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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
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.
This book introduces the basics in game usability and overall game UX mindset and techniques, as well as looking at current industry best practices and trends. Fully updated for its second edition, it includes practical advice on how to include usability in already tight development timelines, and how to advocate for UX and communicate results to higher-ups effectively. The book begins with an introduction to UX strategy considerations for games, and to UX design, before moving on to cover core user research and usability techniques as well as how to fit UX practices into the business process. It provides considerations of player differences and offers strategies for inclusion as well as chapters that give platform and context specific advice. With a wealth of new interviews with industry leaders and contributions from the very best in game UX, the book also includes brand new chapters on: Accessibility Mobile Game Usability Data Science Virtual and Augmented Reality Esports This book will be vital reading for all professional game developers and game UX advocates, as well as those students aspiring to work in game development and game UX.
This book introduces the basics in game usability and overall game UX mindset and techniques, as well as looking at current industry best practices and trends. Fully updated for its second edition, it includes practical advice on how to include usability in already tight development timelines, and how to advocate for UX and communicate results to higher-ups effectively. The book begins with an introduction to UX strategy considerations for games, and to UX design, before moving on to cover core user research and usability techniques as well as how to fit UX practices into the business process. It provides considerations of player differences and offers strategies for inclusion as well as chapters that give platform and context specific advice. With a wealth of new interviews with industry leaders and contributions from the very best in game UX, the book also includes brand new chapters on: Accessibility Mobile Game Usability Data Science Virtual and Augmented Reality Esports This book will be vital reading for all professional game developers and game UX advocates, as well as those students aspiring to work in game development and game UX.
This book explores how digital technology is altering the relationships between people and how the very nature of interface itself needs to be reconsidered to reflect this - how we can make sense of each other, handle ambiguities, negotiate differences, empathise and collectively make skilled judgments in our modern society. The author presents new directions for research at the relational-transactional intersection of contrasting disciplines of arts, science and technology, and in so doing, presents philosophical and artistic questions for future research on human connectivity in our digital age. The book presents frameworks and methods for conducting research and study of tacit engagement that includes ethnography, experiments, discourse analysis, gesture analysis, psycholinguistic analysis, artistic experiments, installations, and improvisation. Case studies illustrate the use of various methods and the application and emergence of frameworks. Tacit Engagement will be of interest to researchers, designers, teachers and students concerned with new media, social media and communications networks; interactive interfaces, including information systems, knowledge management, robotics, and presence technologies. Not since Michael Polanyi have we seen such wise science about the tacit: how we know more than we can tell. Gill brings to the present era of design and data a profoundly needed perspective on meaning that comes from social dialogue, skilled performance, relational gesture and rhythm. - Sha Xin Wei, Ph.D. (Synthesis, ASU)
Over the past 5 years, the concept of big data has matured, data science has grown exponentially, and data architecture has become a standard part of organizational decision-making. Throughout all this change, the basic principles that shape the architecture of data have remained the same. There remains a need for people to take a look at the "bigger picture" and to understand where their data fit into the grand scheme of things. Data Architecture: A Primer for the Data Scientist, Second Edition addresses the larger architectural picture of how big data fits within the existing information infrastructure or data warehousing systems. This is an essential topic not only for data scientists, analysts, and managers but also for researchers and engineers who increasingly need to deal with large and complex sets of data. Until data are gathered and can be placed into an existing framework or architecture, they cannot be used to their full potential. Drawing upon years of practical experience and using numerous examples and case studies from across various industries, the authors seek to explain this larger picture into which big data fits, giving data scientists the necessary context for how pieces of the puzzle should fit together.
This book provides readers with enough information for them to develop more sophisticated Angular applications that incorporate deep learning. The first three chapters of this book contain a short tour of basic Angular functionality, such as UI components and forms in Angular applications. The fourth chapter introduces you to deep learning, the problems it can solve, and some challenges for the future. You will also learn about MLPs (Multi Layer Perceptrons), CNNs (Convolutional Neural Networks), and a Keras-based code sample of a CNN with the MNIST dataset. The fifth chapter discusses RNNs (Recurrent Neural Networks), BPTT (Back Propagation Through Time), as well as LSTMs (Long Short Term Memory) and AEs (Auto Encoders). The sixth chapter introduces basic TensorFlow concepts, followedby tensorflowjs (i.e., TensorFlow in modern browsers), and some examples of Angular applications combined with deep learning.
