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This four-volume set LNCS 6761-6764 constitutes the refereed proceedings of the 14th International Conference on Human-Computer Interaction, HCII 2011, held in Orlando, FL, USA in July 2011, jointly with 8 other thematically similar conferences. The revised papers presented were carefully reviewed and selected from numerous submissions. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The papers of the fourth volume are organized in topical sections on HCI and learning, health and medicine applications, business and commerce, HCI in complex environments, design and usability case studies, children and HCI, and playing experience.
This book constitutes the proceedings of the third International Workshop on Symbiotic Interaction, Symbiotic 2014, held in Helsinki, Finland, in October 2014. The 8 full papers and 5 short papers presented in this volume were carefully reviewed and selected from 16 submissions. They are organized in topical sections named: definitions of symbiotic interaction; reviews of implicit interaction; example applications; experimenting with users; and demos and posters.
Not at Your Service: Manifestos for Design brings together the broad spectrum of beliefs, subjects and practices of designers at Zurich University of the Arts. It offers different approaches and insights on the present-day role and impact of design. It is not conceived as a finished project, but as a fluid document of its time. Collaborative design, interaction within complex systems, attention economics, the ecological shift, visual literacy, gender-neutral design, "quick and dirty" design ethnography, social responsibility, the value of ugliness, death futures, immersive technologies, identity and crises, design as a transformative discipline – all of these topics are presented for debate with passion, conviction and professional expertise.
How to understand the mistakes we make about those on the other side of the political spectrum—and how they drive the affective polarization that is tearing us apart. It’s well known that the political divide in the United States—particularly between Democrats and Republicans—has grown to alarming levels in recent decades. Affective polarization—emotional polarization, or the hostility between the parties—has reached an unprecedented fever pitch. In Undue Hate, Daniel F. Stone tackles the biases undergirding affective polarization head-on. Stone explains why we often develop objectively false, and overly negative, beliefs about the other side—causing us to dislike them more tha...
Reading has arguably the longest and richest history of any domain for scientifically considering the impact of technology on the user. From the 1920s to the 1950s, Miles Tinker [1963] and other researchers ran hundreds of user tests that examined the effects of different fonts and text layout variables, such as the amount of vertical space between each line of text (called leading). Their research focused on user performance, and reading speed was the favoured measure. They charted the effect of the manipulated variables on reading speed, looking for the point at which their participants could read the fastest. Their assumption was that faster reading speeds created a more optimal experienc...
How videogames offer a new way to do journalism. Journalism has embraced digital media in its struggle to survive. But most online journalism just translates existing practices to the Web: stories are written and edited as they are for print; video and audio features are produced as they would be for television and radio. The authors of Newsgames propose a new way of doing good journalism: videogames. Videogames are native to computers rather than a digitized form of prior media. Games simulate how things work by constructing interactive models; journalism as game involves more than just revisiting old forms of news production. Wired magazine's game Cutthroat Capitalism, for example, explains the economics of Somali piracy by putting the player in command of a pirate ship, offering choices for hostage negotiation strategies. Videogames do not offer a panacea for the ills of contemporary news organizations. But if the industry embraces them as a viable method of doing journalism—not just an occasional treat for online readers—newsgames can make a valuable contribution.
The advancement of information and communication technologies (ICT) has enabled broad use of ICT and facilitated the use of ICT in the private and personal domain. ICT-related industries are directing their business targets to home applications. Among these applications, entertainment will differentiate ICT applications in the private and personal market from the of?ce. Comprehensive research and development on ICT - plications for entertainment will be different for the promotion of ICT use in the home and other places for leisure. So far engineering research and development on enterta- ment has never been really established in the academic communities. On the other hand entertainment-relat...
The Oxford Handbook of Screendance Studies offers a full overview of the histories, practices, and critical and theoretical foundations of the rapidly changing landscape of screendance. Drawing on their practices, technologies, theories, and philosophies, scholars from the fields of dance, performance, visual art, cinema and media arts articulate the practice of screendance as an interdisciplinary, hybrid form that has yet to be correctly sited as an academic field worthy of critical investigation. Each chapter discusses and reframe current issues, as a means of promoting and enriching dialogue within the wider community of dance and the moving image. Topics addressed embrace politics of the...
Although not considered a formal area of study, scholarship on the uses, content, and effects of entertaining media has been central to communication studies and related fields for more than a century. The serious study of entertainment seems paradoxical, as we presume entertainment to be the “lighter side” of our daily lives. Yet as revealed in this volume, entertainment media serve as cultural artifacts that shape our understandings of various peoples and publics in ways that invite deeper, immersive, and increasingly interactive engagement. On this backdrop, Entertainment Media and Communication serves as a reference guide for canonical and foundational research into media entertainme...
Scholars from science, art, and humanities explore the meaning of our new image worlds and offer new strategies for visual analysis. We are surrounded by images as never before: on Flickr, Facebook, and YouTube; on thousands of television channels; in digital games and virtual worlds; in media art and science. Without new efforts to visualize complex ideas, structures, and systems, today's information explosion would be unmanageable. The digital image represents endless options for manipulation; images seem capable of changing interactively or even autonomously. This volume offers systematic and interdisciplinary reflections on these new image worlds and new analytical approaches to the visu...