Human–computer interaction Books
Springer Nature Switzerland AG Brain-Computer Interface Research: A State-of-the-Art Summary 10
Book SynopsisThe Annual BCI Research Awards are international prizes that recognize the top new projects in brain–computer interface (BCI) research. This book contains concise descriptions of projects nominated for the 2020 BCI Research Award and interviews with nominees. Each article is authored by the researchers who developed the project, and articles have been updated with new progress achieved since their nomination. These chapters are complemented by an introduction by the editors together with a concluding chapter that reviews the annual Awards Ceremony, announces the winners, and ends with a brief discussion.One of the prominent trends in recent years has been the development of BCIs for restoring limb use and for aiding optical and auditory sensory perception. Many chapters in this book present emerging and novel research directions likely to become more prevalent in the near future. This year's book includes chapters based on interviews with BCI experts who were nominated for an award, including this year's first, second, and third place winners. These interview chapters are generally less technical than project descriptions, and provide individual perspectives from people actively working on new methods and systems.Table of Contents1 Enhancing gesture decoding performance using signals from human posterior parietal cortex.- Machine translation of cortical activity to text.- 2 Towards practical MEG-BCI with optically pumped magnetometers.- 3 EEG decoding of pain perception for a real-time reflex system in prostheses.- 4 A computer-brain interface that restores lost extremities touch and movement sensations.- 5 Restoring the sense of touch using a sensorimotor demultiplexing neural interface.- 6 A brain–spine interface complements deep-brain stimulation to both alleviate gait and balance deficits and increase alertness in a primate model of Parkinson’s disease.- 7 Speaker-independent auditory attention decoding without access to clean speech sources.- 8 A high-performance handwriting BCI.- 9 A neuromorphic brain computer interface for real-time detection of a new biomarker for epilepsy surgery.- 10 “Sono-optogenetics”: An ultrasound-mediated non-invasive optogenetic brain-computer interface.- 11 High-dimensional (8D) control of complex effectors such as an exoskeleton by a tetraplegic subject using chronic ECoG recordings using stable and robust over time adaptive direct neural decoder.
£49.49
Springer Nature Switzerland AG Advances in Human Factors in Robots, Unmanned
Book SynopsisThis book focuses on the importance of human factors in the development of safe and reliable robotic and unmanned systems. It discusses solutions for improving the perceptual and cognitive abilities of robots, developing suitable synthetic vision systems, coping with degraded reliability in unmanned systems, and predicting robotic behavior in relation to human activities. It covers the design of improved, easy to use, human–system interfaces, together with strategies for increasing human–system performance, and reducing cognitive workload at the user interface. It also discusses real-world applications and case studies of human-robot and human-agent collaboration in different business and educational endeavors. The second part of the book reports on research and developments in the field of human factors in cybersecurity.Contributions cover the technological, social, economic and behavioral aspects of the cyberspace, providing a comprehensive perspective to manage cybersecurity risks. Based on the two AHFE 2021 Conferences such as the AHFE 2021 Conference on Human Factors in Robots, Drones and Unmanned Systems, and the AHFE 2021 Conference on Human Factors in Cybersecurity, held virtually on 25–29 July, 2021, from USA, this book offers extensive information and highlights the importance of multidisciplinary approaches merging engineering, computer science, business and psychological knowledge. It is expected to foster discussion and collaborations between researchers and practitioners with different background, thus stimulating new solutions for the development of reliable and safe, human-centered, highly functional devices to perform automated and concurrent tasks, and to achieve an inclusive, holistic approach for enhancing cybersecurity.Table of ContentsConcept for cross-platform delegation of heterogeneous UAVs in a MUM-T environment.- Swarms, teams, or choirs? Metaphors in multi-UAV systems design.- Visual communication with UAS: Estimating parameters for gestural transmission of task descriptions.- A distributed mission-planning framework for shared UAV use in multi-operator MUM-T applications.- Conditional behavior: Human delegation mode for unmanned vehicles under selective Datalink availability.- Lethal Autonomous Weapon Systems (LAWS): An advocacy paper.- Measuring the impact of a navigation aid in unmanned ship handling via a shore control center.- A computational assessment of ergonomics in an industrial human-robot collaboration workplace using system dynamics.
£143.99
Springer Nature Switzerland AG Advances in Human Factors in Training, Education,
Book SynopsisThis book addresses the importance of human factors in optimizing the learning and training process. It reports on the latest research and best practices relating to the application of behavioral and cognitive science, and new technologies in the design of instructional and training content. It proposes innovative strategies for improving the learning and training experience and outcomes in different contexts, including lower and higher education, and different industry sectors. A special emphasis is given to digital and distance learning, gamification, and virtual training. Gathering contributions to the AHFE 2021 Conference on Human Factors in Training, Education, and Learning Sciences, held virtually on July 25-29, 2021, from USA, this book offers extensive information and a thought-provoking guide for both researchers and practitioners in the field of education and training.Table of ContentsStructure of a socio-technical learning and innovation factory.- Teaching robotics with virtual reality: Developing curriculum for the 21st century workforce.- I feel the need for speed - empirical evidence of the effectiveness of VR training technology on knowledge and skill acquisition.- Digital creative abilities for achieving digital maturity.- AI and learning in the context of digital transformation.- Impacts on cognitive decay and memory recall during long duration spaceflight.- Spiritual accompaniment training in pediatric palliative care - A case study from Spain.- Evolution of an approach for digital learning and training in nursing.
£116.99
Springer Nature Switzerland AG Advances in Usability, User Experience, Wearable
Book SynopsisThis book addresses emerging issues in usability, interface design, human–computer interaction, user experience and assistive technology. It highlights research aimed at understanding human interactions with products, services and systems and focuses on finding effective approaches for improving the user experience. It also discusses key issues in designing and providing assistive devices and services for individuals with disabilities or impairment, offering them support with mobility, communication, positioning, environmental control and daily living. The book covers modeling as well as innovative design concepts, with a special emphasis on user-centered design, and design for specific populations, particularly the elderly. Further topics include virtual reality, digital environments, gaming, heuristic evaluation and forms of device interface feedback (e.g. visual and haptic). Based on the AHFE 2021 Conferences on Usability and User Experience, Human Factors and Wearable Technologies, Human Factors in Virtual Environments and Game Design, and Human Factors and Assistive Technology, held virtually on 25–29 July, 2021, from USA, this book provides academics and professionals with an extensive source of information and a timely guide to tools, applications and future challenges in these fields.
£208.99
Springer Nature Switzerland AG Brain-Inspired Computing: 4th International Workshop, BrainComp 2019, Cetraro, Italy, July 15–19, 2019, Revised Selected Papers
Book SynopsisThis open access book constitutes revised selected papers from the 4th International Workshop on Brain-Inspired Computing, BrainComp 2019, held in Cetraro, Italy, in July 2019. The 11 papers presented in this volume were carefully reviewed and selected for inclusion in this book. They deal with research on brain atlasing, multi-scale models and simulation, HPC and data infra-structures for neuroscience as well as artificial and natural neural architectures. Table of ContentsMachine Learning and Deep learning approaches in human brain mapping.- A high-resolution model of the human entorhinal cortex in the ‘BigBrain’– use case for machine learning and 3D analyses.- Deep learning-supported cytoarchitectonic mapping of the human lateral geniculate body in the BigBrain.- Brain modelling and simulation.- Computational modelling of cerebellar magnetic stimulation: the effect of washout?.- Usage and scaling of an open-source spiking multi-area model of the monkey cortex.- Exascale compute and data infrastructures for neuroscience and applications.- Modular supercomputing for neuroscience.- Fenix: Distributed e-Infrastructure Services for EBRAINS.- Independent component analysis for noise and artifact removal in three-dimensional Polarized Light Imaging.- Exascale artificial and natural neural architectures.- Brain-inspired algorithms for processing of visual data.- An hybrid attention-based system for the prediction of facial attributes.- The statistical physics of learning revisited: Typical learning curves in model scenarios.- Emotion mining: from unimodal to multimodal approaches.-
£34.99
Springer Nature Switzerland AG Artificial Intelligence for Human Computer
Book SynopsisThis edited book explores the many interesting questions that lie at the intersection between AI and HCI. It covers a comprehensive set of perspectives, methods and projects that present the challenges and opportunities that modern AI methods bring to HCI researchers and practitioners. The chapters take a clear departure from traditional HCI methods and leverage data-driven and deep learning methods to tackle HCI problems that were previously challenging or impossible to address.It starts with addressing classic HCI topics, including human behaviour modeling and input, and then dedicates a section to data and tools, two technical pillars of modern AI methods. These chapters exemplify how state-of-the-art deep learning methods infuse new directions and allow researchers to tackle long standing and newly emerging HCI problems alike. Artificial Intelligence for Human Computer Interaction: A Modern Approach concludes with a section on Specific Domains which covers a set of emerging HCI areas where modern AI methods start to show real impact, such as personalized medical, design, and UI automation.Table of ContentsIntroduction.- Part 1: Modeling.- Human performance modeling with deep learning.- Optimal control to support high-level user goals in human-computer interaction.-Modeling UI tappability using deep learning and crowdsourcing.- Part 2: Input.- Eye gaze estimation and its applications.- AI-driven intelligent text correction techniques for mobile text entry.- Deep touch: Sensing press gestures from touch image sequences.- Deep learning-based hand posture recognition for pen interaction enhancement.- Part 3: Data and tools.- An early Rico retrospective: Three years of uses for a mobile app dataset.- Visual intelligence through human interaction.- ML tools for the web: A way for rapid prototyping and HCI research.- Interactive reinforcement learning for autonomous behavior design.- Part 4: Specific domains.- Sketch-based creativity support tools using deep learning.- Generative link: Data-driven computational models for digital ink.- Bridging natural language and graphical user interfaces.- Demonstration + natural language: Multimodal interfaces for GUI-based interactive task learning agents.- Human-centred AI for medical imaging.- 3D spatial sound individualization with perceptual feedback.
