The idea of humans falling in love with artificial beings is not a modern conception. Our relationship with artificial partners has come a long way since Pygmalion and his ivory lover. In recent years
How should we understand and design for fun as a User Experience? This new edition of a classic book is for students, designers and researchers who want to deepen their understanding of fun in the con
Currently, Internet and virtual reality communication is essentially audio-visual. The next important breakthrough of the Internet will be the communication and sharing of smell and taste experiences
This book explores robust multimodal cognitive load measurement with physiological and behavioural modalities, which involve the eye, Galvanic Skin Response, speech, language, pen input, mouse movemen
This book provides an in-depth insight into the emerging paradigm of End-User Development (EUD), discussing the diversity and potential for creating effective environments for end users. Containing a
In this book the authors present an HCI principle-based approach to develop applications to assist children with disabilities. Design knowledge related to developing complex solution for this audience
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
This book examines the possibilities of incorporating elements of user-centred design (UCD) such as user experience (UX) and usability with agile software development. It explores the difficulties and
This book explores the role of cognition in the field of human-computer interaction (HCI) assessing how the field has developed over the past thirty years and discusses where the field is heading, as
TeenComputer Interaction is concerned with the design, evaluation andimplementation of technologies for teenagers and with the study of majorphenomena surrounding them. It aims to give special conside
The increasing advances in electronics allows smaller and more powerful devices, bringing wearable computing closer to reality. However, most wearable computers are very distinguished and placed on cl
Make-believe plays a far stronger role in both the design and use of interfaces, games and services than we have come to believe. This edited volume illustrates ways for grasping and utilising that co
Computing devices have become ever more present in our everyday environments, however embedding these technologies into our routines has remained a challenge. This book explores the novel theory of pe
This book redefines community discovery in the new world of Online Social Networks and Web 2.0 applications, through real-world problems and applications in the context of the Web,
Evaluating interactive systems for their user experience (UX) is a standard approach in industry and research today. This book explores the areas of game design and development and Human Computer Inte
As interactive systems are quickly becoming integral to our everyday lives, this book investigates how we can make these systems, from desktop and mobile apps to more wearable and immersive applicatio
Presents a strategic perspective and design methodology that guide the process of developing digital products and services that provide ‘real experience’ to users. Only when the material experienced r
Creativity and rationale comprise an essential tension in design. They are two sides of the coin; contrary, complementary, but perhaps also interdependent. Designs always serve purposes. They always h
This book contains the invited papers and a selection of research papers submitted to Computer Animation '93, the fifth international workshop on Computer Animation, which was held in Geneva on June 1
Embedded systems are everywhere in contemporary life and are supposed to make our lives more comfortable. In industry, embedded systems are used to manage and control complex systems (e.g. nuclear pow
The recent advances in display technologies and mobile devices is having an important effect on the way users interact with all kinds of devices (computers, mobile devices, laptops, tablets, and so on
Three-dimensional synthetic reincarnations of Marilyn Monroe and Humphrey Bogart were created by the authors of this book for their award-winning feature film "Rendez-vous a Montreal". The advanced co
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
Developing usable, useful, and appealing solutions for the customer or user experience requires customization according to specific users' needs amidst frequently changing physical and social environm
The notion of Minimalism is proposed as a theoretical tool supporting a more differentiated understanding of reduction and thus forms a standpoint that allows definition of aspects of simplicity. Pos
This book integrates a wide range of research topics related to and necessary for the development of proactive, smart, computers in the human interaction loop, including the development of audio-visu