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Book Pervasive Displays

    Book Details:
  • Author : Nigel Davies
  • Publisher : Springer Nature
  • Release : 2022-05-31
  • ISBN : 3031024842
  • Pages : 114 pages

Download or read book Pervasive Displays written by Nigel Davies and published by Springer Nature. This book was released on 2022-05-31 with total page 114 pages. Available in PDF, EPUB and Kindle. Book excerpt: Fueled by falling display hardware costs and rising demand, digital signage and pervasive displays are becoming ever more ubiquitous. Such systems have traditionally been used for advertising and information dissemination, with digital signage commonplace in shopping malls, airports and public spaces. While advertising and broadcasting announcements remain important applications, developments in sensing and interaction technologies are enabling entirely new classes of display applications that tailor content to the situation and audience of the display. As a result, signage systems are beginning to transition from simple broadcast systems to rich platforms for communication and interaction. In this lecture, we provide an introduction to this emerging field for researchers and practitioners interested in creating state-of-the-art pervasive display systems. We begin by describing the history of pervasive display research, providing illustrations of key systems, from pioneering work on supporting collaboration to contemporary systems designed for personalized information delivery. We then consider what the near future might hold for display networks -- describing a series of compelling applications that are being postulated for future display networks. Creating such systems raises a wide range of challenges and requires designers to make a series of important trade-offs. We dedicate four chapters to key aspects of pervasive display design: audience engagement, display interaction, system software, and system evaluation. These chapters provide an overview of current thinking in each area. Finally, we present a series of case studies of display systems and our concluding remarks.

Book Evaluating User Experience in Games

Download or read book Evaluating User Experience in Games written by Regina Bernhaupt and published by Springer Science & Business Media. This book was released on 2010-04-12 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: It was a pleasure to provide an introduction to a new volume on user experience evaluation in games. The scope, depth, and diversity of the work here is amazing. It attests to the growing popularity of games and the increasing importance developing a range of theories, methods, and scales to evaluate them. This evolution is driven by the cost and complexity of games being developed today. It is also driven by the need to broaden the appeal of games. Many of the approaches described here are enabled by new tools and techniques. This book (along with a few others) represents a watershed in game evaluation and understanding. The eld of game evaluation has truly “come of age”. The broader eld of HCI can begin to look toward game evaluation for fresh, critical, and sophisticated thi- ing about design evaluation and product development. They can also look to games for groundbreaking case studies of evaluation of products. I’ll brie y summarize each chapter below and provide some commentary. In conclusion, I will mention a few common themes and offer some challenges. Discussion In Chapter 1, User Experience Evaluation in Entertainment, Bernhaupt gives an overview and presents a general framework on methods currently used for user experience evaluation. The methods presented in the following chapters are s- marized and thus allow the reader to quickly assess the right set of methods that will help to evaluate the game under development.

Book Art and Technology of Entertainment Computing and Communication

Download or read book Art and Technology of Entertainment Computing and Communication written by Adrian David Cheok and published by Springer Science & Business Media. This book was released on 2010-08-03 with total page 299 pages. Available in PDF, EPUB and Kindle. Book excerpt: Art and Technology of Entertainment Computing and Communication takes a blue sky research perspective on the field of interactive media for entertainment computing. Adrian David Cheok argues that entertainment as an end-product is useful for interactive play, however it is also a powerful tool for learning and communication and it is also a key driver for the development of information technology. This book explores the future of entertainment technologies used for communication and describes quantum step research. It will inform and inspire readers to create their own radical inventions and innovations that are not incremental, but which break through ideas and non-obvious solutions. One of the main explorations is the examination of how new forms of computer interaction can lead to radical new forms of technology and art for entertainment computing. Art and Technology of Entertainment Computing and Communication is an informative and inspirational text for students and the next generation of researchers. It’s main aim is to provide information that will hopefully help change the world and society for the better, through new modes of entertainment and communication. Academics, researchers, engineers, game designers, and interaction designers, will find the content both interesting and valuable. Entertainment is the "engine" to inspire people and drive innovation in interactive digital media design. The pioneer of the field, Prof. Adrian David Cheok, takes you on an exciting tour of the future shaped by the Entertainment Technologies. Hiroshi ISHII, Muriel R. Cooper Professor of Media Arts and Sciences, MIT Media Laboratory.

