Download or read book Dialogues on Mobile Communication written by Adriana de Souza e Silva and published by Taylor & Francis. This book was released on 2016-10-04 with total page 245 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this book, top scholars in the field of mobile communication discuss the major issues related to the use of mobile phones in today’s society, such as the tension between private and public, youth mobile culture, creative appropriations of mobile devices, and mobile methods. Each chapter unfolds as an open dialogue between scholars and graduate students of communication. They contain an introduction by a student, followed by a short lecture and a question and answer section with the students, and a closing statement by a student that responds to the scholar’s argument. The book is a valuable resource not only for individuals interested in mobile communication, but also students and teachers willing to use the affordances of mobile media to expand the physical boundaries of classrooms and promote collaborative learning practices.
Download or read book Haptics Science Technology and Applications written by Domenico Prattichizzo and published by Springer. This book was released on 2018-06-05 with total page 733 pages. Available in PDF, EPUB and Kindle. Book excerpt: The two-volume set LNCS 10893 and 10894 constitutes the refereed proceedings of the 11th International Conference EuroHaptics 2018, held in Pisa, Italy, in June 2018. The 95 papers (40 oral presentations and 554 poster presentations) presented were carefully reviewed and selected from 138 submissions. These proceedings reflect the multidisciplinary nature of EuroHaptics and cover all aspects of haptics, including neuroscience, psychophysics, perception, engineering, computing, interaction, virtual reality and arts.
Download or read book Encyclopedia of Computer Graphics and Games written by Newton Lee and published by Springer Nature. This book was released on 2024-01-19 with total page 2150 pages. Available in PDF, EPUB and Kindle. Book excerpt: Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA
Download or read book Mobile Data Visualization written by Bongshin Lee and published by CRC Press. This book was released on 2021-12-22 with total page 346 pages. Available in PDF, EPUB and Kindle. Book excerpt: Mobile Data Visualization is about facilitating access to and understanding of data on mobile devices. Wearable trackers, mobile phones, and tablets are used by millions of people each day to read weather maps, financial charts, or personal health meters. What is required to create effective visualizations for mobile devices? This book introduces key concepts of mobile data visualization and discusses opportunities and challenges from both research and practical perspectives. Mobile Data Visualization is the first book to provide an overview of how to effectively visualize, analyze, and communicate data on mobile devices. Drawing from the expertise, research, and experience of an international range of academics and practitioners from across the domains of Visualization, Human Computer Interaction, and Ubiquitous Computing, the book explores the challenges of mobile visualization and explains how it differs from traditional data visualization. It highlights opportunities for reaching new audiences with engaging, interactive, and compelling mobile content. In nine chapters, this book presents interesting perspectives on mobile data visualization including: how to characterize and classify mobile visualizations; how to interact with them while on the go and with limited attention spans; how to adapt them to various mobile contexts; specific methods on how to design and evaluate them; reflections on privacy, ethical and other challenges, as well as an outlook to a future of ubiquitous visualization. This accessible book is a valuable and rich resource for visualization designers, practitioners, researchers, and students alike.
Download or read book The SAGE Handbook of Digital Technology Research written by Sara Price and published by SAGE. This book was released on 2013-08-06 with total page 513 pages. Available in PDF, EPUB and Kindle. Book excerpt: Research on and with digital technologies is everywhere today. This timely, authoritative Handbook explores the issues of rapid technological development, social change, and the ubiquity of computing technologies which have become an integrated part of people′s everyday lives. This is a comprehensive, up-to-date resource for the twenty-first century. It addresses the key aspects of research within the digital technology field and provides a clear framework for readers wanting to navigate the changeable currents of digital innovation. Main themes include: - Introduction to the field of contemporary digital technology research - New digital technologies: key characteristics and considerations - Research perspectives for digital technologies: theory and analysis - Environments and tools for digital research - Research challenges Aimed at a social science audience, it will be of particular value for postgraduate students, researchers and academics interested in research on digital technology, or using digital technology to undertake research.
Download or read book Wearable Technologies Concepts Methodologies Tools and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2018-04-06 with total page 1602 pages. Available in PDF, EPUB and Kindle. Book excerpt: Advances in technology continue to alter the ways in which we conduct our lives, from the private sphere to how we interact with others in public. As these innovations become more integrated into modern society, their applications become increasingly relevant in various facets of life. Wearable Technologies: Concepts, Methodologies, Tools, and Applications is a comprehensive reference source for the latest scholarly material on the development and implementation of wearables within various environments, emphasizing the valuable resources offered by these advances. Highlighting a range of pertinent topics, such as assistive technologies, data storage, and health and fitness applications, this multi-volume book is ideally designed for researchers, academics, professionals, students, and practitioners interested in the emerging applications of wearable technologies.
