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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
"Human-Computer Interaction and Management Information Systems: Applications" offers state-of-the-art research by a distinguished set of authors who span the MIS and HCI fields. The original chapters provide authoritative commentaries and in-depth descriptions of research programs that will guide 21st century scholars, graduate students, and industry professionals. Human-Computer Interaction (or Human Factors) in MIS is concerned with the ways humans interact with information, technologies, and tasks, especially in business, managerial, organizational, and cultural contexts. It is distinctive in many ways when compared with HCI studies in other disciplines. The MIS perspective affords special importance to managerial and organizational contexts by focusing on analysis of tasks and outcomes at a level that considers organizational effectiveness. With the recent advancement of technologies and development of many sophisticated applications, human-centeredness in MIS has become more critical than ever before. This work focuses on applications and evaluations including special case studies, specific contexts or tasks, HCI methodological concerns, and the use and adoption process.
Emotion pervades human life in general, and human communication in particular, and this sets information technology a challenge. Traditionally, IT has focused on allowing people to accomplish practical tasks efficiently, setting emotion to one side. That was acceptable when technology was a small part of life, but as technology and life become increasingly interwoven we can no longer ask people to suspend their emotional nature and habits when they interact with technology. The European Commission funded a series of related research projects on emotion and computing, culminating in the HUMAINE project which brought together leading academic researchers from the many related disciplines. This book grew out of that project, and its chapters are arranged according to its working areas: theories and models; signals to signs; data and databases; emotion in interaction; emotion in cognition and action; persuasion and communication; usability; and ethics and good practice. The fundamental aim of the book is to offer researchers an overview of the related areas, sufficient for them to do credible work on affective or emotion-oriented computing. The book serves as an academically sound introduction to the range of disciplines involved - technical, empirical and conceptual - and will be of value to researchers in the areas of artificial intelligence, psychology, cognition and user-machine interaction.
This book offers a comprehensive introduction to seven commonly used image understanding techniques in modern information technology. Readers of various levels can find suitable techniques to solve their practical problems and discover the latest development in these specific domains. The techniques covered include camera model and calibration, stereo vision, generalized matching, scene analysis and semantic interpretation, multi-sensor image information fusion, content-based visual information retrieval, and understanding spatial-temporal behavior. The book provides aspects from the essential concepts overview and basic principles to detailed introduction, explanation of the current methods and their practical techniques. It also presents discussions on the research trends and latest results in conjunction with new development of technical methods. This is an excellent read for those who do not have a subject background in image technology but need to use these techniques to complete specific tasks. These essential information will also be useful for their further study in the relevant fields.
This book critically explores forms and techniques of calculation that emerge with digital computation, and their implications. The contributors demonstrate that digital calculative devices matter beyond their specific functions as they progressively shape, transform and govern all areas of our life. In particular, it addresses such questions as: How does the drive to make sense of, and productively use, large amounts of diverse data, inform the development of new calculative devices, logics and techniques? How do these devices, logics and techniques affect our capacity to decide and to act? How do mundane elements of our physical and virtual existence become data to be analysed and rearranged in complex ensembles of people and things? In what ways are conventional notions of public and private, individual and population, certainty and probability, rule and exception transformed and what are the consequences? How does the search for 'hidden' connections and patterns change our understanding of social relations and associative life? Do contemporary modes of calculation produce new thresholds of calculability and computability, allowing for the improbable or the merely possible to be embraced and acted upon? As contemporary approaches to governing uncertain futures seek to anticipate future events, how are calculation and decision engaged anew? Drawing together different strands of cutting-edge research that is both theoretically sophisticated and empirically rich, this book makes an important contribution to several areas of scholarship, including the emerging social science field of software studies, and will be a vital resource for students and scholars alike.
