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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
Scholars have long recognized the media's role in shaping and reflecting the way we see the world, ourselves, and others. In particular, they have understood that the media plays a vital part in the social and cultural construction of disability. Moreover, as new types of media proliferate, and become increasingly important in our daily lives, addressing the sometimes difficult questions surrounding the relationship between disability and the media is more important than ever. In particular, what is the media's role in the disablement of people with impairments and can it also act as a powerful agent of change? And how are attitudes towards people with disabilities constantly reinscribed through media such as television, film, and the Internet? Now, this new four-volume collection from Routledge's acclaimed Critical Concepts in Media and Cultural Studies series enables users readily to access and make sense of the essential texts of disability-and-media scholarship. The collection is organized into four principal parts: Disability and the Mass Media; Disability and Film; Disability and Popular Culture; and Disability, the Internet, and New Media. Fully indexed and with an introduction newly written by the editors, Disability and the Media is an indispensable reference resource for researchers and students.
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.
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.
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.
This monograph integrates theoretical perspectives on affect and learning with recent research in affective computing with an emphasis on building new learning technologies. The "new perspectives" come from the intersection of several research themes: - Basic research on emotion, cognition, and motivation applied to learning environments - Pedagogical and motivational strategies that are sensitive to affective and cognitive processes - Multimodal Human Computer Interfaces, with a focus on affect recognition and synthesis - Recent advances in affect-sensitive Intelligent Tutoring Systems - Novel methodologies to investigate affect and learning - Neuroscience research on emotions and learning"
This book seeks to establish an interdisciplinary, applied social
scientific model for researchers and students that advocates a
cooperative effort between machines and people. After showing that
basic research on social processes offers much needed guidance for
those creating technology and designing tools for group work, its
papers demonstrate the mutual relevance of social science and
information system design, and encourage better integration of
these disciplines.
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.
This book gathers together, in a new way, established and contemporary thinking about how to get the best out of information technology and information systems investments. Working managers who are beset by the complexities of information management in the age of Big Data and the Social Web, and students who are trying to make sense of information management in a chaotic world that is more and more driven by the Internet, will all benefit from this new treatment of a long-standing and problematic domain. Importantly, the book reveals and clarifies the dependencies that exist between the inner world of information technology and the outer world of people and organisations at work. The book differs from other books in its reflective approach. It avoids lengthy, descriptive, and prescriptive dogma. Rather, it provides tools for thinking about information management and it identifies strategic and tactical options at six levels: from the simple consideration of information technology and information systems, right through to issues of organisational performance and business strategy. At the heart of the matter are two critical and tightly connected issues: the ways that we conceive and manage an organisation's processes, and the ways that we conceive and manage the information that an organisation needs to sustain those processes. The six-level framework that achieves this clarity is the "Information Management Body of Knowledge" (familiarly known as the "IMBOK"). This easy-to-understand and easy-to-remember framework has been found to be extremely useful in business, in government, in civil society and in education. Throughout the book, selected research papers are identified and summarised. There are also summary chapters from three different operational perspectives: performance and competency assessment using the IMBOK, undertaking research into related issues, and a review of parallel expert thinking. This book stands as a reference point and resource for all those who need to straddle the disparate worlds of "information technology" and "business". It provides firm pedagogical foundations for courses dealing with business management in the information age, and it provides a sound reference framework for researchers who need to position research projects related to information technology and information systems in a wider context. For busy managers, who simply wish to identify, understand and successfully manage information technology-related opportunities, it provides an ideal arrangement of ideas and tools that will help them.
Research Methods in Human-Computer Interaction is a comprehensive guide to performing research and is essential reading for both quantitative and qualitative methods. Since the first edition was published in 2009, the book has been adopted for use at leading universities around the world, including Harvard University, Carnegie-Mellon University, the University of Washington, the University of Toronto, HiOA (Norway), KTH (Sweden), Tel Aviv University (Israel), and many others. Chapters cover a broad range of topics relevant to the collection and analysis of HCI data, going beyond experimental design and surveys, to cover ethnography, diaries, physiological measurements, case studies, crowdsourcing, and other essential elements in the well-informed HCI researcher's toolkit. Continual technological evolution has led to an explosion of new techniques and a need for this updated 2nd edition, to reflect the most recent research in the field and newer trends in research methodology. This Research Methods in HCI revision contains updates throughout, including more detail on statistical tests, coding qualitative data, and data collection via mobile devices and sensors. Other new material covers performing research with children, older adults, and people with cognitive impairments.
This book is concerned with the ways in which organizations design, build and use information technology systems. In particular it looks at the interaction between these IT-centred activities and the broader management processes within organizations. The authors adopt a critical social science perspective on these issues, and are primarily concerned with advancing theoretical debates on how best to understand the related processes of technological and organizational change. To this end, the book examines and deploys recent work on power/knowledge, actor-network theory and critical organization theory. The result is an account of the nature and significance of information systems in organizations which is an alternative perspective to pragmatic and recipe-based approaches to this topic which dominate much contemporary management literature on IT. This book is intended for academic: Management and social science academics and postgraduate students of IT strategy and organization. Practitioner: Senior managers concerned with IT and strategy issues.
