This book highlights the latest research in pen and touch, its current use in STEM classrooms, sketching and haptics technologies. computer and educational scientists from academia and industry presented their researc...
ISBN:
(数字)9783030173982
ISBN:
(纸本)9783030173975
This book highlights the latest research in pen and touch, its current use in STEM classrooms, sketching and haptics technologies. computer and educational scientists from academia and industry presented their research at the Conference on Pen and Touch Technology on Education (CPTTE) 2017 on the advancement of digital ink technology and its applications for college and K-12 classrooms. This book is the synthesis of the presented results and the ideas generated from conference discussions. This volume contains seven parts; exploring topics like sketching forensics, teaching STEM, sketch recognition applications, creating a learning environment with sketching, teaching to sketch, and haptics. The book focuses on intelligent systems using digital ink that enable pen and touch interaction that teach and inspire students. Inspiring Students through Digital Ink is a must-read for anyone wanting to improve today's student experiences and apply innovative approaches in the classroom. Also highlighted are current and future directions in pen and touch research.
As the first extensive exploration of contemporary third wave HCI, this handbook covers key developments at the leading edge of human-computerinteractions. Now in its second decade as a major current of HCI research,...
ISBN:
(数字)9783319733562
ISBN:
(纸本)9783319733555
As the first extensive exploration of contemporary third wave HCI, this handbook covers key developments at the leading edge of human-computerinteractions. Now in its second decade as a major current of HCI research, the third wave integrates insights from the humanities and social sciences to emphasize human dimensions beyond workplace efficiency or cognitive capacities. The earliest HCI work was strongly based on the concept of human-machine coupling, which expanded to workplace collaboration as computers came into mainstream professional use. Today HCI can connect to almost any human experience because there are new applications for every aspect of daily life. Volume 1 - Technologies covers technical application areas related to artificial intelligence, metacreation, machine learning, perceptual computing, 3D printing, critical making, physical computing, the internet of things, accessibility, sonification, natural language processing, multimodal display, and virtual reality.
This is the first extensive compilation documenting contemporary third wave HCI, covering key methodological developments at the leading edge of human-computerinteractions. Now in its second decade as a major current...
ISBN:
(数字)9783319733746
ISBN:
(纸本)9783319733739
This is the first extensive compilation documenting contemporary third wave HCI, covering key methodological developments at the leading edge of human-computerinteractions. Now in its second decade as a major current of HCI research, the third wave integrates insights from the humanities and social sciences to emphasize human dimensions beyond workplace efficiency or cognitive capacities. Where the earliest HCI work has been strongly based on the concept of human-machine coupling, which expanded to workplace collaboration as computers came into mainstream professional use, today HCI can connect to almost any human experience because there are new applications for every aspect of daily life. Volume 2 - Methodologies covers methodological approaches grounded in autoethnography, empathy-based design, crowdsourcing, psychometrics, user engagement, speculative design, somatics, embodied cognition, peripheral practices and transdisciplinarity.
Social robots not only work with humans in collaborative workspaces - we meet them in shopping malls and even more personal settings like health and care. Does this imply they should become more human, able to interpr...
ISBN:
(数字)9783030171070
ISBN:
(纸本)9783030171063
Social robots not only work with humans in collaborative workspaces - we meet them in shopping malls and even more personal settings like health and care. Does this imply they should become more human, able to interpret and adequately respond to human emotions? Do we want them to help elderly people? Do we want them to support us when we are old ourselves? Do we want them to just clean and keep things orderly - or would we accept them helping us to go to the toilet, or even feed us if we suffer from Parkinson's disease? The answers to these questions differ from person to person. They depend on cultural background, personal experiences - but probably most of all on the robot in question. This book covers the phenomenon of social robots from the historic roots to today's best practices and future perspectives. To achieve this, we used a hands-on, interdisciplinary approach, incorporating findings from computer scientists, engineers, designers, psychologists, doctors, nurses, historians and many more. The book also covers a vast spectrum of applications, from collaborative industrial work over education to sales. Especially for developments with a high societal impact like robots in health and care settings, the authors discuss not only technology, design and usage but also ethical aspects. Thus this book creates both a compendium and a guideline, helping to navigate the design space for future developments in social robotics.
People relate to other people, not to simplified types or segments. This is the concept that underpins this book. Personas, a user centered design methodology, covers topics from interaction design within IT, through ...
ISBN:
(数字)9781447174271
ISBN:
(纸本)9781447174264
People relate to other people, not to simplified types or segments. This is the concept that underpins this book. Personas, a user centered design methodology, covers topics from interaction design within IT, through to issues surrounding product design, communication, and marketing. Project developers need to understand how users approach their products from the product's infancy, and regardless of what the product might be. Developers should be able to describe the user of the product via vivid depictions, as if they "with their different attitudes, desires and habits" were already using the product. In doing so they can more clearly formulate how to turn the product's potential into reality. Based on 20 years' experience in solving problems for businesses and 15 years of research, currently at the IT University of Copenhagen, Lene Nielsen is Denmark's leading expert in the persona method. She has a PhD in personas and scenarios, and through her research and practical experiences has developed her own approach to the method "10 Steps to Personas. This second edition of Personas" User Focused Design presents a step-by-step methodology of personas which will be of interest to developers of IT, communications solutions and innovative products. This book also includes three new chapters and considerable expansion on the material in the first edition.
