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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
This book gathers new empirical findings fostering advances in the areas of digital and communication design, web, multimedia and motion design, graphic design, branding, and related ones. It includes original contributions by authoritative authors based on the best papers presented at the 5th International Conference on Digital Design and Communication, Digicom 2021, together with some invited chapters written by leading international researchers. They report on innovative design strategies supporting communication in a global, digital world, and addressing, at the same time, key individual and societal needs. This book is intended to offer a timely snapshot of technologies, trends and challenges in the area of design, communication and branding, and a bridge connecting researchers and professionals of different disciplines, such as graphic design, digital communication, corporate, UI Design and UX design.
While there is a lot of talk about how we now live in a knowledge society, the reality has been less impressive: We have yet to truly transition to a knowledge society-in part, this book argues, because discussion mostly focuses on a knowledge economy and information society rather than on ways to mobilise to create an actual knowledge society. That all may change, however, with the rise of open data and big data. This book considers the role of the open data movement in fostering transformation, showing that at the heart of any successful mobilisation will be an emerging open data ecosystem and new ways for societal actors to effectively produce and use data.
Restart prepares readers to do the hard work of reentering an in-person post-pandemic world by examining the relationships we have formed with ourselves, our devices, and others in quarantine. Social anxiety and a tendency to avoid any awkwardness in embodied spaces were on the rise before the pandemic. Matters are far worse now that we have spent more than a year overly reliant upon our technology, incapable of safely spending time socially and relationally with others. All the while, research indicates that the kind of resilience and grit that in-person interactions involve are crucial for life satisfaction and success. This means that the social isolation from which we are emerging will have profound and lasting effects on us unless we actively work to re-integrate communal living healthily. In Restart: Designing a Healthy Post-Pandemic Life, Doreen Dodgen-Magee discusses how to harness the energy of the global re-opening of day-to-day in-person life and how to use that energy to create healthier relationships with technology, our social connections, and ourselves. Special emphasis on social anxiety, the re-opening of businesses, and how to help children through this transition is offered. Readers will learn how to break habits that hurt us/them, keep us/them isolated, and damage our/their mental health. Also offered are tips, tools, and recommendations for how to set norms that will help readers manage their anxiety, hesitance, and over-excitement about reentering an interactive world.
Neuro-robotics is one of the most multidisciplinary fields of the last decades, fusing information and knowledge from neuroscience, engineering and computer science. This book focuses on the results from the strategic alliance between Neuroscience and Robotics that help the scientific community to better understand the brain as well as design robotic devices and algorithms for interfacing humans and robots. The first part of the book introduces the idea of neuro-robotics, by presenting state-of-the-art bio-inspired devices. The second part of the book focuses on human-machine interfaces for performance augmentation, which can seen as augmentation of abilities of healthy subjects or assistance in case of the mobility impaired. The third part of the book focuses on the inverse problem, i.e. how we can use robotic devices that physically interact with the human body, in order (a) to understand human motor control and (b) to provide therapy to neurologically impaired people or people with disabilities.
Behavior Change Research and Theory: Psychological and Technological Perspectives provides a unified account of behavior change theories and broad coverage of application domains and best practices. From a psychological and human-computer interaction perspective, the book puts a strong emphasis on the psychological foundations of behavior change, and explores the relationship between technology and behavior change. It will cover the major behavior change theories: planned behavior; health belief model; protection motivation; transtheoretical; and more recent approaches to behavior change like Nudge, and Mindspace. The section on health research and behavior change will cover interventions like diet and fitness, mental health, smoking cessation, and diabetes management. Topics also include financial and security research, and behavior change in relation to financial and other forms of sensitive information (passwords, phishing, and financial transactions). The last section will highlight the challenges and opportunities afforded by the increasing use of mobile technology with respect to the design of programs and apps aimed at facilitating behavior change and the role of social media.
This book constitutes selected, revised and extended papers from the 13th International Conference on Computer Supported Education, CSEDU 2021, held as a virtual event in April 2021. The 27 revised full papers were carefully reviewed and selected from 143 submissions. They were organized in topical sections as follows: artificial intelligence in education; information technologies supporting learning; learning/teaching methodologies and assessment; social context and learning environments; ubiquitous learning; current topics.
