Human–computer interaction Books

328 products


  • Human-Centered Data Discovery

    Springer International Publishing AG Human-Centered Data Discovery

    Out of stock

    Book SynopsisThis book synthesizes existing research on human-centered data discovery, as well as the recommendations which exist for supporting the design of sustainable, user-centered data search systems. While information-seeking in various settings has been well-researched within computer and information science, not much is known about human-centered data discovery, or how people discover, understand and interact with data that others create. This is particularly relevant given the ever-increasing amounts of data being produced and made available, and the creation of data-specific discovery tools and systems. This book examines how people find the data they need, which search strategies and tools they use, how they understand data, and how search systems can be better designed to meet people’s needs.Table of ContentsIntroduction.- Data discovery: A human-centered view.- Data needs.- Discovering data.- Data evaluation and sensemaking.- Recommendations for data discovery, sensemaking and reuse.

    Out of stock

    £31.49

  • Computer Vision – ECCV 2022: 17th European

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

    1 in stock

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

    1 in stock

    £80.74

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

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

    1 in stock

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

    1 in stock

    £56.99

  • HCI International 2022 – Late Breaking Papers: Interacting with eXtended Reality and Artificial Intelligence: 24th International Conference on Human-Computer Interaction, HCII 2022, Virtual Event, June 26 – July 1, 2022, Proceedings

    Springer International Publishing AG HCI International 2022 – Late Breaking Papers: Interacting with eXtended Reality and Artificial Intelligence: 24th International Conference on Human-Computer Interaction, HCII 2022, Virtual Event, June 26 – July 1, 2022, Proceedings

    Out of stock

    Book SynopsisThis proceedings LNCS 13518 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, in June/July 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 ContentsUser Experience in eXtended Reality.- Youkai: a Cross-platform Framework for Testing VR/AR Apps.- Storyboards in VR Narratives Planning: How to Create and Evaluate Them.- A Study on the Analysis of Visual User Experience in HMD-Based Virtual Environments.- A Study on the Analysis of Visual User Experience in HMD-Based Virtual Environments.- Proposal for a User-Centered Virtual Reality System for Promoting Tourism in Peru.- Integrating Sensor Fusion with Pose Estimation for Simulating Human Interactions in Virtual Reality.- Development of a Surgical Image Object Display System Using AR Device and Evaluation of its Depth Perception.- The Practical Research of Mixed Reality for Photographic Darkroom Education.- Enabling Human Interaction in Virtual Reality: An Explorative Overview of Opportunities and Limitations of Current VR Technology.- Effects of Skin-to-Skin Interaction Through Avatars on Users in a VR Environment ― Assessment by Autonomic Nervous System Activity Index―.- The Possibility of Inducing the Proteus Effect for Social VR Users.- Virtual Reality to Support Healthcare Workers in Managing Stress and Anxiety During the COVID-19 Pandemic: An Online Survey.- Effects of Virtual Space in Soccer Tactical Instruction.- A Real Space Extension Approach Using a Turntable for Natural Walking in Virtual Reality.- Extending Smartphone-Based Hand Gesture Recognition for Augmented Reality Applications With Two-Finger-Pinch and Thumb-Orientation Gestures.- Metaverse and Human-Computer Interaction: A Technology Framework for 3D Virtual Worlds.- Metaverse and Human-Computer Interaction: A Technology Framework for 3D Virtual Worlds.- Artificial Intelligence in Human-Computer Interaction.- Explainable and High-Performance Hate and Offensive Speech Detection.- Improving Labeling Through Social Science Insights: Preliminary Results and Research Agenda.- How to Explain it to Energy Engineers – A Qualitative User Study About Trustworthiness, Understandability, and Actionability.- I'm Only Human: The Effects of Trust Dampening by Anthropomorphic Agents.- I'm Only Human: The Effects of Trust Dampening by Anthropomorphic Agents.- Understanding the Nature and Constituent Elements of Artificial Intelligence-Based Applications: a Scoping Review Research in Progress.- What Are The Factors That Drive AI Acceptance: A Meta-Analysis Approach.- How can No/Low Code platforms Help End-users Develop ML Applications? - A systematic review.- ConfLabeling: Assisting Image Labeling with User and System Confidence.- Conversations Towards Practiced AI -HCI Heuristics.- AI-based Coaching: Impact of a Chatbot’s Disclosure Behavior on the Working Alliance and Acceptance.- A Unified Framework to Collect and Document AI-Infused Project Exemplars.- Hey ASR System! Why Aren’t You More Inclusive? Automatic Speech Recognition Systems’ Bias and Proposed Bias Mitigation Techniques - A Literature Review.- Transferring AI Explainability to User-centered Explanations of Complex COVID-19 Information.- Responsible Artificial Intelligence in Knowledge Work: User Experience Design Problems and Implications.- Human-Centered Artificial Intelligence: Beyond a Two-Dimensional Framework.- Human-Centred AI in the Age of Industry 5.0: A Systematic Review Protocol.- Applying the Design Sprint to Interactive Machine Learning Experience Design: a Case Study from Aveni.- A Comparative Study of BERT-based Attention Flows versus Human Attentions on Fill-in-blank Task.- Book Recommender System Using CNN Capturing Feature of Synopses and Reviews.- Discover Manaus: The Challenges of Developing a System with Artificial Intelligence Aimed at the End User, a Case Study.- Exploring the Role of Trust during Human-AI Collaboration in Managerial Decision-Making Processes.- Legal and Regulatory Issues on Artificial Intelligence, Machine Learning, Data Science, and Big Data.- Responsible Human-Centered Artificial Intelligence for the Cognitive Enhancement of Knowledge Workers.- Responsible Human-Centered Artificial Intelligence for the Cognitive Enhancement of Knowledge Workers.- Ransomware Attack Detection on the Internet of Things Using Machine Learning Algorithm.

    Out of stock

    £67.49

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

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

    1 in stock

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

    1 in stock

    £49.49

  • Understanding Search Engines

    Springer International Publishing AG Understanding Search Engines

    Out of stock

    Book SynopsisThis book provides a broad introduction to search engines by integrating five different perspectives on Web search and search engines that are usually dealt with separately: the technical perspective, the user perspective, the internet-based research perspective, the economic perspective, and the societal perspective.After a general introduction to the topic, two foundational chapters present how search tools can cover the Web’s content and how search engines achieve this by crawling and processing the found documents. The next chapter on user behavior covers how people phrase their search queries and interact with search engines. This knowledge builds the foundation for describing how results are ranked and presented. The following three chapters then deal with the economic side of search engines, i.e., Google and the search engine market, search engine optimization (SEO), and the intermingling of organic and sponsored search results. Next, the chapter on search skills presents techniques for improving searches through advanced search interfaces and commands. Following that, the Deep Web and how its content can be accessed is explained. The two subsequent chapters cover ways to improve the quality of search results, while the next chapter describes how to access the Deep Web. Last but not least, the following chapter deals with the societal role of search engines before the final chapter concludes the book with an outlook on the future of Web search.With this book, students and professionals in disciplines like computer science, online marketing, or library and information science will learn how search engines work, what their main shortcomings are at present, and what prospects there are for their further development. The different views presented will help them to understand not only the basic technologies but also the implications the current implementations have concerning economic exploitation and societal impact.Table of Contents- 1. Introduction. - 2. Ways of Searching the Web. - 3. How Search Engines Capture and Process Content from the Web. - 4. User Interaction with Search Engines. - 5. Ranking Search Results. - 6. Vertical Search. - 7. Search Result Presentation. - 8. The Search Engine Market. - 9. Search Engine Optimization (SEO). - 10. Search Engine Advertising (SEA). - 11. Alternatives to Google. - 12. Search Skills. - 13. Search Result Quality. - 14. The Deep Web. - 15. Search Engines Between Bias and Neutrality. - 16. The Future of Search.

