EBookClubs

Read Books & Download eBooks Full Online

EBookClubs

Read Books & Download eBooks Full Online

Book Human Experiential Design of Presence in Everyday Blended Reality

Download or read book Human Experiential Design of Presence in Everyday Blended Reality written by John Waterworth and published by Springer. This book was released on 2016-05-03 with total page 111 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores how our lives and social interactions have become split between two intertwined, but not integrated, realities: the physical and the digital. Our sense of presence in the here and now has become fragmented, and yet earlier design approaches reinforced the problem, rather than leading to improvements. The authors address these issues by laying out a new human computer interaction (HCI) design approach – human-experiential design – rooted in a return to first principles of how people understand the world, both consciously and unconsciously. The application of this approach to the design of blended reality spaces is described in detail. Examples and scenarios of designing them to overcome the problems inherent in a variety of mixed reality settings are provided. Human-Experiential Design of Presence in Everyday Blended Reality will appeal to undergraduate and graduate students and researchers in interaction design, psychology, HCI and computer application studies, as well as practicing interaction designers and computer professionals. It will also be of interest to communication, media and urban design students, and to all readers with an interest in the technology-mediated future.

Book Here and Now

    Book Details:
  • Author : Kei Hoshi
  • Publisher :
  • Release : 2012
  • ISBN : 9789174593723
  • Pages : 214 pages

Download or read book Here and Now written by Kei Hoshi and published by . This book was released on 2012 with total page 214 pages. Available in PDF, EPUB and Kindle. Book excerpt: The thesis claims that an experiential approach to design really does promise the possibility of scientific design of everyday life. The purpose of this thesis is to show the promise. René Descartes conceptualized the classical formulation of a mind-body dichotomy. Various resulting and unbalanced dichotomies, such as subjective-objective, internal-external, experiential-practical and so on, raise serious concerns surrounding the concept of design. The thesis raises a crucial issue about the imbalance between technological and human concerns in the context of human-computer interaction, an imbalance that has been caused partly by the mechanistic aspect of informatics and its impact on designing human computer interaction. The thesis first explores the origin of design as a distinct activity during the industrial revolution, and reviews the tide of design history from then until today. The brief review of design history indicates that design is not merely the skill of making things or presentations. This gives direction to how design can be positioned in our modern information society. Second, the author starts a critical discussion about ordinary design approaches that, it is suggested, may have hindered true human-centred design, and then introduces an alternative approach to design and research, which the author calls Human-Experiential Design. Third, the notion of Tangible Presence in Blended Reality Space is introduced. The conceptual grounding that illustrates the experiential approach to interaction design is discussed. Fourth, the thesis presents use cases and provides examples of Human-Experiential Design in specific practical contexts. The concrete examples suggest that the emphasis on 'balance' or appropriate blending is very important in the development of better interactive systems for health, capitalizing on seamless combinations of the virtual and the physical in Blended Reality Space.

Book Primitive Interaction Design

Download or read book Primitive Interaction Design written by Kei Hoshi and published by Springer Nature. This book was released on 2020-08-18 with total page 133 pages. Available in PDF, EPUB and Kindle. Book excerpt: Interaction design is acknowledged as an important area of study, and more especially of design practice. Hugely popular and profitable consumer devices, such as mobile phones and tablets, are seen as owing much of their success to the way they have been designed, not least their interface characteristics and the styles of interaction that they support. Interaction design studies point to the importance of a user-centred approach, whereby products are in principle designed around their future users’ needs and capacities. However, it is the market, and marketing, that determine which products are available for people to interact with and to a great extent what their designed characteristics are. Primitive Interaction Design is based on the realisation that designers need to be freed from the marketplace and industry pressure, and that the usual user-centred arguments are not enough to make a practical difference. Interaction designers are invited to cast themselves as “savages”, as if wielding primitive tools in concrete physical environments. A theoretical perspective is presented that opens up new possibilities for designers to explore fresh ideas and practices, including the importance of conscious and unconscious being, emptiness and trickery. Building on this, a set of design tools for primitive design work is presented and illustrated with practical examples. This book will be of particular interest to undergraduate and graduate students and researchers in interaction design and HCI, as well as practicing interaction designers and computer professions. It will also appeal to those with an interest in psychology, anthropology, cultural studies, design and the future of technology in society.