Data Visualization in Enlightenment Literature and Culture explores the new interpretive possibilities offered by using data visualization in eighteenth-century studies. Such visualizations include tabulations, charts, k-means clustering, topic modeling, network graphs, data mapping, and/or other illustrations of patterns of social or intellectual exchange. The contributions to this collection present groundbreaking research of texts and/or cultural trends emerging from data mined from existing databases and other aggregates of sources. Describing both small and large digital projects by scholars in visual arts, history, musicology, and literary studies, this collection addresses the benefits and challenges of employing digital tools, as well as their potential use in the classroom. Chapters 1, 3, 8 and 10 are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
This book, Management Information and Optoelectronic Engineering, is a collection of papers presented at the 2015 International Conference on Management, Information and Communication and the 2015 International Conference on Optics and Electronics Engineering which was held on October 24-25, 2015 in Xia Men, China. The book provides state-of-the-art research results and development activities in Optics and Electronics Engineering, Management, Information and Communication and will benefit researchers and practitioners in the field.
This book provides a general introduction to the R Commander graphical user interface (GUI) to R for readers who are unfamiliar with R. It is suitable for use as a supplementary text in a basic or intermediate-level statistics course. It is not intended to replace a basic or other statistics text but rather to complement it, although it does promote sound statistical practice in the examples. The book should also be useful to individual casual or occasional users of R for whom the standard command-line interface is an obstacle.
Successful User Experience: Strategy and Roadmaps provides you with a hands-on guide for pulling all of the User Experience (UX) pieces together to create a strategy that includes tactics, tools, and methodologies. Leveraging material honed in user experience courses and over 25 years in the field, the author explains the value of strategic models to refine goals against available data and resources. You will learn how to think about UX from a high level, design the UX while setting goals for a product or project, and how to turn that into concrete actionable steps. After reading this book, you'll understand: How to bring high-level planning into concrete actionable steps How Design Thinking relates to creating a good UX How to set UX Goals for a product or project How to decide which tool or methodology to use at what point in product lifecycle This book takes UX acceptance as a point of departure, and builds on it with actionable steps and case studies to develop a complete strategy, from the big picture of product design, development and commercialization, to how UX can help create stronger products. This is a must-have book for your complete UX library.
Usability Testing Essentials presents a practical, step-by-step approach to learning the entire process of planning and conducting a usability test. It explains how to analyze and apply the results and what to do when confronted with budgetary and time restrictions. This is the ideal book for anyone involved in usability or user-centered design-from students to seasoned professionals. Filled with new examples and case studies, Usability Testing Essentials, Second Edition is completely updated to reflect the latest approaches, tools and techniques needed to begin usability testing or to advance in this area.
"Fundamentally, making games is designing with others, everyone contributing from different angles towards the best possible product. Conclusively, Garcia-Ruiz has chosen a collection of chapters that demonstrates several different aspects of working in gaming and working with others that stands to raise the level of expertise in the field." -Veronica Zammitto, Senior Lead Games User Research, Electronic Arts, Inc., from the Foreword Usability is about making a product easy to use while meeting the requirements of target users. Applied to video games, this means making the game accessible and enjoyable to the player. Video games with high usability are generally played efficiently and frequently while enjoying higher sales volumes. The case studies in this book present the latest interdisciplinary research and applications of games user research in determining and developing usability to improve the video game user experience at the human-computer interface level. Some of the areas examined include practical and ethical concerns in conducting usability testing with children, audio experiences in games, tangible and graphical game interfaces, controller testing, and business models in mobile gaming. Games User Research: A Case Study Approach provides a highly useful resource for researchers, practitioners, lecturers, and students in developing and applying methods for testing player usability as well as for conducting games user research. It gives the necessary theoretical and practical background for designing and conducting a test for usability with an eye toward modifying software interfaces to improve human-computer interaction between the player and the game.
The content of this textbook is organized as a theory of language for the construction of talking robots. The main topic is the mechanism of natural language communication in both the speaker and the hearer. In the third edition the author has modernized the text, leaving the overview of traditional, theoretical, and computational linguistics, analytic philosophy of language, and mathematical complexity theory with their historical backgrounds intact. The format of the empirical analyses of English and German syntax and semantics has been adapted to current practice; and Chaps. 22-24 have been rewritten to focus more sharply on the construction of a talking robot.
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.
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.
* 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.
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.
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.
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
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.
" Gender and Computers" presents evidence that shows that girls and
young women are being left behind on the road to information
technology. This book not only documents the digital divide but
also provides guideposts to overcoming it. Social psychological
theories and data are brought to bear on understanding the societal
and environmental roots of the divide. Remedies ranging from family
dynamics to teacher-student interactions to the controversial
question of the gender organization of schools and school systems
are proposed.
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. |
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