![]() |
![]() |
Your cart is empty |
||
Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
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.
The Handbook of Multimodal-Multisensor Interfaces provides the first authoritative resource on what has become the dominant paradigm for new computer interfaces- user input involving new media (speech, multi-touch, gestures, writing) embedded in multimodal-multisensor interfaces. These interfaces support smart phones, wearables, in-vehicle and robotic applications, and many other areas that are now highly competitive commercially. This edited collection is written by international experts and pioneers in the field. It provides a textbook, reference, and technology roadmap for professionals working in this and related areas. This first volume of the handbook presents relevant theory and neuroscience foundations for guiding the development of high-performance systems. Additional chapters discuss approaches to user modeling and interface designs that support user choice, that synergistically combine modalities with sensors, and that blend multimodal input and output. This volume also highlights an in-depth look at the most common multimodal-multisensor combinations-for example, touch and pen input, haptic and non-speech audio output, and speech-centric systems that co-process either gestures, pen input, gaze, or visible lip movements. A common theme throughout these chapters is supporting mobility and individual differences among users. These handbook chapters provide walk-through examples of system design and processing, information on tools and practical resources for developing and evaluating new systems, and terminology and tutorial support for mastering this emerging field. In the final section of this volume, experts exchange views on a timely and controversial challenge topic, and how they believe multimodal-multisensor interfaces should be designed in the future to most effectively advance human performance.
Internet technology has arguably changed the rules by which individuals, social movements, and institutions compete for political and cultural influence in technologically advanced societies. The author considers this reality through reference to the concept of hegemony; looking to the ways in which diverse actors in American civil society compete with one another while simultaneously challenging dominant sources of authority. The Arab/Israeli conflict is drawn upon as a boundary object holding direct interest to a wide range of state-aligned lobbies, broadly-based social movements, and marginalized 'extremist' groups, each of which hopes to affect the course of U.S. Mid-East policy. While various dimensions of internet use and activism are explored, Stephen Marmura directs particular attention to the importance and limitations of the World Wide Web as a mass medium. Examining phenomena ranging from mainstream news dissemination to the propaganda warfare visible online amongst racist, religious fundamentalist, and ultra-nationalist organizations, he argues the Net's greatest advantages are ultimately accrued by those most vested in the political status quo. Marmura argues further that widespread use of the Web is likely contributing to processes of social fragmentation, even as it reinforces ideological discourses favorable to state power.
The Handbook of Multimodal-Multisensor Interfaces provides the first authoritative resource on what has become the dominant paradigm for new computer interfaces- user input involving new media (speech, multi-touch, gestures, writing) embedded in multimodal-multisensor interfaces. These interfaces support smart phones, wearables, in-vehicle and robotic applications, and many other areas that are now highly competitive commercially. This edited collection is written by international experts and pioneers in the field. It provides a textbook, reference, and technology roadmap for professionals working in this and related areas. This first volume of the handbook presents relevant theory and neuroscience foundations for guiding the development of high-performance systems. Additional chapters discuss approaches to user modeling and interface designs that support user choice, that synergistically combine modalities with sensors, and that blend multimodal input and output. This volume also highlights an in-depth look at the most common multimodal-multisensor combinations-for example, touch and pen input, haptic and non-speech audio output, and speech-centric systems that co-process either gestures, pen input, gaze, or visible lip movements. A common theme throughout these chapters is supporting mobility and individual differences among users. These handbook chapters provide walk-through examples of system design and processing, information on tools and practical resources for developing and evaluating new systems, and terminology and tutorial support for mastering this emerging field. In the final section of this volume, experts exchange views on a timely and controversial challenge topic, and how they believe multimodal-multisensor interfaces should be designed in the future to most effectively advance human performance.
Computing is ubiquitous and if you think otherwise, that in itself might be the best evidence that it is so. Computers are omnipresent in modern life and the multimedia computing environment of today is becoming more and more seamless. Bringing together contributions from dozens of leading experts, Ubiquitous Multimedia Computing educates readers on Ubi-Media Computing on three levels: infrastructures, where fundamental technologies are being developed; middleware, where the integration of technologies and software systems continues to be defined; and applications, where its concepts are evolving into real-world products and processes. In presenting a wealth of new directions and new technology that is changing the way we communicate, learn, play, and live day by day, this book - Examines various architectures for delivering multimedia content including streaming devices , wireless networks, and various hybrids Looks at rapidly developing sensor technology including wearable computers Demonstrates the use of advanced HCI devices that allow the simplest body gestures to govern increasingly complex tasks Introduces newsputers that take the use of embedded image information in a host of practical directions Looks at how ubiquitous computing can eliminate traffic congestion and improve the efficiency and quality of medical care Looks at how computing is personalizing learning environments and revolutionizing our approach to the three R's. While these pages serve as a timely reference for researchers working in all areas of product development and human computer interaction, they also provide engineers, doctors, and many other professionals, as well as educators and graduate students with a view that reveals the otherwise invisible seams of this age of ubi-media computing.
