causes of bad VR; some failures come from the limitations of technology, but many come from a lack of understanding perception, interaction, design principles, and real users. This book discusses these issues by emphasizing the human element of VR. The fact is, if we do not get the human element correct, then no amount of technology will make VR anything more than an interesting tool confined to research laboratories. Even when VR principles are fully understood, the first implementation is rarely novel and almost never ideal due to the complex nature of VR and the countless possibilities that can be created. The VR principles discussed in this book will enable readers to intelligently experiment with the rules and iteratively design towards innovative experiences.Table of Contents Introduction Perception Cybersickness Interaction Content Creation Iterative Design Conclusions and the Future

    £81.75

  • The Handbook of Multimodal-Multisensor

    Morgan & Claypool Publishers The Handbook of Multimodal-Multisensor

    Book SynopsisThe Handbook of Multimodal-Multisensor Interfaces provides the first authoritative resource on what has become the dominant paradigm for new computer interfaces— user input involving new media (speech, multi-touch, gestures, writing) embedded in multimodal-multisensor interfaces. These interfaces support smart phones, wearables, in-vehicle and robotic applications, and many other areas that are now highly competitive commercially. This edited collection is written by international experts and pioneers in the field. It provides a textbook, reference, and technology roadmap for professionals working in this and related areas. This first volume of the handbook presents relevant theory and neuroscience foundations for guiding the development of high-performance systems. Additional chapters discuss approaches to user modeling and interface designs that support user choice, that synergistically combine modalities with sensors, and that blend multimodal input and output. This volume also highlights an in-depth look at the most common multimodal-multisensor combinations—for example, touch and pen input, haptic and non-speech audio output, and speech-centric systems that co-process either gestures, pen input, gaze, or visible lip movements. A common theme throughout these chapters is supporting mobility and individual differences among users. These handbook chapters provide walk-through examples of system design and processing, information on tools and practical resources for developing and evaluating new systems, and terminology and tutorial support for mastering this emerging field. In the final section of this volume, experts exchange views on a timely and controversial challenge topic, and how they believe multimodal-multisensor interfaces should be designed in the future to most effectively advance human performance.Table of Contents Introduction Theory and Neuroscience Foundations Theoretical Foundations of Multimodal Interfaces and Systems The Impact of Multimodal-Multisensory Learning on Human Performance and Brain Activation Patterns Approaches to Design and User Modeling Multisensory Haptic Interactions: Understanding the Sense and Designing for It A Background Perspective on Touch as a Multimodal Understanding and Supporting Modality Choices Using Cognitive Models to Understand Multimodal Processes: The Case for Speech and Gesture Production Multimodal Feedback in HCI: Haptics, Non-Speech Audio, and Their Applications Multimodal Technologies for Seniors: Challenges and Opportunities Common Modality Combinations Gaze Informed Multimodal Interaction Multimodal Speech and Pen Interfaces Multimodal Gesture Recognition Audio and Visual Modality Combination in Speech Processing Applications Multidisciplinary Challenge Topic: Perspectives on Learning with Multimodal Technology Contributors’ Brief Biographies: Editors, Authors and Challenge Discussants Index

    £79.20

  • The Handbook of Multimodal-Multisensor

    Morgan & Claypool Publishers The Handbook of Multimodal-Multisensor

    Book SynopsisThe Handbook of Multimodal-Multisensor Interfaces provides the first authoritative resource on what has become the dominant paradigm for new computer interfaces— user input involving new media (speech, multi-touch, gestures, writing) embedded in multimodal-multisensor interfaces. These interfaces support smart phones, wearables, in-vehicle and robotic applications, and many other areas that are now highly competitive commercially. This edited collection is written by international experts and pioneers in the field. It provides a textbook, reference, and technology roadmap for professionals working in this and related areas. This first volume of the handbook presents relevant theory and neuroscience foundations for guiding the development of high-performance systems. Additional chapters discuss approaches to user modeling and interface designs that support user choice, that synergistically combine modalities with sensors, and that blend multimodal input and output. This volume also highlights an in-depth look at the most common multimodal-multisensor combinations—for example, touch and pen input, haptic and non-speech audio output, and speech-centric systems that co-process either gestures, pen input, gaze, or visible lip movements. A common theme throughout these chapters is supporting mobility and individual differences among users. These handbook chapters provide walk-through examples of system design and processing, information on tools and practical resources for developing and evaluating new systems, and terminology and tutorial support for mastering this emerging field. In the final section of this volume, experts exchange views on a timely and controversial challenge topic, and how they believe multimodal-multisensor interfaces should be designed in the future to most effectively advance human performance.Table of Contents Introduction Theory and Neuroscience Foundations Theoretical Foundations of Multimodal Interfaces and Systems The Impact of Multimodal-Multisensory Learning on Human Performance and Brain Activation Patterns Approaches to Design and User Modeling Multisensory Haptic Interactions: Understanding the Sense and Designing for It A Background Perspective on Touch as a Multimodal Understanding and Supporting Modality Choices Using Cognitive Models to Understand Multimodal Processes: The Case for Speech and Gesture Production Multimodal Feedback in HCI: Haptics, Non-Speech Audio, and Their Applications Multimodal Technologies for Seniors: Challenges and Opportunities Common Modality Combinations Gaze Informed Multimodal Interaction Multimodal Speech and Pen Interfaces Multimodal Gesture Recognition Audio and Visual Modality Combination in Speech Processing Applications Multidisciplinary Challenge Topic: Perspectives on Learning with Multimodal Technology Contributors’ Brief Biographies: Editors, Authors and Challenge Discussants Index

