Human–computer interaction Books

328 products


  • Designing XR: A Rhetorical Design Perspective for

    Emerald Publishing Limited Designing XR: A Rhetorical Design Perspective for

    Out of stock

    Book SynopsisThe long-standing cultural imperative of augmenting human intellect continues to move ever closer to its full manifestation, described by Marshall McLuhan as an extension of the human nervous system. The escalating blending of immersive technologies with advanced computation has created an emerging domain which increasingly allows socio-technical system makers to produce not only human-computer interactions, but advanced, multi-minded human+computer (H+C) systems. The critical shift toward user immersion within systems of digital information and simulation makes the scale of immersive media's potential impact on human life, culture and well-being unlike that of any previous medium. In Designing XR, Peter (Zak) Zakrzewski presents H+C immersion as a multi-dimensional design problem - a Research Through Design (RTD) zone which addresses the question of: How can transformative design-thinking-based knowledge system complement the existing human-computer interaction (HCI) invention model to contribute to the creation of more participatory, socially viable, and humane immersive media environments? The book lays out a proposal for ushering the creation of ecologically sound augmented mind based on two essential tasks. The first involves a framework for the design, implementation, and iteration of purposeful, multi-minded, participatory immersive H+C systems. The second focuses on the extended reality experience (XRX) design practice that rhetorically invites users to actively engage with immersive systems while fully exercising their autonomy and agency based on informed choice.Table of ContentsChapter 1. What is Mind? Chapter 2. Probing the Frame: Immersion is not Interaction Chapter 3. Designing the Artificial: Balancing the Ego-Logical and Ecological Thinking Chapter 4. The Ecology of the Augmented Mind: Designing Immersive Human+Computer Systems Chapter 5. Extended Reality Experience (XRX) Design: The Multimodal Rhetorical Framework for Creating Persuasive Immersion

    Out of stock

    £70.29

  • How AI Thinks

    Transworld How AI Thinks

    15 in stock

    Book SynopsisNigel Toon is the founder of Graphcore and a leading AI entrepreneur. He sits as a Non-Executive Director on the board of UK Research and Innovation council and has sat on the UK Prime Minister's Business Council. He has been recognized with numerous industry awards, being ranked #1 on Business Insider's UK Tech 100 and named as one of the 'Top 100 entrepreneurs in the UK' by the Financial Times. How AI Thinks is his first book.

    15 in stock

    £10.44

  • Human 4.0: From Biology to Cybernetic

    IntechOpen Human 4.0: From Biology to Cybernetic

    Out of stock

    Book SynopsisInformation technology is becoming ingrained in our everyday life. The consequence of this is that the line between humans and technology is more and more blurred, and tends to transform the human being into a cyber-organism. This transformation, accompanied by the emergence of Industry 4.0, brings us to define a new term: Human 4.0. This new generation of individuals has to deal with smart interconnected pervasive environments supported by the internet of things. Nevertheless, this merge between humans and technology is not straight-forward and requires an additional effort to reduce the gap between the human being and the machine. Such research implies a multidisciplinary approach to the interaction between biological organisms and artificial artefacts. This book intends to provide the reader with an insight into the new relationship with the technology brought about by Industry 4.0, and how it can make the human-machine interaction more efficient.

    Out of stock

    £89.25

  • Balanced Website Design: Optimising Aesthetics, Usability and Purpose

    Springer London Ltd Balanced Website Design: Optimising Aesthetics, Usability and Purpose

    15 in stock

    Book SynopsisReal Website Design is a new methodology that fuses traditional strengths of structured, stepped, and iterative approaches to design and implementation, sharply focused throughout a project on defining and achieving the desired purpose, usability and aesthetic characteristics – which are essential requirements of any website. This book offers practical discussion of new perspectives on usability and aesthetics, and a down-to-earth, structured approach to designing a website or teaching website design.Trade ReviewFrom the reviews: "‘Balanced Website Design (BWD) is a new methodology that fuses the strengths of traditional structured, stepped, and iterative approaches with … the desired characteristics of purpose, usability and aesthetics.’ … Throughout the book, there are many helpful figures and tables to support the methodology. The structure of the book makes it appropriate for academic use. In addition, practitioners looking for ways to improve or broaden their skills, to serve clients with varying needs and interests, will be interested in reading the book." (M. G. Murphy, ACM Computing Reviews, Vol. 49 (3), March, 2008)Table of ContentsGrounding.- Balanced Website Design (BWD): The Context Explained.- The World of Website Design.- Website Usability.- Aesthetics and Websites.- Methodology Process.- Requirements – Initial Acquisition.- Design Needs – Building the Picture.- Designing the Solution.- Creating the Website.- Implementation Issues.- Software Tools.- Website Hosting and Website Management.