    Out of stock

    £42.74

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

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

    1 in stock

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

    1 in stock

    £56.99

  • Creativity in Art, Design and Technology

    Springer International Publishing AG Creativity in Art, Design and Technology

    Out of stock

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

    Out of stock

    £23.74

  • Chatbot Research and Design: 6th International

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

    1 in stock

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

    1 in stock

    £47.49

  • Augmented Reality: Where We Will All Live

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

    1 in stock

    Book SynopsisThis book provides an in-depth exploration of the field of augmented reality (AR) in its entirety and sets out to distinguish AR from other inter-related technologies like virtual reality (VR), mixed reality (MR) and extended reality (XR). The author presents AR from its initial philosophies and early developments, and in this updated 2nd edition discusses the latest advances and the ramifications they bring and the impact they have on modern society. He examines the new companies that have entered the field and those that have failed or were acquired giving a complete history of AR progress. He explores the possible future developments providing readers with the tools to understand issues relating to defining, building, and using their perception of what is represented in their perceived reality, and ultimately how we assimilate and react to this information. In Augmented Reality: Where We Will All Live 2nd Edition, Jon Peddie has amassed and integrated a corpus of material that is finally in one place. It will serve as a comprehensive guide and provide valuable insights for technologists, marketers, business managers, educators and academics who are interested in the field of augmented reality, its concepts, history, practices, and the science behind this rapidly advancing field of research and development.Table of ContentsForeword by Thomas A. Furness III.- Foreword by Steve Mann.- Preface.- List of Figures.- List of Tables.- Introduction.- Types of Augmented Reality Systems.- Augmented Reality—We’ll All Be Experts Now.- Overview of Augmented Reality System Organization.- Historical Overview: Ghosts to Real AR to DARPA.- Key Applications.- Software Tools and Technologies.- Technology Issues.- Augmented Reality Devices and Suppliers.- Conclusions and Future Possibilities.- Appendix.- Index.- Acknowledgements.

    1 in stock

    £37.99

  • Adaptive Instructional Systems: 5th International Conference, AIS 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings

    Springer International Publishing AG Adaptive Instructional Systems: 5th International Conference, AIS 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings

    Out of stock

    Book SynopsisThis book constitutes the refereed proceedings of the 5th International Conference, AIS 2023, held as part of the 25th International Conference, HCI International 2023, which was held virtually in Copenhagen, Denmark in July 2023.The total of 1578 papers and 396 posters included in the HCII 2023 proceedings was carefully reviewed and selected from 7472 submissions. The AIS 2023 proceeding helps to understand the theory and enhance the state-of-practice for a set of technologies (tools and methods) called adaptive instructional systems (AIS). AIS are defined as artificially intelligent, computer-based systems that guide learning experiences by tailoring instruction and recommendations based on the goals, needs, preferences, and interests of each individual learner or team in the context of domain learning objectives. Table of ContentsHuman-Centered Design for Learner Acceptance, Engagement, and Performance.- Design Strategies and Guidelines for Adaptive Instructional Systems.- Individual Differences in Adaptive Learning.- Applications of Adaptive Instructional Systems.

    Out of stock

    £53.99

  • Augmented Cognition: 17th International Conference,  AC 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings

    Springer International Publishing AG Augmented Cognition: 17th International Conference, AC 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings

    Out of stock

    Book SynopsisThis book constitutes the refereed proceedings of 17th International Conference, AC 2023, held as part of the 25th International Conference, HCI International 2023, which was held virtually in Copenhagen, Denmark in July 2023. The total of 1578 papers and 396 posters included in the HCII 2023 proceedings was carefully reviewed and selected from 7472 submissions. The AC 2023 conference focuses on topics related to Brain-Computer Interfaces and neurotechnology; neuroergonomics, physiological measurements, and human performance; evolving theory and practice of AC; Augmented and Virtual Reality for AC; as well as understanding human cognition and performance in IT security.Table of ContentsBrain-Computer Interfaces and Neurotechnolgy.- Neuroergonomics, Physiological Measurement, and Human Performance.- Augmented Cognition: Evolving Theory and Practice.- Augmented and Virtual Reality for Augmented Cognition.- Understanding Human Cognition and Performance in IT Security.

    Out of stock

    £62.99

  • Music in the AI Era: 15th International

    Springer International Publishing AG Music in the AI Era: 15th International

    Out of stock

    Book SynopsisThis book constitutes the refereed proceedings and revised selected papers from the 15th International Symposium on Music in the AI Era, CMMR 2021, which took place during November 15–19, 2021 as a virtual event. The 24 full papers included in this book were carefully reviewed and selected from 48 submissions. The papers are grouped in thematical sessions on Music technology in the IA era; Interactive systems for music; Music Information Retrieval and Modeling; and Music and Performance Analysis.Table of ContentsMusic technology in the IA era.- KANSEI Informatics and Music Technology in AI Era.- On Parallelism in Music and Language: A Perspective from Symbol Emergence Systems based on Probabilistic Generative Models.- WaVAEtable Synthesis.- Deep Learning-based Music Instrument Recognition: Exploring Learned Feature Representations.- Time-span Tree Leveled by Duration of Time-span.- Evaluating AI as an Assisting Tool to Create Electronic Dance Music.- Interactive systems for music.- Suiview: A Web-based Application that Enables Users to Practice Wind Instrument Performance.- Continuous Parameter Control Using an On/Off Sensor in the Augmented Handheld Triangle.- Networked and Collaborative Musical Play Amongst Humans and Virtual Biological Agents in Locus Diffuse.- Towards an Aesthetic of Hybrid Performance Practice.- Development of Audio Descriptors Inspired by Schaefferian Criteria: a Set of Tools for Interactive Exploration of Percussive Sounds.- A Polytemporal Model for Musical Scheduling.- Interaction Strategies in Composition for Karlax and Acoustic Instruments.- Music Information Retrieval and Modeling.- Modelling Moral Traits with Music Listening Preferences and Demographics.- Classification of 1950 to 1960 Electronic Music Using the VGGish Neural Network and Random Forest.- Knowledge Transfer from Neural Networks for Speech Music Classification.- Predominant Instrument Recognition in Polyphonic Music Using Convolutional Recurrent Neural Networks.- The Matrix Profile for Motif Discovery in Audio - An Example Application in Carnatic Music.- A Rule-based Method for Implementing Implication-Realization Model.- Music and Performance Analysis.- CROCUS: Dataset of Critique Documents of Musical Performance.- A Psychoacoustic-Based Methodology for Sound Mass Music Analysis.- Musical Structure Analysis and Generation through Abstraction Trees.- Analysis of Musical Dynamics in Vocal Performances.- With Love: Electroacoustic, Audiovisual, and Telematic Music.

