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This book constitutes the proceedings of the 14th International Conference on Engineering Psychology and Cognitive Ergonomics, EPCE 2017, held 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 papers 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. The two volumes set of EPCE 2017 presents 58 papers which are organized in the following topical sections: cognition and design, cognition in aviation and space, cognition and driving, mental workload and performance, psychological and emotional issues in interaction, situation awareness and control.
This book constitutes the proceedings of the 14th International Conference on Engineering Psychology and Cognitive Ergonomics, EPCE 2017, held 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 papers 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. The two volumes set of EPCE 2017 presents 58 papers which are organized in the following topical sections: cognition and design, cognition in aviation and space, cognition and driving, mental workload and performance, psychological and emotional issues in interaction, situation awareness and control.
This book constitutes the refereed proceedings of the IFIP TC 3 International Conference, KCKS 2010, held as a part of the 21th World Computer Congress, WCC 2010, in Brisbane, Australia, in September 2010. The 43 revised full papers presented were carefully reviewed and selected from numerous submissions. The range of issues cover many aspects of ICT in relation to competencies in the knowledge society; they present theory, research, applications and practical experiences on topics including but not limited to developing creativity, digital solidarity, e-management in education, informatics and programming knowledge technologies, lifelong learning, policy development, teacher(s) in a knowledge society, e-inclusion, AGORA: the IFIP initiative on lifelong learning, collective intelligence, digital literacy, educating ict professionals, formal and informal learning, innovations of assessment, networking and collaboration, problem solving teacher learning & creativity as well as teaching & learning 2.0.
As modern technologies continue to develop and evolve, the ability of users to interface with new systems becomes a paramount concern. Research into new ways for humans to make use of advanced computers and other such technologies is necessary to fully realize the potential of 21st century tools. Human-Computer Interaction: Concepts, Methodologies, Tools, and Applications gathers research on user interfaces for advanced technologies and how these interfaces can facilitate new developments in the fields of robotics, assistive technologies, and computational intelligence. This four-volume reference contains cutting-edge research for computer scientists; faculty and students of robotics, digital science, and networked communications; and clinicians invested in assistive technologies. This seminal reference work includes chapters on topics pertaining to system usability, interactive design, mobile interfaces, virtual worlds, and more.
This book constitutes the refereed proceedings of the 13th Ibero-American Conference on Artificial Intelligence, IBERAMIA 2012, held in Cartagena de Indias, Colombia, in November 2012. The 75 papers presented were carefully reviewed and selected from 170 submissions. The papers are organized in topical sections on knowledge representation and reasoning, information and knowledge processing, knowledge discovery and data mining, machine learning, bio-inspired computing, fuzzy systems, modelling and simulation, ambient intelligence, multi-agent systems, human-computer interaction, natural language processing, computer vision and robotics, planning and scheduling, AI in education, and knowledge engineering and applications.
It is hard to deny the ubiquity of web technologies used for educational tools; which have provided significant breakthroughs in learning environments. These innovations have contributed to the growing approach of computer-supported education. Technology Platform Innovations and Forthcoming Trends in Ubiquitous Learning overviews the opportunities provided by new technologies, applications, and research in the areas of ubiquitous learning and how those technologies can be successfully implemented. This publication is addressed to a wide audience of researchers, students, and educators interested in a better comprehension of learning process requirements that are mediate by an assorted set of technology innovations.
O termo gamificação compreende a aplicação de elementos de jogos em atividades de não jogos. Assim, embora a palavra tenha sido utilizado pela primeira vez em 2010, a gamificação tem sido aplicada há muito tempo. Na educação, por exemplo, a criança podia ter seu trabalho reconhecido com estrelinhas (recompensa) ou as palavras iam se tornando cada vez mais difíceis de serem soletradas no ditado da professora (níveis adaptados às habilidades dos usuários). Embora esses sejam exemplos simples, é possível que você, leitor, tenha lembrado de uma experiência parecida e, portanto, testemunhado atividades gamificadas. O que mudou foi a compreensão do processo, sua relevância para a educação e, principalmente, a responsabilidade em sua aplicação. Para colaborar com as pesquisas que estão surgindo sobre o tema, este E-book propõe reunir conceitos, indagações, aplicações e respostas sobre a gamificação e a educação.
A ideia de construir esse livro surgiu a partir das pesquisas realizadas pelo grupo de doutorandos do Curso de Pós Graduação em Informática na Educação (convênio interinstitucional UFRGS-IFF-IFRJ). Trata-se de uma coletânea de trabalhos que se pautam em perspectivas multidisciplinares e intercontextuais que, ao interpretar teorias, apresenta e discute propostas de aperfeiçoamento quanto à prática docente contemporânea. A obra está organizada em capítulos, nos quais os autores apresentam seus diferentes pontos de vista a respeito das diversas linhas de pesquisa na área de Informática Educativa. Essa leitura rica e diversa tem o propósito de convidar o leitor a viajar pela temática da Pesquisa em Educação, com foco na indissociabilidade entre pedagogia e tecnologia, atendendo ao público mais diverso, do leigo interessado ao pesquisador experiente.
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