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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
This book, originally published in 1992, encapsulates ten years of research at the Open University's Human Cognition Research Laboratory. The research investigates the problems of novice programmers, and is strongly oriented toward the design and implementation of "programming environments" aimed at eliminating or easing novices' problems. A range of languages is studied: Pascal, SOLO, Lisp, Prolog and "Knowledge Engineering Programming". The primary emphasis of the empirical studies is to gain some understanding of novices' "mental models" of the inner workings of computers. Such (erroneous) models are constructed by novices in their own heads to account for the idiosyncrasies of particular programming languages. The primary emphasis of the implementations described in the book is the provision of "automatic debugging aids", i.e. artificial intelligence programs which can analyse novices' buggy programs, and make sense of them, thereby providing useful advice for the novices. Another related strand taken in some of the work is the concept of "pre-emptive design", i.e. the provision of tools such as syntax-directed editors and graphical tracers which help programmers avoid many frequently-occurring errors. A common thread throughout the book is its Cognitive Science/Artificial Intelligence orientation. AI tools are used, for instance, to construct simulation models of subjects writing programs, in order to provide insights into what their deep conceptual errors are. At the other extreme, AI programs which were developed in order to help student debug their programs are observed empirically in order to ensure that they provide facilities actually needed by real programmers. This book will be of great interest to advanced undergraduate, postgraduate, and professional researchers in Cognitive Science, Artificial Intelligence, and Human-Computer Interaction.
Noise is everywhere and in most applications that are related to audio and speech, such as human-machine interfaces, hands-free communications, voice over IP (VoIP), hearing aids, teleconferencing/telepresence/telecollaboration systems, and so many others, the signal of interest (usually speech) that is picked up by a microphone is generally contaminated by noise. As a result, the microphone signal has to be cleaned up with digital signal processing tools before it is stored, analyzed, transmitted, or played out. This cleaning process is often called noise reduction and this topic has attracted a considerable amount of research and engineering attention for several decades. One of the objectives of this book is to present in a common framework an overview of the state of the art of noise reduction algorithms in the single-channel (one microphone) case. The focus is on the most useful approaches, i.e., filtering techniques (in different domains) and spectral enhancement methods. The other objective of Noise Reduction in Speech Processing is to derive all these well-known techniques in a rigorous way and prove many fundamental and intuitive results often taken for granted. This book is especially written for graduate students and research engineers who work on noise reduction for speech and audio applications and want to understand the subtle mechanisms behind each approach. Many new and interesting concepts are presented in this text that we hope the readers will find useful and inspiring.
Computers are increasingly able to mimic abilities we often think of as exclusively human - memory, decision-making and now, speech. A new generation of speech recognition systems can make at least some attempt at understanding what is said to them and can respond accordingly. These systems are coming into daily use for home banking, for airline flights enquiries and for placing orders over the telephone and are fast becoming more powerful and more pervasive. Using data taken from a major, European Union funded project on speech understanding, the SunDial project, this book shows how this data may be analyzed to yield important conclusions about the organization of both human-human and human-computer information dialogues. It describes the Wizard-of-Oz method of collecting speech dialogues from people who believe they are interacting with a speech understanding system before that system has been fully designed or built and it shows how the resulting dialogues may be analyzed to guide further design. This book provides detailed and comparative studies of human and human-computer speech dialogues, including analyses of opening and closing sequences and turn-taking.
This book's purpose is to offer various perspectives relating to
the development, effectiveness, and implementation of interactive
computing technology for health promotion--programs and
interventions aimed at improving various health-related outcomes
such as involvement in care, quality of life, adherence, disease
management, healthy lifestyle, and more. Its coverage includes:
This book's purpose is to offer various perspectives relating to
the development, effectiveness, and implementation of interactive
computing technology for health promotion--programs and
interventions aimed at improving various health-related outcomes
such as involvement in care, quality of life, adherence, disease
management, healthy lifestyle, and more. Its coverage includes:
Rapidly Prototyping Interfaces with InDesign guides readers to learn to create a wide range of interfaces, from mobile to desktop. With InDesign, interface prototyping takes minutes instead of days. This book is code-free and entirely hands-on with InDesign tools. This book acts as a guide for how to prototype user interfaces with InDesign, using diagrams, illustrations, and screen shots. This illustrated book concerns the creation and prototyping of eBooks, eMagazines, websites, desktop apps and movile apps. InDesign is an important tool for rapid prototyping, as no coding is involved. Key Features No available book provides this information. The reader will learn how to prototype a wide range of interfaces for both desktop and movile platforms. The book will include software screen shots and guide the reader step by step. The example prototypes will be interactive. Users can test them using interactive devices, such as desktop computers, tablets or mobile phones. The reader will learn how to prepare an effective portfolio and resume.