Book To Save Everything  Click Here

Download or read book To Save Everything Click Here written by Evgeny Morozov and published by . This book was released on 2013-03-05 with total page 434 pages. Available in PDF, EPUB and Kindle. Book excerpt: The award-winning author of The Net Delusion shows how the radical transparency we've become accustomed to online may threaten the spirit of real-life democracy

Book Cross Cultural Computing  An Artist s Journey

Download or read book Cross Cultural Computing An Artist s Journey written by Naoko Tosa and published by Springer. This book was released on 2016-03-01 with total page 145 pages. Available in PDF, EPUB and Kindle. Book excerpt: This exciting new book explores the relationship between cultural traditions and computers, looking at how people from very different cultures and backgrounds communicate and how the use of information technologies can support and enhance these dialogues. Historically we developed our understanding of other cultures through traditional means (museums, printed literature, etc.) but the advent of information technologies has allowed us access to a plethora of material. Tosa asks the question “Can we understand other cultures using computers as media to supplement thinking and memorization?” Starting with a survey of art and technology, moving into the area of culture and technology, the book culminates with a vision of a new world based on an understanding of these relationships, allowing cultural creators and viewers the opportunity to reach a better and more profound understanding of the role information technology will play going forward.

Book Travelling through time

    Book Details:
  • Author : Jörgen Stenlund
  • Publisher : Linköping University Electronic Press
  • Release : 2019-05-20
  • ISBN : 9176851214
  • Pages : 98 pages

