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This book constitutes the refereed proceedings of the 4th Dementia Lab Conference, D-Lab 2019, held in Eindhoven, The Netherlands, in October 2019. The 12 full and 7 short papers presented in this volume were carefully reviewed and selected from 53 submissions. The papers are organized in topical sections: inclusion & participation, technology & experience, and Dementia Lab ideas.
Assistive computer technology. --- Accessible computing technology --- Adaptive computing --- Adaptive computing technology for people with disabilities --- Assistive computing technology --- Barrier-free computing technology --- Computers and people with disabilities --- Self-help devices for people with disabilities --- User interfaces (Computer systems). --- Special purpose computers. --- User Interfaces and Human Computer Interaction. --- Special Purpose and Application-Based Systems. --- Special purpose computers --- Computers --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- User interfaces (Computer systems) --- Computers, Special purpose.
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Highlights key research currently being undertaken within the field of telepresence, providing the most detailed account of the field to date, advancing our understanding of a fundamental property of all media - the illusion of presence; the sense of “being there” inside a virtual environment, with actual or virtual others. This collection has been put together by leading international scholars from America, Europe, and Asia. Together, they describe the state-of-the-art in presence theory, research and technology design for an advanced academic audience. Immersed in Media provides research that can help designers optimize presence for users of advanced media technologies such as virtual and augmented reality, collaborative social media, robotics, and artificial intelligence and lead us to better understand human cognition, emotion and behaviour.
Computer Science. --- User Interfaces and Human Computer Interaction. --- Computer Applications. --- Computer Imaging, Vision, Pattern Recognition and Graphics. --- Computer science. --- Computer vision. --- Informatique --- Vision par ordinateur --- Engineering & Applied Sciences --- Computer Science --- Virtual reality --- Presence (Philosophy) --- Psychological aspects. --- Philosophy. --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Absence (Philosophy) --- User interfaces (Computer systems). --- Computer graphics. --- Application software. --- Computer simulation --- Reality --- Metaphysics --- Machine vision --- Vision, Computer --- Artificial intelligence --- Image processing --- Pattern recognition systems --- Informatics --- Science --- Optical data processing. --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Optical computing --- Visual data processing --- Bionics --- Electronic data processing --- Integrated optics --- Photonics --- Computers --- Optical equipment --- User interfaces (Computer systems)
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Persuasive technology is the general class of technology that has the explicit purpose of changing human attitudes and behaviours. Persuasive technologies apply principles of social psychology in influencing people; principles of credibility, trust, reciprocity, authority and the like. Social psychologists have spent a great deal of effort over many years in trying to understand how attitude and behaviour change comes about, focusing on the effectiveness of human persuaders, and the persuasive power of messages delivered through non-interactive mass-media, such as newspapers or television. Harnessing the persuasive power of current interactive media, persuasive technology was recently identified as a separate research field, as evidenced by B.J. 1 Fogg's first discussion of the domain. Fogg characterises computers designed to 2 persuade as the 5th major wave in computing . The scope of technologies that hold persuasive potential is broader than ICT alone, and includes persuasive product design and architectural design, yet the interactive nature of computers uniquely enables user-sensitive and user-adaptive responding, allowing persuasive messages to be tailored to the specific user in question, presented at the right place and at the right time, thereby heightening their likely persuasive impact.
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Persuasive technology is the general class of technologies that purposefully apply psychological principles of persuasion - principles of credibility, trust, reciprocity, authority and the like - in interactive media, in the service of changing their users' attitudes and behavior. Only one year ago, in 2006, the first international conference in this area, PERSUASIVE 2006 was hosted in Eindhoven. The conference was entirely geared towards communicating the progress made in the area of persuasive technology, and towards presenting recent results in theory, design, technology and evaluation. It brought together a wide range of research fields, including social psychology, HCI, computer science, industrial design, engineering, game design, communication science, and human factors, and the formula worked: plans for a follow-up were made immediately upon its conclusion. PERSUASIVE 2007, the second international conference on persuasive technology, was hosted by Stanford University, April 26-27. The program featured a large number of presentations, both oral and in poster format, on new findings, new conceptualizations and designs, and new reflections on persuasion through technology. Sponsored by the National Science Foundation, this conference featured the best new insights into how video games, mobile phone applications, and Web sites can be designed to motivate and influence people.