    £96.75

  • The Handbook of Multimodal-Multisensor

    Morgan & Claypool Publishers The Handbook of Multimodal-Multisensor

    Book SynopsisThe Handbook of Multimodal-Multisensor Interfaces provides the first authoritative resource on what has become the dominant paradigm for new computer interfaces: user input involving new media (speech, multi-touch, hand and body gestures, facial expressions, writing) embedded in multimodal-multisensor interfaces that often include biosignals. This edited collection is written by international experts and pioneers in the field. It provides a textbook, reference, and technology roadmap for professionals working in this and related areas. This second volume of the handbook begins with multimodal signal processing, architectures, and machine learning. It includes recent deep learning approaches for processing multisensorial and multimodal user data and interaction, as well as context-sensitivity. A further highlight is processing of information about users' states and traits, an exciting emerging capability in next-generation user interfaces. These chapters discuss real-time multimodal analysis of emotion and social signals from various modalities, and perception of affective expression by users. Further chapters discuss multimodal processing of cognitive state using behavioral and physiological signals to detect cognitive load, domain expertise, deception, and depression. This collection of chapters provides walk-through examples of system design and processing, information on tools and practical resources for developing and evaluating new systems, and terminology and tutorial support for mastering this rapidly expanding field. In the final section of this volume, experts exchange views on the timely and controversial challenge topic of multimodal deep learning. The discussion focuses on how multimodal-multisensor interfaces are most likely to advance human performance during the next decade.Table of Contents 1. Multimodal Machine Learning 2. Classifying Multimodal Data 3. Learning for Multimodal and Context-sensitive Interfaces 4. Deep Learning for Multisensorial and Multimodal Interaction 5. Multimodal User State and Trait Recognition 6. Multimodal-Multisensor Affect Detection 7. Multimodal Analysis of Social Signals 8. Real-time Sensing of Affect and Social Signals in a Multimodal Framwork 9. How do Users Perceive Multimodal Expressions of Affects? 10. Multimodal Behavior and Physiological Signals as Indicators of Cognitive Load 11. Multimodal Learning Analytics 12. Multimodal Assessment of Depression and Related Disorders Based on Behavioral Signals 13. Multimodal Deception Detection 14. Perspectives on Strategic Fusion 15. Perspectives on Predictive Power of Multimodal Deep Learning

    £79.20

  • The Handbook of Multimodal-Multisensor

    Morgan & Claypool Publishers The Handbook of Multimodal-Multisensor

    Book SynopsisThe Handbook of Multimodal-Multisensor Interfaces provides the first authoritative resource on what has become the dominant paradigm for new computer interfaces: user input involving new media (speech, multi-touch, hand and body gestures, facial expressions, writing) embedded in multimodal-multisensor interfaces that often include biosignals. This edited collection is written by international experts and pioneers in the field. It provides a textbook, reference, and technology roadmap for professionals working in this and related areas. This second volume of the handbook begins with multimodal signal processing, architectures, and machine learning. It includes recent deep learning approaches for processing multisensorial and multimodal user data and interaction, as well as context-sensitivity. A further highlight is processing of information about users' states and traits, an exciting emerging capability in next-generation user interfaces. These chapters discuss real-time multimodal analysis of emotion and social signals from various modalities, and perception of affective expression by users. Further chapters discuss multimodal processing of cognitive state using behavioral and physiological signals to detect cognitive load, domain expertise, deception, and depression. This collection of chapters provides walk-through examples of system design and processing, information on tools and practical resources for developing and evaluating new systems, and terminology and tutorial support for mastering this rapidly expanding field. In the final section of this volume, experts exchange views on the timely and controversial challenge topic of multimodal deep learning. The discussion focuses on how multimodal-multisensor interfaces are most likely to advance human performance during the next decade.Table of Contents 1. Multimodal Machine Learning 2. Classifying Multimodal Data 3. Learning for Multimodal and Context-sensitive Interfaces 4. Deep Learning for Multisensorial and Multimodal Interaction 5. Multimodal User State and Trait Recognition 6. Multimodal-Multisensor Affect Detection 7. Multimodal Analysis of Social Signals 8. Real-time Sensing of Affect and Social Signals in a Multimodal Framwork 9. How do Users Perceive Multimodal Expressions of Affects? 10. Multimodal Behavior and Physiological Signals as Indicators of Cognitive Load 11. Multimodal Learning Analytics 12. Multimodal Assessment of Depression and Related Disorders Based on Behavioral Signals 13. Multimodal Deception Detection 14. Perspectives on Strategic Fusion 15. Perspectives on Predictive Power of Multimodal Deep Learning

