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This book explores how smart cities enable new and playful ways for citizens to experience, inhabit and socialise within urban environments. It examines how the functionality of digital technologies within municipal settings can extend beyond environmental pragmatism and socio-economic concerns, to include playful approaches to urban spaces that co-constitute and reinvigorate the experience of place through location-based applications and games. Chapters highlight the varied ways the city, as both a conceptual and lived space, is changing because of this confluence of technologies. The book also considers the extent to which these transformations form an armature upon which more playful appr...
Crowdsourcing is an emerging paradigm that promises to transform several domains: creative work, business work, cultural cooperation, etc. Crowdsourcing reflects the close-knit interplay between the latest computer technologies, the rapidly changing work model of the 21st century, and the very nature of people. The interplay makes for an exciting but at the same time challenging new field to investigate under the lens of a diverse set of disciplines, ranging from the technical to the social and from the theoretical to the applied. Early research has focused on an aspect of crowdsourcing known as micro-tasking. Micro-tasks are simple tasks (like image annotations) that anyone could perform. An emerging area is how to utilize crowdsourcing to solve problems that go beyond simple tasks towards more complex ones, that require collaboration and creativity. In juxtaposition to micro-task crowdsourcing, this book investigates macro-task crowdsourcing and its potential.
This is the first volume of the two-volume set (CCIS 528 and CCIS 529) that contains extended abstracts of the posters presented during the 17th International Conference on Human-Computer Interaction, HCII 2015, held in Heraklion, Crete, Greece in August 2015. The total of 1462 papers and 246 posters presented at the HCII 2015 conferences was carefully reviewed and selected from 4843 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. 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 a...
This volume presents the proceedings of the 11th International Conference on the Design of Cooperative Systems (COOP 2014). The conference is a venue for multidisciplinary research contributing to the design, assessment and analysis of cooperative systems and their integration in organizations, public venues, and everyday life. COOP emerged from the European tradition of Computer Supported Cooperative Work (CSCW) and Cognitive Ergonomics as practiced in France. These proceedings are a collection of 28 papers reflecting the variety of research activities in the field, as well as an increasing interest in investigating the use and design of ICT in all aspects of everyday life and society, and ...
This book constitutes the refereed proceedings of the 5th Annual Smart City 360° Summit, held in Braga, Portugal, in December 2019. The volume combines selected papers of four conferences, namely IoT in Urban Space, Urb-IoT 2019, Smart Governance for Sustainable Smart Cities, SmartGov 2019, Sensor Systems and Software, S-Cube 2019, and Intelligent Technologies for Interactive Entertainment, Intetain 2019. The 5 keynote and 32 conference papers presented were carefully reviewed and selected from 113 submissions and present results of multidisciplinary scientific and industry collaboration to solve complex societal, technological and economic problems Smart Cities. As such, the main goals are to promote quality of life, work conditions, mobility and sustainability.
TouchIT brings together insights from human-computer interaction and industrial design, exploring these themes under four main headings: human body and mind; objects and things; space; and information and computation.
This book constitutes the refereed proceedings of the 4th International Conference on HCI in Games, HCI in Games 2022, held as part of the 23rd International Conference, HCI International 2022, which was held virtually in June/July 2022. The total of 1271 papers and 275 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 5487 submissions. The HCI in Games 2022 proceedings intends to help, promote and encourage research in this field by providing a forum for interaction and exchanges among researchers, academics, and practitioners in the fields of HCI and games. The Conference addresses HCI principles, methods and tools for better games.
This book includes the full research papers accepted by the scientific programme committee for the 22nd AGILE Conference on Geographic Information Science, held in June 2019 at Cyprus University of Technology, Limassol, Cyprus. It is intended primarily for professionals and researchers in geographic information science, as well as those in related fields in which geoinformation application plays a significant role.
This three volume set LNCS 12779, 12780, and 12781 constitutes the refereed proceedings of the 10th International Conference on Design, User Experience, and Usability, DUXU 2021, held as part of the 23rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was held virtually. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The papers of DUXU 2021, Part I, are organized in topical sections named: UX Design Methods and Techniques; Methods and Techniques for UX Research; Visual Languages and Information Visualization; Design Education and Practice.
The introduction of consumer-level head-mounted devices (HMDs) has led to a major drop in the application costs of virtual reality (VR), making the technology available for a wide range of users. To understand if VR HMDs can be used for planning and training in the context of manual order picking, this thesis provides the results of a large-scale randomized controlled study in which order picking has been compared between a virtual and a real environment. The results imply that VR HMDs can indeed be used by manufacturers and warehouse operators in a rack planning process if the reduction of searching times or the perceived workload is in focus. Additionally, the findings enable the use of VR HMDs for scientific research on human-centred rack design. Finally, the thesis highlights the usability of VR HMDs for training manual order picking activities.