This accessible textbook gives students in psychology and computer science a comprehensive understanding of the human-computer interface.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Kent Norman is Associate Professor of Psychology and Director of the Laboratory for Automation Psychology and Decision Processes at the University of Maryland, College Park. He is a founding member of the Human-Computer Interaction Laboratory in the College of Information Studies. He is the author or coauthor of more than eighty journal articles and book chapters, and his research has been funded by organizations such as the United States Census Bureau and the National Science Foundation. He developed HyperCourseware(TM), a web-based prototype, and coauthored the Questionnaire for User Interaction Satisfaction (QUIS(TM)), a tool to assess users' subjective satisfaction with specific aspects of the human-computer interface.
Inhaltsangabe
Part I. Fundamentals: 1. Introduction: importance, implications, and historical perspectives 2. Fundamentals: biological and technological bases 3. Theoretical approaches: models and metaphors 4. Research: modes and methods Part II. Systems: 5. Sensory-motor interfaces: input and output 6. Virtual environments 7. Learning and memory, transfer and interference 8. Thinking and problem solving 9. Language and programming Part III. Relationships: 10. Individual differences: people, performance, and personality 11. Motivation, emotion, and affective computing 12. Social media and interpersonal relations 13. Cyberpathologies and cybertherapies Part IV. Applications: 14. Automation and artificial intelligence 15. Assistive technologies 16. Video games and entertainment 17. Technology and education 18. Cybersecurity 19. The future: the ultimate human-computer interface.
Part I. Fundamentals: 1. Introduction: importance, implications, and historical perspectives 2. Fundamentals: biological and technological bases 3. Theoretical approaches: models and metaphors 4. Research: modes and methods Part II. Systems: 5. Sensory-motor interfaces: input and output 6. Virtual environments 7. Learning and memory, transfer and interference 8. Thinking and problem solving 9. Language and programming Part III. Relationships: 10. Individual differences: people, performance, and personality 11. Motivation, emotion, and affective computing 12. Social media and interpersonal relations 13. Cyberpathologies and cybertherapies Part IV. Applications: 14. Automation and artificial intelligence 15. Assistive technologies 16. Video games and entertainment 17. Technology and education 18. Cybersecurity 19. The future: the ultimate human-computer interface.
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