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This text examines a range of HCI topics while emphasising design methods. It is divided into three clear parts: foundations, design practice and advanced topics.
Many people find statistics confusing, and perhaps even more confusing given recent publicity about problems with traditional p-values and alternative statistical techniques including confidence intervals and Bayesian statistics. This book aims to help readers navigate this morass: to understand the debates, to be able to read and assess other people's statistical reports, and make appropriate choices when designing and analysing their own experiments, empirical studies, and other forms of quantitative data gathering.
An authoritative and accessible one-stop resource, An Introduction to Artificial Intelligence presents the first full examination of AI. Designed to provide an understanding of the foundations of artificial intelligence, it examines the central computational techniques employed by AI, including knowledge representation, search, reasoning, and learning, as well as the principal application domains of expert systems, natural language, vision, robotics, software agents and cognitive modeling. Many of the major philosophical and ethical issues of AI are also introduced. Throughout the volume, the authors provide detailed, well-illustrated treatments of each topic with abundant examples and exercises. The authors bring this exciting field to life by presenting a substantial and robust introduction to artificial intelligence in a clear and concise coursebook form. This book stands as a core text for all computer scientists approaching AI for the first time.
This book provides a comprehensive collection of methods and approaches for using formal methods within Human-Computer Interaction (HCI) research, the use of which is a prerequisite for usability and user-experience (UX) when engineering interactive systems. World-leading researchers present methods, tools and techniques to design and develop reliable interactive systems, offering an extensive discussion of the current state-of-the-art with case studies which highlight relevant scenarios and topics in HCI as well as presenting current trends and gaps in research and future opportunities and developments within this emerging field. The Handbook of Formal Methods in Human-Computer Interaction is intended for HCI researchers and engineers of interactive systems interested in facilitating formal methods into their research or practical work.
This book reflects the move in Human Computer Interaction studies from standard usability concerns towards a wider set of problems to do with fun, enjoyment, aesthetics and the experience of use. Traditionally HCI has been concerned with work and task based applications but as digital technologies proliferate in the home fun becomes an important issue. There is an established body of knowledge and a range of techniques and methods for making products and interfaces usable, but far less is known about how to make them enjoyable. Perhaps in the future there will be a body of knowledge and a set of techniques for assessing the pleasure of interaction that will be as thorough as those that currently assess usability. This book is a first step towards that. It brings together a range of researchers from academia and industry to provide answers. Contributors include Alan Dix, Jacob Nielsen and Mary Beth Rosson as well as a number of other researchers from academia and industry.
Inspired by Dulle Griet (aka “Mad Meg"), Pieter Bruegel the Elder’s 16th-century painting of a “strong, intense woman striding determinedly across a violent landscape," Dull Margaret is the first graphic novel by Academy Award winning-actor Jim Broadbent (Harry Potter, Game of Thrones) and artist Dix (perhaps best known for his Roll Up! Roll Up! comics in the Guardian newspaper). The Dulle Grietpainting shows a breastplated woman with a sword in one hand in front of the mouth of hell, and Broadbent uses that single, vivid image as a launching point to explore what the rest of Dull Margaret’s bleak existence may have been like.
Esta enciclopedia presenta numerosas experiencias y discernimientos de profesionales de todo el mundo sobre discusiones y perspectivas de la la interacción hombre-computadoras
Cognetics and the locus of attention - Meanings, modes, monotony, and myths - Quantification - Unification - Navigation and other aspects of humane interfaces - Interface issues outside the user interface.
'A persuasive and beautifully written take on how languages are constantly evolving... an enthralling read about human psychology and anthropology as well as linguistics.' ALEX BELLOS ___________________________________ 'Language is mankind's greatest invention - except of course, that it was never invented'. So begins Guy Deutscher's fascinating investigation into the evolution of language. No one believes that the Roman Senate sat down one day to design the complex system that is Latin grammar, and few believe, these days, in the literal truth of the story of the Tower of Babel. But then how did there come to be so many languages, and of such elaborate design? If we started off with rudime...
Advances in network connectivity, power consumption, and physical size create new possibilities for using interactive computing outdoors. However, moving computing outdoors can drastically change the human outdoor experience. This impact is felt in many kinds of outdoor activities such as citizen science, personal recreation, search and rescue, informal education, and others. It is also felt across outdoor settings that range from remote wilderness to crowded cities. Understanding these effects can lead to ideas, designs and systems that improve, rather than diminish, outdoor experiences. This book represents the current results emerging from recent workshops focused on HCI outdoors and held...