    Out of stock

    £56.99

  • Virtual, Augmented and Mixed Reality: 15th

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

    1 in stock

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

    1 in stock

    £80.74

  • Design, User Experience, and Usability: 12th International Conference, DUXU 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part V

    Springer International Publishing AG Design, User Experience, and Usability: 12th International Conference, DUXU 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part V

    Out of stock

    Book SynopsisThis 5-volume HCII-DUXU 2023 book set constitutes the refereed proceedings of the 12th International Conference on Design, User Experience, and Usability, DUXU 2023, held as part of the 24th International Conference, HCI International 2023, which took place in Copenhagen, Denmark, in July 2023.A total of 1578 papers and 396 posters have been accepted for publication in the HCII 2023 proceedings from a total of 7472 submissions. The papers included in this volume set were organized in topical sections as follows: Part I: Design methods, tools and practices; emotional and persuasive design; Part II: Design case studies; and creativity and design education; Part III: Evaluation methods and techniques; and usability, user experience and technology acceptance studies; Part IV: Designing learning experiences; and chatbots, conversational agents and robots: design and user experience; Part V: DUXU for cultural heritage; and DUXU for health and wellbeing.Table of ContentsDUXU for cultural heritage.- DUXU for health and wellbeing.

    Out of stock

    £66.49

  • Blended Learning : Lessons Learned and Ways

    Springer International Publishing AG Blended Learning : Lessons Learned and Ways

    3 in stock

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

    3 in stock

    £47.49

  • HCI in Games: 5th International Conference, HCI-Games 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part II

    Springer International Publishing AG HCI in Games: 5th International Conference, HCI-Games 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part II

    Out of stock

    Book SynopsisThis two-volume set of HCI-Games 2023, constitutes the refereed proceedings of the 5th International Conference on HCI in Games, held as Part of the 24th International Conference, HCI International 2023, which took place in July 2023 in Copenhagen, Denmark.The total of 1578 papers and 396 posters included in the HCII 2023 proceedings volumes was carefully reviewed and selected from 7472 submissions. The HCI in Games 2023 proceedings intends to help, promote and encourage research in this field by providing a forum for interaction and exchanges among researchers, academics, and practitioners in the fields of HCI and games. The Conference addresses HCI principles, methods and tools for better games.

    Out of stock

    £53.99

  • More than a Chatbot: Language Models Demystified

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

    1 in stock

    Book SynopsisRecent technological advances have resulted in a new generation of powerful text processing and generation tools, that produce text very similar to what a human could do. Such tools have the potential to change the way we work, learn and teach – and this book enables you to understand and be part of this exciting development. Did you wonder how tools like ChatGPT or Bard work, but do not have a technical background? Then this is the right book for you! To discuss and better understand what such technologies are capable of and how this will impact our lives and our society, a basic background knowledge about text processing and generation technologies is required. In particular, the book discusses the following questions: How did the field of automated text processing and generation evolve over the last years, and what happened to allow the incredible recent advances? Are chatbots such as ChatGPT or Bard truly understanding humans? What pitfalls exist and how are stereotypes of the society reflected in such models? What is the potential of such technology, and how will the digital society of the future look like in terms of human-chatbot-collaboration? The book is aimed for a general audience, briefly explaining mathematical or technical background when necessary. After having read this book, you will be confident to participate in public discussions about how this new generation of language models will impact society. You will be aware of the risks and pitfalls these technologies can bring along, and how to deal responsibly when making use of tools built from AI technology in general.Trade Review“Mascha Kurpicz-Briki’s book takes readers under the hood of today’s chatbots by explaining how LLMs work and looks through the hype. ... Her guide to how LLMs work steps through all of the need-to-know concepts underpinning natural language processing. And by the end of the journey, readers will have a clear understanding of what it takes for computers to process written text.” (James Tyrrell, T_HQ technology and business, techhq.com, December 20, 2023)Table of Contents1. Introduction.- 2. An Introduction to Machine Learning.- 3. Processing Written Language.- 4. Do Chatbots Have Emotions?.- 5. The True and the False.- 6. Stereotypes in Language Models.- 7. The Future of Humans and Language Models.

    1 in stock

    £23.74

  • Responsive and Sustainable Educational Futures:

    Springer International Publishing AG Responsive and Sustainable Educational Futures:

    3 in stock

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

    3 in stock

    £71.99

  • Extended Reality: International Conference, XR

    Springer International Publishing AG Extended Reality: International Conference, XR

    1 in stock

    Book SynopsisThis two-volume set LNCS 14218 and LNCS 14219 constitutes the refereed proceedings of the International Conference on Extended Reality, XR Salento 2023, held in Lecce, Italy, during September 6-9, 2023. The 59 full papers presented together with 11 short papers were carefully reviewed and selected from 97 submissions. They cover a wide range of many different research topics such as: eXtended reality; digital twin; artificial intelligence; user experience in eXtended reality; virtual reality for neurofeedback, biofeedback and emotion recognition; eXtended reality in education; eXtended reality and metaverse in cultural heritage; eXtended reality in health and medicine; and eXtended reality in industrial field.Table of ContentseXtended Reality in Education.- Google Earth in VR, for students with special needs.- A Systematic Literature Review of Mixed Reality Learning Approaches.- Multi-Label Generalized Zero-Shot Learning using Identifiable Variational Autoencoders.- A VR-based "time-space" interactive map teaching system for modern Chinese history.- Evaluating virtual reality as immersive medium for enhancing music skills.- MetaLibrary: Towards Social Immersive Environments for Readers.- eXtended Reality and Metaverse in Cultural Heritage.- Bringing back lost heritage into life by 3D reconstruction in metaverse and virtual environments: The case study of Palmyra, Syria.- HerMeS: HERitage sMart social mEdia aSsistant.- The depth estimation of 2D content: a new life for paintings.- Enhancing Accessibility of Cultural Heritage: Extended Reality and Tactile Prints for an Inclusive Experience of the Madonna dell’Itri Church in Nociglia.- A conceptual framework to support a new collaborative design process for immersive technology integration in museum exhibitions.- Augmented reality-based application to explore street art: development and implementation.- Cultural Heritage Applications Based on Augmented Reality: A Literature Review.- Enhancing Art Therapy with Virtual Reality and Hand Gesture Recognition: A Case Study in Pottery Modeling.- Enjoyment Evaluation of a VR Environment for the Church of Panagia Aggeloktisti.- An innovative approach to shape information architecture related to ancient manuscripts, through multi-layered virtual ecosystems. From Codex4D to DataSpace project.- Digital Map Based VR Ethnographic Design of Chinese Traditional Hand-made Paper Culture.- Immersive Virtual Reality in Cultural Heritage Dissemination: A Comprehensive Application for Novice Users.- The silence of art: investigating the emotional experience of a virtual museum by facial expression analysis.- Integrating fragmented historical sites VR based on time-space clues for modern history education.- The Application of "Panoramic VR Fusion Animation Reproduction" of Historical Sites in Modern History Education.- CaldanAugmenty – Augmented Reality and Serious Game App for Urban Cultural Heritage Learning.- eXtended Reality in Health and Medicine.- Cycling in immersive VR: motivation and affects in post-COVID patients.- A Cheap and Powerful Stereo Endoscope Lab Mock-Up for Robotic Surgery to Implement and Test Machine Vision and Augmented Reality Prototypes.- Augmented Reality in orthognathic surgery: a multi-modality tracking approach to assess the temporomandibular joint motion.- Enhancing visualization of surgical tool through integrated motion tracking system.- Realter: an immersive simulator to support low vision rehabilitation.- Emotions and “Sense of Presence” in the Psycho-Verse: Psychological Support for Breast Cancer Survivors in the Metaverse.- Detection of stress stimuli in learning contexts of iVR environments.- Virtual reality-based rehabilitation for patients with stroke: preliminary results on user experience.- Game Over, Trauma! Empowering Trauma Healing through Gaming.- Angioplasty surgery simulator development: Kazakhstani experience.- eXtended Reality in Industrial Field.- Evaluating telecollaboration modalities for the realization of an industrial maintenance operation in a constrained environment.- A Comprehensive Approach to the Analysis of VR Training Progress of Industry 4.0 Employees.- Extended Reality Product Configuration for Flexible Production System: A Case Study.- 3D Virtual System of the Automatic Vehicle Painting Process Using the Hardware in the Loop Technique, oriented to Industrial Automation Training.

