Berkshire Encyclopedia of Human-Computer Interaction by William Sims Bainbridge

By William Sims Bainbridge

This wealthy two-volume reference provides the background and present nation of study for a large variety of subject matters. Written through specialists within the box, the articles are long; however the content material is directed towards knowledgeable common readers and should be precious to undergraduate scholars. The large issues of tools, demanding situations, interfaces, elements, breakthroughs, and methods are addressed in articles on such issues as avatars, browsers, facts mining, electronic money, embedded platforms; electronic divide, hackers, identification authentication, privateness, safeguard, and viruses; fly-by-wire, haptics, multiuser interfaces, olfactory interplay, and clever houses; WYSIWYG, N- grams, fonts, Braille, and peer-to-peer structure; Altair, Alto, Arpanet, and ENIAC; and ethics, job research, and web design. each one article concludes with a listing of references. Appendices contain a bibliography, a word list, and an inventory of books, video clips, and different well known media representations of HCI. the vast majority of the a hundred seventy five members are lecturers within the US; editor Bainbridge is with the nationwide technology origin. Annotation c2004 ebook information, Inc., Portland, OR"

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Juang, B. H. (1986,). An introduction to hidden Markov models. IEEE ASSP Magazine, 3(1), 4–16. , & Jain, R. (1994). recursive identfication of gesture inputs using hidden Markov models. In Proceedings of the second IEEE workshop on Applications of Computer Vision (pp. 187–194). Pacific Grove, CA. , & Ishii, K. (1993). Recognizing human action in time-sequential images using hidden Markov models. Transactions of the Institute of Electronics, Information and Communication Engineers, J76D-II(12), 2556–2563.

The computer helps him discover a magical 216-digit number that is the secret key for decoding the Torah and the true name of God; the number also allows Cohen to predict the stock market and master the Japanese game of Go. When radical religious fanatics and investment bankers try to force him to divulge the number so they can gain power and wealth, he smashes his computer’s CPU and uses an electric drill to damage his own brain. At the end, he has forgotten the number, lost all his mathematical ability, and become happy.

M. (1999). The visual analysis of human movement: A survey. Computer Vision and Image Understanding, 73(1), 82–98. , & Davis, L. S. (2000, August). W4: Realtime surveillance of people and their activities. IEEE Transactions on Pattern Analysis and Machine Intelligence, 22(8), 809–830. MOUSE ❚❙❘ 461 Ivanov, Y. , & Bobick, A. F. (2000, August). Recognition of visual activities and interactions by stochastic parsing. IEEE Transactions on Pattern Analysis and Machine Intelligence, 22(8), 852–871. Moeslund, T.

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