£125.99
Springer Nature Switzerland AG Requirements Engineering for Social Sector
Book SynopsisThis book presents interdisciplinary research in software engineering with applications for the social sector. The author focuses on software applications that are used for social good and that serve the needs of society. The author aims to bridge the knowledge gap between requirement engineers, industry, and users in order to help identify a diverse range of needs in the social sector (taking into account user crowd diversity in terms of technological competencies, geography, demographics, and behavioral and psychographic aspects). The book provides rigorous empirical studies and validates solutions that serve as a guide to the software engineering community, researchers, graduate students, and teachers. Provides interdisciplinary research in software engineering and the needs of the social sector, helping to increase success rates of society focused startups and applications Ideal for social entrepreneurs who can use the book for doing customer development with diverse users Establishes a new research line of social sector requirement engineering, taking into account user age, language, ability, and access Table of ContentsChapter 1. Introductiona. Introduction.b. Social sector of economyc. Social impacts of software solutionsd. Requirement Engineering in Generale. Social sector applications: Divide between users, funders and customersf. Requirement Engineering for Social sector applications (Social sector Requirement Engineering)g. Conclusionh. Further ReadingChapter 2. Towards Gamification and Crowdsourcing in Social Sector Requirement Engineering a. Introduction.b. Tertiary Review Protocolc. Result Analysisd. State of affairs in Social sector contexte. Discussionf. Conclusion and future workg. Further ReadingChapter 3. Requirement Engineering Challenges for Social Sector Software Development: Insights from Multiple Case studies. a. Introduction.b. Case study protocolc. Backgroundd. Result Analysise. Real use casef. Discussion and future directions g. Frameworkh. Result assessmenti. Implications for Government and Software Engineersj. Conclusion k. Further Reading Chapter 4. Social Sector Requirement Engineering Process using Customer Journeysa. Introduction.b. Theoretical Background c. Working Algorithmd. Hypothetical Algorithme. Result Validationf. Conclusion & Future workg. Further Reading Chapter 5. Implications for Social Innovation stakeholders a. Implications for researchers.b. Implications for fundersc. Implications for Governmentd. Implications for academiae. Implications for Social entrepreneurs f. Conclusion & Future workg. Further Reading
£71.99
Springer Nature Switzerland AG Distributed Artificial Intelligence: Third International Conference, DAI 2021, Shanghai, China, December 17–18, 2021, Proceedings
Book SynopsisThis book constitutes the refereed proceedings of the Third International Conference on Distributed Artificial Intelligence, DAI 2021, held in Shanghai, China, in December 2021.The 15 full papers presented in this book were carefully reviewed and selected from 31 submissions. DAI aims at bringing together international researchers and practitioners in related areas including general AI, multiagent systems, distributed learning, computational game theory, etc., to provide a single, high-profile, internationally renowned forum for research in the theory and practice of distributed AI.Table of ContentsThe Power of Signaling and its Intrinsic Connection to the Price of Anarchy.- Uncertainty-aware Low-Rank Q-Matrix Estimation for Deep Reinforcement Learning.- SEIHAI: A Sample-effcient Hierarchical AI for the MineRL Competition.- GC: Multi-Agent Group Belief with Graph Clustering.- Incomplete Distributed Constraint Optimization Problems: Model, Algorithms, and Heuristics.- Securities Based Decision Markets.- MARL for Traffc Signal Control in Scenarios with Different Intersection Importance.- Safe Distributional Reinforcement Learning.- The Positive Effect of User Faults over Agent Perception in Collaborative Settings and its Use in Agent Design.- Behavioral Stable Marriage Problems.- FUN-Agent: a HUMAINE Competitor.- Signal Instructed Coordination in Cooperative Multi-Agent Reinforcement Learning.- A Description of the Jadescript Type System.- Combining M-MCTS and Deep Reinforcement Learning for General Game Playing.- A Two-Step Method for Dynamics of Abstract Argumentation.
£52.24
Springer Nature Switzerland AG TRANSBALTICA XII: Transportation Science and
Book SynopsisThis book reports on innovative research and developments in the broad field of transportation. It covers solutions relating to intelligent vehicles and infrastructure, energy and combustion management, vehicle dynamics and control, as well as research on human factors, logistics and security. Contributions are based on peer-reviewed papers presented at the 12th international scientific conference "Transbaltica: Transportation Science and Technology", held virtually from Vilnius Gediminas Technical University, Lithuania, on September 16-17, 2021. All in all, this book offers extensive information on modern transport systems, with a good balance of theory and practice. Table of ContentsStudy of Air Flow around a Moving Vehicle as a Source of Energy.- Methodology for Determination Coefficients Values of the Proposed Rheological Model for the Tire Tread.- Development of an Innovative Technical Solution to Improve the Efficiency of Rolling Stock Friction Brake Elements Operation.- 3D Simulation and Analysis of the Course of a Bus / Train Accident at a Railway Crossing.- Optimization of a Trestle Weight of an Operating Hydraulic Jack Used During Wagons Repairing.- Investigation of Dynamic Behaviour of an Overhead Crane Using Multivariant Calculations.
£161.99
Springer Nature Switzerland AG Higher Education Learning Methodologies and Technologies Online: Third International Workshop, HELMeTO 2021, Pisa, Italy, September 9–10, 2021, Revised Selected Papers
Book SynopsisThis book constitutes the thoroughly refereed post-conference proceedings of the Third International Workshop on Higher Education Learning Methodologies and Technologies Online, HELMeTO 2021, held in Pisa, Italy, in September 2021. Due to the COVID-19 pandemic the conference was held online. The 26 revised full papers and 3 short papers presented were carefully reviewed and selected from a total of 65 submissions. The papers present recent research on challenges of implementing emerging technology solution for online, online learning pedagogical frameworks, facing COVID19 emergency in higher education teaching and learning, online learning technologies in practice, online learning strategies and resources, etc. Table of ContentsMethodologies for distance learning in higher education.- Technologies for Distance Learning in Higher Education.- Facing COVID19 Emergency in Higher Education Teaching.- Digital skills in e-learning and continuous online training.- Student’s perception of online learning, teaching, and assessment in higher education.- Faculty Development, Distance Education and online learning systems in higher education.- E-learning and disciplinary teaching: issues and innovations in contemporary higher education.- From an emergency DaD to new forms of blended learning via effectie methodologies to design, deliver and evaluate learning.
£62.99
Springer Nature Switzerland AG Sense, Feel, Design: INTERACT 2021 IFIP TC 13
Book SynopsisThis book contains a series of revised papers selected from 7 workshops organized by 18th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2021, which was held in September 2021 in Bari, Italy. The 15 papers included in this volume were carefully reviewed and selected from 30 submissions. They show the design of interactive technologies addressing one or more United Nations' Sustainable Development Goals, to deal with evolving contexts of use in today’s and future application domains and its influence on human-centered socio-technical system design and devel-opment practice, share educational resources and approaches to support the process of teaching and learning HCI Engineering (HCI-E), share educational resources and approaches to support the process of teaching and learning HCI Engineering (HCI-E), and address and discuss geopolitical issues in Human-Computer Interaction as a field of knowledge and practice.Chapter “Extreme Citizen Science Contributions to the Sustainable Development Goals: Challenges and Opportunities for a Human-Centred Design Approach” is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.Table of ContentsAdaptivity.- Collaborative and Social Computing.- Context of Use.- Designing for Smart Devices & IoT.- Designing Safety Critical Systems.- HCI Engineering.- HCI Teaching.- Human-centred Development of Sustainable Technology.- Human-Computer Interaction.- Human-Work Interaction.- Interaction Design.- Ubiquitous and Mobile Computing.- Virtual Reality.
£80.99
Springer International Publishing AG Activity Theory in HCI: Fundamentals and Reflections
Book SynopsisActivity theory -- a conceptual framework originally developed by Aleksei Leontiev -- has its roots in the socio-cultural tradition in Russian psychology. The foundational concept of the theory is human activity, which is understood as purposeful, mediated, and transformative interaction between human beings and the world. Since the early 1990s, activity theory has been a visible landmark in the theoretical landscape of Human-Computer Interaction (HCI). Along with some other frameworks, such as distributed cognition and phenomenology, it established itself as a leading post-cognitivist approach in HCI and interaction design. In this book we discuss the conceptual foundations of activity theory and its contribution to HCI research. After making the case for theory in HCI and briefly discussing the contribution of activity theory to the field (Chapter One) we introduce the historical roots, main ideas, and principles of activity theory (Chapter Two). After that we present in-depth analyses of three issues which we consider of special importance to current developments in HCI and interaction design, namely: agency (Chapter Three), experience (Chapter Four), and activity-centric computing (Chapter Five). We conclude the book with reflections on challenges and prospects for further development of activity theory in HCI (Chapter Six). Table of Contents: Introduction: Activity theory and the changing face of HCI / Basic concepts and principles of activity theory / Agency / Activity and experience / Activity-centric computing / Activity theory and the development of HCITable of ContentsIntroduction: Activity theory and the changing face of HCI.- Basic concepts and principles of activity theory.- Agency.- Activity and experience.- Activity-centric computing.- Activity theory and the development of HCI.
£23.74
Springer International Publishing AG HCI Theory: Classical, Modern, and Contemporary
Book SynopsisTheory is the bedrock of many sciences, providing a rigorous method to advance knowledge, through testing and falsifying hypotheses about observable phenomena. To begin with, the nascent field of HCI followed the scientific method borrowing theories from cognitive science to test theories about user performance at the interface. But HCI has emerged as an eclectic interdiscipline rather than a well-defined science. It now covers all aspects of human life, from birth to bereavement, through all manner of computing, from device ecologies to nano-technology. It comes as no surprise that the role of theory in HCI has also greatly expanded from the early days of scientific testing to include other functions such as describing, explaining, critiquing, and as the basis for generating new designs. The book charts the theoretical developments in HCI, both past and present, reflecting on how they have shaped the field. It explores both the rhetoric and the reality: how theories have been conceptualized, what was promised, how they have been used and which has made the most impact in the field -- and the reasons for this. Finally, it looks to the future and asks whether theory will continue to have a role, and, if so, what this might be. Table of Contents: Introduction / The Backdrop to HCI Theory / The Role and Contribution of Theory in HCI / Classical Theories / Modern Theories / Contemporary Theory / Discussion / SummaryTable of ContentsIntroduction.- The Backdrop to HCI Theory.- The Role and Contribution of Theory in HCI.- Classical Theories.- Modern Theories.- Contemporary Theory.- Discussion.- Summary.
£23.74
Springer International Publishing AG Translating Euclid: Designing a Human-Centered Mathematics
Book SynopsisTranslating Euclid reports on an effort to transform geometry for students from a stylus-and-clay-tablet corpus of historical theorems to a stimulating computer-supported collaborative-learning inquiry experience. The origin of geometry was a turning point in the pre-history of informatics, literacy, and rational thought. Yet, this triumph of human intellect became ossified through historic layers of systematization, beginning with Euclid’s organization of the Elements of geometry. Often taught by memorization of procedures, theorems, and proofs, geometry in schooling rarely conveys its underlying intellectual excitement. The recent development of dynamic-geometry software offers an opportunity to translate the study of geometry into a contemporary vernacular. However, this involves transformations along multiple dimensions of the conceptual and practical context of learning. Translating Euclid steps through the multiple challenges involved in redesigning geometry education to take advantage of computer support. Networked computers portend an interactive approach to exploring dynamic geometry as well as broadened prospects for collaboration. The proposed conception of geometry emphasizes the central role of the construction of dependencies as a design activity, integrating human creation and mathematical discovery to form a human-centered approach to mathematics. This book chronicles an iterative effort to adapt technology, theory, pedagogy and practice to support this vision of collaborative dynamic geometry and to evolve the approach through on-going cycles of trial with students and refinement of resources. It thereby provides a case study of a design-based research effort in computer-supported collaborative learning from a human-centered informatics perspective.Table of ContentsAcknowledgments.- Background.- Vision: The Cognitive Potential of Collaborative Dynamic Geometry.- History: The Origin of Geometry.- Philosophy: The Obfuscation of Geometry.- Mathematics: Demythologizing Geometry.- Technology: Deconstructing Geometry.- Collaboration: Group Geometry.- Research: Analyzing Geometry.- Theory: Resources for Geometry.- Pedagogy: Designing Geometry.- Practice: Doing Geometry.- Design-Based Research: Human-Centered Geometry.- Author Indes.- Bibliography.- Author's Biography.
