Human-Computer Interaction -- INTERACT 2013

Human-Computer Interaction -- INTERACT 2013
Author: Paula Kotzé
Publisher: Springer
Total Pages: 823
Release: 2013-07-30
Genre: Computers
ISBN: 3642404774

The four-volume set LNCS 8117-8120 constitutes the refereed proceedings of the 14th IFIP TC13 International Conference on Human-Computer Interaction, INTERACT 2013, held in Cape Town, South Africa, in September 2013. The 53 papers included in the third volume are organized in topical sections on mobile usage and techniques, mobile UX and privacy concerns, model-based user interface design, multimodal user interface design, multimodality, cross-platform studies, narratives in design, navigation aids, novel user interfaces, passwords: e-authentication, physical ergonomics, road safety, seniors and usability, social behaviour, collaboration and presence, social collaborative interaction, social media, and software development.

Knowledge Games

Knowledge Games
Author: Karen Schrier
Publisher: JHU Press
Total Pages: 281
Release: 2016-06-15
Genre: Education
ISBN: 1421419211

Are games the knowledge-producers of the future? Imagine if new knowledge and insights came not just from research centers, think tanks, and universities but also from games, of all things. Video games have been viewed as causing social problems, but what if they actually helped solve them? This question drives Karen Schrier’s Knowledge Games, which seeks to uncover the potentials and pitfalls of using games to make discoveries, solve real-world problems, and better understand our world. For example, so-called knowledge games—such as Foldit, a protein-folding puzzle game, SchoolLife, which crowdsources bullying interventions, and Reverse the Odds, in which mobile game players analyze breast cancer data—are already being used by researchers to gain scientific, psychological, and humanistic insights. Schrier argues that knowledge games are potentially powerful because of their ability to motivate a crowd of problem solvers within a dynamic system while also tapping into the innovative data processing and computational abilities of games. In the near future, Schrier asserts, knowledge games may be created to understand and predict voting behavior, climate concerns, historical perspectives, online harassment, susceptibility to depression, or optimal advertising strategies, among other things. In addition to investigating the intersection of games, problem solving, and crowdsourcing, Schrier examines what happens when knowledge emerges from games and game players rather than scientists, professionals, and researchers. This accessible book also critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen.

HCI in Games

HCI in Games
Author: Xiaowen Fang
Publisher: Springer
Total Pages: 475
Release: 2019-07-10
Genre: Computers
ISBN: 3030226026

This book constitutes the refereed proceedings of the First International Conference on HCI in Games, HCI-Games 2019, held in July 2019 as part of HCI International 2019 in Orlando, FL, USA. HCII 2019 received a total of 5029 submissions, of which 1275 papers and 209 posters were accepted for publication after a careful reviewing process. The 34 papers presented in this volume are organized in topical sections named: Game Design; Gaming Experience; Serious Games; and Gamification.

Advances in Visual Computing

Advances in Visual Computing
Author: George Bebis
Publisher: Springer
Total Pages: 889
Release: 2016-12-09
Genre: Computers
ISBN: 3319508350

The two volume set LNCS 10072 and LNCS 10073 constitutes the refereed proceedings of the 12th International Symposium on Visual Computing, ISVC 2016, held in Las Vegas, NV, USA in December 2016. The 102 revised full papers and 34 poster papers presented in this book were carefully reviewed and selected from 220 submissions. The papers are organized in topical sections: Part I (LNCS 10072) comprises computational bioimaging; computer graphics; motion and tracking; segmentation; pattern recognition; visualization; 3D mapping; modeling and surface reconstruction; advancing autonomy for aerial robotics; medical imaging; virtual reality; computer vision as a service; visual perception and robotic systems; and biometrics. Part II (LNCS 9475): applications; visual surveillance; computer graphics; and virtual reality.

Software Business

Software Business
Author: Noel Carroll
Publisher: Springer Nature
Total Pages: 367
Release: 2022-10-28
Genre: Business & Economics
ISBN: 3031207068

This book constitutes the refereed proceedings of the 13th International Conference on Software Business, ICSOB 2022, which was held during November 8-11, 2022 in Bolzano, Italy. The special theme of ICSOB 2022 was “Software for Digital Transformation”. The 19 full papers together with 6 short papers presented were carefully reviewed and selected from 53 submissions. The conference is covering different aspects of Digital Transformation, Software Startups, Software Ecosystems, Software Processes, Platform Economy, Software Sustainability, and People and Process Analytics.

Cross-Cultural Design

Cross-Cultural Design
Author: P.L.Patrick Rau
Publisher: Springer
Total Pages: 822
Release: 2014-06-02
Genre: Computers
ISBN: 3319073087

This volume constitutes the refereed proceedings of the 6th International Conference on Cross-Cultural Design, CCD 2014, held as part of the 16th International Conference on Human-Computer Interaction, HCI International 2014, held in Heraklion, Crete, Greece, jointly with 13 other thematically similar conferences. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences was carefully reviewed and selected from numerous submissions. The papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. They 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 76 papers included in this volume deal with the following topics: cross-cultural product and service design; cross-cultural issues in interaction; social aspects and implications of cross-cultural design; cross-cultural issues in e-commerce, marketing and branding; cross-cultural design for knowledge sharing and learning; cross-cultural design for the smart city and cross-cultural design for creativity.

