Sergio Sayago – författare
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9 produkter
9 produkter
Inbunden, Engelska, 2019
1 389 kr
Skickas inom 10-15 vardagar
This book promotes a critical reflection about the research conducted so far in Human-Computer Interaction (HCI) with older people, whose predominant perspective focuses on decline, health, and help. It introduces a new (or different) perspective, which is grounded in interdisciplinary research on older people and digital technologies. Key elements are to (i) address topics that include, but also go beyond decline, health, and help, such as leisure, fun, creativity and culture, to delve more deeply into the role of digital technologies in multiple facets of older people’s lives; (ii) focus on doing research and designing technologies with and for older adults, and their communities, to avoid and fight against negative social conceptions of ageing; and (iii) examine older people’s life course, strengths, interests, and values, as well as their limitations and needs, to design technologies that not only help but also empower them, extending their abilities and acquiring new knowledge, beyond technology use. This perspective aims to help us better understand, design, and evaluate older people’s interactions with digital technologies in the early 21st century.
Inbunden, Engelska, 2023
486 kr
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This book provides an interdisciplinary synthesis of the topic of culture in the context of Human-Computer Interaction (HCI) and a structured overview of a large body of HCI research on (and with) culture.
Engelska, 2023
644 kr
Skickas inom 5-8 vardagar
Häftad, Engelska, 2024
486 kr
Skickas inom 10-15 vardagar
This book provides an interdisciplinary synthesis of the topic of culture in the context of Human-Computer Interaction (HCI) and a structured overview of a large body of HCI research on (and with) culture.
Inbunden, Engelska, 2024
1 759 kr
Skickas inom 10-15 vardagar
This edited book provides some future perspectives on Human-Computer Interaction research and serves as a crucial nexus for reflecting on the paths that have led us here. Technologies are increasingly becoming active agents capable of learning, adapting, and making decisions. The classic User-Centred Design approach that positions the user strictly at the centre may no longer suffice. Putting the human-in-the-loop are crucial elements for trusting AI technologies and building better, more human-centred, ones. Offering a comprehensive overview of current research and future directions in this field it addresses important topics such as Human-Centred Artificial Intelligence, Augmented and Virtual Reality, User-Centred Design, and Children-Computer Interaction, providing insights into how these areas will continue to influence and transform our interaction with technologies. The chapters are enriched with case studies and examples that illustrate the practical application of methodological approaches and ideas.
Häftad, Engelska, 2025
1 759 kr
Skickas inom 10-15 vardagar
This edited book provides some future perspectives on Human-Computer Interaction research and serves as a crucial nexus for reflecting on the paths that have led us here. Technologies are increasingly becoming active agents capable of learning, adapting, and making decisions. The classic User-Centred Design approach that positions the user strictly at the centre may no longer suffice. Putting the human-in-the-loop are crucial elements for trusting AI technologies and building better, more human-centred, ones. Offering a comprehensive overview of current research and future directions in this field it addresses important topics such as Human-Centred Artificial Intelligence, Augmented and Virtual Reality, User-Centred Design, and Children-Computer Interaction, providing insights into how these areas will continue to influence and transform our interaction with technologies. The chapters are enriched with case studies and examples that illustrate the practical application of methodological approaches and ideas.
Inbunden, Engelska, 2026
432 kr
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This book aims to reflect critically on a great deal of HCI research conducted with or concerned about older adults and aging with the goal of sparking future development of the field. To that end, the book offers a critical literature review, which is informed by more than a decade of the author’s own empirical work, of 30 years of research in HCI and related areas, including STS, sociology, the psychology of aging, and gerontology. Four key aspects are addressed: (1) conceptualization of older adults, aging, and technology, (2) progress in knowledge generation in HCI and aging, (3) conducting research methods with older adults, and (4) designing technologies for aging. To accomplish this, the book starts by considering the diversity and intersectionality of the older adult population of technology users and its implications for effectively applying HCI research methodologies. It critiques the tendency within HCI studies of solely conceptualizing aging as a problem, one that has a technological solution, and preoccupation with user deficits related to health and age-related declines in functional abilities. The book proposes a significant need for a horizontal body of knowledge in the field that is stymied by individuated development practices that start from scratch with their considerations of the older adult population for each new technology or application. This book calls on researchers to consider novel techniques without overlooking the need to deepen and widen a transversal knowledge base that helps the field progress further and produce technologies that ultimately better serve all users.
Inbunden, Engelska, 2016
1 144 kr
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The book provides a systemic view of the state-of-the- art of Digital Game Based Learning (DGBL) across the lifespan, from age-specific game design requirements to technological devices that could overcome child and older adult difficulties in the use of DGBL technologies. Other topics include cross-generational digital game-based learning, workplace gaming, exergaming, serious games to tackle societal challenges,and implications of DGBL across the lifespan for game designers.In addition to the state-of-the-art methodologies provided for age-specific gamedesign, development, implementation and assessment, a significant portion of the book focuses on case studies where DGBL have been designed and implemented in every age groups and in cross-generational situations.
Häftad, Engelska, 2018
1 144 kr
Skickas inom 10-15 vardagar
The book provides a systemic view of the state-of-the- art of Digital Game Based Learning (DGBL) across the lifespan, from age-specific game design requirements to technological devices that could overcome child and older adult difficulties in the use of DGBL technologies.