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Public and situated display technologies can have an important impact on individual and social behaviour and present us with particular interesting new design considerations and challenges. While there is a growing body of research exploring these design considerations and social impact this work remains somewhat disparate, making it difficult to assimilate in a coherent manner. This book brings together the perspectives of key researchers in the area of public and situated display technology. The chapters detail research representing the social, technical and interactional aspects of public and situated display technologies. The underlying concern common to these chapters is how these displays can be best designed for collaboration, coordination, community building and mobility. Presenting them together allows the reader to examine everyday display activities within the context of emerging technological possibilities.
This book aims at capitalizing and transmitting know-how about the design of Augmented Environments (AE) from some of the most prominent laboratories in the field worldwide. The authors belong to the RUFAE network (Research on User- Friendly Augmented Environments, founded in 2002) who meet in research seminars to share experience; Writing this book was perceived as an opportunity to look back over the last few years to sum up important findings; and formalize their approach and experience, which they never had the time or opportunity to do. Although the authors of this book have very different backgrounds, striking similarities emerge in their approach and design principles: never-endingness, activity-orientedness, continuous design, realism are some of the pillars of this approach; enabling to deal with the complex, heterogeneous, multi-user and mul- purpose constructions which AE designers have to face. The book illustrates how these principles enabled them to construct robust, ef- cient, and user-friendly Augmented Environments in spite of the many challenges to make these operational. We hope their experience will help the reader. Primary audience: Academics, Students and Professionals involved in the CHI, CSCW, Ubicomp, Cooperative Building communities. Computer Scientists int- ested by end-users and applications, Social Scientists operating in the IT domain, IT & Organization Consultants. Secondary audience: Developers of office and conferencing applications or middleware, Architects of office buildings, Space Planners, Designers; Facility Managers; IT, furniture & building Business Communities.
Methods, Processes, and Tools for Collaboration "The time has come to fundamentally rethink how we handle the building of knowledge in biomedical sciences today. This book describes how the computational sciences have transformed into being a key knowledge broker, able to integrate and operate across divergent data types." Bryn Williams-Jones, Associate Research Fellow, Pfizer The pharmaceutical industry utilizes an extended network of partner organizations in order to discover and develop new drugs, however there is currently little guidance for managing information and resources across collaborations. Featuring contributions from the leading experts in a range of industries, Collaborative Computational Technologies for Biomedical Research provides information that will help organizations make critical decisions about managing partnerships, including: Serving as a user manual for collaborations Tackling real problems from both human collaborative and data and informatics perspectives Providing case histories of biomedical collaborations and technology-specific chapters that balance technological depth with accessibility for the non-specialist reader A must-read for anyone working in the pharmaceuticals industry or academia, this book marks a major step towards widespread collaboration facilitated by computational technologies.
The authors present an up-to-date exposition of the design of the current and next generation interactive technologies, such as the Web, mobiles and wearables.
This work brings together papers written by researchers and practitioners actively working in the field of human-computer interaction. It should be of use to students who study information technology and computer sciences, and to professional designers who are interested in User Interface design.
An overview of emerging topics, theories, methods, and practices in sonic interactive design, with a focus on the multisensory aspects of sonic experience. Sound is an integral part of every user experience but a neglected medium in design disciplines. Design of an artifact's sonic qualities is often limited to the shaping of functional, representational, and signaling roles of sound. The interdisciplinary field of sonic interaction design (SID) challenges these prevalent approaches by considering sound as an active medium that can enable novel sensory and social experiences through interactive technologies. This book offers an overview of the emerging SID research, discussing theories, methods, and practices, with a focus on the multisensory aspects of sonic experience. Sonic Interaction Design gathers contributions from scholars, artists, and designers working at the intersections of fields ranging from electronic music to cognitive science. They offer both theoretical considerations of key themes and case studies of products and systems created for such contexts as mobile music, sensorimotor learning, rehabilitation, and gaming. The goal is not only to extend the existing research and pedagogical approaches to SID but also to foster domains of practice for sound designers, architects, interaction designers, media artists, product designers, and urban planners. Taken together, the chapters provide a foundation for a still-emerging field, affording a new generation of designers a fresh perspective on interactive sound as a situated and multisensory experience. Contributors Federico Avanzini, Gerold Baier, Stephen Barrass, Olivier Bau, Karin Bijsterveld, Roberto Bresin, Stephen Brewster, Jeremy Coopersotck, Amalia De Gotzen, Stefano Delle Monache, Cumhur Erkut, George Essl, Karmen Franinović, Bruno L. Giordano, Antti Jylhä, Thomas Hermann, Daniel Hug, Johan Kildal, Stefan Krebs, Anatole Lecuyer, Wendy Mackay, David Merrill, Roderick Murray-Smith, Sile O'Modhrain, Pietro Polotti, Hayes Raffle, Michal Rinott, Davide Rocchesso, Antonio Rodà, Christopher Salter, Zack Settel, Stefania Serafin, Simone Spagnol, Jean Sreng, Patrick Susini, Atau Tanaka, Yon Visell, Mike Wezniewski, John Williamson
Hailed on first publication as a compendium of foundational principles and cutting-edge research, The Human-Computer Interaction Handbook has become the gold standard reference in this field. Derived from select chapters of this groundbreaking and authoritative resource, Human-Computer Interaction Fundamentals emphasizes emerging topics such as sen
This tutorial book features an augmented selection of the material presented at the GI-Dagstuhl Research Seminar on Human-Centered Visualization Environments, HCVE 2006, held in Dagstuhl Castle, Germany in March 2006. It presents eight tutorial lectures that are the thoroughly cross-reviewed and revised versions of the summaries and findings presented and discussed at the seminar.
BrunoBuchberger This book is a synopsis of basic and applied research done at the various re search institutions of the Softwarepark Hagenberg in Austria. Starting with 15 coworkers in my Research Institute for Symbolic Computation (RISC), I initiated the Softwarepark Hagenberg in 1987 on request of the Upper Aus trian Government with the objective of creating a scienti?c, technological, and economic impulse for the region and the international community. In the meantime, in a joint e?ort, the Softwarepark Hagenberg has grown to the current (2009) size of over 1000 R&D employees and 1300 students in six research institutions, 40 companies and 20 academic study programs on the bachelor, master’s and PhD level. The goal of the Softwarepark Hagenberg is innovation of economy in one of the most important current technologies: software. It is the message of this book that this can only be achieved and guaranteed long term by “watering the root”, namely emphasis on research, both basic and applied. In this book, we summarize what has been achieved in terms of research in the various research institutions in the Softwarepark Hagenberg and what research vision we have for the imminent future. When I founded the Softwarepark Hagenberg, in addition to the “watering the root” principle, I had the vision that such a technology park can only prosper if we realize the “magic triangle”, i.e. the close interaction of research, academic education, and business applications at one site, see Figure 1.