    £95.20

  • The Handbook of Multimodal-Multisensor

    Morgan & Claypool Publishers The Handbook of Multimodal-Multisensor

    Book SynopsisThe Handbook of Multimodal-Multisensor Interfaces provides the first authoritative resource on what has become the dominant paradigm for new computer interfaces-user input involving new media (speech, multi-touch, hand and body gestures, facial expressions, writing) embedded in multimodal-multisensor interfaces.This three-volume handbook is written by international experts and pioneers in the field. It provides a textbook, reference, and technology roadmap for professionals working in this and related areas.This third volume focuses on state-of-the-art multimodal language and dialogue processing, including semantic integration of modalities. The development of increasingly expressive embodied agents and robots has become an active test bed for coordinating multimodal dialogue input and output, including processing of language and nonverbal communication. In addition, major application areas are featured for commercializing multimodal-multisensor systems, including automotive, robotic, manufacturing, machine translation, banking, communications, and others. These systems rely heavily on software tools, data resources, and international standards to facilitate their development. For insights into the future, emerging multimodal-multisensor technology trends are highlighted in medicine, robotics, interaction with smart spaces, and similar areas. Finally, this volume discusses the societal impact of more widespread adoption of these systems, such as privacy risks and how to mitigate them. The handbook chapters provide a number of walk-through examples of system design and processing, information on practical resources for developing and evaluating new systems, and terminology and tutorial support for mastering this emerging field. In the final section of this volume, experts exchange views on a timely and controversial challenge topic, and how they believe multimodal-multisensor interfaces need to be equipped to most effectively advance human performance during the next decade.Table of Contents Preface Figure Credits Introduction: Toward the Design, Construction, and Deployment of Multimodal-Multisensor Interfaces MULTIMODAL LANGUAGE AND DIALOGUE PROCESSING Multimodal Integration for Interactive Conversational Systems Multimodal Conversational Interaction with Robots Situated Interaction Software Platforms and Toolkits for Building Multimodal Systems and Applications Challenge Discussion: Advancing Multimodal Dialogue Nonverbal Behavior in Multimodal Performances MULTIMODAL BEHAVIOR Ergonomics for the Design of Multimodal Interfaces Early Integration for Movement Modeling in Latent Spaces Standardized Representations and Markup Languages for Multimodal Interaction Multimodal Databases EMERGING TRENDS AND APPLICATIONS Medical and Health Systems Automotive Multimodal Human-Machine Interface Embedded Multimodal Interfaces in Robotics: Applications, Future Trends, and Societal Implications Multimodal Dialogue Processing for Machine Translation Commercialization of Multimodal Systems Privacy Concerns of Multimodal Sensor Systems Index Biographies Volume 3 Glossary

    £95.20

  • The Handbook of Multimodal-Multisensor Interfaces, Volume 3: Language Processing, Software, Commercialization, and Emerging Directions

    Morgan & Claypool Publishers The Handbook of Multimodal-Multisensor Interfaces, Volume 3: Language Processing, Software, Commercialization, and Emerging Directions

    Book SynopsisThe Handbook of Multimodal-Multisensor Interfaces provides the first authoritative resource on what has become the dominant paradigm for new computer interfaces-user input involving new media (speech, multi-touch, hand and body gestures, facial expressions, writing) embedded in multimodal-multisensor interfaces.This three-volume handbook is written by international experts and pioneers in the field. It provides a textbook, reference, and technology roadmap for professionals working in this and related areas.This third volume focuses on state-of-the-art multimodal language and dialogue processing, including semantic integration of modalities. The development of increasingly expressive embodied agents and robots has become an active test bed for coordinating multimodal dialogue input and output, including processing of language and nonverbal communication. In addition, major application areas are featured for commercializing multimodal-multisensor systems, including automotive, robotic, manufacturing, machine translation, banking, communications, and others. These systems rely heavily on software tools, data resources, and international standards to facilitate their development. For insights into the future, emerging multimodal-multisensor technology trends are highlighted in medicine, robotics, interaction with smart spaces, and similar areas. Finally, this volume discusses the societal impact of more widespread adoption of these systems, such as privacy risks and how to mitigate them. The handbook chapters provide a number of walk-through examples of system design and processing, information on practical resources for developing and evaluating new systems, and terminology and tutorial support for mastering this emerging field. In the final section of this volume, experts exchange views on a timely and controversial challenge topic, and how they believe multimodal-multisensor interfaces need to be equipped to most effectively advance human performance during the next decade.Table of Contents Preface Figure Credits Introduction: Toward the Design, Construction, and Deployment of Multimodal-Multisensor Interfaces MULTIMODAL LANGUAGE AND DIALOGUE PROCESSING Multimodal Integration for Interactive Conversational Systems Multimodal Conversational Interaction with Robots Situated Interaction Software Platforms and Toolkits for Building Multimodal Systems and Applications Challenge Discussion: Advancing Multimodal Dialogue Nonverbal Behavior in Multimodal Performances MULTIMODAL BEHAVIOR Ergonomics for the Design of Multimodal Interfaces Early Integration for Movement Modeling in Latent Spaces Standardized Representations and Markup Languages for Multimodal Interaction Multimodal Databases EMERGING TRENDS AND APPLICATIONS Medical and Health Systems Automotive Multimodal Human-Machine Interface Embedded Multimodal Interfaces in Robotics: Applications, Future Trends, and Societal Implications Multimodal Dialogue Processing for Machine Translation Commercialization of Multimodal Systems Privacy Concerns of Multimodal Sensor Systems Index Biographies Volume 3 Glossary