    1 in stock

    £66.49

  • Serious Games: 9th Joint International

    Springer International Publishing AG Serious Games: 9th Joint International

    3 in stock

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

    3 in stock

    £61.74

  • Immersive Learning Research Network: 9th

    Springer International Publishing AG Immersive Learning Research Network: 9th

    Out of stock

    Book SynopsisThis volume constitutes the refereed proceedings of the 9th International Conference of the Immersive Learning Network, iLRN 2023, held in San Luis Obispo, USA, in June 2023 as a hybrid event.The 26 revised full papers and 13 shprt papers presented in this volume were carefully reviewed and selected from 110 submissions. The papers are organized in topical sections on foundations in immersive learning research and theory; assessment and evaluation; galleries, libraries, archives and museums; inclusion, diversity, equity, access, and social justice; STEM education; language, culture and heritage; nature & environmental sciences; workforce development & industry training; self and co-regulated learning with immersive learning environments; special track: immersive learning across Latin America: state of research, use cases and projects.Table of ContentsFoundations in Immersive Learning Research and Theory.- Assessment and Evaluation (A&E).- Galleries, Libraries, Archives and Museums (GLAM).- Inclusion, Diversity, Equity, Access, and Social Justice (IDEAS).- STEM Education (STEM).- Language, Culture and Heritage (LCH).- Nature & Environmental Sciences (NES).- Workforce Development & Industry Training (WDIT).- Self and Co-regulated Learning with Immersive Learning Environments (SCILE).- Special Track: Immersive learning across Latin America: State of Research, Use Cases and Projects.

    Out of stock

    £75.99

  • HCI International 2023 – Late Breaking Papers:

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

    1 in stock

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

    1 in stock

    £75.99

  • HCI International 2023 – Late Breaking Papers:

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

    1 in stock

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

    1 in stock

    £75.99

  • Computer-Human Interaction Research and

    Springer International Publishing AG Computer-Human Interaction Research and

    Out of stock

    Book SynopsisThese 2 volumes constitute the selected papers of the 7th International Conference, CHIRA 2023, held Rome, Italy, during November 16–17, 2023.The 14 full papers and the 29 short papers presented in these books were carefully reviewed and selected from 69 submissions. The papers selected contribute to the advancement of research and practical applications of human-technology and human-computer interaction. Different aspects of Computer-Human Interaction were covered in four parallel tracks: human factors for interactive systems, research, and applications; interactive devices; interaction design; and adaptive and intelligent systems. Table of ContentsCreating Human-Computer Partnerships.- Empowering ProductionWorkers to Program Robots: A No-Code, Skill-Based Approach.- Mobile Gaming EMG-Based Brain Computer Interface.- Towards Gesture Based Assistive Technology for Persons Experiencing Involuntary Muscle Contractions.- Towards a Methodology for Developing Human-AI Collaborative Decision Support Systems.- Simplifying the Development of Conversational Speech Interfaces by Non-Expert End-Users Through Dialogue Templates.- Multiparty Dialogic Processes of Goal and Strategy Formation in Hybrid Teams.- Adaptive Network Modelling of Informal Learning Within an Organization by Asking for Help and Getting Help.- Trust, Perspicuity, Efficiency: Important UX Aspects to Consider for the Successful Adoption of Collaboration Tools in Organisations.- Tracing Stress and Arousal in Virtual Reality Games Using Players’ Motor and Vocal Behaviour.- Electro-Oculographic Discrimination of Gazing Motion to a Smartphone Notification Tone.- Why is Career Orientation Often Difficult and How Can Digital Platforms Support Young People in this Process?.- 3D Reconstruction Using a Mirror-Mounted Drone: Development and Evaluation of Actual Equipment.- Do Users Tolerate Errors? Effects of Observed Failures on the Subjective Evaluation of a Gesture-Based Virtual Reality Application.- A Bi-National Investigation of the Needs of Visually Disabled People from Mexico and Japan.- Student-Centered Development of an Online Learning Support Feedback Software Tool: A Design Study Approach.- Why Are You Blinking at Me? Exploring Users' Understanding of Robotic Status Indicators.- Visual Representations for Data Analytics: User Study.- Immediate-after Effect of Enhancement Push-off at a Terminal Stance Phase of Gait Using Heating of Insole Tip for the Development of Smart Insole.- An Intuitive Interface for Technical Documentation Based on Semantic Knowledge Graphs.- Augmenting the Human in Industry 4.0 to Add Value: A Taxonomy of Human Augmentation Approach.- Gesture Me: A Machine Learning Tool for Designers to Train Gesture Classifiers.- A Case Study on Netychords: Crafting Accessible Digital Musical Instrument Interaction for a Special Needs Scenario.

    Out of stock

    £58.49

  • Sketching in Human Computer Interaction

    Springer International Publishing AG Sketching in Human Computer Interaction

    Out of stock

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

    Out of stock

    £44.99

  • Creative Simulations

    Springer International Publishing AG Creative Simulations

    3 in stock

    Book SynopsisThis book is centred on the practitioner-led Computer Arts Society founded in 1969 and formed to address creative computation in all the arts performance, poetry, text, sound, sculpture and graphics.

    3 in stock

    £116.99

  • Die Struktur des Spieledesigns

    Springer International Publishing Die Struktur des Spieledesigns

    Out of stock

    Out of stock

    £37.99

  • Computers Helping People with Special Needs

    Springer Computers Helping People with Special Needs

    1 in stock

    Book SynopsisSoftware, Web and document accessibility; making entertainment content more inclusive.- art Karshmer lectures in access to mathemtaics, science and engineering; tactile graphics and 3D models for blind people and shape recognition by touch.- new methods for creating accessible material in higher education.- ICT to support inclusive education - universal learning design (ULD).- blind and low vision: orientation and mobility.- blindness, low vision: new approaches to perception and ICT mediation.

    1 in stock

    £62.99

  • Art and Culture in the Multiverse of Metaverses

    1 in stock

    £143.99

  • Design Behind Interaction

    Springer Design Behind Interaction

    1 in stock

    Book SynopsisIntroduction.- Framing the Context around Smart Objects Between Interfaces and User Experiences.-Technology Transfer Bringing Scientific Research to the Market.- A pathway to Innovation Design driven and user centric.- Semantic reconfigurations Exploring implications on agency and affordances.- Shaping Hidden Interfaces for Situated Interactions.-Conclusions and future research.