This book deals with the topic of biomechanical biofeedback systems and applications that are primarily aimed at motor learning in sports and rehabilitation. It gives a comprehensive tutorial of the concepts, architec...
ISBN:
(数字)9783319913490
ISBN:
(纸本)9783319913483
This book deals with the topic of biomechanical biofeedback systems and applications that are primarily aimed at motor learning in sports and rehabilitation. It gives a comprehensive tutorial of the concepts, architectures, operation, and exemplary applications of biomechanical biofeedback systems. A special section is dedicated to various constraints in designing biomechanical biofeedback systems. The book also describes the technologies needed for the adequate operation of biofeedback systems, such as motion tracking, communication, processing, and sensor technologies. In regard to technologies, the emphasis is on the assurance of the requirements of the real-time system operation. The application focus is on the usage in sport and rehabilitation, particularly in the field of accelerated motor learning and injury prevention. We include several examples of operational (real-time) biofeedback applications in golf, skiing, and swimming. The book is in the first place intended for the professional audience, researchers, and scientists in the fields connected to the topics of this book.
While the focus of the UX research and design discipline and the Learning Sciences and instructional design disciplines is often similar and almost always tangential, there seems to exist a gap, i.e. a lack of communi...
ISBN:
(数字)9783319947945
ISBN:
(纸本)9783319947938
While the focus of the UX research and design discipline and the Learning Sciences and instructional design disciplines is often similar and almost always tangential, there seems to exist a gap, i.e. a lack of communication between the two fields. Not much has been said about how UX Design can work hand-in-hand with instructional design to advance learning. The goal of this book is to bridge this gap by presenting work that cuts through both fields. To illustrate this gap in more detail, we provide a combined view of UX Research and Design & Educational Technology. While the traditional view has perceived the Learning Experience Design as a field of Instructional Design, we will highlight its connection with UX, an aspect that has become increasingly relevant. Our focus on user experience research and design has a unique emphasis on the human learning experience: we strongly believe that in learning technology the technological part is only mediating the learning experience, and we do not focus on technological advancements per se, as we believe they are not the solution, in themselves, to the problems that education is facing. This book aims to lay out the challenges and opportunities in this field and highlight them through research presented in the various chapters. Thus, it presents a unique opportunity to represent areas of learning technology that go very far beyond the MOOC and the classroom technology. The book provides an outstanding overview and insights in the area and it aims to serve as a significant and valuable source for learning researchers and practitioners. The chapter "User requirements when designing learning e-content: interaction for all" is available open access under a CC BY 4.0license at ***
A 3D user interface (3DUI) is an interface in which the user performs tasks in three dimensions. For example, interactions using hand/body gestures, interaction using a motion controller (e.g. Sony Play Station Move),...
ISBN:
(数字)9783319779539
ISBN:
(纸本)9783319779522
A 3D user interface (3DUI) is an interface in which the user performs tasks in three dimensions. For example, interactions using hand/body gestures, interaction using a motion controller (e.g. Sony Play Station Move), interaction with virtual reality devices using tracked motion controllers, etc. All these technologies which let a user interact in three dimensions are called 3D user interface technologies. These 3D user interfaces have the potential to make games more immersive & engaging and thus potentially provide a better user experience to gamers. Although 3D user interface technologies are available for games, it is unclear how their usage affects game play and if there are any user performance benefits. This book presents state of the art research on exploring 3D user interface technologies for improving video games. It also presents a review of research work done in this area and describes experiments focused on usage of stereoscopic 3D, head tracking, and hand gesture-based control in gaming scenarios. These experiments are systematic studies in gaming environments and are aimed at understanding the effect of the underlined 3D interface technology on the gaming experience of a user. Based on these experiments, several design guidelines are presented which can aid game designers in designing better immersive games.
With an evolutionary advancement of Machine Learning (ML) algorithms, a rapid increase of data volumes and a significant improvement of computation powers, machine learning becomes hot in different applications. Howev...
ISBN:
(数字)9783319904030
ISBN:
(纸本)9783319904023
With an evolutionary advancement of Machine Learning (ML) algorithms, a rapid increase of data volumes and a significant improvement of computation powers, machine learning becomes hot in different applications. However, because of the nature of black-box in ML methods, ML still needs to be interpreted to link human and machine learning for transparency and user acceptance of delivered solutions. This edited book addresses such links from the perspectives of visualisation, explanation, trustworthiness and transparency. The book establishes the link between human and machine learning by exploring transparency in machine learning, visual explanation of ML processes, algorithmic explanation of ML models, human cognitive responses in ML-based decision making, human evaluation of machine learning and domain knowledge in transparent ML applications. This is the first book of its kind to systematically understand the current active research activities and outcomes related to human and machine learning. The book will not only inspire researchers to passionately develop new algorithms incorporating human for human-centred ML algorithms, resulting in the overall advancement of ML, but also help ML practitioners proactively use ML outputs for informative and trustworthy decision making. This book is intended for researchers and practitioners involved with machine learning and its applications. The book will especially benefit researchers in areas like artificial intelligence, decision support systems and human-computerinteraction.
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