This book constitutes the refereed post-conference proceedings of the 15th IFIP WG 5.1 International Conference on Product Lifecycle Management, PLM 2018, held in Turin, Spain, in July 2018. The 72 revised full papers presented were carefully reviewed and selected from 82 submissions. The papers are organized in the following topical sections: building information modeling; collaborative environments and new product development; PLM for digital factories and cyber physical systems; ontologies and data models; education in the field of industry 4.0; product-service systems and smart products; lean organization for industry 4.0; knowledge management and information sharing; PLM infrastructure and implementation; PLM maturity, implementation and adoption; 3D printing and additive manufacturing; and modular design and products and configuration and change management.
Mobile context-awareness is a popular research trend in the field of ubiquitous computing. Advances in mobile device sensory hardware and the rise of 'virtual' sensors such as web application programming interfaces (APIs) mean that the mobile user is exposed to a vast range of data that can be used for new advanced applications. Mobile Context Awareness presents work from industrial and academic researchers, focusing on novel methods of context acquisition in the mobile environment - particularly through the use of physical and virtual sensors - along with research into new applications utilising this context. In addition, the book provides insights into the technical and usability challenges involved in mobile context-awareness, as well as observations on current and future trends in the field.
"Immersive Multimodal Interactive Presence "presents advanced interdisciplinary approaches that connect psychophysical and behavioral haptics research with advances in haptic technology and haptic rendering. It delivers a summary of the results achieved in the IMMERSENCE European project and includes selected chapters by international researchers. Organized into two parts: I. Psychophysical and Behavioral Basis and II. Technology and Rendering, it is an excellent example of interdisciplinary research directed towards the advancement of multimodal immersive virtual environments with particular focus on haptic interaction. The twelve chapters of the book are grouped around three different scenarios representing different types of interactions in virtual environments: Person-Object (PO), Person-Object-Person (POP) and Person-Person (PP) interaction. Recent results of psychophysical and behavioral studies are reported along with new technological developments for haptic displays and novel haptic rendering techniques.
- Written by world-leading subject specialist in both sport management and artificial intelligence - Includes interviews with elite sports managers and coaches - Examines the competitive advantages offered by AI to a wide-range of areas including Recruitment, Performance & Tactics, Health & Fitness, Pedagogy, Broadcasting, eSports, Gambling, and Stadium Design
Haptics technology is being used more and more in different applications, such as in computer games for increased immersion, in surgical simulators to create a realistic environment for training of surgeons, in surgical robotics due to safety issues and in mobile phones to provide feedback from user action. The existence of these applications highlights a clear need to understand performance metrics for haptic interfaces and their implications on device design, use and application. Performance Metrics for Haptic Interfaces aims at meeting this need by establishing standard practices for the evaluation of haptic interfaces and by identifying significant performance metrics. Towards this end, a combined physical and psychophysical experimental methodology is presented. Firstly, existing physical performance measures and device characterization techniques are investigated and described in an illustrative way. Secondly, a wide range of human psychophysical experiments are reviewed and the appropriate ones are applied to haptic interactions. The psychophysical experiments are unified as a systematic and complete evaluation method for haptic interfaces. Finally, synthesis of both evaluation methods is discussed. The metrics provided in this state-of-the-art volume will guide readers in evaluating the performance of any haptic interface. The generic methodology will enable researchers to experimentally assess the suitability of a haptic interface for a specific purpose, to characterize and compare devices quantitatively and to identify possible improvement strategies in the design of a system.
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.
This book offers the reader a comprehensive view of the design space of wearable computers, cutting across multiple application domains and interaction modalities. Besides providing several examples of wearable technologies, Wearable Interaction illustrates how to create and to assess interactive wearables considering human factors in design decisions related to input entry and output responses. The book also discusses the impacts of form factors and contexts of use in the design of wearable interaction. Miniaturized components, flexible materials, and sewable electronics toolkits exemplify advances in technology that facilitated the design and development of wearable technologies. Despite such advances, creating wearable interfaces that are efficient is still challenging. The new affordances of on-body interfaces require the consideration of new interaction paradigms, so that the design decisions for the user interaction take into account key limitations in the interaction surfaces of wearables concerning input entry, processing power for output responses, and in the time and attention that wearers dedicate to complete their interaction. Under such constraints, creating interfaces with high usability levels is complex. Also, because wearables are worn continuously and in close contact with the human body, on-body interfaces must be carefully designed to neither disturb nor overwhelm wearers. The context of use and the potential of wearable technologies must be both well understood to provide users with relevant information and services using appropriate approaches and without overloading them with notifications. Wearable Interaction explains thoroughly how interactive wearables have been created taking into account the needs of end users as well as the vast potential that wearable technologies offer. Readers from academia, industry or government will learn how wearables can be designed and developed to facilitate human activities and tasks across different sectors.