C-RAN and virtualized Small Cell technology poses several major research challenges. These include dynamic resource allocation, self-configuration in the baseband pool, high latency in data transfer between radio unit and baseband unit, the cost of data delivery, high volume of data in the network, software networking aspects, potential energy savings, security concerns, privacy of user's personal data at a remote place, limitations of virtualized environment, etc. This book provides deeper insights into the next generation RAN architecture and surveys the coexistence of SDN, C-RAN and Small Cells solutions proposed in the literature at different levels.
User interface design is a challenging, multi-disciplinary
activity that requires understanding a wide range of concepts and
techniques that are often subjective and even conflicting. Imagine
how much it would help if there were a single perspective that you
could use to simplify these complex issues down to a small set of
objective principles. In "UI is Communication," Everett McKay
explains how to design intuitive user interfaces by focusing on
effective human communication. A user interface is ultimately a
conversation between users and technology. Well-designed user
interfaces use the language of UI to communicate to users
efficiently and naturally. They also recognize that there is an
emotional human being at the other end of the interaction, so good
user interfaces strive to make an emotional connection. Applying
what you learn from "UI is Communication" will remove much of the
mystic, subjectiveness, and complexity from user interface design,
and help you make better design decisions with confidence. It s the
perfect introduction to user interface design.
Today's ubiquitous computing technology is imbedded in everyday objects from cars to clothes to shipping containers, whose location, context, and state can be monitored, instantly processed, and acted upon. This new volume in the "Advances in Management Information Systems" series provides an in-depth review of the state-of-the-art practices and research opportunities in a new era where information technology resides in physical space. Written for both scholars and practitioners, "Pervasive Information Systems" is organized into three sections, each investigating a distinct part of the subject. Part I focuses on the design challenges of Pervasive Information Systems (PS), and discusses issues relating to the coordination of PS through middleware structures as well as issues related to the efficient deployment of PS. Part II discusses the challenges and limitations of deploying pervasive technologies to support domestic, corporate, and public systems. Part III presents two emerging research fields of PS - design for aesthetics and PS evaluation.
"Human-Computer Interaction and Management Information Systems: Applications" offers state-of-the-art research by a distinguished set of authors who span the MIS and HCI fields. The original chapters provide authoritative commentaries and in-depth descriptions of research programs that will guide 21st century scholars, graduate students, and industry professionals. Human-Computer Interaction (or Human Factors) in MIS is concerned with the ways humans interact with information, technologies, and tasks, especially in business, managerial, organizational, and cultural contexts. It is distinctive in many ways when compared with HCI studies in other disciplines. The MIS perspective affords special importance to managerial and organizational contexts by focusing on analysis of tasks and outcomes at a level that considers organizational effectiveness. With the recent advancement of technologies and development of many sophisticated applications, human-centeredness in MIS has become more critical than ever before. This work focuses on applications and evaluations including special case studies, specific contexts or tasks, HCI methodological concerns, and the use and adoption process.
First published in 2002. Routledge is an imprint of Taylor & Francis, an informa company.
Artificial intelligence (AI) is often discussed as something extraordinary, a dream-or a nightmare-that awakens metaphysical questions on human life. Yet far from a distant technology of the future, the true power of AI lies in its subtle revolution of ordinary life. From voice assistants like Siri to natural language processors, AI technologies use cultural biases and modern psychology to fit specific characteristics of how users perceive and navigate the external world, thereby projecting the illusion of intelligence. Integrating media studies, science and technology studies, and social psychology, Deceitful Media examines the rise of artificial intelligence throughout history and exposes the very human fallacies behind this technology. Focusing specifically on communicative AIs, Natale argues that what we call "AI" is not a form of intelligence but rather a reflection of the human user. Using the term "banal deception," he reveals that deception forms the basis of all human-computer interactions rooted in AI technologies, as technologies like voice assistants utilize the dynamics of projection and stereotyping as a means for aligning with our existing habits and social conventions. By exploiting the human instinct to connect, AI reveals our collective vulnerabilities to deception, showing that what machines are primarily changing is not other technology but ourselves as humans. Deceitful Media illustrates how AI has continued a tradition of technologies that mobilize our liability to deception and shows that only by better understanding our vulnerabilities to deception can we become more sophisticated consumers of interactive media.
This book aims to help lay a scientific foundation for an applied psychology concerned with the human users of interactive computer systems. It presents the results of some of the main strands of the Applied Information-Processing Psychology Project group's research.
