Engineering the User Interface (eBook)

From Research to Practice
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2008 | 2009
XII, 277 Seiten
Springer London (Verlag)
978-1-84800-136-7 (ISBN)

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Digital Divide (DD) is a term that defines the division between people, commu- ties, states, countries, etc. with respect to the access to the new Information and Communication Technologies (ICTs). Nowadays, it is essential to have tech- logical skills to work in a variety of jobs (i. e. administration, education, etc. ). Moreover, ICTs have become ubiquitous and they affect almost every aspect of our daily life. The way in which people face the task of using ICTs varies depending on a plethora of variables. The most analysed ones are the technological literacy and the educational level. These are two very important factors that strongly affect the success of the individuals in accessing ICTs. Unfortunately, these are not the only variables to consider. Some people suffer from mental and physical disabilities that are real impediments to access ICTs, and they must be studied in detail. How can we help disabled people to access ICTs? Can public telecentres deal with this task? Can the ICTs be used to improve the accessibility of disabled people? Which projects aim to reduce the digital divide? Are they addressed to disabled people? These are some of the questions that we will try to answer, at least partially, in this chapter. We believe that governments must invest to avert the DD, but they are not the only actors involved in this scenario.
Digital Divide (DD) is a term that defines the division between people, commu- ties, states, countries, etc. with respect to the access to the new Information and Communication Technologies (ICTs). Nowadays, it is essential to have tech- logical skills to work in a variety of jobs (i. e. administration, education, etc. ). Moreover, ICTs have become ubiquitous and they affect almost every aspect of our daily life. The way in which people face the task of using ICTs varies depending on a plethora of variables. The most analysed ones are the technological literacy and the educational level. These are two very important factors that strongly affect the success of the individuals in accessing ICTs. Unfortunately, these are not the only variables to consider. Some people suffer from mental and physical disabilities that are real impediments to access ICTs, and they must be studied in detail. How can we help disabled people to access ICTs? Can public telecentres deal with this task? Can the ICTs be used to improve the accessibility of disabled people? Which projects aim to reduce the digital divide? Are they addressed to disabled people? These are some of the questions that we will try to answer, at least partially, in this chapter. We believe that governments must invest to avert the DD, but they are not the only actors involved in this scenario.

Creativity Support Tools: A Grand Challenge for HCI Researchers .......................................................................................1
1 Introduction.................................................................................1
2 Theory of Creativity ...................................................................2
3 Creative Processes ......................................................................2
4 Principles of Design for Creativity Support Tools .....................4
5 Creativity and Cognition 2007 Conference ................................5
6 U. S. National Science Foundation Efforts.................................6
7 Near-term Outcomes...................................................................7
References......................................................................................8 Integrating Learning Processes Across Boundaries of Media,
Time and Group Scale ...................................................................11
1 Introduction: Starting Point and First Orientation ....................12
2 Media Integration in the Classroom .........................................13
3 Process Integration and Explicit Learning Process Modelling.16
4 'Learning-Design by Example'................................................17
5 Learning Objects and Learning Communities..........................20
6 Extending the Notion of 'Communication through Artefacts' to Asynchronous Settings ............................................................... 21
7 The COLDEX Project.............................................................. 22
8 Challenge-based Learning ....................................................... 24
9 Contextualised Indexing and Retrieval.................................... 25
10 Summary and Perspectives .................................................... 26
References................................................................................... 27 Optimal Cost Haptic Devices for Driving Simulators................ 29
1 Introduction.............................................................................. 29
2 Haptic Devices......................................................................... 31
3 Control Board .......................................................................... 30
4 System Architecture................................................................. 32
5 Force Contact Models.............................................................. 33
5.1 Normal Force Model......................................................... 33
5.2 Tangential Force Models .................................................. 34
5.2.1 Non-Conservative Tangent Force Models ................. 34
5.2.2 Conservative tangential force model.......................... 34
5.3 Force Model to Render the Behaviour of Haptic Devices 35
6 Experimental Results ............................................................... 36
7 Conclusions.............................................................................. 38
Acknowledgments............................................................... 39
References................................................................................... 39 Interference of Auditory Information with Haptic Perception of Stiffness in Virtual Reality............................................................ 41
1 Introduction.............................................................................. 41
2 Method..................................................................................... 43
2.1 Subjects ............................................................................. 43
2.2 Material ............................................................................. 44
2.3 Procedure .......................................................................... 44
3 Resul

Erscheint lt. Verlag 10.12.2008
Zusatzinfo XII, 277 p.
Verlagsort London
Sprache englisch
Themenwelt Mathematik / Informatik Informatik Betriebssysteme / Server
Informatik Software Entwicklung User Interfaces (HCI)
Schlagworte Collaboration • Haptics • Human-Computer interaction • Human-Computer Interaction (HCI) • Interaction Design • mobile computing • Pervasive Computing • ubiquitous computing • Usability • User-centred Design • user interface • Virtual Reality
ISBN-10 1-84800-136-3 / 1848001363
ISBN-13 978-1-84800-136-7 / 9781848001367
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