    15 in stock

    £42.74

  • E-mail and Behavioral Changes: Uses and Misuses

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

    Out of stock

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

    Out of stock

    £125.06

  • Radio-Frequency Human Exposure Assessment: From

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

    Out of stock

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

    Out of stock

    £125.06

  • Transformation of Collective Intelligences:

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

    Out of stock

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

    Out of stock

    £125.06

  • Interactions on Digital Tablets in the Context of

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

    Out of stock

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

    Out of stock

    £125.06

  • Memory and Action Selection in Human-Machine

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

    Out of stock

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

    Out of stock

    £125.06

  • Brain-Computer Interfaces 2: Technology and

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

    Out of stock

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

    Out of stock

    £125.06

  • Gideon Smith and the Mechanical Girl

    Snowbooks Ltd Gideon Smith and the Mechanical Girl

    1 in stock

    Book SynopsisNineteenth century London is the centre of a vast British Empire. Airships ply the skies and Queen Victoria presides over three-quarters of the known worldincluding the East Coast of America, following the failed revolution of 1775. London might as well be a world away from Sandsend, a tiny village on the Yorkshire coast. Gideon Smith dreams of the adventure promised him by the lurid tales of Captain Lucian Trigger, the Hero of the Empire, told in Gideon's favourite penny dreadful. When Gideon's father is lost at sea in highly mysterious circumstances Gideon is convinced that supernatural forces are at work. Deciding only Captain Lucian Trigger himself can aid him, Gideon sets off for London. On the way he rescues the mysterious mechanical girl Maria from a tumbledown house of shadows and iniquities. Together they make for London, where Gideon finally meets Captain Trigger. But Trigger is little more than an ageing fraud, providing cover for the covert activities of his lover, Dr. John Reed, a privateer and sometime agent of the British Crown. Looking for heroes but finding only frauds and crooks, it falls to Gideon to step up to the plate and attempt to save the day...but can a humble fisherman really become the true Hero of the Empire?

    1 in stock

    £7.59

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    Cyber Simplicity Ltd Cybersecurity Exposed: The Cyber House Rules

    1 in stock

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  • How AI Thinks: How we built it, how it can help

    Transworld Publishers Ltd How AI Thinks: How we built it, how it can help

    15 in stock

    Book Synopsis'Artificial intelligence is going to have a massive impact on everyone’s lives... an accessible and sensible read that helps demystify AI' Deborah Meaden, entrepreneur and star of Dragon's Den'Nigel Toon is a visionary leader in the field of artificial intelligence... a must-read' Marc Tremblay, Distinguished Engineer, MicrosoftThose who understand how AI thinks are about to win big.We are used to thinking of computers as being a step up from calculators - very good at storing information, and maybe even at playing a logical game like chess. But up to now they haven't been able to think in ways that are intuitive, or respond to questions as a human might. All that has changed, dramatically, in the past few years.Our search engines are becoming answer engines. Artificial intelligence is already revolutionising sectors from education to healthcare to the creative arts. But how does an AI understand sentiment or context? How does it play and win games that have an almost infinite number of moves? And how can we work with AI to produce insights and innovations that are beyond human capacity, from writing code in an instant to unfolding the elaborate 3D puzzles of proteins?We stand at the brink of a historic change that will disrupt society and at the same time create enormous opportunities for those who understand how AI thinks. Nigel Toon shows how we train AI to train itself, so that it can paint images that have never existed before or converse in any language. In doing so he reveals the strange and fascinating ways that humans think, too, as we learn how to live in a world shared by machine intelligences of our own creation.Trade ReviewFew books are more timely than How AI Thinks, an accessible guide that walks the reader through the technology’s developmental history right back to the days before the computer... This is a fascinating read. -- Simon Hunt * Evening Standard *I believe that AI is going to have a massive impact on everyone’s lives; it’s such a hugely important topic that we can’t just leave it to technologists and governments to think about. Business people, teachers, students and parents - everyone needs to learn more about it. In How AI Thinks, Nigel Toon provides us with an accessible and sensible read that helps demystify AI and lets us all understand more about this incredibly powerful tool. -- Deborah Meaden, entrepreneur and star of Dragon's DenNigel Toon is not only a visionary leader in the field of artificial intelligence, but also a captivating storyteller who takes us on a journey through his own fascinating history and the evolution of our young industry. He has a gift for explaining complex concepts in simple terms, making this book accessible and engaging for anyone interested in AI. He also offers a prescriptive and optimistic view of the future of AI, showing how it can transform our lives and society for the better. This book is a must-read for anyone who wants to understand the past, present and future of artificial intelligence. -- Marc Tremblay PhD, Distinguished Engineer, MicrosoftAn insightful, informative, inspiring book which takes the reader on a journey of discovery, it ultimately paints a hopeful and reasoned vision of how humanity can move on from a position of fear and trepidation, and embrace AI, deriving profound benefit from all it makes possible. Nigel has a skill in taking highly technical content and making AI not just comprehensible, but also engaging. -- Professor Evelyn Welch, Vice-Chancellor and President, University of BristolAs a business leader, it was great to have all the strands that have created AI pulled together. Nigel Toon synthesizes everything so clearly, simply and in such an inspiring way. How AI Thinks delivers the perspective that leaders and politicians need so that they can regulate AI well. -- Sir Andrew MacKenzie, Chairman of Shell

    15 in stock

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  • How AI Thinks: How we built it, how it can help

