Design User Experience and Usability Application Domains

Design  User Experience  and Usability  Application Domains
Author: Aaron Marcus,Wentao Wang
Publsiher: Springer
Total Pages: 540
Release: 2019-07-10
Genre: Computers
ISBN: 9783030235383

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The four-volume set LNCS 11583, 11584, 11585, and 11586 constitutes the proceedings of the 8th International Conference on Design, User Experience, and Usability, DUXU 2019, held as part of the 21st International Conference, HCI International 2019, which took place in Orlando, FL, USA, in July 2019. The total of 1274 papers and 209 posters included in the 35 HCII 2019 proceedings volumes was carefully reviewed and selected from 5029 submissions. DUXU 2019 includes a total of 167 regular papers, organized in the following topical sections: design philosophy; design theories, methods, and tools; user requirements, preferences emotions and personality; visual DUXU; DUXU for novel interaction techniques and devices; DUXU and robots; DUXU for AI and AI for DUXU; dialogue, narrative, storytelling; DUXU for automated driving, transport, sustainability and smart cities; DUXU for cultural heritage; DUXU for well-being; DUXU for learning; user experience evaluation methods and tools; DUXU practice; DUXU case studies.

Technology Design and the Arts Opportunities and Challenges

Technology  Design and the Arts   Opportunities and Challenges
Author: Rae Earnshaw,Susan Liggett,Peter Excell,Daniel Thalmann
Publsiher: Springer Nature
Total Pages: 387
Release: 2020-06-22
Genre: Computers
ISBN: 9783030420970

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This open access book details the relationship between the artist and their created works, using tools such as information technology, computer environments, and interactive devices, for a range of information sources and application domains. This has produced new kinds of created works which can be viewed, explored, and interacted with, either as an installation or via a virtual environment such as the Internet. These processes generate new dimensions of understanding and experience for both the artist and the public’s relationships with the works that are produced. This has raised a variety of interdisciplinary opportunities and issues, and these are examined. The symbiotic relationship between artistic works and the cultural context in which they are produced is reviewed. Technology can provide continuity by making traditional methods and techniques more efficient and effective. It can also provide discontinuity by opening up new perspectives and paradigms. This can generate new ideas, and produce a greater understanding of artistic processes and how they are implemented in practice. Tools have been used from the earliest times to create and modify artistic works. For example, naturally occurring pigments have been used for cave paintings. What has been created provides insight into the cultural context and social environment at the time of creation. There is an interplay between the goal of the creator, the selection and use of appropriate tools, and the materials and representations chosen. Technology, Design and the Arts - Opportunities and Challenges is relevant for artists and technologists and those engaged in interdisciplinary research and development at the boundaries between these disciplines.

Learning and Collaboration Technologies Designing Developing and Deploying Learning Experiences

Learning and Collaboration Technologies  Designing  Developing and Deploying Learning Experiences
Author: Panayiotis Zaphiris,Andri Ioannou
Publsiher: Springer Nature
Total Pages: 586
Release: 2020-07-10
Genre: Computers
ISBN: 9783030505134

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This two-volume set LNCS 12205 and LNCS 12206 constitutes the proceedings of the 7th International Conference on Learning and Collaboration Technologies, LCT 2020, held as part of the 22nd International Conference, HCI International 2020, which took place in Copenhagen, Denmark, in July 2020. The total of 1439 papers and 238 posters included in the 37 HCII 2020 proceedings volumes was carefully reviewed and selected from 6326 submissions. The papers in this volume are organized in the following topical sections: designing and evaluating learning experiences; learning analytics, dashboards and learners models; language learning and teaching; and technology in education: policies and practice. As a result of the Danish Government's announcement, dated April 21, 2020, to ban all large events (above 500 participants) until September 1, 2020, the HCII 2020 conference was held virtually.

Managing Customer Experiences in an Omnichannel World

Managing Customer Experiences in an Omnichannel World
Author: Taşkın Dirsehan
Publsiher: Emerald Group Publishing
Total Pages: 420
Release: 2020-11-26
Genre: Business & Economics
ISBN: 9781800433908

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Managing Customer Experiences in an Omnichannel World explores how organizations integrating both the physical and virtual environments for consumers will enable them to effectively manage the customer experience.