£31.49
Springer International Publishing AG Surface Computing and Collaborative Analysis Work
Book SynopsisLarge surface computing devices (wall-mounted or tabletop) with touch interfaces and their application to collaborative data analysis, an increasingly important and prevalent activity, is the primary topic of this book. Our goals are to outline the fundamentals of surface computing (a still maturing technology), review relevant work on collaborative data analysis, describe frameworks for understanding collaborative processes, and provide a better understanding of the opportunities for research and development. We describe surfaces as display technologies with which people can interact directly, and emphasize how interaction design changes when designing for large surfaces. We review efforts to use large displays, surfaces or mixed display environments to enable collaborative analytic activity. Collaborative analysis is important in many domains, but to provide concrete examples and a specific focus, we frequently consider analysis work in the security domain, and in particular the challenges security personnel face in securing networks from attackers, and intelligence analysts encounter when analyzing intelligence data. Both of these activities are becoming increasingly collaborative endeavors, and there are huge opportunities for improving collaboration by leveraging surface computing. This work highlights for interaction designers and software developers the particular challenges and opportunities presented by interaction with surfaces. We have reviewed hundreds of recent research papers, and report on advancements in the fields of surface-enabled collaborative analytic work, interactive techniques for surface technologies, and useful theory that can provide direction to interaction design work. We also offer insight into issues that arise when developing applications for multi-touch surfaces derived from our own experiences creating collaborative applications. We present these insights at a level appropriate for all members of the software design and development team. Table of Contents: List of Figures / Acknowledgments / Figure Credits / Purpose and Direction / Surface Technologies and Collaborative Analysis Systems / Interacting with Surface Technologies / Collaborative Work Enabled by Surfaces / The Theory and the Design of Surface Applications / The Development of Surface Applications / Concluding Comments / Bibliography / Authors' BiographiesTable of ContentsList of Figures.- Acknowledgments.- Figure Credits.- Purpose and Direction.- Surface Technologies and Collaborative Analysis Systems.- Interacting with Surface Technologies.- Collaborative Work Enabled by Surfaces.- The Theory and the Design of Surface Applications.- The Development of Surface Applications.- Concluding Comments.- Bibliography.- Authors' Biographies.
£31.49
Springer International Publishing AG Working Together Apart: Collaboration over the Internet
Book SynopsisIncreasingly, teams are working together when they are not in the same location, even though there are many challenges to doing so successfully. Here we review the latest insights into these matters, guided by a framework that we have developed during two decades of research on this topic. This framework organizes a series of factors that we have found to differentiate between successful and unsuccessful distributed collaborations. We then review the kinds of technology options that are available today, focusing more on types of technologies rather than specific instances. We describe a database of geographically distributed projects we have studied and introduce the Collaboration Success Wizard, an online tool for assessing past, present, or planned distributed collaborations. We close with a set of recommendations for individuals, managers, and those higher in the organizations who wish to support distance work.Table of ContentsThe Changing Landscape.- Types of Distributed Collaborations.- What It Means to Be Successful.- Overview of Factors that Lead to Success.- The Nature of the Work.- Common Ground.- Collaboration Readiness.- Organization and Management.- Collaboration Technologies and Their Use.- The Science of Collaboratories Database.- The Collaboration Success Wizard.- Summary and Recommendations.- References.- Author Biography.
£31.49
Springer International Publishing AG Mobile Interactions in Context: A Designerly Way Toward Digital Ecology
Book SynopsisThis book presents a contextual approach to designing contemporary interactive mobile computer systems as integral parts of ubiquitous computing environments. Interactive mobile systems, services, and devices have become functional design objects that we care deeply about. Although their look, feel, and features impact our everyday lives as we orchestrate them in concert with a plethora of other computing technologies, these artifacts are not well understood or created through traditional methods of user-centered design and usability engineering. Contrary to more traditional IT artifacts, they constitute holistic user experiences of value and pleasure that require careful attention to the variety, complexity, and dynamics of their usage. Hence, the design of mobile interactions proposed in this book transcends existing approaches by using the ensemble of form and context as its central unit of analysis. As such, it promotes a designerly way of achieving convergence between form and context through a contextually grounded, wholeness sensitive, and continually unfolding process of design. Table of Contents: Acknowledgments / Introduction / Mobile Computing / Interaction Design / Design Approaches / A Decade of Mobile HCI Research / Toward a Designerly Way / Revisiting User-Centered Design / Continual Convergence of Form and Context / Where to from Here? / References / Author BiographyTable of ContentsAcknowledgments.- Introduction.- Mobile Computing.- Interaction Design.- Design Approaches.- A Decade of Mobile HCI Research.- Toward a Designerly Way.- Revisiting User-Centered Design.- Continual Convergence of Form and Context.- Where to from Here?.- References.- Author Biography .
£25.19
Springer International Publishing AG Spaces of Interaction, Places for Experience
Book SynopsisSpaces of Interaction, Places for Experience is a book about Human-Computer Interaction (HCI), interaction design (ID) and user experience (UX) in the age of ubiquitous computing. The book explores interaction and experience through the different spaces that contribute to interaction until it arrives at an understanding of the rich and complex places for experience that will be the focus of the next period for interaction design. The book begins by looking at the multilayered nature of interaction and UX—not just with new technologies, but with technologies that are embedded in the world. People inhabit a medium, or rather many media, which allow them to extend themselves, physically, mentally, and emotionally in many directions. The medium that people inhabit includes physical and semiotic material that combine to create user experiences. People feel more or less present in these media and more or less engaged with the content of the media. From this understanding of people in media, the book explores some philosophical and practical issues about designing interactions. The book journeys through the design of physical space, digital space, information space, conceptual space and social space. It explores concepts of space and place, digital ecologies, information architecture, conceptual blending and technology spaces at work and in the home. It discusses navigation of spaces and how people explore and find their way through environments. Finally the book arrives at the concept of a blended space where the physical and digital are tightly interwoven and people experience the blended space as a whole. The design of blended spaces needs to be driven by an understanding of the correspondences between the physical and the digital, by an understanding of conceptual blending and by the desire to design at a human scale. There is no doubt that HCI and ID are changing. The design of “microinteractions” remains important, but there is a bigger picture to consider. UX is spread across devices, over time and across physical spaces. The commingling of the physical and the digital in blended spaces leads to new social spaces and new conceptual spaces. UX concerns the navigation of these spaces as much as it concerns the design of buttons and screens for apps. By taking a spatial perspective on interaction, the book provides new insights into the evolving nature of interaction design.Table of ContentsPreface.- Spaces of Interaction.- The Medium of Interaction.- Physical Space.- Digital Space.- Information Space.- Conceptual Space.- Social Space.- Navigating Space.- Blended Spaces.- Places for Experience.- References.- Author Biography.
£26.59
Springer International Publishing AG Multitasking in the Digital Age
Book SynopsisIn our digital age we can communicate, access, create, and share an abundance of information effortlessly, rapidly, and nearly ubiquitously. The consequence of having so many choices is that they compete for our attention: we continually switch our attention between different types of information while doing different types of tasks--in other words, we multitask. The activity of information workers in particular is characterized by the continual switching of attention throughout the day. In this book, empirical work is presented, based on ethnographic and sensor data collection, which reveals how multitasking affects information workers' activities, mood, and stress in real work environments. Multitasking is discussed from various perspectives: activity switching, interruptions as triggers for activity switching, email as a major source of interruptions, and the converse of distractions: focused attention. All of these factors are components of information work. This book begins by defining multitasking and describing different research approaches used in studying multitasking. It then describes how multiple factors occur to encourage multitasking in the digitally-enabled workplace: the abundance and ease of accessing information, the number of different working spheres, the workplace environment, attentional state, habit, and social norms. Empirical work is presented describing the nature of multitasking, the relationship of different types of interruptions and email with overload and stress, and patterns of attention focus. The final chapter ties these factors together and discusses challenges that information workers in our digital age face.Table of ContentsAcknowledgments.- Introduction.- What is Multitasking?.- Multitasking in Information Work.- Interruptions.- Email.- Focus.- Conclusions.- References.- Author Biograohyt.
£31.49
Springer International Publishing AG Qualitative HCI Research: Going Behind the Scenes
Book SynopsisHuman-Computer Interaction (HCI) addresses problems of interaction design: understanding user needs to inform design, delivering novel designs that meet user needs, and evaluating new and existing designs to determine their success in meeting user needs. Qualitative methods have an essential role to play in this enterprise, particularly in understanding user needs and behaviours and evaluating situated use of technology. Qualitative methods allow HCI researchers to ask questions where the answers are more complex and interesting than "true" or "false," and may also be unexpected. In this lecture, we draw on the analogy of making a documentary film to discuss important issues in qualitative HCI research: historically, films were presented as finished products, giving the viewer little insight into the production process; more recently, there has been a trend to go behind the scenes to expose some of the painstaking work that went into creating the final cut. Similarly, in qualitative research, the essential work behind the scenes is rarely discussed. There are many "how to" guides for particular methods, but few texts that start with the purpose of a study and then discuss the important details of how to select a suitable method, how to adapt it to fit the study context, or how to deal with unexpected challenges that arise. We address this gap by presenting a repertoire of qualitative techniques for understanding user needs, practices and experiences with technology for the purpose of informing design. We also discuss practical considerations such as tactics for recruiting participants and ways of getting started when faced with a pile of interview transcripts. Our particular focus is on semi-structured qualitative studies, which occupy a space between ethnography and surveys—typically involving observations, interviews and similar methods for data gathering, and methods of analysis based on systematic coding of data. Just as a documentary team faces challenges that often go unreported when arranging expeditions or interviews and gathering and editing footage within time and budget constraints, so the qualitative research team faces challenges in obtaining ethical clearance, recruiting participants, analysing data, choosing how and what to report, etc. We present illustrative examples drawn from prior experience to bring to life the purpose, planning and practical considerations of doing qualitative studies for interaction design. We include takeaway checklists for planning, conducting, reporting and evaluating semi-structured qualitative studies.Table of ContentsAcknowledgments.- Preface.- Glossary.- Introduction.- Planning a Study.- Sampling and Recruitment.- Gathering Data.- Analysing Data.- Paradigms and Strategies.- Reporting.- Ensuring Quality in Qualitative Research.- Conclusions and Further Resources.- Bibliography.- Authors' Biographies .
