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Understanding digital artifacts -- Innovation : making a change in the world -- Inquiry : finding out how things are -- Invention : creating something new -- Prototyping : finding out if (and how) it works -- Materials -- Interaction : surfaces for input and output -- Networking : when things get connected -- Sensing : being aware of the context -- Proactivity : products that decide for themselves -- Creating digital products : mashing it up and getting it out there.
This book constitutes the refereed proceedings of the 5th International Conference on Pervasive Computing, PERVASIVE 2007, held in Toronto, Canada in May 2007. The 21 revised full papers are organized in topical sections on reaching out, context and its application, security and privacy, understanding use, sensing, as well as finding and positioning.
This book constitutes the refereed proceedings of the Third International Conference on Ubiquitous Computing, Ubicomp 2001, held in Atlanta, GA, USA in September/October 2001. The 14 revised full papers and 15 revised technical notes were carefully selected during a highly competitive reviewing process from a total of 160 submissions (90 paper submissions and 70 technical notes submissions). All current aspects of research and development in the booming area of ubiquitous computing are addressed. The book offers topical sections on location awareness, tools and infrastructure, applications for groups, applications and design spaces, research challenges and novel input, and output.
"This book addresses technical challenges, design frameworks, and development experiences that integrate multiple mobile devices into a single multiplatform e-learning systems"--Provided by publisher.
UbiComp 2003, the 5th Annual Conference on Ubiquitous Computing, is the premier forum for presentation of research results in all areas relating to the - sign, implementation, deployment and evaluation of ubiquitous computing te- nologies. The conference brings together leading researchers, from a variety of disciplines, perspectives and geographical areas, who are exploring the impli- tions of computing as it moves beyond the desktop and becomes increasingly interwoven into the fabrics of our lives. This volume, the conference proceedings, contains the entire collection of high-quality full papers and technical notes from UbiComp 2003. There were 16 full papers in this year’s conference, ...
On behalf of the Organizing Committee for Pervasive 2008, welcome to the proceedings of the 6th International Conference on Pervasive Computing. The year2008wasthesecondtimeinasmanyyearsthatthePervasiveconferencehas attempted to “globalize”: For the second year in a row the conference was held outside of Europe. The conference is seen as one of the most respected venues for publishing researchon pervasive and ubiquitous computing and captures the state of the art in pervasive computing research. In 2008, as in previous years, the proceedings present solutions for challenging research problems and help to identify upcoming research opportunities. Pervasive 2008 attracted 114 high-quality ...
This book constitutes the refereed proceedings of the 7th International Conference on Ubiquitous Computing, UbiComp 2005, held in Tokyo, Japan in September 2005. The 22 revised full papers presented were carefully reviewed and selected from 230 submissions. The papers address topics related to human-computer interface (HCI), systems, context recognition and use, communications, and social implications and applications of computing. Methodologies included real-world deployments, laboratory experiments, ethnographic analysis, qualitative and quantitative evaluation, and theoretical explorations. Topics of special interest are location systems and their applications, case studies and user interfaces, algorithms for recognition of context, and novel devices.
How should we understand and design for fun as a User Experience? This new edition of a classic book is for students, designers and researchers who want to deepen their understanding of fun in the context of HCI. The 2003 edition was the first book to do this and has been influential in broadening the field. It is the most downloaded book in the Springer HCI Series. This edition adds 14 new chapters that go well beyond the topics considered in 2003. New chapter topics include: online dating, interactive rides, wellbeing, somaesthetics, design fiction, critical design and participatory design methods. The first edition chapters are also reprinted, with new notes by their authors setting the context in which the 2003 chapter was written and explaining the developments since then. Taken with the new chapters this adds up to a total of 35 theoretical and practical chapters written by the most influential thinkers from academia and industry in this field.
This book reflects the move in Human Computer Interaction studies from standard usability concerns towards a wider set of problems to do with fun, enjoyment, aesthetics and the experience of use. Traditionally HCI has been concerned with work and task based applications but as digital technologies proliferate in the home fun becomes an important issue. There is an established body of knowledge and a range of techniques and methods for making products and interfaces usable, but far less is known about how to make them enjoyable. Perhaps in the future there will be a body of knowledge and a set of techniques for assessing the pleasure of interaction that will be as thorough as those that currently assess usability. This book is a first step towards that. It brings together a range of researchers from academia and industry to provide answers. Contributors include Alan Dix, Jacob Nielsen and Mary Beth Rosson as well as a number of other researchers from academia and industry.
The first comprehensive introduction to the origins, aspirations, and evolution of live coding. Performative, improvised, on the fly: live coding is about how people interact with the world and each other via code. In the last few decades, live coding has emerged as a dynamic creative practice gaining attention across cultural and technical fields—from music and the visual arts through to computer science. Live Coding: A User’s Manual is the first comprehensive introduction to the practice, and a broader cultural commentary on the potential for live coding to open up deeper questions about contemporary cultural production and computational culture. This multi-authored book—by artists and musicians, software designers, and researchers—provides a practice-focused account of the origins, aspirations, and evolution of live coding, including expositions from a wide range of live coding practitioners. In a more conceptual register, the authors consider liveness, temporality, and knowledge in relation to live coding, alongside speculating on the practice’s future forms.