    1 in stock

    £40.49

  • Collaboration Technologies and Social Computing

    Springer Collaboration Technologies and Social Computing

    3 in stock

    Book Synopsis.- Full Papers..- LLM-based Structuring of Oral Discussion in Workshop to Support Collaboration among Local Government and Simulated Citizens..- A Metaverse-Based Virtual Office System with Overhearing Function for Facilitating Smooth Joining in Ongoing Conversations..- Motivational Dynamics and Platform Design in Online Communities of Teachers: A Multi-Case Study..- Adaptation of a self-determination theory-based questionnaire on collaborative classroom dynamics..- Exploring Group Behavior and Discussion Productivity in Anonymous Chatrooms for Ethical Decision-Making..- Extending an Intelligent Tutoring System for Oral Communication with Peer Assessment Capabilities: An Evaluation Study..- Dialogue Act Analysis of Facilitator-Children Multilingual Communication..- Detecting Sports Spoiler Images on YouTube..- An Exploratory Study on Empathy and Online Discussions in Computer Supported Collaborative Lear

    3 in stock

    £44.99

  • Haptics Understanding Touch Technology and Systems Applications and Interaction

    Springer Haptics Understanding Touch Technology and Systems Applications and Interaction

    1 in stock

    Book Synopsis.- Understanding Touch..- Human Identification Performance of Vibrotactile Stimuli Applied on the Torso along Azimuth or Elevation..- Utilizing Absence of Pacinian Corpuscles in the Forehead for Amplitude-Modulated Tactile Presentation..- Optimizing Haptic Feedback in Virtual Reality: The Role of Vibration and Tangential Forces in Enhancing Grasp Response and Weight Perception..- Audiovisual-Haptic Simultaneity Perception Across the Body for Multisensory Applications..- Apparent Thermal Motion on the Forearm..- Surface Tactile Presentation to the Palm Using an Aerial Ultrasound Tactile Display..- Humans terminate their haptic explorations according to an interplay of task demands and motor effort..- The TIP Benchmark: A Tactile Image-Based Psychophysics-Inspired Benchmark for Artificial Tactile Sensors..- Towards Intensifying Perceived Pressure in Midair Haptics: Comparing Perceived Pressure Intensity and Skin Displacement between LM and AM Stimuli..- Virtual Hand Illusion Induced by Suction Pressure Stimulation to the Face..- Task-Adapted Single-Finger Explorations of Complex Objects..- Exploring Frequency Modulation in Decoding Edge Perception Through Touch..- The role of implicit prior information in haptic perception of softness..- Discovering the Causal Structure of Haptic Material Perception..- The visual and haptic contributions to hand and foot representation..- How Visualizing Touch Can Transform Perceptions of Intensity, Realism, and Emotion?..- Technology and Systems..- Asymmetric Hit-stop for Multi-user Virtual Reality Applications: Reducing Discomfort with the Movement of Others by Making Hit-stop Invisible..- Design of Haptic Rendering Techniques for Navigating with a Multi-Actuator Vibrotactile Handle..- Evaluating tactile interactions with fine textures obtained with femtosecond laser surface texturing..- Tactile Clip: A Wearable Device for Inducing Softness Illusion through Skin Deformation..- SENS3: Multisensory Database of Finger-Surface Interactions and Corresponding Sensations..- Variable Curvature and Spherically Arranged Ultrasound Transducers for Depth-Adjustable Focused Ultrasound..- The HapticSpider: a 7-DoF Wearable Device for Cutaneous Interaction with the Palm..- Vibrotactile cues with net lateral forces resulting from a travelling wave..- Enhancing the Perceived Pseudo-Torque Sensation based on the Distance between Actuators Elicited by Asymmetric Vibrations..- Presentation of Slip Sensation Using Suction Pressure and Electrotactile Stimulation..- Applications and Interaction..- Blindfolded operation as a method of haptic feedback design for mobile machinery..- Effects of Rendering Discrete Force Feedback on the Wrist during Virtual Exploration..- Viscous damping displayed by surface haptics improves touchscreen interactions..- Latency Compensation in Ultrasound Tactile Presentation by Linear Prediction of Hand Posture..- Pseudo-Frequency Modulation: A New Rendering Technique for Virtual Textures..- Do Vibrotactile Patterns on both Hands Improve Guided Navigation with a Walker?..- Data-driven Haptic Modeling of Inhomogeneous Viscoelastic Deformable Objects..- Perception of paired vibrotactile stimulus on the upper limb: implications for the design of wearable technology..- MoveTouch: Robotic Motion Capturing System with Wearable Tactile Display to Achieve Safe HRI..- Evaluation of HaptiComm-S for Replicating Tactile ASL Numbers: A Comparative Analysis of Direct and Mediated Modalities..- Memorable Vibration Pattern Design based on Writing Pattern..- Estimating Contact Force Rate Using Skin Deformation Cues..- Move or Be Moved: The Design of a Haptic-Tangible Manipulative for Paired Digital Education Interactives..- HighFidelity Haptic Rendering through Implicit Neural Force Representation..- "It's Like Being on Stage": Staging an Improvisational Haptic-Installed Contemporary Dance Performance.

    1 in stock

    £67.49

  • Cooperative Design Visualization and Engineering

    Springer Cooperative Design Visualization and Engineering

    Out of stock

    Book SynopsisExploring Co design with an AI Partner The GAI A Interface in Architectural Education.- Real vs artificial scenario building in planning Some GPT based experimental notes.- Workspace Awareness Needs in Mixed Presence Collaboration on Wall Sized Displays.- Enhancing Model Interpretability Through Interactive Visual Analysis and Counterfactual Explanation Methods.- Collaborative Decision Support with 3D Visualizations as Boundary Objects.- Event Evolution Analysis of Network Text based on Pre trained Language Model and Event Graph.- Implementing Similarity Matrices in a Web Interactive Tool for Scientific Articles Matching.- Development of Vietnamese Large Language Model for Elementary Math Solving Problem.- Assessment of Non Researcher Generated Data within the Framework of Heritage Attributes Insights and Challenges.- Facial Ethnicity Identification by Collaborative Voting System.- Collaborative Wireless Energy Charging System in Wireless Sensor Networks.- User Service Times in Wire

    Out of stock

    £53.99

  • Future Perspectives on HumanComputer Interaction

    Springer Future Perspectives on HumanComputer Interaction

    Out of stock

    Book SynopsisIntroduction.- Past, present and future of user-centred design methodologies that empathise with the user and generate better accessible experiences. From theory to practice.- An analysis of videogames to compose an adapted heuristic evaluation.- Towards trustworthy and human-centred AI explanations.- Interactive human-in-the-loop topic modelling.- Mobile augmented reality gamification strategies to promote social skills: Case studies and future challenges.- From past to present: Human-machine interfaces evolve towards adaptivity.- The future of midwife training: Towards a virtual reality haptic obstetric simulator with two points of contact.- Flipping the reality of young children's technology through the 4Cs: Create, connect, communicate, and control.- Conclusion.

    Out of stock

    £116.99

  • Toward Engineering Design Principles for HCI

    Springer International Publishing AG Toward Engineering Design Principles for HCI