Powerful information technologies and the complex support systems they engender are evolving faster than people's ability to adjust to them. In the workplace, this leads to troublesome task performance, added stress on users, increased organizational inefficiency, and, in some cases, a heightened risk of wide-scale disaster. In the marketplace, it makes for consumer dissatisfaction. Clearly, traditional human-computer interaction (HCI) and system design (SD) solutions to this dilemma have proven woefully inadequate. What is needed is a fresh multidisciplinary approach offering a broader, more dynamic framework for assessing needs and designing usable, efficient systems. Taking modeling concepts from engineering, psychology, cognitive science, information science, and computer science, cognitive systems engineering (CSE) provides such a framework. This book is the first comprehensive guide to the emerging new field of CSE. Providing equal parts theory and practice, it is based on the authors' many years of experience with work systems in a wide range of work domains, including process control, manufacturing, hospitals, and libraries. Throughout, the emphasis is on powerful analytical techniques that enhance the systems designer's ability to see the "big picture", and to design for all crucial aspects of human-work interaction. Applicable to highly structured technical systems such as process plants, as well as less structured user-driven systems like libraries, these analytical techniques form the basis for the evaluation and design guidelines that make up the bulk of this book. And since the proof is in the pudding, the authors provide a chapter-length case history in which theydemonstrate the success of their approach when applied to a full-scale software design project. The project, a retrieval system for public libraries, is described in detail, from field studies to concept validation experiments, and, of course, the empirical evaluation of the system while in use by the library users and personnel. Computer-based information systems are rapidly becoming a fundamental part of the human landscape. How that landscape evolves over the next decade or so, whether it becomes a hostile one or one that generously supports the needs of future generations, is in the hands of all those involved with the study and design of information systems.
Based on a symposium honoring the extensive work of Allen Newell --
one of the founders of artificial intelligence, cognitive science,
human-computer interaction, and the systematic study of
computational architectures -- this volume demonstrates how
unifying themes may be found in the diversity that characterizes
current research on computers and cognition. The subject matter
includes:
There is perhaps no facet of modern society where the influence of
computer automation has not been felt. Flight management systems
for pilots, diagnostic and surgical aids for physicians,
navigational displays for drivers, and decision-aiding systems for
air-traffic controllers, represent only a few of the numerous
domains in which powerful new automation technologies have been
introduced. The benefits that have been reaped from this
technological revolution have been many. At the same time,
automation has not always worked as planned by designers, and many
problems have arisen--from minor inefficiencies of operation to
large-scale, catastrophic accidents. Understanding how humans
interact with automation is vital for the successful design of new
automated systems that are both safe and efficient.
The recent evolution of western societies has been characterized by
an increasing emphasis on information and communication. As the
amount of available information increases, however, the user --
worker, student, citizen -- faces a new problem: selecting and
accessing relevant information. More than ever it is crucial to
find efficient ways for users to interact with information systems
in a way that prevents them from being overwhelmed or simply
missing their targets. As a result, hypertext systems have been
developed as a means of facilitating the interactions between
readers and text. In hypertext, information is organized as a
network in which nodes are text chunks (e.g., lists of items,
paragraphs, pages) and links are relationships between the nodes
(e.g., semantic associations, expansions, definitions, examples --
virtually any kind of relation that can be imagined between two
text passages). Unfortunately, the many ways in which these
hypertext interfaces can be designed has caused a complexity that
extends far beyond the processing abilities of regular users.
Therefore, it has become widely recognized that a more rational
approach based on a thorough analysis of information users' needs,
capacities, capabilities, and skills is needed. This volume seeks
to meet that need.
The three volume set provides a systematic overview of theories and technique on social network analysis.Volume 2 of the set mainly focuses on the formation and interaction of group behaviors. Users' behavior analysis, sentiment analysis, influence analysis and collective aggregation are discussed in detail as well. It is an essential reference for scientist and professionals in computer science.
The series of IFAC Symposia on Analysis, Design and Evaluation of Man-Machine Systems provides the ideal forum for leading researchers and practitioners who work in the field to discuss and evaluate the latest research and developments. This publication contains the papers presented at the 6th IFAC Symposium in the series which was held in Cambridge, Massachusetts, USA.
