Human–computer interaction Books

602 products


  • Image Analysis and Processing – ICIAP 2019: 20th International Conference, Trento, Italy, September 9–13, 2019, Proceedings, Part I

    Springer Nature Switzerland AG Image Analysis and Processing – ICIAP 2019: 20th International Conference, Trento, Italy, September 9–13, 2019, Proceedings, Part I

    1 in stock

    Book SynopsisThe two-volume set LNCS 11751 and 11752 constitutes the refereed proceedings of the 20th International Conference on Image Analysis and Processing, ICIAP 2019, held in Trento, Italy, in September 2019. The 117 papers presented were carefully reviewed and selected from 207 submissions. The papers cover both classic and the most recent trends in image processing, computer vision, and pattern recognition, addressing both theoretical and applicative aspects. They are organized in the following topical sections: Video Analysis and Understanding; Pattern Recognition and Machine Learning; Deep Learning; Multiview Geometry and 3D Computer Vision; Image Analysis, Detection and Recognition; Multimedia; Biomedical and Assistive Technology; Digital Forensics; Image processing for Cultural Heritage.Table of ContentsVideo Analysis and Understanding.- Pattern Recognition and Machine Learning.- Deep Learning.- Multiview Geometry and 3D Computer Vision.- Image Analysis, Detection and Recognition.- Multimedia.- Biomedical and Assistive Technology.- Digital Forensics.- Image processing for Cultural Heritage.

    1 in stock

    £62.99

  • Springer Nature Switzerland AG Blended Learning. Education in a Smart Learning Environment: 13th International Conference, ICBL 2020, Bangkok, Thailand, August 24–27, 2020, Proceedings

    15 in stock

    Book SynopsisThis book constitutes the refereed proceedings of the 13th International Conference on Blended Learning, ICBL 2020, held in Bangkok, in August 2020.The 33 papers presented were carefully reviewed and selected from 70 submissions. The conference theme of ICBL 2020 is Blended Learning : Education in a Smart Learning Environment. The papers are organized in topical sections named: Blended Learning, Hybrid Learning, Online Learning, Enriched and Smart Learning, Learning Management System and Content and Instructional Design. Table of Contents

    15 in stock

    £66.49

  • Advanced Human-Robot Collaboration in

    Springer Nature Switzerland AG Advanced Human-Robot Collaboration in

    1 in stock

    Book SynopsisThis book presents state-of-the-art research, challenges and solutions in the area of human–robot collaboration (HRC) in manufacturing. It enables readers to better understand the dynamic behaviour of manufacturing processes, and gives more insight into on-demand adaptive control techniques for industrial robots.With increasing complexity and dynamism in today’s manufacturing practice, more precise, robust and practical approaches are needed to support real-time shop-floor operations. This book presents a collection of recent developments and innovations in this area, relying on a wide range of research efforts.The book is divided into five parts. The first part presents a broad-based review of the key areas of HRC, establishing a common ground of understanding in key aspects. Subsequent chapters focus on selected areas of HRC subject to intense recent interest. The second part discusses human safety within HRC. The third, fourth and fifth parts provide in-depth views of relevant methodologies and algorithms. Discussing dynamic planning and monitoring, adaptive control and multi-modal decision making, the latter parts facilitate a better understanding of HRC in real situations. The balance between scope and depth, and theory and applications, means this book appeals to a wide readership, including academic researchers, graduate students, practicing engineers, and those within a variety of roles in manufacturing sectors.Table of ContentsPart I: Literature Survey.- Current Status in Human-Robot Collaborative Assembly.- Latest Developments of Gesture Recognition for Human-Robot Collaboration.- Challenges and Characteristics of Safety for Human-Robot Collaborative Systems.- Part II: Human Safety in Human-Robot Collaboration.- Real-Time Collision and Detection and Collision Avoidance.- Collision-Free Dynamic Robot Trajectory Planning.- Zone-Based Robot Control for Safe Collaboration with Robots.- Part III: Dynamic Planning and Monitoring.- Resource Availability and Capability Monitoring.- Dynamic Assembly Planning and Task Assignment.- Cockpit: A Portal for Symbiotic Human-Robot Collaborative Assembly.- Human-Robot Collaborative Workcell Calibration and Control.- Part IV: Adaptive Robot Control.- Drag&Bot: A Toolbox for Assembly Process Encapsulation.- A Programming-Free Approach for Robot Control Based on Function Blocks.- Sensorless Haptic Control for Physical Human-Robot Interactions.- Part V: Multimodal Decision Support.- Human Worker Tracking and Identification in Dynamic Human-Robot Collaborative Environments.- Multimodal Communication with Robots and Decision Support to Humans.- A Real-World Case Study on Human-Robot Collaborative Assembly