    Out of stock

    Book SynopsisThis is the second of two books by the authors about engineering design principles for human-computer interaction (HCI-EDPs). The books report research that takes an HCI engineering discipline approach to acquiring initial such principles. Together, they identify best-practice HCI design knowledge for acquiring HCI-EDPs. This book specifically reports two case studies of the acquisition of initial such principles in the domains of domestic energy planning and control and business-to-consumer electronic commerce. The book begins by summarising the earlier volume, sufficient for readers to understand the case studies reported in full here. The themes, concepts, and ideas developed in both books concern HCI design knowledge, a critique thereof, and the related challenge. The latter is expressed as the need for HCI design knowledge to increase its fitness-for-purpose to support HCI design practice more effectively. HCI-EDPs are proposed here as one response to that challenge, and the book presents case studies of the acquisition of initial HCI-EDPs, including an introduction; two development cycles; and presentation and assessment for each. Carry forward of the HCI-EDP progress is also identified. The book adopts a discipline approach framework for HCI and an HCI engineering discipline framework for HCI-EDPs. These approaches afford design knowledge that supports “specify then implement” design practices. Acquisition of the initial EDPs apply current best-practice design knowledge in the form of “specify, implement, test, and iterate” design practices. This can be used similarly to acquire new HCI-EDPs. Strategies for developing HCI-EDPs are proposed together with conceptions of human-computer systems, required for conceptualisation and operationalisation of their associated design problems and design solutions. This book is primarily for postgraduate students and young researchers wishing to develop further the idea of HCI-EDPs and other more reliable HCI design knowledge. It is structured to support both the understanding and the operationalisation of HCI-EDPs, as required for their acquisition, their long-term potential contribution to HCI design knowledge, and their ultimate application to design practice.Table of ContentsPreface.- Acknowledgments.- Dedication.- Terminology.- HCI Design Knowledge: Critique, Challenge, and a Way Forward.- Introduction to Initial HCI Engineering Design Principles for Domestic Energy Planning and Control.- Cycle 1 Development of Initial HCI Engineering Design Principles for Domestic Energy Planning and Control.- Cycle 2 Development of Initial HCI Engineering Design Principles for Domestic Energy Planning and Control.- Initial HCI Engineering Design Principles for Domestic Energy Planning and Control.- Assessment and Discussion of Initial HCI Engineering Design Principles for Domestic Energy Planning and Control.- Introduction to Initial HCI Engineering Design Principles for Business-to-Consumer Electronic Commerce.- Cycle 1 Development of Initial HCI Engineering Design Principles for Business-to-Consumer Electronic Commerce.- Cycle 2 Development of Initial HCI Engineering Design Principles for Business-to-Consumer Electronic Commerce.- Initial HCI Engineering Design Principles for Business-to-Consumer Electronic Commerce.- Assessment and Discussion of Initial HCI Engineering Design Principles for Business-to-Consumer Electronic Commerce.- Progress in Carry Forward of HCI Engineering Design Principles for Future Research.- Postscript.- Bibliography.- Authors' Biographies.

    Out of stock

    £39.59

  • Transformative Museum Experiences

    Springer Transformative Museum Experiences

    Out of stock

    Book SynopsisIntroduction. Transformative museum experiences at a time of transformation.- Part 1: Juxtaposition and the liminal exhibit - Inevitable and surprising, at the same time.- Attachments in museum experience design. Displaying relationships and networks of public urban heritage.- Designing “One-minute” experiences.- Part 2: The changing museum: Structure, social role and relationships.- Transformative experience design in science and technology centres and museums; assumption shifts, co-curation, polyvocality and controversies.- Discovering volunteers as an essential community of practice in small museums in the Netherlands.- Third space literacies and museum learning.- Exhibiting conflict as a transformative strategy: Writing contemporary history with the local community.- Ochre painting workshops as a tool for interactive and sensory museum learning.- Part 3: Supporting technologies.- Preserving immersive experiences as transformative museum experiences.- The Phygital museum ecosystem: Pushing comfort zone boundaries in the visitor museum experience.- Seeing art through the eye of the algorithm: Artificial intelligence in the museum.- Artificial exchange: Chatbots and the ethics of museum experience design.

    Out of stock

    £125.99

  • Springer HCI International 2025 Posters

    1 in stock

    Book Synopsis

    1 in stock

    £67.49

  • Springer HCI International 2025 Posters

    Out of stock

    Book Synopsis

    Out of stock

    £71.99

  • Immersive Learning Research Network

    Springer Immersive Learning Research Network

    1 in stock

    Book Synopsis.-  Foundations in Immersive Learning Research and Theory:.- Exploring Space and Non-Verbal Interaction in Instructional Design in Immersive  Collaborative Learning..- Physiological and Psychological Responses to Varying Levels of VR Immersion: A Study of User Experience..- Presence in Augmented Learning: An Empirical Study Leading to a New Questionnaire Proposal..- An Explosion of the Uses of Immersive Learning Environments: A Mapping of Reviews Update..- Why do Primary School Pupils Engage in Augmented Reality Educational Activities? A Uses and Gratification Theory Perspective..- You’re My Only Hope: An Exploration of the Advantages and Disadvantages of Lecturers as Holograms..- Escaping the Maze: Enhancing Teamwork and Collaboration in Higher Education through a Gamified Virtual Reality Experience..- Assessment and Evaluation (A&E):.- Expert-Based Review and Evaluation of the Gamified Mixed Reality Application from a User Experience Perspective..- Exploring the Benefits of Immersive Technologies in Elementary Physical Education..- Leveraging VR Tools for Inclusive Education: Implications from Sign Language Learning in VRChat..- Rethinking the Extended Reality and Autism Research Agenda: Toward Neurodiversity-Affirming, Transdiagnostic, Inclusive Design..- The Ethical Choices with Educational Technology (ECET) Immersive Technologies Decision Support Framework..- Enhancing Multiliteracy through Virtual Reality: An Inclusive Approach to Critical Immersive-Triggered Literacy..- STEM Education (STEM).- Systematic Literature of Immersive Learning Design with Virtual Reality for STEM Education in Higher Education..- Examining the Acceptance of First-Person View Drones through Head-Mounted Displays in STEM Education by In-Service Teachers..- Medical & Healthcare Education (MHE):.- Designing a Virtual Reality Operating Room Learning Tool for Novice Healthcare Students..- From Presence to Acceptance: Exploring the Influence of Sense of Presence on Immersive Learning Technology Acceptance and Reasoning..- Workforce Development & Industry Training (WDIT):.- Greens Do Good: A Hydroponic Vertical Farm Augmented and Virtual Reality Training Prototype for Autistic Trainees..- Self and Co-regulated Learning with Immersive Learning Environments (SCILE):.- Lowering the Barriers for Designing Immersive Learning Environments: ImmersityXR Framework.Special Track 1: Immersive learning across Latin America: State of Research, Use Cases and Projects:.- Immersive Learning in Teaching Geomatics for Engineering Students..- The Impact of Virtual Transition Spaces on Learning Engagement and Memory Retention..- SpecialTrack 2: Navigating Grand Challenges: Immersive Learning & Global Solutions (iLRNGrandChallenges):.- Immersion for AI: Immersive Learning with Artificial Intelligence..- Special Track 3: Sustainable Development and Immerse Learning in the Climate Emergency:.- Design of a 3D Model-based Augmented Reality Tool for Engineering Learning.

    1 in stock

    £71.99

  • Springer Interaction and Player Research in Game Development

    1 in stock

    Book Synopsis._Socially Conscious and Inclusive Game Design.._Lost Memories: Developing an Accessible Game for Visually Impaired Players.._Revisiting and Reframing Play: Towards Incorporating Representation and Diversity in Contemporary Game Design.._Sounds in game design and evaluation for autistic people: a literature review.._A hybrid board game with Augmented Reality to assist in Chemistry teaching to deaf or hard of hearing students.._Mnema: Bridging Research and Art to Combat Gender Inequity in the Gaming Sector.._Ethical Game Design and Responsible Gaming.._From Understanding to Intervention: Towards an Agenda for Countering Dark Patterns in Games.._What Risks and Opportunities Games Bring to Children? A Consultation on Platform Regulation.._Operationalizing Radiant Patterns: A Refined Definition and Pattern Structure to Mitigate Deceptive Game Design.._Practical Methods and Frameworks for Game Design and Evaluation.._A Non-Functional Requirements Catalog of Aesthetics for Digital Games.._._Experience Report on Using HybridGamePX.._Player Experience with New Mechanics: A Mixed-Methods Study of Motivation, Emotion, and Engagement.

