Interactive Systems. Design, Specification, and Verification (Lecture Notes in Computer Science, #2844)
This book constitutes the thoroughly refereed post-proceedings of the 10th International Workshop on Design, Specification, and Verification of Interactive Systems, DSV-IS 2003, held in Funchal, Madeira Island, Portugal, in June 2003. The 26 revised full papers and 5 revised short papers presented together with an invited paper have passed through two rounds of reviewing, selection, and improvement. The papers are organized in topical sections on test and evaluation, Web and groupware, tools and...
Go beyond design concepts and learn to build state-of-the-art visualizations The visualization experts at Microsoft's Pragmatic Works have created a full-color, step-by-step guide to building specific types of visualizations. The book thoroughly covers the Microsoft toolset for data analysis and visualization, including Excel, and explores best practices for choosing a data visualization design, selecting tools from the Microsoft stack, and building a dynamic data visualization from start to fin...
Understanding Virtual Reality (Morgan Kaufmann Series in Computer Graphics and Geometric Mo) (The Morgan Kaufmann Series in Computer Graphics)
by William R. Sherman and Alan B. Craig
Understanding Virtual Reality arrives at a time when the technologies behind virtual reality have advanced to the point that it is possible to develop and deploy meaningful, productive virtual reality applications. The aim of this thorough, accessible exploration is to help you take advantage of this moment, equipping you with the understanding needed to identify and prepare for ways VR can be used in your field, whatever your field may be. By approaching VR as a communications medium, the auth...
There's Not an App for That
by Simon Robinson, Gary Marsden, and Matt Jones
There's Not an App for That will make your work stand out from the crowd. It walks you through mobile experiences, and teaches you to evaluate current UX approaches, enabling you to think outside of the screen and beyond the conventional. You'll review diverse aspects of mobile UX: the screens, the experience, how apps are used, and why they're used. You'll find special sections on "challenging your approach", as well as a series of questions you can use to critique and evaluate your own designs...
This volume presents the proceedings of ECSCW'09, the 11th European Conference on Computer Supported Cooperative Work. Each conference offers an occasion to critically review our research field, which has been multidisciplinary and committed to high scientific standards, both theoretical and methodological, from its beginning. These proceedings represent discussions and contributions to ongoing challenges. One challenge comes from emerging new technologies connected to 'social computing', gaming...
Communities and Technologies
The book contains 24 research articles related to the emerging research field of Communities and Technologies (C&T). The papers treat subjects such as online communities, communities of practice, Community support systems, Digital Cities, regional communities and the internet, knowledge sharing and communities, civil communities, communities and education and social capital. As a result of a very quality-oriented review process, the work reflects the best of current research and practice in the...
Telepresence is enabling human interaction at a distance, creating a sense of being present at a remote location. In the next millennium we are certain to be increasingly `telepresent' both at work and at play, with an expanding market for telepresence services. As we move from a physical to an information economy, demand will grow for services which transport bits not atoms and which support the output of the human mind. Moreover, technology continues to advance at an unprecedented rate,...
Emotion in Games (Socio-Affective Computing, #4)
The core message of this book is: computer games best realise affective interaction. This book brings together contributions from specialists in affective computing, game studies, game artificial intelligence, user experience research, sensor technology, multi-modal interfaces and psychology that will advance the state-of-the-art in player experience research; affect modelling, induction, and sensing; affect-driven game adaptation and game-based learning and assessment. In 3 parts the books cove...
Technology Enhanced Assessment (Communications in Computer and Information Science, #829)
This book constitutes the proceedings of the 20th International Conference on Technology Enhanced Assessment, TEA 2017, held in Barcelona, Spain, in October 2017. The 17 papers presented were carefully selected from 42 submissions. They are centered around topics like e-learning, computer-assisted instruction, interactive learning environments, collaborative learning, computing education, student assessment. Chapter "Student perception of scalable peer-feedback design in Massive Open Online Cour...
Visualization of Time-Oriented Data (Human-Computer Interaction) (Humancomputer Interaction, #0)
by Wolfgang Aigner, Silvia Miksch, and Heidrun Schumann
Time is an exceptional dimension that is common to many application domains such as medicine, engineering, business, or science. Due to the distinct characteristics of time, appropriate visual and analytical methods are required to explore and analyze them. This book starts with an introduction to visualization and historical examples of visual representations. At its core, the book presents and discusses a systematic view of the visualization of time-oriented data along three key questions: wha...
Designing Interfaces in Public Settings (Human-Computer Interaction)
by Stuart Reeves
Interaction with computers is becoming an increasingly ubiquitous and public affair. With more and more interactive digital systems being deployed in places such as museums, city streets and performance venues, understanding how to design for them is becoming ever more pertinent. Crafting interactions for these public settings raises a host of new challenges for human-computer interaction, widening the focus of design from concern about an individual's dialogue with an interface to also consider...