    Transworld Publishers Ltd How AI Thinks: How we built it, how it can help

    Out of stock

    Book Synopsis'Artificial intelligence is going to have a massive impact on everyone’s lives... an accessible and sensible read that helps demystify AI' Deborah Meaden, entrepreneur and star of Dragon's Den'Nigel Toon is a visionary leader in the field of artificial intelligence... a must-read' Marc Tremblay, Distinguished Engineer, MicrosoftThose who understand how AI thinks are about to win big.We are used to thinking of computers as being a step up from calculators - very good at storing information, and maybe even at playing a logical game like chess. But up to now they haven't been able to think in ways that are intuitive, or respond to questions as a human might. All that has changed, dramatically, in the past few years.Our search engines are becoming answer engines. Artificial intelligence is already revolutionising sectors from education to healthcare to the creative arts. But how does an AI understand sentiment or context? How does it play and win games that have an almost infinite number of moves? And how can we work with AI to produce insights and innovations that are beyond human capacity, from writing code in an instant to unfolding the elaborate 3D puzzles of proteins?We stand at the brink of a historic change that will disrupt society and at the same time create enormous opportunities for those who understand how AI thinks. Nigel Toon shows how we train AI to train itself, so that it can paint images that have never existed before or converse in any language. In doing so he reveals the strange and fascinating ways that humans think, too, as we learn how to live in a world shared by machine intelligences of our own creation.Trade ReviewFew books are more timely than How AI Thinks, an accessible guide that walks the reader through the technology’s developmental history right back to the days before the computer... This is a fascinating read. -- Simon Hunt * Evening Standard *I believe that AI is going to have a massive impact on everyone’s lives; it’s such a hugely important topic that we can’t just leave it to technologists and governments to think about. Business people, teachers, students and parents - everyone needs to learn more about it. In How AI Thinks, Nigel Toon provides us with an accessible and sensible read that helps demystify AI and lets us all understand more about this incredibly powerful tool. -- Deborah Meaden, entrepreneur and star of Dragon's DenNigel Toon is not only a visionary leader in the field of artificial intelligence, but also a captivating storyteller who takes us on a journey through his own fascinating history and the evolution of our young industry. He has a gift for explaining complex concepts in simple terms, making this book accessible and engaging for anyone interested in AI. He also offers a prescriptive and optimistic view of the future of AI, showing how it can transform our lives and society for the better. This book is a must-read for anyone who wants to understand the past, present and future of artificial intelligence. -- Marc Tremblay PhD, Distinguished Engineer, MicrosoftAn insightful, informative, inspiring book which takes the reader on a journey of discovery, it ultimately paints a hopeful and reasoned vision of how humanity can move on from a position of fear and trepidation, and embrace AI, deriving profound benefit from all it makes possible. Nigel has a skill in taking highly technical content and making AI not just comprehensible, but also engaging. -- Professor Evelyn Welch, Vice-Chancellor and President, University of BristolAs a business leader, it was great to have all the strands that have created AI pulled together. Nigel Toon synthesizes everything so clearly, simply and in such an inspiring way. How AI Thinks delivers the perspective that leaders and politicians need so that they can regulate AI well. -- Sir Andrew MacKenzie, Chairman of Shell

    Out of stock

    £15.29

  • Hello Computer

    i2i Publishing Hello Computer

    2 in stock

    Book Synopsis‘Hello Computer’ is a story of a working-class girl who begins a life-long love affair with technology after seeing a computer for the first time in 1967. Her journey takes us through exciting times and epic events, from the dawn of the internet to the dotcom boom, from punch cards to the raspberry pi and virtual worlds. Linda shares her experiences of computing through real life stories where systems are designed to make a difference to people’s lives. Demonstrating that although technology changes constantly, fundamentally, people don’t change that much. Against a backdrop of unspoken bias the story captures the struggles faced by many young women, then and now. It is positive, heart-warming and full of hope that women will become more influential within tech. A story of ambition, passion and programming, inspirational for future generations of women and girls in STEM.

    2 in stock

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  • The Little Black Book of Artificial Intelligence:

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  • Prototyping: A Practitioner's Guide

    Rosenfeld Media Prototyping: A Practitioner's Guide

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    £42.74

  • Designing Agentive Technology: AI That Works for

    Rosenfeld Media Designing Agentive Technology: AI That Works for

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  • Living in Information: Responsible Design for

    Rosenfeld Media Living in Information: Responsible Design for

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    £20.24

  • Rosenfeld Media Closing the Loop: Systems Thinking for Designers

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  • Frontiers of Multimedia Research

    Morgan & Claypool Publishers Frontiers of Multimedia Research

    Out of stock

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

    Out of stock

    £75.65

  • Frontiers of Multimedia Research

    Morgan & Claypool Publishers Frontiers of Multimedia Research

    Out of stock

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

    Out of stock

    £89.25

  • The VR Book: Human-Centered Design for Virtual

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

    15 in stock

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

    15 in stock

    £72.00

  • The VR Book: Human-Centered Design for Virtual

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

    Out of stock

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

    Out of stock

    £81.75

  • The Handbook of Multimodal-Multisensor

    Morgan & Claypool Publishers The Handbook of Multimodal-Multisensor

    Out of stock

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

    Out of stock

    £79.20

  • The Handbook of Multimodal-Multisensor

    Morgan & Claypool Publishers The Handbook of Multimodal-Multisensor

    Out of stock

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

    Out of stock

    £103.20

  • The Handbook of Multimodal-Multisensor

    Morgan & Claypool Publishers The Handbook of Multimodal-Multisensor

    Out of stock

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

    Out of stock

    £79.20

  • The Handbook of Multimodal-Multisensor

    Morgan & Claypool Publishers The Handbook of Multimodal-Multisensor

    Out of stock

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

    Out of stock

    £95.20

  • The Handbook of Multimodal-Multisensor

    Morgan & Claypool Publishers The Handbook of Multimodal-Multisensor

    Out of stock

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

    Out of stock

    £95.20

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

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

    Out of stock

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

    Out of stock

    £111.20

  • Simulating Good and Evil: The Morality and

    Rutgers University Press Simulating Good and Evil: The Morality and

    Out of stock

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

    Out of stock

    £27.20

  • Simulating Good and Evil: The Morality and

    Rutgers University Press Simulating Good and Evil: The Morality and

    Out of stock

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

    Out of stock

    £107.20

  • Les Belles Lettres D' or Et d'Airain: Penser, Cliquer, Agir

    2 in stock

    Book Synopsis

    2 in stock

    £23.00

  • Interactivity, Game Creation, Design, Learning, and Innovation: 7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Braga, Portugal, October 24–26, 2018, Proceedings

