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This book's purpose is to offer various perspectives relating to the development, effectiveness, and implementation of interactive computing technology for health promotion--programs and interventions aimed at improving various health-related outcomes such as involvement in care, quality of life, adherence, disease management, healthy lifestyle, and more. Its coverage includes: *conceptual foundations for examining how characteristics of media, messages, and users relate to one another and how interactive media can effectively and appropriately promote health outcomes; *examinations of the development, utilization, and evaluation of specific computer applications for health promotion featuring discussions of the theoretical rationale for the program, the targeted audience, research on the program's effectiveness, and implications for future program development; and *analyses of critical issues such as potential benefits and limitations of technology on the delivery of care, institutional obstacles to the adoption of computing technology, and prospects for integrating information technology into the health system.
This work contains the state-of-the-art in Virtual Reality as applied to Medicine. Interactive technology, used in many research and development programs, can be applied to health care by involving: robotics, computer vision, simulation, artificial intelligence, image manipulation and storage, data gloves, man-machine interfaces, etc. The Health Telematics Application Program, for example, is advancing virtual reality and enabling technologies (simulation, visualization and robotics) in health care services for patients, the elderly and persons with disabilities. This book addresses the following items from the end-user's perspective: technology transfer, telerobotics, telemedicine, education and training, and virtual reality. 'the book would (...) be useful for those researching interactive technologies in health care, especially virtual reality (...). It would be also of interest to people who want to keep abreast of the latest developments in techno-medical research.' - Rod Elford, Telemedicine Centre, Memorial University St John's, Newfoundland, Canada Journal of Telemedicine and Telecare, volume 2, no. 3, 1996, p. 178 Covered by Current Contents, Life Sciences (ISI), volume 38, no. 34, August 1995, p. 11-13
Technology is essential for access to learning and development of a knowledge society. Cases on Interactive Technology Environments and Transnational Collaboration: Concerns and Perspectives provides a comparative and comprehensive analysis of technologically enabled educational environments and various issues concerning education and collaborations across the world while also focusing on best practices and experiences from a varied range of countries.
Children's Creative Music-Making with Reflexive Interactive Technology discusses pioneering experiments conducted with young children using a new generation of music software for improvising and composing. Using artificial intelligence techniques, this software captures the children’s musical style and interactively reflects it in its responses. The book describes the potential of these applications to enhance children’s agency and musical identity by reflecting players’ musical inputs, storing and creating variations on them. Set in the broader context of current music education research, it addresses the benefits and challenges of incorporating music technologies in primary and pre-school education. It is comprised of six main chapters, which cover the creation of children's own music and their musical selves, critical thinking skills and learner agency, musical language development, and emotional intent during creative music-making. The authors provide a range of straight-forward techniques and strategies, which challenge conceptions of ‘difficult-to-use music technologies’ in formal music education. These are supported by an informative collection of practitioner vignettes written by teachers who have used the software in their classrooms. Not only are the teachers’ voices heard here, but also those of children as they discover some of the creative possibilities of music making. The book also provides free access to a companion website with teacher forums and a large bank of activities to explore. A toolkit serves as a database of the teaching activities in which MIROR applications have been used and provides a set of useful ideas regarding its future use in a variety of settings. This book demonstrates that music applications based on artificial intelligence techniques can make an important contribution to music education within primary and pre-school education. It will be of key interest to academics, researchers and postgraduate students in the fields of music education, music technology, early years and primary education, teaching and learning, and teacher educators. It will also serve as an important point of reference for Early Years and Primary practitioners.
&Quot;This forward-looking book focuses on interactive television (ITV), and illustrates how it is changing the face of TV broadcasting. The book provides professionals with important technical, strategic, and creative expertise to help in the development of ITV systems and with the assessment of their future business potential. Interactive TV Technology and Markets explains how bandwidth limitations associated with analog TV signals are eliminated as cable, satellite, and terrestrial TV network operators switch to digital bandwidth."--BOOK JACKET.
Building on the unfolding and expanding embeddedness of digital technologies in all aspects of life, Interactive Sports Technologies: Performance, Participation, Safety focuses on the intersection of body movement, physical awareness, engineering, design, software, and hardware to capture emerging trends for enhancing sports and athletic activities. The accessible and inspiring compilation of theoretical, critical, and phenomenological approaches utilizes the domain of sports to extend our understanding of the nexus between somatic knowledge and human-computer interaction in general. Within this framework, the chapters in this volume draw upon a variety of concepts, processes, practices, and elucidative examples to bring together a timely assessment of interactive technologies’ potential to facilitate increased performance, participation, and safety in sports. This collection of chapters from international authors presents diverse perspectives from a wide range of academic and practice-based researchers within a comprehensive coverage of sport disciplines.
Compiled by a leading authority in the field of children's technology, this book brings together current discussions of how and why new technologies are being designed. It presents innovative methods, techniques, and ideas, making this a unique resource for developers of children's software, hardware, and multimedia products; graphic/human interface designers; and university faculty doing research in the area of children and technology. * Case studies, commercial products, and academic research projects * Overview of present and future trends in computer technologies for children * Design practices from university and industry researchers that can aid readers in developing their own approaches to creating and using computer technologies for children
This work brings together the insights of ten designers, researchers, and educators, each invited to contribute a chapter that relates his or her experience develping or using a children's robotic learning device. This growing area of endeavour is expected to have prodound and long-lasting effets on the ways children learn and develop, and its participants come from a wide range of backgrounds.
Can computers change what you think and do? Can they motivate you to stop smoking, persuade you to buy insurance, or convince you to join the Army? "Yes, they can," says Dr. B.J. Fogg, director of the Persuasive Technology Lab at Stanford University. Fogg has coined the phrase "Captology"(an acronym for computers as persuasive technologies) to capture the domain of research, design, and applications of persuasive computers.In this thought-provoking book, based on nine years of research in captology, Dr. Fogg reveals how Web sites, software applications, and mobile devices can be used to change people's attitudes and behavior. Technology designers, marketers, researchers, consumers—anyone who wants to leverage or simply understand the persuasive power of interactive technology—will appreciate the compelling insights and illuminating examples found inside. Persuasive technology can be controversial—and it should be. Who will wield this power of digital influence? And to what end? Now is the time to survey the issues and explore the principles of persuasive technology, and B.J. Fogg has written this book to be your guide.* Filled with key term definitions in persuasive computing*Provides frameworks for understanding this domain*Describes real examples of persuasive technologies
The book shows how digital-interactive television (digiTV) will affect the relation between the broadcaster and the consumer. Standardization processes, technological paradigms, and application development issues will be discussed. The emerging applications, innovations, and future concepts are described in detail. The triangle: content - end-user - technology will be conceptualized to create a vision and to overview provision of services that will be major innovative elments in the world of digital television. From the technical side, eXtensible Markup Language (XML)-based metadata standards are a major element in realizing new innovative concepts in the world of digital, interactive television. This book clearly shows by the introduction of applications and use-scenarios, which conceptual requirements and metadata models are applicable, which metadata subsets are applicable due to resource limitations, which metadata aspects are needed for nonlinear content viewing, etc. The book gives a broad and detailed both visionary and technical overview useful for graduates, engineers, and scientists; and last but not least decision-makers in the broadcasting industry.