3D Audio

3D Audio
Author: Justin Paterson,Hyunkook Lee
Publsiher: Routledge
Total Pages: 320
Release: 2021-07-25
Genre: Technology & Engineering
ISBN: 9780429957239

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3D Audio offers a detailed perspective of this rapidly developing arena. Written by many of the world’s leading researchers and practitioners, it draws from science, technologies, and creative practice to provide insight into cutting-edge research in 3D audio. Through exploring the intersection of these fields, the reader will gain insight into a number of research areas and professional practice in 3D sonic space. As such, the book acts both as a primer that enables readers to gain an understanding of various aspects of 3D audio, and can inform students and audio enthusiasts, but its deep treatment of a diverse range of topics will also inform professional practitioners and academics beyond their core specialisms. The chapters cover areas such as an Ambisonics, binaural technologies and approaches, psychoacoustics, 3D audio recording, composition for 3D space, 3D audio in live sound, broadcast, and movies – and more. Overall, this book offers a definitive insight into an emerging sound world that is increasingly becoming part of our everyday lives.

Step Into STEAM Grades K 5

Step Into STEAM  Grades K 5
Author: Sarah B. Bush,Kristin L. Cook
Publsiher: Corwin Press
Total Pages: 232
Release: 2019-03-14
Genre: Education
ISBN: 9781544337180

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How do you create an innovative and equitable classroom experience that prepares elementary students for jobs that don’t yet exist while placing a critical focus on mathematics and science content and practice standards—all while meeting the demands of high-stakes testing? The answer to this question is Step into STEAM, which provides a practical and accessible approach for educators to create meaningful and transformative learning experiences for each and every student. This book guides and inspires K–5 educators through a seamless process of designing and implementing STEAM inquiries that align carefully to key mathematics and science content and practices. Taking an opposite approach to existing resources that provide collections of disjointed STEAM activities, this book empowers teachers and schools to build cohesive and sustainable STEAM infrastructures—grounded in grade-level standards and purposeful assessment—to deepen the mathematics and science learning of each and every student. STEAM instruction is for each and every student; STEAM instruction is about mathematics; and STEAM instruction can and should be implemented for student success and to engage students in making their community and our world a better place. Loaded with resources to help K–5 teachers and instructional leaders develop, implement, and assess meaningful STEAM inquiries, this research-based book: Provides practical, on-the-go resources to help busy teachers get started in creating purpose-driven STEAM instruction Allows educators to interact deeply with the content and create equitable STEAM experiences that blend community and societal interests Includes online companion printable resources to help educators jumpstart or deepen STEAM learning throughout a school or district, supporting STEAM professional development, professional learning communities, and book studies Checklists, pictures, graphic organizers, reflection questions, "Try it Out!" sections, and example STEAM inquiries help teachers seamlessly connect multiple subject areas, create transformative learning experiences, engage elementary students in developing creativity and empathy, and enable students to solve meaningful and authentic problems for others—all to prepare students for their bright futures. Make the most of your limited instructional time and become part of the Step into STEAM movement! "Through carefully crafted research-based frameworks; inspirational, authentic, and approachable practical strategies rooted in the reform efforts of student-centered STEAM learning; and opportunities for professional self-reflection, Step into STEAM rightfully re-elevates educators to their proper places as innovation experts and agents of change in their own classrooms, schools, districts, and communities. An inspirational step in a needed direction, this book from Drs. Bush and Cook is what educators have been craving: a guide to transforming ourselves, our learning spaces, and our profession." Richard Cox, Jr. Expert STEAM Teacher Instructional Coach Bullitt County Public Schools "Step into STEAM offers a rare opportunity for anyone concerned with education to consider what learning would be like with equity, empathy, and experience. By providing examples from teachers who have dared to put children first, this book offers more than just new way to teach, it offers hope for youth today. By considering what youth will need to be successful in jobs that are not yet created, Cook and Bush provide a platform for educators to create authentic, real-world problem-solving in classrooms with attention on the often forgotten about component of STEAM—the M! As a proponent of STEAM education, my recommendation is to grab this book and watch your students love learning again!" Cassie Quigley Associate Professor of Science Education at University of Pittsburgh Author of An Educator′s Guide to STEAM: Engaging Students Using Real-World Problems

Low Carbon Technologies for the Petroleum Industry

Low Carbon Technologies for the Petroleum Industry
Author: Kaiqiang Zhang,Rameshwar D. Srivastava,Wei Yu,Songyan Li,Zhiming Chen
Publsiher: Frontiers Media SA
Total Pages: 135
Release: 2021-11-24
Genre: Technology & Engineering
ISBN: 9782889716678

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Research Anthology on Computational Thinking Programming and Robotics in the Classroom