    Springer Nature Switzerland AG Interactivity, Game Creation, Design, Learning, and Innovation: 7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Braga, Portugal, October 24–26, 2018, Proceedings

    1 in stock

    Book SynopsisThis book constitutes the refereed post-conference proceedings of two conferences: The 7th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2018), and the 3rd EAI International Conference on Design, Learning, and Innovation (DLI 2018). Both conferences were hosed in Braga, Portugal, and took place October 24-26, 2018. The 51 revised full papers presented were carefully selected from 106 submissions. ArtsIT , Interactivity and Game Creation is meant to be a place where people in arts, with a keen interest in modern IT technologies, meet with people in IT, having strong ties to art in their works. The event also reflects the advances seen in the open related topics Interactivity (Interaction Design, Virtual Reality, Augmented Reality, Robotics) and Game Creation (Gamification, Leisure Gaming, GamePlay). ArtsIT has been successfully co-located with DLI as the design, learning and innovation frame the world of IT, opening doors into an increasingly playful worlds. So the DLI conference is driven by the belief that tools, techniques and environments can spark and nature a passion for learning, transformation domains such as education, rehabilitation/therapy, work places and cultural institutions.Table of ContentsInterfaces for Science: Conceptualizing An Interactive Graphical Interface.- ArtsIT/DLI History, Research and Network development Segmentation of Panels in d-Comics.- Co-designing Gaming Experiences for Museums with Teenagers.- Moderate Recursion: A Digital Artifact of Interactive Dance.- Worldmaking: designing for audience participation, immersion and interaction in virtual and real spaces.- Oscillating Sound Installation.- Art-based User Research: combining Art-based Research and User Research to inform the design of a technology to improve emotional wellbeing.- A Framework for Branched Storytelling and Matchmaking in Multiplayer Games.- Interactive Evolution of Swarms for the Visualisation of Consumptions.- Using Motion Expressiveness and Human Pose Estimation for Collaborative Surveillance art.- Creative approaches on interactive visualization and characterization at the nanoscale.- Contemporary Installation Art and phenomenon of digital interactivity: Aha experiences – recognition and related creating with and for affordances.- Memorial Design Pattern Catalogue– Design issues for Digital Remembrance.- Cyberella – Design issues for Interactive 360 degree film.- Smart, Affective, and Playable Cities.- Serious Game for Teaching Statistics in Higher Education: storyboard design.- Speculative Design for Development of Serious Games: A case study in the context of anorexia nervosa Multidisciplinary experience in the creation of pervasive games for Interactive Spaces Scentgraphy - Interactive Installation of Scent Communication.- The use of 360-degree video to provide an alternative media approach to Paralympic sports.- “I didn’t know, you could do that” - Affordance Signifiers for Touch Gestures on Mobile Devices.- A Social App That Combines Dating and Museum.- Visiting Experiences.- Effects of Vibrotactile Feedback in Commercial Virtual Reality Systems Evolving Virtual Ecology.- A Serious Game for Hemophobia Treatment Phobos: first Insights.- Inside the Geometry - double language Citizen Science and Game with a Purpose to Foster Biodiversity Awareness and Bioacoustic Data Validation.- To design with strings for playability in cities.- A storytelling smart-city approach to further cross-regional.- Tourism.- Re-interpreting cities with play Urban semiotics and Gamification.- Fostering Social Interaction in Playful Cities.- Saving Face: Play-full design for social engagement, in public smart city spaces.- Exploring Requirements for Joint Information Sharing in Neighbourhoods: Local Playgrounds in The Hague Infusing Creativity and Technology through Repurposing Existing Digital Tools and Social Media Apps for Educational Purposes.- GLOBE – Cognitive and social competence development by virtual collaboration and simulation games.- Makerspaces promoting students’ design thinking and collective knowledge creation: Examples from Canada and Finland.- Spatial Asynchronous Visuo-Tactile Stimuli influence Ownership of Virtual Wings.- Developing Production-Oriented, Problem-Based and Project-work Courses - The Case of Game Development in a Video Conference Setting.- Dynamic Lighting in Classrooms: A new interactive tool for teaching.- Designing a Playful Robot Application for Second Language Learning.- Study on the Optimal Usage of Active and Passive Technology-Based Teaching Resources.- An Interactive Multisensory Virtual Environment for Developmentally Disabled.- Making Puppet Circuits.- From Stigma to Objects of Desire: Interactive Jewellery For Deaf Women.- Design, learning and innovation in developing a physical activity training network: L.U.C.A.S project,. Head-Mounted Display-Based Virtual Reality as a Tool to Teach Money Skills to Adolescents Diagnosed with Autism Spectrum Disorder,. A theory based dialogic learning architecture for sus-tained innovative collaborative learning across diversity and professional borders.- What Prevents Teachers From Using Games and Gamification Tools in Nordic Schools?.- Evolving Playful and Creative Activities When School Children Develop Game-based Designs.

