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دانلود کتاب Human-Computer Interaction: Second IFIP TC 13 Symposium, HCIS 2010, Held as Part of WCC 2010, Brisbane, Australia, September 20-23, 2010, Proceedings ... and Communication Technology, 332)

دانلود کتاب تعامل انسان و کامپیوتر: دومین سمپوزیوم IFIP TC 13، HCIS 2010، برگزار شده به عنوان بخشی از WCC 2010، بریزبن، استرالیا، 20-23 سپتامبر 2010، مجموعه مقالات ... و فناوری ارتباطات، 332)

Human-Computer Interaction: Second IFIP TC 13 Symposium, HCIS 2010, Held as Part of WCC 2010, Brisbane, Australia, September 20-23, 2010, Proceedings ... and Communication Technology, 332)

مشخصات کتاب

Human-Computer Interaction: Second IFIP TC 13 Symposium, HCIS 2010, Held as Part of WCC 2010, Brisbane, Australia, September 20-23, 2010, Proceedings ... and Communication Technology, 332)

ویرایش:  
نویسندگان: , ,   
سری:  
ISBN (شابک) : 3642152309, 9783642152306 
ناشر: Springer 
سال نشر: 2010 
تعداد صفحات: 328 
زبان: English 
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) 
حجم فایل: 8 مگابایت 

قیمت کتاب (تومان) : 66,000



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در صورت تبدیل فایل کتاب Human-Computer Interaction: Second IFIP TC 13 Symposium, HCIS 2010, Held as Part of WCC 2010, Brisbane, Australia, September 20-23, 2010, Proceedings ... and Communication Technology, 332) به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.

توجه داشته باشید کتاب تعامل انسان و کامپیوتر: دومین سمپوزیوم IFIP TC 13، HCIS 2010، برگزار شده به عنوان بخشی از WCC 2010، بریزبن، استرالیا، 20-23 سپتامبر 2010، مجموعه مقالات ... و فناوری ارتباطات، 332) نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.


