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Love + sex with robots : the evolution of human-robot relationships / by Levy, David N. L.(CARDINAL)512227;
Includes bibliographical references (pages 311-317) and index.Love with robots -- Falling in love (with people) -- Loving our pets -- Emotional relationships with electronic objects -- Falling in love with virtual people (humanoid robots) -- Sex with robots -- Why we enjoy sex -- Why people pay for sex -- Sex technologies -- The mental leap to sex with robots.Draws on cutting-edge research, as well as examples from cultural history and psychology, to explore what the author believes will be inevitable physical relationships between people and machines.
Subjects: Human-computer interaction.;
Available copies: 1 / Total copies: 1
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The physalia incident / by Spikol, Art,1936-(CARDINAL)721975;
The mysterious death of a scuba diver off Bermuda plunges "World" magazine science editor Alex Block into a baffling case of mistaken identity, unexpected events, and murder that he attempts to unravel using his computer partner, STELLA
Subjects: Detective and mystery fiction.; Mystery fiction.; Fiction.; Computers; Human-computer interaction;
Available copies: 1 / Total copies: 1
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Help! My computer is killing me! : your complete guide to preventing aches and pains in the computer workplace / by Imrhan, Sheik N.(CARDINAL)821319;
Subjects: Human engineering.; Human-computer interaction.;
Available copies: 1 / Total copies: 1
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The virtual reality primer / by Larijani, L. Casey.(CARDINAL)377786;
Includes bibliographical references (pages 245-257) and index.
Subjects: Human-computer interaction.; Virtual reality.;
Available copies: 1 / Total copies: 1
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The VR book : human-centered design for virtual reality / by Jerald, Jason,author.(CARDINAL)849970;
Includes bibliographical references (pages 541-566) and index.Part I. Introduction and background : What is virtual reality? : The definition of virtual reality ; VR is communication ; What is VR good for? -- A history of VR : The 1800s ; The 1900s ; The 2000s -- An overview of various realities : Forms of reality ; Reality systems -- Immersion, presence, and reality trade-offs : Immersion ; Presence ; Illusions of presence ; Reality trade-offs -- The basics: design guidelines : Introduction and background ; VR is communication ; An overview of various realities ; Immersion, presence, and reality trade-offs.Part II. Perception : Objective and subjective reality : Reality is subjective ; Perceptual illusions -- Perceptual models and processes : Distal and proximal stimuli ; Sensation vs. perception ; Bottom-up and top-down processing ; Afference and efference ; Iterative perceptual processing ; The subconscious and conscious ; Visceral, behavioral, reflective, and emotional processes ; Mental models ; Neuro-linguistic programming -- Perceptual modalities : Sight ; Hearing ; Touch ; Proprioception ; Balance and physical motion ; Smell and taste ; Multimodal perceptions -- Perception of space and time : Space perception ; Time perception ; Motion perception -- Perceptual stability, attention, and action : Perceptual constancies ; Adaptation ; Attention ; Action -- Perception: design guidelines : Objective and subjective reality ; Perceptual models and processes ; Perceptual modalities ; Perception of space and time ; Perceptual stability, attention, and action.Part III. Adverse health effects : Motion sickness : Scene motion ; Motion sickness and vection ; Theories of motion sickness ; A unified model of motion sickness -- Eye strain, seizures, and aftereffects : Accommodation-vergence conflict ; Binocular-occlusion conflict ; Flicker ; Aftereffects -- Hardware challenges : Physical fatigue ; Headset fit ; Injury ; Hygiene -- Latency : Negative effects of latency ; Latency thresholds ; Delayed perception as a function of dark adaptation ; Sources of delay ; Timing analysis -- Measuring sickness : The Kennedy simulator sickness questionnaire ; Postural stability ; Physiological measures -- Summary of factors that contribute to adverse effects : System factors ; Individual user factors ; Application design factors ; Presence vs. motion sickness -- Examples of reducing adverse effects : Optimize adaptation ; Real-world stabilized cues ; Manipulate the world as an object ; Leading indicators ; Minimize visual accelerations and rotations ; Ratcheting ; Delay compensation ; Motion platforms ; Reducing gorilla arm ; Warning grids and fade-outs ; Medication -- Adverse health effects: design guidelines : Hardware ; System calibration ; Latency reduction ; General design ; Motion design ; Interaction design ; Usage ; Measuring sickness.Part IV. Content creation : High-level concepts of content creation : Experiencing the story ; The core experience ; Conceptual integrity ; Gestalt perceptual organization -- Environmental design : The scene ; Color and lighting ; Audio ; Sampling and aliasing ; Environmental wayfinding aids ; Real-world content -- Affecting behavior : Personal wayfinding aids ; Center of action ; Field of view ; Casual vs. high-end VR ; Characters, avatars, and social networking -- Transitioning to VR content creation : Paradigm shifts from traditional development to VR development ; Reusing existing content -- Content creation: design guidelines : High-level concepts of content creation ; Environmental design ; Affecting behavior ; Transitioning to VR content creation.Part V. Interaction : Human-centered interaction : Intuitiveness ; Norman's principles of interaction design ; Direct vs. indirect interaction ; The cycle of interaction ; The human hands -- VR interaction concepts : Interaction fidelity ; Proprioceptive and egocentric interaction ; Reference frames ; Speech and gestures ; Modes and flow ; Multimodal interaction ; Beware of sickness and fatigue ; Visual-physical conflict and sensory substitution -- Input devices : Input device characteristics ; Classes of hand input devices ; Classes of non-hand input devices -- Interaction patterns and techniques : Selection patterns ; Manipulation patterns ; Viewpoint control patterns ; Indirect control patterns ; Compound patterns -- Interaction: design guidelines : Human-centered interaction ; VR interaction concepts ; Input devices ; Interaction patterns and techniques.Part VI. Iterative design : Philosophy of iterative design : VR is both an art and a science ; Human-centered design ; Continuous discovery through iteration ; There is no one way, processes are project dependent ; Teams -- The define stage : The vision ; Questions ; Assessment and feasibility ; High-level design considerations ; Objectives ; Key players ; Time and costs ; Risks ; Assumptions ; Project constraints ; Personas ; User stories ; Storyboards ; Scope ; Requirements -- The make stage : Task analysis ; Design specification ; System considerations ; Simulation ; Networked environments ; Prototypes ; Final production ; Delivery -- The learn stage : Communication and attitude ; Research concepts ; Constructivist approaches ; The scientific method ; Data analysis -- Iterative design: design guidelines : Philosophy of iterative design ; The define stage ; The make stage ; The learn stage.Part VII. The future starts now : The present and future state of VR : Selling VR to the masses ; Culture of the VR community ; Communication ; Standards and open source ; Hardware ; The convergence of AR and VR -- Getting started -- Appendix A. Example questionnaire -- Appendix B. Example interview guidelines -- Glossary.Virtual reality (VR) can provide our minds with direct access to digital media in a way that seemingly has no limits. However, creating compelling VR experiences is an incredibly complex challenge. When VR is done well, the results are brilliant and pleasurable experiences that go beyond what we can do in the real world. When VR is done badly, not only do users get frustrated, but they can get sick. There are many causes of bad VR; some failures come from the limitations of technology, but many come from a lack of understanding perception, interaction, design principles, and real users. This book discusses these issues by emphasizing the human element of VR. The fact is, if we do not get the human element correct, then no amount of technology will make VR anything more than an interesting tool confined to research laboratories. Even when VR principles are fully understood, the first implementation is rarely novel and almost never ideal due to the complex nature of VR and the countless possibilities that can be created. The VR principles discussed in this book will enable readers to intelligently experiment with the rules and iteratively design toward innovative experiences.
Subjects: Human-computer interaction.; Virtual reality.;
Available copies: 0 / Total copies: 1
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UX / UI design : introduction guide to intuitive design and user-friendly experience / by Branson, Steven,author.;
What is UX/UI design? -- Difference Between UX and UI Design -- Priciples of the UX Design -- Priciples of UI Design -- Design Thinking, Sketching and Ideation -- Design Guidelines -- The Wheel.Becoming "User Friendly" is a requested feature for every project, the key of many successful businesses, and a controversial argument because only when your product will be on sale, you can understand if it is actually easy and adapt to the users needs.
