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Emphasizing customer oriented design and operation, Introduction to Human Factors and Ergonomics for Engineers explores the behavioral, physical, and mathematical foundations of the discipline and how to apply them to improve the human, societal, and economic well being of systems and organizations. The book discusses product design, such as tools,
Supplying a breadth and depth of coverage beyond that found in most traditional texts, Introduction to Human Factors and Ergonomics for Engineers, Second Edition presents and integrates important methods and tools used in the fields of Industrial Engineering, Human Factors and Ergonomics to design and improve jobs, tasks and products. It presents these topics with a practical, applied orientation suitable for engineering undergraduate students. See What’s New in the Second Edition: Revised order of chapters to group together topics related to the physical and cognitive aspects of human-integrated systems Substantially updated material emphasizes the design of products people work with, tas...
This is the first of a two-volume set that constitutes the refereed proceedings of the Symposium on Human Interface 2007, held in Beijing, China in July 2007. It covers design and evaluation methods and techniques, visualizing information, retrieval, searching, browsing and navigation, development methods and techniques, as well as advanced interaction technologies and techniques.
The fourth edition of the Handbook of Human Factors and Ergonomics has been completely revised and updated. This includes all existing third edition chapters plus new chapters written to cover new areas. These include the following subjects: Managing low-back disorder risk in the workplace Online interactivity Neuroergonomics Office ergonomics Social networking HF&E in motor vehicle transportation User requirements Human factors and ergonomics in aviation Human factors in ambient intelligent environments As with the earlier editions, the main purpose of this handbook is to serve the needs of the human factors and ergonomics researchers, practitioners, and graduate students. Each chapter has a strong theory and scientific base, but is heavily focused on real world applications. As such, a significant number of case studies, examples, figures, and tables are included to aid in the understanding and application of the material covered.
There are more than one billion documents on the Web, with the count continually rising at a pace of over one million new documents per day. As information increases, the motivation and interest in data warehousing and mining research and practice remains high in organizational interest. The Encyclopedia of Data Warehousing and Mining, Second Edition, offers thorough exposure to the issues of importance in the rapidly changing field of data warehousing and mining. This essential reference source informs decision makers, problem solvers, and data mining specialists in business, academia, government, and other settings with over 300 entries on theories, methodologies, functionalities, and applications.
The rapid introduction of sophisticated computers, services, telecommunications systems, and manufacturing systems has caused a major shift in the way people use and work with technology. It is not surprising that computer-aided modeling has emerged as a promising method for ensuring products meet the requirements of the consumer. The Handbook of D
Cultural factors, in both the narrow sense of different national, racial, and ethnic groups, and in the broader sense of different groups of any type, play major roles in individual and group decisions. Written by an international, interdisciplinary group of experts, Cultural Factors in Systems Design: Decision Making and Action explores innovation
The open world role-playing Assassin’s Creed video game series is one of the most successful series of all time, praised for its in-depth use of historical characters and events, compelling graphics, and addictive gameplay. Assassin’s Creed games offer up the possibility of exploring history, mythology, and heritage immersively, graphically, and imaginatively. This collection of essays by architects archaeologists and historiansexplores the learning opportunities of playing, modifying, and extending the games in the classroom, on location, in the architectural studio, and in a museum.