Book Advances in Computer Entertainment Technology

Download or read book Advances in Computer Entertainment Technology written by Adrian David Cheok and published by Springer. This book was released on 2018-03-02 with total page 911 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed conference proceedings of the 14th International Conference on Advances in Computer Entertainment Technology, ACE 2017, held in London, UK, in December 2017. The 59 full papers presented were selected from a total of 229 submissions. ACE is by nature a multi-disciplinary conference, therefore attracting people across a wide spectrum of interests and disciplines including computer science, design, arts, sociology, anthropology, psychology, and marketing. The main goal is to stimulate discussion in the development of new and compelling entertainment computing and interactive art concepts and applications. The chapter 'eSport vs irlSport' is open access under a CC BY 4.0 license via link.springer.com.

Book The Psychosocial Reality of Digital Travel

Download or read book The Psychosocial Reality of Digital Travel written by Ingvar Tjostheim and published by Springer Nature. This book was released on 2021-12-06 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: This open access book takes a fresh look at the nature of the digital travel experience, at a time when more and more people are engaged in online social interaction, games, and other virtual experiences essentially involving online visits to other places. It examines whether these experiences can seem real to the virtual traveller and, if so, under what conditions and on what grounds. The book unpacks philosophical theories relevant to the feeling of being somewhere, emphasising the importance of perception and being-in-the-world. Notions of place are outlined, based on work in tourism studies, human geography, and other applied social fields, with an aim to investigate how and when different experiences of place arise for the traveller and how these relate to telepresence – the sense of being there in another place through digital media. Findings from recent empirical studies of digital travel are presented, including a survey from which the characteristics of “digital travellers” are identified. A review of selected interactive design trends and possibilities leads to the conclusion, which draws these strands together and looks to the future of this topical and expanding field.

Book User Driven Healthcare  Concepts  Methodologies  Tools  and Applications

Download or read book User Driven Healthcare Concepts Methodologies Tools and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2013-01-31 with total page 1682 pages. Available in PDF, EPUB and Kindle. Book excerpt: User-Driven Healthcare: Concepts, Methodologies, Tools, and Applications provides a global discussion on the practice of user-driven learning in healthcare and connected disciplines and its influence on learning through clinical problem solving. This book brings together different perspectives for researchers and practitioners to develop a comprehensive framework of user-driven healthcare.

Book Human Centered Design of E Health Technologies  Concepts  Methods and Applications

Download or read book Human Centered Design of E Health Technologies Concepts Methods and Applications written by Ziefle, Martina and published by IGI Global. This book was released on 2010-12-31 with total page 426 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book unites researchers and industry practitioners from different disciplines to share their domain-specific knowledge and contribute to a holistic introduction into the area of human-centered design for e-health applications"--Provided by publisher.

Book The Palgrave Encyclopedia of Urban and Regional Futures

Download or read book The Palgrave Encyclopedia of Urban and Regional Futures written by Robert C. Brears and published by Springer Nature. This book was released on 2023-01-13 with total page 2334 pages. Available in PDF, EPUB and Kindle. Book excerpt: While urban settlements are the drivers of the global economy and centres of learning, culture, and innovation and nations rely on competitive dynamic regions for their economic, social, and environmental objectives, urban centres and regions face a myriad of challenges that impact the ways in which people live and work, create wealth, and interact and connect with places. Rapid urbanisation is resulting in urban sprawl, rising emissions, urban poverty and high unemployment rates, housing affordability issues, lack of urban investment, low urban financial and governance capacities, rising inequality and urban crimes, environmental degradation, increasing vulnerability to natural disasters and so forth. At the regional level, low employment, low wage growth, scarce financial resources, climate change, waste and pollution, and rising urban peri-urban competition etc. are impacting the ability of regions to meet socio-economic development goals while protecting biodiversity. The response to these challenges has typically been the application of inadequate or piecemeal solutions, often as a result of fragmented decision-making and competing priorities, with numerous economic, environmental, and social consequences. In response, there is a growing movement towards viewing cities and regions as complex and sociotechnical in nature with people and communities interacting with one another and with objects, such as roads, buildings, transport links etc., within a range of urban and regional settings or contexts. This comprehensive MRW will provide readers with expert interdisciplinary knowledge on how urban centres and regions in locations of varying climates, lifestyles, income levels, and stages development are creating synergies and reducing trade-offs in the development of resilient, resource-efficient, environmentally friendly, liveable, socially equitable, integrated, and technology-enabled centres and regions.

