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Virtual Taste and Smell Technologies for Multisensory Internet and Virtual Reality
  • Language: en
  • Pages: 144

Virtual Taste and Smell Technologies for Multisensory Internet and Virtual Reality

  • Type: Book
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  • Published: 2018-06-29
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  • Publisher: Springer

Currently, Internet and virtual reality communication is essentially audio-visual. The next important breakthrough of the Internet will be the communication and sharing of smell and taste experiences digitally. Audio-visual stimuli are frequency based, and they can be easily digitized and actuated. On the other hand, taste and smell stimuli are based on chemical molecules, therefore, they are not easy to digitize or actuate. To solve this problem, we are required to discover new digital actuation technologies for taste and smell. The authors of this book have experimented on developing digital actuation devices for several years. This book will provide a complete overview of the importance of digitizing taste and smell, prior works, proposed technologies by the authors, other state of the art research, advantages and limitations of the proposed methods, and future applications. We expect digital taste and smell technologies will revolutionize the field of multisensory augmented reality and open up new interaction possibilities in different disciplines such as Human Computer Interaction, Communication, and Augmented and Virtual Reality.

Multisensory Human-Food Interaction
  • Language: en
  • Pages: 101

Multisensory Human-Food Interaction

Our food experiences can be significantly influenced by both intrinsic and extrinsic multisensory information. Therefore, it is crucial to understand and apply the principles that govern the systematic connections that exist between the senses in the context of Human-Food Interaction (HFI). In our Research Topic, namely Multisensory Human-Food Interaction (MHFI), several studies that consider such connections in the context of HFI are presented. We also have contributions that focus on multisensory technologies that can be used to share and reproduce specific HFIs. This eBook, which resulted from the Research Topic, presents some of the most recent developments in the field of MHFI. In particular, it consists of two main sections and corresponding articles. The eBook begins with the Editorial, which provides an overview of MHFI. Then, it includes six articles that relate to principles in MHFI and three on technologies in MHFI. We hope that the different contributions featured here will support future developments in MHFI research.

Human Interface and the Management of Information. Interacting with Information
  • Language: en
  • Pages: 560

Human Interface and the Management of Information. Interacting with Information

  • Type: Book
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  • Published: 2011-06-27
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  • Publisher: Springer

This two-volume set LNCS 6771 and 6772 constitutes the refereed proceedings of the Symposium on Human Interface 2011, held in Orlando, FL, USA in July 2011 in the framework of the 14th International Conference on Human-Computer Interaction, HCII 2011 with 10 other thematically similar conferences. The 137 revised papers presented in the two volumes were carefully reviewed and selected from numerous submissions. The papers accepted for presentation thoroughly cover the thematic area of human interface and the management of information. The 62 papers of this second volume address the following major topics: access to information; supporting communication; supporting work, collaboration; decision-making and business; mobile and ubiquitous information; and information in aviation.

Advances in Computer Entertainment Technology
  • Language: en
  • Pages: 911

Advances in Computer Entertainment Technology

  • Type: Book
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  • Published: 2018-03-02
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  • Publisher: Springer

This book constitutes the refereed conference proceedings of the 14th International Conference on Advances in Computer Entertainment Technology, ACE 2017, held in London, UK, in December 2017. The 59 full papers presented were selected from a total of 229 submissions. ACE is by nature a multi-disciplinary conference, therefore attracting people across a wide spectrum of interests and disciplines including computer science, design, arts, sociology, anthropology, psychology, and marketing. The main goal is to stimulate discussion in the development of new and compelling entertainment computing and interactive art concepts and applications. The chapter 'eSport vs irlSport' is open access under a CC BY 4.0 license via link.springer.com.