£33.24
Springer International Publishing AG From Tool to Partner: The Evolution of Human-Computer Interaction
Book SynopsisThis is the first comprehensive history of human-computer interaction (HCI). Whether you are a user-experience professional or an academic researcher, whether you identify with computer science,human factors, information systems, information science, design, or communication, you can discover how your experiences fit into the expanding field of HCI. You can determine where to look for relevant information in other fields—and where you won't find it.This book describes the different fields that have participated in improving our digital tools.It is organized chronologically, describing major developments across fields in each period. Computer use has changed radically, but many underlying forces are constant. Technology has changed rapidly, human nature very little. An irresistible force meets an immovable object. The exponential rate of technological change gives us little time to react before technology moves on. Patterns and trajectories described in this book provide your best chance to anticipate what could come next.We have reached a turning point. Tools that we built for ourselves to use are increasingly influencing how we use them, in ways that are planned and sometimes unplanned. The book ends with issues worthy of consideration as we explore the new world that we and our digital partners are shaping.Table of ContentsPreface.- Acknowledgments.- Preamble: History in a Time of Rapid Change.- Human-Tool Interaction and Information Processing at the Dawn of Computing.- 1945-1955: Managing Vacuum Tubes.- 1955-1965: Transistors, New Vistas.- 1965-1980: HCI Prior to Personal Computing.- Hardware Generations.- 1980-1985: Discretionary Use Comes into Focus.- 1985-1995: Graphical User Interfaces Succeed.- 1995-2005: The Internet Era Arrives and Survives a Bubble.- 2005-2015: Scaling.- Reflection: Cultures and Bridges.- A New Era.- Conclusion: Ubiquitous Human-Computer Interaction.- Appendix A: Personal Observations.- AppendixB A Toolkit for Writing a Conceptual History.- Glossary.- Bibliography.- Author Biography.- Index.
£40.49
Springer International Publishing AG Designing for Gesture and Tangible Interaction
Book SynopsisInteractive technology is increasingly integrated with physical objects that do not have a traditional keyboard and mouse style of interaction, and many do not even have a display. These objects require new approaches to interaction design, referred to as post-WIMP (Windows, Icons, Menus, and Pointer) or as embodied interaction design. This book provides an overview of the design opportunities and issues associated with two embodied interaction modalities that allow us to leave the traditional keyboard behind: tangible and gesture interaction. We explore the issues in designing for this new age of interaction by highlighting the significance and contexts for these modalities. We explore the design of tangible interaction with a reconceptualization of the traditional keyboard as a Tangible Keyboard, and the design of interactive three-dimensional (3D) models as Tangible Models. We explore the design of gesture interaction through the design of gesture-base commands for a walk-up-and-use information display, and through the design of a gesture-based dialogue for the willful marionette. We conclude with design principles for tangible and gesture interaction and a call for research on the cognitive effects of these modalities.Table of ContentsPreface.- Acknowledgments.- Introduction.- Tangible Interaction Design.- Designing for Tangible Interaction.- Gesture-based Interaction.- Designing for Gesture Interaction.- Looking to the Future: Research Challenges.- Bibliography.- Authors' Biographies .
£31.49
Springer International Publishing AG Research in the Wild
Book SynopsisThe phrase "in-the-wild" is becoming popular again in the field of human-computer interaction (HCI), describing approaches to HCI research and accounts of user experience phenomena that differ from those derived from other lab-based methods. The phrase first came to the forefront 20-25 years ago when anthropologists Jean Lave (1988), Lucy Suchman (1987), and Ed Hutchins (1995) began writing about cognition being in-the-wild. Today, it is used more broadly to refer to research that seeks to understand new technology interventions in everyday living.A reason for its resurgence in contemporary HCI is an acknowledgment that so much technology is now embedded and used in our everyday lives. Researchers have begun following suit—decamping from their usability and living labs and moving into the wild; carrying out in-situ development and engagement, sampling experiences, and probing people in their homes and on the streets.The aim of this book is to examine what this new direction entails and what it means for HCI theory, practice, and design. The focus is on the insights, demands and concerns. But how does research in the wild differ from the other applied approaches in interaction design, such as contextual design, action research, or ethnography? What is added by labeling user research as being in-the-wild? One main difference is where the research starts and ends: unlike user-centered, and more specifically, ethnographic approaches which typically begin by observing existing practices and then suggesting general design implications or system requirements, in-the-wild approaches create and evaluate new technologies and experiences in situ(Rogers, 2012). Moreover, novel technologies are often developed to augment people, places, and settings, without necessarily designing them for specific user needs. There has also been a shift in design thinking. Instead of developing solutions that fit in with existing practices, researchers are experimenting with new technological possibilities that can change and even disrupt behavior. Opportunities are created, interventions installed, and different ways of behaving are encouraged. A key concern is how people react, change and integrate these in their everyday lives. This book outlines the emergence and development of research in the wild. It is structured around a framework for conceptualizing and bringing together the different strands. It covers approaches, methods, case studies, and outcomes. Finally, it notes that there is more in the wild research in HCI than usability and other kinds of user studies in HCI and what the implications of this are for the field.Table of ContentsAcknowledgments.- Introduction.- Moving Into The Wild: From Situated Cognition to Embodied Interaction.- Approaches to Conducting Research in The Wild.- Case Studies: Designing and Evaluating Technologies for Use in the Wild.- Practical and Ethical Issues.- Conclusions.- References.- Author Biographies.
£26.99
Springer International Publishing AG Social Media and Civic Engagement: History, Theory, and Practice
Book SynopsisSocial media platforms are the latest manifestation in a series of sociotechnical innovations designed to enhance civic engagement, political participation, and global activism. While many researchers started out as optimists about the promise of social media for broadening participation and enhancing civic engagement, recent events have tempered that optimism. As this book goes to press, Facebook is fighting a battle over the massive disclosure of user information during the 2016 U.S. presidential campaign, social analytics company Cambridge Analytica is being revealed as a major player in micro profiling voters in that same election, bots and fake news factories are undermining democratic discourse via social media worldwide, and the president of the United States is unnerving the world as a stream-of-consciousness Twitter user. This book is a foundational review of current research on social media and civic engagement organized in terms of history, theory, practice, and challenges. History reviews how researchers and developers have continuously pushed the envelope to explore technology enhancements for political and social discourse. Theory reveals that the use of globally-networked social technologies touches many fields including political science, sociology, psychology, media studies, network science, and more. Practice is examined through studies of political engagement both in democratic situations and in confrontational situations. Challenges are identified in order to find ways forward. For better or worse, social media for civic engagement has come of age. Citizens, politicians, and activists are utilizing social media in innovative ways, while bad actors are discovering possibilities for spreading dissention and undermining trust. We are at a sobering inflection point, and this book is your foundation for understanding how we got here and where we are going.Table of ContentsPreface.- Acknowledgments.- Introduction.- History.- Theory.- Engagement.- Challenges/ Epilogue.- Bibliography.- Author Biography.
£26.59
Springer International Publishing AG Data-Driven Personas
Book SynopsisData-driven personas are a significant advancement in the fields of human-centered informatics and human-computer interaction. Data-driven personas enhance user understanding by combining the empathy inherent with personas with the rationality inherent in analytics using computational methods. Via the employment of these computational methods, the data-driven persona method permits the use of large-scale user data, which is a novel advancement in persona creation. A common approach for increasing stakeholder engagement about audiences, customers, or users, persona creation remained relatively unchanged for several decades. However, the availability of digital user data, data science algorithms, and easy access to analytics platforms provide avenues and opportunities to enhance personas from often sketchy representations of user segments to precise, actionable, interactive decision-making tools—data-driven personas! Using the data-driven approach, the persona profile can serve as an interface to a fully functional analytics system that can present user representation at various levels of information granularity for more task-aligned user insights. We trace the techniques that have enabled the development of data-driven personas and then conceptually frame how one can leverage data-driven personas as tools for both empathizing with and understanding of users. Presenting a conceptual framework consisting of (a) persona benefits, (b) analytics benefits, and (c) decision-making outcomes, we illustrate applying this framework via practical use cases in areas of system design, digital marketing, and content creation to demonstrate the application of data-driven personas in practical applied situations. We then present an overview of a fully functional data-driven persona system as an example of multi-level information aggregation needed for decision making about users. We demonstrate that data-driven personas systems can provide critical, empathetic, and user understanding functionalities for anyone needing such insights.Table of ContentsPreface.- Acknowledgments.- Part 1: Setting the Stage.- Introduction.- Part 2: Getting Ready.- The Data-Driven Persona Revolution.- Getting Your Organization Data-Driven Persona Ready.- Part 3: Developing Data-Driven Personas.- Getting Meaningful Data.- Creating Data-Driven Personas.- Data-Driven Personas as Interfaces for Persona Analytics System.- Part 4: Using Data-Driven Personas.- Challenges of Applying Data-Driven Persona Development.- Use Cases for Data-Driven Personas.- Using Data-Driven Personas Alongside Other Human-Computer Interaction (HCI) Techniques.- Part 5: Evaluating Data-Driven Personas and the Road Ahead.- Evaluating Data-Driven Personas.- Selecting the Appropriate Persona Creation Method.- Part 6: Data-Driven Personas and the Future.- Conclusion: Dispelling Myths ad Laying Out the Grand Challenges of Data-Driven Personas.- Appendix A: Persona Perception Scale Items.- Appendix B: User Interview Questions for Persona Data Collection.- Appendix C: Persona Profile Attribute Comparison.- Glossary.- Afterword.- Authors' Biographies.rsona Profile Attribute Comparison / Glossary / Afterword / Authors' Biographies
£52.24
Springer International Publishing AG Human Work Interaction Design. Artificial
Book SynopsisThis book constitutes the thoroughly refereed post-conference proceedings of the 6th IFIP WG 13.6 Working Conference on Human Work Interaction Design, HWID 2021, held in Beijing, China, in May, 2021. The 10 revised and extended full papers presented were carefully selected for inclusion in this volume. The papers deal with the analysis and interaction design of a variety of complex work and life contexts found in different business and application domains. They focus on interaction design for work engagement taking usability of interactive systems to the next level by providing employees pleasurable and meaningful experiences via the tools used at work. The papers are organized the following topical sub-headings: Trends in human Work Interaction Design; Workplace & work experience Analysis for Interaction Design; and Artificial Intelligence (AI) for Human Work.Table of ContentsTrends in human Work Interaction Design.- Drifting towards a New HCI Field: A Review of 10 Years of HWID Research.- Organized UX Professionalism - An Empirical Study and Conceptual Tool for Scrutinizing UX Work of the Future.- Research on the Integration of Human-Computer Interaction and Cognitive Neuroscience.- HCI Four Waves within Different Interaction Design Examples.- Workplace & work experience Analysis for Interaction Design.- Design and Deployment Considerations for Ethically Advanced Technologies for Human Flourishing in the Workplace.- The Influence of Automation and Culture on Human Cooperation.- A Socio-technical Framework for Addressing the Influence of Work Time and Income on Work Wellbeing.- Co-Designing Prototypes for User Experience and Engagement in Automation.- Artificial Intelligence (AI) for Human Work.- Mood-Based Song Recommendation System.- Currency Recognition App for Visually Impaired Users in India.