This book collates the key security and privacy concerns faced by individuals and organizations who use various social networking sites. This includes activities such as connecting with friends, colleagues, and family; sharing and posting information; managing audio, video, and photos; and all other aspects of using social media sites both professionally and personally. In the setting of the Internet of Things (IoT) that can connect millions of devices at any one time, the security of such actions is paramount. Securing Social Networks in Cyberspace discusses user privacy and trust, location privacy, protecting children, managing multimedia content, cyberbullying, and much more. Current state-of-the-art defense mechanisms that can bring long-term solutions to tackling these threats are considered in the book. This book can be used as a reference for an easy understanding of complex cybersecurity issues in social networking platforms and services. It is beneficial for academicians and graduate-level researchers. General readers may find it beneficial in protecting their social-media-related profiles.
a short and accessible introduction to AI and computational creativity written by a leading expert
The book offers a unique model in an area where research is much-needed: the cognitive underpinnings, interactions and discursive effects of our evolving use of smartphones in everyday app-mediated communication, from text messages and gifs to images, video and social media apps The book gives attention to how both the particular interfaces of different apps and users' personal attributes influence the contexts and uses of smartphone communication The book includes insights from related disciplines such as media studies and sociology in an attempt to unpack the timeliest questions of our digitally mediated age This book will prove valuable for scholars and graduate students of communication, linguistics, pragmatics, media studies and sociology of mass media and will likewise engage upper-level undergraduate students
This book presents recent trends and enhancements in the convergence of immersive technology and smart cities. The authors discuss various domains such as medical education, construction, brain interface, interactive storytelling, edification, and journalism in relation to combining smart cities, IoT and immersive technologies. The book sets up a medium to promulgate insights and in depth understanding among experts in immersive technologies, IoT, HCI and associated establishments. The book also includes case studies, survey, models, algorithms, frameworks and implementations in storytelling, smart museum, medical education, journalism and more. Various practitioners, academicians and researchers in the domain contribute to the book.
This book presents a collection of results from the interdisciplinary research project "ELLI" published by researchers at RWTH Aachen University, the TU Dortmund and Ruhr-Universitat Bochum between 2011 and 2016. All contributions showcase essential research results, concepts and innovative teaching methods to improve engineering education. Further, they focus on a variety of areas, including virtual and remote teaching and learning environments, student mobility, support throughout the student lifecycle, and the cultivation of interdisciplinary skills.
The real-world value of knowledge in the mobile-device age. More people know who Khloe Kardashian is than who Rene Descartes was. Most can't find Delaware on a map, correctly spell the word occurrence, or name the largest ocean on the planet. But how important is it to fill our heads with facts? A few keystrokes can summon almost any information in seconds. Why should we bother learning facts at all? Bestselling author William Poundstone confronts that timely question in Head in the Cloud. He shows that many areas of knowledge correlate with the quality of our lives -- wealth, health, and happiness -- and even with politics and behavior. Combining Big Data survey techniques with eye-opening anecdotes, Poundstone examines what Americans know (and don't know) on topics ranging from quantum physics to pop culture. Head in the Cloud asks why we're okay with spelling errors on menus but not on resumes; why Fox News viewers don't know which party controls Congress; why people who know trivia make more money than those who don't; how individuals can navigate clickbait and media spin to stay informed about what really matters. Hilarious, humbling, and wildly entertaining, Head in the Cloud is a must-read for anyone who doesn't know everything.
This book addresses action research (AR), one of the main research methodologies used for academia-industry research collaborations. It elaborates on how to find the right research activities and how to distinguish them from non-significant ones. Further, it details how to glean lessons from the research results, no matter whether they are positive or negative. Lastly, it shows how companies can evolve and build talents while expanding their product portfolio. The book's structure is based on that of AR projects; it sequentially covers and discusses each phase of the project. Each chapter shares new insights into AR and provides the reader with a better understanding of how to apply it. In addition, each chapter includes a number of practical use cases or examples. Taken together, the chapters cover the entire software lifecycle: from problem diagnosis to project (or action) planning and execution, to documenting and disseminating results, including validity assessments for AR studies. The goal of this book is to help everyone interested in industry-academia collaborations to conduct joint research. It is for students of software engineering who need to learn about how to set up an evaluation, how to run a project, and how to document the results. It is for all academics who aren't afraid to step out of their comfort zone and enter industry. It is for industrial researchers who know that they want to do more than just develop software blindly. And finally, it is for stakeholders who want to learn how to manage industrial research projects and how to set up guidelines for their own role and expectations.