Book HCI International 2020     Late Breaking Papers  Universal Access and Inclusive Design

Download or read book HCI International 2020 Late Breaking Papers Universal Access and Inclusive Design written by Constantine Stephanidis and published by Springer Nature. This book was released on 2020-09-24 with total page 794 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes late breaking papers from the 22nd International Conference on Human-Computer Interaction, HCII 2020, which was held in July 2020. The conference was planned to take place in Copenhagen, Denmark, but had to change to a virtual conference mode due to the COVID-19 pandemic. From a total of 6326 submissions, a total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings before the conference took place. In addition, a total of 333 papers and 144 posters are included in the volumes of the proceedings published after the conference as “Late Breaking Work” (papers and posters). These contributions address the latest research and development efforts in the field and highlight the human aspects of design and use of computing systems. The 59 late breaking papers presented in this volume address the latest research and development efforts in the field and highlight the human aspects of design and use of computing systems.

Book Interacting with Presence

    Book Details:
  • Author : Giuseppe Riva
  • Publisher : Walter de Gruyter GmbH & Co KG
  • Release : 2014-10-08
  • ISBN : 3110409690
  • Pages : 196 pages

Download or read book Interacting with Presence written by Giuseppe Riva and published by Walter de Gruyter GmbH & Co KG. This book was released on 2014-10-08 with total page 196 pages. Available in PDF, EPUB and Kindle. Book excerpt: The experience of using and interacting with the newest Virtual Reality and computing technologies is profoundly affected by the extent to which we feel ourselves to be really ‘present’ in computer-generated and -mediated augmented worlds. This feeling of 'Presence’, of “being inside the mediated world”, is key to understanding developments in applications such as interactive entertainment, gaming, psychotherapy, education, scientific visualisation, sports training and rehabilitation, and many more. This edited volume, featuring contributions from internationally renowned scholars, provides a comprehensive introduction to and overview of the topic of mediated presence - or ‘tele-presence’ - and of the emerging field of presence research. It is intended for researchers and graduate students in human-computer interaction, cognitive science, psychology, cyberpsychology and computer science, as well as for experienced professionals from the ICT industry. The editors are all well-known professional researchers in the field: Professor Giuseppe Riva from the Catholic University of Milan, Italy; Professor John Waterworth from Umeå University, Sweden; Dianne Murray, an HCI Consultant and editor of the journal “Interacting with Computers”.

Book Virtual  Augmented and Mixed Reality  Industrial and Everyday Life Applications

Download or read book Virtual Augmented and Mixed Reality Industrial and Everyday Life Applications written by Jessie Y. C. Chen and published by Springer Nature. This book was released on 2020-07-10 with total page 449 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 2 volume-set of LNCS 12190 and 12191 constitutes the refereed proceedings of the 12th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2020, which was due to be held in July 2020 as part of HCI International 2020 in Copenhagen, Denmark. The conference was held virtually due to the COVID-19 pandemic. A total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings from a total of 6326 submissions. The 71 papers included in these HCI 2020 proceedings were organized in topical sections as follows: Part I: design and user experience in VAMR; gestures and haptic interaction in VAMR; cognitive, psychological and health aspects in VAMR; robots in VAMR. Part II: VAMR for training, guidance and assistance in industry and business; learning, narrative, storytelling and cultural applications of VAMR; VAMR for health, well-being and medicine.

Book Presence and Beyond  Evaluating User Experience in AR MR VR

Download or read book Presence and Beyond Evaluating User Experience in AR MR VR written by Richard Skarbez and published by Frontiers Media SA. This book was released on 2022-10-03 with total page 221 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Feeling Present in the Physical World and in Computer Mediated Environments

Download or read book Feeling Present in the Physical World and in Computer Mediated Environments written by J. Waterworth and published by Springer. This book was released on 2014-11-21 with total page 169 pages. Available in PDF, EPUB and Kindle. Book excerpt: This concise volume presents for the first time a coherent and detailed account of why we experience feelings of being present in the physical world and in computer-mediated environments, why we often don't, and why it matters - for design, psychotherapy, tool use and social creativity amongst other practical applications.

