This book looks at the future of advertising from the perspective of pervasive computing. Pervasive computing encompasses the integration of computers into everyday devices, like the covering of surfaces with interact...
ISBN:
(数字)9780857293527
ISBN:
(纸本)9780857293510
This book looks at the future of advertising from the perspective of pervasive computing. Pervasive computing encompasses the integration of computers into everyday devices, like the covering of surfaces with interactive displays and networked mobile phones. Advertising is the communication of sponsored messages to inform, convince, and persuade to buy. We believe that our future cities will be digital, giving us instant access to any information we need everywhere, like at bus stops, on the sidewalk, inside the subway and in shopping malls. We will be able to play with and change the appearance of our cities effortlessly, like making flowers grow along a building wall or changing the colour of the street we are in. Like the internet as we know it, this digitalization will be paid for by adverts, which unobtrusively provide us suggestions for nearby restaurants or cafs. If any content annoys us, we will be able to effortlessly say so and change it with simple gestures, and content providers and advertisers will know what we like and be able to act accordingly. This book presents the technological foundations to make this vision a reality.
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 a...
ISBN:
(数字)9780857290793
ISBN:
(纸本)9780857290786
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: what is being visualized (data), why something is visualized (user tasks), and how it is presented (visual representation). To support visual exploration, interaction techniques and analytical methods are required that are discussed in separate chapters. A large part of this book is devoted to a structured survey of 101 different visualization techniques as a reference for scientists conducting related research as well as for practitioners seeking information on how their time-oriented data can best be visualized.
The concept of usability has become an increasingly important consideration in the design of all kinds of technology. As more products are aimed at global markets and developed through internationally distributed team...
ISBN:
(数字)9780857293046
ISBN:
(纸本)9780857293039
The concept of usability has become an increasingly important consideration in the design of all kinds of technology. As more products are aimed at global markets and developed through internationally distributed teams, usability design needs to be addressed in global terms. Interest in usability as a design issue and specialist area of research and education has developed steadily in North America and Europe since the 1980s. However, it is only over the last ten years that it has emerged as a global *** Usability provides an introduction to the important issues in globalizing design and an insight into the development of usability expertise around the world. The book is divided into two sections. The first section deals with the general issues in cross-cultural design and the methods for conducting usability design and evaluation across geographical boundaries. The second section describes the state of usability development in fifteen countries. The descriptions include a history and review of activities and include some unique perspectives that have developed in relation to usability work. Researchers and practitioners from a variety of design-related disciplines will find the book a useful guide for understanding the issues and an excellent reference source for working in any of the countries covered.
The recent advances in display technologies and mobile devices is having an important effect on the way users interact with all kinds of devices (computers, mobile devices, laptops, tablets, and so on). These are open...
ISBN:
(数字)9781447122715
ISBN:
(纸本)9781447122708
The recent advances in display technologies and mobile devices is having an important effect on the way users interact with all kinds of devices (computers, mobile devices, laptops, tablets, and so on). These are opening up new possibilities for interaction, including the distribution of the UI (User Interface) amongst different devices, and implies that the UI can be split and composed, moved, copied or cloned among devices running the same or different operating systems. These new ways of manipulating the UI are considered under the emerging topic of Distributed User Interfaces (DUIs). DUIs are concerned with the repartition of one of many elements from one or many user interfaces in order to support one or many users to carry out one or many tasks on one or many domains in one or many contexts of use each context of use consisting of users, platforms, and environments. The 20 chapters in the book cover between them the state-of-the-art, the foundations, and original applications of DUIs. Case studies are also included, and the book culminates with a review of interesting and novel applications that implement DUIs in different scenarios.
User Experience has become a major research area in human-computerinteraction. The area of game design and development has been focusing on user experience evaluation for the last 20 years, although a clear definitio...
ISBN:
(数字)9781848829633
ISBN:
(纸本)9781848829626
User Experience has become a major research area in human-computerinteraction. The area of game design and development has been focusing on user experience evaluation for the last 20 years, although a clear definition of user experience is still to be established. The contributors to this volume explore concepts that enhance the overall user experience in games such as fun, playability, flow, immersion and many others. Presenting an overview of current practice from academia and industry in game development, the book shows a variety of methods that can be used to evaluate user experience in games, not only during game-play but also before and after the game play. Evaluating User Experiences in Games: Presents a broad range of user experience evaluation methods and concepts; Provides insights on when to apply the various user experience evaluation methods in the development cycle and shows how methods can be also applied to a more general HCI context; Includes new research on evaluating user experience during game play and after; and social play; Describes new evaluation methods; Details methods that are also applicable for exertion games or tabletop games. This comprehensive book will be welcomed by researchers and practitioners in the field.
Most of the chapters in this book are extended papers from Research Learning in Virtual Environments (reLIVE08), an international conference held by the UK Open University in Milton Keynes in November 2008. Authors of...
ISBN:
(数字)9781849960472
ISBN:
(纸本)9781849960465
Most of the chapters in this book are extended papers from Research Learning in Virtual Environments (reLIVE08), an international conference held by the UK Open University in Milton Keynes in November 2008. Authors of the best papers and presentations from the conferences were invited to contribute to Research Learning in Virtual Worlds, the first book to specifically address research methods and related issues for education in virtual worlds. The book covers a range of research undertaken in virtual worlds. It opens with an accessible introduction both to the book and to the subject area, making it an ideal springboard for those who are new to research in this area. The subsequent ten chapters present work covering a range of research methodologies across a broad discipline base, providing essential reading for advanced undergraduate or postgraduate researchers working in education in virtual worlds, and engaging background material for researchers in similar and related disciplines.
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