Subjects: User interfaces (Computer systems); Human-computer interaction.;
Available copies: 0 / Total copies: 1
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Devil in the stack : a code odyssey / by Smith, Andrew,1961-author.(CARDINAL)785012;
Includes bibliographical references (pages 421-427) and index.Prologue 0: If -- Prologue 1: Then -- The revenge of the SpaghettiOs -- Holy grail -- PyLadies and code freaks -- Minutely organized particulars --The real moriarty -- The new mind readers -- Theories of memory -- Hilarity ensues -- Catch 32 -- A kind of gentleness -- The gun on the mantelpiece -- Code rush -- Enter the Frankenalgorithm -- Algorave? -- A codemy of errors -- Do algos dream of numeric sheep?: an AI suite -- Apologies to Richard Feynman -- A cloud lifts -- Strange loops and abstractions: the devil in the stack."From internationally bestselling author and journalist Andrew Smith, an immersive, alarming, sharp-eyed journey into the bizarre world of computer code, told through his sometimes painful, often amusing attempt to become a coder himself. Throughout history, technological revolutions have been driven by the invention of machines. But today, the power of the technology transforming our world lies in an intangible and impenetrable cosmos of software: algorithmic code. So symbiotic has our relationship with this code become that we barely notice it anymore. We can't see it, are not even sure how to think about it, and yet we do almost nothing that doesn't depend on it. In a world increasingly governed by technologies that so few can comprehend, who--or what--controls the future? Devil in the Stack follows Andrew Smith on his immersive trip into the world of coding, passing through the stories of logic, machine-learning, and early computing, from Ada Lovelace to Alan Turing and up to the present moment, behind the scenes into the lives--and minds--of the new frontierspeople of the twenty-first century: those who write code. Smith embarks on a quest to understand this sect in what he believes to be the only way possible: by learning to code himself. Expansive and effervescent, Devil in the Stack delivers a portrait of code as both a vivid culture and an impending threat. How do we control a technology that most people can't understand? And are we programming ourselves out of existence? Perhaps most terrifying of all: Is there something about the way we compute-the way code works-that is innately at odds with the way humans have evolved? By turns revelatory, unsettling, and joyously funny, Devil in the Stack is an essential book for our times, of vital interest to anyone hoping to participate in the future-defining technological debates to come."--
Subjects: Informational works.; Smith, Andrew, 1961-; Computer programming.; Human-computer interaction.;
Available copies: 9 / Total copies: 9
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Enhancing industrial performance : experiences of integrating the human factor / by Kragt, Harmen,1946-(CARDINAL)205992;
Includes bibliographical references and index.
Subjects: Human engineering.; Human-computer interaction.; Performance.;
Available copies: 1 / Total copies: 1
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About face 3 : the essentials of interaction design / by Cooper, Alan,1952-(CARDINAL)639283; Cronin, Dave,1972-(CARDINAL)484548; Reimann, Robert.(CARDINAL)689062;
Includes bibliographical references.
Subjects: Human-computer interaction.; User interfaces (Computer systems);
Available copies: 1 / Total copies: 1
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Social engineering : the science of human hacking / by Hadnagy, Christopher,author.; Wozniak, Steve,1950-writer of foreword.(CARDINAL)381676;
Includes bibliographical references and index.A look into the world of professional social engineering -- Do you see what I see? -- Profiling people through communiction -- Becoming anyone you want to be -- I know how to make you like me -- Under the influence -- Building your artwork -- I can see what you didn't say -- Hacking the humans -- Do you have a M.A.P.P.? -- Now what?Examines what social engineering is, the methods used by hackers to gather information, and ways to prevent social engineering threats.
Subjects: Social engineering.; Hackers.; Computer security.; Human-computer interaction.;
Available copies: 1 / Total copies: 1
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