    1 in stock

    £142.49

  • Human-Computer Interaction. Design and User

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

    1 in stock

    Book SynopsisThe three-volume set LNCS 12762, 12763, and 12764 constitutes the refereed proceedings of the Human Computer Interaction thematic area of the 23rd International Conference on Human-Computer Interaction, HCII 2021, which took place virtually in July 2021.The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The 139 papers included in this HCI 2021 proceedings were organized in topical sections as follows: Part I, Theory, Methods and Tools: HCI theory, education and practice; UX evaluation methods, techniques and tools; emotional and persuasive design; and emotions and cognition in HCI Part II, Interaction Techniques and Novel Applications: Novel interaction techniques; human-robot interaction; digital wellbeing; and HCI in surgery Part III, Design and User Experience Case Studies: Design case studies; user experience and technology acceptance studies; and HCI, social distancing, information, communication and workTable of ContentsDesign Case Studies.- Graphic Representations of Spoken Interactions from Journalistic Data: Persuasion and Negotiations.- A Study on Universal Design of Musical Performance System.- Developing a Knowledge-based System for Lean Communications between Designers and Clients.- Learn & Share to Control Your Household Pests: Designing a Communication Based App to Bridge the Gap between Local Guides & The New Users Looking for a Reliable & Affordable Pest Control Solutions.- Developing User Interface Design Strategy to Improve Media Credibility of Mobile Portal News.- Elderly-Centered Design: A New Numeric Typeface for Increased Legibility.- Research on Interactive Experience Design of Peripheral Visual Interface of Autonomous Vehicle.- Human-Centered Design Reflections on Providing Feedback to Primary Care Physicians.- Interaction with Objects and Humans based on Visualized Flow using a Background-oriented Schlieren Method.- Research on Aging Design of News APP Interface Layout Based on Perceptual Features.- Research on Modular Design of Children's Furniture based on Scene Theory.- A Design Method of Children Playground Based on Bionic Algorithm.- Bias in, Bias out – The Similarity-Attraction Effect between Chatbot Designers and Users.- Research on Immersive Virtual Reality Display Design Mode of Cantonese Porcelain based on Embodied Interaction.- Design and Research of Children’s Robot Based on Kansei Engineering.- User Experience and Technology Acceptance Studies.- Exploring Citizens' Attitudes towards Voice-Based Government Services in Switzerland.- Too Hot to Enter: Investigating Users' Attitudes toward Thermoscanners in COVID times.- Teens’ Conceptual Understanding of Web Search Engines: The Case of Google Search Engine Result Pages (SERPs).- What Futuristic Technology Means for First Responders: Voices from the Field.- Blinking LEDs: Usability and User Experience of Domestic Modem Routers Indicator Lights.- The Smaller the Better? A Study on Acceptance of 3D Display of Exhibits of Museum's Mobile Media.- Research on Information Visualization Design for Public Health Security Emergencies.- Comparative Study of the Interaction of Digital Natives with Mainstream Web Mapping Services.- Success is not Final; Failure is not Fatal – Task Success and User Experience in Interactions with Alexa, Google Assistant and Siri.- Research on the Usability Design of HUD Interactive Interface.- Current Problems, Future Needs: Voices of First Responders about Communication Technology.- Exploring the Antecedents of Verificator Adoption.- Are Professional Kitchens Ready for Dummies? A Comparative Usability Evaluation between Expert and non-Expert Users.- Verification of the Appropriate Number of Communications between Drivers of Bicycles and Vehicles.- User Assessment of Webpage Usefulness.- How Workarounds Occur in Relation to Automatic Speech Recognition at Danish Hospitals.- Secondary Task Behavioral Analysis Based on Depth Image During Driving.- Research on the Relationship between the Partition Position of the Central Control Display Interface and the Interaction Efficiency.- HCI, Social Distancing, Information, Communication and Work.- Attention-based Design and Selective Exposure Amid COVID-19 Misinformation Sharing.- Digital Communication to Compensate for Social Distancing? - Results of a Survey on the Local Communication App DorfFunk.- An Evaluation of Remote Workers' Preferences for the Design of a Mobile App on Workspace Search.- Feasibility of Estimating Concentration Level for Not Disturbing Remote Office Workers Based on Kana-Kanji Conversion Confirmation Time.- A Smart City Stakeholder Online Meeting Interface.- Fostering Empathy and Privacy: The Effect of Using Expressive Avatars for Remote Communication.- PerformEyebrow: Design and Implementation of an Artificial Eyebrow Device Enabling Augmented Facial Expression.- Improving Satisfaction in Group Dialogue: A Comparative Study of Face-to-Face and Online Meetings.- EmojiCam: Emoji-Assisted Video Communication System Leveraging Facial Expressions.- Pokerepo Join: Construction of a Virtual Companion Experience System.- Visual Information in Computer-Mediated Interaction Matters: Investigating the Association Between the Availability of Gesture and Turn Transition Timing in Conversation.

