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This book presents up-to-date information on Brain-computer Interfaces (BCI). BCIs are systems that record brain signals, extract features and translate them into computer commands.
With an evolutionary advancement of Machine Learning (ML) algorithms, a rapid increase of data volumes and a significant improvement of computation powers, machine learning becomes hot in different applications. However, because of the nature of "black-box" in ML methods, ML still needs to be interpreted to link human and machine learning for transparency and user acceptance of delivered solutions. This edited book addresses such links from the perspectives of visualisation, explanation, trustworthiness and transparency. The book establishes the link between human and machine learning by exploring transparency in machine learning, visual explanation of ML processes, algorithmic explanation of ML models, human cognitive responses in ML-based decision making, human evaluation of machine learning and domain knowledge in transparent ML applications.This is the first book of its kind to systematically understand the current active research activities and outcomes related to human and machine learning. The book will not only inspire researchers to passionately develop new algorithms incorporating human for human-centred ML algorithms, resulting in the overall advancement of ML, but also help ML practitioners proactively use ML outputs for informative and trustworthy decision making.This book is intended for researchers and practitioners involved with machine learning and its applications. The book will especially benefit researchers in areas like artificial intelligence, decision support systems and human-computer interaction.
With an evolutionary advancement of Machine Learning (ML) algorithms, a rapid increase of data volumes and a significant improvement of computation powers, machine learning becomes hot in different applications. However, because of the nature of "black-box" in ML methods, ML still needs to be interpreted to link human and machine learning for transparency and user acceptance of delivered solutions. This edited book addresses such links from the perspectives of visualisation, explanation, trustworthiness and transparency. The book establishes the link between human and machine learning by exploring transparency in machine learning, visual explanation of ML processes, algorithmic explanation of ML models, human cognitive responses in ML-based decision making, human evaluation of machine learning and domain knowledge in transparent ML applications.This is the first book of its kind to systematically understand the current active research activities and outcomes related to human and machine learning. The book will not only inspire researchers to passionately develop new algorithms incorporating human for human-centred ML algorithms, resulting in the overall advancement of ML, but also help ML practitioners proactively use ML outputs for informative and trustworthy decision making.This book is intended for researchers and practitioners involved with machine learning and its applications. The book will especially benefit researchers in areas like artificial intelligence, decision support systems and human-computer interaction.
Introduction.- Section I: Foundation and Background.- Challenges for a Computational Cognitive Psychology for the New Digital Ecosystem.- How Cognitive Computational Models can Improve Information Search.- Cognitive Modeling of Age & Domain Knowledge Differences in Information Search.- Section II: Methods and Tools.- An Evolving Perspective to Capture Individual Differences Related to Fluid and Crystallized Abilities in Information Searching with a Search Engine.- Semantic Relevance Feedback on Queries and Search Results for Younger and Older Adults.- Designing Multistage Search Systems to Support the Information Seeking Process.- Search Support Tools.- Eye-Tracking Information Search.- Section III: Areas of Applications.- Children''s Acquisition of Text Search Strategies: The Role of Task Models and Relevance Processes.- Training and Tools to Foster Source Credibility Evaluation During Web Search.- Computer-Supported Collaborative Information Search for Geopolitical Forecasting.- Conversational Interfaces For Information Search
This book covers state of the art techniques for health personnel training using natural interfaces, immersive systems and serious games paradigms.
Smart home technologies promise to transform domestic comfort, convenience, security and leisure while also reducing energy use. But delivering on these potentially conflicting promises depends on how they are adopted and used in homes. This book starts by developing a new analytical framework for understanding smart homes and their users. Drawing on a range of new empirical research combining both qualitative and quantitative data, the book then explores how smart home technologies are perceived by potential users, how they can be used to link domestic energy use to common daily activities, how they may (or may not) be integrated into everyday life by actual users, and how they serve to change the nature of control within households and the home. The book concludes by synthesising a range of evidence-based insights, and posing a series of challenges for industry, policy, and research that need addressing if a smart home future is to be realised. Researchers will find this book provides useful insights into this fast-growing field
Affective Feedback in Intelligent Tutoring Systems can be used by human tutors who want to include motivational and affective elements in the learning process, researchers in Human-Computer Interaction and Education and by software developers who want to develop learning systems using these elements.
We expect digital taste and smell technologies will revolutionize the field of multisensory augmented reality and open up new interaction possibilities in different disciplines such as Human Computer Interaction, Communication, and Augmented and Virtual Reality.
This book describes an innovative approach to the interaction between humans and a smart environment; This book describes the efforts, undertaken over several years, to design, implement, and test a model of interaction that allows untrained individuals to intuitively control a complex series of networked and embedded systems.