£71.24
Springer International Publishing AG Sonic Interactions in Virtual Environments
Book SynopsisThis open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are:Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VEVR systems: naturally support multimodal integration, impacting different application domainsSonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments. Table of ContentsPart I Introduction: Sonic Interactions in Virtual Environments: the Egocentric Audio Perspective of the Digital Twin.- Part II Interactive and Immersive Audio: Procedural Modeling of Interactive Sound Sources in Virtual Reality.- Interactive and Immersive Auralization.- System-to-User and User-to-System Adaptations in Binaural Audio.- Audio Quality Assessment for Virtual Reality.- Part III Sonic Interactions: Spatial Design Considerations for Interactive Audio in Virtual Reality.- Embodied and Sonic Interactions in Virtual Environments: Tactics and Examplars.- Supporting Sonic Interaction in Creative, Shared Virtual Environments.- Spatial Audio Mixing in Virtual Reality.- Part IV Sonic Experiences: Audio in Multisensory Interactions: from Experiments to Experiences.- Immersion in Audiovisual Experiences.- Augmenting Sonic Experiences through Haptic Feedback.- From the Lab to the Stage: Practical Considerations on Designing Performances with Immersive Virtual Musical Instruments.- Index.
£37.85
Springer International Publishing AG HCI in Mobility, Transport, and Automotive
Book SynopsisThis book constitutes the refereed proceedings of the 4th International Conference on HCI in Mobility, Transport, and Automotive Systems, MobiTAS 2022, held as part of the 23rd International Conference, HCI International 2022, which was held virtually in June/July 2022. The total of 1271 papers and 275 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 5487 submissions. The MobiTAS 2022 proceedings were organized in the following topical sections: Designing Interactions in the Mobility, Transport, and Automotive Context; Human-Centered Design of Automotive Systems; Driver Information and Assistance Systems; Studies on Automated Driving; and Micro-mobility and Urban Mobility. Table of ContentsDesigning Interactions in the Mobility, Transport, and Automotive Context.- How to Support Rapid Prototyping of Virtual Content for Automotive AR Head-up Displays.- Creating Geopositioned 3D Areas of Interest from Fleet Gaze Data.- Exploring New Depths: How Could Passengers Interact With Future In-Car Holographic 3D Displays.- Establishment and Validation of Flight Crew Training Cost Model.- Omniverse-OpenDS: Enabling Agile Developments for Complex Driving Scenarios via Reconfigurable Abstractions.- Oneiros-OpenDS: An Interactive and Extensible Toolkit for Agile and Automated Developments of Complicated Driving Scenes.- Towards Scenario-based and Question-driven Explanations in Autonomous Vehicles.- Human-Centered Design of Automotive Systems.- Investigate the In-Vehicle Healthcare System Design Opportunities: Findings from a Co-Design Study.- User-Centered Development of a Route Planning App for Fragmented Automated Drives.- Gender Preference Differences in Color Temperature Associated with LED Light Sources in the Autopilot Cabin.- A Deep Dive into the China’s Gen Z: How They Use and What They Expect for Their Cars.- Effect of Age on Driving Behavior and a Neurophysiological Interpretation.- The impact of Directional Road Signs Combinations and Language Unfamiliarity on Driving Behavior.- Towards a Customizable Usage Requirements Cycle.- Understanding Drivers’ Physiological Responses in Different Road Conditions.- Co-Designing the Next Generation Automatic Driving Vehicle HMI Interface with Lead-Users.- Driver Information and Assistance Systems.- Driving Experiment System Using HMDs to Measure Drivers’ Proficiency and Difficulty of Various Road Conditions.- Inspection of In-Vehicle Touchscreen Infotainment Display for Different Screen Locations, Menu Types, and Positions.-Ergonomics Evaluation of in-Vehicle HMI based on Meander of Finger Trajectory.- Face2Statistics: User-Friendly, Low-Cost and Effective Alternative to In-Vehicle Sensors/Monitors for Drivers.- User-centered Information Architecture of Vehicle AR-HUD System.- Emotional Design for In-vehicle Infotainment Systems: An Exploratory Co-design Study.- Studies on Automated Driving.- Watch Out Car, He’s Drunk! How Passengers of Vehicles Perceive Risky Crossing Situations based on Situational Parameters.- Impacts of Autonomous Vehicle Driving Logics on Heterogenous Traffic and Evaluating Transport Interventions with Microsimulation Experiments.- HAVIT: A Virtual Reality Testbed to Support Human-Autonomous Vehicle Interaction Studies.- Visualization Analysis on Literature Maps of Chinese Intelligent Vehicle Design based on CiteSpace.- Social Acceptability of Autonomous Vehicles: Unveiling Correlation of Passenger Trust and Emotional Response.- Beyond SAE J3016: New Design Spaces for Human-Centered Driving Automation.- Study of the Hazard Perception Model for Automated Driving Systems.- A Preliminary Evaluation of Driver’s Workload in Partially Automated Vehicles.- Testing Approach of HMI Designs for Vehicles with Automated Driving Systems: a Usability Test Case based on the Driving Simulator.- Micro-mobility and Urban Mobility.- Towards a Framework for Detecting Temporary Obstacles and their Impact on Mobility for Diversely Disabled Users.- Assistive Systems for Special Mobility Needs in the Coastal Smart City.- Exploring Private Scooter Owners' Willingness to Introduce their Own Scooter into Vehicle Sharing Services.- Temporal Travel Demand Analysis of Irregular Bike-Sharing Users.- Analysis of the Tasks of Control Room Operators within Chinese Motorway Control Rooms.- Gender Inclusiveness in Public Transportation: Social Media Analysis.- Robust Linear Regression-Based GIS Technique for Modeling the Processing Time at Tourism Destinations.- Enabling Knowledge Extraction on Bike Sharing Systems throughout Open Data.- Perception of Incidental Social Interactions during Independent Travel on Public Transport: an Exploratory Study with Adults with Intellectual Disability.- Corporate Mobility Budgets as a Contribution to the Enforcement of Sustainable Mobility.- A Tangible based Interaction- and Visualization- Tool for the Analyzation of Individual Mobility Data on an Augmented Reality Table.
£80.99
Springer International Publishing AG Social Computing and Social Media: Applications in Education and Commerce: 14th International Conference, SCSM 2022, Held as Part of the 24th HCI International Conference, HCII 2022, Virtual Event, June 26 – July 1, 2022, Proceedings, Part
Book SynopsisThis two-volume set LNCS 13315 and 13316 constitutes the refereed proceedings of the 14th International Conference on Social Computing and Social Media, SCSM 2022, held as part of the 24rd International Conference, HCI International 2022, which took place in June-July 2022. Due to COVID-19 pandemic the conference was held virtually.The total of 1276 papers and 275 posters included in the 40 HCII 2022 proceedings volumes was carefully reviewed and selected from 5583 submissions. The papers of SCSM 2022, Part II, are organized in topical sections named: social media in education; customer experience and consumer behavior.Table of ContentsSocial Media in Education.- Customer Experience and Consumer Behavior.
£62.99
Springer International Publishing AG Distributed, Ambient and Pervasive Interactions. Smart Living, Learning, Well-being and Health, Art and Creativity: 10th International Conference, DAPI 2022, Held as Part of the 24th HCI International Conference, HCII 2022, Virtual Event, J
Book SynopsisThe two-volume set, LNCS 13325 and 13326, are conference proceedings that constitutes the refereed proceedings of the 10th International Conference on Distributed, Ambient and Pervasive Interactions, DAPI 2022, held as part of the 24th International Conference, HCI International 2022, which took place during June-July 2022. The conference was held virtually due to the COVID-19 pandemic. The 58 papers of DAPI 2022 are organized in topical sections named for each volume: Part I: User Experience and Interaction Design for Smart Ecosystems; Smart Cities, Smart Islands, and Intelligent Urban Living; Smart Artifacts in Smart Environments; and Opportunities and Challenges for the Near Future Smart EnvironmentsPart II: Smart Living in Pervasive IoT Ecosystems; Distributed, Ambient, and Pervasive Education and Learning; Distributed, Ambient, and Pervasive Well-being and Healthcare; and Smart Creativity and Art.
£62.99
Springer International Publishing AG Culture and Computing: 10th International
Book SynopsisThis book constitutes the refereed proceedings of the 10th International Conference on Culture and Computing, C&C 2022, held as part of the 23rd International Conference, HCI International 2022, which was held virtually in June/July 2022. The total of 1271 papers and 275 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 5487 submissions. The C&C 2022 proceedings presents topics such as User Experience, Culture, and Technology, Culture and Computing in Arts and Music and preservation and fruition of cultural heritage, as well as developing and shaping future cultures.Table of ContentsUser Experience, Culture, and Technology.- Interactions with Tangible and Intangible Cultural Heritage.- Culture and Computing in Arts and Music.- Reflections on ICT and Culture.
£62.99
Springer International Publishing AG Distributed, Ambient and Pervasive Interactions. Smart Environments, Ecosystems, and Cities: 10th International Conference, DAPI 2022, Held as Part of the 24th HCI International Conference, HCII 2022, Virtual Event, June 26 – July 1, 2022,
Book SynopsisThe two-volume set, LNCS 13325 and 13326, are conference proceedings that constitutes the refereed proceedings of the 10th International Conference on Distributed, Ambient and Pervasive Interactions, DAPI 2022, held as part of the 24th International Conference, HCI International 2022, which took place during June-July 2022. The conference was held virtually due to the COVID-19 pandemic. The 58 papers of DAPI 2022 are organized in topical sections named for each volume: Part I: User Experience and Interaction Design for Smart Ecosystems; Smart Cities, Smart Islands, and Intelligent Urban Living; Smart Artifacts in Smart Environments; and Opportunities and Challenges for the Near Future Smart EnvironmentsPart II: Smart Living in Pervasive IoT Ecosystems; Distributed, Ambient, and Pervasive Education and Learning; Distributed, Ambient, and Pervasive Well-being and Healthcare; and Smart Creativity and Art.
£62.99
Springer International Publishing AG HCI for Cybersecurity, Privacy and Trust: 4th
Book SynopsisThis book constitutes the refereed proceedings of the 4th International Conference on HCI for Cybersecurity, Privacy and Trust, HCI-CPT 2022, held as part of the 23rd International Conference, HCI International 2022, which was held virtually in June/July 2022. The total of 1271 papers and 275 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 5487 submissions. The HCI-CPT 2022 proceedings focuses on to user privacy and data protection, trustworthiness and User Experience in cybersecurity, multi-faceted authentication methods and tools, HCI in cyber defense and protection, studies on usable security in Intelligent Environments, as well as the impact of the Covid-19 pandemic on cybersecurityTable of ContentsUser Privacy and Data Protection.- Trustworthiness and User Experience in Cybersecurity.- Multi-faceted Authentication Methods and Tools.- HCI in Cyber Defense and Protection.- Studies on Usable Security in Intelligent Environments.- The Impact of the Covid-19 Pandemic on Cybersecurity.
£71.99
Springer International Publishing AG Learning and Collaboration Technologies.
