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Human-Computer Interaction (HCI)
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  • Virtual Reality (Steven M. LaValle)

    Covers the fundamentals of Virtual Reality systems, including geometric modeling, transformations, graphical rendering, optics, the human vision, auditory, and vestibular systems, tracking systems, interface design, human factors, etc.

  • Designing Adaptive Virtual Worlds (Ning Gu, et al.)

    This book takes the design of places for education, entertainment, online communities, business, and cultural activities in 3D Virtual World to a new level. The place metaphor provides a rich source of styles and examples for designing in 3D virtual worlds.

  • Making Meaning with Machines (Amy LaViers, et al)

    This book takes readers on a fascinating scholarly tour of human movement and offer a compelling program for roboticists, technologists, and designers seeking fresh perspectives on human-machine interaction.

  • Touch Screen Theory: Digital Devices and Feelings (Michele White)

    This book focuses on the relation between physically touching and emotionally feeling to recenter the bodies and identities that are empowered, produced, and displaced by these digital technologies and settings.

  • Designing Virtual Worlds (Richard A. Bartle)

    This book is the most comprehensive treatment of Virtual World design to-date from one of the true pioneers and most sought-after design consultants. It brings a rich, well-developed approach to the design concepts behind virtual worlds.

  • Spatial Augmented Reality: Merging Real and Virtual Worlds

    It discusses spatial augmented reality approaches that exploit optical elements, video projectors, holograms, radio frequency tags, and tracking technology, as well as interactive rendering algorithms and calibration techniques.

  • How Humans Judge Machines (Cesar A. Hidalgo, et al)

    A detailed examination of people's reactions to machine actions as compared to human actions. Through dozens of experiments, this book explores when and why people judge humans and machines differently.

  • Interacting With Presence: HCI and the Sense of Presence

    The experience of interacting with the newest Virtual Reality technologies is profoundly affected by the extent to which we feel ourselves to be 'present' in computer-generated worlds. This book provides a comprehensive introduction to and overview.

  • The Thousand Faces of Virtual Reality (Cecilia Sik Lanyi)

    This book has an aim to present applications, trends and newest development in three main disciplines: health sector, education and industry. It will be useful for researchers, engineers and students.

  • Virtual Reality - Human Computer Interaction (Xin Xing Tang)

    The book aims to provide a broader perspective of Virtual Reality on development and application, including virtual reality visualization and vision, as well as virtual reality in robot technology. It also covers industrial and construction applications.

  • Brain-Computer Interface Systems - Progress and Prospects

    The objective of this book is to discuss recent progress and future prospects of BCI systems. The topics discussed in this book are: important issues concerning end-users; approaches to interconnect a BCI system with one or more applications; etc.

  • Search User Interfaces (Marti A. Hearst)

    This book focuses on the human users of search engines and the tool they use to interact with them: the search user interface. The truly worldwide reach of the Web has brought with it a new realization among computer scientists and laypeople of the enormous importance of usability and user interface design.

  • The Psychology of Menu Selection (Kent L. Norman)

    Menu selection is emerging as an important mode of human/computer interaction. This book, devoted to the topic, provides detailed theoretical and empirical information of interest to software designers and human/computer interaction specialists, etc.

  • Solving Problems With Visual Analytics (Daniel Keim, et al)

    The aim is to outline the current state of Visual Analytics across many disciplines, and to describe the next steps that have to be taken to foster a strong visual analytics community, thus enabling the development of advanced visual analytic applications.

  • Augmented Reality Game Development (Micheal Lanham)

    This book will take you on a journey through building a location-based AR game that addresses the core technical concepts: GIS fundamentals, mobile device GPS, mapping, map textures in Unity, mobile device camera, camera textures in Unity, etc.

  • Simulating Humans: Computer Graphics Animation and Control

    The book is intended for human factors engineers interested in understanding how a computer-graphics surrogate human can augment their analyses of designed environments.

  • A Companion to Digital Humanities (Susan Schreibman, et al)

    This book is focusing on the experience of particular disciplines in applying computational methods to humanities research problems; the basic principles of humanities computing across applications and disciplines; specific applications and methods; and production, dissemination, and archiving.

  • From Bricks to Brains: Embodied Cognitive Science of LEGO Robots

    This book introduces embodied cognitive science and illustrates its foundational ideas through the construction and observation of LEGO Mindstorms robots.

  • Mind, Body, World: Foundations of Cognitive Science (M. Dawson)

    Intended to introduce the foundations of cognitive science, this book addresses a number of questions currently being asked by those practicing in the field of cognitive science. It highlights the fundamental tensions and lines of fragmentation of cognitive science.

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