Collaboration Meets Interactive Spaces

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Collaboration Meets Interactive Spaces :

Computers

Author - Craig Anslow, Pedro Campos, Joaquim Jorge
Publisher - Springer
Pages - 483
ISBN - 3319458531


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Detail - This book explores the technological advances and social interactions between interactive spaces, surfaces and devices, aiming to provide new insights into emerging social protocols that arise from the experimentation and long-term usage of interactive surfaces. This edited volume brings together researchers from around the world who investigate interactive surfaces and interaction techniques within large displays, wearable devices, software development, security and emergency management. Providing both theory and practical case studies, the authors look at current developments and challenges into 3D visualization, large surfaces, the interplay of mobile phone devices and large displays, wearable systems and head mounted displays (HMD’S), remote proxemics and interactive wall displays and how these can be employed throughout the home and work spaces. Collaboration Meets Interactive Spaces is both for researchers and industry practitioners, providing readers with a coherent narrative into the current state-of-the-art within interactive surfaces and pervasive display technology, providing necessary tools and techniques as interactive media increasingly permeates everyday contexts.

The Handbook of Formal Methods in Human-Computer Interaction :

Computers

Author - Benjamin Weyers, Judy Bowen, Alan Dix, Philippe Palanque
Publisher - Springer
Pages - 575
ISBN - 3319518380


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Detail - This book provides a comprehensive collection of methods and approaches for using formal methods within Human-Computer Interaction (HCI) research, the use of which is a prerequisite for usability and user-experience (UX) when engineering interactive systems. World-leading researchers present methods, tools and techniques to design and develop reliable interactive systems, offering an extensive discussion of the current state-of-the-art with case studies which highlight relevant scenarios and topics in HCI as well as presenting current trends and gaps in research and future opportunities and developments within this emerging field. The Handbook of Formal Methods in Human-Computer Interaction is intended for HCI researchers and engineers of interactive systems interested in facilitating formal methods into their research or practical work.

Interaction Design : Beyond Human-Computer Interaction

Computers

Author - Jenny Preece, Yvonne Rogers, Helen Sharp
Publisher - John Wiley & Sons
Pages - 584
ISBN - 1119020751


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Detail - This is an ideal resource for learning the interdisciplinary skills needed for interaction design, human computer interaction, information design, web design and ubiquitous computing. This text offers a cross-disciplinary, practical and process-oriented introduction to the field, showing not just what principles ought to apply to interaction design, but crucially how they can be applied.

Medicine Meets Virtual Reality 2001 : Outer Space, Inner Space, Virtual Space

Medical

Author - James D. Westwood
Publisher - IOS Press
Pages - 609
ISBN - 9781586031435


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Detail - Since 1992, the Medicine Meets Virtual Reality conference series has attracted physicians, computer scientists and IT innovators to promote informatics technology for use in healthcare. The January 2001 conference presents research on tools for telemedicine, computer-assisted diagnosis and surgery, psychotherapy and education. The proceedings describes applications used in clinical care and their underlying technologies: simulation, visualization, imaging, haptics and robotics.

Give Your Marketing a Digital Edge - A 10-Book Bundle Special Edition :

Business & Economics

Author - Gabriela Taylor
Publisher - Global & Digital
Pages -
ISBN - 190992430X


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Detail - She has done the hard work of evaluating and learning how to use all the different online sites and tools that can help your business soar, and she has combined that knowledge into Give Your Marketing a Digital Edge, an inexpensive 10 titles in two books that you'll refer to again and again. Here's what the Give Your Marketing a Digital Edge includes: Budget Marketing - How to Start & Market an Online Business with Little or Zero Marketing Budget: why pay for online tools when there are fantastic free ones available that will help your business for absolutely nothing? Targeting Your Market - Marketing Across Generations, Cultures & Gender: marketing by demographics can be as simple as not advertising baby diapers on a site aimed at Baby Boomers. But the truth is there's a lot more to know if you want to maximize business success and avoid blunders. Plan, Create, Optimize, Distribute - Your Strategic Roadmap to Content Marketing Success: by mastering content marketing, you can connect with customers on a personal level, build a relationship, call your audience to action, and provide a platform for customer feedback. Google Best Practices - How to Build and Market Your Business with Google: YouTube, Google+, Google+ Local, Google News, Google SEO, AdWords, AdSense, etc. - this book tells you how you can make money using everything Google has to offer. Socialize to Monetize - How To Run Effective Social Media Campaigns across the Top 25 Social Networking Sites: by mastering content marketing, you can connect with customers on a personal level, build a relationship, call your audience to action, and provide a platform for customer feedback. Pinterest Marketing - The Ultimate Guide: if your customers are on Pinterest, you need to be there too! Leverage the power of visual marketing with one of the best tools ever invented to increase sales for your business. Tumblr for Business - The Ultimate Guide: learn how to use Tumblr to showcase your brand to a worldwide audience, create social buzz, and take your business to the next level. Advertising in a Digital Age - Best Practices for AdWords and Social Media Advertising: learn how to use online advertising to reach more people, interact with your community, collect feedback and monitor results in real-time, adjust your advertising quickly, and target and retarget your messages for relevancy all on a tiny budget. Mobilize to Monetize - The Fast Track to Effective Mobile Marketing: when you use mobile technology to promote a brand and its products and services anytime, from anywhere, you can target your messages based on information you already have and engage your customers directly. Globalize to Monetize - Taking Your Online Business to New Markets: marketing globally requires cultural understanding and overcoming barriers of language and culture are crucial to successfully market globally.