Download or read book Travelling through time written by Jörgen Stenlund and published by Linköping University Electronic Press. This book was released on 2019-05-20 with total page 98 pages. Available in PDF, EPUB and Kindle. Book excerpt: Evolutionary knowledge is important to understand and address contemporary challenges such as loss of biodiversity, climate change and antibiotic resistance. An important aspect that is considered to be a threshold concept in teaching and learning about evolution is the time it involves. The history of evolution comprises several scales of magnitude, some of which are far from direct human experience and therefore difficult to understand. One way of addressing this issue is to use dynamic visualizations that represent time, for example, to facilitate teaching and learning about evolution. This thesis investigates how students’ comprehension of evolution and evolutionary time can be facilitated by visualizations in educational settings. Two different dynamic visualizations were investigated. In paper I different temporal versions of a spatio-temporal animation depicting hominin evolution were explored. The temporal information was expressed as one or several timelines along which an animated cursor moved, indicating the rate of time. Two variables, the number of timelines with different scales, and the mode of the default animated time rate (either constant throughout the animation or decreasing as the animation progressed), were combined to give four different time representations. The temporal aspects investigated were undergraduate students' ability to find events at specific times, comprehend order, comprehend concurrent events, comprehend the length of time intervals, and their ability to compare the lengths of time intervals. In paper II, perceptions and comprehension of temporal aspects in an interactive, multi-touch tabletop application, DeepTree, were investigated. This application depicts the tree of life. The focus was on the interactive aspects, especially how the zooming feature was perceived, but also on any misinterpretations associated with the interaction. The same temporal aspects listed for paper I were also implicitly investigated. The findings indicate that handling the problem of large differences in scale by altering the rate of time in the visualization can facilitate perception of certain temporal aspects while, at the same time, can hinder a correct comprehension of other temporal aspects. Findings concerning DeepTree indicate that the level of interactions varies among users, and that the zooming feature is perceived in two ways, either as a movement in time or as a movement in the metaphorical tree. Several misinterpretations were observed, for example the assumption that the zooming time in the tree corresponds to real time, that there is an implicit coherent timeline along the y-axis of the tree, and that more nodes along a branch corresponds to a longer time. The research reported in this thesis supports the claim that careful choice, and informed use of visualizations matters, and that different visualizations are best suited for different educational purposes För att kunna förstå och ta ställning till utmaningar i form av exempelvis klimatförändringar, förlust av biodiversitet och antibiotikaresistens krävs kunskap om evolution. För att förstå evolution är det i sin tur viktigt att inse betydelsen av de tidsskalor som evolutionära processer omfattar. Detta utgör inte sällan ett problem vid undervisning om evolution eftersom det rör sig om tidsskalor som sträcker sig långt bortom vad vi själva kan erfara. Tidsskalor ingår i en grupp av begrepp som kallas tröskelbegrepp. Tröskelbegrepp utmärks av att de är svåra att ta till sig, men när väl förståelse uppnås så innebär det en radikal och permanent förändring av hur ett ämnesinnehåll, exempelvis evolution, betraktas. Av den anledningen är de också ”enkelriktade” i meningen att den nya förståelsen är bestående Ett sätt att bemöta problemen med att förstå tidsskalor av varierande storlekar är att använda dynamiska visualiseringar. Denna avhandling handlar just om hur elevers förståelse av evolution med avseende på tiden kan underlättas genom visualiseringar i undervisning. Avhandlingen baseras på två studier som var och en belyser evolutionär tid på olika sätt beträffande såväl innehåll som form. I den första studien undersöktes hur olika varianter av en tidsrepresentation i form av animerade tidslinjer påverkade 144 studenters förståelse av olika tidsaspekter. Representationen av tid hade två variabler, nämligen antal tidslinjer (en tidslinje respektive 3 tidslinjer med olika skalor) och hastighet för animationen av tidsförloppet (konstant hastighet respektive avtagande hastighet när animationen närmade sig nutid). De två variablerna kombinerades för att ge fyra olika varianter av tidsrepresentation. I studien jämfördes varianterna genom att undersöka studenters förmåga kring olika tidsaspekter; hitta händelser vid specifika tider, uppfatta ordning på händelser, uppfatta samtidiga händelser, uppfatta längden på ett tidsintervall och jämföra längden av två tidsintervall. I den andra studien undersöktes uppfattningar och förståelse av tidsmässiga aspekter hos 10 gymnasieelever med utgångspunkt från det interaktiva multi-touch-bordet ”DeepTree”. Det är en interaktiv visualisering av livets träd, det vill säga de fylogenetiska sambanden mellan organismer på jorden. I denna studie fokuserades de interaktiva aspekterna av visualiseringen, särskilt kring hur zoomfunktionen uppfattades av elever men också vilka missuppfattningar som var kopplade till interaktioner. Även tidsaspekterna från den första studien undersöktes. Resultaten från den första studien visar att det under vissa omständigheter kan vara en fördel att variera det animerade tidsflödet, till exempel genom att hastigheten på tidsflödet i animationen avtar under en speciellt händelserik period som behöver granskas noggrannare. Under andra omständigheter kan det däremot vara olämpligt att variera hastigheten för den animerade tiden eftersom det försvårar bedömningen av storleken på, och jämförelsen av, tidsintervall. Det är alltså viktigt att lärare är medvetna om vilken, eller vilka, tidsaspekter som är centrala i den specifika lärandesituationen. Resultaten från den andra studien visar två olika sätt att uppfatta zoomfunktionen när den används i applikationen DeepTree; antingen som en rörelse i tid eller som en rörelse i det metaforiska trädet. Flera missuppfattningar av interaktionen observerades hos eleverna. Till exempel tolkade en del elever den tid det tog att zooma i trädet som att det motsvarade hur lång tid som förflöt mellan olika evolutionära händelser. Ett antal elever verkade anta att det finns en implicit linjär tidslinje längs y-axeln på trädet, och att ju fler grendelningar som fanns längs en gren desto längre tid motsvarade grenen. Generellt är de flesta tidsaspekter svåra att uppfatta för användare av DeepTree. Evolutionära träd av denna typ är dock främst gjorda för att illustrera släktskapsförhållanden, men de tidsmässiga aspekterna skulle kunna förbättras. Applikationer av den typ som DeepTree utgör har potential att erbjuda goda möjligheter till lärande även beträffande evolutionär tid men hänsyn behöver då tas just till hur tidsaspekter beskrivs.