Download or read book Intelligent Technologies for Interactive Entertainment written by Martin Clayton and published by Springer Nature. This book was released on with total page 228 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Secure System Design and Trustable Computing written by Chip-Hong Chang and published by Springer. This book was released on 2015-09-17 with total page 537 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides the foundations for understanding hardware security and trust, which have become major concerns for national security over the past decade. Coverage includes issues related to security and trust in a variety of electronic devices and systems related to the security of hardware, firmware and software, spanning system applications, online transactions and networking services. This serves as an invaluable reference to the state-of-the-art research that is of critical significance to the security of and trust in, modern society’s microelectronic-supported infrastructures.
Download or read book Mixed Reality and Gamification for Cultural Heritage written by Marinos Ioannides and published by Springer. This book was released on 2017-04-26 with total page 594 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume on virtual and augmented reality (VR/AR) and gamification for cultural heritage offers an insightful introduction to the theories, development, recent applications and trends of the enabling technologies for mixed reality and gamified interaction in cultural heritage and creative industries in general. It has two main goals: serving as an introductory textbook to train beginning and experienced researchers in the field of interactive digital cultural heritage, and offering a novel platform for researchers in and across the culturally-related disciplines. To this end, it is divided into two sections following a pedagogical model developed by the focus group of the first EU Marie S. Curie Fellowship Initial Training Network on Digital Cultural Heritage (ITN-DCH): Section I describes recent advances in mixed reality enabling technologies, while section II presents the latest findings on interaction with 3D tangible and intangible digital cultural heritage. The sections include selected contributions from some of the most respected scholars, researchers and professionals in the fields of VR/AR, gamification, and digital heritage. This book is intended for all heritage professionals, researchers, lecturers and students who wish to explore the latest mixed reality and gamification technologies in the context of cultural heritage and creative industries. It pursues a pedagogic approach based on trainings, conferences, workshops and summer schools that the ITN-DCH fellows have been following in order to learn how to design next-generation virtual heritage applications, systems and services.
Download or read book Emergent Trends in Personal Mobile and Handheld Computing Technologies written by Hu, Wen-Chen and published by IGI Global. This book was released on 2012-04-30 with total page 433 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book offers a vital research within the field of personal computing, highlighting the latest trends in research and development of personal technology"--Provided by publisher.
Download or read book Impact of Industry 4 0 on Architecture and Cultural Heritage written by Bolognesi, Cecilia Maria and published by IGI Global. This book was released on 2019-12-13 with total page 422 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the modern age of the 4th Industrial Revolution, advancements in communication and connectivity are transforming the professional world as new technologies are being embedded into society. These innovations have triggered the development of a digitally driven world where adaptation is necessary. This is no different in the architectural field, where the changing paradigm has opened new methods and advancements that have yet to be researched. Impact of Industry 4.0 on Architecture and Cultural Heritage is a pivotal reference source that provides vital research on the application of new technological tools, such as digital modeling, within architectural design, and improves the understanding of the strategic role of Industry 4.0 as a tool to empower the role of architecture and cultural heritage in society. Moreover, the book provides insights and support concerned with advances in communication and connectivity among digital environments in different types of research and industry communities. While highlighting topics such as semantic processing, crowdsourcing, and interactive environments, this publication is ideally designed for architects, engineers, construction professionals, cultural researchers, academicians, and students.
Download or read book Mission Oriented Sensor Networks and Systems Art and Science written by Habib M. Ammari and published by Springer Nature. This book was released on 2019-09-18 with total page 797 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents a broad range of deep-learning applications related to vision, natural language processing, gene expression, arbitrary object recognition, driverless cars, semantic image segmentation, deep visual residual abstraction, brain–computer interfaces, big data processing, hierarchical deep learning networks as game-playing artefacts using regret matching, and building GPU-accelerated deep learning frameworks. Deep learning, an advanced level of machine learning technique that combines class of learning algorithms with the use of many layers of nonlinear units, has gained considerable attention in recent times. Unlike other books on the market, this volume addresses the challenges of deep learning implementation, computation time, and the complexity of reasoning and modeling different type of data. As such, it is a valuable and comprehensive resource for engineers, researchers, graduate students and Ph.D. scholars.
