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This four volume set provides the complete proceedings of the 10th International Conference on Human-Computer Interaction held June, 2003 in Crete, Greece. A total of 2,986 individuals from industry, academia, research institutes, and governmental agencies from 59 countries submitted their work for presentation at the conference. The papers address the latest research and development efforts, as well as highlight the human aspects of design and use of computing systems. Those accepted for presentation thoroughly cover the entire field of human-computer interaction, including the cognitive, social, ergonomic, and health aspects of work with computers. The papers also address major advances in knowledge and effective use of computers in a variety of diversified application areas, including offices, financial institutions, manufacturing, electronic publishing, construction, health care, and disabled and elderly people.
This supplement to the Encyclopedia of Computer Science and Technology looks at subjects ranging from algorithmic learning theory to statistical language modelling.
It is with great pleasure that I welcome you to Lake Tahoe for the 2005 Int- national Symposium on Visual Computing (ISVC). ISVC provides a common umbrella for the four main areas of visual computing: vision, graphics, visu- ization, and virtual reality. The goal of ISVC is to provide a common forum for researchers, scientists, engineers, and practitioners throughout the world to present their latest research ?ndings, ideas, developments, and applications in the broader area of visual computing. The program consists of six oral sessions, two poster sessions, seven special tracks,fourkeynotepresentations,andoneinvitedpresentation.Theresponseto thecallforpapersforthegeneralISVC2005sessionswasv...
Mixed Reality has been part of our lives ever since we first started to dream of creative ways to comprehend information and concepts through actual and imaginative experiences. This book explores the latest research informing education design in virtual and augmented reality. By utilising numerous studies and examples, it describes the differences between perceived knowledge, usage area, technologies, and tools. It will help the reader gain a better understanding of the nature of virtual or augmented realities and their applications in theory and practice.
Martin Bergaus investigated Service Delivery Platforms (SDP), focussing on their challenges and design aspects from a user's perspective. Qualitatively he incorporated user experience in SDP research, developing a Grounded Theory (GT) then set out parameters needed when developing SDP investigations from a user viewpoint, before technical implementation. This study indicates usability factors for future SDP systems and contributes to the exploratory framework represented by the six GT categories. The results of this study benefit Information Systems (IS) experts developing SDP based ICT systems and those interested in practical applications of GT.
This is the third of a three-volume set that constitutes the refereed proceedings of the 4th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2007, held in Beijing, China. It covers applications and services, including Web and media accessibility and usability, universal access to information and communication, learning and entertainment, and universal access to e-services.
The first systematic, comprehensive reference covering the ideas, genres, and concepts behind digital media. The study of what is collectively labeled “New Media”—the cultural and artistic practices made possible by digital technology—has become one of the most vibrant areas of scholarly activity and is rapidly turning into an established academic field, with many universities now offering it as a major. The Johns Hopkins Guide to Digital Media is the first comprehensive reference work to which teachers, students, and the curious can quickly turn for reliable information on the key terms and concepts of the field. The contributors present entries on nearly 150 ideas, genres, and theoretical concepts that have allowed digital media to produce some of the most innovative intellectual, artistic, and social practices of our time. The result is an easy-to-consult reference for digital media scholars or anyone wishing to become familiar with this fast-developing field.
Enterprise security is an important area since all types of organizations require secure and robust environments, platforms and services to work with people, data and computing applications. The book provides selected papers of the Second International Workshop on Enterprise Security held in Vancouver, Canada, November 30-December 3, 2016 in conjunction with CloudCom 2015. The 11 papers were selected from 24 submissions and provide a comprehensive research into various areas of enterprise security such as protection of data, privacy and rights, data ownership, trust, unauthorized access and big data ownership, studies and analysis to reduce risks imposed by data leakage, hacking and challenges of Cloud forensics.
Wearable technology can range anywhere between activity trackers to prosthetics. These new advancements are continuously progressing and becoming a part of daily life. Examining Developments and Applications of Wearable Devices in Modern Society is a pivotal reference source for the most innovative research on the expansion of wearable computing and technology. Featuring coverage on a broad range of topics such as stroke monitoring, augmented reality, and cancer detection, this publication is ideally designed for academicians, researchers, and students seeking current research on the challenges and benefits of the latest wearable devices.
The DARPA Grand Challenge was a landmark in the field of robotics: a race by autonomous vehicles through 132 miles of rough Nevada terrain. It showcased exciting and unprecedented capabilities in robotic perception, navigation, and control. The event took place in October 2005 and drew teams of competitors from academia and industry, as well as many garage hobbyists. This book presents fifteen technical papers that describe each team's driverless vehicle, race strategy, and insights. As a whole, they present the state of the art in autonomous vehicle technology and offer a glimpse of future technology for tomorrow’s driverless cars.