Premium Website -- Bind-in Component Card -- for Designing the User Interface
by Ben Shneiderman, Catherine Plaisant, Maxine Cohen, Steven Jacobs, Niklas Elmqvist, and Nicholas Diakopoulos
Knowledge Visualization Currents
This text reviews the evolution of the field of visualization, providing innovative examples from various disciplines, highlighting the important role that visualization plays in extracting and organizing the concepts found in complex data. Features: presents a thorough introduction to the discipline of knowledge visualization, its current state of affairs and possible future developments; examines how tables have been used for information visualization in historical textual documents; discusses...
Affective computing is a fascinating new area of research emerging in computer science. It dwells on problems where "computing is related to, arises from or deliberately influences emotions" (Picard 1997). Following this new research direction and considering the human element as crucial in designing and implementing interactive intelligent interfaces, affective computing is now influencing the way we shape, design, construct, and evaluate human-computer interaction and computer-mediated communc...
This book constitutes the refereed proceedings of the First International Conference on Data Warehousing and Knowledge Discovery, DaWaK'99, held in Florence, Italy in August/September 1999. The 31 revised full papers and nine short papers presented were carefully reviewed and selected from 88 submissions. The book is divided in topical sections on data warehouse design; online analytical processing; view synthesis, selection, and optimization; multidimensional databases; knowledge discovery; ass...
Computational Analysis of Sound Scenes and Events
This book presents computational methods for extracting the useful information from audio signals, collecting the state of the art in the field of sound event and scene analysis. The authors cover the entire procedure for developing such methods, ranging from data acquisition and labeling, through the design of taxonomies used in the systems, to signal processing methods for feature extraction and machine learning methods for sound recognition. The book also covers advanced techniques for dealin...
A systematic analysis of diagrams as visual representations of factual knowledge. The analysis shows that the design process may be divided into three phases: data classification, graphical decision, and layout. Performed in this order, the three phases more or less reflect the design process of a human expert. They also serve as a basis for a constructive theory for diagram design, which is the main focus of this book. XXXXXXX Neuer Text This book is a thorough presentation on the foundations o...
Eye Tracking in User Experience Design
by Andrew Schall and Jennifer Romano Bergstrom
Eye Tracking for User Experience Design explores the many applications of eye tracking to better understand how users view and interact with technology. Ten leading experts in eye tracking discuss how they have taken advantage of this new technology to understand, design, and evaluate user experience. Real-world stories are included from these experts who have used eye tracking during the design and development of products ranging from information websites to immersive games. They also explore r...
Machine Learning Systems for Multimodal Affect Recognition
by Markus Kachele
Markus Kächele offers a detailed view on the different steps in the affective computing pipeline, ranging from corpus design and recording over annotation and feature extraction to post-processing, classification of individual modalities and fusion in the context of ensemble classifiers. He focuses on multimodal recognition of discrete and continuous emotional and medical states. As such, specifically the peculiarities that arise during annotation and processing of continuous signals are highlig...
Enterprise Information Systems VII
by Chin-Sheng Chen, Joaquim Filipe, Isabel Seruca, and Jose Luis Cordeiro
About Face: The Essentials of Interaction Design
by Dr Alan Cooper, Robert Reimann, David Cronin, and Christopher Noessel
From November 30 to December 2, 2005, INTETAIN 2005 was held in beautiful Madonna di Campiglio, on the majestic mountains of the Province of Trento, Italy.The ideato holdthe?rstinternationalconferencethat wouldhaveas topic "Intelligent Technologies for Interactive Entertainment" seemed to be timely. In thepreviouscoupleofyearstherehadbeenothermorespeci?c-ormoregeneric - events where some of the relevant themes had made it to the front stage. With INTETAIN we were aiming at establishing a confere...
User Modeling 2005 (Lecture Notes in Computer Science, #3538) (Lecture Notes in Artificial Intelligence, #3538)
by Liliana Ardissono
The 33 revised full papers and 30 poster summaries presented together with papers of 12 selected doctoral consortium articles and the abstracts of 3 invited lectures were carefully reviewed and selected from 160 submissions. The book offers topical sections on adaptive hypermedia, affective computing, data mining for personalization and cross-recommendation, ITS and adaptive advice, modeling and recognizing human activity, multimodality and ubiquitous computing, recommender systems, student mod...
Handheld and Ubiquitous Computing (Lecture Notes in Computer Science, #1707)
Truly personal handheld and wearable technologies should be small and unobtrusive and allow access to information and computing most of the time and in most circumstance. Complimentary, environment-based technologies make artifacts of our surrounding world computationally accessible and facilitate use of everyday environments as a ubiquitous computing interface. The International Symposium on Handheld and Ubiquitous Computing, held for the first time in September 1999, was initiated to investiga...