The focus from most Virtual Reality (VR) systems lies mainly on the visual immersion of the user. But the emphasis only on the visual perception is insufficient for some applications as the user is limited in his interactions within the VR. Therefore the textbook presents the principles and theoretical background to develop a VR system that is able to create a link between physical simulations and haptic rendering which requires update rates of 1\,kHz for the force feedback. Special attention is given to the modeling and computation of contact forces in a two-finger grasp of textiles. Addressing further the perception of small scale surface properties like roughness, novel algorithms are presented that are not only able to consider the highly dynamic behaviour of textiles but also capable of computing the small forces needed for the tactile rendering at the contact point. Final analysis of the entire VR system is being made showing the problems and the solutions found in the work
This book critically explores forms and techniques of calculation that emerge with digital computation, and their implications. The contributors demonstrate that digital calculative devices matter beyond their specific functions as they progressively shape, transform and govern all areas of our life. In particular, it addresses such questions as: How does the drive to make sense of, and productively use, large amounts of diverse data, inform the development of new calculative devices, logics and techniques? How do these devices, logics and techniques affect our capacity to decide and to act? How do mundane elements of our physical and virtual existence become data to be analysed and rearranged in complex ensembles of people and things? In what ways are conventional notions of public and private, individual and population, certainty and probability, rule and exception transformed and what are the consequences? How does the search for 'hidden' connections and patterns change our understanding of social relations and associative life? Do contemporary modes of calculation produce new thresholds of calculability and computability, allowing for the improbable or the merely possible to be embraced and acted upon? As contemporary approaches to governing uncertain futures seek to anticipate future events, how are calculation and decision engaged anew? Drawing together different strands of cutting-edge research that is both theoretically sophisticated and empirically rich, this book makes an important contribution to several areas of scholarship, including the emerging social science field of software studies, and will be a vital resource for students and scholars alike.
* Targests readers with a background in programming, interested in an introduction/refresher in statistical hypothesis testing * Uses Python throughout * Provides the reader with the opportunity of using the book whenever needed rather than following a sequential path.
As science becomes increasingly computational, the limits of what is computationally tractable become a barrier to scientific progress. Many scientific problems, however, are amenable to human problem solving skills that complement computational power. By leveraging these skills on a larger scale - beyond the relatively few individuals currently engaged in scientific inquiry - there is the potential for new scientific discoveries. This book presents a framework for mapping open scientific problems into video games. The game framework combines computational power with human problem solving and creativity to work toward solving scientific problems that neither computers nor humans could previously solve alone. To maximize the potential contributors to scientific discovery, the framework designs a game to be played by people with no formal scientific background and incentivizes long- term engagement with a myriad of collaborative on competitive reward structures. The framework allows for the continual coevolution of the players and the game to each other: as players gain expertise through gameplay, the game changes to become a better tool. The framework is validated by being applied to proteomics problems with the video game Foldit. Foldit players have contributed to novel discoveries in protein structure prediction, protein design, and protein structure refinement algorithms. The coevolution of human problem solving and computer tools in an incentivized game framework is an exciting new scientific pathway that can lead to discoveries currently unreachable by other methods.
This book provides an understanding of how current research and practice has contributed towards improving quality issues in software, interaction and value. The book includes chapters on new methods/approaches that will enhance the field of usability. A balance between theoretical and empirical approaches is maintained throughout, and all those interested in exploring usability issues in human-computer interaction will find this a very useful book.
Explosive Ordnance Disposal (EOD) personnel are some of the most highly trained people in the military, with a job description that spans defusing unexploded ordnance to protecting VIP's and state dignitaries. EOD are also one of the first military groups to work with robots every day. These robots have become an increasingly important tool in EOD work, enabling people to work at safer distances in many dangerous situations. Based on exploratory research investigating interactions between EOD personnel and the robots they use, this study richly describes the nuances of these reciprocal influences, especially those related to operator emotion associated with the robots. In particular, this book examines the activities, processes and contexts that influence or constrain everyday EOD human-robot interactions, what human factors are shaping the (robotic) technology and how people and culture are being changed by using it. The findings from this research have implications for future personnel training, and the refinement of robot design considerations for many fields that rely on critical small group communication and decision-making skills.