Research Anthology on Computational Thinking  Programming  and Robotics in the Classroom
Author: Management Association, Information Resources
Publsiher: IGI Global
Total Pages: 969
Release: 2021-07-16
Genre: Education
ISBN: 9781668424124

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The education system is constantly growing and developing as more ways to teach and learn are implemented into the classroom. Recently, there has been a growing interest in teaching computational thinking with schools all over the world introducing it to the curriculum due to its ability to allow students to become proficient at problem solving using logic, an essential life skill. In order to provide the best education possible, it is imperative that computational thinking strategies, along with programming skills and the use of robotics in the classroom, be implemented in order for students to achieve maximum thought processing skills and computer competencies. The Research Anthology on Computational Thinking, Programming, and Robotics in the Classroom is an all-encompassing reference book that discusses how computational thinking, programming, and robotics can be used in education as well as the benefits and difficulties of implementing these elements into the classroom. The book includes strategies for preparing educators to teach computational thinking in the classroom as well as design techniques for incorporating these practices into various levels of school curriculum and within a variety of subjects. Covering topics ranging from decomposition to robot learning, this book is ideal for educators, computer scientists, administrators, academicians, students, and anyone interested in learning more about how computational thinking, programming, and robotics can change the current education system.

On Art and Science

On Art and Science
Author: Shyam Wuppuluri,Dali Wu
Publsiher: Springer Nature
Total Pages: 353
Release: 2019-11-02
Genre: Science
ISBN: 9783030275778

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Einstein once remarked "After a certain high level of technical skill is achieved, science and art tend to coalesce in aesthetics, plasticity, and form. The greatest scientists are always artists as well". In this volume, some of the world’s leading thinkers come together to expound on the interrelations between sciences and arts. While one can segregate art and place it outside the scientific realm, it is, nevertheless, inextricably linked to our essential cognitive/emotional/perceptual modalities and abilities, and therefore lies alongside and in close contact with the method of science and philosophy. What inspiration can scientists draw from art and how can scientific spirit foster our understanding and creation of aesthetic works? How are art and science grounded in our cognition? What role does perception play in science and art? Are criteria for beauty in art and science the same? How does evolution shape our understanding of art? How do science, art and scientifico-artistic frameworks shape society as a whole and help us address its pressing issues? The epistemological and ontological aspects haunt artists, philosophers and scientists alike. The essays in this volume address these manifold questions while also elucidating the pragmatic role they play in our daily life.

Innovative Technologies and Learning

Innovative Technologies and Learning
Author: Ting-Ting Wu,Yueh-Min Huang,Rustam Shadiev,Lin Lin,Andreja Istenič Starčič
Publsiher: Springer
Total Pages: 650
Release: 2018-08-24
Genre: Education
ISBN: 9783319997377

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This book constitutes the refereed proceedings of the First International Conference on Innovative Technologies and Learning, ICITL 2018, held in Portoroz, Slovenia, in August 2018. The 66 revised full papers presented together with 4 short papers were carefully reviewed and selected from 160 submissions. The papers are organized in the following topical sections: Augmented and Virtual Reality in Education; Collaborative Learning; Design and Framework of Learning Systems; Instructional Strategies; Learning Analytics and Education Data Mining; Mind, Brain and Education; Pedagogies to Innovative Technologies; Personalized and Adaptive Learning; Social Media and Online Learning; Technologies Enhanced Language Learning; Application and Design of Innovative Learning Software; Educational Data Analytics Techniques and Adaptive Learning Applications; and Innovative Thinking Education and Future Trend Development.

Learning and Collaboration Technologies New Challenges and Learning Experiences

Learning and Collaboration Technologies  New Challenges and Learning Experiences
Author: Panayiotis Zaphiris,Andri Ioannou
Publsiher: Springer Nature
Total Pages: 571
Release: 2021-07-03
Genre: Computers
ISBN: 9783030778897

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This two-volume set LNCS 12784 and 12785 constitutes the refereed proceedings of the 8th International Conference on Learning and Collaboration Technologies, LCT 2021, held as Part of the 23rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was held virtually.The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The papers of LCT 2021, Part I, are organized in topical sections named: Designing and Developing Learning Technologies; Learning, Teaching and Collaboration Experiences; On-line vs. in Class Learning in Pandemic Times.