Pioneering work shows how using Diagrams facilitates the design of better AI systems The publication of "Diagrammatic Reasoning in AI" marks an important milestone for anyone seeking to design graphical user interfaces to support decision-making and problem-solving tasks. The author expertly demonstrates how diagrammatic representations can simplify our interaction with increasingly complex information technologies and computer-based information systems. In particular, the book emphasizes how diagrammatic user interfaces can help us better understand and visualize artificial intelligence (AI) systems. It examines how diagrammatic reasoning enhances various AI programming strategies used to emulate human thinking and problem-solving, including: Expert systemsModel-based reasoningInexact reasoning such as certainty factors and Bayesian networksLogic reasoning A key part of the book is its extensive development of applications and graphical illustrations, drawing on such fields as the physical sciences, macroeconomics, finance, business logistics management, and medicine. Despite such tremendous diversity of usage, in terms of applications and diagramming notations, the book classifies and organizes diagrams around six major themes: system topology; sequence and flow; hierarchy and classification; association; cause and effect; and logic reasoning. Readers will benefit from the author's discussion of how diagrams can be more than just a static picture or representation and how diagrams can be a central part of an intelligent user interface, meant to be manipulated and modified, and in some cases, utilized to infer solutions to difficult problems. This book is ideal for many different types of readers: practitioners and researchers in AI and human-computer interaction; business and computing professionals; graphic designers and designers of graphical user interfaces; and just about anyone interested in understanding the power of diagrams. By discovering the many different types of diagrams and their applications in AI, all readers will gain a deeper appreciation of diagrammatic reasoning.
This book is the second volume reflecting the shift in the design paradigm in automobile industry. It presents contributions to the second and third workshop on Automotive Systems Engineering held in March 2013 and Sept. 2014, respectively. It describes major innovations in the field of driver assistance systems and automated vehicles as well as fundamental changes in the architecture of the vehicles.
This is the first book to seriously address the disconnection between nimble Agile teams and other groups in the enterprise, including enterprise architecture, the program management office (PMO), human resources, and even business executives. When an enterprise experiments with practice improvements, software development teams often jump on board with excitement, while other groups are left to wonder how they will fit in. We address how these groups can adapt to Agile teams. More importantly, we show how many Agile teams cause their own problems, damaging scalability and sustainability, by requiring special treatment, and by failing to bridge the gaps between themselves and other groups. We call this phenomenon "Agile illth." Adopting a set of "best practices" is not enough. All of us, Agile teams and the corporate groups, must change our intentions and worldviews to be more compatible with the success of the enterprise. Join us on the journey to enterprise agility. It is a crooked path, fraught with danger, confusion and complexity. It is the only way to reach the pinnacles we hope to experience in the form of better business value delivered faster for less cost.
"Human-Computer Interaction and Management Information Systems: Foundations" offers state-of-the-art research by a distinguished set of authors who span the MIS and HCI fields. The original chapters provide authoritative commentaries and in-depth descriptions of research programs that will guide 21st century scholars, graduate students, and industry professionals. Human-Computer Interaction (or Human Factors) in MIS is concerned with the ways humans interact with information, technologies, and tasks, especially in business, managerial, organizational, and cultural contexts. It is distinctive in many ways when compared with HCI studies in other disciplines. The MIS perspective affords special importance to managerial and organizational contexts by focusing on analysis of tasks and outcomes at a level that considers organizational effectiveness. With the recent advancement of technologies and development of many sophisticated applications, human-centeredness in MIS has become more critical than ever before. This book focuses on the basics of HCI, with emphasis on concepts, issues, theories, and models that are related to understanding human tasks, and the interactions among humans, tasks, information, and technologies in organizational contexts in general.
Enterprise data is growing at a much faster rate than traditional technologies allow. New enterprise architectures combining existing technologies are desperately needed. This book suggests a way forward by applying new techniques of the World Wide Web to enterprise information systems. "Linking Enterprise Data" is an edited volume contributed by worldwide leaders in Semantic Web and Linked Data research, standards development and adoption. Linking enterprise data is the application of World Wide Web architecture principles to real-world information management issues faced by commercial, not-for-profit and government enterprises. This book is divided into four sections: Benefits of applying Linked Data principles in enterprise settings, enterprise approval and support of Linked Data projects, specific Linked Data techniques and a number of real-world success stories from early enterprise adopters. "Linking Enterprise Data" targets professionals working as CTOs, CIOs, enterprise architects, project managers and application developers in commercial, not-for-profit and government organizations concerned with scalability, flexibility and robustness of information management systems. Computer science graduate students and researchers focusing on enterprise information integration will also benefit.
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.
The two-volume set IFIP AICT 363 and 364 constitutes the refereed proceedings of the 12th International Conference on Engineering Applications of Neural Networks, EANN 2011, and the 7th IFIP WG 12.5 International Conference, AIAI 2011, held jointly in Corfu, Greece, in September 2011. The 52 revised full papers and 28 revised short papers presented together with 31 workshop papers were carefully reviewed and selected from 150 submissions. The second volume includes the papers that were accepted for presentation at the AIAI 2011 conference. They are organized in topical sections on computer vision and robotics, classification/pattern recognition, financial and management applications of AI, fuzzy systems, learning and novel algorithms, recurrent and radial basis function ANN, machine learning, generic algorithms, data mining, reinforcement learning, Web applications of ANN, medical applications of ANN and ethics of AI, and environmental and earth applications of AI. The volume also contains the accepted papers from the First Workshop on Computational Intelligence in Software Engineering (CISE 2011) and the Workshop on Artificial Intelligence Applications in Biomedicine (AIAB 2011). |
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