Digital media have become deeply immersed in our lives, heightening both hopes and fears of their affordances. While the internet, mobile phones, and social media offer their users many options, they also engender concerns about their manipulations and intrusions. Emotions Online explores the visions that shape responses to media and the emotional regimes that govern people's engagements with them. This book critically examines evidence on the role of digital media in emotional life. Offering a sociological perspective and using ideas from science and technology studies and media studies, it explores: * The dimensions and operations of the online emotional economy * Growing concerns about online harms and abuse, especially to children * 'Deepfakes' and other forms of image-based abuse * The role of hope in shaping online behaviours * 'Digital well-being' and its market * COVID-19's impacts on perceptions of digital media and Big Tech * Growing challenges to centralised control of the internet, and the implications for future emotional life The book breaks new ground in the sociological study of digital media and the emotions. It reveals the dynamics of online emotional regimes showing how deceptive designs and algorithm-driven technologies serve to attract and engage users. As it argues, digital media rely on the emotional labours of many people, including social media inf luencers and content moderators who make the internet seem smart. The book provides an invaluable overview of the evidence and debates on the role of digital media in emotional life and guidance for future research, policy, and action.
This book provides critical commentary on key issues around virtual reality, using media technology as a tool to challenge perspectives for learning and understanding cultural diversities. With a focus on empathy, embodiment and ethics, the book interrogates the use of immersive technologies for formal and informal educational contexts. Taking a critical approach to discourses around emerging technology and learning, the book presents the idea that a new literacy is emerging and an emphasis on media and technology is needed in the context of education to explore and experience cultural diversities. Employing a personal reflexive narrative, the chapters highlight key issues through research and interviews with leading practitioners in the field. Understanding Virtual Reality will be of great interest to academics and students interested in the effects of immersive realities on the education experience, and to anyone keen on exploring the paradigm shift from entertainment to education.
This is the first of two comprehensive volumes that provide a thorough and multi-faceted research into the emerging field of augmented reality games and consider a wide range of its major issues. These first ever research monographs on augmented reality games have been written by a team of 70 leading researchers, practitioners and artists from 20 countries. In Volume I, the phenomenon of the Pokemon GO game is analysed in theoretical, cultural and conceptual contexts, with emphasis on its nature and the educational use of the game in children and adolescents. Game transfer phenomena, motives for playing Pokemon GO, players' experiences and memorable moments, social interaction, long-term engagement, health implications and many other issues raised by the Pokemon GO game are systematically examined and discussed. Augmented Reality Games I is essential reading not only for researchers, practitioners, game developers and artists, but also for students (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games.
Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles. What can we learn from existing theories around agency? How do paratextual materials reflect design intention with regards to what the player can and cannot do in a videogame? How does game design shape the possibility space for player action? Through these questions and selected case studies that include AAA and independent games alike, the book presents a unique approach to studying agency that combines game design, game studies, and game developer discourse. By doing so, the book examines what discourses around player action, as well as a game's design can reveal about the nature of agency and videogame aesthetics. This book will appeal to readers specifically interested in videogames, such as game studies scholars or game designers, but also to media studies students and media and screen studies scholars less familiar with digital games.
The working group WG 11.4 of IFIP ran an iNetSec conference a few times in the past, sometimes together with IFIP security conference, sometimes as a stand-alone workshop with a program selected from peer-reviewed submissions. When we were elected to chair WG 11.4 we asked ourselveswhether the security and also the computer science community at large bene?ts from this workshop. In particular, as there aremany (too many?) securityconferences, it has become di?cult to keep up with the ?eld. After having talked to many colleagues, far too many to list all of them here, we decided to try a di?erent kind of workshop: one where people would attend to discuss open research topics in our ?eld, as typically only happens during the co?ee breaks of ordinary conferences. Toenablethiswecalledforabstractsof2pageswheretheauthorsoutlinethe open problems that they would like to discuss at the workshop, the intent being that the author would be given 15 minutes to present the topic and another 15 minutes for discussion. These abstracts were then read by all members of the Program Committee and ranked by them according to whether they thought thiswouldleadtoaninterestingtalk and discussion. We then simply selected the abstracts that got the best rankings. We were happy to see this result in many really interesting talks and disc- sions in the courseof the workshop.Ofcourse, these lively anddirect discussions are almost impossible to achieve in a printed text. Still, we asked the authors to distill the essence of these discussions into full papers. The results are in your hand
This book presents the outcomes of recent endeavors that are expected to foster significant advances in the areas of communication design, fashion design, interior design, and product design, as well as overlapping areas. The fourteen chapters highlight carefully selected contributions presented during the 6th EIMAD conference, held on February 22-23, 2018 at the School of Applied Arts, Campus da Talagueira, in Castelo Branco, Portugal. They report on outstanding advances that offer new theoretical perspectives and practical research directions in design, and which are aimed at fostering communication in a global, digital world, while also addressing key individual and societal needs.