By using the body's surface as an interactive platform, the integration of technology into beauty products is explored and can be applied directly to ones skin, fingernails, and hair adding new functionality to beauty products using technology in a personal, seamless and fashionable way.
This book aims to deconstruct ethnography to alert systems designers, and other stakeholders, to the issues presented by new approaches that move beyond the studies of 'work' and 'work practice' within the social sciences (in particular anthropology and sociology).
Considering that the ICF conceptual framework is accepted within the healthcare domain, the use of its concepts and terminologies to promote multidisciplinary approaches for AAL solutions development processes can help to overcome difficulties of communication between users, careers and technological developers.
Old age is currently the greatest risk factor for developing dementia. Since older people make up a larger portion of the population than ever before, the resulting increase in the incidence of dementia presents a major challenge for society. Dementia is complex and multifaceted and impacts not only the person with the diagnosis but also those caring for them and society as a whole. Human-Computer Interaction (HCI) design and development are pivotal in enabling people with dementia to live well and be supported in the communities around them. HCI is increasingly addressing the need for inclusivity and accessibility in the design and development of new technologies, interfaces, systems, services, and tools. Using interdisciplinary approaches HCI engages with the complexities and ¿messiness¿ of real-world design spaces to provide novel perspectives and new ways of addressing the challenge of dementia and multi-stakeholder needs.HCI and Design in the Context of Dementia brings together the work of international experts, designers and researchers working across disciplines. It provides methodologies, methods and frameworks, approaches to participatory engagement and case studies showing how technology can impact the lives of people living with dementia and those around them. It includes examples of how to conduct dementia research and design in-context in the field of HCI, ethically and effectively and how these issues transcend the design space of dementia to inform HCI design and technology development more broadly. The book is valuable for and aimed at designers, researchers, scholars and caregivers that work with vulnerable groups like people with dementia, and those directly impacted.
Organized in a complementary series of self-contained chapters, this book elaborates the ethnomethodological perspective on ethnography, a distinctive approach that provides canonical 'studies of work' in and for system design.
This book critically reflects on current statistical methods used in Human-Computer Interaction (HCI) and introduces a number of novel methods to the reader.
Presents novel ways for helping HCI designers communicate why they want to promote users' contact with cultural diversity, presenting five cultural viewpoint metaphors supporting reasoning and decision-making in dimensions of intercultural experience.
Covering key areas of evaluation and methodology, client-side applications, specialist and novel technologies, along with initial appraisals of disabilities, this important book provides comprehensive coverage of web accessibility.
It was a pleasure to provide an introduction to a new volume on user experience evaluation in games. The broader eld of HCI can begin to look toward game evaluation for fresh, critical, and sophisticated thi- ing about design evaluation and product development.
This book provides an overview of the field of visualization techniques for time-oriented data. It analyses the specifics and similarities of the investigated techniques in order to identify clusters for structuring and making the field manageable.
It was a pleasure to provide an introduction to a new volume on user experience evaluation in games. The broader eld of HCI can begin to look toward game evaluation for fresh, critical, and sophisticated thi- ing about design evaluation and product development.
This thorough, multidisciplinary study discusses the findings of social interaction and social simulation using understandable global examples. Shows the reader how to acquire intercultural data, illustrating each step with descriptive comments and program code.
¿Entertainment mediä are entertainment products and services that rely on digital technology and include traditional media (such as movies, TV, computer animation etc) as well as emerging services for wireless and broadband, electronic toys, video games, edutainment, and location-based entertainment (from PC game rooms to theme parks).Whilst most of the digital entertainment industry is found in the developed countries such as USA, Europe, and Japan, the decreasing costs of computer and programming technologies enables developing countries to really benefit from entertainment media in two ways: as creators and producers of games and entertainment for the global market and as a way to increase creativity and learning among the youth of the developing world.Focusing specifically on initiatives that use entertainment technologies to promote economic development, education, creativity and cultural dissemination, this book explores how current technology and the use of off-the-shelf technologies (such as cheap sensors, Kinect, Arduino and others) can be exploited to achieve more innovative and affordable ways to harness the entertainment power of creating. It poses questions such as ¿How can we convert consumers of entertainment into creators of entertainment?¿ ¿How can digital entertainment make a contribution to the emerging world?¿.Academic researchers and students in human-computer interaction, entertainment computing, learning technologies will find the content thought-provoking, and companies and professionals in game and entertainment technology, mobile applications, social networking etc. will find this a valuable resource in developing new products and new markets.
Presents a strategic perspective and design methodology that guide the process of developing digital products and services that provide 'real experience' to users.
This book explores the philosophical and methodological underpinnings of understanding learning in virtual worlds. It includes case studies that demonstrate some of the various ways in which virtual worlds can be applied to facilitate learning and teaching.
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