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.
Implement the powerful multimedia and interactive capabilities offered by HTML5, including style control tools, illustration tools, video, audio, and rich media solutions. Understand how HTML5 is changing the web development game with this project-based book that shows you-not just tells you-what HTML5 can do for your websites. Reinforce your practical understanding of the new standard with demo applications and tutorials, so that execution is one short step away. HTML5 is the future of the web. Literally every web designer and developer needs to know how to use this language to create the types of web sites consumers now expect. This new edition of the bestseller teaches you to enhance your web designs with rich media solutions and interactivity, using detailed descriptions and hands-on projects for every step along the way. The second edition contains completely updated information, including more on mobility and video standards, plus new projects.The companion website, visualizetheweb.com, is packed full of extra information, online code libraries, and a user forum, offering even more opportunity to learn new skills, practice your coding and interact with other users.
Current computer graphics hardware and software make it possible to synthesize near photo-realistic images, but the simulation of natural-looking motion of articulated figures remains a difficultand challenging task. Skillfully rendered animation of humans, animals, and robots can delight and move us, but simulating their realistic motion holds great promise for many other applications as well, including ergonomic engineering design, clinical diagnosis of pathological movements, rehabilitation therapy, and biomechanics.Making Them Move presents the work of leading researchers in computer graphics, psychology, robotics and mechanical engineering who were invited to attend the Workshop on the Mechanics, Control and Animation of ArticulatedFigures held at the MIT Media Lab in April 1989. The book explores biological and robotic motor control, as well as state-of-the-art computergraphics techniques for simulating human and animal figures in a natural and physically realistic manner.
Develops a Comprehensive, Global Model for Contextually Based Processing Systems A new perspective on global information systems operation Helping to advance a valuable paradigm shift in the next generation and processing of knowledge, Introduction to Contextual Processing: Theory and Applications provides a comprehensive model for constructing a contextually based processing system. It explores the components of this system, the interactions of the components, key mathematical foundations behind the model, and new concepts necessary for operating the system. After defining the key dimensions of a model for contextual processing, the book discusses how data is used to develop a semantic model for contexts as well as language-driven context-specific processing actions. It then applies rigorous mathematical methods to contexts, examines basic sensor data fusion theory and applies it to the contextual fusion of information, and describes the means to distribute contextual information. The authors also illustrate a new type of data repository model to manage contextual data, before concluding with the requirements of contextual security in a global environment. This seminal work presents an integrated framework for the design and operation of the next generation of IT processing. It guides the way for developing advanced IT systems and offers new models and concepts that can support advanced semantic web and cloud computing capabilities at a global scale.
"Presence", the sense of "being there" in a mediated environment, has been applied to describe the user experience when interacting with advanced media interfaces such as virtual environments. Why examine the concept of presence? There are compelling practical and theoretical reasons. The definition of the construct of presence is of particular interest today because it has the potential relevance for the design and evaluation of a broad range of interactive and non-interactive media and applications in several areas such as medicine, entertainment, education and training. An enhanced sense of presence plays an important role in technologies such as the video telephone, high definition television (HDTV), 3G portable phones, home and arcade video games, the World Wide Web, and more. The book examines the different facets of the concept of presence. It begins by noting practical and theoretical reasons for studying this concept. Different theories of presence are identified and a detailed description of the concepts included in these conceptualizations is presented. Existing research and about the factors that encourage or discourage a sense of presence in media users as well as the physiological and psychological effects of presence are then outlined. Finally, suggestions concerning possible evolutions of this concept allowed by the diffusion of ambient intelligence and 3G portable communication are presented.
Understanding the complexity of tactic knowledge has become increasingly important to the enhancement of organizational flow. ""Tacit Knowledge in Organizational Learning"" aims to advocate the need for ""human factor"" consideration from a (tactic) knowledge capital point of view. ""Tacit Knowledge in Organizational Learning"" offers academicians and practitioners an illustration of the importance of tacit knowledge to an organization, presenting a means to measure and track tacit knowledge in individuals and recommendations on firm attributes and their ideal utilization of the tacit knowledge resource.
Managing the Web of Things: Linking the Real World to the Web presents a consolidated and holistic coverage of engineering, management, and analytics of the Internet of Things. The web has gone through many transformations, from traditional linking and sharing of computers and documents (i.e., Web of Data), to the current connection of people (i.e., Web of People), and to the emerging connection of billions of physical objects (i.e., Web of Things). With increasing numbers of electronic devices and systems providing different services to people, Web of Things applications present numerous challenges to research institutions, companies, governments, international organizations, and others. This book compiles the newest developments and advances in the area of the Web of Things, ranging from modeling, searching, and data analytics, to software building, applications, and social impact. Its coverage will enable effective exploration, understanding, assessment, comparison, and the selection of WoT models, languages, techniques, platforms, and tools. Readers will gain an up-to-date understanding of the Web of Things systems that accelerates their research.
