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Computers & Human Interaction

Insight through Inquiry

Interactive visualization is emerging as a vibrant new form of communication, providing compelling presentations that allow viewers to interact directly with information in order to construct their own understandings of it. Building on a long tradition of print-based information visualization, interactive visualization utilizes the technological capabilities of computers, the Internet, and computer graphics to marshal multifaceted information in the service of making a point visually.

The mobile device is changing the ways we interact with each other and with the world. The mobile experience is distinct from the desktop or laptop experience; mobile apps require a significantly different design philosophy as well as design methods that reflect the unique experience of computing in the world. This book presents an approach to designing mobile media that takes advantage of the Internet-connected, context-aware, and media-sharing capabilities of mobile devices.

Principles of Interaction Programming

Interactive systems and devices, from mobile phones to office copiers, do not fulfill their potential for a wide variety of reasons—not all of them technical. Press On shows that we can design better interactive systems and devices if we draw on sound computer science principles. It uses state machines and graph theory as a powerful and insightful way to analyze and design better interfaces and examines specific designs and creative solutions to design problems.

Activity Theory and Interaction Design

Activity theory holds that the human mind is the product of our interaction with people and artifacts in the context of everyday activity. Acting with Technology makes the case for activity theory as a basis for understanding our relationship with technology. Victor Kaptelinin and Bonnie Nardi describe activity theory's principles, history, relationship to other theoretical approaches, and application to the analysis and design of technologies. The book provides the first systematic entry-level introduction to the major principles of activity theory.

Game Design Fundamentals

As pop culture, games are as important as film or television--but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games.


Computers and Thought showcases the work of the scientists who not only defined the field of Artificial Intelligence, but who are responsible for having developed it into what it is today. Originally published in 1963, this collection includes twenty classic papers by such pioneers as A. M. Turing and Marvin Minsky who were behind the pivotal advances in artificially simulating human thought processes with computers.

Cautionary Tales and Ethical Dilemmas in Computing

For anyone interested in the issues arising from computer malfunctions and, more perniciously, from misuse, this new edition of Computer Ethics is right on the mark. Widely acclaimed for its readability and its balanced and authoritative coverage, Computer Ethics has been thoroughly revised and updated with new anecdotes, new revelations, and lively discussion of the ethical, social, and professional issues arising from the computer revolution, such as computer crime, software theft, hacking, viruses, and the invasion of privacy.

This book presents a coherent approach to the fast moving field of machine vision, using a consistent notation based on a detailed understanding of the image formation process. It covers even the most recent research and will provide a useful and current reference for professionals working in the fields of machine vision, image processing, and pattern recognition.An outgrowth of the author's course at MIT, Robot Vision presents a solid framework for understanding existing work and planning future research.