    1 in stock

    £42.74

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

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

    1 in stock

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

    1 in stock

    £49.49

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

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

    1 in stock

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

    1 in stock

    £62.99

  • Spaces of Interaction, Places for Experience

    Springer International Publishing AG Spaces of Interaction, Places for Experience

    1 in stock

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

    1 in stock

    £26.59

  • Springer International Publishing AG Research in the Wild

    Out of stock

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

    Out of stock

    £999.99

  • Sonic Interactions in Virtual Environments

    Springer International Publishing AG Sonic Interactions in Virtual Environments

    1 in stock

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

    1 in stock

    £22.99

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

    Out of stock

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

    Out of stock

    £999.99

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

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

    1 in stock

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

    1 in stock

    £62.99

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

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

    1 in stock

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

    1 in stock

    £62.99

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

    Out of stock

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

    Out of stock

    £999.99

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

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

    1 in stock

    Book SynopsisThis two-volume set LNCS 13317 and 13318 constitutes the thoroughly refereed proceedings of the 14th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2022, held virtually as part of the 24rd HCI International Conference, HCII 2022, in June/July 2022.The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The 56 papers included in this 2-volume set were organized in topical sections as follows: Developing VAMR Environments; Evaluating VAMR environments; Gesture-based, haptic and multimodal interaction in VAMR; Social, emotional, psychological and persuasive aspects in VAMR; VAMR in learning, education and culture; VAMR in aviation; Industrial applications of VAMR. The first volume focuses on topics related to developing and evaluating VAMR environments, gesture-based, haptic and multimodal interaction in VAMR, as well as social, emotional, psychological and persuasive aspects in VAMR, while the second focusses on topics related to VAMR in learning, education and culture, VAMR in aviation, and industrial applications of VAMR.Table of ContentsVAMR in learning, education and culture.- User Movement for Safety Training in a Virtual Chemistry Lab.- Development of an Educational AR Tool for Visualization of Spatial Figures and Volume Calculation for Vocational Education.- An Extended Reality Simulator for Advanced Trauma Life Support Training.- Virtual Access to STEM Careers: Two Preliminary Investigations.- Me, Myself, and the (Virtual) World: A Review of Learning Research in 4E Cognition and Immersive Virtual Reality.- Using AR Headset Camera to Track Museum Visitor Attention: Initial Development Phase.- Sculpting in Augmented Reality - Redefining Digital Crafts Through Multimodal Interactions.- Multi-agent Crowd Simulation in an Active Shooter Environment.- The Need for Universal Design of eXtended Reality (XR) Technology in Primary and Secondary Education - Identifying Opportunities, Challenges, and Knowledge Gaps from the Literature.- Towards Improvement of UX using Gamification for Public Artistic and Historical Artifacts in AR.- Intertwining History and Places: The Design of TongSEE Location-Based Augmented Reality Application for History Learning.- VAMR in aviation.- Practice Makes Perfect or Does It? Practice Effect in Flying HUD Localizer-Guided Low Visibility Takeoffs.- Identification of Expert Tower Controller Visual Scanning Patterns in Support of the Development of Automated Training Tools.- A Civil Aircraft Cockpit Control Device Design Using Mixed Reality Device.- Comparing the Effect of Airflow Direction on Simulator Sickness and User Comfort in a High-Fidelity Driving Simulator.- Preliminary Findings: Application of Maintenance Instructions Displayed in Augmented Reality.- Human Factors Considerations for Head-Worn Displays in Civil Aviation.- Estimating Cognitive Load and Cybersickness of Pilots in VR Simulations via Unobtrusive Physiological Sensors.- Critical Review of Extended Reality Applications in Aviation.- Industrial applications of VAMR.