    1 in stock

    £58.49

  • Music and Sound Generation in the AI Era

    Springer Music and Sound Generation in the AI Era

    1 in stock

    Book Synopsis.- Artificial Intelligence, cognitive science and skill science for sound and music..- Emergence of Creativity and Individuality in Music: Insights from Brain?s Statistical Learning and its Embodied Mechanisms..- Combining Vision and EMG-Based Hand Tracking for Extended Reality Musical Instruments..- Comprehensive Understanding of Patterns of Skill Acquisition and Forgetting in Music Games: Does Musical Experience Accelerate Forgetting?..- Emotional Impact of Source Localization in Music Using Machine Learning and EEG..- A Quantitative Evaluation of a Musical Performance Support System Utilizing a Musical Sophistication Test Battery..- Music and Sound Generation: Emerging Approaches and Diverse Applications..- Reconstructing Human Expressiveness in Piano Performances with a Transformer Network..- Spatially Situated Media and Spatial Sampler XR Genealogy and Organology of a Family of Gestural and Spatial Musical Instruments in Mixed Reality..- JAZZVAR: A Dataset of Variations Found Within Solo Piano Performances of Jazz Standards for Music Overpainting..- A Live Performance Rule System Informed by Irish Traditional Dance Music..- Benzaiten: A Non-expert-friendly Event of Automatic Melody Generation Contest..- Pitch Class and Octave-Based Pitch Embedding Training Strategies for Symbolic Music Generation..- VERSNIZ - Audiovisual Worldbuilding through Live Coding as a Performance Practice in the Metaverse..- An Audio-to-Audio Approach to Generate Bass Lines from Guitar’s Chord Backing..- Computational Research on Music Evolution..- Historical Changes of Modes and their Substructure Modeled as Pitch Distributions in Plainchant from the 1100s to the 1500s..- Computational Analysis of Selection and Mutation Probabilities in the Evolution of Chord Progressions..- Bipartite Network Analysis of the Stylistic Evolution of Sample-based Music..- On the Analysis of Voicing Novelty in Classical Piano Music..- Computational Musicology..- Interpretable Rule Learning and Evaluation of Early Twentieth-century Music Styles..- Toward Empirical Analysis for Stylistic Expression in Piano Performance..- deepGTTM-IV: Deep Learning Based Time-span Tree Analyzer of “A Generative Theory of Tonal Music”..- SANGEET: A XML Based Open Dataset for Research in Hindustani Sangeet..- Music Analysis Through Mathematical Logic..- Global Prediction of Time-span Tree by Cloze Task..- Music recognition and creation tools..- Design of a Music Recognition, Encoding, and Transcription Online Tool..- Automated Arrangements of Multi-Part Music for Sets of Monophonic Instruments..- 8+8=4: Formalizing Time Units to Handle Symbolic Music Durations..- DiffVel: Note-Level MIDI Velocity Estimation for Piano Performance by a Double Conditioned Diffusion Model..- Music Information Retrieval..- From Sunrise to Sunset: Investigating Diurnal Rhythmic Patterns in Music Listening Habits in India..- A Novel Local Alignment-Based Approach to Motif Extraction in Polyphonic Music..- Predicting Audio Features of Background Music From Game Scenes..- A Music Exploration Interface Based on Vocal Timbre and Pitch in Popular Music..- Exploring Diverse Sounds: Identifying Outliers in a Music Corpus..- Audio signal processing and HCI in music..- Co-Creation and Deep Listening Between Humans and Machines in a Telematic Workshop Environment..- Estimating Interaction Time in Music Notation Editors..- Challenging Beat Tracking: Tackling Polyrhythm, Polymetre, and Polytempo with Human-in-the-Loop Adaptation..- Algorithms for Roughness Control Using Frequency Shifting and Attenuation of Partials in Audio..- NUFluteDB: Flute Sound Dataset with Appropriate and Inappropriate Blowing Styles.

    1 in stock

    £89.99

  • Springer Inclusion Communication and Social Engagement

    1 in stock

    Book Synopsis.- Predicting critical thinking ability scores using student’s characteristics and learning performance..- New forms of (mis)communication and Artificial Intelligence: exploring alienation, empowerment and accessibility..- Locating Sexting in the Contemporary Indian Sexual Arena ..- Empowering education through interactive social robots in museums to enhance soft skills and meaningful learning experiences: a literature review..- Minority Embodiment. The intersection of branching narratives and ludic subjectivity as a new form of education to inclusivity ..- Serious games and special educational need: serious games in the learning process a systematic review..- Building an Inclusive society. From “Mission Inclusion” research to the creation of “Tessere Diverse” portal ..- The STEM approach to tackling gender segregation: an educational project in secondary schools..- ChatGPT and instructional design: an ally for inclusion? ..- Digital Culture Among Students: Analyzing Teachers’ Thoughts on Internet and Social Media Usage ..- Multigroup Confirmatory Factor Analysis of the Perceived Quality of Distance Learning..- A critical analysis of accessible museum communication in London and Hong Kong..- Communication in the Digital Era: Psycho-pedagogical Implications Between Radio and Podcasts ..- Developing entrepreneurial skills in inclusive learning contexts: the role of educational technologies..- Theatrical practices to improve the emotional involvement of online and in presence learning experiences..- The Importance of Alt Text for Social Media and Outreach in Italian Higher Education: Building Inclusive Best Practices..- The Use of Artificial Intelligence in Political Campaign: Study Case of Prabowo and Gibran Presidential Campaign on Instagram..- Commodification of Digital Activism: Implications of Performance Excellence in @pandawaragroup ..- New developments in mental healthcare: investigation on the impact of telepsychiatry and cutting-edge technologies..- Standardization protocol for education in Emotional Competences through CASEL model: Inclusion for Children Project ..- Computational Psychology: opportunity and technological usage for Psychologists..- Assessing Digital Divide for Tourism Village Development; A Study Case of Kampung Tajur, Desa Pasanggrahan, West Java, Indonesia..- Can digital literacy counter cyberbullying? A scoping review..- Evolving education: the triple Helix for innovation and collaboration..- Assessments Redesigned to be Inclusive and Concept-Based..- Technology-based Interventions for Gender Equality Education and Fostering Well-being..- The use of educational robotics in autism..- The critical role of AI in teachers' training..- Dyslexic reliance on statistical knowledge and lexical processing under time-pressure conditions..- Values, Messages, And Representations In The Film Barbie: An Exploratory Inquiry And Intersectional Pedagogical Analysis..- WebTVs as channels for scientific communication: a case study from the University of Foggia..- Online Instructional Planning Platforms for Scaffolding Self-Regulated Learning: an overview..- Successful Distance Learning: Pedagogical Strategies For Teachers To Enhance Self-Regulated Learning.

