Human-computer interaction.
概要
作品: | 504 作品在 225 項出版品 225 種語言 |
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書目資訊
Paper prototyping : = the fast and easy way to design and refine user interfaces /
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Satisficing games and decision making : = with applications to engineering and computer science /
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Probing Experience = From Assessment of User Emotions and Behaviour to Development of Products /
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Games-based learning advancements for multi-sensory human computer interfaces : = techniques and effective practices /
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Cross-disciplinary advances in human computer interaction : = user modeling, social computing, and adaptive interfaces /
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Dialogue processing in spoken language systems = ECAI'96 workshop, Budapest, Hungary, August 13, 1996 : revised papers /
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Multimedia interaction and intelligent user interfaces = principles, methods and applications /
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Speech, image, and language processing for human computer interaction = multi-modal advancements /
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Human computer interaction and innovation in handheld, mobile, and wearable technologies
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Affective, interactive and cognitive methods for e-learning design = creating an optimal education experience /
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User unfriendly = consumer struggles with personal technologies, fromclocks and sewing machines to cars and computers /
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Ambient intelligence : = the evolution of technology, communication and cognition towards the future of human-computer interaction /
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Critiquing human error : = a knowledge based human-computer collaboration approach /
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Explanation and interaction : = the computer generation of explanatory dialogues /
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The Science of virtual reality and virtual environments : = a technical, scientific and engineering reference on virtual environments /
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Humans, computers and wizards : = analysing human (simulated) computer interaction /
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Designing the user interface : = strategies for effective human-computer interaction /
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Work & rewards in the virtual workplace = a "new deal" for organizations & employees /
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Cognitive work analysis = toward safe, productive, and healthy computer-based work /
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Virtual and adaptive environments = applications, implications, and human performance issues /
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Facial analysis from continuous video with applications to human-computer interface
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Understanding your users = a practical guide to user requirements methods, tools, and techniques /
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Designing from both sides of the screen = how designers and engineers can collaborate to build cooperative technology /
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Windows and mirrors = interaction design, digital art, and the myth of transparency /
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Human-Centered Software Engineering : = Integrating Usability in the Software Development Lifecycle
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Cognition, Communication and Interaction = Transdisciplinary Perspectives on Interactive Technology /
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Design for emergence = collaborative social play with online and location-based media /
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Mixed reality-based collaborative virtual environments : = specification, prototype, and evaluation in design and construction /
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HCI beyond the GUI = design for haptic, speech, olfactory and other nontraditional interfaces /
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Facial analysis from continuous video with applications to human-computer interface
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New trends on human-computer interaction = research, development, new tools and methods /
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Gesture-based communication in human-computer interaction = international Gesture Workshop, GW '99, Gif-sur-Yvette, France, March 17-19, 1999 : proceedings /
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Human-computer interaction and operators' performance = optimizing work design with activity theory /
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Music recommendation and discovery = the long tail, long fail, and long play in the digital music space /
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Evolutionary psychology and information systems research = a new approach to studying the effects of modern technologies on human behavior /
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Creating second lives : = community, identity, and spatiality as constructions of the virtual /
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Affective computing and interaction = psychological, cognitive, and neuroscientific perspectives /
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Designing interfaces in public settings = understanding the role of the spectator in human-computer interaction /
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Games-based learning advancements for multi-sensory human computer interfaces = techniques and effective practices /
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Gaze interaction and applications of eye tracking : = advances in assistive technologies /
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Educational stages and interactive learning = from kindergarten to workplace training /
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EPedagogy in online learning = new developments in web mediated human computer interaction /
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Human-computer etiquette = cultural expectations and the design implications they place on computers and technology /
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Social interaction, globalization and computer-aided analysis = a practical guide to developing social simulation /
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Foundations for designing user-centered systems = what system designers need to know about people /
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Human interaction with technology for working, communicating, and learning = advancements /
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Social collective intelligence = combining the powers of humans and machines to build a smarter society /
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Patterns of HCI design and HCI design of patterns = bridging HCI design and model-driven software engineering /
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Deconstructing ethnography = towards a social methodology for ubiquitous computing and interactive systems design /
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Search engines for children = search user interfaces and information-seeking behaviour /