    1 in stock

    £58.49

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

    Out of stock

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

    Out of stock

    £999.99

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

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

    Out of stock

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

    Out of stock

    £999.99

  • Advances in Computer Games: 17th International

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

    1 in stock

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

    1 in stock

    £52.24

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

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

    1 in stock

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

    1 in stock

    £47.49

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

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

    1 in stock

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

    1 in stock

    £67.49

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

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

    1 in stock

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

    1 in stock

    £56.99

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

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

    1 in stock

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

    1 in stock

    £49.49

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

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

    1 in stock

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

    1 in stock

    £56.99

  • Sketching in Human Computer Interaction

    Springer International Publishing AG Sketching in Human Computer Interaction

    1 in stock

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

    1 in stock

    £47.49

  • Design, Specification and Verification of Interactive Systems ’98: Proceedings of the Eurographics Workshop in Abingdon, UK, June 3–5, 1998

    Springer Verlag GmbH Design, Specification and Verification of Interactive Systems ’98: Proceedings of the Eurographics Workshop in Abingdon, UK, June 3–5, 1998

    Out of stock

    Book SynopsisDoes modelling, formal or otherwise, play a role in designing interactive systems? A proliferation of interactive devices and technologies is used in an ever increasing diversity of contexts and combinations in professional and every-day life. This development poses a significant challenge to modelling approaches used for the design of interactive systems. The papers in this volume discuss a range of modelling approaches, the representations they use, the strengths and weaknesses of their associated specification and analysis techniques and their role in supporting the design of interactive systems.Table of ContentsInvited Talks.- Interacting in Chaos.- The Viability of Modelling Socially Organised Activity.- Papers Presented.- Deriving Business Object Definitions from User Work Process Models.- Inference and Information Resources: A Design Case Study.- An Ontology for Task World Models.- Formal Models for Cooperative Tasks: Concepts and an Application for En-Route Air-Traffic Control.- The Role of Formal Proof in Modelling Interactive Behaviour.- Validating Semi-Formal Specifications of Interactors as Design Representations.- The Role of Informal Representations in Early Design.- Pragmatic Formal Design: A Case Study in Integrating Formal Methods into the HCl Development Cycle.- The Role of Verification in Interactive Systems Design.- Integrating Rendering Specifications into a Formalism for the Design of Interactive Systems.- Practical Dialogue Refinement.- Which Widgets? Deriving Implementations from User-Interface Specifications.- A Framework for Generating Spatial Configurations in User Interfaces.- Using Model Checking for the Automatic Validation of User Interfaces Systems.- Specification and Verification of Media Constraints using UPPAAL.- Modelling Direct Manipulation with Referent and Statecharts.- Integrating Joint Behaviour and Dialogue Description.- Working Group Discussions.- Discussion Topics for the DSV-IS’98 Working Groups.- Working Group 1 Report.- Working Group 2 Report.- Working Group 3 Report.