Diagnostic Expertise in Organizational Environments provides a state-of-the-art foundation for a new paradigm in expertise research and practice. Skilled diagnosis is essential for accurate and efficient performance across a range of organizational contexts, including aviation, finance, rail, forensic investigation, firefighting, and medicine. However, it is also a complex process, subject to the abilities and experience of individual operators, the culture and practices of organizations, the relationships between operators, and the availability and usefulness of technology. As a consequence, diagnostic skills can be difficult to learn, maintain, and evaluate. This volume is a comprehensive approach that examines diagnostic expertise at the level of the individual practitioner, in the social context, and at the organizational level. The chapter authors comprise both academics and highly skilled practitioners so that there is a clear transition from understanding the problem of diagnostic skills to the implementation of solutions, either through redesign, training, and/or selection. It will appeal to those academics and practitioners interested and involved in this field and also prove useful to students of psychology, cognitive science education and/or computer interaction.
"Proceedings of the 2012 International Conference on Information
Technology and Software Engineering" presents selected articles
from this major event, which was held in Beijing, December 8-10,
2012. This book presents the latest research trends, methods and
experimental results in the fields of information technology and
software engineering, covering various state-of-the-art research
theories and approaches. The subjects range from intelligent
computing to information processing, software engineering, Web,
unified modeling language (UML), multimedia, communication
technologies, system identification, graphics and visualizing,
etc.
This engaging volume celebrates the life and work of Theodor Holm "Ted" Nelson, a pioneer and legendary figure from the history of early computing. Presenting contributions from world-renowned computer scientists and figures from the media industry, the book delves into hypertext, the docuverse, Xanadu and other products of Ted Nelson's unique mind. Features: includes a cartoon and a sequence of poems created in Nelson's honor, reflecting his wide-ranging and interdisciplinary intellect; presents peer histories, providing a sense of the milieu that resulted from Nelson's ideas; contains personal accounts revealing what it is like to collaborate directly with Nelson; describes Nelson's legacy from the perspective of his contemporaries from the computing world; provides a contribution from Ted Nelson himself. With a broad appeal spanning computer scientists, science historians and the general reader, this inspiring collection reveals the continuing influence of the original visionary of the World Wide Web.
This research topic was first established in China by Professor Shengzhao Long in 1981, with direct support from one of the greatest modern Chinese scientists, Xuesen Qian. In a letter to Shengzhao Long from October 22nd, 1993, Xuesen Qian wrote: "You have created a very important modern science subject and technology in China!" MMESE primarily focuses on the relationship between Man, Machine and Environment, studying the optimum combination of man-machine-environment systems. In this system, "Man" refers to working people as the subject in the workplace (e.g. operators, decision-makers); "Machine" is the general name for any object controlled by Man (including tools, machinery, computers, systems and technologies), and "Environment" describes the specific working conditions under which Man and Machine interact (e.g. temperature, noise, vibration, hazardous gases etc.). The three goals of optimization are to ensure "Safety, High efficiency and Economy" of man-machine-environment systems. These proceedings are an academic showcase of the best papers selected from more than 400 submissions, introducing readers to the top research topics and the latest developmental trends in the theory and application of MMESE. These proceedings are interdisciplinary studies on the concepts and methods of physiology, psychology, system engineering, computer science, environment science, management, education, and other related disciplines. Researchers and professionals who study an interdisciplinary subject crossing above disciplines or researchers on MMESE subject will be mainly benefited from these proceedings.