Book SynopsisThis proceedings, LCT 2022, constitutes the refereed proceedings of the 9th International Conference on Learning and Collaboration Technologies, LCT 2022, held as Part of the 24th International Conference, HCI International 2022, which took place in June/July 2022. Due to COVID-19 pandemic the conference was held virtually.The total of 1271 papers and 275 poster papers included in the 39 HCII 2022 proceedings volumes was carefully reviewed and selected from 5487 submissions. The papers of LCT 2022 are organized in topical sections named: Designing and Developing Learning Technologies; Learning and Teaching Online; Diversity in Learning; Technology in Education: Practices and Experiences.
£71.99
Springer International Publishing AG Learning and Collaboration Technologies. Novel
Book SynopsisChapter “Developing a VR Tool to Support Repeat Pattern Design Learning ” is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
£58.49
Springer International Publishing AG Digital Human Modeling and Applications in Health, Safety, Ergonomics and Risk Management. Anthropometry, Human Behavior, and Communication: 13th International Conference, DHM 2022, Held as Part of the 24th HCI International Conference, HCI
Book SynopsisThis two-volume set LNCS 1319 and 13320 constitutes the thoroughly refereed proceedings of the 13th International Conference on Digital Human Modeling and Applications in Health, Safety, Ergonomics and Risk Management, DHM 2022, which was held virtually as part of the 24rd HCI International Conference, HCII 2022, in June/July 2022.The total of 1271 papers and 275 poster papers included in the 39 HCII 2022 proceedings volumes was carefully reviewed and selected from 5487 submissions. DHM 2022 includes a total of 56 papers. The first volume focuses on topics related to ergonomic design, anthropometry, and human modeling, as well as collaboration, communication, and human behavior. The second volume focuses on topics related to task analysis, quality and safety in healthcare, as well as occupational health and operations management, and Digital Human Modeling in interactive product and service design.Table of ContentsErgonomic Design, Anthropometry, and Human Modeling.- Testing of Different Strings for their Usability in Actuation of Exosuits.- Utilizing Digital Human Modeling to Optimize the Ergonomic Environment of Heavy.- An Early Design Method to Quantify Vision Obstruction: Formula One (F1) Halo Case Study.- Redesigning an Excavator Operator’s Seat and Controls using Digital Human Modelling in RAMSIS.- Research on the Index System for Evaluating the Ergonomics Design of Helicopter Cockpits.- A Design Method of Sports Protective Gear Based on Periodic Discrete Parameterization.- Feasibility Study for the Physical Load Evaluation of Construction Machine Ingress and Maintenance.- Computer-Aid Ergonomic Analysis of Excavator Driver’s Body Posture Model.- Grasp Intent Modelling through Multi Sensorial Data.- Research on Adjustable Classroom Desks and Chairs Based on the Human Dimensions of Chinese Minors.- A Bed Design Model Research for the Self-care Elderly.- Grasp Synthesis for the Hands of Elderly People with Reduced Muscular Force, Slippery Skin, and Limitation in Range of Motion.- Design and Application of Skirt Fit Software for Human Body Ontology Knowledge.- Improvement of Chair in Ladder Classroom Based on Human Data and Behavior Investigation of College Students.- Development and Verification of Measurement Tools for Human Dynamic Development.- Collaboration, Communication, and Human Behavior.- AI-driven Human Motion Classification and Analysis using Laban Movement System.- A Bibliometric Analysis of Robot Collaborative Service During 2011-2021.- Subjective Scores and Gaze Distribution in Personality Evaluations: Effect of Subjects’ Clothing on Observers’ Impressions of Them.- A Dynamic Semantics for Multimodal Communication.- The Interaction Space: Considering Speaker-hearer Location in Co-speech Gesture Analysis and Annotation.- Safety Issues in Human-Machine Collaboration and Possible Countermeasures.- ViCon - Towards Understanding Visual Support Systems in Collaborative Video Conferencing.- Revolutionizing Ergonomics in Manufacturing Processes Using Collaborative Robots: A Systematic Literature Review.- Multimodal Analysis of Interruptions.- Correlation Study of Clothing Pressure and Reducing Exercise Fatigue During Exergames.- Study on the Sailors’ Athletic Ability Change Rule of Long-Time Simulated Voyage.
£58.49
Springer International Publishing AG Virtual, Augmented and Mixed Reality: Applications in Education, Aviation and Industry: 14th International Conference, VAMR 2022, Held as Part of the 24th HCI International Conference, HCII 2022, Virtual Event, June 26 – July 1, 2022, Proce
Book SynopsisThis two-volume set LNCS 13317 and 13318 constitutes the thoroughly refereed proceedings of the 14th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2022, held virtually as part of the 24rd HCI International Conference, HCII 2022, in June/July 2022.The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The 56 papers included in this 2-volume set were organized in topical sections as follows: Developing VAMR Environments; Evaluating VAMR environments; Gesture-based, haptic and multimodal interaction in VAMR; Social, emotional, psychological and persuasive aspects in VAMR; VAMR in learning, education and culture; VAMR in aviation; Industrial applications of VAMR. The first volume focuses on topics related to developing and evaluating VAMR environments, gesture-based, haptic and multimodal interaction in VAMR, as well as social, emotional, psychological and persuasive aspects in VAMR, while the second focusses on topics related to VAMR in learning, education and culture, VAMR in aviation, and industrial applications of VAMR.Table of ContentsVAMR in learning, education and culture.- User Movement for Safety Training in a Virtual Chemistry Lab.- Development of an Educational AR Tool for Visualization of Spatial Figures and Volume Calculation for Vocational Education.- An Extended Reality Simulator for Advanced Trauma Life Support Training.- Virtual Access to STEM Careers: Two Preliminary Investigations.- Me, Myself, and the (Virtual) World: A Review of Learning Research in 4E Cognition and Immersive Virtual Reality.- Using AR Headset Camera to Track Museum Visitor Attention: Initial Development Phase.- Sculpting in Augmented Reality - Redefining Digital Crafts Through Multimodal Interactions.- Multi-agent Crowd Simulation in an Active Shooter Environment.- The Need for Universal Design of eXtended Reality (XR) Technology in Primary and Secondary Education - Identifying Opportunities, Challenges, and Knowledge Gaps from the Literature.- Towards Improvement of UX using Gamification for Public Artistic and Historical Artifacts in AR.- Intertwining History and Places: The Design of TongSEE Location-Based Augmented Reality Application for History Learning.- VAMR in aviation.- Practice Makes Perfect or Does It? Practice Effect in Flying HUD Localizer-Guided Low Visibility Takeoffs.- Identification of Expert Tower Controller Visual Scanning Patterns in Support of the Development of Automated Training Tools.- A Civil Aircraft Cockpit Control Device Design Using Mixed Reality Device.- Comparing the Effect of Airflow Direction on Simulator Sickness and User Comfort in a High-Fidelity Driving Simulator.- Preliminary Findings: Application of Maintenance Instructions Displayed in Augmented Reality.- Human Factors Considerations for Head-Worn Displays in Civil Aviation.- Estimating Cognitive Load and Cybersickness of Pilots in VR Simulations via Unobtrusive Physiological Sensors.- Critical Review of Extended Reality Applications in Aviation.- Industrial applications of VAMR.
£58.49
Springer International Publishing AG Haptics: Science, Technology, Applications: 13th International Conference on Human Haptic Sensing and Touch Enabled Computer Applications, EuroHaptics 2022, Hamburg, Germany, May 22–25, 2022, Proceedings
Book SynopsisThis open access book constitutes the proceedings of the 13th International Conference on Human Haptic Sensing and Touch Enabled Computer Applications, EuroHaptics 2022, held in Hamburg, Germany, in May 2022.The 36 regular papers included in this book were carefully reviewed and selected from 129 submissions. They were organized in topical sections as follows: haptic science; haptic technology; and haptic applications. Table of Contentsationary Hands.- Perception of friction in tactile exploration of micro-structured rubber samples.- Influence of Prior Visual Information on Exploratory Movement Direction in Texture Perception.- Guidance for the Design of Vibrotactile Patterns for Use on the Human Back.- Speed Discrimination In The Apparent Haptic Motion Illusion.- Neutral point in haptic perception of softness.- Pilot Study on Presenting Pulling Sensation by Electro-Tactile Stimulation.- A Preliminary Study on the Perceptual Independence Between Vibrotactile and Thermal Senses.- Spatial compatibility of visual and tactile stimulation in shared haptic perception.- Increasing Perceived Weight and Resistance by Applying Vibration to Tendons during Active Arm Movements.- A comparison of haptic and auditory feedback as a warning signal for slip in tele-operation scenarios.- Experiencing touch by technology.- Effect of Focus Direction and Agency on Tactile Perceptibility.- Haptic Guidance for Teleoperation: Optimizing Performance and User Experience.- A Multi-Modal Haptic Armband for Finger-Level Sensory Feedback from a Prosthetic Hand.- Sound Pressure Field Reconstruction for Ultrasound Phased Array by Linear Synthesis Scheme Optimization.- A Rotary Induction Actuator for Kinesthetic and Tactile Rendering.- Haptic Feedback for Wrist Angle Adjustment.- Larger skin-surface contact through a fingertip wearable improves roughness perception.- Expanding Dynamic Range of Electrical Stimulation Using Anesthetic Cream.- Haptic Rattle: Multi-Modal Rendering of Virtual Objects Inside a Hollow Container.- Design of a 2-DoF Haptic Device for Motion Guidance.- Preliminary Design of a Flexible Haptic Surface.- Human Self-Touch vs Other-Touch Resolved by Machine Learning.- Investigating Movement-Related Tactile Suppression Using Commercial VR Controllers.- Estimation of Frictional Force Using the Thermal Images of Target Surface during Stroking.- Spatial Resolution of Mesoscopic Shapes Presented by Airborne Ultrasound.- Vibrotactile Similarity Perception in Crowdsourced and Lab Studies.- Perception of spatialized vibrotactile impacts in a hand-held tangible for virtual reality.- Wearable Haptics in a Modern VRRehabilitation System: Design Comparison forUsability and Engagement.- Perceiving Sequences and Layouts through Touch.- Whole-Hand Haptics for Mid-Air Buttons.- Proximity-based Haptic Feedback for Collaborative Robotic Needle Insertion.- Furekit: Wearable Tactile Music Toolkit for Children with ASD.- A database of vibratory signals from free haptic exploration of natural material textures and perceptual judgments (ViPer): analysis of spectral statistics.
£31.49
Springer International Publishing AG Technology and Disability: 50 Years of Trace R&D Center Contributions and Lessons Learned
Book SynopsisThis book outlines the development of the Trace R&D Center as an institution for furthering accessible and assistive technologies. The book walks readers through the Center’s nascent attempts to solve individual challenges with augmentative communication devices through contemporary efforts to establish global frameworks and infrastructures for accessibility. This book is premised on the Center’s mission to maximize the potential of people with disabilities by harnessing evolving technologies while at the same time dismantling the barriers created by those same technological advancements. Readers will learn how this has been done in the past and why this practice should be a fundamental and integrated feature in new technology planning and implementation. The book touches on pre-internet technologies before exploring the huge implications of, first, the personal computer and, second, the Internet. In parallel with the massive growth in scale rendered by the launch of the Web, the book traces the expansion of the Center’s focus from the individual to the universal, particularly in working to establish accessibility standards and infrastructures. Learning from the successes and failures of the Center, the book outlines many past challenges and future directions for the development of technologies for people with disabilities from the research and industry perspectives.Table of ContentsTrace Center Origin and Evolution.- Augmentative Communication (1971–).- Pre-Internet/Pre-Web Summative Information (1970s–1990s).- Computer Access (1980–).- Electronic Consumer Products and General Accessibility (1990–).- Web Access (1990–).- Telecommunication Access (1990–).- Kiosks and Information—Transaction Machine Access (1999–).- Accessibility Infrastructure (2010 –).- Move to University of Maryland (2016).- Elements that Have Defined the Trace Center.- Some Lessons Learned from Trace’s First 50 Years.- Trace’s Focus for the Next Decade(s) (2021–).