    Out of stock

    £999.99

  • Springer International Publishing AG Requirements Engineering

    Out of stock

    Book SynopsisWritten for those who want to develop their knowledge of requirements engineering process, whether practitioners or students.Using the latest research and driven by practical experience from industry, Requirements Engineering gives useful hints to practitioners on how to write and structure requirements. It explains the importance of Systems Engineering and the creation of effective solutions to problems. It describes the underlying representations used in system modeling and introduces the UML2, and considers the relationship between requirements and modeling. Covering a generic multi-layer requirements process, the book discusses the key elements of effective requirements management. The latest version of DOORS (Version 7) - a software tool which serves as an enabler of a requirements management process - is also introduced to the reader here.Additional material and links are available at: http://www.requirementsengineering.infoTable of ContentsIntroduction.- A Generic Process for Requirements Engineering.- System Modelling for Requirements Engineering.- Writing and Reviewing Requirements.- Requirements Engineering in the Problem Domain.- Requirements Engineering in the Solution Domain.- Advanced Traceability.- DOORS: A Tool to Manage Requirements.- Management Aspects of Requirements Engineering.-

    Out of stock

    £999.99

  • Springer International Publishing AG Breaking Down Barriers: Usability, Accessibility

    Out of stock

    Book SynopsisThe Cambridge Workshops on Universal Access and Assistive Technology (CWUAAT) is one of the few gatherings where people interested in inclusive design, across different fields, including designers, computer scientists, engineers, architects, ergonomists, ethnographers, policymakers and user communities, meet, discuss, and collaborate. CWUAAT has also become an international workshop, representing diverse cultures including Portugal, Germany, Trinidad and Tobago, Canada, Australia, China, Norway, USA, Belgium, UK, and many more. The workshop has five main themes based on barriers identified in the developing field of design for inclusion: I Breaking Down Barriers between Disciplines II Breaking Down Barriers between Users, Designers and Developers III Removing Barriers to Usability, Accessibility and Inclusive Design IV Breaking Down Barriers between People with Impairments and Those without V Breaking Down Barriers between Research and Policy-making In the context of developing demographic changes leading to greater numbers of older people and people living with impairments, the general field of inclusive design research strives to relate the capabilities of the population to the design of products, services, and spaces. CWUAAT has always had a successful multidisciplinary focus, but if genuine transdisciplinary fields are to evolve from this, the final barriers to integrated research must be identified and characterised. Only then will benefits be realised in an inclusive society. Barriers do not arise from impairments themselves, but instead, are erected by humans, who often have not considered a greater variation in sensory, cognitive and physical user capabilities. Barriers are not only technical or architectural, but they also exist between different communities of professionals. Our continual goal with the CWUAAT workshop series is to break down barriers in technical, physical, and architectural design, as well as barriers between different professional communities. Trade Review“Technical communicators interested in learning about the inclusive design aspect of User Experience will find Breaking Down Barriers: Usability, Accessibility and Inclusive Design both fascinating and inspiring. … Technical communicators will find Breaking Down Barriers a worthwhile read as they learn what work is going on to advance inclusive design methods. All readers will be encouraged to learn how so many teams, communities, and companies around the world are working to improve the lives of so many people.” (Scott Fouse, Technical Communication, Vol. 66 (1), February, 2019)Table of ContentsBreaking Down Barriers Between Disciplines.- Breaking Down Barriers Between Users, Designers and Developers.- Removing Barriers to Usability, Accessibility and Inclusive Design.- Breaking Down Barriers Between People with Impairments and Those Without.- Breaking Down Barriers Between Scientists and Policy Makers.- Removing Barriers to Open Data and Open Government.- Recent Barriers to Effective Rehabilitation Robotics.