Download or read book New Trends in Interaction Virtual Reality and Modeling written by Victor M.R. Penichet and published by Springer Science & Business Media. This book was released on 2013-10-10 with total page 150 pages. Available in PDF, EPUB and Kindle. Book excerpt: The interaction between a user and a device forms the foundation of today’s application design. Covering the following topics: A suite of five structural principles helping designers to structure their mockups; An agile method for exploiting desktop eye tracker equipment in combination with mobile devices; An approach to explore large-scale collections based on classification systems; A framework based on the use of modeling and components composition techniques to simplify the development of organizational collaborative systems; A low-cost virtual reality system that provides highly satisfying virtual experiences; Popular hardware and software tools and technologies for developing augmented and virtual reality applications; An implementation to handle connectivity between virtual reality applications and SensAble® Technology Phantom Haptic Devices; The results of a research study implementing a teaching technological strategy to help Down syndrome children develop their reading skills; Platform independent models decreasing the level of cohesion between communication technologies and software for ubiquitous computing; A method for applying gamification as a tool to improve the participation and motivation of people in performing different tasks. New Trends in Interaction, Virtual Reality and Modeling collects the best research from Interacción 2012 and MexIHC 2012, and presents the state-of-the-art in human-computer interaction, user interfaces, user experience and virtual reality. Written by researchers from leading universities, research institutes and industry, this volume forms a valuable source of reference for researchers in HCI and VR.
Download or read book Advanced Research and Trends in New Technologies Software Human Computer Interaction and Communicability written by Cipolla-Ficarra, Francisco Vicente and published by IGI Global. This book was released on 2013-08-31 with total page 696 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book presents scientific, theoretical, and practical insight on the software and technology of social networks and the factors that boost communicability, highlighting different disciplines in the computer and social sciences fields"--Provided by publisher.
Download or read book Human Computer Interaction INTERACT 2019 written by David Lamas and published by Springer Nature. This book was released on 2019-08-28 with total page 781 pages. Available in PDF, EPUB and Kindle. Book excerpt: The four-volume set LNCS 11746–11749 constitutes the proceedings of the 17th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2019, held in Paphos, Cyprus, in September 2019. The total of 111 full papers presented together with 55 short papers and 48 other papers in these books was carefully reviewed and selected from 385 submissions. The contributions are organized in topical sections named: Part I: accessibility design principles; assistive technology for cognition and neurodevelopment disorders; assistive technology for mobility and rehabilitation; assistive technology for visually impaired; co-design and design methods; crowdsourcing and collaborative work; cyber security and e-voting systems; design methods; design principles for safety/critical systems. Part II: e-commerce; education and HCI curriculum I; education and HCI curriculum II; eye-gaze interaction; games and gamification; human-robot interaction and 3D interaction; information visualization; information visualization and augmented reality; interaction design for culture and development I. Part III: interaction design for culture and development II; interaction design for culture and development III; interaction in public spaces; interaction techniques for writing and drawing; methods for user studies; mobile HCI; personalization and recommender systems; pointing, touch, gesture and speech-based interaction techniques; social networks and social media interaction. Part IV: user modelling and user studies; user experience; users’ emotions, feelings and perception; virtual and augmented reality I; virtual and augmented reality II; wearable and tangible interaction; courses; demonstrations and installations; industry case studies; interactive posters; panels; workshops. The chapter ‘Experiencing Materialized Reading: Individuals’ Encounters with Books’ is open access under a CC BY 4.0 license at link.springer.com. The chapter ‘What Is Beautiful Continues to Be Good: People Images and Algorithmic Inferences on Physical Attractiveness’ is open access under a CC BY 4.0 license at link.springer.com.
Download or read book Fundamentals of Wearable Computers and Augmented Reality written by Woodrow Barfield and published by CRC Press. This book was released on 2015-07-29 with total page 702 pages. Available in PDF, EPUB and Kindle. Book excerpt: Data will not help you if you can't see it where you need it. Or can't collect it where you need it. Upon these principles, wearable technology was born. And although smart watches and fitness trackers have become almost ubiquitous, with in-body sensors on the horizon, the future applications of wearable computers hold so much more. A trusted refer
Download or read book Human Computer Interaction INTERACT 2013 written by Paula Kotzé and published by Springer. This book was released on 2013-07-30 with total page 825 pages. Available in PDF, EPUB and Kindle. Book excerpt: The four-volume set LNCS 8117-8120 constitutes the refereed proceedings of the 14th IFIP TC13 International Conference on Human-Computer Interaction, INTERACT 2013, held in Cape Town, South Africa, in September 2013. The fourth volume includes 38 regular papers organized in topical sections on supporting physical activity, supporting shred activities, sustainability, tabletop computing, text comprehensibility, tracking eyes and head, usability evaluation and technology acceptance, user preferences and behaviour, user requirements capture and analysis, UX in work / educational context, voice / sound-based computing, 31 interactive posters, 2 industrial papers, 4 panels, 1 contribution on special interest groups, 1 tutorial, and 9 workshop papers.