£53.99
Springer International Publishing AG Human-Automation Interaction: Mobile Computing
Book SynopsisThis book provides practical guidance and awareness for a growing body of knowledge developing across a variety of disciplines. This initiative is a celebration of the Gavriel Salvendy International Symposium (GSIS) and provides a survey of topics and emerging areas of interest in human–automation interaction. This set of articles for the GSIS emphasizes a main thematic areas: mobile computing. Main areas of coverage include Section A: Health, Care and Assistive Technologies; Section B: Usability, User Experience and Design; Section C: Virtual Learning, Training and Collaboration; Section D: Ergonomics in Work, Automation and Production. In total, there are more than 600 pages emphasizing contributions from especially early career researchers that were featured as part of this (virtual) symposium and celebration. Gavriel Salvendy initiated the conferences that run annually as Human–Computer Interaction within LNCS of Springer and Applied Human Factors and Ergonomics International (AHFE). The book is inclusive of human–computer interaction and human factors and ergonomics principles, yet is intended to serve a much wider audience that has interest in automation and human modeling. The emerging need for human–automation interaction expertise has developed from an ever-growing availability and presence of automation in our everyday lives. This initiative is intended to provide practical guidance and awareness for a growing body of knowledge developing across a variety of disciplines and many countries. Table of ContentsDon’t Stand so Close to Me: Acceptance of delegating intimate health care tasks to assistive robots.- Designing a Voice Intelligent Agent: A Review and Appraisal.- Job crafting & re-design in a rapidly changing world of work: A bibliometric analysis & review.- Resilience Engineering and Safe Work Method Statements in Construction Projects.- Agent Transparency for Human-Autonomy Teaming.- Cuteness Engineering and UX Design.- Small screen-large information challenge for older adults: navigating through big pictures and menus of mobile phones.
£125.99
Springer International Publishing AG Advances in Computer Games: 17th International
Book SynopsisThis book constitutes the refereed post-conference proceedings of the 17th International Conference on Advances in Computer Games, ACG 2021, which was held as a virtual event during November 23–25, 2021. The 22 full papers included in this book were carefully reviewed and selected from 34 submissions. They were organized in topical sections as follows: learning in games; search in games; solving games; chess patterns; player modelling; and game systems.Table of ContentsLearning in Games.- Improving Counterfactual Regret Minimization Agents Training in the Card Game Cheat.- Deep Reinforcement Learning for Morpion Solitaire.- Expert Iteration for Risk.- Search in Games.- Sequential Halving Using Scores.- Cosine Annealing, Mixnet and Swish Activation for Computer Go.- A Heuristic Approach to the Game of Sylver Coinage.- Evaluating Interpretability Methods for DNNs in Game-Playing Agents.- Solving Games.- Quixo is Solved.- Solving Bicoloring-Graph Games on Rectangular Boards – Part 1: Partisan Col and Snort.- Solving Bicoloring-Graph Games on Rectangular Boards – Part 2: Impartial Col and Snort.- BoxOff is NP-Complete.
£52.24
Springer International Publishing AG Disruptive Technologies: The Convergence of New
Book SynopsisThrough a series of highly speculative contributions by both leading and highly acclaimed practitioners and theorists, this book gives a new comprehensive overview of architectures’ most recent practical and theoretical developments. While a few chapters are mostly dedicated to a historical analysis of how we got to experience a new technological reality in architecture and beyond, all chapters including the most forward looking, have in common their rigorous understanding of history as a pool of radical experiments, whether one speaks of the history of architecture, or of sociology, technology, and science. Disruptive Technologies: The Convergence of New Paradigms in Architecture is required reading for anybody student, practitioner, and educator who wants to do serious research in architecture and all disciplines dealing with the shaping of our environment, beyond the important but restricted domain of computational architectural design.Additional multimedia content via app: download the SN More Media app for free, scan a link with play button and access to the Additional Contents directly on your smartphone or tablet.Table of Contents1: Disruptive Technologies in Architecture (General Introduction).- 2.1: Robotics and AI in Architecture.- 2.2: Bioptemes and Mechy Max Systems: Topological Imaginations of Adaptive Architecture.- 2.3: How Do We Want to Interact with Robotic Environments? User Preferences for Embodied Interactions, from Pushbuttons to AI.- 2.4: Design-to-Robotic-Production and -Operation for Activating Bio-Cyber-Physical Environments.- 2.5: Conceptual and Methodological Constructs for People-Oriented Public Spaces.- 3.1: Architectural Intelligence, Machine and Human Learning.- 3.2: Architectural Knowledge and Learning Algorithms.- 3.3: On Legibility: Machine Readable Architecture.- 3.4: Where is reality? Can you show it to me? Constructing Artificial Agency.- 3.6: From Disruptions in Architectural Pedagogy to Disruptive Pedagogies for Architecture.- 4.1: Cyber-Urban Integration, Disruptive Construction Technologies, and Tectonics.- 4.2: Cyber-Urban Integration.- 4.3: Democratising Tectonism: High performance geometry for mass-customisation of virtual and physical spaces.- 4.4: Why Disruptive Business Models are Inseparable from Disruptive Technologies?.
£123.49
Springer International Publishing AG Haptic and Audio Interaction Design: 11th International Workshop, HAID 2022, London, UK, August 25–26, 2022, Proceedings
Book SynopsisThis book constitutes the refereed proceedings of the 11th International Conference on Haptic and Audio Interaction Design, HAID 2022, held in London, UK, in August 2022. The 13 full papers presented were carefully reviewed and selected from 19 submissions that were sent for peer review. The papers are organized in topical sections on accessibility, perception, design and applications, and musical applications.
£47.49
Springer International Publishing AG Diagrammatic Representation and Inference: 13th
Book SynopsisThis book constitutes the refereed proceedings of the 13th International Conference on the Theory and Application of Diagrams, Diagrams 2022, held in Rome, Italy, in September 2022. The 11 full papers and 19 short papers presented together with 5 posters were carefully reviewed and selected from 58 submissions. 8 chapters are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
£44.99
Springer International Publishing AG Extended Reality: First International Conference,
Book SynopsisThis two volume proceedings, LNCS 13445 and 13446, constitutes the refereed proceedings of the 9th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, XR Salento 2022, held in Lecce, Italy, July 6–8, 2022. Due to COVID-19 pandemic the conference was held as a hybrid conference.The 42 full and 16 short papers were carefully reviewed and selected from 84 submissions. The papers discuss key issues, approaches, ideas, open problems, innovative applications and trends in virtual reality, augmented reality, mixed reality, applications in cultural heritage, in medicine, in education, and in industry.Table of ContentseXtended Reality for learning and training.- Mixed Reality Agents for Automated Mentoring Processes.- Asynchronous Manual Work in Mixed Reality Remote Collaboration.- A virtual reality serious game for children with dyslexia: DixGame.- Processing Physiological Sensor Data in Near Real-Time as Social Signals for their Use on Social Virtual Reality Platforms.- Developing a tutorial for improving usability and user skills in an immersive virtual reality experience.- Challenges in Virtual Reality Training for CRBN Events.- A Preliminary Study on the Teaching Mode of Interactive VR Painting Ability Cultivation.- eXtended Reality in education.- Factors in the cognitive-emotional impact of Educational Environmental Narrative Videogames.- Instinct-based Decision-making in Interactive Narratives.- The application of immersive virtual reality for children's road education: validation of a pedestrian crossing scenario.- Collaborative VR scene broadcasting for geometry education.- Collaborative Mixed Reality Annotations System for Science and History Education Based on UWB Positioning and Low-cost AR Glasses.- Artificial Intelligence and Machine Learning for eXtended Reality.- Can AI replace conventional markerless tracking? A comparative performance study for mobile augmented reality based on artificial intelligence..- Find, Fuse, Fight: genetic algorithms to provide engaging content for multiplayer augmented reality games.- Synthetic data generation for surface defect detection*.- eXtended Reality in Geo-Information Sciences.- ARtefact: A Conceptual Framework for the Integrated Information Management of Archaeological Excavations.- Geomatics meets XR: a brief overview of the synergy between Geospatial data and augmented visualization..- Utilization of Geographic Data for the Creation of Occlusion Models in the Context of Mixed Reality Applications.- Development of an open-source 3D WebGIS framework to promote cultural heritage dissemination.- Industrial eXtended Reality.- A FRAMEWORK FOR DEVELOPING XR APPLICATIONS INCLUDING MULTIPLE SENSORIAL MEDIA.- Augmented Reality Remote Maintenance in Industry: A Systematic Literature Review.- Virtual Teleoperation Setup for a Bimanual Bartending Robot.- eXtended Reality in the digital transformation of museums.- Virtualization and Vice Versa: A new procedural model of the reverse virtualization for the user behavior tracking in the Virtual Museums.- “You can tell a man by the emotion he feels”: How Emotions Influence Visual Inspection of Abstract Art in Immersive Virtual Reality.- Augmented Reality and 3D Printing for Archaeological Heritage: Evaluation of Visitor Experience.- Building blocks for multi-dimensional WebXR inspection tools targeting Cultural Heritage.- Comparing the impact of low-cost 360° cultural heritage videos displayed in 2D screens versus virtual reality headsets.- eXtended Reality beyond the five senses.- Non-immersive versus immersive extended reality for motor imagery neurofeedback within a brain-computer interfaces.- Virtual Reality enhances EEG-based neurofeedback for emotional self-regulation.- Psychological and Educational Interventions Among Cancer Patients: A Systematic Review to Analyze the Role of Immersive Virtual Reality for Improving Patients’ Well-Being.