Happy Singlehood
  • Language: en
  • Pages: 276

Happy Singlehood

Despite enduring whispers, sideway glances, and blatant discrimination, men and women today are choosing to remain single—and are enjoying complete and joyful lives. In this carefully crafted, thoroughly researched book, Elyakim Kislev delivers groundbreaking insights on the fastest growing demographic in the world: singles. Happy Singlehood investigates how unmarried people create satisfying lives in a world where social structures and policies are still designed to favor married couples. The book challenges readers to rethink how single people organize social and familial life in new ways, and illuminates how educators, policymakers, and urban planners ignore their needs. Based on personal interviews, singles’ writings, and widespread quantitative analysis, Happy Singlehood investigates how singles nurture social networks, create innovative communities, and effectively deal with discrimination. Showcasing voices of singles, Kislev charts a way forward to assist singles to live life on their terms, and explains how everyone—single or otherwise—benefits from the freedom to develop new and fulfilling lifestyles.

Emotion in Games
  • Language: en
  • Pages: 344

Emotion in Games

  • Type: Book
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  • Published: 2016-11-02
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  • Publisher: Springer

The core message of this book is: computer games best realise affective interaction. This book brings together contributions from specialists in affective computing, game studies, game artificial intelligence, user experience research, sensor technology, multi-modal interfaces and psychology that will advance the state-of-the-art in player experience research; affect modelling, induction, and sensing; affect-driven game adaptation and game-based learning and assessment. In 3 parts the books covers Theory, Emotion Modelling and Affect-Driven Adaptation, and Applications. This book will be of interest to researchers and scholars in the fields of game research, affective computing, human computer interaction, and artificial intelligence.

Proceedings of the 6th International Conference on Intelligent Computing (ICIC-6 2023)
  • Language: en
  • Pages: 198

Proceedings of the 6th International Conference on Intelligent Computing (ICIC-6 2023)

This is an open access book. PECTEAM, being held for a period of two days, aims to witness the development of technologies in all technical and management domains. The major event in the conference is paper presentations on the latest advances in Engineering and Management disciplines from National and International academic sectors. Special emphasis is given to update newer technologies by Keynote speakers. PECTEAM is a premier platform for researchers and industry practitioners to share their new and innovative ideas, original research findings and practical development experiences in Engineering and Management through high quality peer reviewed papers.

Human Interaction, Emerging Technologies and Future Applications II
  • Language: en
  • Pages: 710

Human Interaction, Emerging Technologies and Future Applications II

This book reports on research and developments in human-technology interaction. A special emphasis is given to human-computer interaction, and its implementation for a wide range of purposes such as healthcare, aerospace, telecommunication, and education, among others. The human aspects are analyzed in detail. Timely studies on human-centered design, wearable technologies, social and affective computing, augmented, virtual and mixed reality simulation, human rehabilitation and biomechanics represent the core of the book. Emerging technology applications in business, security, and infrastructure are also critically examined, thus offering a timely, scientifically-grounded, but also professionally-oriented snapshot of the current state of the field. The book is based on contributions presented at the 2nd International Conference on Human Interaction and Emerging Technologies: Future Applications, IHIET-AI 2020, held on April 23-25, in Lausanne, Switzerland. It offers a timely survey and a practice-oriented reference guide to researchers and professionals dealing with design and/or management of the new generation of service systems.

Robot Ethics 2.0
  • Language: en
  • Pages: 441

Robot Ethics 2.0

The robot population is rising on Earth and other planets. (Mars is inhabited entirely by robots.) As robots slip into more domains of human life--from the operating room to the bedroom--they take on our morally important tasks and decisions, as well as create new risks from psychological to physical. This makes it all the more urgent to study their ethical, legal, and policy impacts. To help the robotics industry and broader society, we need to not only press ahead on a wide range of issues, but also identify new ones emerging as quickly as the field is evolving. For instance, where military robots had received much attention in the past (and are still controversial today), this volume look...

Human-Computer Interaction – INTERACT 2021
  • Language: en
  • Pages: 609

Human-Computer Interaction – INTERACT 2021

The five-volume set LNCS 12932-12936 constitutes the proceedings of the 18th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2021, held in Bari, Italy, in August/September 2021. The total of 105 full papers presented together with 72 short papers and 70 other papers in these books was carefully reviewed and selected from 680 submissions. The contributions are organized in topical sections named: Part I: affective computing; assistive technology for cognition and neurodevelopment disorders; assistive technology for mobility and rehabilitation; assistive technology for visually impaired; augmented reality; computer supported cooperative work. Part II: COVID-19 & HCI...