Conceptual Design for Interactive Systems: Designing for Performance and User Experience provides readers with a comprehensive guide to the steps necessary to take the leap from research and requirements to product design. The text presents a proven strategy for transforming research into a conceptual model, discussing the iterative process that allows users to build the essential foundation for a successful interactive system, while also taking the users' mental model into consideration. Readers will gain a better understanding of the framework they need to perceive, understand, and experience their tasks and processes in the context of their products. The text is ideal for those seeking a proven, innovative strategy for meeting goals through intuitive and effective thinking.
1. Provides a toolkit of templates for common VR interactions, as well as practical advice on when to use them and how to tailor them for specific use cases; 2. Includes case studies detailing the practical application of interaction theory discussed in each chapter; 3. Presents tables of guidelines for practicing VR developers, for reference during software development; 4. Covers procedures for Interface Evaluation - formulas and testing methodologies to ensure that VR interfaces are effective, efficient, engaging, error-tolerant, and easy to learn; 5. Non-linear organisation - chapters of the book on different concepts can be read to gain knowledge on a single topic, without requiring other chapters to be read beforehand; 6. Includes ancillaries - PowerPoint slides, 3D models, videos, and a teacher's guide
Welcome to the age of behavioral addiction—an age in which half of the American population is addicted to at least one behavior. We obsess over our emails, Instagram likes, and Facebook feeds; we binge on TV episodes and YouTube videos; we work longer hours each year; and we spend an average of three hours each day using our smartphones. Half of us would rather suffer a broken bone than a broken phone, and Millennial kids spend so much time in front of screens that they struggle to interact with real, live humans. In this revolutionary book, Adam Alter, a professor of psychology and marketing at NYU, tracks the rise of behavioral addiction, and explains why so many of today's products are irresistible. Though these miraculous products melt the miles that separate people across the globe, their extraordinary and sometimes damaging magnetism is no accident. The companies that design these products tweak them over time until they become almost impossible to resist. By reverse engineering behavioral addiction, Alter explains how we can harness addictive products for the good—to improve how we communicate with each other, spend and save our money, and set boundaries between work and play—and how we can mitigate their most damaging effects on our well-being, and the health and happiness of our children.
This is your must-have resource to the theoretical and practical concepts of mobile UX. You ll learn about the concepts and how to apply them in real-world scenarios. Throughout the book, the author provides you with 10 of the most commonly used archetypes in the UX arena to help illustrate what mobile UX is and how you can master it as quickly as possible. First, you ll start off learning how to communicate mobile UX flows visually. From there, you ll learn about applying and using 10 unique user experience patterns or archetypes for mobile. Finally, you ll understand how to prototype and use these patterns to create websites and apps. Whether you re a UX professional looking to master mobility or a
designer looking to incorporate the best UX practices into your
website, after reading this book, you ll be better equipped to
maneuver this emerging specialty.
"Ontology-based Application Integration" introduces UI-level (User Interface Level) application integration and discusses current problems which can be remedied by using ontologies. It shows a novel approach for applying ontologies in system integration. While ontologies have been used for integration of IT systems on the database and on the business logic layer, integration on the user interface layer is a novel field of research. This book also discusses how end users, not only developers, can benefit from semantic technologies. "Ontology-based Application Integration" presents the development of a software framework including a detailed ontology about user interfaces and interactions. This includes a running case study of a real world integrated emergency management system. The last section of this book discusses useful features that can be built on top of the framework for improving the user experience with future integrated information systems. "Ontology-based Application Integration" is designed as a reference book for practitioners and researchers who understand and work with the principles of applying semantic web technologies to a software engineering problem. This book will also make an excellent reference or secondary text book for advanced-level students concentrating on computer science. |
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