Book Wearing Embodied Emotions

    Book Details:
  • Author : Seçil Uğur
  • Publisher : Springer Science & Business Media
  • Release : 2013-04-09
  • ISBN : 8847052475
  • Pages : 112 pages

Download or read book Wearing Embodied Emotions written by Seçil Uğur and published by Springer Science & Business Media. This book was released on 2013-04-09 with total page 112 pages. Available in PDF, EPUB and Kindle. Book excerpt: Today, people are in an era of digitally mediated Human-to-Human Interaction, which cannot provide full sensorial contact and therefore, emotions cannot be communicated completely. The intimate cover of the human body, i.e. garment is the interface, where many personal traits are embodied. With the improvements in textile and electronics industry, this embodiment can be carried on a higher level, where the garments become dynamic interfaces and extensions of the human body. This book consists of a research on skin, clothes and technology as extensions of human body, emotions, technology-mediated emotions and a design practice that explores the communicative level of wearable technology through turning it into a living surface, which can convert intangible data to tangible in order to provide an emotional communication. This book aims to show how Human-Technology interaction is carried into an alternative context, where technology dissolves in use and starts serving for enhancing HHI.

Book Community Built Databases

    Book Details:
  • Author : Eric Pardede
  • Publisher : Springer Science & Business Media
  • Release : 2011-05-19
  • ISBN : 3642190472
  • Pages : 378 pages

Download or read book Community Built Databases written by Eric Pardede and published by Springer Science & Business Media. This book was released on 2011-05-19 with total page 378 pages. Available in PDF, EPUB and Kindle. Book excerpt: Wikipedia, Flickr, You Tube, Facebook, LinkedIn are all examples of large community-built databases, although with quite diverse purposes and collaboration patterns. Their usage and dissemination will further grow introducing e.g. new semantics, personalization, or interactive media. Pardede delivers the first comprehensive research reference on community-built databases. The contributions discuss various technical and social aspects of research in and development in areas like in Web science, social networks, and collaborative information systems. Pardede delivers the first comprehensive research reference on community-built databases. The contributions discuss various technical and social aspects of research in and development in areas like in Web science, social networks, and collaborative information systems.

Book Technologies for E Learning and Digital Entertainment

Download or read book Technologies for E Learning and Digital Entertainment written by Zhigeng Pan and published by Springer. This book was released on 2008-06-19 with total page 808 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the widespread interest in digital entertainment and the advances in the tech- logies of computer graphics, multimedia and virtual reality technologies, a new area–– “Edutainment”––has been accepted as a union of education and computer entertainment. Edutainment is recognized as an effective way of learning through a medium, such as a computer, software, games or VR applications, that both educates and entertains. The Edutainment conference series was established and followed as a special event for the new interests in e-learning and digital entertainment. The main purpose of Edutainment conferences is the discussion, presentation, and information exchange of scientific and technological developments in the new community. The Edutainment conference series is a very interesting opportunity for researchers, engineers and graduate students who wish to communicate at these international annual events. The conference series includes plenary invited talks, workshops, tutorials, paper presen- tion tracks and panel discussions. The Edutainment conference series was initiated in Hangzhou, China in 2006. Following the success of the first event (Edutainment 2006 in Hangzhou, China) and the second one (Edutainment 2007 in Hong Kong, China), Edutainment 2008 was held June 25–27, 2007 in Nanjing, China. This year, we received 219 submissions from 26 different countries and regions, including United Arab Emirates, Canada, Thailand, New Zealand, Austria, Turkey, Germany, Switzerland, Brazil, Cuba, Australia, Hong Kong (China), Pakistan, M- ico, Czech Republic, USA, Malaysia, Italy, Spain, France, UK, The Netherlands, Taiwan (China), Japan, South Korea, and China.