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Handbook of research on synthesizing human emotion in intelligent systems and robotics
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Why engagement matters = cross-disciplinary perspectives of user engagement in digital media /
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Human-experiential design of presence in everyday blended reality = living in the here and now /
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Cross-cultural human-computer interaction and user experience design = a semiotic perspective /
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Toward brain-computer interaction in paralysis = a new approach based on visual evoked potentials and depth-of-field /
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Making sense of haptics = fundamentals of perception and implications for device design /
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UX five-second rules : = guidelines for user experience design's simplest testing technique /
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Modeling human-system interaction = philosophical and methodological considerations, with examples /
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Designing digital musical instruments using Probatio = a physical prototyping toolkit /
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Learning in a digital world = perspective on interactive technologies for formal and informal education /
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Personalizing haptics = from individuals' sense-making schemas to end-user haptic tools /
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Microsoft Conversational AI platform for developers = end-to-end chatbot development from planning to deployment /
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Rules of the father in the last of us = masculinity among the ruins of neoliberalism /
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The green IT guide = ten steps toward sustainable and carbon-neutral IT infrastructure /
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Understanding and changing the world = from information to knowledge and intelligence /
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Designing human-centric AI experiences = applied UX design for artificial intelligence /
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Emerging metaverse XR and video multimedia technologies = modern streaming and multimedia systems and applications /
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Social edge computing = empowering human-centric edge computing, learning and intelligence /
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Semantics of belief change operators for intelligent agents = iteration, postulates, and realizability /
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An Eyes and Hands Model: Extending Visual and Motor Modules for Cognitive Architectures.
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Activity-centered design = an ecological approach to designing smart tools and usable systems /
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Time and the digital = connecting technology, aesthetics, and a process philosophy of time /
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Engaging older adults with modern technology = Internet use and information access needs /
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Creating a sense of presence in online teaching : = how to "be there" for distance learners /
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Usability in government systems DUP_1 = user experience design for citizens and public servants /
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Usability engineering DUP_1 = scenario-based development of human-computer interaction /
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Natural interaction with robots, knowbots and smartphones = putting spoken dialog systems into practice /
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Smart organizations and smart artifacts = fostering interaction between people, technologies and processes /
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Creating second lives = community, identity and spatiality as constructions of the virtual /
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Cultural differences in human-computer interaction = towards culturally adaptive human-machine interaction /
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Better decision making in complex, dynamic tasks = training with human-facilitated interactive learning environments /
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Emergent collaboration infrastructures = technology design for inter-organizational crisis management /
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More playful user interfaces = interfaces that invite social and physical interaction /
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Peripheral interaction = challenges and opportunities for HCI in the periphery of attention /
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Conceptual design for interactive systems = designing forperformance and user experience /
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Emotions and personality in personalized services = models, evaluation and applications /
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Software developers as users = semiotic investigations in human-centered software development /
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Engineering computational emotion = a reference model for emotion in artificial systems /
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Advances in culturally-aware intelligent systems and in cross-cultural psychological studies
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Innovative methods, user-friendly tools, coding, and design approaches in people-oriented programming
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Human bond communication = the holy grail of holistic communication and immersive experience /
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Practical Bot development = designing and building Bots with Node.js and Microsoft Bot framework /
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Returning to interpersonal dialogue and understanding human communication in the digital age
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Learning technologies and the body = integration and implementation in formal and informal learning environments /
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Talker quality in human and machine interaction = modeling the listener's perspective in passive and interactive scenarios /
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Practical user research = everything you need to know to integrate user research to your product development /
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High-density integrated electrocortical neural interfaces = low-noise low-power system-on-chip design methodology /
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Why digital displays cannot replace paper = the cognitive science of media for reading and writing /
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Automata theory and formal languages = fundamental notions, theorems, and techniques /
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Parallel services = intelligent systems of digital twins and metaverses for services science /
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Development of a Practical Electrical Tomography System for Flexible Contact Sensing Applications.
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Handbook of research on user experience in Web 2.0 technologies and its impact on universities and businesses
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