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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
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
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
"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.
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.
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 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.
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.
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.
This volume launches a series that will focus on providing chapters that advance our understanding of human performance in organizational systems as cognitive engineering principles are applied. Topics addressed in this volume include: a historical review of a cognitive engineering research at a national laboratory; an adaptive learning system approach to designing an integrated-embedded training system; application of PRONET, a method that provides a useful representation of sequences of behaviour in a human-machine interaction; application of CTA, a method to explain the mental processes involved in performing a task; application of human performance modelling technologies in system design and evaluation; a review of training critical thinking skills that individuals and teams require in changing environments; a review of commercial simulations for team research; and research paradigms for human performance research in complex systems.
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.
Acceptance of new technology and systems by drivers is an important area of concern to governments, automotive manufacturers and equipment suppliers, especially technology that has significant potential to enhance safety. To be acceptable, new technology must be useful and satisfying to use. If not, drivers will not want to have it, in which case it will never achieve the intended safety benefit. Even if they have the technology, drivers may not use it if it is deemed unacceptable, or may not use it in the manner intended by the designer. At worst, they may seek to disable it. This book brings into a single edited volume the accumulating body of thinking and research on driver and operator acceptance of new technology. Bringing together contributions from international experts from around the world, the editors have shaped a book that covers the theory behind acceptance, how it can be measured and how it can be improved. Case studies are presented that provide data on driver acceptance of a wide range of new and emerging vehicle technology. Although driver acceptance is the central focus of this book, acceptance of new technology by operators in other domains, and across cultures, is also investigated. Similarly, perspectives are derived from domains such as human computer interaction, where user acceptance has long been regarded as a key driver of product success. This book comes at a critical time in the history of the modern motor vehicle, as the number of new technologies entering the modern vehicle cockpit rapidly escalates. The goal of this book is to inspire further research and development of new vehicle technology to optimise user acceptance of it; and, in doing so, to maximise its potential to be useful, satisfying to use and able to save human life.
Quickly learn the most widely used front-end development language with ease and confidence React JS Foundations: Building User Interfaces with ReactJS - An Approachable Guide walks readers through the fundamental concepts of programming with the explosively popular front-end tool known as React JS. Written by an accomplished full-stack engineer, speaker, and community organizer, React JS Foundations teaches readers how to understand React and how to begin building applications with it. The book: Explains and clarifies technical terminology with relevant and modern examples to assist people new to programming understand the language Helps experienced programmers quickly get up to speed with React Is stocked throughout with practical and applicable examples of day-to-day React work Perfect for beginner, intermediate, and advanced programmers alike, React JS Foundations will quickly bring you up to speed on one of the most useful and widely used front-end languages on the web today. You can start building your first application today.
This book explores Information theory (IT) tools, which have become state of the art to solve and understand better many of the problems in visualization. This book covers all relevant literature up to date. It is the first book solely devoted to this subject, written by leading experts in the field.
"Writing for Interaction" focuses on the art of creating the information experience as it appears within software and web applications, specifically in the form of user interface text. It also provides strategies for ensuring a consistent, positive information experience across a variety of delivery mechanisms, such as online help and social media. Throughout this book, you'll learn simple techniques for writing
consistent text with the right tone, how to select content delivery
mechanisms, and how straightforward, clear layouts help your
customer interact with your application. Divided into five
sections, the book completely covers the information experience
design process from beginning to end. You'll cover everything from
understanding your users and their needs, to creating personas,
designing the IX strategy, creating your information, and
evaluating the resulting information experience. This is your
one-stop reference for information experience
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. The proceedings provide a major interdisciplinary forum for researchers and engineers to present the most innovative studies and advances, which can serve as an excellent reference work for researchers and graduate students working on information technology and software engineering. Prof. Wei Lu, Dr. Guoqiang Cai, Prof. Weibin Liu and Dr. Weiwei Xing all work at Beijing Jiaotong University.
This book explores next-generation artificial intelligence based on the symbiosis between humans, machines and nature, including the rules and emerging patterns of recognition, and the integration and optimization of various flows through cyberspace, physical space and social space. It unveils a reciprocal human-machine-nature symbiotic mechanism together with relevant rules on structuring and evolving reality, and also proposes a multi-dimensional space for modelling reality and managing the methodologies for exploring reality. As such it lays the foundation for the emerging research area cyber-physical-social intelligence. Inspiring researchers and university students to explore the development of intelligence and scientific methodology, it is intended for researchers and broad readers with a basic understanding of computer science and the natural sciences. Next-generation artificial intelligence will extend machine intelligence and human intelligence to cyber-physical-social intelligence rendered by various interactions in cyberspace, physical space and social space. With the transformational development of science and society, a multi-dimensional reality is emerging and evolving, leading to the generation and development of various spaces obeying different principles. A fundamental scientific challenge is uncovering the essential mechanisms and principles that structure and evolve the reality emerging and evolving along various dimensions. Meeting this challenge requires identifying the basic relations between humans, machines and nature in order to reveal the cyber-physical-social principles.