Book Human Computer Interaction

Download or read book Human Computer Interaction written by Constantine Stephanidis and published by CRC Press. This book was released on 2024-09-28 with total page 2935 pages. Available in PDF, EPUB and Kindle. Book excerpt: The pervasive influence of technology continuously shapes our daily lives. From smartphones to smart homes, technology is revolutionizing the way we live, work and interact with each other. Human-computer interaction (HCI) is a multidisciplinary research field focusing on the study of people interacting with information technology and plays a critical role in the development of computing systems that work well for the people using them, ensuring the seamless integration of interactive systems into our technologically driven lifestyles. The book series contains six volumes providing extensive coverage of the field, wherein each one addresses different theoretical and practical aspects of the HCI discipline. Readers will discover a wealth of information encompassing the foundational elements, state-of-the-art review in established and emerging domains, analysis of contemporary advancements brought about by the evolution of interactive technologies and artificial intelligence, as well as the emergence of diverse societal needs and application domains. These books: · Showcase the pivotal role of HCI in designing interactive applications across a diverse array of domains. · Explore the dynamic relationship between humans and intelligent environments, with a specific emphasis on the role of Artificial Intelligence (AI) and the Internet of Things (IoT). · Provide an extensive exploration of interaction design by examining a wide range of technologies, interaction techniques, styles and devices. · Discuss user experience methods and tools for the design of user-friendly products and services. · Bridge the gap between software engineering and human-computer interaction practices for usability, inclusion and sustainability. These volumes are an essential read for individuals interested in human-computer interaction research and applications.

Book Tabletops   Horizontal Interactive Displays

Download or read book Tabletops Horizontal Interactive Displays written by Christian Müller-Tomfelde and published by Springer Science & Business Media. This book was released on 2010-06-16 with total page 464 pages. Available in PDF, EPUB and Kindle. Book excerpt: The objects displayed on a table can take multiple forms. In meetings, it is still very often printed paper although its content was originally created on a computer. The content can also be a “table”, but now in the mathematical sense, showing, e. g. , the budget of a project. Then, we have a “table” on the table. Most often, the computer-generated contents are subject of frequent changes or dynamic in nature. It is a logical consequence to avoid the detour and the inherent media break by transforming the surface of the table into a display able to show media that are active and can be computer-generated and computer-controlled. At the same time, it is desirable to maintain the inherent features and affordances of working with the objects and the contents while sitting or standing around a table. Electronic Meeting Rooms On the basis of these and other elaborate considerations, we started to design in 1992/1993 an electronic meeting room in Darmstadt at GMD-IPSI (later Fraunhofer IPSI). The setup of our custom-built DOLPHIN-System consisted of a “traditional” large rectangular wooden table with four physically integrated workstation-like computers with at screens. This set-up was complemented by linking a large ver- cal pen-operated interactive display, at that time the rst LiveBoard outside of Xerox PARC (two of which I was able to get to Darmstadt after my stay at Xerox PARC in 1990).

Book A Computational Approach to Digital Chinese Painting and Calligraphy

Download or read book A Computational Approach to Digital Chinese Painting and Calligraphy written by Songhua Xu and published by Springer Science & Business Media. This book was released on 2009-05-12 with total page 367 pages. Available in PDF, EPUB and Kindle. Book excerpt: "A Computational Approach to Digital Chinese Painting and Calligraphy" is a technical book on computer science and its applications in the arts. It focuses on Oriental digital arts, in particular Chinese arts and painting, offering a multi-disciplinary treatment from the angles of computer graphics, interactive techniques, human-computer interaction, and artificial intelligence. The book also discusses the unique difficulties and challenges of using the computer to produce Oriental arts, including research results by the authors and their lessons and engineering experiences behind these efforts. Songhua Xu is a computer scientist of Zhejiang University and Yale University, as well as an honorary researcher of the University of Hong Kong. Francis C.M. Lau is Professor at the University of Hong Kong where he leads the Systems Research Group in the Department of Computer Science. Yunhe Pan is Professor of Computer Science at Zhejiang University as well as Deputy President of Chinese Academy of Engineering.

