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Titlebook: Handbook of Human Computer Interaction; Jean Vanderdonckt,Philippe Palanque,Marco Winckler Living reference work 2025Latest edition Intel

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Gesture-Based Interaction,to systems rendering virtual and augmented reality environments, leverage users’ capabilities to communicate and interact with gestures of many kinds: taps, touches, grasps, pinches, head nods, pointing, hand poses, signs and emblems, flicks and swipes, and mid-air movements of the fingers, wrists,
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Multimodal Interaction, Interfaces, and Analytics,uter interface worldwide. This chapter summarizes the state of the art of multimodal-multisensor interfaces, including their major advantages, cognitive and neuroscience foundations, language-processing methods, multimodal machine learning techniques, commercialization trends, and future directions.
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Computer-Supported Cooperative Work,iate, or regulate interaction between people engaged in cooperative work or similar kinds of sustained social activities. CSCW is a heterogeneous enterprise, addressing a motley of computational technologies and assimilating contributions from a host of scientific disciplines. What unites CSCW resea
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Entertainment Computing: Past, Present, and Future,reativity and innovation in entertainment computing. The research field of entertainment computing addresses all aspects of creating, designing, building, and analyzing the usage of interactive devices like smartphones and tablets, not only for playing and entertainment. These aspects include human-
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Designing with Data, Data-Enabled and Data-Driven Design,up, provide evidence, communicate and drive data-* processes and products. Data-enabled design is an approach to harness the fluent use of data in conceptual, early-stage design processes with a focus on understanding contexts and complex user needs as well as taking direct designerly action on docu
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