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فهرست مطالب

Title
Preface
Table of Contents
Keynote
	The Power and the Puzzles of Auditory Interfaces
		Overview
Specification and Modeling
	Improving the Search for User Interface Design Patterns through Typed Relationships
		Introduction
		User Interface Design Patterns
		User Interface Design Pattern Relationships
		User Interface Design Patterns’ Semantic Relationship
		Semantic Relationship Assignments
		Evaluation
		Related Work
		Conclusion
		References
	Contributions of Psychology to the Design of Diagnostic Decision Support Systems
		Introduction
		Decision Issues in Medical Diagnosis
		Decision Support Systems in Pediatrics
		Probabilities and Bayesian Decision Tasks
		The Notion of Diagnosticity
		Creating NeoPeDDS
		Formative Usefulness Test
			Method
		Results and Discussion
		Conclusions and Next Steps
		References
	A Composite Task Meta-model as a Reference Model
		Introduction
		Extraction of Task Meta-models
		A Composite Task Meta-model
		Usage and Potential of the ReTaMeta Model
		References
	Future Dining Table: Dish Recommendation Based on Dining Activity Recognition
		Introduction
		Related Research
			Tabletop Interface, Use of Physical Objects and Its History
			Dining Recognition
			Future Role of ICT Use in the Society
		Future Dining Table
			Recognition of Dining Behavior
			Estimation of Dining Activity
			Recommendation
		Initial Evaluation of Dining Activity Recognition
		Conclusion
		References
User-Centered Development
	Developing a User-Centered Mobile Service Interface Based on a Cognitive Model of Attention Allocation
		Introduction
		Challenge
		Attention Allocation between GUI and VUI in Dynamic Environments
		Design Recommendations
			Increasing the Expectancy
			Decreasing the Effort
		Conclusions and Implications
		References
	Structured Digital Storytelling for Eliciting Software Requirements in the ICT4D Domain
		Introduction
		Background
			Requirements Engineering in the ICT4D Domain
			Structured Digital Storytelling
		The Mobile E-Tool
		SDS-Driven Requirements Elicitation and Specification Process
			Preliminary Analysis of Needs, Goals and Tasks
			Question Selection and Requirements Elicitation
			Requirements Abstraction and Specification
		Case Studies in Rural India
		Related Work
		Conclusion
		References
	Experiencing User-Centered Design (UCD) Practice(Case Study: Interactive Route Navigation Map of Bangkok Underground and Sky Train)
		Problem Statement and Motivation
		Research Objective Statements
		Interactive Manners and User-Centered Design (UCD)
		Case Study Walk through: The Development Processes
			Analysis and Design
			Implementation and Deployment
		Conclusions Recommendations
		References
	Development of Wearable Device by Kid’s Friendly Design for Kid’s Safety
		Introduction
		Development of Wearable Device for Kids
			Weight and Size of the Device
			How and Where to Wear the Device
			Design Development of the Wearable Device
			Build-in Mock-Ups
		Discussion
			Weight and Size of the Device
			Position of Wearing the Device
			Graphical Package for Kid’s Friendly Design
		Future Study
		References
Usable Systems
	Towards a Usability Coaching Method for Institutionalizing Usability in Organisations
		Introduction
		Methodology and Method
		Research on Coaching
		Learning in a Coaching Situation
		Case Study Setting and the Usability Coaching Program
		Experiences from the Case Study
		Usability Coaching – Towards a More Formal Method
		Recommendations for Research and Practice
		References
	The Focus on Usability in Testing Practices in Industry
		Introduction
		Research Methods
			The Survey
			The Interviews
		Results
			Results on How Testing Is Practiced in Scrum
			Results on Usability Testing Compared to Other Testing Techniques
			Some Examples for the Reasons for These Results
		Discussion
			Testing Practices in Scrum
			Factors Affecting Testing Practices
		Conclusion
		References
	Added Value of Eye Tracking in Usability Studies:Expert and Non-expert Participants
		Introduction
		Related Usability Studies
		Method
			Participant Profile
			Conducting the Test
			Data Collection Method
		Results and Findings
			Task 1
			Task 2
			Task 3
			Post-Test Questionnaire
		Discussion
		Conclusion and Future Work
		References
	Supporting the Spreadsheet Idea for Interactive Database Applications
		Introduction
		Sales Talk Scenario
		End User Development
			Visualization Objects
			\"EProgressVisual\" - Progress Bar
		Technologies
		Evaluation
		Summary and Outlook
		References
Social and Cultural Problems
	What Is Culture? Toward Common Understandings of Culture in HCI
		Introduction
		Previous Use of Culture in HCI Literature
			Prior Overviews
			Geert Hofstede, Critique and Possible Use
		Discussions
		Conclusions and Future Work
		References
	Personalized Support, Guidance, and Feedback by Embedded Assessment and Reasoning: What We Can Learn from Educational Computer Games
		Introduction
		Intelligent Adaptation and Personalization in DEGs
		Adaptation on the Micro Level
			Competence-Based Knowledge Space Theory
			A Theory of Human Problem Solving
			Merging Competence Structures and Problem Spaces
			Updating Competence State Probabilities
		Adaptive Support and Feedback
		Leering at the Games: 80Days
			Architecture
			The Game
		Conclusion and Outlook
		References
	Investigating Sociability and Affective Responses of Elderly Users through Digitally-Mediated Exercises:A Case of the Nintendo Wii
		Introduction
		Case Study: Singapore
		The Study
			Research Model
			Measurement Items in the Survey Instrument
			Protocol
		Findings and Analysis
			Descriptive Statistics
			Test of Measurement Model
			Structural Model
		Conclusion and On-Going Work
		References
	Acquaintances Clustering for Social Relationship-Based Indexing of Digital Photos
		Introduction
			Related Work
			Research Problem
		System Development