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This book constitutes the refereed proceedings of the Second International Conference on Fun and Games, held in Eindhoven, The Netherlands, in October 2008. The 17 revised full papers, presented together with 2 invited talks were carefully reviewed and selected from a total of 36 submissions. The papers encompass the study of computer games, game development and experiences by researchers from social sciences, computing, electrical engineering, design, etc. Main focus is given to topics such as tightly-coupled embodied control of movement-sensitive mobile devices, hypercomputation and cultural computing, emerging gaming paradigms, concepts and platforms to support gaming, affective aspects of gaming, and finally to the notion of serious games to help provide cognitive or physiological training.
Computer assisted instruction --- Information systems --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- games --- ICT (informatie- en communicatietechnieken) --- informatica --- maatschappij --- multimedia --- computerondersteund onderwijs --- informatiesystemen --- KI (kunstmatige intelligentie) --- robots
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Highlights key research currently being undertaken within the field of telepresence, providing the most detailed account of the field to date, advancing our understanding of a fundamental property of all media - the illusion of presence; the sense of “being there” inside a virtual environment, with actual or virtual others. This collection has been put together by leading international scholars from America, Europe, and Asia. Together, they describe the state-of-the-art in presence theory, research and technology design for an advanced academic audience. Immersed in Media provides research that can help designers optimize presence for users of advanced media technologies such as virtual and augmented reality, collaborative social media, robotics, and artificial intelligence and lead us to better understand human cognition, emotion and behaviour.
Programming --- Computer architecture. Operating systems --- Information systems --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- applicatiebeheer --- apps --- grafische vormgeving --- informatica --- architectuur (informatica) --- interfaces
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Persuasive technology is the general class of technologies that purposefully apply psychological principles of persuasion – principles of credibility, trust, reciprocity, authority and the like – in interactive media, in the service of changing their users’ attitudes and behavior. Only one year ago, in 2006, the first international conference in this area, PERSUASIVE 2006 was hosted in Eindhoven. The conference was entirely geared towards communicating the progress made in the area of persuasive technology, and towards presenting recent results in theory, design, technology and evaluation. It brought together a wide range of research fields, including social psychology, HCI, computer science, industrial design, engineering, game design, communication science, and human factors, and the formula worked: plans for a follow-up were made immediately upon its conclusion. PERSUASIVE 2007, the second international conference on persuasive technology, was hosted by Stanford University, April 26–27. The program featured a large number of presentations, both oral and in poster format, on new findings, new conceptualizations and designs, and new reflections on persuasion through technology. Sponsored by the National Science Foundation, this conference featured the best new insights into how video games, mobile phone applications, and Web sites can be designed to motivate and influence people.
Persuasion (Psychology) --- Human-computer interaction --- Health promotion --- Interaction homme-machine (Informatique) --- Computer programs --- Congresses. --- Congrès --- Psychology --- Computer Science --- Engineering & Applied Sciences --- Social Sciences --- Health promotion programs --- Health promotion services --- Promotion of health --- Wellness programs --- Computer science. --- Computer communication systems. --- Special purpose computers. --- User interfaces (Computer systems). --- Artificial intelligence. --- Application software. --- Cognitive psychology. --- Computer Science. --- User Interfaces and Human Computer Interaction. --- Special Purpose and Application-Based Systems. --- Cognitive Psychology. --- Computer Communication Networks. --- Computer Appl. in Social and Behavioral Sciences. --- Artificial Intelligence (incl. Robotics). --- Psychology, Cognitive --- Cognitive science --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Bionics --- Digital computer simulation --- Electronic data processing --- Logic machines --- Machine theory --- Self-organizing systems --- Simulation methods --- Fifth generation computers --- Neural computers --- Interfaces, User (Computer systems) --- Human-machine systems --- Special purpose computers --- Computers --- Communication systems, Computer --- Computer communication systems --- Data networks, Computer --- ECNs (Electronic communication networks) --- Electronic communication networks --- Networks, Computer --- Teleprocessing networks --- Data transmission systems --- Digital communications --- Electronic systems --- Information networks --- Telecommunication --- Cyberinfrastructure --- Network computers --- Informatics --- Science --- Distributed processing --- Preventive health services --- Health education --- Communication --- Conformity --- Influence (Psychology) --- Propaganda --- Psychology, Applied --- Software engineering. --- Consciousness. --- Social sciences --- Artificial Intelligence. --- Data processing. --- Computer software engineering --- Engineering --- Apperception --- Mind and body --- Perception --- Philosophy --- Spirit --- Self --- User interfaces (Computer systems) --- Computers, Special purpose. --- Computer networks.
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