Library as place : rethinking roles, rethinking space

Language Arts & Disciplines

Author - Geoffrey T. Freeman, Council on Library and Information Resources
Publisher - Council on Library Resources
Pages - 81
ISBN -


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Detail - What is the role of a library when users can obtain information from any location? And what does this role change mean for the creation and design of library space? Six authorsan architect, four librarians, and a professor of art history and classicsexplore these questions in Library as Place: Rethinking Roles, Rethinking Space. In their essays, the authors challenge us to think about new potential for the place we call the library and underscore the growing importance of the library as a place for teaching, learning, and research in the digital age

Co-Engineering and Participatory Water Management : Organisational Challenges for Water Governance

Science

Author - Katherine A. Daniell
Publisher - Cambridge University Press
Pages - 335
ISBN - 1107012317


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Detail - A trans-disciplinary book offering evaluation-based approaches for effective participatory interventions, for academic researchers, practitioners and policy-makers working in water management.

Surface Computing and Collaborative Analysis Work :

Computers

Author - Judith Brown, Jeff Wilson, Stevenson Gossage, Chris Hack
Publisher - Morgan & Claypool Publishers
Pages - 168
ISBN - 1627051260


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Detail - Large surface computing devices (wall-mounted or tabletop) with touch interfaces and their application to collaborative data analysis, an increasingly important and prevalent activity, is the primary topic of this book. Our goals are to outline the fundamentals of surface computing (a still maturing technology), review relevant work on collaborative data analysis, describe frameworks for understanding collaborative processes, and provide a better understanding of the opportunities for research and development. We describe surfaces as display technologies with which people can interact directly, and emphasize how interaction design changes when designing for large surfaces. We review efforts to use large displays, surfaces or mixed display environments to enable collaborative analytic activity. Collaborative analysis is important in many domains, but to provide concrete examples and a specific focus, we frequently consider analysis work in the security domain, and in particular the challenges security personnel face in securing networks from attackers, and intelligence analysts encounter when analyzing intelligence data. Both of these activities are becoming increasingly collaborative endeavors, and there are huge opportunities for improving collaboration by leveraging surface computing. This work highlights for interaction designers and software developers the particular challenges and opportunities presented by interaction with surfaces. We have reviewed hundreds of recent research papers, and report on advancements in the fields of surface-enabled collaborative analytic work, interactive techniques for surface technologies, and useful theory that can provide direction to interaction design work. We also offer insight into issues that arise when developing applications for multi-touch surfaces derived from our own experiences creating collaborative applications. We present these insights at a level appropriate for all members of the software design and development team. Table of Contents: List of Figures / Acknowledgments / Figure Credits / Purpose and Direction / Surface Technologies and Collaborative Analysis Systems / Interacting with Surface Technologies / Collaborative Work Enabled by Surfaces / The Theory and the Design of Surface Applications / The Development of Surface Applications / Concluding Comments / Bibliography / Authors' Biographies

The UX Book : Process and Guidelines for Ensuring a Quality User Experience

Computers

Author - Rex Hartson, Pardha S. Pyla
Publisher - Elsevier
Pages - 968
ISBN - 0123852420