    £111.20

  • Simulating Good and Evil: The Morality and

    Rutgers University Press Simulating Good and Evil: The Morality and

    Book SynopsisSimulating Good and Evil shows that the moral panic surrounding violent videogames is deeply misguided, and often politically motivated, but that games are nevertheless morally important. Simulated actions are morally defensible because they take place outside the real world and do not inflict real harms. Decades of research purporting to show that videogames are immoral has failed to produce convincing evidence of this. However, games are morally important because they simulate decisions that would have moral weight if they were set in the real world. Videogames should be seen as spaces in which players may experiment with moral reasoning strategies without taking any actions that would themselves be subject to moral evaluation. Some videogame content may be upsetting or offensive, but mere offense does not necessarily indicate a moral problem. Upsetting content is best understood by applying existing theories for evaluating political ideologies and offensive speech. Trade Review"A thoughtful and challenging read. Schulzke leaves no stone unturned as he asks us to consider what values we bring to games with as players, consumers, and enthusiasts." -- Aaron Trammell * Editor-in-Chief of Analog Game Studies *"A thoughtful and challenging read. Schulzke leaves no stone unturned as he asks us to consider what values we bring to games with as players, consumers, and enthusiasts." -- Aaron Trammell * Editor-in-Chief of Analog Game Studies *Table of ContentsContents Introduction 1 The Conceptual Terrain of Simulation 2 The Moral Panic Surrounding Videogames 3 Imaginary Transgressions 4 Digital Morality 5 The Many Faces of Moral Reflection 6 Persuasive Games and Ideological Manipulation 7 Speaking Through Games Conclusion Acknowledgements Bibliography Index

    £107.20

  • Studies in Conversational UX Design

    Springer Nature Switzerland AG Studies in Conversational UX Design

    1 in stock

    Book SynopsisAs voice interfaces and virtual assistants have moved out of the industry research labs and into the pockets, desktops and living rooms of the general public, a demand for a new kind of user experience (UX) design is emerging. Although the people are becoming familiar with Siri, Alexa, Cortana and others, their user experience is still characterized by short, command- or query-oriented exchanges, rather than longer, conversational ones. Limitations of the microphone and natural language processing technologies are only part of the problem. Current conventions of UX design apply mostly to visual user interfaces, such as web or mobile; they are less useful for deciding how to organize utterances, by the user and the virtual agent, into sequences that work like those of natural human conversation. This edited book explores the intersection of UX design, of both text- or voice-based virtual agents, and the analysis of naturally occurring human conversation (e.g., the Conversation Analysis, Discourse Analysis and Interactional Sociolinguistics literatures). It contains contributions from researchers, from academia and industry, with varied backgrounds working in the area of human-computer interaction. Each chapter explores some aspect of conversational UX design. Some describe the design challenges faced in creating a particular virtual agent. Others discuss how the findings from the literatures of the social sciences can inform a new kind of UX design that starts with conversation.Table of ContentsConversational UX Design: An Introduction.- Adapting to Customer Initiative: Insights from Human Service Encounters.- Safety First: Conversational agents for Health Care.- Conversational Agents for Physical World Navigation.- Helping Users Reflect on Their Own Heath-related Behaviors.- Teaching Agents When they Fail: End User Development in Goal-oriented Conversational Agents.- Recovering from Dialogue Failures Using Multiple Agents in Wealth Management Advice.- Conversational Style: Beyond the nuts and bolts of conversation.- A natural Conversation Framework for Conventional UX Design.