There is a growing consensus in the human factors/ergonomics
community that human factors research has had little impact on
significant applied problems. Some have suggested that the problem
lies in the fact that much HF/E research has been based on the
wrong type of psychology, an information processing view of
psychology that is reductionistic and context-free. Ecological
psychology offers a viable alternative, presenting a richer view of
human behavior that is holistic and contextualized. The papers
presented in these two volumes show the conceptual impact that
ecological psychology can have on HF/E, as well as presenting a
number of specific examples illustrating the ecological approach to
human-machine systems. It is the first collection of papers that
explicitly draws a connection between these two fields. While work
in this area is only just beginning, the evidence available
suggests that taking an ecological approach to human
factors/ergonomics helps bridge the existing gap between basic
research and applied problems.
Technological development has changed the nature of industrial
production so that it is no longer a question of humans working
with a machine, but rather that a joint human machine system is
performing the task. This development, which started in the 1940s,
has become even more pronounced with the proliferation of computers
and the invasion of digital technology in all wakes of working
life. It may appear that the importance of human work has been
reduced compared to what can be achieved by intelligent software
systems, but in reality, the opposite is true: the more complex a
system, the more vital the human operator's task. The conditions
have changed, however, whereas people used to be in control of
their own tasks, today they have become supervisors of tasks which
are shared between humans and machines.
This book highlights the field of selfie biometrics, providing a clear overview and presenting recent advances and challenges. It also discusses numerous selfie authentication techniques on mobile devices. Biometric authentication using mobile devices is becoming a convenient and important means of verifying identity for secured access and services such as telebanking and electronic transactions. In this context, face and ocular biometrics in the visible spectrum has gained increased attention from the research community. However, device mobility and operation in uncontrolled environments mean that facial and ocular images captured with mobile devices exhibit substantial degradation as a result of adverse lighting conditions, specular reflections and motion and defocus blur. In addition, low spatial resolution and the small sensor of front-facing mobile cameras further degrade the sample quality, reducing the recognition accuracy of face and ocular recognition technology when integrated into smartphones. Presenting the state of the art in mobile biometric research and technology, and offering an overview of the potential problems in real-time integration of biometrics in mobile devices, this book is a valuable resource for final-year undergraduate students, postgraduate students, engineers, researchers and academics in various fields of computer engineering.
This book offers a comprehensive yet concise overview of the challenges and opportunities presented by the use of artificial intelligence in healthcare. It does so by approaching the topic from multiple perspectives, e.g. the nursing, consumer, medical practitioner, healthcare manager, and data analyst perspective. It covers human factors research, discusses patient safety issues, and addresses ethical challenges, as well as important policy issues. By reporting on cutting-edge research and hands-on experience, the book offers an insightful reference guide for health information technology professionals, healthcare managers, healthcare practitioners, and patients alike, aiding them in their decision-making processes. It will also benefit students and researchers whose work involves artificial intelligence-related research issues in healthcare.
The perception-action cycle is the circular flow of information that takes place between the organism and its environment in the course of a sensory-guided sequence of behaviour towards a goal. Each action causes changes in the environment that are analyzed bottom-up through the perceptual hierarchy and lead to the processing of further action, top-down through the executive hierarchy, toward motor effectors. These actions cause new changes that are analyzed and lead to new action, and so the cycle continues. The Perception-action cycle: Models, architectures and hardware book provides focused and easily accessible reviews of various aspects of the perception-action cycle. It is an unparalleled resource of information that will be an invaluable companion to anyone in constructing and developing models, algorithms and hardware implementations of autonomous machines empowered with cognitive capabilities. The book is divided into three main parts. In the first part, leading computational neuroscientists present brain-inspired models of perception, attention, cognitive control, decision making, conflict resolution and monitoring, knowledge representation and reasoning, learning and memory, planning and action, and consciousness grounded on experimental data. In the second part, architectures, algorithms, and systems with cognitive capabilities and minimal guidance from the brain, are discussed. These architectures, algorithms, and systems are inspired from the areas of cognitive science, computer vision, robotics, information theory, machine learning, computer agents and artificial intelligence. In the third part, the analysis, design and implementation of hardware systems with robust cognitive abilities from the areas of mechatronics, sensing technology, sensor fusion, smart sensor networks, control rules, controllability, stability, model/knowledge representation, and reasoning are discussed.
