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This book constitutes the refereed proceedings of the First European Conference on Ambient Intelligence, AmI 2007, held in Darmstadt, Germany, in November 2007. The 17 revised full papers presented together with five research reports were carefully reviewed and selected from 48 submissions. The papers are organized in topical sections. The book is rounded off by a section on case studies and lessons learned, presenting a high level selection of current research reports and papers.
This volume contains the proceedings of the Second European Ambient Intelligence (AmI) Conference. The conference took place in Erlangen and Nürnberg, November 19–22, 2008. The concept of ambient intelligence (AmI) was introduced in the late 1990s as a novel paradigm for electronic environments for the years 2010-2020. It builds on the early visions of Weiser describing a novel mobile computing infrastr- ture integrated into the networked environment of people. According to early defi- tions, AmI refers to smart electronic surroundings that are sensitive and responsive to the presence of people. The added value for the multi-dimensional society we are living in lies in the fact that the l...
This book constitutes the refereed proceedings of the Third European Conference on Ambient Intelligence, AmI 2009, held in Salzburg, Austria, in November 2009. The 21 revised full papers and 10 short papers presented were carefully reviewed and selected from numerous submissions for inclusion in the book. The papers are organized in topical sections on sensing, reasoning and sensing, ambient technology, ambient assisted living, applications and studies, methods and tools and reasoning and adaption.
Work practices and organizational processes vary widely and evolve constantly. The technological infrastructure has to follow, allowing or even supporting these changes. Traditional approaches to software engineering reach their limits whenever the full spectrum of user requirements cannot be anticipated or the frequency of changes makes software reengineering cycles too clumsy to address all the needs of a specific field of application. Moreover, the increasing importance of ‘infrastructural’ aspects, particularly the mutual dependencies between technologies, usages, and domain competencies, calls for a differentiation of roles beyond the classical user–designer dichotomy. End user de...
This book adheres to the vision that in the future compelling user experiences will be key differentiating benefits of products and services. It is the first book to combine academic and business viewpoints on measuring user experiences for product development. The book gathers authors from different backgrounds. This is a mosaic of their work, and that of Philips Research, in the assessment of user experience, covering the full range from academic research to commercial propositions.
This book constitutes the refereed post-conference proceedings of the 17th International Conference on Persuasive Technology, PERSUASIVE 2022, held as a virtual event, in March 2022. The 13 full papers presented in this book together with 7 short papers were carefully reviewed and selected from 46 submissions.
This book constitutes the refereed proceedings of the 14th International Conference on Persuasive Technology, PERSUASIVE 2019, held in Limassol, Cyprus, in April 2019. The 29 full papers presented were carefully reviewed and selected from 79 submissions. The papers demonstrate how persuasive technologies can help solve societal issues. They were subsequently grouped in the following topical sections: Terminologies and methodologies; self-monitoring and reflection; systems development process; drones and automotives; ethical and legal aspects; special application domains; motivation and goal setting; personality, age and gender; social support; user types and tailoring.
This is the second volume in the HCI International Conference Proceedings 2003. See following arrangement for details.
Advances in hardware and networking have made possible a wide use of augmented reality (AR) technologies. However, simply putting those hardware and technologies together does not make a “good” system for end users to use. New design principles and evaluation methods specific to this emerging area are urgently needed to keep up with the advance in technologies. Human Factors in Augmented Reality Environments is the first book on human factors in AR, addressing issues related to design, development, evaluation and application of AR systems. Topics include surveys, case studies, evaluation methods and metrics, HCI theories and design principles, human factors and lessons learned and experi...
The use of computing technology for entertainment purposes is not a recent p- nomenon. Video game consoles, home computers and other entertainment media have been used widely for more than three decades, and people of all ages are spe- ing an increasing amount of time and money on these technologies. More recent is the rise of a vibrant research community focusing on gaming and entertainment applications. Driven by the growth and the coming of age of the g- ing industry, and by its increasing recognition in the media and the minds of the broader public, the study of computer games, game development and experiences is attracting the interest of researchers from very diverse fields: social sci...