			Step 1: Name Tag Clustering by Co-occurrence
			Step 2: Name Tag Clustering by Photo Creation Time
			Step 3: Arrangement of Groups and Its Members
			Prototype Photo Management System
		User Study
			Subjects
			Data Acquisition
			Measures
			Comparison Interfaces
			Experiments
		Result
			Searching Time
			User Satisfaction
		Conclusion
		Future Work
		References
Mobile and Web Applications
	Generating Exploratory Search Interfaces for the Semantic Web
		Introduction
		Related Work
		Exploratory Search Interface Generation
			Information Space Representation
			Result Overview Generation
		Facet Generation
			Facet Identification
			Facet Construction
			Facet Mapping
		Validation
		Conclusions
		References
	Can Adaptive Interfaces Improve the Usability of Mobile Applications?
		Introduction
		Usability of Mobile Applications
		Adaptive User Interfaces
			Types of AUIs
			Benefits and Shortcomings
		Case Study: MediaMaps
			Functional Requirements
			Design
			Evaluation
			Results
		Case Study: A-POInter
			Requirements Analysis
			Design
			Evaluation
			Results
		Discussion
		Conclusions
		References
	Video Game Design for Mobile Phones
		Introduction
		Literature Review
		The Engine and the Videogames
			Interfaces
			Prototypes
		Usability Evaluation
			Objectives
			Participants
			Instruments
			Procedure
			Results
		Conclusions
		References
Epistemology, Emotions and Personalization
	EPISOSE: An Epistemology-Based Social Search Framework for Exploratory Information Seeking
		Introduction
		The EPISOSE Framework
		Implementation
			Data Collection
			Searching and Sharing
			Epistemology Search Engine and Epistemology Repository
			Communication and Personal Information
		Experimental Evaluations
			Experiments Setup
			Results and Discussion
		Conclusions and Future Work
		References
	Artificial Emotion Generation Based on Personality,Mood, and Emotion for Life-Like Facial Expressions of Robots
		Introduction
		Overall Architecture of Emotion Generation and Expression Model
		Emotion Generation Model
			PME Model
			Proposed Emotion Generation Model
		Emotion Expression Model
			LDAEM
			Integration between Emotion Generation Model and Emotion Expression Model
		Experimental Results
		Conclusion
		References
	Human Error Categorization: An Extension to Classical Proposals Applied to Electrical Systems Operations
		Introduction
		Human Error Classification
			Rasmussen Error Classification
			Eekhout, Johnson, Rouse and Rouse Error Classification
			Confronting Error Classifications
		Proposed Categorization of the Error
			Report Analyses
		Final Considerations and Future Directions
		References
	Exploring the Influence of Cultural Diversity in Collaborative Design Teams: Preliminary Findings
		Introduction
		Communication Problems in Collaborative Design Teams
			Discussion Dominance
			Reduced Communication Frequency
			Discussion Exclusion
			Research Issues
		Study
			Participants in Experimental Conditions
			Procedure
			Coding and Measures
		Results
			Discussion Dominance
			Communication Frequency
			Discussion Exclusion
		Discussion
		References
	Theoretical Model of User Acceptance: In the View of Measuring Success in Web Personalization
		Introduction
		Measuring Success in Web Personalization
			The Significance of Measuring Success
		Theoretical Underpinning of Measuring Success
			Information Success Model (IS-Success)
			Technology Acceptance Model (TAM)
			Theory of Planned Behavior (TPB)
			Unified Theory of Acceptance and Use of Technology (UTAUT)
		Theoretical Model and Methodology
			TPB as a Framework
			Methodology
		Conclusions and Future Research
		References
Posters
	An Approach to Information Presentation Employing Game Principles and Physics Based Interaction
		Visualization Concept
			Graph User Interaction
			Applying Game Principles
		Evaluation and Conclusions
		References
	Exploration in 3D Multimodal Virtual Environment for Nonvisual Spatial Recognition
		Introduction
		The Study
		Result and Discussion
		References
	Experiments with Adaptable Interfaces for Elderly People∗
		Introduction
		Constructing Dynamic Interfaces
			Automatic Adaption of User Interfaces
			Model-Based Design
			User/Hardware Model
			Enhanced User Model for Seniors
			Adaption to Different Input Devices Using Abstract Events
		Conclusion and Future Work
		References
	The Practice of Interaction Design
		Introduction
		Method
		Results
		Discussion
		References
	Artefacts as a Cultural and Collaborative Probe inInteraction Design
		Introduction
		The Study
		Artefacts Analysis
			Artefacts Description and Interpretation
		Conclusions
		References
	An Easy to Use Augmented Reality Authoring Tool for Use in Examination Purpose
		Background
		System Design
		Prior User Testing and Discussion
		References
	From Microsoft Word 2003 to Microsoft Word 2007:Design Heuristics, Design Flaws and Lessons Learnt
		Introduction
		Study and Findings
		Discussion and Conclusion
		References
	The Effect of Age, Gender, and Previous Gaming Experience on Game Play Performance
		Introduction
		Study Design
		Result
		Conclusion
		References
	New Attitude to Learning in Virtual Environments -Mining Physiological Data for Automated Feedback
		Introduction
		Mouse and Keyboard Events Monitoring and Reflection
		Eye Tracking and Blinking Patterns
		Galvanic Skin Response
		Heart Rate, EEG, Respiration Rate
		References
	Personalized Sightseeing Tours Support Using Mobile Devices
		Introduction
		PSiS Mobile
		Conclusion
		Reference
	Reaction on a Change of User Context in Complex Mobile User Adaptive System
		Introduction
		Reaction on a Change of Location
		Reaction on a Change of Biomedical Data
		Conclusions
		References
	Augmented Reality for Deaf Students: Can Mobile Devices Make It Possible?
		Introduction
		Augmented Reality Experience One: Using GPS
		Augmented Reality Experience Two: Using 2D Barcodes
		References
Author Index




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