    1 in stock

    £132.99

  • Foundations of Data Visualization

    Springer Nature Switzerland AG Foundations of Data Visualization

    1 in stock

    Book SynopsisThis is the first book that focuses entirely on the fundamental questions in visualization. Unlike other existing books in the field, it contains discussions that go far beyond individual visual representations and individual visualization algorithms. It offers a collection of investigative discourses that probe these questions from different perspectives, including concepts that help frame these questions and their potential answers, mathematical methods that underpin the scientific reasoning of these questions, empirical methods that facilitate the validation and falsification of potential answers, and case studies that stimulate hypotheses about potential answers while providing practical evidence for such hypotheses. Readers are not instructed to follow a specific theory, but their attention is brought to a broad range of schools of thoughts and different ways of investigating fundamental questions. As such, the book represents the by now most significant collective effort for gathering a large collection of discourses on the foundation of data visualization. Data visualization is a relatively young scientific discipline. Over the last three decades, a large collection of computer-supported visualization techniques have been developed, and the merits and benefits of using these techniques have been evidenced by numerous applications in practice. These technical advancements have given rise to the scientific curiosity about some fundamental questions such as why and how visualization works, when it is useful or effective and when it is not, what are the primary factors affecting its usefulness and effectiveness, and so on. This book signifies timely and exciting opportunities to answer such fundamental questions by building on the wealth of knowledge and experience accumulated in developing and deploying visualization technology in practice.Table of ContentsPart I: Theoretical Underpinnings of Data Visualization.- The Fabric of Visualization.- Visual Abstraction.- Measures in Visualization Space.- Knowledge-Assisted Visualization and Guidance.- Mathematical Foundations in Visualizations.- Transformations, Mappings and Data Summaries.- Part II: Empirical Studies in Visualization.- A Survey of Variables Used in Empirical Studies for Visualization.- Empirical Evaluations with Domain Experts.- Evaluation of Visualization Systems with Long-term Case Studies.- Vis4Vis: Visualization for (Empirical) Visualization Research.- 'Isms' in Visualization.- Open Challenges in Empirical Visualization Research.- Part III: Collaboration with Domain Experts.- Case Studies for Working with Domain Experts.- Collaboration Between Industry and University.- Collaborating Successfully with Domain Experts.- Part IV: Developing Visualizations for Broad Audiences.- Reflections on Visualization for Broad Audiences.- Reaching Broad Audiences from a Research Institute Setting.- Reaching Broad Audiences from a Large Agency Setting.- Reaching Broad Audiences from a Science Center or Museum Setting.- Reaching Broad Audiences in an Educational Setting.- Challenges and Open Issues in Visualization for Broad Audiences

    1 in stock

    £132.99

  • Building Better Interfaces for Remote Autonomous

    Springer Nature Switzerland AG Building Better Interfaces for Remote Autonomous

    Out of stock

    Book SynopsisThis 'Open Access' SpringerBrief provides foundational knowledge for designing autonomous, asynchronous systems and explains aspects of users relevant to designing for these systems, introduces principles for user-centered design, and prepares readers for more advanced and specific readings. It provides context and the implications for design choices made during the design and development of the complex systems that are part of operation centers. As such, each chapter includes principles to summarize the design implication that engineers can use to inform their own design of interfaces for operation centers and similar systems. It includes example materials for the design of a fictitious system, which are referenced in the book and can be duplicated and extended for real systems. The design materials include a system overview, the system architecture, an example scenario, a stakeholder analysis, a task analysis, a description of the system and interface technology, and contextualized design guidelines. The guidelines can be specified because the user, the task, and the technology are well specified as an example.Building Better Interfaces for Remote Autonomous Systems is for working system engineers who are designing interfaces used in high throughput, high stake, operation centers (op centers) or control rooms, such as network operation centers (NOCs). Intended users will have a technical undergraduate degree (e.g., computer science) with little or no training in design, human sciences, or with human-centered iterative design methods and practices. Background research for the book was supplemented by interaction with the intended audience through a related project with L3Harris Technologies (formerly Harris Corporation). Table of ContentsIntroducing Interface Design for Complex Systems.- User-centered Design and Situation Awareness.- Cognition and Operator Performance.- Conclusion and Final Comments.- Appendices.- Index

    Out of stock

    £17.09

  • Springer Nature Switzerland AG Auralization: Fundamentals of Acoustics, Modelling, Simulation, Algorithms and Acoustic Virtual Reality

    15 in stock

    Book SynopsisAuralization is the technique of creation and reproduction of sound on the basis of computer data. With this tool it is possible to predict the character of sound signals which are generated at the source and modified by reinforcement, propagation and transmission in systems such as rooms, buildings, vehicles or other technical devices. This book is organized as a comprehensive collection of the basics of sound and vibration, acoustic modelling, simulation, signal processing and audio reproduction. With some mathematical prerequisites, the readers will be able to follow the main strategy of auralization easily and work out their own implementations of auralization in various fields of application in architectural acoustics, acoustic engineering, sound design and virtual reality. For readers interested in basic research, the technique of auralization may be useful to create sound stimuli for specific investigations in linguistic, medical, neurological and psychological research, and in the field of human-machine interaction.Table of ContentsChapter1: Fundamentals of acoustics.- Chapter2: Sound sources.- Chapter3: Sound propagation.- Chapter4: Sound fields in cavities and in rooms.- Chapter5: Structure-borne sound.- Chapter6: Psychoacoustics.- Chapter7: Signal processing for auralization.- Chapter8: Characterization of sources.- Chapter9: Convolution and binaural sound synthesis.- Chapter10: Simulation methods.- Chapter11: Simulation of sound in rooms.- Chapter12: Simulation and auralization of outdoor sound propagation.- Chapter13: Simulation and auralization of airborne sound insulation.- Chapter14: Simulation and auralization of structure-borne sound.- Chapter15: Transfer path analysis and synthesis.- Chapter16: Filter construction for real-time processing.- Chapter17: 3D sound reproduction.- Chapter18: Acoustic Virtual Reality systems.

