Author: Ajit Singh
Publisher: Independently Published
ISBN: 9781076340450
Category :
Languages : en
Pages : 76
Book Description
This book will introduce the history and development of human-computer interaction and Virtual Reality / Augmented Reality /Mixed Reality. I try to analyze three most representive technologies; ● Oculus Rift● Google Glass ● HoloLens. Based on these, i will discuss the advantages and disadvantages of those technologies. This book discusses how VR, AR and MR work, and provides reasoning why virtual reality and augmented reality will be the next stage of human-computer interaction and how much possibility there is that VR, AR and MR technologies will be the next stage of HCI.The book contains the following topics: ● 1 introduces the background of the book.● 2 describes the development of Human-Computer Interaction.● 3 introduces Virtual Reality and analyses some of the VR technologies, like Oculus Rift.● 4 introduces Augmented Reality and analyses Google Glass and HoloLens.● 5 is the Mixed Reality ● 6 Implementation Augmented Reality In Learning● 7 DIY Creating Augmented Reality With D'FUSION
Virtual Reality
Author: Ajit Singh
Publisher: Independently Published
ISBN: 9781076340450
Category :
Languages : en
Pages : 76
Book Description
This book will introduce the history and development of human-computer interaction and Virtual Reality / Augmented Reality /Mixed Reality. I try to analyze three most representive technologies; ● Oculus Rift● Google Glass ● HoloLens. Based on these, i will discuss the advantages and disadvantages of those technologies. This book discusses how VR, AR and MR work, and provides reasoning why virtual reality and augmented reality will be the next stage of human-computer interaction and how much possibility there is that VR, AR and MR technologies will be the next stage of HCI.The book contains the following topics: ● 1 introduces the background of the book.● 2 describes the development of Human-Computer Interaction.● 3 introduces Virtual Reality and analyses some of the VR technologies, like Oculus Rift.● 4 introduces Augmented Reality and analyses Google Glass and HoloLens.● 5 is the Mixed Reality ● 6 Implementation Augmented Reality In Learning● 7 DIY Creating Augmented Reality With D'FUSION
Publisher: Independently Published
ISBN: 9781076340450
Category :
Languages : en
Pages : 76
Book Description
This book will introduce the history and development of human-computer interaction and Virtual Reality / Augmented Reality /Mixed Reality. I try to analyze three most representive technologies; ● Oculus Rift● Google Glass ● HoloLens. Based on these, i will discuss the advantages and disadvantages of those technologies. This book discusses how VR, AR and MR work, and provides reasoning why virtual reality and augmented reality will be the next stage of human-computer interaction and how much possibility there is that VR, AR and MR technologies will be the next stage of HCI.The book contains the following topics: ● 1 introduces the background of the book.● 2 describes the development of Human-Computer Interaction.● 3 introduces Virtual Reality and analyses some of the VR technologies, like Oculus Rift.● 4 introduces Augmented Reality and analyses Google Glass and HoloLens.● 5 is the Mixed Reality ● 6 Implementation Augmented Reality In Learning● 7 DIY Creating Augmented Reality With D'FUSION
Researching Learning in Virtual Worlds
Author: Anna Peachey
Publisher: Springer Science & Business Media
ISBN: 184996047X
Category : Computers
Languages : en
Pages : 222
Book Description
Most of the chapters in this book are extended papers from Research Learning in Virtual Environments (reLIVE08), an international conference held by the UK Open University in Milton Keynes in November 2008. Authors of the best papers and presentations from the conferences were invited to contribute to Research Learning in Virtual Worlds, the first book to specifically address research methods and related issues for education in virtual worlds. The book covers a range of research undertaken in virtual worlds. It opens with an accessible introduction both to the book and to the subject area, making it an ideal springboard for those who are new to research in this area. The subsequent ten chapters present work covering a range of research methodologies across a broad discipline base, providing essential reading for advanced undergraduate or postgraduate researchers working in education in virtual worlds, and engaging background material for researchers in similar and related disciplines.
