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This two-volume set of LCT 2023, constitutes the refereed proceedings of the 10th International Conference on Learning and Collaboration Technologies, LCT 2023, held as Part of the 24th International Conference, HCI International 2023, which took place in July 2023 in Copenhagen, Denmark. The total of 1578 papers and 396 posters included in the HCII 2023 proceedings volumes was carefully reviewed and selected from 7472 submissions. The papers of LCT 2022 Part II are organized in topical sections named: XR for Learning and Education; Learning with Robots; Virtual, Blended and Hybrid Learning.
This 2-volume set constitutes the refereed proceedings of the 4th International Conference on HCI in Business, Government and Organizations, HCIBGO 2017, held as part of the 19 International Conference on Human-Computer Interaction , HCII 2017, which took place in Vancouver, Canada, in July 2017. HCII 2017 received a total of 4340 submissions, of which 1228 papers were accepted for publication after a careful reviewing process. The 35 papers presented in this volume, focusing on supporting business, are organized in topical sections named: e-commerce and consumer behavior; social media for business; analytics, visualization and decision support.
This book constitutes the thoroughly refereed proceedings of the 10th International Conference on Design Science Research in Information Systems and Technology, DESRIST 2015, held in Dublin, Ireland, in May 2015. The 22 full papers, 11 short papers and 10 short papers describing prototypes and products were carefully reviewed and selected from 111 submissions. The papers are organized in topical sections on design science research in action; meta perspectives; data mining and analytics; emerging themes; design practice and design thinking; and prototypes.
This book constitutes the refereed proceedings of the 7th International Workshop on Learning Technology for Education Challenges, LTEC 2018, held in Žilina, Slovakia, in August 2018. The 25 revised full papers presented were carefully reviewed and selected from 54 submissions. The papers are organized in the following topical sections: Gamification and learning; learning and knowledge transfer; learning technologies applications; virtual learning environments; and mobile learning and MOOCs. LTEC 2018 examines how these technologies and pedagogical advances can be used to change the way teachers teach and students learn, while giving special emphasis to the pedagogically effective ways we can harness these new technologies in education.
This book constitutes the refereed post-conference proceedings of two conferences: The 8th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2019), and the 4th EAI International Conference on Design, Learning, and Innovation (DLI 2019). Both conferences were hosed in Aalborg, Denmark, and took place November 6-8, 2019. The 61 revised full papers presented were carefully selected from 98 submissions. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation.
Interdisciplinary studies on digital transformation and innovation reshape approaches to challenges and opportunities across key sectors such as business, education, and healthcare. As technology continues to advance, organizations must adapt by integrating digital tools, data-driven strategies, and innovative solutions into their business functions. In business, digital transformation enables efficient operations, enhances customer experiences, and drives market competitiveness. In education, it facilitates personalized learning, expands access to resources, and fosters collaborative learning environments. In healthcare, digital innovation is revolutionizing patient care, improving diagnost...
This is an open access book. With the rapid development of society and the continuous progress of computer science and technology, when entering the information age, design has also been integrated into the new media age in time. The application of computer technology in design has broken the limitations of traditional design, achieved a huge breakthrough in the field of design, provided more innovative forms of expression for design, and also achieved subversive changes in design methods. We need to note that design comes from life, and then it is a matter of applying tools and crafting techniques to realize it. For designers, maintaining innovation is still the first and foremost in creati...