    1 in stock

    £56.99

  • HumanComputer Interaction  INTERACT 2025

    1 in stock

    £116.99

  • Cooperative Design Visualization and Engineering

    Springer-Verlag GmbH Cooperative Design Visualization and Engineering

    1 in stock

    1 in stock

    £53.99

  • Information and Communication

    De Gruyter Information and Communication

    7 in stock

    Book Synopsis

    7 in stock

    £14.25

  • Personalized Human-Computer Interaction

    De Gruyter Personalized Human-Computer Interaction

    2 in stock

    Book Synopsis Personalized and adaptive systems employ user models to adapt content, services, interaction or navigation to individual users’ needs. User models can be inferred from implicitly observed information, such as the user’s interaction history or current location, or from explicitly entered information, such as user profile data or ratings. Applications of personalization include item recommendation, location-based services, learning assistance and the tailored selection of interaction modalities. With the transition from desktop computers to mobile devices and ubiquitous environments, the need for adapting to changing contexts is even more important. However, this also poses new challenges concerning privacy issues, user control, transparency, and explainability. In addition, user experience and other human factors are becoming increasingly important. This book describes foundations of user modeling, discusses user interaction as a basis for adaptivity, and showcases several personalization approaches in a variety of domains, including music recommendation, tourism, and accessible user interfaces.

    2 in stock

    £68.85

  • Art, Design and Technology: Collaboration and

    Springer International Publishing AG Art, Design and Technology: Collaboration and

    Out of stock

    Book SynopsisThis book examines how digital technology is being used to assist the artists and designers. The computer is able to store data and reproduce designs, thus facilitating the speed-up of the iterative process towards a final design which meets the objectives of the designer and the requirements of the user. Collaborative design enables the sharing of information across digital networks to produce designed objects in virtual spaces. Augmented and virtual reality techniques can be used to preview designs before they are finalized and implemented. Art and design have shaped the values, social structures, communications, and the culture of communities and civilisations. The direct involvement of artists and designers with their creative works has left a legacy enabling subsequent generations to understand more about their skills, their motivations, and their relationship to the wider world, and to see it from a variety of perspectives. This in turn causes the viewers of their works to reflect upon their meaning for today and the lasting value and implications of what has been created. Art installations are harnessing modern technology to process information and to display it. Such environments have also proved useful in engaging users and visitors with real-time images and interactive art. Table of Contents1 History.- 1.1 Early Developments.- 1.2 Utilization of Technology.- 1.3 The Value of the Arts.- 1.4 Collaboration between Art, Science, and Technology.- 1.5 The Arts and Technology.- 1.5.1 Information Technology.- 1.5.2 Computer-Aided Design.- 1.5.3 Mobile Phone.- 1.5.4 iPad.- 1.5.5 Wall Displays.- 1.5.6 Virtual Reality Interfaces.- 1.5.8 Virtual Exhibitions.- 1.5.9 Collaborative Design over Networks.- 1.5.10 Analysis by Computer.- 1.5.11 Digital Art.- 1.5.12 Digital Audio and Video.- 1.5.13 Motion Capture.- 1.6 Conclusions.- Further Reading.- References.- 2 Independent Working, Collaboration, and Team Activity.- 2.1 Introduction.- 2.2 Collaboration.- 2.3 Creative Collaboration.- 2.4 Digital Technology.- 2.5 Interdisciplinary collaboration.- 2.6 MIT Media Laboratory.- 2.7 Arizona State University.- 2.8 The Challenges of Collaboration.- 2.9 Conclusions.- Further Reading.- References.- 3 Utilization of Digital Technologies.- 3.1 Moore’s Law.- 3.2 Computing Technology post-Silicon.- 3.2.1 Optical computing.- 3.2.2 Quantum computing.- 3.2.3 DNA computing.- 3.2.4 Germanium.- 3.2.5 Nanotubes.- 3.2.6 Neuromorphic computing.- 3.3 Post-Wimp User Interfaces.- 3.4 Virtual Reality Interfaces.- 3.5 Virtual Environments and Creativity.- 3.6 Desk-top Virtual Reality.- 3.7 Virtual Reality Equipment.- 3.8 Conclusions.- Further Reading.- References.- 4.1 Introduction and History.- 4.2 Qin Tombs.- 4.3 Installation Art and Infrastructure.- 4.4 Art Installations.- 4.4.1 The Mattress Factory.- 4.4.2 The Museum of Installation, London.- 4.4.3 The Fairy Doors of Ann Arbor.- 4.5 Utilization of New Technology.- 4.6 Conclusions.- Further Reading.-References.- 5 Implementation: Hardware, Software, and Applications.- 5.1 Introduction.- 5.2 Mac versus PC.- 5.3 Commercial Software versus Public Domain Software.- 5.4 Painting Software.- 5.5 Software for Artists, Designers and Animators.- 5.6 Free Software for Computer-Aided Design.- 5.7 Software for Computer-Aided Design requiring a licence.- 5.8 Software for Graphic Design.- 5.9 3D printing.- 5.10 Laser scanning.- 5.11 Case Studies.- 5.11.1 Using Mobile Technology to facilitate Engagement with the Arts for Children with Autism and their Families.- 5.11.2 The Development of New Technology in Creative Music Applications.- 5.11.3 Visual Arts, Mental Health and Technology.- 5.12 Conclusions.- Further Reading.- References.- 6 Using Mobile Technology to facilitate Engagement with the Arts for Children with Autism and their Families.- 6.1 Introduction: the Research Context.- 6.2 A New Approach: a Visual Story delivered through Technology.- 6.3 Challenges Encountered during the Project.- 6.3.1 Designing for Autism: Engaging Target Users in the Design Process.- 6.3.2 Bringing Research into the Real World: encouraging Research Participation.- 6.3.3. Multi-disciplinary Collaborations: Language barriers and the Importance of Dialogue.- 6.4 Project Results and Impact.- 6.5 Lessons Learned.- Further Reading.- References.- 7 The Development of New Technology in Creative Music Applications.- 7.1 Introduction.- 7.2 Technology and Music.- 7.2.1 A Brief History of Music and Technology.- 7.2.2 Technology and Musical Creativity.- 7.2.3 Technology and Music Education.- 7.3 Musical Creativity and Collaboration.- 7.4 Music Education: Timekeeping.- 7.5 Conclusions.- References.- 8 Visual Arts, Mental Health and Technology.- 8.1 Introduction.- 8.2 New Technologies and Funding for the Arts (NESTA, Wellcome, AHRC).- 8.3 Mental Health and the Arts (Wellcome Collection / Oriel Davies exhibitions).- 8.3.1 Mental Health Treatment.- 8.3.2 Bedlam: the asylum and beyond.- 8.3.3 Studies in Solastalgia.- 8.4 Technology, visual arts and wellbeing programmes (FACT, Lucy Beech, VIP).- 8.4.1 The Foundation for Art and Creative Technology.- 8.4.2 VIP.- 8.4.3 Pharmakon.- 8.5 Arts/Science collaborations: Lessons Learned (In-between-ness: Windows within).- 8.5.1 Publicity, Accessibility, and Increasing Public Awareness.- 8.5.2 The Challenge of the Project.- 8.5.3 Relationship with the National Health Service.- 8.5.4 Extending the Measurements.- 8.6 Discussion.- 8.6.1 The Potential of Visual Images.- 8.6.2 Applicability.- 8.6.3 Efficacy.- 8.6.4 Treatment Strategies.- 8.6.5 Automation.- 8.7 Conclusions.- References.- 9 conclusions.- 9.1Introduction.- 9.2 Challenges and Benefits of Collaboration.- 9.3 Development of Technology.- 9.4 Implementation.- 9.5 Summary of Lessons Learned from the Case Studies.- 9.5.1Chapter 6 - Dr Tracy Piper Wright.- 9.5.2 Chapter 7 – Dr Stuart Cunningham, Steve Nicholls and Steffan Owens.- 9.5.3 Chapter 8 – Dr Karen Heald and Dr Susan Liggett.- 9.6 Summary.- 9.7 The Future.- Further Reading

    Out of stock

    £44.99

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