Publisher: Springer Science & Business Media
ISBN: 184996047X
Category : Computers
Languages : en
Pages : 222
Book Description
Most of the chapters in this book are extended papers from Research Learning in Virtual Environments (reLIVE08), an international conference held by the UK Open University in Milton Keynes in November 2008. Authors of the best papers and presentations from the conferences were invited to contribute to Research Learning in Virtual Worlds, the first book to specifically address research methods and related issues for education in virtual worlds. The book covers a range of research undertaken in virtual worlds. It opens with an accessible introduction both to the book and to the subject area, making it an ideal springboard for those who are new to research in this area. The subsequent ten chapters present work covering a range of research methodologies across a broad discipline base, providing essential reading for advanced undergraduate or postgraduate researchers working in education in virtual worlds, and engaging background material for researchers in similar and related disciplines.
Interacting with Virtual Environments
Author: Lindsay MacDonald
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 344
Book Description
Bringing together some of the world's leading developers of interaction and image display methods, this volume gives a valuable insight into how the two methods are being synthesized in a mutually beneficial way. The emphasis is on practical state-of-the-art techniques that can be readily used in a wide variety of applications.
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 344
Book Description
Bringing together some of the world's leading developers of interaction and image display methods, this volume gives a valuable insight into how the two methods are being synthesized in a mutually beneficial way. The emphasis is on practical state-of-the-art techniques that can be readily used in a wide variety of applications.
Perspectives on Human-Computer Interaction Research with Older People
Author: Sergio Sayago
Publisher: Springer
ISBN: 3030060764
Category : Computers
Languages : en
Pages : 262
Book Description
This book promotes a critical reflection about the research conducted so far in Human-Computer Interaction (HCI) with older people, whose predominant perspective focuses on decline, health, and help. It introduces a new (or different) perspective, which is grounded in interdisciplinary research on older people and digital technologies. Key elements are to (i) address topics that include, but also go beyond decline, health, and help, such as leisure, fun, creativity and culture, to delve more deeply into the role of digital technologies in multiple facets of older people’s lives; (ii) focus on doing research and designing technologies with and for older adults, and their communities, to avoid and fight against negative social conceptions of ageing; and (iii) examine older people’s life course, strengths, interests, and values, as well as their limitations and needs, to design technologies that not only help but also empower them, extending their abilities and acquiring new knowledge, beyond technology use. This perspective aims to help us better understand, design, and evaluate older people’s interactions with digital technologies in the early 21st century.
Publisher: Springer
ISBN: 3030060764
Category : Computers
Languages : en
Pages : 262
Book Description
This book promotes a critical reflection about the research conducted so far in Human-Computer Interaction (HCI) with older people, whose predominant perspective focuses on decline, health, and help. It introduces a new (or different) perspective, which is grounded in interdisciplinary research on older people and digital technologies. Key elements are to (i) address topics that include, but also go beyond decline, health, and help, such as leisure, fun, creativity and culture, to delve more deeply into the role of digital technologies in multiple facets of older people’s lives; (ii) focus on doing research and designing technologies with and for older adults, and their communities, to avoid and fight against negative social conceptions of ageing; and (iii) examine older people’s life course, strengths, interests, and values, as well as their limitations and needs, to design technologies that not only help but also empower them, extending their abilities and acquiring new knowledge, beyond technology use. This perspective aims to help us better understand, design, and evaluate older people’s interactions with digital technologies in the early 21st century.
Perception and Machine Intelligence
Author: Malay K. Kundu
Publisher: Springer
ISBN: 3642273874
Category : Computers
Languages : en
Pages : 394
Book Description
This book constitutes the proceedings of the First Indo-Japanese conference on Perception and Machine Intelligence, PerMIn 2012, held in Kolkata, India, in January 2012. The 41 papers, presented together with 1 keynote paper and 3 plenary papers, were carefully reviewed and selected for inclusion in the book. The papers are organized in topical sections named perception; human-computer interaction; e-nose and e-tongue; machine intelligence and application; image and video processing; and speech and signal processing.
Publisher: Springer
ISBN: 3642273874
Category : Computers
Languages : en
Pages : 394
Book Description
This book constitutes the proceedings of the First Indo-Japanese conference on Perception and Machine Intelligence, PerMIn 2012, held in Kolkata, India, in January 2012. The 41 papers, presented together with 1 keynote paper and 3 plenary papers, were carefully reviewed and selected for inclusion in the book. The papers are organized in topical sections named perception; human-computer interaction; e-nose and e-tongue; machine intelligence and application; image and video processing; and speech and signal processing.