    1 in stock

    £62.99

  • Internet Science: INSCI 2018 International Workshops, St. Petersburg, Russia, October 24–26, 2018, Revised Selected Papers

    Springer Nature Switzerland AG Internet Science: INSCI 2018 International Workshops, St. Petersburg, Russia, October 24–26, 2018, Revised Selected Papers

    1 in stock

    Book SynopsisThis book constitutes the refereed post-conference proceedings of 4 workshops, held at the 5th International Conference on Internet Science, St. Petersburg, Russia, in October 2018: Workshop 1 : Detecting Social Problems in Online Content, Workshop 2: CONVERSATIONS, Workshop 3: The Future of Decentralized Governance: A Workshop on Encryption,Blockchains, and Personal Data, and Workshop 4: Internet as an issue: An international workshop on governmentand media narratives. The 20 full papers presented together with 4 short papers were carefully reviewed and selected from 38 submissions. The contributions of the Workshop 1: Detecting Social Problems in Online Content has united Russian scholars who work upon Russian-language datasets. Workshop 2: CONVERSATIONS: An international workshop on chatbot research and design regularly discusses the novel issues in their research and production area. Workshop 3: The Future of Decentralized Governance: A Workshop on Encryption, Blockchains, and Personal Data. At this workshop scholars and industry representatives from France, the Netherlands, the UK, and Russia have discussed distributed governance technologies based on blockchain and other privacy-protecting technologies. Workshop 4: Internet as an issue: An international workshop on government and media narratives took a rare approach and regarded Internet as a focus for public discussion. Table of ContentsDetecting Social Problems in Online Content.- CONVERSATIONS 2018 - 2nd International Workshop on Chatbot Research.- The Future of Decentralized Governance Workshop.- Internet as an Issue: an International Workshop on Government andMedia Narratives.

    1 in stock

    £44.99

  • 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

  • Foundations of Data Visualization

    Springer Nature Switzerland AG Foundations of Data Visualization

    1 in stock

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

    1 in stock

    £125.99

  • Persuasive Technology. Designing for Future Change: 15th International Conference on Persuasive Technology, PERSUASIVE 2020, Aalborg, Denmark, April 20–23, 2020, Proceedings

    Springer Nature Switzerland AG Persuasive Technology. Designing for Future Change: 15th International Conference on Persuasive Technology, PERSUASIVE 2020, Aalborg, Denmark, April 20–23, 2020, Proceedings

    15 in stock

    Book SynopsisThis book constitutes the refereed proceedings of the 15th International Conference on Persuasive Technology, PERSUASIVE 2020, held in Aalborg, Denmark, in April 2020. The 18 full papers presented in this book were carefully reviewed and selected from 79 submissions. The papers are grouped in the following topical sections: methodological and theoretical perspectives on persuasive design; persuasive in practice, digital insights; persuasive technologies for health and wellbeing; persuasive solutions for a sustainable future; and on security and ethics in persuasive technology.Table of ContentsMethodological and theoretical perspectives on persuasive design.- Persuasive in practice, digital insights.- Persuasive technologies for health and wellbeing.- Persuasive solutions for a sustainable future.- On security and ethics in Persuasive Technology.

    15 in stock

    £47.49

  • Building Better Interfaces for Remote Autonomous

    Springer Nature Switzerland AG Building Better Interfaces for Remote Autonomous

    1 in stock

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

    1 in stock

    £17.09

  • Universal Access in Human-Computer Interaction. Design Approaches and Supporting Technologies: 14th International Conference, UAHCI 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 202

    Springer Nature Switzerland AG Universal Access in Human-Computer Interaction. Design Approaches and Supporting Technologies: 14th International Conference, UAHCI 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 202