As physical and digital interactions intertwine, new challenges for digital product designers and developers, as well as, industrial designers and architects are materializing. While well versed in designing navigation, organization, and labelling of websites and software, professionals are faced the crucial challenge of how to apply these techniques to information systems that cross communication channels that link the digital world to the physical world. Pervasive Information Architecture provides examples showing why and how one would: Model and shape information to adapt itself to users needs, goals, and seeking strategies Reduce disorientation and increase legibility and way-finding in digital and physical spaces Alleviate the frustration associated with choosing from an ever-growing set of information, services, and goods Suggest relevant connections between pieces of information,
services and goods to help users achieve their goals. *Master agile information structures while meeting the unique user needs on such devices as smart phones, GPS systems, and tablets *Find out the why and how of pervasive information architecture (IA) through detailed examples and real-world stories *Learn about trade-offs that can be made and techniques for even the most unique design challenges"
Disability and New Media examines how digital design is triggering disability when it could be a solution. Video and animation now play a prominent role in the World Wide Web and new types of protocols have been developed to accommodate this increasing complexity. However, as this has happened, the potential for individual users to control how the content is displayed has been diminished. Accessibility choices are often portrayed as merely technical decisions but they are highly political and betray a disturbing trend of ableist assumption that serve to exclude people with disability. It has been argued that the Internet will not be fully accessible until disability is considered a cultural identity in the same way that class, gender and sexuality are. Kent and Ellis build on this notion using more recent Web 2.0 phenomena, social networking sites, virtual worlds and file sharing. Many of the studies on disability and the web have focused on the early web, prior to the development of social networking applications such as Facebook, YouTube and Second Life. This book discusses an array of such applications that have grown within and alongside Web 2.0, and analyzes how they both prevent and embrace the inclusion of people with disability.
Design thinking as a user-centric innovation method has become more and more widespread during the past years. An increasing number of people and institutions have experienced its innovative power. While at the same time the demand has grown for a deep, evidence-based understanding of the way design thinking functions. This challenge is addressed by the Design Thinking Research Program between Stanford University, Palo Alto, USA and Hasso Plattner Institute, Potsdam, Germany. Summarizing the outcomes of the 5th program year, this book imparts the scientific findings gained by the researchers through their investigations, experiments and studies. The method of design thinking works when applied with diligence and insight. With this book and the underlying research projects, we aim to understand the innovation process of design thinking and the people behind it. The contributions ultimately center on the issue of building innovators. The focus of the investigation is on what people are doing and thinking when engaged in creative design innovation and how their innovation work can be supported.Therefore, within three topic areas, various frameworks, methodologies, mind sets, systems and tools are explored and further developed. The book begins with an assessment of crucial factors for innovators such as empathy and creativity, the second part addresses the improvement of team collaboration and finally we turn to specific tools and approaches which ensure information transfer during the design process. All in all, the contributions shed light and show deeper insights how to support the work of design teams in order to systematically and successfully develop innovations and design progressive solutions for tomorrow.
This open access book offers an original interdisciplinary overview of the role of haptic feedback in musical interaction. Divided into two parts, part I examines the tactile aspects of music performance and perception, discussing how they affect user experience and performance in terms of usability, functionality and perceived quality of musical instruments. Part II presents engineering, computational, and design approaches and guidelines that have been applied to render and exploit haptic feedback in digital musical interfaces. Musical Haptics introduces an emerging field that brings together engineering, human-computer interaction, applied psychology, musical aesthetics, and music performance. The latter, defined as the complex system of sensory-motor interactions between musicians and their instruments, presents a well-defined framework in which to study basic psychophysical, perceptual, and biomechanical aspects of touch, all of which will inform the design of haptic musical interfaces. Tactile and proprioceptive cues enable embodied interaction and inform sophisticated control strategies that allow skilled musicians to achieve high performance and expressivity. The use of haptic feedback in digital musical interfaces is expected to enhance user experience and performance, improve accessibility for disabled persons, and provide an effective means for musical tuition and guidance.
Human-Robot Interaction in Social Robotics explores important issues in designing a robot system that works with people in everyday environments. Edited by leading figures in the field of social robotics, it draws on contributions by researchers working on the Robovie project at the ATR Intelligent Robotics and Communication Laboratories, a world leader in humanoid interactive robotics. The book brings together, in one volume, technical and empirical research that was previously scattered throughout the literature. Taking a networked robot approach, the book examines how robots work in cooperation with ubiquitous sensors and people over telecommunication networks. It considers the use of social robots in daily life, grounding the work in field studies conducted at a school, train station, shopping mall, and science museum. Critical in the development of network robots, these usability studies allow researchers to discover real issues that need to be solved and to understand what kinds of services are possible. The book tackles key areas where development is needed, namely, in sensor networks for tracking humans and robots, humanoids that can work in everyday environments, and functions for interacting with people. It introduces a sensor network developed by the authors and discusses innovations in the Robovie humanoid, including several interactive behaviors and design policies. Exploring how humans interact with robots in daily life settings, this book offers valuable insight into how robots may be used in the future. The combination of engineering, empirical, and field studies provides readers with rich information to guide in developing practical interactive robots.
Handheld and mobile technologies have witnessed significant advances in functionality, leading to their widespread use as both business and social networking tools. Human-Computer Interaction and Innovation in Handheld, Mobile and Wearable Technologies reviews concepts relating to the design, development, evaluation, and application of mobile technologies. Studies on mobile user interfaces, mobile learning, and mobile commerce contribute to the growing body of knowledge on this expanding discipline.
This edited book introduces readers to the area of "Everyday Virtual and Augmented Reality". With Virtual and Augmented Reality technologies, becoming more pervasive in our homes and workplaces, new use cases and scenarios emerge together with new challenges that need to be addressed. These challenges encompass the design and implementation of appropriate VR/AR applications for ordinary environments that were not built with the explicit intention of supporting VR systems. The everyday/domestic environments present a range of issues that are usually not present in the physical locations purposed for VR and AR use in academic or professional environments, such as constrained spaces, presence of obstacles, absence of instrumentation, social and organizational restrictions etc. To address the above challenges, we collect the latest work from the Virtual Reality and Augmented Reality research community, by combining the presentation of general definitions and characterization of the field, of interaction concepts and techniques, of a variety of use cases and areas. The constellation of different environment examples (from education, sport to consumer and marketing), from across the globe and platforms, provide a comprehensive discussion on scientific and engineering methods, which enable the development of VR/AR systems in everyday context. |
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