Human-Computer Interaction. HCI Intelligent Multimodal Interaction Environments
Author: Julie A. Jacko
Publisher: Springer
ISBN: 3540731105
Category : Computers
Languages : en
Pages : 1049
Book Description
Here is the third of a four-volume set that constitutes the refereed proceedings of the 12th International Conference on Human-Computer Interaction, HCII 2007, held in Beijing, China, in July 2007, jointly with eight other thematically similar conferences. It covers multimodality and conversational dialogue; adaptive, intelligent and emotional user interfaces; gesture and eye gaze recognition; and interactive TV and media.
Publisher: Springer
ISBN: 3540731105
Category : Computers
Languages : en
Pages : 1049
Book Description
Here is the third of a four-volume set that constitutes the refereed proceedings of the 12th International Conference on Human-Computer Interaction, HCII 2007, held in Beijing, China, in July 2007, jointly with eight other thematically similar conferences. It covers multimodality and conversational dialogue; adaptive, intelligent and emotional user interfaces; gesture and eye gaze recognition; and interactive TV and media.
Universal Access in Human-Computer Interaction. Virtual, Augmented, and Intelligent Environments
Author: Margherita Antona
Publisher: Springer
ISBN: 3319920529
Category : Computers
Languages : en
Pages : 621
Book Description
This two-volume set LNCS 10907 and 10908 constitutes the refereed proceedings of the 12th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2018, held as part of HCI International 2018 in Las Vegas, NV, USA, in July 2018.The total of 1170 papers and 195 posters included in the 30 HCII 2018 proceedings volumes was carefully reviewed and selected from 4373 submissions. The 48 papers presented in this volume were organized in topical sections named: virtual and augmented reality for universal access; intelligent assistive environments; and access to the web, social media, education, culture and social innovation.
Publisher: Springer
ISBN: 3319920529
Category : Computers
Languages : en
Pages : 621
Book Description
This two-volume set LNCS 10907 and 10908 constitutes the refereed proceedings of the 12th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2018, held as part of HCI International 2018 in Las Vegas, NV, USA, in July 2018.The total of 1170 papers and 195 posters included in the 30 HCII 2018 proceedings volumes was carefully reviewed and selected from 4373 submissions. The 48 papers presented in this volume were organized in topical sections named: virtual and augmented reality for universal access; intelligent assistive environments; and access to the web, social media, education, culture and social innovation.
Online Worlds: Convergence of the Real and the Virtual
Author: William Sims Bainbridge
Publisher: Springer Science & Business Media
ISBN: 184882825X
Category : Computers
Languages : en
Pages : 317
Book Description
William Sims Bainbridge Virtual worlds are persistent online computer-generated environments where people can interact, whether for work or play, in a manner comparable to the real world. The most prominent current example is World of Warcraft (Corneliussen and Rettberg 2008), a massively multiplayer online game with 11 million s- scribers. Some other virtual worlds, notably Second Life (Rymaszewski et al. 2007), are not games at all, but Internet-based collaboration contexts in which people can create virtual objects, simulated architecture, and working groups. Although interest in virtual worlds has been growing for at least a dozen years, only today it is possible to bring together an international team of highly acc- plished authors to examine them with both care and excitement, employing a range of theories and methodologies to discover the principles that are making virtual worlds increasingly popular and may in future establish them as a major sector of human-centered computing.
Publisher: Springer Science & Business Media
ISBN: 184882825X
Category : Computers
Languages : en
Pages : 317
Book Description
William Sims Bainbridge Virtual worlds are persistent online computer-generated environments where people can interact, whether for work or play, in a manner comparable to the real world. The most prominent current example is World of Warcraft (Corneliussen and Rettberg 2008), a massively multiplayer online game with 11 million s- scribers. Some other virtual worlds, notably Second Life (Rymaszewski et al. 2007), are not games at all, but Internet-based collaboration contexts in which people can create virtual objects, simulated architecture, and working groups. Although interest in virtual worlds has been growing for at least a dozen years, only today it is possible to bring together an international team of highly acc- plished authors to examine them with both care and excitement, employing a range of theories and methodologies to discover the principles that are making virtual worlds increasingly popular and may in future establish them as a major sector of human-centered computing.