Proposing a new paradigm for Computer Supported Cooperative Work (CSCW), this ground-breaking book presents a research agenda for developing and testing that paradigm. It constitutes the first attempt to outline a comprehensive model of collaboration that integrates the cognitive/conceptual and social dynamics of groups. br br The challenge faced by all groups engaged in intellectual work is, on the one hand, to divide the task so that efforts of i individual members /i may proceed in parallel and, on the other hand, to synthesize their separate contributions to form a coherent whole. Addressing this challenge, Smith examines the general form of a theory of computer-based collaboration that extends across different tasks and working situations. He uses the work of Newell, Simon, and Anderson as a base from which to consider a group as a form of distributed information processing system. Within groups, there are constructs analogous to human long-term and short-term memory, conceptual processes, and problem solving and knowledge-construction strategies. He discusses two metacognitive issues -- awareness and control -- as they occur in collaborative behavior. And he reviews a number of advanced computer systems that support collaboration, focusing on their impact on the thinking and behavior of groups. br br Smith's theoretical framework combines elements of Information Processing System theory -- and its detailed process models of cognitive behavior -- with the situated perspective of activity theory. The book suggests new and useful ways of conceiving problems and solutions to all those interested in the ways in which people interact with each other and with computers to achievegoals. br
This volume's goal is to begin to document the dialogue processes
in naturally-occurring human tutoring, in the context of informing
the design of intelligent tutoring systems, and of interactive
systems in general. This project represents the first empirical
study of human tutorial dialogue from a conversation analytic
perspective -- the conversational interaction is the focus of
analysis rather than larger scale techniques for teaching. It is
also the first study of tutoring to make use of large quantities of
carefully transcribed tutoring conversations/dialogues.
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.
A new model of business has emerged within the Digital-Economy called Internetworked Enterprise (IE); it's a model that posits networks, communities of individuals and refusal of a centralized mindset as the core elements of the new frame of reference. Internetworked Enterprises are called by some scholars 'Extended' Enterprises, which use digital network to co-operate and compete with other e-business community partners by exchanging knowledge and information across trans-national borders. "Evolving Towards the Internetworked Enterprise: Technological and Organizational Perspectives" is an edited volume based on a three year research project financed by the Italian Ministry of Research and Education. Researchers for this project are located at Polytechnic of Milan, University of Milan, University of Chieti, Engineering S.P.A and ISUFI-University of Salento. This book presents an overview of IE business methodologies, models, and an interpretative framework analyzing the sector and organizational contingencies that influence the digitalization of organizational processes in networks of SMEs (Small and Medium Enterprise). A set of case studies that provide empirical evidence on the IE phenomenon is included as well. This book is designed for advanced-level students in computer science and business management concentrating on e-business, digital computing, information technology, economics of technology and innovation management as a reference or secondary text book. Practitioners working in these fields as corporate strategic planners and consultants will also find this book a valuable asset.
Data will not help you if you can't see it where you need it. Or can't collect it where you need it. Upon these principles, wearable technology was born. And although smart watches and fitness trackers have become almost ubiquitous, with in-body sensors on the horizon, the future applications of wearable computers hold so much more. A trusted reference for almost 15 years, Fundamentals of Wearable Computers and Augmented Reality goes beyond smart clothing to explore user interface design issues specific to wearable tech and areas in which it can be applied. Upon its initial publication, the first edition almost instantly became a trusted reference, setting the stage for the coming decade, in which the explosion in research and applications of wearable computers and augmented reality occurred. Written by expert researchers and teachers, each chapter in the second edition has been revised and updated to reflect advances in the field and provide fundamental knowledge on each topic, solidifying the book's reputation as a valuable technical resource as well as a textbook for augmented reality and ubiquitous computing courses. New Chapters in the Second Edition Explore: Haptics Visual displays Use of augmented reality for surgery and manufacturing Technical issues of image registration and tracking Augmenting the environment with wearable audio interfaces Use of augmented reality in preserving cultural heritage Human-computer interaction and augmented reality technology Spatialized sound and augmented reality Augmented reality and robotics Computational clothing From a technology perspective, much of what is happening now with wearables and augmented reality would not have been possible even five years ago. In the fourteen years since the first edition burst on the scene, the capabilities and applications of both technologies are orders of magnitude faster, smaller, and cheaper. Yet the book's overarching mission remains the same: to supply the fundamental information and basic knowledge about the design and use of wearable computers and augmented reality with the goal of enhancing people's lives.
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. |
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