Book Multidisciplinary Applications of Extended Reality for Human Experience

Download or read book Multidisciplinary Applications of Extended Reality for Human Experience written by Kajla, Tanveer and published by IGI Global. This book was released on 2024-08-01 with total page 513 pages. Available in PDF, EPUB and Kindle. Book excerpt: In today's rapidly evolving digital landscape, extended reality (XR) technologies have emerged as transformative tools that blur the boundaries between the physical and digital worlds. However, with this innovation comes a host of complex challenges. From ethical considerations in virtual reality research to legal and regulatory hurdles in extended reality, navigating this dynamic terrain requires a deep understanding of technology and human behavior. The lack of comprehensive resources that bridge these disciplines poses a significant barrier to those seeking to harness the full potential of immersive technologies. Multidisciplinary Applications of Extended Reality for Human Experience addresses this critical gap by offering a multidisciplinary exploration of XR's impact on society. Through expert contributions from diverse fields, including psychology, sociology, design, and culture, this book provides a comprehensive understanding of how XR technologies are reshaping human perceptions and interactions. It serves as a foundational text for academics, researchers, and industry professionals seeking to navigate the complexities of immersive technologies and their profound implications for human life.

Book Everyday Virtual and Augmented Reality

Download or read book Everyday Virtual and Augmented Reality written by Adalberto Simeone and published by Springer Nature. This book was released on 2023-02-18 with total page 257 pages. Available in PDF, EPUB and Kindle. Book excerpt: This edited book introduces readers to the area of “Everyday Virtual and Augmented Reality”. With Virtual and Augmented Reality technologies, becoming more pervasive in our homes and workplaces, new use cases and scenarios emerge together with new challenges that need to be addressed. These challenges encompass the design and implementation of appropriate VR/AR applications for ordinary environments that were not built with the explicit intention of supporting VR systems. The everyday/domestic environments present a range of issues that are usually not present in the physical locations purposed for VR and AR use in academic or professional environments, such as constrained spaces, presence of obstacles, absence of instrumentation, social and organizational restrictions etc. To address the above challenges, we collect the latest work from the Virtual Reality and Augmented Reality research community, by combining the presentation of general definitions and characterization of the field, of interaction concepts and techniques, of a variety of use cases and areas. The constellation of different environment examples (from education, sport to consumer and marketing), from across the globe and platforms, provide a comprehensive discussion on scientific and engineering methods, which enable the development of VR/AR systems in everyday context.

Book Advances in Design and Digital Communication IV

Download or read book Advances in Design and Digital Communication IV written by Nuno Martins and published by Springer Nature. This book was released on 2023-11-30 with total page 992 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book reports on research findings and practical lessons featuring advances in the areas of digital and interaction design, graphic design and branding, design education, society and communication in design practice, and related ones. Gathering the proceedings of the 7th International Conference on Digital Design and Communication, Digicom 2023, held on November 9-11, 2023, as a hybrid event, in/from Barcelos, Portugal, this book continues the tradition of the previous ones reporting on new design strategies to foster digital communication within and between the society, institutions and brands. By highlighting innovative ideas and reporting on multidisciplinary projects, it offers a source of inspiration for designers of all kinds, including graphic and web designers, UI, UX and social media designers, and to researchers, advertisers, artists, and brand and corporate communication managers alike.

Book Virtual  Augmented and Mixed Reality

Download or read book Virtual Augmented and Mixed Reality written by Stephanie Lackey and published by Springer. This book was released on 2017-06-28 with total page 576 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 9th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2017, held as part of HCI International 2017 in Vancouver, BC, Canada. HCII 2017 received a total of 4340 submissions, of which 1228 papers were accepted for publication after a careful reviewing process. The 45 papers presented in this volume were organized in topical sections named: developing virtual and augmented environments; interaction techniques in VAMR; VAMR in education and training; virtual worlds and games; user experience in VAMR; and health issues in VR.