Research Methods in Human-Computer Interaction
Author: Jonathan Lazar
Publisher: Morgan Kaufmann
ISBN: 0128093439
Category : Computers
Languages : en
Pages : 562
Book Description
Research Methods in Human-Computer Interaction is a comprehensive guide to performing research and is essential reading for both quantitative and qualitative methods. Since the first edition was published in 2009, the book has been adopted for use at leading universities around the world, including Harvard University, Carnegie-Mellon University, the University of Washington, the University of Toronto, HiOA (Norway), KTH (Sweden), Tel Aviv University (Israel), and many others. Chapters cover a broad range of topics relevant to the collection and analysis of HCI data, going beyond experimental design and surveys, to cover ethnography, diaries, physiological measurements, case studies, crowdsourcing, and other essential elements in the well-informed HCI researcher's toolkit. Continual technological evolution has led to an explosion of new techniques and a need for this updated 2nd edition, to reflect the most recent research in the field and newer trends in research methodology. This Research Methods in HCI revision contains updates throughout, including more detail on statistical tests, coding qualitative data, and data collection via mobile devices and sensors. Other new material covers performing research with children, older adults, and people with cognitive impairments. - Comprehensive and updated guide to the latest research methodologies and approaches, and now available in EPUB3 format (choose any of the ePub or Mobi formats after purchase of the eBook) - Expanded discussions of online datasets, crowdsourcing, statistical tests, coding qualitative data, laws and regulations relating to the use of human participants, and data collection via mobile devices and sensors - New material on performing research with children, older adults, and people with cognitive impairments, two new case studies from Google and Yahoo!, and techniques for expanding the influence of your research to reach non-researcher audiences, including software developers and policymakers
Publisher: Morgan Kaufmann
ISBN: 0128093439
Category : Computers
Languages : en
Pages : 562
Book Description
Research Methods in Human-Computer Interaction is a comprehensive guide to performing research and is essential reading for both quantitative and qualitative methods. Since the first edition was published in 2009, the book has been adopted for use at leading universities around the world, including Harvard University, Carnegie-Mellon University, the University of Washington, the University of Toronto, HiOA (Norway), KTH (Sweden), Tel Aviv University (Israel), and many others. Chapters cover a broad range of topics relevant to the collection and analysis of HCI data, going beyond experimental design and surveys, to cover ethnography, diaries, physiological measurements, case studies, crowdsourcing, and other essential elements in the well-informed HCI researcher's toolkit. Continual technological evolution has led to an explosion of new techniques and a need for this updated 2nd edition, to reflect the most recent research in the field and newer trends in research methodology. This Research Methods in HCI revision contains updates throughout, including more detail on statistical tests, coding qualitative data, and data collection via mobile devices and sensors. Other new material covers performing research with children, older adults, and people with cognitive impairments. - Comprehensive and updated guide to the latest research methodologies and approaches, and now available in EPUB3 format (choose any of the ePub or Mobi formats after purchase of the eBook) - Expanded discussions of online datasets, crowdsourcing, statistical tests, coding qualitative data, laws and regulations relating to the use of human participants, and data collection via mobile devices and sensors - New material on performing research with children, older adults, and people with cognitive impairments, two new case studies from Google and Yahoo!, and techniques for expanding the influence of your research to reach non-researcher audiences, including software developers and policymakers
Human-Computer Interaction
Author: Vanessa Agredo-Delgado
Publisher: Springer
ISBN: 3030052702
Category : Computers
Languages : en
Pages : 270
Book Description
This book constitutes the thoroughly refereed proceedings of the 4th Iberoamerican Workshop on Human-Computer Interaction, HCI-Collab 2018, held in Popayán, Colombia, in April 2018. The 18 full papers presented in this volume were carefully reviewed and selected from 83 submissions. The papers are dealing with topics such as emotional interfaces, HCI and videogames, computational thinking, collaborative systems, software engineering and ICT in education.
Publisher: Springer
ISBN: 3030052702
Category : Computers
Languages : en
Pages : 270
Book Description
This book constitutes the thoroughly refereed proceedings of the 4th Iberoamerican Workshop on Human-Computer Interaction, HCI-Collab 2018, held in Popayán, Colombia, in April 2018. The 18 full papers presented in this volume were carefully reviewed and selected from 83 submissions. The papers are dealing with topics such as emotional interfaces, HCI and videogames, computational thinking, collaborative systems, software engineering and ICT in education.