Interactivity and Game Creation

Interactivity and Game Creation
Author: Anthony Brooks,Eva Irene Brooks,Duckworth Jonathan
Publsiher: Springer Nature
Total Pages: 478
Release: 2021-04-09
Genre: Computers
ISBN: 9783030734268

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This book constitutes the refereed post-conference proceedings of the 9th International Conference on Interactivity and Game Creation, ArtsIT 2020, held in Aalborg, Denmark, in December 2020. Due to COVID-19 pandemic the conference was held virtually. The 28 revised full papers presented were carefully selected from 60 submissions. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation. They are grouped in terms of content on art, installation and performance; games; design; intelligence and creativity in healthcare; wellbeing and aging.

Fundamental Issues Critical to the Success of Nuclear Projects

Fundamental Issues Critical to the Success of Nuclear Projects
Author: Joseph Boucau
Publsiher: Woodhead Publishing
Total Pages: 392
Release: 2021-10-23
Genre: Business & Economics
ISBN: 9780081024737

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Fundamental Issues Critical to the Success of Nuclear Projects presents a complete analysis of the core considerations for those deploying nuclear power plants, managing existing plants, and also for those developing and building new plants. It includes critical considerations, such as cost-estimation, safety procedures, and regulatory compliance, manpower optimization and development, and the application of innovative technologies, such as the use of robotics. Those important issues have been addressed in a systematic way, and explanations have been provided on how the nuclear industry has continuously found solutions to mitigate and eventually solve them properly. Discusses innovative technologies being implemented in international nuclear plants to improve efficiency, safety, and cost-effectiveness in new, existing, and decommissioned nuclear power plants Provides guidance on difficult cost estimation for nuclear projects, as well as safety procedures, legislation, and regulatory compliance both inside and outside of the United States Considers the future of nuclear energy and analyses the challenges ahead for a sustainable nuclear energy future

Designing for the User Experience in Learning Systems

Designing for the User Experience in Learning Systems
Author: Evangelos Kapros,Maria Koutsombogera
Publsiher: Springer
Total Pages: 251
Release: 2018-09-25
Genre: Computers
ISBN: 9783319947945

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While the focus of the UX research and design discipline and the Learning Sciences and instructional design disciplines is often similar and almost always tangential, there seems to exist a gap, i.e. a lack of communication between the two fields. Not much has been said about how UX Design can work hand-in-hand with instructional design to advance learning. The goal of this book is to bridge this gap by presenting work that cuts through both fields. To illustrate this gap in more detail, we provide a combined view of UX Research and Design & Educational Technology. While the traditional view has perceived the Learning Experience Design as a field of Instructional Design, we will highlight its connection with UX, an aspect that has become increasingly relevant. Our focus on user experience research and design has a unique emphasis on the human learning experience: we strongly believe that in learning technology the technological part is only mediating the learning experience, and we do not focus on technological advancements per se, as we believe they are not the solution, in themselves, to the problems that education is facing. This book aims to lay out the challenges and opportunities in this field and highlight them through research presented in the various chapters. Thus, it presents a unique opportunity to represent areas of learning technology that go very far beyond the MOOC and the classroom technology. The book provides an outstanding overview and insights in the area and it aims to serve as a significant and valuable source for learning researchers and practitioners. The chapter "User requirements when designing learning e-content: interaction for all" is available open access under a CC BY 4.0 license at link.springer.com

Integrating Digital Technology in Education

Integrating Digital Technology in Education
Author: R. Martin Reardon,Jack Leonard
Publsiher: IAP
Total Pages: 277
Release: 2019-05-01
Genre: Technology & Engineering
ISBN: 9781641136723

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This fourth volume in the Current Perspectives on School/University/Community Research series brings together the perspectives of authors who are deeply committed to the integration of digital technology with teaching and learning. Authors were invited to discuss either a completed project, a work-in-progress, or a theoretical approach which aligned with one of the trends highlighted by the New Media Consortium’s NMC/CoSN Horizon Report: 2017 K-12 Edition, or to consider how the confluence of interest and action (Thompson, Martinez, Clinton, & Díaz, 2017) among school-university-community collaborative partners in the digital technology in education space resulted in improved outcomes for all—where “all” is broadly conceived and consists of the primary beneficiaries (the students) as well as the providers of the educational opportunities and various subsets of the community in which the integrative endeavors are enacted. The chapters in this volume are grouped into four sections: Section 1 includes two chapters that focus on computational thinking/coding in the arts (music and visual arts); Section 2 includes three chapters that focus on the instructor in the classroom, preservice teacher preparation, and pedagogy; Section 3 includes four chapters that focus on building the academic proficiency of students; and Section 4 includes two chapters that focus on the design and benefits of school-university-community collaboration.