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The book presents the state of the art of the Internet of Things (IoT), applied to Human-Centered Design (HCD) projects addressed to ageing users, from the perspective of health, care and well-being. The current focus on the ageing population is opening up new opportunities for the development of niche solutions aimed at the niche category of older users who are beginning to experience physical and cognitive decline but are still independent and need to maintain their autonomy for as long as possible. The combination between the needs expressed by older users and the opportunities offered by the recent innovative technologies related to the Internet of Things allows research institutions, st...
The two-volume set LNCS 10893 and 10894 constitutes the refereed proceedings of the 11th International Conference EuroHaptics 2018, held in Pisa, Italy, in June 2018. The 95 papers (40 oral presentations and 554 poster presentations) presented were carefully reviewed and selected from 138 submissions. These proceedings reflect the multidisciplinary nature of EuroHaptics and cover all aspects of haptics, including neuroscience, psychophysics, perception, engineering, computing, interaction, virtual reality and arts.
The book addresses the latest advances in research and development in the field of informatics in control, robotics and automation. With more than twenty revised and extended articles covering the theoretical aspects as well as applications and their implementation, it offers a factual and well-balanced overview of the state of the art in the field. In addition, it highlights the trends in control of intelligent robots. The book is an up-to-date source of information and inspiration for researchers, engineers and PhD students.
This book constitutes the refereed proceedings of the 11th International Conference on Games and Learning Alliance, GALA 2022, held in Tampere, Finland, in November/December 2022. The 27 full papers and 9 short papers were carefully reviewed and selected from 61 submissions. The papers cover a broad spectrum of topics: Serious Games and Game Design; Serious Games for Instruction; Serious Game for Digital Literacy and Numeracy; Novel Approaches and Application Domains; Taxonomies and Evaluation Frameworks.
Covid-19 changed the lives of millions of people around the world. The effects of the global pandemic on the physical and psychological health of individuals, as well as on their behavioral habits, relationships, and the way they communicate, do not seem to be only short- or medium-term, but, on the contrary, appear to be long-lasting. In the same way that it is possible to use the term “long-covid” to refer to the long-term effects on the physical health of individuals who have contracted the virus, so we think it is possible to use the expression 'psychological long-covid' to indicate the long-term effects on the psychological health of individuals, not only of those who have been infected, but more generally of all those who have had to cope with social restrictions, lockdowns, distancing, remote work and learning, etc. imposed by the pandemic. At the same time, many people demonstrated resilience, as the capacity to cope with adverse events through positive adaptation.