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Personalized and adaptive systems employ user models to adapt content, services, interaction or navigation to individual users’ needs. User models can be inferred from implicitly observed information, such as the user’s interaction history or current location, or from explicitly entered information, such as user profile data or ratings. Applications of personalization include item recommendation, location-based services, learning assistance and the tailored selection of interaction modalities. With the transition from desktop computers to mobile devices and ubiquitous environments, the need for adapting to changing contexts is even more important. However, this also poses new challenges concerning privacy issues, user control, transparency, and explainability. In addition, user experience and other human factors are becoming increasingly important. This book describes foundations of user modeling, discusses user interaction as a basis for adaptivity, and showcases several personalization approaches in a variety of domains, including music recommendation, tourism, and accessible user interfaces.
These conference proceedings include the specialized academic lecture and brief contributions presented at the Humans and Computers 2015 conference in Stuttgart. It provides multiple perspectives from research that collectively provide a kaleidoscope of ideas, theories, and methodologies. The conference bridges the gap between theory and practical implementation with numerous application-oriented essays.
Assistive Technology (AT) is an umbrella term indicating any product or technology-based service that enables people of all ages with activity limitations in their daily life, education, work or leisure. It is a highly interdisciplinary field, encompassing research, development, manufacture, supply, provision and policy. This book presents the proceedings of the 12th biennial European conference of the Association for the Advancement of Assistive Technology in Europe, AAATE 2013, held in Vilamoura, Portugal, in September 2013. The full papers included here cover a diverse range of subjects, including: ageing, disability and technology; accessibility in Europe; ambient assisted living; AT and Cloud computing; communication access for all; monitoring and telecare; and user perspective, to name but a few. The aim of the AAATE conference is to promote a more effective dialogue between manufacturers, researchers, developers, professionals and end users, and this book will be of interest to all those directly or indirectly involved in the field of AT.
This book explores the technological advances and social interactions between interactive spaces, surfaces and devices, aiming to provide new insights into emerging social protocols that arise from the experimentation and long-term usage of interactive surfaces. This edited volume brings together researchers from around the world who investigate interactive surfaces and interaction techniques within large displays, wearable devices, software development, security and emergency management. Providing both theory and practical case studies, the authors look at current developments and challenges into 3D visualization, large surfaces, the interplay of mobile phone devices and large displays, wearable systems and head mounted displays (HMD’S), remote proxemics and interactive wall displays and how these can be employed throughout the home and work spaces. Collaboration Meets Interactive Spaces is both for researchers and industry practitioners, providing readers with a coherent narrative into the current state-of-the-art within interactive surfaces and pervasive display technology, providing necessary tools and techniques as interactive media increasingly permeates everyday contexts.
The two-volume set LNCS 10896 and 10897 constitutes the refereed proceedings of the 16th International Conference on Computers Helping People with Special Needs, ICCHP 2018, held in Linz, Austria, in July2018. The 101 revised full papers and 78 short papers presented were carefully reviewed and selected from 356 submissions. The papers are organized in the following topical sections: Web accessibility in the connected world; accessibility and usability of mobile platforms for people with disabilities and elderly persons: design, development and engineering; accessible system/information/document design; accessible e-learning - e-learning for accessibility/AT; personalized access to TV, film,...
This book focuses on recent advances in maker education and in human-robot interaction and on the integration of intelligent educational robots (IER) in P-12 education. It covers various topics and trends about the evolution of maker education and the use of IER and artificial intelligence (AI) in P-12 education. This book offers an overview of recent research into the adoption, integration, advancements, and impact of IER and AI in education. It helps researchers, practitioners, professionals, and academicians of various scientific disciplines explore and better comprehend the state of the art of maker education, AI, and IER, their advancements, impact, and future potentials in education.
This book constitutes thoroughly revised and selected papers from the 14th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2019, held in Prague, Czech Republic, in February 2019. The 25 thoroughly revised and extended papers presented in this volume were carefully reviewed and selected from 395 submissions. The papers contribute to the understanding of relevant trends of current research on computer graphics; human computer interaction; information visualization; computer vision.
Artificial intelligence (AI) has deeply impacted our understanding of creativity and the human ability to generate creative outputs. New applications for creative tasks are rapidly evolving, and new tools are constantly being developed with much greater optimal capabilities. Importantly, the success of implementing such tools for creative tasks is still heavily dependent on human supervision and input. Therefore, it is vital to understand and critically reflect on the nature of co-creative processes between humans and AI. This book addresses such issues and provides insights into how humans can augment their capabilities for generating creative and innovative outputs by successfully co-creat...
The Workshop Volume from the Humans and Computers Conference documents the advanced tutorials that were presented to deepen the understanding gained from the conference lectures. It presents case studies along with accompanying exercises.