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This proceedings LNCS 13521 constitutes the refereed proceedings of the 24th International Conference on Human-Computer Interaction, HCII 2022, which was held virtually as part of the 24th International Conference, HCII 2022, in June 26 to July 1, 2022. HCII 2022 received a total of 5583 submissions from academia, research institutes, industry, and governmental agencies from 88 countries submitted contributions, and 1276 papers and 275 posters were included in the proceedings that were published just before the start of the conference. Additionally, 296 papers and 181 posters are included in the volumes of the proceedings published after the conference, as “Late Breaking Work” (papers and posters). The contributions thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas.
This book constitutes late breaking papers from the 23rd International Conference on Human-Computer Interaction, HCII 2021, which was held in July 2021. The conference was planned to take place in Washington DC, USA but had to change to a virtual conference mode due to the COVID-19 pandemic. A total of 5222 individuals from academia, research institutes, industry, and governmental agencies from 81 countries submitted contributions, and 1276 papers and 241 posters were included in the volumes of the proceedings that were published before the start of the conference. Additionally, 174 papers and 146 posters are included in the volumes of the proceedings published after the conference, as “Late Breaking Work” (papers and posters). The contributions thoroughly cover the entire field of HCI, addressing major advances in knowledge and effective use of computers in a variety of application areas.
A 2nd Amazon Stem Academy Conference – ASAC22 foi realizada de forma presencial e gratuita no período de 19 a 22 de outubro de 2022. A Conferência faz parte das atividades do Projeto Academia STEM, fruto da parceria da Universidade do Estado do Amazonas (UEA) com a Samsung Eletrônica da Amazonia. A Academia STEM é um projeto de capacitação e formação profissional que tem por objeto oferecer uma estrutura de ações, atividades, iniciativas e programas de capacitação voltados para os cursos de graduação STEM (Science, Technology, Engineering & Mathematics), visando a adoção de uma metodologia de aprendizagem que potencialize a melhor disseminação de conhecimento compatível ...
This set of 45 volumes constitutes the proceedings of all of the conferences affiliated with HCI International 2021, which was held during July 24-29, 2021. The total of 1276 papers and 241 posters were carefully reviewed and selected from 6326 submissions. The respective focus of the 2 thematic areas and 19 affiliated conferences is as follows: Human-Computer Interaction; Human Interface and the Management of Information; Engineering Psychology and Cognitive Ergonomics; Universal Access in Human-Computer Interaction; Virtual, Augmented and Mixed Reality; Cross-Cultural Design; Social Computing and Social Media; Augmented Cognition; Digital Human Modeling and Applications in Health, Safety, ...
Data-driven personas are a significant advancement in the fields of human-centered informatics and human-computer interaction. Data-driven personas enhance user understanding by combining the empathy inherent with personas with the rationality inherent in analytics using computational methods. Via the employment of these computational methods, the data-driven persona method permits the use of large-scale user data, which is a novel advancement in persona creation. A common approach for increasing stakeholder engagement about audiences, customers, or users, persona creation remained relatively unchanged for several decades. However, the availability of digital user data, data science algorith...
Carol Gray combines stick-figures with "conversation symbols" to illustrate what people say and think during conversations. Showing what people are thinking reinforces that others have independent thoughts--a concept that spectrum children don't intuitively understand. Children can also recognize that, although people say one thing, they may think something quite different--another concept foreign to "concrete-thinking" children. Children can draw their own "comic strips" to show what they are thinking and feeling about events or people. Different colors can represent different states of mind. These deceptively simple comic strips can reveal as well as convey quite a lot of substantive information. The author delves into topics such as: What is a Comic Strip Conversation? The Comic Strip Symbols Dictionary Drawing "small talk" Drawing about a given situation Drawing about an upcoming situation Feelings and COLOR
Homework assignments that learn from students. Courses tailored to fit individual pupils. Textbooks that talk back. This is tomorrow’s education landscape, thanks to the power of big data. These advances go beyond online courses. As the New York Times-bestselling authors of Big Data explain, the truly fascinating changes are actually occurring in how we measure students’ progress and how we can use that data to improve education for everyone, in real time, both on- and offline. Learning with Big Data offers an eye-opening, insight-packed tour through these new trends, for educators, administrators, and readers interested in the latest developments in business and technology.
This book focuses on the uses of big data in the context of higher education. The book describes a wide range of administrative and operational data gathering processes aimed at assessing institutional performance and progress in order to predict future performance, and identifies potential issues related to academic programming, research, teaching and learning. Big data refers to data which is fundamentally too big and complex and moves too fast for the processing capacity of conventional database systems. The value of big data is the ability to identify useful data and turn it into useable information by identifying patterns and deviations from patterns.
This book highlights current research into virtual tutoring software and presents a case study of the design and application of a social tutor for children with autism. Best practice guidelines for developing software-based educational interventions are discussed, with a major emphasis on facilitating the generalisation of skills to contexts outside of the software itself, and on maintaining these skills over time. Further, the book presents the software solution Thinking Head Whiteboard, which provides a framework for families and educators to create unique educational activities utilising virtual character technology and customised to match learners’ needs and interests. In turn, the book describes the development and evaluation of a social tutor incorporating multiple life-like virtual humans, leading to an exploration of the lessons learned and recommendations for the future development of related technologies.
The purpose of the Handbook of Special Education is to help profile and bring greater clarity to the already sprawling and continuously expanding field of special education. To ensure consistency across the volume, chapter authors review and integrate existing research, identify strengths and weaknesses, note gaps in the literature, and discuss implications for practice and future research. The second edition has been fully updated throughout to take into account recent changes to federal laws as well as the most current academic research, and an entirely new section has been added on research methods in special education.