Imagine that you are the CEO of a software company. You know you compete in an environment that does not permit you to treat innovation as a secondary issue. But how should you manage your software innovation to get the most out of it? This book will provide you with the answer. Software innovation is multifaceted and the approaches used by companies can be very different. The team of authors that wrote this book took the assumption that there is no such thing as a universal software engineering process or innovation process. Some things work well for a certain company, others do not. The book is organized around what the authors call eight fundamental practice areas for innovation with software. Each practice area contains a number of activities that can help companies to master that practice area. It also contains industrial experience reports that illustrate the applicability of these practice areas in software companies and is structured in such a way that you can select and read only those practice areas that are relevant to your company. The book is written with an industrial target audience in mind. Its most important goal is to challenge companies by offering them a framework to become more innovation-driven, rather than engineering-driven. Intrigued? Here you will find details of what you and your company can do to understand, implement, and sustain continuous innovation.
" a must-read text that provides a historical lens to see how ubicomp has matured into a multidisciplinary endeavor. It will be an essential reference to researchers and those who want to learn more about this evolving field." -From the Foreword, Professor Gregory D. Abowd, Georgia Institute of Technology First introduced two decades ago, the term ubiquitous computing is now part of the common vernacular. Ubicomp, as it is commonly called, has grown not just quickly but broadly so as to encompass a wealth of concepts and technology that serves any number of purposes across all of human endeavor. While such growth is positive, the newest generation of ubicomp practitioners and researchers, isolated to specific tasks, are in danger of losing their sense of history and the broader perspective that has been so essential to the field 's creativity and brilliance. Under the guidance of John Krumm, an original ubicomp pioneer, Ubiquitous Computing Fundamentals brings together eleven ubiquitous computing trailblazers who each report on his or her area of expertise. Starting with a historical introduction, the book moves on to summarize a number of self-contained topics. Taking a decidedly human perspective, the book includes discussion on how to observe people in their natural environments and evaluate the critical points where ubiquitous computing technologies can improve their lives. Among a range of topics this book examines:
While we needn t become expert in every sub-discipline of ubicomp, it is necessary that we appreciate all the perspectives that make up the field and understand how our work can influence and be influenced by those perspectives. This is important, if we are to encourage future generations to be as successfully innovative as the field 's originators.
Technology is our conduit of power. In our modern world, technology is the gatekeeper deciding who shall have and who shall have not. Either technology works for you or you work for technology. It shapes the human race just as much as we shape it. But where is this symbiosis going? Who provides the directions, the intentions, the goals of this human-machine partnership? Such decisions do not derive from the creators of technology who are enmeshed in their individual innovations. They neither come from our social leaders who possess only sufficient technical understanding to react to innovations, not to anticipate or direct their progress. Neither is there evidence of some omnipotent 'invisible hand,' the simple fact is that no one is directing this enterprise. In Mind, Machine and Morality, Peter Hancock asks questions about this insensate progress and has the temerity to suggest some cognate answers. He argues for the unbreakable symbiosis of purpose and process, and examines the dangerous possibilities that emerge when science and purpose meet. Historically, this work is a modern-day child of Bacon's hope for the 'Great Instauration.' However, unlike its forebear, the focus here is on human-machine systems. The emphasis centers on the conception that the active, extensive face of modern philosophy is technology. Whatever we are to become is bound up not only in our biology but critically in our technology also. And to achieve rational progress we need to articulate manifest purpose. This book is one step along the purposive road. Drawing together his many seminal writings on human-machine interaction and adapting these works specifically for this collection, Peter Hancock provides real food for thought, delighting readers with his unique philosophical perspective and outstanding insights. This is theoretical work of the highest order and will open minds accordingly.
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 constitutes the refereed proceedings of the Third International Conference on Intelligence Science, ICIS 2018, held in Beijing China, in November 2018. The 44 full papers and 5 short papers presented were carefully reviewed and selected from 85 submissions. They deal with key issues in intelligence science and have been organized in the following topical sections: brain cognition; machine learning; data intelligence; language cognition; perceptual intelligence; intelligent robots; fault diagnosis; and ethics of artificial intelligence. |
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