    15 in stock

    Book SynopsisThis two-volume set of LNCS 12188 and 12189 constitutes the refereed proceedings of the 14th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2020, held as part of the 22nd International Conference, HCI International 2020, which took place in Copenhagen, Denmark, in July 2020. The conference was held virtually due to the COVID-19 pandemic. The total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings from a total of 6326 submissions. UAHCI 2020 includes a total of 80 regular papers which are organized in topical sections named: Design for All Theory, Methods and Practice; User Interfaces and Interaction Techniques for Universal Access; Web Accessibility; Virtual and Augmented Reality for Universal Access; Robots in Universal Access; Technologies for Autism Spectrum Disorders; Technologies for Deaf Users; Universal Access to Learning and Education; Social Media, Digital Services, eInclusion and Innovation; Intelligent Assistive Environments.Table of ContentsUniversal Design of ICT: A Historical Journey from Specialized Adaptations towards Designing for Diversity.- From Accessible Interfaces to Useful and Adapted Interactions.- Integrated Assistive Auxiliary System - Developing Low Cost Assistive Technology to Provide Computational Accessibility for Disabled People.- Co-creating Persona Scenarios with Diverse Users Enriching Inclusive Design.- Construction of an Inexpensive Eye Tracker for Social Inclusion and Education.- Understanding Organizations through Systems Oriented Design: Mapping Critical Intervention Points for Universal Design.- Process Modelling (BPM) in Healthcare – Breast Cancer Screening.- Brain-Computer Interfaces for Communication in Severe Acquired Brain Damage: Challenges and Strategies in Clinical Research and Development.- Evaluating Hands-on and Hands-free Input Methods for a Simple Game.- Affective Communication Enhancement System for Locked-In Syndrome Patients.- Perceived Midpoint of the Forearm.- User Interfaces in Dark Mode During Daytime – Improved Productivity or Just Cool-Looking?.- Usability Evaluation of Short Dwell-time Activated Eye Typing Techniques.- A Comparative Study of Three Sudoku Input Methods for Touch Displays.- QB-Gest: Qwerty Bimanual Gestural Input for Eyes-free Smartphone Text Input.- Exploring WAI-Aria Techniques to Enhance Screen Reader Interaction: The Case of a Portal for Rating Accessibility of Cultural Heritage Sites.- Impact of Sentence length on the Readability of Web for Screen Reader Users.- Towards Universal Accessibility on the Web: Do Grammar Checking Tools Improve Text Readability?.- Investigating the Effect of Adding Visual Content to Textual Search Interfaces on Accessibility of Dyslexic Users.- A Comparative Study of Accessibility and Usability of Norwegian University Websites for Screen Reader Users Based on User Experience and Automated Assessment.- Usability of User-centric Mobile application design from Visually Impaired People's Perspective.- Large Scale Augmented Reality for Collaborative Environments.- Walking Support for Visually Impaired Using AR/MR and Virtual Braille Block.- Effect of Background Element Difference on Regional Cerebral Blood Flow while Viewing Stereoscopic Video Clips.- Dementia: I Am Physically Fading. Can Virtual Reality Help? Physical Training for People with Dementia in Confined Mental Health Units.- A Virtual Rehabilitation System for Occupational Therapy with Hand Motion Capture and Force Feedback -Implementation with Vibration Motor.- iVision: An Assistive System for the Blind based on Augmented Reality and Machine Learning.- Relationship between Eye Movements and Individual Differences in Motion Sickness Susceptibility While Viewing Stereoscopic Movies under Controlled Consciousness.- HoloPrognosis - An AR-based Serious Exercise Game for Early Stage Parkinson’s Disease Patients.- A Feasibility Study on the Application of Virtual Reality Technology for the Rehabilitation of Upper Limbs after Stroke.- Usable and Accessible Robot Programming System for People Who are Visually Impaired.- Lego Robots in Puppet Play for Children with Cerebral Palsy.- Being Aware of One’s Self in the Auto-Generated Chat with a Communication Robot.- Voice User Interfaces for Service Robots: Design Principles and Methodology.- Robotic Cane for the Visually Impaired.

    15 in stock

    £66.49

  • Web Engineering: 20th International Conference, ICWE 2020, Helsinki, Finland, June 9–12, 2020, Proceedings

    Springer Nature Switzerland AG Web Engineering: 20th International Conference, ICWE 2020, Helsinki, Finland, June 9–12, 2020, Proceedings

    15 in stock

    Book SynopsisThis book constitutes the proceedings of the 20th International Conference on Web Engineering, ICWE 2020, which was planned to take place in Helsinki, Finland, during June 9-12, 2020. Due to the corona pandemic the conference changed to a virtual format. The total of 24 full and 10 short contributions presented in this volume were carefully reviewed and selected from 78 submissions. The book also contains 4 PhD and 7 demo papers. The papers were organized in topical sections named: User interface technologies; performance of Web technologies; machine learning; testing of Web applications; emotion detection; location-aware applications; sentiment analysis; open data; liquid Web applications; Web-based learning; PhD symposium; demos and posters.Table of ContentsUser Interface Technologies.- Detecting Responsive Design Bugs with Declarative Speci cations.- Layout as a Service (LaaS): A Service Platform for Self-Optimizing Web Layouts.- Structural Pro ling of Web Sites in the Wild.- Performance of Web Technologies.- Accelerating Web Start-up with Resource Preloading.- An Analysis of Throughput and Latency Behaviours under Microservice Decomposition.- W-ADE: Timing Performance Prediction in Web of Things.- Comparing a polling and push-based approach for live Open Data interfaces.- NuMessage: Providing Scalable and Reliable Messaging Service in Distributed Systems.- Machine Learning.- A Credit Scoring Model for SMEs Based on Social Media Data.- Who's Behind That Website? Classifying Websites by the Degree of Commercial Intent.- I Don't Have That Much Data! Reusing User Behavior Models for Websites from Different Domains.- Improving Detection Accuracy For Malicious JavaScript Using GAN.- VISH: Does Your Smart Home Dialogue System Also Need Training Data.- Neighborhood Aggregation Embedding Model for Link Prediction in Knowledge Graphs.- Testing of Web Applications.- Automatic Model Completion for Web Applications.- Almost Rerere: an approach for automating con ict resolution from similar resolved conflicts.- Generation of Realistic Navigation Paths for Web Site Testing using Recurrent Neural Networks and Generative Adversarial Neural Networks.- Emotion Detection.- Scalable Real-time Emotion Detection for Personalized Onboarding Guides.- Creating and Capturing Arti cial Emotions in Autonomous Robots and Software Agents.- On Emotions in Con ict Wikipedia Talk Pages Discussions.- Location-aware Applications.- Geospatial partitioning of open transit data.- Efficient Live Public Transport Data Sharing for Route Planning on the Web.- Web-Based Development and Visualization Dashboards for Smart City Applications.- Sentiment Analysis.- Detecting Rumor on Microblogging Platforms via a Heterogeneous Stance Attention Mechanism.- A Hybrid Approach for Aspect-Based Sentiment Analysis Using Deep Contextual Word Embeddings and Hierarchical Attention.- Just the Right Mood for HIT! Analyzing the Role of Worker Moods in Conversational Microtask Crowdsourcing.- Open Data.- SolidRDP: Applying Solid Data Containers for Research Data Publishing.- Applying Natural Language Processing Techniques to Generate Open Data Web APIs Documentation.- Liquid Web Applications.- WebDelta: Lightweight Migration of Web Applications with Modified Execution State.- User-side service synchronization in multiple devices environment.- An approach to build P2P Web Extensions.- Web-based Learning.- Blended or Distance Learning? Comparing Student Performance between University and Open University.- Teaching Web Stream Processing: Lessons Learned.- Teaching Container-based DevOps Practices.- PhD Symposium.- Predicting the outbreak of con ict in online discussions using emotion-based features.- An APIfication Approach to Facilitate the Access and Reuse of Open Data.- A Personal Health Trajectory API: addressing problems in health institution-oriented systems.- Context-Aware Encoding & Delivery in the Web.- Demos and posters.- An OpenAPI-based Testing Framework to Monitor Non-Functional Properties of REST APIs.- OpenAPI Bot: A Chatbot to Help You Understand REST APIs.- A different Web Analytics Perspective through Copy to Clipboard Heatmaps.- A Web Augmentation Framework for Accessibility based on Voice Interaction.- Annotated knowledge graphs for teaching in Higher Education: Supporting mentors and mentees by digital systems.- A Universal Application Programming Interface to access and reuse Linked Open Data.- OntoSemStats: an ontology to express the use of semantics in RDF-based knowledge graphs.