    Out of stock

    £999.99

  • Mobile, Ubiquitous, and Intelligent Computing: MUSIC 2013

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

    1 in stock

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

    1 in stock

    £161.99

  • Springer Fachmedien Wiesbaden Digitalisierung & Nachhaltigkeit: Eine

    Out of stock

    Book SynopsisDie Themen Digitalisierung und Nachhaltigkeit dominieren die Zukunft von Unternehmen und unserer Gesellschaft in den nächsten Jahrzehnten. Wenn Unternehmen die Digitalisierung aktiv umsetzen, müssen sie folglich ökonomische, ökologische und soziale Aspekte im Sinne der Nachhaltigkeit berücksichtigen. Genau hier setzt Michael Jacob an: Der Autor geht im ersten Teil des Buches auf die Grundlagen der Digitalisierung und Nachhaltigkeit anhand der wichtigsten Modelle ein. Im zweiten Teil wird der Fokus auf die Frage gelegt, wie Unternehmen den Digitalisierungsprozess nachhaltig gestalten können. Ein kurzes Fazit rundet die beiden Hauptteile ab.Damit ist das Buch ein wichtiges Hilfsmittel, um Zielkonflikte zwischen den Bereichen Digitalisierung und Nachhaltigkeit zunächst zu erkennen und dann entsprechend entscheiden zu können. Somit können Unternehmen ihrer gesellschaftlichen Verantwortung (Corporate Social Responsibility) nachkommen. Ein Buch für alle, die eine kompakte Einführung in die beiden großen Themen unserer Zeit suchen.Table of ContentsDigitalisierung und digitaler Wandel.- Modelle und Strategien der Nachhaltigkeit.- Megatrends als Rahmenbedingungen.- Verantwortung der Unternehmensführung.- Digitale und nachhaltige Geschäftsmodelle und Produkte.- Nachhaltige Gestaltung digitaler Prozesse.

    Out of stock

    £999.99

  • Effects of Thermal Stimulation during Passive Driver Fatigue

    Springer Fachmedien Wiesbaden Effects of Thermal Stimulation during Passive Driver Fatigue

    1 in stock

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

    1 in stock

    £53.99

  • Machine Learning Systems for Multimodal Affect Recognition

    Springer Fachmedien Wiesbaden Machine Learning Systems for Multimodal Affect Recognition

