You may have to Search all our reviewed books and magazines, click the sign up button below to create a free account.
This sweeping introduction to the science of virtual environment technology masterfully integrates research and practical applications culled from a range of disciplines, including psychology, engineering, and computer science. With contributions from the field's foremost researchers and theorists, the book focuses in particular on how virtual technology and interface design can better accommodate human cognitive, motor, and perceptual capabilities. Throughout, it brings the reader up-to-date with the latest design strategies and cutting-edge virtual environments, and points to promising avenues for future development. The book is divided into three parts. The first part introduces the reade...
For generations, humans have fantasized about the ability to create devices that can see into a person’s mind and thoughts, or to communicate and interact with machines through thought alone. Such ideas have long captured the imagination of humankind in the form of ancient myths and modern science fiction stories. Recent advances in cognitive neuroscience and brain imaging technologies have started to turn these myths into a reality, and are providing us with the ability to interface directly with the human brain. This ability is made possible through the use of sensors that monitor physical processes within the brain which correspond with certain forms of thought. Brain-Computer Interface...
This book is intended as both an introduction to the state-of-the-art in visual languages, as well as an exposition of the frontiers of research in advanced visual languages. It is for computer scientists, computer engi neers, information scientists, application programmers, and technical managers responsible for software development projects who are inter ested in the methodology and manifold applications of visual languages and visual programming. The contents of this book are drawn from invited papers, as well as selected papers from two workshops: the 1985 IEEE Workshop on Lan guages for Automation-Cognitive Aspects in Information Processing, which was held in Mallorca, Spain, June 28-30...
This book brings together a number of researchers and developers from industry and academia who report on their work. It is of interest to language designers and the creators of toolkits, UIMSs, and other user interface tools.
The papers collected here are those selected for presentation at the Eighth IFIP Conference on Engineering for Human-Computer Interaction (EHCI 2001) held in Toronto, Canada in May 2001. The conference is organized by the International Federation of Information Processing (IFIP) Working Group 2.7 (13.4) for Interface User Engineering, Rick Kazman being the conference chair, Nicholas Graham and Philippe Palanque being the chairs of the program committee. The conference was co-located with ICSE 2001 and co-sponsored by ACM. The aim of the IFIP working group is to investigate the nature, concepts, and construction of user interfaces for software systems. The group's scope is: • to develop user interfaces based on knowledge of system and user behavior; • to develop frameworks for reasoning about interactive systems; and • to develop engineering models for user interfaces. Every three years, the working group holds a working conference. The Seventh one was held September 14-18 1998 in Heraklion, Greece. This year, we innovated by organizing a regular conference held over three days.
Due to the ever-changing technological landscape and the global integration of the Internet in schools, libraries, homes, and businesses, the content of this second edition changed significantly. Since many computer users are connected at both home and work, the Web has transformed communication; consumption patterns; and access to business, politi
None
This collection explores the politics of game play and its cultural context by focusing on the Asia-Pacific region. Drawing from micro ethnographic studies to macro political economy analysis of techno-nationalisms and transcultural flows of cultural capital, it provides an interdisciplinary model for thinking through the politics of gaming.
This book serves as a foundation to the field of HCI, equipping readers with the necessary knowledge and skills to engage in this field. This book Discusses human functionalities and characteristics relevant to interaction, including sensory perception, attention and memory, language and communication, emotions, decision-making, as well as mental models, human error, and human actions. Explores the evolution of HCI design approaches and the role of social and organizational psychology in HCI Discusses key concepts and societal aspects of interactive technologies, such as user acceptance, ethics, privacy, and trust. Covers the historical background, contributing disciplines, essential concepts, and theories within the domain. This book will appeal to individuals interested in Human–Computer Interaction research and applications.
As one of the many by-products of Moore’s Law, personal computers have, in recent decades, become powerful enough to record real-time eye movements with video-based eye trackers. The decrease in the prices of eye tracking systems (ETSs) has been accelerating since the 1990s, and their use in a variety of scientific domains expanding. ETSs and related applications have shown a lot of promise in recent years, and their widespread and ever-increasing use in mainstream/personal equipment for daily life has transformed them from a novelty into a relatively common tool. This book showcases the state of the art in current eye tracking research by bringing together work from a wide range of applic...