    15 in stock

    £66.49

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

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

    1 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

    1 in stock

    £62.99

  • Haptics: Science, Technology, Applications: 12th International Conference, EuroHaptics 2020, Leiden, The Netherlands, September 6–9, 2020, Proceedings

    Springer Nature Switzerland AG Haptics: Science, Technology, Applications: 12th International Conference, EuroHaptics 2020, Leiden, The Netherlands, September 6–9, 2020, Proceedings

    15 in stock

    Book SynopsisThis open access book constitutes the proceedings of the 12th International Conference on Human Haptic Sensing and Touch Enabled Computer Applications, EuroHaptics 2020, held in Leiden, The Netherlands, in September 2020. The 60 papers presented in this volume were carefully reviewed and selected from 111 submissions. The were organized in topical sections on haptic science, haptic technology, and haptic applications. This year's focus is on accessibility. Table of ContentsHaptic Science.- The EmojiGrid as a Rating Tool for the Affective Appraisal of Touch.- A 2-DoF Skin Stretch Display on Palm: Effect of Stimulation Shape, Speed and Intensity.- User-Defined Mid-Air Haptic Sensations for Interacting with an AR Menu Environment.- Surface Roughness Judgment during Finger Exploration is Changeable by Visual Oscillations.- Identifying tactors locations on the proximal phalanx of the finger for navigation.- Tactile Perception of Objects by the User's Palm for the Development of Multi-contact Wearable Tactile Displays.- From Hate to Love: How Learning Can Change Affective Responses to Touched Materials.- Switching between objects improves precision in haptic perception of softness.- Discriminating between Intensities and Velocities of Mid-Air Haptic Patterns.- Density estimation is influenced more by mass when objects are denser.- Haptic feedback in a teleoperated Box & Blocks task.- Systematic Adaptation of Exploration Force to Exploration Duration in Softness Discrimination.- Perception of vibratory direction on the back.- Comparing Lateral Modulation and Amplitude Modulation in Phantom Sensation.- Context Matters: The Effect of Textual Tone on the Evaluation of Mediated Social Touch.- Influence of roughness on contact force estimation during active touch.- Green Fingers: Plant Thigmo Responses as an Unexplored Area for Haptics Research.- The impact of control-display gain in kinesthetic search.- The arm’s blind line: anisotropic distortion in perceived orientation of stimuli on the arm.- Evaluation of Changes in Perceived Intensity and Threshold of Moisture Sensation of Clothes Associated with Skin Moisture.- The Effects of Simultaneous Multi-Point Vibratory Stimulation on Kinesthetic Illusion.- Isometric force matching asymmetries depend on the position of the left hand regardless of handedness.- Computational Model of a Pacinian Corpuscle for an Electrical Stimulus: Spike-Rate and Threshold Characteristics.- Haptic Technology.- SwitchPaD: Active Lateral Force Feedback over a Large Area Based on Switching Resonant Modes.- Visuo-Haptic Display by Embedding Imperceptible Spatial Haptic Information into Projected Images.- Manipulating the Perceived Directions of Wind by Visuo-audio-haptic Cross-modal Effects.- A 6-DoF Zero-order Dynamic Deformable Tool for Haptic Interactions of Deformable and Dynamic Objects.- Evaluating Ultrasonic Tactile Feedback Stimuli.- WeATaViX: WEarable Actuated TAngibles for VIrtual reality eXperiences.- Noncontact Thermal and Vibrotactile Display Using Focused Airborne Ultrasound.- KATIB: Haptic-visual Guidance for Handwriting.- ThermalTex: A two-modal tactile display for delivering surface texture and thermal information.- Can Stiffness Sensations be Rendered in Virtual Reality Using Mid-air Ultrasound Haptic Technologies?.- Midair Haptic Presentation Using Concave Reflector.- Movement-Free Virtual Reality Interface using Kinesthetic Illusion Induced by Tendon Vibration.- Haptic Display Using Fishing Rod.- Confinement of Vibrotactile Stimuli in Periodically Supported Plates.- 2MoTac: Simulation of button click by superposition of two ultrasonic plate waves.- A Proposal and Investigation of Displaying Method by Passive Touch with Electrostatic Tactile Display.- Sensing Ultrasonic Mid-Air Haptics with a Biomimetic Tactile Fingertip.- Soft-wearable device for the estimation of shoulder orientation and gesture.- Wearable Vibrotactile Interface Using Phantom Tactile Sensation for Human-Robot Interaction.- A Parallel Elastic Haptic Thimble for Wide Bandwidth Cutaneous Feedback.- Instrumenting Hand-held Surgical Drills With a Pneumatic Sensing Cover for Haptic Feedback.- Rendering Ultrasound Pressure Distribution on Hand Surface in Real-Time.- Energy Analysis of Lateral vs. Normal Vibration Modes for Ultrasonic Surface Haptic Devices.- Midair Tactile Reproduction of Real Objects.- LinkRing: A Wearable Haptic Display for Delivering Multi-contact and Multi-modal Stimuli at the Finger Pads.- ElectroAR: Distributed Electro-tactile Stimulation for Tactile Transfer.- Haptic Applications.- Identification Rate of Simple and Complex Tactile Alerts in MUM-T Setup.- Attention-based Robot Learning of Haptic Interaction.- Motion Guidance using Translational Force and Torque Feedback by Induced Pulling Illusion.- Perceptually Compressive Communication of Interactive Telehaptic Signal.- Sound Image Icon with Aerial Haptic Feedback.- Stiffness Discrimination by Two Fingers with Stochastic Resonance.- Interest Arousal by Haptic Feedback During a Storytelling for Kindergarten Children.- Investigating the influence of haptic feedback in rover navigation with communication delay.- Shared haptic perception for human-robot collaboration.- Two-Point Haptic Pattern Recognition with the Inverse Filter Method.- Adaptive Fuzzy Sliding Mode Controller Design for a New Hand Rehabilitation Robot.