£40.49
Springer International Publishing AG Educating for a New Future: Making Sense of Technology-Enhanced Learning Adoption: 17th European Conference on Technology Enhanced Learning, EC-TEL 2022, Toulouse, France, September 12–16, 2022, Proceedings
Book SynopsisThis book constitutes the proceedings of the 17th European Conference on Technology Enhanced Learning, EC-TEL 2022, held in Toulouse, France, in September 2022.The 30 research papers and 31 demo and poster papers presented in this volume were carefully reviewed and selected from 109 submissions. Chapter “Learners’ Strategies in Interactive Sorting Tasks” is available open access under a CC BY 4.0 license.Table of ContentsWho are my peers? Learner Controlled Social Comparison in a Programming Course.- A Dashboard to Support Teachers during Students’ Self-paced AI-supported Problem-solving Practice.- Pyrates: a serious game designed to support the transition from block-based to text-based programming.- Privacy-preserving and scalable affect detection in online synchronous learning.- Video Assisted Self-Regulated Learning (SRL) Training: COVID-19 Edition.- An Empirical Study of the Effects of Virtual Currency on Learners in Out of Class Practicing.- Effects of discipline, gender, and remediation on both the achievement and realism of Undergraduates on pre-requisite testing.- Enhancing Instructors’ Capability to Assess Open-Response using Natural Language Processing and Learning Analytics.- Exploring the Connections Between the Use of Automated Feedback System and Learning Behavior in a MOOC for Programming.- Integrating Podcasts into MOOCs: Comparing Effects of Audio- and Video-Based Education for Secondary Content.- The digitalization of teaching practices in K-12 education: insights from teachers’ perspective.- Representation-driven Mixed Initiative in Computer Supported Collaborative Learning in Secondary Education.- When and How to Update Online Analytical Models For Predicting Students Performance?.- Computational thinking : focus on pattern identification.- Towards modelling the technology integration in elementary school. A diachronic study of teachers' digital practices during and after Covid-19 lockdown.-Learning to Give a Complete Argument with a Conversational Agent: An Experimental Study in Two Domains of Argumentation.- Video Segmentation and Characterisation to Support Learning.- Assessing the Quality of Student-Generated Short Answer Questions using GPT-3.- Designing Playful Intelligent Tutoring Software to Support Engaging and Effective Algebra Learning.- Towards Generalized Methods for Automatic Question Generation in Educational Domains.- Learners’ Strategies in Interactive Sorting Tasks.- Adapting learning analytics dashboards by and for university students.- The Evaluation of One-to-One Initiatives: Exploratory Results from a Systematic Review.- Designing a Moodle Plugin for Promoting Learners' Self-Regulated Learning in Blended Learning.- Uncovering Student Temporal Learning Patterns.- The Disciplinary Learning Companion: the impact of disciplinary and topic-specific reflection on students' metacognitive abilities and academic achievement.- Medical Students’ Perception of a Serious Game (ECOGAME) of simulating an OSCE station: Case of Mohammed VI University of Health Sciences (UM6SS).- Integrating DLR in classroom teaching: effects on teaching practices and student perceptions.- Privacy-Preserving Synthetic Educational Data Generation.- Supporting Self-regulated Learning in BL: Exploring learners' tactics and strategies.- Promoting Universal Design for Learning through Digital Assistive Tools in GamesHUB.- iTeachApp, a teaching analytics tool for providing self-assessment and recommendations to teachers.- Deliberate Practice of Handwriting: Supervision under the ghost of an expert.- CHEST: a Linked Open Data-based application to annotate and carry out learning tasks about Cultural Heritag.- Towards an automated adaptive learning web platform through personalization of language learning pathways.- Miranda: A Chatbot for Supporting Self-Regulated Learning.- Superpowers in the Classrom: Hyperchalk is an Online Whiteboard for Learning Analytics Data Collection.- An educational conversational agent for GDPR.- e-FeeD4Mi: Automating Tailored LA-Informed Feedback in Virtual Learning Environments.- Digital?Sicher! – an educational game to build digital competences.- Towards effective blended learning through the eyes of students: A survey study in transition into face-to-face education.- Measuring students’ self-regulated learning skills from their digital traces and learning pathways.- Digital Media in Schools During the Covid-19 Lockdown: Teachers’ Experiences with Choosing Teaching Strategies.- Providing Novice Programmers with Process and Self-regulation Explainable Feedback Appears Ineffectual.- Exploring teacher's orchestration actions in Online and In-class Computer-Supported Collaborative Learning.- Using dialogic feedback to create learning communities during COVID-19: lessons for future teacher development.- Development of actionable insights for regulating students' collaborative writing of scientific texts.- Design a Dashboard for Secondary School Learners to Support Mastery Learning in a Gamified Learning Environment.- Towards an Authoring Tool to Help Teachers Create Mobile Collaborative Learning Games for Field Trips.- Design Pattern for Exploration and Experimentation: Result of Field Study on a Toy-Based Serious Game Design Method.- The enablers and barriers of using Slack for computer-mediated communication to support the learning journey: A case study at a university of applied sciences.- Mobile telepresence robots in education: Strengths, opportunities, weaknesses, and challenges.- What Teachers Would Expect from a Pedagogical Agent System Working at a Classroom Level: a Focus Group Study.- Designing LADs that promote sensemaking: a participatory tool.- Designing LADs that promote sensemaking: a participatory tool.- A conceptual framework for the creation of mobile collaboration tools.- Does Deliberately Failing Improve Learning in Introductory Computer Science?.- CLP: A Platform for Competitive Learning.- Studying cohort influence on student performance prediction in multi-cohort university courses.- What kind and How many?: Exploring feedback in remote training of procedural skills in physiotherapy.- Personalizing the Sequencing of Learning Activities by using the Q-Learning and the Bayesian Knowledge Tracing.
£67.49
Springer International Publishing AG Embodied Human–Computer Interaction in Vocal
Book SynopsisThis SpringerBrief provides a unique insight into the practice and research of the connections between voice, HCI and embodiment. Specifically, it explores how the voice can be embodied and mediated by means of gestural communication through sensor interfaces and aims to situate and contextualise various aspects that generate meaningful connections in such interactive interface performance. The author offers an approach for understanding creative practices between humans and computers in gestural live music performance, from the perspective of the embodied relationships created within such systems. Underlying practices, principles and sensor technologies that support creativity in embodied human-computer interaction in vocal music performance are examined and a dynamic framework and tools for anyone wishing to engage with this subject in depth are presented. The book is essential reading not only for musicians, composers, researchers, application developers, musicologists and educators but also for students and tertiary institutions as well as actors and dramaturgs in a music context. Trade Review“Baumann provides an analytical framework for the various aspects that generate meaningful connections in interface performances. The book’s four chapters are devoted to the author’s practical experience with how music is localized and contextualized from the “creative potential of the abstract vocal terrain’ … through low- to high-level languages and interface configurations. … The book’s methodology is based on interviews with artists, nontraditional academic sources, and cognitive suggestions that Baumann captures from her life experiences with music.” (Romina Fucà, Computing Reviews, July 31, 2023)Table of ContentsIntroduction.- The embodied voice.- The mediated voice.- Embodied interface performance with gestural systems.
£37.99
Springer International Publishing AG HCI International 2022 – Late Breaking Papers: HCI for Today's Community and Economy: 24th International Conference on Human-Computer Interaction, HCII 2022, Virtual Event, June 26–July 1, 2022, Proceedings
Book SynopsisThis proceedings LNCS 13516 constitutes the refereed proceedings of the 24th International Conference on Human-Computer Interaction, HCII 2022, which was held virtually as part of the 24th International Conference, HCII 2022, during June 26 to July 1, 2022. HCII 2022 received a total of 5583 submissions from academia, research institutes, industry, and governmental agencies from 88 countries submitted contributions, and 1276 papers and 275 posters were included in the proceedings that were published just before the start of the conference. Additionally, 296 papers and 181 posters are included in the volumes of the proceedings published after the conference, as “Late Breaking Work” (papers and posters). The contributions thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas.Table of ContentsInteracting with Cultural Heritage.- Visualizations of Historical Spatial Data as Tools of Exploration and Education.- Modified SCQA Framework for Interactive Scenario Design.- Anti-Space as a New Approach to Museum Design——A Case Study of the Influence of Social Sculpture on the General Art Field.- Interaction Design of Museum Displays in the Digital Age——Taking British Museum as an Example.- The Road of “Bie-Modern” of Periodization of Chinese Design Modern History.- A Study on Back and Forth Manzai of Milkboy by Focusing on Embodied Motions and Actions for Liven-up.- Participatory Practices in a Miniature Community Museum Based on Interaction Design Approaches.- A Study on the Virtual Delivery of Cultural Courtesy: AR Services for Packaging.- eCommerce, Business and Innovation.- Human-Computer Interaction Activities as a Basis in the Development of Innovations in Process: The Case of the Colombian Exporter SMEs.- The Impact and Countermeasures of the "Two Pillar" Scheme for Mobile Digital Enterprise Taxation.- Research on China's Mobile Commerce Value Added Tax under DEPA.- Digital Advertising Literacy in Gastronomy Brands - The Case of the Spanish chef Dabiz Muñoz.- Interface Experience, Brand Experience - On How Interface Design Models the Relationship with the Brand.- Research on Financial Restatement of Listed Companies in China——based on Internal Control and Risk Management Database (DIB).- What is Stopping you from using Mobile Payment? A PLS-SEM Approach.- Consumers’ Perceived Benefits and Costs for Amazon Go Based on Social Media Data Using Text Mining.- When Do People Purchase a Product of Color Which They Do Not Like?.- Luxury and Digital, Hindered Narratives?.- Research on Interactive Experience Design of E-Commerce Livestreaming based on Interaction Ritual Chains—Taking Taobao Livestreaming Platform as an Example.- Purchase Intention in Agricultural Products Live-Streaming Commerce: A S-O-R Model.- HCI for Energy, Environment and Sustainability.- Assurance Cases as Foundation Stone for Auditing AI-enabled and Autonomous Systems: Workshop Results and Political Recommendations for Action from the ExamAI Project.- AI Application in Architecture in UAE: Optimization of Parametric Structure as a Retrofit Strategy of a Mid-Rise Residential Building in Downtown Abu Dhabi.- Design and Implementation of An Eco Electric Vehicle Energy Management System.- Blockchain-Based Smart Energy Communities: Operation of Smart Legal Contract.- Acceptability & Usability of Location-Support Technologies for Cruise Ship Evacuations.- The Environment and its Implications in the Theory of Modern Science.- New Energy Hybrid Environment Power Management System: Design and Test based on DSpace High-fidelity Simulation.- Widespread of Stray Animals: Design a Technological Solution to Help Build a Rescue System for Stray Animals.- Research on Healthy City Construction from the Perspective of City Brand: Focus on Case of Seoul.- Effect of Street Canyon in Urban Soundscape by the Discussion of Computer Simulation.- Interaction in Automated Vehicles and Mobility.- Purchase Intention Towards Electric Vehicles in India: A Theory of Planned Behavior Perspective.- Participatory Design Fictions with Mixed Reality: A User Study Framework for Future Smart Cockpit.- Do Additional Auditory Instructions in Smartphone Navigation Con-Tribute to the Road Safety of Cyclists? A Field Study Evaluating the Gaze Behavior of Cyclists.- Comparative Study on Sentiments of New Energy Vehicle Owners Based on Opinion Mining.- Situating Audio Zone: In-vehicle Personal Audio Zone Use in Context.- Traffic and Transport Ergonomics on Long Term Multi-Agent Social Interactions: A Road User’s Tale.- Investigating End-user Acceptance of Last-mile Delivery by Autonomous Vehicles in the United States.- Mobility Data Stories for a better Understanding of Mobility Data.
£62.99