    15 in stock

    £113.99

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • Springer International Publishing AG Organizational Implementation: The Design in Use of Information Systems

    1 in stock

    Book SynopsisInformation systems are part and parcel of organizations. Yet, organizations often struggle to realize the benefits that motivate their introduction of these systems. To derive benefit from a new information system, it must be integrated into the structures and processes of the organization. That is, the system must be organizationally implemented. This book is about organizational implementation, which requires thorough preparations but also continues long after the system has gone live: (1) During the preparations, the implementation is planned. This phase includes specifying the effects pursued with the system, adapting the system and organization to each other, and obtaining buy-in for the planned change. (2) At go-live, the system is put to operational use and the associated organizational changes take effect. This phase is about insisting on the planned change even though go-live is normally hectic and accompanied by a productivity dip. (3) During continued use after go-live, implementation continues as design in use. This phase is long and improvisational. It includes following up on effects realization, but it is just as much about embracing the opportunities that emerge from using the system. Apart from covering the three phases of organizational implementation, the book inserts implementation in an organizational-change context and discusses barriers to implementation as well as boosters of implementation. The book concludes with an outlook to larger-scale issues beyond the implementation of one system in one organization and with an overview of the competences needed in the implementation team, which runs the organizational implementation.Table of ContentsPreface.- Acknowledgments.- Introduction.- The Context and Rationale: Organizational Change.- Technology Adoption: Boosters and Barriers.- Implementing Information Systems: Three Phases.- Preparations: Planning the Implementation.- Going Live: The Initial, Planned Change.- Continuing Design During Use: The Long, Improvisational Process.- The Larger Picture and the Local Needs.- References.- Author Biography .

    1 in stock

    £44.99

  • 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

  • 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

  • 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

  • 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

    £132.99

  • 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

  • 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

    £42.74

  • 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

  • Creativity in Art, Design and Technology

    Springer International Publishing AG Creativity in Art, Design and Technology

    Out of stock

    Book SynopsisThis is an open access book.Creativity is a difficult concept, how can it best be defined, understood, applied, and practiced? This book provides important answers to these questions. Technology can enable artists to be more creative. Scientific and artistic thinking give us two complementary tools to understand the complexity of the world, with science reducing subjective experience to essential principles and art intensifying and expanding our experiences. These examples also show how artists can push the boundaries of technology into exciting new realms that have not been explored before. The impact that art and art practice can have on culture, society, and social responsibility is explored in detail through examples and case studies. In addition, the book presents how artists are creating and reflecting cultural and societal resonance in their work. Can other disciplines help artists to be more creative? All are part of an interrelated wider society and enables artists to develop artwork fit for highly interfaced and conceptually broad contemporary contexts. This is illustrated with examples which show exciting and challenging results. Creativity in Art, Design and Technology is relevant for artists, designers, scientists and technologists. All can benefit in a major way from a greater understanding of creativity, and the ways in which mutual interaction and collaboration enables all areas to develop. The potential for the future is immense and this book signposts the way forward. Trade Review“The book is an easy read, no math or complex computer concepts, but full of inspiring and thought-provoking ideas and questions. The book does an excellent job in explaining how creativity and imagination can benefit design and implementation. … The artwork in the book is delightful, surprising, and even inspiring.” (Jon Peddie, Jon Peddie Research, jonpeddie.com, March 31, 2023)Table of ContentsPreface.- Acknowledgments.- About the Authors.- 1 Introduction.- 2 Creativity in the Arts: Traditional and New Media.- 3 Creativity and Artist Technologist.- 4 Creativity and Virtual Worlds.- 5 The Creative Process and Social Responsibility.- 6 Digital Communication as a Creative Tool.- 7 Artificial Intelligence and Creativity.- 8 Art Thinking and Design Thinking.- 9 Time and Temporality: Creative Reception and Repetition.- 10 How can Art assist Science and Technology?.- 11 Research and Development in Creativity.- 12 Epilog

    Out of stock

    £23.74

  • 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

  • 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

  • Responsive and Sustainable Educational Futures:

    Springer International Publishing AG Responsive and Sustainable Educational Futures:

