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This book constitutes the refereed proceedings of the 10th International Conference on Collaboration Technologies, CollabTech 2018, held in Costa de Caparica, in September 2018. The 12 full papers presented in this book together with 4 short papers were carefully reviewed and selected from 36 submissions. The papers focus on topics such as: Communication Enhancement, Inter-Cultural Collaboration, Learning Support System, Entertainment System, Social Studies, and UI and UX.
This book constitutes the refereed proceedings of the 25th International Conference, CRIWG+CollabTech 2019, held in Kyoto, Japan in September 2019. The 12 full papers presented in this book together with 8 work-in-progress papers were carefully reviewed and selected from 28 submissions, and the program also included an invited talk. This year presented a merger of the CRIWG and CollabTech conferences after having been jointly held since 2014. The papers published in this proceedings focus on innovative collaboration technologies and social computing.
This two-volume set LNCS 11590 and 11591 constitutes the refereed proceedings of the 6th International Conference on Learning and Collaboration Technologies, LCT 2019, held as part of the 21st International Conference on Human-Computer Interaction, HCII 2019, in Orlando, FL, USA in July 2019. The 1274 full papers and 209 posters presented at the HCII 2019 conferences were carefully reviewed and selected from 5029 submissions. The papers cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of applications areas. The papers in this volume are organized in the following topical sections: designing and evaluating learning experiences; theoretical and pedagogical approaches in technology-enhanced learning; cognitive and psychological issues in learning; and technology in STEM education.
Ubiquitous sensors, devices, networks and information are paving the way toward a smart world in which computational intelligence is distributed throughout the physical environment to provide reliable and relevant services to people. This ubiquitous intelligence will change the computing landscape because it will enable new breeds of applications and systems to be developed, and the realm of computing possibilities will be significantly extended. By enhancing everyday objects with intelligence, many tasks and processes could be simplified, the physical spaces where people interact, like workplaces and homes, could become more efficient, safer and more enjoyable. Ubiquitous computing, or perv...
This book constitutes the refereed proceedings of the 9th International Conference on Collaboration Technologies, CollabTech 2017, held in Saskatoon, SK, Canada, in August 2017. The 10 revised full papers presented in this book together with 6 short papers were carefully reviewed and selected from 37 submissions. The papers focus on topics such as: CSCW system architectures and applications; social computing; crowdsourcing; inter-cultural collaboration; collaborative communication systems; embodied collaboration systems; shared virtual/augmented environments; smart devices for collaboration; computer supported collaborative learning (CSCL); collaborative entertainment systems; computer supported cooperative design (CSCD); and social science studies on collaboration.
This book constitutes the refereed proceedings of the 7th International Conference on Collaboration Technologies, CollabTech 2014, held in Santiago, Chile, in September 2014. The 10 revised full papers presented together with 4 short papers and a keynote were carefully reviewed and selected from 34 submissions. The papers are organized in topical sections on Collaborative Problem Solving; Knowledge Work and CSCW Tasks; Co-Dining Support; Augmented Reality and Robot; Learning Support Systems.
The three-volume set CCIS 1032, CCIS 1033, and CCIS 1034 contains the extended abstracts of the posters presented during the 21st International Conference on Human-Computer Interaction, HCII 2019, which took place in Orlando, Florida, in July 2019.The total of 1274 papers and 209 posters included in the 35 HCII 2019 proceedings volumes was carefully reviewed and selected from 5029 submissions. The 208 papers presented in these three volumes are organized in topical sections as follows: Part I: design, development and evaluation methods and technique; multimodal Interaction; security and trust; accessibility and universal access; design and user experience case studies. Part II:interacting with games; human robot interaction; AI and machine learning in HCI; physiological measuring; object, motion and activity recognition; virtual and augmented reality; intelligent interactive environments. Part III: new trends in social media; HCI in business; learning technologies; HCI in transport and autonomous driving; HCI for health and well-being.
This book is part of a two-volume work that constitutes the refereed proceedings of the 11th IFIP TC13 International Conference on Human-Computer Interaction, INTERACT 2007, held in Rio de Janeiro, Brazil in September 2007. It covers tangible user interfaces and interaction; cultural issues in HCI; safety, security, privacy and usability; visualizing social information; online communities and e-learning; children, games, and the elderly; as well as software engineering and HCI.
This two-volume set LNCS 11590 and 11591 constitutes the refereed proceedings of the 6th International Conference on Learning and Collaboration Technologies, LCT 2019, held as part of the 21st International Conference on Human-Computer Interaction, HCII 2019, in Orlando, FL, USA in July 2019. The 1274 full papers 209 posters presented at the HCII 2019 conferences were carefully reviewed and selected from 5029 submissions. The papers cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of applications areas. The papers in this volume are organized in the following topical sections: mobile and ubiquitous learning; virtual reality and augmented reality systems for learning; and collaborative technology.