    15 in stock

    £34.99

  • Proceedings of the 8th International Ergonomics

    Springer Nature Switzerland AG Proceedings of the 8th International Ergonomics

    1 in stock

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

    1 in stock

    £80.99

  • Advanced Human-Robot Collaboration in

    Springer Nature Switzerland AG Advanced Human-Robot Collaboration in

    1 in stock

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

    1 in stock

    £142.49

  • Proceedings of the 21st Congress of the

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

    5 in stock

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

    5 in stock

    £116.99

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

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

    15 in stock

    Book SynopsisThe two-volume set LNCS 12794-12795 constitutes the refereed proceedings of the 9th International Conference on Culture and Computing, C&C 2021, which was held as part of HCI International 2021 and took place virtually during July 24-29, 2021.The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The papers included in the HCII-C&C volume set were organized in topical sections as follows: Part I: ICT for cultural heritage; technology and art; visitors’ experiences in digital culture; Part II: Design thinking in cultural contexts; digital humanities, new media and culture; perspectives on cultural computing.Table of ContentsDesign Thinking in Cultural Contexts.- Digital Literacy-based User Experience Design for Medication-allergy Patients Care.- Advancing Inclusive Service Design: Defining, Evaluating & Creating Universally Designed Services.- Civic Community Archiving with the Platform for Experimental Collaborative Ethnography: Double Binds and Design Challenges.- What Could Safety Research Contribute to Technology Design.- User Interface Design of Virtual Conferencing Tools – Towards a Method for Considering Cultural Impact – Exemplified by Zoom.- Infrastructuring for Collective Heritage Knowledge Production.- Core concepts Linking Exhibit Design and the Visitor Experience in Science Centers: an Early Framework.- Socio-Emotional Experience in Human Technology Interaction Design – a Fashion Framework Proposal.- Human Research in Technology Design.- Research on the Public Design Innovation Method based on the Sharing Concept of Cultural Computing.- Digital Humanities, New Media and Culture.- The Ontology of Mixed Reality Agents Memorializing the Dead and Dying.- The Human Mind and Engineering Models.- Social Media Data for the Conservation of Historic Urban Landscapes: Prospects and Challenges.- Questions in Cognitive Mimetics.- Memory Modalities - Opening-up Digital Heritage Infrastructures.- Youth and Algorithmic Memory: Co-Producing Personal Memory on Instagram.- Culture in the Post Pandemic Era.- How to Access and Transform the Unconscious for Cultural Development.- Ethical Stance and Evolving Technosexual Culture – A Case for Human-Computer Interaction.- AI Ethics - Critical Reflections on Embedding Ethical Frameworks in AI Technology.- Using Information Divergence to Differentiate Deep from Superficial Resemblances among Discourses.- On Complexity of GLAMs’ Digital Ecosystem: APIs as Change Makers for Opening Up Knowledge.- Perspectives on Cultural Computing.- Appropriation for Interdisciplinary Practice: The Case of Participatory Design in Brazilian Computer Science.- Towards a Generic Framework for Intercultural User Interface Design to Evoke Positive Cross-Cultural UX.- Transformation of Landscape into Artistic and Cultural Video Using AI for Future Car.- The Collection Method of Heterogeneous Smart Farm Data based on Model Transformation Technique for Human Computer Friendly Learning.- Quick Buttons on Map-based Human Machine Interface in Vehicles is Better or Not: A Cross-Cultural Comparative Study between Chinese and Germans.- Culturally Aware Intelligent Learning Environments for Resource-poor Countries.- A Stranger in the Classroom: Pre-Service Teachers’ Anxiety and Negative Attitudes toward Humanoid Social Robots.- Bie-Modernism and Cultural Computing.

    15 in stock

    £66.49

  • Human-Computer Interaction. Design and User

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

    1 in stock

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

    1 in stock

    £42.74

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