    1 in stock

    Book SynopsisThis book constitutes the proceedings of the 18th European Conference on Technology Enhanced Learning, EC-TEL 2023, held in Aveiro, Portugal, in September 2023.The 34 full papers included in this volume were carefully reviewed and selected from 126 submissions. Additionally, 24 posters and 16 demonstration papers were included in the proceedings. The papers focus on sustainable teaching and learning practices in the post-pandemic educational ecosystem. Table of ContentsAn agile concept inventory methodology to detect large sets of student misconceptions in programming language courses.- A Transformer-Based Approach for the Automatic Generation of Concept-Wise Exercises to Provide Personalized Learning Support to Students.- Generative Pre-trained Transformers for Coding Text Data? An Analysis with Classroom Orchestration Data.- What Makes Problem-Solving Practice Effective? Comparing Paper and AI Tutoring.- Exploring Indicators for Collaboration Quality and its Sub-Constructs in Classroom Settings using Multimodal Learning Analytics.- The Promise of Physiological Data in Collaborative Learning: A Systematic Literature Review.- A Learning Design to support transfer of training in Continuing Education.- Implementing a VR/AR Tool in a European University: Priorities and Challenges.- Student Perception of Social Comparison in Online Learning - An Exploratory Study.- Relation between Student Characteristics, Git Usage and Success in Programming Courses.- The "How" Matters: Evaluating different Video Types for Cybersecurity MOOCs.- Role of Multimodal Systems in Computer-Assisted Learning: A Scoping Review.- Broader and Deeper: A Multi-Features with Latent Relations BERT Knowledge Tracing Model.- Why you should give your Students Automatic Process Feedback on their Collaboration: Evidence from a Randomized Experiment.- Interactive Web-based Learning Materials vs. Tutorial Chatbot: Differences in User Experience.- Assessing the Quality of Multiple-Choice Questions: Automated Methods for Identifying Item-Writing Flaws.- Early Prediction of Learners At-risk of Failure in Online Professional Training Using a Weighted Vote.- How to characterize and analyze the computational thinking skills of a learning game?- Evaluating ChatGPT’s Decimal Skills and Feedback Generation to Students’ Self-explanations in a Digital Learning Game.- Designing a Revision system: An Exploratory Qualitative Study to Identify the Needs of French Teachers and Students.- Evaluation of a hybrid AI-human recommender for CS1 instructors in a real educational scenario.- Evaluating the Impact and Usability of an AI-Driven Feedback System for Learning Design.- Single or Multi-page Learning Analytics Dashboards? Relationships between Teachers’ Cognitive Load and Visualisation Literacy.- Designing technology for doctoral persistence and well-being: Findings from an two-country value-sensitive inquiry into student progress.- A critical consideration of the ethical implications in learning analytics as data ecology.- Learning to Give Useful Hints: Assistance Action Evaluation and Policy Improvements.- Understanding CSCL Peer Feedback Contributions: An Automated Content Analysis Approach.- AI and blinded for review to educate adolescents about Social Media Algorithms: Insights about AI overdependence, trust and awareness.- Analyzing Learners' Perception of Indicators in Student-Facing Analytics: A Card Sorting Approach.- Here or There? Differences of On-Site and Remote Students’ Perceptions of Usability, Social Presence, Engagement, and Learning in Synchronous Hybrid Classrooms.- Exploring the Potential of Immersive Virtual Environments for Learning American Sign Language.- Towards Improving the Reliability and Transparency of ChatGPT for Educational Question Answering.- How Do Teachers Search for Learning Resources? a Mixed Method Field Study.- Automated Detection of Students' Gaze Interactions in Collaborative Learning Videos: A Novel Approach.- Pedagogically-informed Implementation of Reinforcement Learning on Knowledge Graphs for Context-aware Learning Recommendations.- Designing teacher professional development to address student stress in the post-pandemic educational ecosystem.- Lateral Reading Against Misinformation: The Cognitive Processing Level Mediates the Intervention Effect on the News Credibility Assessment Performance.- Exploring students' problem-solving challenges in self-regulated learning through training video prompts.- Facilitating and hindering aspects of Technology-Enriched Challenge-Based Learning in a European University International Network Initiative.- Digitally supported learning processes in schools. Implicit theories on learning activities with digital media: An interview study with teachers on the implementation.- Transferring Digital Competences for Teaching from Theory into Practice Through Reflection.- “Feedback is not embarrassing but helpful :)“ – an exploratory study on the applicability of constructive feedback checklists for lecturers in online learning settings.- Enhancing Learning Mobility with A Community-Based Micro-Credential e-Portfolio Platform Service for Higher Education.- Discussing Objective Performance Metrics for the Application of Extended Reality in Neurosurgical Training: Towards Consistent Domain-Wide Agreement.- Multimodal Analytics for Collaborative Teacher Reflection of Human-AI Hybrid Teaching: Design Opportunities and Constraints.- Computational Analysis of Audio Recordings of Piano Performance for Automatic Evaluation.- Barrier-free dissemination of medical knowledge: Challenges and solutions for individuals with visual impairments.- Process mining on students' web learning traces: a case study with an ethnographic analysis.- “TRINE 4D Pedagogical Model”: Designing Teaching Scenarios for Using Telepresence Robots in Education.- Traceability by Design: Design of an Interactive System to Improve the Automatic Generation of Git Traces during a Learning Activity.- Towards Designing and Evaluating an Adaptable Assistance System for Technology-Enhanced Vocational Education.- Learning with the School Library: Mapping Technology Enhanced Learning Underpinnings.- Learning Path Recommendation from an Inferred Learning Space.- Exploring barriers for the acceptance of Smart Learning Environment automated support.- FAMS, a Formative Assessment Management System for Generating Individualised Feedback.- The Added Value of Simulations in 3D Virtual Worlds for Professional Training of First Aid Medical Teams.- Support Mechanisms and Value Creation in Multi-Stakeholder Networks for Digital Innovation in Education: A Cross-Country Study.- Live Coding and Instant Feedback on Common Issues in Large Lectures.- Supporting Remote Students through Utilizing Web-based Exercise-templates and a Mobile Learning Chatbot for Creating and Interacting with Learning Materials.- An Evaluation System to Trace the Usage of the OER Conversion Tool (convOERter).- Technology Enhanced Training in Medical Multi-User Scenarios.- A teacher professional development tool for creating and sharing research lessons on evidence-based teaching strategies.- CERSEI: Cognitive Effort based Recommender System for Enhancing Inclusiveness.- A Student-Centered Learning Dashboard Towards Course Goal Achievement in STEM Education.- Augmented Intelligence in Tutoring Systems: A Case Study in Real-time Pose Tracking to Enhance the Self-Learning of Fitness Exercises.- The HCA Framework – a storification model to support and facilitate gamification design.- Evaluating Usability and User Feedback in an Immersive Virtual Reality Environment for Computer Science Education.- Responsive Narrativity in Gamified Situational Judgment Tests: A Dynamic System for Enhanced Soft Skills Development.- LA-ReflecT: multimodal data-informed reflective learning platform.- Statoodle: A learning analytics tool to analyze Moodle students' actions and prevent cheating.- An enrollment learning dashboard to enhance decision-making for students and advisors.- xAPI Logging in Moodle.- PEER: Empowering Writing with Large Language Models.- Using accessible motion capture in educational games for sign language learning