Designing good application interfaces isn't easy now that companies need to create compelling, seamless user experiences across an exploding number of channels, screens, and contexts. In this updated third edition, you'll learn how to navigate through the maze of design options. By capturing UI best practices as design patterns, this best-selling book provides solutions to common design problems. You'll learn patterns for mobile apps, web applications, and desktop software. Each pattern contains full-color examples and practical design advice you can apply immediately. Experienced designers can use this guide as an idea sourcebook, and novices will find a road map to the world of interface and interaction design. Understand your users before you start designing Build your software's structure so it makes sense to users Design components to help users complete tasks on any device Learn how to promote wayfinding in your software Place elements to guide users to information and functions Learn how visual design can make or break product usability Display complex data with artful visualizations
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.
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.
"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.
Virtual reality (VR) can provide our minds with direct access to digital media in a way that seemingly has no limits. However, creating compelling VR experiences is an incredibly complex challenge. When VR is done well, the results are brilliant and pleasurable experiences that go beyond what we can do in the real world. When VR is done badly, not only is the system frustrating to use, but it can result in sickness. There are many causes of bad VR; some failures come from the limitations of technology, but many come from a lack of understanding perception, interaction, design principles, and real users. This book discusses these issues by emphasizing the human element of VR. The fact is, if we do not get the human element correct, then no amount of technology will make VR anything more than an interesting tool confined to research laboratories. Even when VR principles are fully understood, the first implementation is rarely novel and almost never ideal due to the complex nature of VR and the countless possibilities that can be created. The VR principles discussed in this book will enable readers to intelligently experiment with the rules and iteratively design towards innovative experiences.
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 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.
Design intuitive navigation for the ideal user experience Hundreds of thousands of Web designers and developers have relied on web usability expert Steve Krug's guide to help them understand the principles of intuitive navigation and information design. Witty, commonsensical, and eminently practical, it's one of the best-loved and most recommended books on the subject. Fresh perspectives and examples New chapter on mobile usability Still short, profusely illustrated...and best of all-fun to read If you've read it before, you'll rediscover what made Don't Make Me Think so essential to Web designers and developers around the world. If you've never read it, you'll see why so many people have said it should be required reading for anyone working on websites. "After reading it over a couple of hours and putting its ideas to work for the past five years, I can say it has done more to improve my abilities as a Web designer than any other book." -Jeffrey Zeldman, author of Designing with Web Standards
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.
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.
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.
Visual displays play a crucial role in knowledge generation and communication. The purpose of the volume is to provide researchers with a framework that helps them use visual displays to organize and interpret data; and to communicate their findings in a comprehensible way within different research (e.g., quantitative, mixed methods) and testing traditions that improves the presentation and understanding of findings. Further, this book includes contributions from leading scholars in testing and quantitative, qualitative, and mixed methods research, and results reporting. The volume's focal question is: What are the best principles and practices for the use of visual displays in the research and testing process, which broadly includes the analysis, organization, interpretation, and communication of data? The volume is organized into four sections. Section I provides a rationale for this volume; namely, that including visual displays in research and testing can enhance comprehension and processing efficiency. Section II includes addresses theoretical frameworks and universal design principles for visual displays. Section III examines the use of visual displays in quantitative, qualitative, and mixed methods research. Section IV focuses on using visual displays to report testing and assessment data.
Visual displays play a crucial role in knowledge generation and communication. The purpose of the volume is to provide researchers with a framework that helps them use visual displays to organize and interpret data; and to communicate their findings in a comprehensible way within different research (e.g., quantitative, mixed methods) and testing traditions that improves the presentation and understanding of findings. Further, this book includes contributions from leading scholars in testing and quantitative, qualitative, and mixed methods research, and results reporting. The volume's focal question is: What are the best principles and practices for the use of visual displays in the research and testing process, which broadly includes the analysis, organization, interpretation, and communication of data? The volume is organized into four sections. Section I provides a rationale for this volume; namely, that including visual displays in research and testing can enhance comprehension and processing efficiency. Section II includes addresses theoretical frameworks and universal design principles for visual displays. Section III examines the use of visual displays in quantitative, qualitative, and mixed methods research. Section IV focuses on using visual displays to report testing and assessment data. |
![]() ![]() You may like...
A Survey on Coordinated Power Management…
Thant Zin Oo, Nguyen H. Tran, …
Hardcover
R3,485
Discovery Miles 34 850
Mathematical Research for Blockchain…
Panos Pardalos, Ilias Kotsireas, …
Hardcover
R4,348
Discovery Miles 43 480
Electronic Design Automation for…
Luciano Lavagno, Igor L Markov, …
Paperback
R4,195
Discovery Miles 41 950
The Unicode Cookbook for Linguists
Steven Moran, Michael Cysouw
Hardcover
R1,059
Discovery Miles 10 590
Legends - The Superhero Role Playing…
Jack Matchette, Chad Matchette
Hardcover
Physics-Based Vision: Principles and…
Lawrence B. Wolff, Steven A. Shafer, …
Hardcover
R3,785
Discovery Miles 37 850
|