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The Fourth Industrial Revolution


The Fourth Industrial Revolution

Author: Klaus Schwab

language: en

Publisher: Penguin UK

Release Date: 2017-01-03


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The founder and executive chairman of the World Economic Forum on how the impending technological revolution will change our lives We are on the brink of the Fourth Industrial Revolution. And this one will be unlike any other in human history. Characterized by new technologies fusing the physical, digital and biological worlds, the Fourth Industrial Revolution will impact all disciplines, economies and industries - and it will do so at an unprecedented rate. World Economic Forum data predicts that by 2025 we will see: commercial use of nanomaterials 200 times stronger than steel and a million times thinner than human hair; the first transplant of a 3D-printed liver; 10% of all cars on US roads being driverless; and much more besides. In The Fourth Industrial Revolution, Schwab outlines the key technologies driving this revolution, discusses the major impacts on governments, businesses, civil society and individuals, and offers bold ideas for what can be done to shape a better future for all.

Our Common Future


Our Common Future

Author: World Commission on Environment and Development

language: en

Publisher:

Release Date: 1987


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HCI International 2025 Posters


HCI International 2025 Posters

Author: Constantine Stephanidis

language: en

Publisher: Springer Nature

Release Date: 2025-07-09


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The eight-volume set, CCIS 2522-2529, constitutes the extended abstracts of the posters presented during the 27th International Conference on Human-Computer Interaction, HCII 2025, held in Gothenburg, Sweden, during June 22–27, 2025. The total of 1430 papers and 355 posters included in the HCII 2025 proceedings were carefully reviewed and selected from 7972 submissions. The papers presented in these eight volumes are organized in the following topical sections: Part I: Virtual, Tangible and Intangible Interaction; HCI for Health. Part II: Perception, Cognition and Interaction; Communication, Information, Misinformation and Online Behavior; Designing and Understanding Learning and Teaching experiences. Part III: Design for All and Universal Access; Data, Knowledge, Collaboration, Research and Technological Innovation. Part IV: Human-Centered Security and Privacy; Older Adults and Technology; Interacting and driving. Part V: Interactive Technologies for wellbeing; Game Design; Child-Computer Interaction. Part VI: Designing and Understanding XR Cultural Experiences; Designing Sustainable (Smart) Human Environments. Part VII: Design, Creativity and AI; eCommerce, Fintech and Customer Behavior. Part VIII: Interacting with Digital Culture; Interacting with GenAI and LLMs.