This book is an anthology of present research trends in Computer-mediated Communications (CMC) from the point of view of different application scenarios. Four different scenarios are considered: ...telecommunication networks, smart health, education, and human-computer interaction. The possibilities of interaction introduced by CMC provide a powerful environment for collaborative human-to-human, computer-mediated interaction across the globe.
Sketching User Experiences approaches design and design thinking as something distinct that needs to be better understood—by both designers and the people with whom they need to work— in order to ...achieve success with new products and systems. So while the focus is on design, the approach is holistic. Hence, the book speaks to designers, usability specialists, the HCI community, product managers, and business executives. There is an emphasis on balancing the back- end concern with usability and engineering excellence (getting the design right) with an up-front investment in sketching and ideation (getting the right design). Overall, the objective is to build the notion of informed design: molding emerging technology into a form that serves our society and reflects its values. Grounded in both practice and scientific research, Bill Buxton's engaging work aims to spark the imagination while encouraging the use of new techniques, breathing new life into user experience design. * Covers sketching and early prototyping design methods suitable for dynamic product capabilities: cell phones that communicate with each other and other embedded systems, "smart" appliances, and things you only imagine in your dreams * Thorough coverage of the design sketching method which helps easily build experience prototypes—without the effort of engineering prototypes which are difficult to abandon * Reaches out to a range of designers, including user interface designers, industrial designers, software engineers, usability engineers, product managers, and others * Full of case studies, examples, exercises, and projects, and access to video clips that demonstrate the principles and methods
Tato práce vychází z bakalářské práce, která se zabývá dílem a vztahem dvou myslitelů – Johna Ruskina, viktoriánského kritika umění a sociálně-ekonomického teoretika – a Josefa Šafaříka, brněnského ...filosofa a esejisty spojeného s předlistopadovým disentem. První část práce je věnována představení environmentálních souvislostí myšlení autorů jednotlivě a jejich porovnání se známými environmentálními směry. John Ruskin byl na základě analýzy jeho textů zařazen mezi antropocentristy, zatímco Josef Šafařík se nejvíce přibližuje hlubinné ekologii. V práci jsem ukázala shodné prvky myšlení u obou autorů, jimiž je zejména pojetí lidského odcizení, jehož důsledkem je ničení přírody. Jednou z příčin tohoto odcizení je mechanizace, jehož kritikou Josef Šafařík navazuje na Johna Ruskina. Oba autoři také značně kritizují orientaci na konzum a zdůrazňují úlohu mravního jednání a bytí člověka pro řešení problémů. Zároveň jsem popsala i prvky, ve kterých se jejich koncepty rozcházejí.
HCI Models, Theories, and Frameworks provides a thorough pedagological survey of the science of Human-Computer Interaction (HCI). HCI spans many disciplines and professions, including anthropology, ...cognitive psychology, computer graphics, graphical design, human factors engineering, interaction design, sociology, and software engineering. While many books and courses now address HCI technology and application areas, none has addressed HCI's multidisciplinary foundations with much scope or depth. This text fills a huge void in the university education and training of HCI students as well as in the lifelong learning and professional development of HCI practitioners. Contributors are leading researchers in the field of HCI. If you teach a second course in HCI, you should consider this book. This book provides a comprehensive understanding of the HCI concepts and methods in use today, presenting enough comparative detail to make primary sources more accessible. Chapters are formatted to facilitate comparisons among the various HCI models. Each chapter focuses on a different level of scientific analysis or approach, but all in an identical format, facilitating comparison and contrast of the various HCI models. Each approach is described in terms of its roots, motivation, and type of HCI problems it typically addresses. The approach is then compared with its nearest neighbors, illustrated in a paradigmatic application, and analyzed in terms of its future. This book is essential reading for professionals, educators, and students in HCI who want to gain a better understanding of the theoretical bases of HCI, and who will make use of a good background, refresher, reference to the field and/or index to the literature. * Contributors are leading researchers in the field of Human-Comptuter Interaction * Fills a major gap in current literature about the rich scientific foundations of HCI * Provides a thorough pedogological survey of the science of HCI
Entertainment Computing - ICEC 2012 Herrlich, Marc; Malaka, Rainer; Masuch, Maic
2012, 2012-08-30, Volume:
7522
eBook, Conference Proceeding, Book
Peer reviewed
This book constitutes the refereed proceedings of the 11th International Conference on Entertainment Computing, ICEC 2012, held in Bremen, Germany, in September 2012. The 21 full papers, 13 short ...papers, 16 posters, 8 demos, 4 workshops, 1 tutorial and 3 doctoral consortium submissions presented were carefully reviewed and selected from 115 submissions. The papers are organized in topical sections on story telling; serious games (learning and training); self and identity, interactive performance; mixed reality and 3D worlds; serious games (health and social); player experience; tools and methods; user interface; demonstrations; industry demonstration; harnessing collective intelligence with games; game development and model-driven software development; mobile gaming, mobile life - interweaving the virtual and the real; exploring the challenges of ethics, privacy and trust in serious gaming; open source software for entertainment.