Book Visual Texture

    Book Details:
  • Author : Michal Haindl
  • Publisher : Springer Science & Business Media
  • Release : 2013-01-18
  • ISBN : 1447149025
  • Pages : 304 pages

Download or read book Visual Texture written by Michal Haindl and published by Springer Science & Business Media. This book was released on 2013-01-18 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book surveys the state of the art in multidimensional, physically-correct visual texture modeling. Features: reviews the entire process of texture synthesis, including material appearance representation, measurement, analysis, compression, modeling, editing, visualization, and perceptual evaluation; explains the derivation of the most common representations of visual texture, discussing their properties, advantages, and limitations; describes a range of techniques for the measurement of visual texture, including BRDF, SVBRDF, BTF and BSSRDF; investigates the visualization of textural information, from texture mapping and mip-mapping to illumination- and view-dependent data interpolation; examines techniques for perceptual validation and analysis, covering both standard pixel-wise similarity measures and also methods of visual psychophysics; reviews the applications of visual textures, from visual scene analysis in medical applications, to high-quality visualizations in the automotive industry.

Book 3D Graphics for Game Programming

Download or read book 3D Graphics for Game Programming written by JungHyun Han and published by CRC Press. This book was released on 2011-02-17 with total page 325 pages. Available in PDF, EPUB and Kindle. Book excerpt: Designed for advanced undergraduate and beginning graduate courses, 3D Graphics for Game Programming presents must-know information for success in interactive graphics. Assuming a minimal prerequisite understanding of vectors and matrices, it also provides sufficient mathematical background for game developers to combine their previous experie

Book Digital Character Development

Download or read book Digital Character Development written by Rob O'Neill and published by CRC Press. This book was released on 2015-10-07 with total page 324 pages. Available in PDF, EPUB and Kindle. Book excerpt: Every animated film and video game production spends a large percentage of its resources and time on advancing the quality of the digital characters inhabiting the world being created. This book presents the theory and practice behind the creation of digital characters for film and games using software-agnostic descriptions that apply to any animation application. It provides insight from a real production environment and the requirements that such an environment imposes. With rich illustrations and visual code examples throughout, this book provides a comprehensive roadmap to character development for both professionals and students.

Book Digital Imagery and Informational Graphics in E Learning  Maximizing Visual Technologies

Download or read book Digital Imagery and Informational Graphics in E Learning Maximizing Visual Technologies written by Hai-Jew, Shalin and published by IGI Global. This book was released on 2009-11-30 with total page 347 pages. Available in PDF, EPUB and Kindle. Book excerpt: "The information contained within this book will show that although the development and selection of instructional materials is generally done towards the end of the instructional design process, it must be viewed in a more inclusive way in that the visuals themselves may affect many other components of the educational design"--Provided by publisher.

Book Shadow Algorithms Data Miner

Download or read book Shadow Algorithms Data Miner written by Andrew Woo and published by CRC Press. This book was released on 2012-06-12 with total page 267 pages. Available in PDF, EPUB and Kindle. Book excerpt: Shadow Algorithms Data Miner provides a high-level understanding of the complete set of shadow concepts and algorithms, addressing their usefulness from a larger graphics system perspective. It discusses the applicability and limitations of all the direct illumination approaches for shadow generation. With an emphasis on shadow fundamentals, the book gives an organized picture of the motivations, complexities, and categorized algorithms available to generate digital shadows. It helps readers select the most relevant algorithms for their needs by placing the shadow algorithms in real-world contexts and looking at them from a larger graphics system perspective. As a result, readers know where to start for their application needs, which algorithms to begin considering, and which papers and supplemental material should be consulted for further details.