Taking [A]part

Taking [A]part
Author: John McCarthy
Publisher: MIT Press
Total Pages: 202
Release: 2024-07-02
Genre: Computers
ISBN: 0262552590

A critical inquiry into the value and experience of participation in design research. In Taking [A]part, John McCarthy and Peter Wright consider a series of boundary-pushing research projects in human-computer interaction (HCI) in which the design of digital technology is used to inquire into participative experience. McCarthy and Wright view all of these projects—which range from the public and performative to the private and interpersonal—through the critical lens of participation. Taking participation, in all its variety, as the generative and critical concept allows them to examine the projects as a part of a coherent, responsive movement, allied with other emerging movements in DIY culture and participatory art. Their investigation leads them to rethink such traditional HCI categories as designer and user, maker and developer, researcher and participant, characterizing these relationships instead as mutually responsive and dialogical. McCarthy and Wright explore four genres of participation—understanding the other, building relationships, belonging in community, and participating in publics—and they examine participatory projects that exemplify each genre. These include the Humanaquarium, a participatory musical performance; the Personhood project, in which a researcher and a couple explored the experience of living with dementia; the Prayer Companion project, which developed a technology to inform the prayer life of cloistered nuns; and the development of social media to support participatory publics in settings that range from reality game show fans to on-line deliberative democracies.

Human-Computer Interaction – INTERACT 2021

Human-Computer Interaction – INTERACT 2021
Author: Carmelo Ardito
Publisher: Springer Nature
Total Pages: 762
Release: 2021-08-25
Genre: Computers
ISBN: 3030856100

The five-volume set LNCS 12932-12936 constitutes the proceedings of the 18th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2021, held in Bari, Italy, in August/September 2021. The total of 105 full papers presented together with 72 short papers and 70 other papers in these books was carefully reviewed and selected from 680 submissions. The contributions are organized in topical sections named: Part I: affective computing; assistive technology for cognition and neurodevelopment disorders; assistive technology for mobility and rehabilitation; assistive technology for visually impaired; augmented reality; computer supported cooperative work. Part II: COVID-19 & HCI; croudsourcing methods in HCI; design for automotive interfaces; design methods; designing for smart devices & IoT; designing for the elderly and accessibility; education and HCI; experiencing sound and music technologies; explainable AI. Part III: games and gamification; gesture interaction; human-centered AI; human-centered development of sustainable technology; human-robot interaction; information visualization; interactive design and cultural development. Part IV: interaction techniques; interaction with conversational agents; interaction with mobile devices; methods for user studies; personalization and recommender systems; social networks and social media; tangible interaction; usable security. Part V: user studies; virtual reality; courses; industrial experiences; interactive demos; panels; posters; workshops. The chapter ‘Stress Out: Translating Real-World Stressors into Audio-Visual Stress Cues in VR for Police Training’ is open access under a CC BY 4.0 license at link.springer.com. The chapter ‘WhatsApp in Politics?! Collaborative Tools Shifting Boundaries’ is open access under a CC BY 4.0 license at link.springer.com.

User Modeling, Adaptation and Personalization

User Modeling, Adaptation and Personalization
Author: Francesco Ricci
Publisher: Springer
Total Pages: 416
Release: 2015-06-10
Genre: Computers
ISBN: 3319202677

This book constitutes the refereed proceedings of the 23rd International Conference on User Modeling, Adaptation and Personalization, UMAP 2015, held in Dublin, Ireland, in June/July 2015. The 25 long and 7 short papers of the research paper track were carefully reviewed and selected from 112 submissions. The papers reflect the conference theme "Contextualizing the World", highlighting the significance and impact of user modeling and adaptive technologies on a large number of everyday application areas such as: intelligent learning environments, recommender systems, e-commerce, advertising, personalized information retrieval and access, digital humanities, e-government, cultural heritage, and personalized health.

Social Computing and Social Media

Social Computing and Social Media
Author: Gabriele Meiselwitz
Publisher: Springer
Total Pages: 481
Release: 2016-07-04
Genre: Computers
ISBN: 3319399101

This book constitutes the refereed proceedings of the 8th International Conference on Social Computing and Social Media, SCSM 2016, held as part of the 18th International Conference on Human-Computer Interaction, HCII 2016, held in Toronto, ON, Canada, in July 2016. The total of 1287 papers and 186 posters presented at the HCII 2016 conferences were carefully reviewed and selected from 4354 submissions. The papers 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 43 contributions included in the SCSM 2016 proceedings were organized in the following topical sections: designing and developing social media; users behaviour in social media; social media, policy, politics and engagement; social network analysis; social media in learning and collaboration; and enterprise social media.