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Detail - The UX Book: Process and Guidelines for Ensuring a Quality User Experience aims to help readers learn how to create and refine interaction designs that ensure a quality user experience (UX). The book seeks to expand the concept of traditional usability to a broader notion of user experience; to provide a hands-on, practical guide to best practices and established principles in a UX lifecycle; and to describe a pragmatic process for managing the overall development effort. The book provides an iterative and evaluation-centered UX lifecycle template, called the Wheel, for interaction design. Key concepts discussed include contextual inquiry and analysis; extracting interaction design requirements; constructing design-informing models; design production; UX goals, metrics, and targets; prototyping; UX evaluation; the interaction cycle and the user action framework; and UX design guidelines. This book will be useful to anyone interested in learning more about creating interaction designs to ensure a quality user experience. These include interaction designers, graphic designers, usability analysts, software engineers, programmers, systems analysts, software quality-assurance specialists, human factors engineers, cognitive psychologists, cosmic psychics, trainers, technical writers, documentation specialists, marketing personnel, and project managers. A very broad approach to user experience through its components—usability, usefulness, and emotional impact with special attention to lightweight methods such as rapid UX evaluation techniques and an agile UX development process Universal applicability of processes, principles, and guidelines—not just for GUIs and the Web, but for all kinds of interaction and devices: embodied interaction, mobile devices, ATMs, refrigerators, and elevator controls, and even highway signage Extensive design guidelines applied in the context of the various kinds of affordances necessary to support all aspects of interaction Real-world stories and contributions from accomplished UX practitioners A practical guide to best practices and established principles in UX A lifecycle template that can be instantiated and tailored to a given project, for a given type of system development, on a given budget

Designing Gestural Interfaces : Touchscreens and Interactive Devices

Computers

Author - Dan Saffer
Publisher - "O'Reilly Media, Inc."
Pages - 272
ISBN - 0596554222


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Detail - If you want to get ahead in this new era of interaction design, this is the reference you need. Nintendo's Wii and Apple's iPhone and iPod Touch have made gestural interfaces popular, but until now there's been no complete source of information about the technology. Designing Gestural Interfaces provides you with essential information about kinesiology, sensors, ergonomics, physical computing, touchscreen technology, and new interface patterns -- all you need to know to augment your existing skills in "traditional" web design, software, or product development. Packed with informative illustrations and photos, this book helps you: Get an overview of technologies surrounding touchscreens and interactive environments Learn the process of designing gestural interfaces, from documentation to prototyping to communicating to the audience what the product does Examine current patterns and trends in touchscreen and gestural design Learn about the techniques used by practicing designers and developers today See how other designers have solved interface challenges in the past Look at future trends in this rapidly evolving field Only six years ago, the gestural interfaces introduced in the film Minority Report were science fiction. Now, because of technological, social, and market forces, we see similar interfaces deployed everywhere. Designing Gestural Interfaces will help you enter this new world of possibilities.

When Space Meets Art : Spatial, Structural and Graphics for Event and Exhibition Design

Design

Author - Victionary
Publisher - Victionary
Pages - 224
ISBN -


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Detail - Often overlooked, the importance of space design to the overall experience of an event or exhibition cannot be overstated. An environment must be created that takes into account all of the integral parts, which make up a good display. When Space Meets Art / When Art Meets Space showcases some of the best recent designs for museums, galleries, retail shops and other public venues. The first section will examine the role of structures and graphics to the success of a given event. The second part will focus on the customization and use of graphic displays and the use of decorations, backgrounds and promotional items to create a cohesive design. This book is a must for curators, gallerists, and event planners alike.

Cultural Heritage in a Changing World :

Social Science

Author - Karol Jan Borowiecki, Neil Forbes, Antonella Fresa
Publisher - Springer
Pages - 322
ISBN - 3319295446


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Detail - The central purpose of this collection of essays is to make a creative addition to the debates surrounding the cultural heritage domain. In the 21st century the world faces epochal changes which affect every part of society, including the arenas in which cultural heritage is made, held, collected, curated, exhibited, or simply exists. The book is about these changes; about the decentring of culture and cultural heritage away from institutional structures towards the individual; about the questions which the advent of digital technologies is demanding that we ask and answer in relation to how we understand, collect and make available Europe’s cultural heritage. Cultural heritage has enormous potential in terms of its contribution to improving the quality of life for people, understanding the past, assisting territorial cohesion, driving economic growth, opening up employment opportunities and supporting wider developments such as improvements in education and in artistic careers. Given that spectrum of possible benefits to society, the range of studies that follow here are intended to be a resource and stimulus to help inform not just professionals in the sector but all those with an interest in cultural heritage.