    1 in stock

    £71.99

  • Serious Games: 9th Joint International

    Springer International Publishing AG Serious Games: 9th Joint International

    3 in stock

    Book SynopsisThis book constitutes the refereed proceedings of the 9th Joint International Conference on Serious Games, JCSG 2023, held in Dublin, Ireland, during October 26–27, 2023. The 18 full papers presented together with 9 short papers and 14 poster papers were carefully reviewed and selected from 53 submissions. They are grouped into the following topics: technology and systems; theoretical and design aspects; health and wellbeing; extended realities; soft and social skills; academic skills; and posters and exhibits.Table of ContentsTechnology and Systems.- Theoretical and Design Aspects.- Health and Wellbeing.- Extended Realities.- Soft and Social Skills.- Academic Skills.- Posters and Exhibits.

    3 in stock

    £61.74

  • HCI International 2023 – Late Breaking Papers:

    Springer International Publishing AG HCI International 2023 – Late Breaking Papers:

    1 in stock

    Book SynopsisThis seven-volume set LNCS 14054-14060 constitutes the proceedings of the 25th International Conference, HCI International 2023, in Copenhagen, Denmark, in July 2023. For the HCCII 2023 proceedings, a total of 1578 papers and 396 posters was carefully reviewed and selected from 7472 submissions. Additionally, 267 papers and 133 posters are included in the volumes of the proceedings published after the conference, as “Late Breaking Work”. These papers were organized in the following topical sections: HCI Design and User Experience; Cognitive Engineering and Augmented Cognition; Cultural Issues in Design; Technologies for the Aging Population; Accessibility and Design for All; Designing for Health and Wellbeing; Information Design, Visualization, Decision-making and Collaboration; Social Media, Creative Industries and Cultural Digital Experiences; Digital Human Modeling, Ergonomics and Safety; HCI in Automated Vehicles and Intelligent Transportation; Sustainable Green Smart Cities and Smart Industry; eXtended Reality Interactions; Gaming and Gamification Experiences; Interacting with Artificial Intelligence; Security, Privacy, Trust and Ethics; Learning Technologies and Learning Experiences; eCommerce, Digital Marketing and eFinance. Table of ContentsHCI Design and User Experience.- Cognitive Engineering and Augmented Cognition.- Cultural Issues in Design.- Technologies for the Aging Population.- Accessibility and Design for All.- Designing for Health and Wellbeing.- Information Design, Visualization, Decision-making and Collaboration.- Social Media, Creative Industries and Cultural Digital Experiences.- Digital Human Modeling, Ergonomics and Safety.- HCI in Automated Vehicles and Intelligent Transportation.- Sustainable Green Smart Cities and Smart Industry.- eXtended Reality Interactions.- Gaming and Gamification Experiences.- Interacting with Artificial Intelligence.- Security, Privacy, Trust and Ethics.- Learning Technologies and Learning Experiences.- eCommerce, Digital Marketing and eFinance.

    1 in stock

    £75.99

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