Human-Computer Interaction. Novel User Experiences: 18th International Conference, HCI International 2016, Toronto, ON, Canada, July 17-22, 2016. Proceedings, Part III

Author:   Masaaki Kurosu
Publisher:   Springer International Publishing AG
Edition:   1st ed. 2016
Volume:   9733
ISBN:  

9783319395128


Pages:   604
Publication Date:   19 June 2016
Format:   Paperback
Availability:   Manufactured on demand   Availability explained
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Human-Computer Interaction. Novel User Experiences: 18th International Conference, HCI International 2016, Toronto, ON, Canada, July 17-22, 2016. Proceedings, Part III


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Overview

The 3-volume set LNCS 9731, 9732, and 9733 constitutes the refereed proceedings of the 18th International Conference on Human-Computer Interaction, HCII 2016, held in Toronto, ON, Canada, in July 2016. The total of 1287 papers and 186 posters presented at the HCII 2016 conferences and were carefully reviewed and selected from 4354 submissions. The papers thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The volumes constituting the full 27-volume set of the conference proceedings.

Full Product Details

Author:   Masaaki Kurosu
Publisher:   Springer International Publishing AG
Imprint:   Springer International Publishing AG
Edition:   1st ed. 2016
Volume:   9733
Dimensions:   Width: 15.50cm , Height: 3.20cm , Length: 23.50cm
Weight:   9.299kg
ISBN:  

9783319395128


ISBN 10:   3319395122
Pages:   604
Publication Date:   19 June 2016
Audience:   College/higher education ,  Professional and scholarly ,  Postgraduate, Research & Scholarly ,  Professional & Vocational
Format:   Paperback
Publisher's Status:   Active
Availability:   Manufactured on demand   Availability explained
We will order this item for you from a manufactured on demand supplier.

Table of Contents

Emotions in HCI.- Communication and companionship.- Narratives and Visualization.- Wayfinding, mobility and transport.- Media, Entertainment, Games and Gamification.- User Studies.

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