    1 in stock

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

    1 in stock

    £49.49

  • Springer Nature B.V. Business Development

    Out of stock

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

    Out of stock

    £999.99

  • Python GUI with PyQt: Learn to build modern and

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

    1 in stock

    Book Synopsis

    1 in stock

    £33.24

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

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

    1 in stock

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

    1 in stock

    £143.99

  • Designing Our Future

    Apress Designing Our Future

    1 in stock

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

    1 in stock

    £31.34

  • The Magic of Code

    Hachette Book Group USA The Magic of Code

    1 in stock

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

    1 in stock

    £24.00

  • Information Visualization

    Elsevier Science & Technology Information Visualization

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

    £56.69

  • The UX Book

    Elsevier Science The UX Book

    Book Synopsis

    £74.96

  • Irresistible

    Penguin Putnam Inc Irresistible

    Out of stock

    Book Synopsis?Irresistibleis a fascinating and much needed exploration of one of the most troubling phenomena of modern times.??Malcolm Gladwell, author ofNew York TimesbestsellersDavid and GoliathandOutliers?One of the most mesmerizing and important books I?ve read in quite some time. Alter brilliantly illuminates the new obsessions that are controlling our lives and offers the tools we need to rescue our businesses, our families, and our sanity.? ?Adam Grant,New York Timesbestselling author ofOriginalsandGive and TakeWelcome to the age of behavioral addiction?an age in which half of the American population is addicted to at least one behavior. We obsess over our emails, Instagram likes, and Facebook feeds; we binge on TV episodes and YouTube videos; we work longer hours each year; and we spend an average of three hours each day using our smartphones. Half of us would rather suffer a broken bone than a broken phone, and Millennial kids spend so much time in front of screens that they struggle to interact with real, live humans. In this revolutionary book, Adam Alter, a professor of psychology and marketing at NYU, tracks the rise of behavioral addiction, and explains why so many of today''s products are irresistible. Though these miraculous products melt the miles that separate people across the globe, their extraordinary and sometimes damaging magnetism is no accident. The companies that design these products tweak them over time until they become almost impossible to resist. By reverse engineering behavioral addiction, Alter explains how we can harness addictive products for the good?to improve how we communicate with each other, spend and save our money, and set boundaries between work and play?and how we can mitigate their most damaging effects on our well-being, and the health and happiness of our children.Adam Alter''s previous book, Drunk Tank Pink:And Other Unexpected Forces that Shape How We Think, Feel, and Behaveis available in paperback from Penguin.

    Out of stock

    £10.92

  • Becoming Beside Ourselves

    Duke University Press Becoming Beside Ourselves

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

    £22.79

  • Spatial Augmented Reality - The development of

    £33.99

  • Cambridge University Press Virtual Reality

    15 in stock

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

    15 in stock

    £59.99

  • Ten Arguments for Deleting Your Social Media

    7 in stock

    £12.35

  • Oxford University Press Memcomputing

    Out of stock

    Book SynopsisMemComputing is a new computing paradigm that employs time non-locality (memory) to both process and store information. This book, written by the originator of this paradigm, explains the main ideas behind MemComputing, explores its theoretical foundations, and shows its applicability to a wide variety of combinatorial optimization problems, machine learning, and quantum mechanics. The book is ideal for graduate students in Physics, Computer Science, Electrical Engineering, and Mathematics, as well as researchers in both academia and industry interested in unconventional computing. The author relies on extensive margin notes, important remarks, and many illustrations to better explain the main concepts and clarify jargon, making the book as self-contained as possible. The reader will be guided from the basic notions to the more advanced ones with an always clear and engaging writing style. Along the way, the reader will appreciate the advantages of this computing paradigm and the major differences that set it apart from the prevailing Turing model of computation, and even quantum computing.Trade ReviewMemcomputing can have a revolutionary impact on the field of computing, and having a book presenting the material with the necessary background is a must to make it better known. * Pierre-Emmanuel Gaillardon, University of Utah *The book is an excellent and brilliant pedagogical introduction to a new paradigm of IT architecture. It contains both introductory and advanced material, offering the reader an overview that is exhaustive and stimulating. * Bernardo Spagnolo, University of Palermo *

    Out of stock

    £999.99

  • MIT Press Ltd From Fingers to Digits An Artificial Aesthetic

    Out of stock

    Book SynopsisEssays on computer art and its relation to more traditional art, by a pioneering practitioner and a philosopher of artificial intelligence.In From Fingers to Digits, a practicing artist and a philosopher examine computer art and how it has been both accepted and rejected by the mainstream art world. In a series of essays, Margaret Boden, a philosopher and expert in artificial intelligence, and Ernest Edmonds, a pioneering and internationally recognized computer artist, grapple with key questions about the aesthetics of computer art. Other modern technologies—photography and film—have been accepted by critics as ways of doing art. Does the use of computers compromise computer art's aesthetic credentials in ways that the use of cameras does not? Is writing a computer program equivalent to painting with a brush?Essays by Boden identify types of computer art, describe the study of creativity in AI, and explore links between computer art and traditio

    Out of stock

    £999.99

  • Cambridge University Press BrainComputer Interfacing

    2 in stock

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

    2 in stock

    £71.24

  • Taking on Gravity

    Transworld Publishers Ltd Taking on Gravity

    1 in stock

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

    1 in stock

    £10.44

  • iMinds  2nd edition

    New Society Publishers iMinds 2nd edition

    1 in stock

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

    1 in stock

    £19.79

  • Cambridge University Press Mobile Phone Behavior

    5 in stock

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

    5 in stock

    £63.65

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