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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
The safety case (SC) is one of the railway industry's most important deliverables for creating confidence in their systems. This is the first book on how to write an SC, based on the standard EN 50129:2003. Experience has shown that preparing and understanding an SC is difficult and time consuming, and as such the book provides insights that enhance the training for writing an SC. The book discusses both "regular" safety cases and agile safety cases, which avoid too much documentation, improve communication between the stakeholders, allow quicker approval of the system, and which are important in the light of rapidly changing technology. In addition, it discusses the necessity of frequently updating software due to market requirements, changes in requirements and increased cyber-security threats. After a general introduction to SCs and agile thinking in chapter 1, chapter 2 describes the majority of the roles that are relevant when developing railway-signaling systems. Next, chapter 3 provides information related to the assessment of signaling systems, to certifications based on IEC 61508 and to the authorization of signaling systems. Chapter 4 then explains how an agile safety plan satisfying the requirements given in EN 50126-1:1999 can be developed, while chapter 5 provides a brief introduction to safety case patterns and notations. Lastly, chapter 6 combines all this and describes how an (agile) SC can be developed and what it should include. To ensure that infrastructure managers, suppliers, consultants and others can take full advantage of the agile mind-set, the book includes concrete examples and presents relevant agile practices. Although the scope of the book is limited to signaling systems, the basic foundations for (agile) SCs are clearly described so that they can also be applied in other cases.
This book provides to manufacturers, designers and evaluation professionals the necessary tools for balancing design and the assessment phases during the product lifecycle. It proposes an integrated model of interaction evaluation for a holistic analysis of the user experience by both discussing in details the interaction testing methods, and promoting the involvement of disabled users in human computer interaction evaluation.
Content Management Systems (CMSs) are used in almost every industry by millions of end-user organizations. In contrast to the 90s, they are no longer used as isolated applications in one organization but they support critical core operations in business ecosystems. Content management today is more interactive and more integrative: interactive because end-users are increasingly content creators themselves and integrative because content elements can be embedded into various other applications. The authors of this book investigate how Semantic Technologies can increase interactivity and integration capabilities of CMSs and discuss their business value to millions of end-user organizations. This book has therefore the objective, to reflect existing applications as well as to discuss and present new applications for CMSs that use Semantic Technologies. An evaluation of 27 CMSs concludes this book and provides a basis for IT executives that plan to adopt or replace a CMS in the near future.
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
The European Conference on Computer and Network Defense draws contributions and participation both from academia and industry, and addresses security from multiple perspectives, including state-of-the-art research in computer network security, intrusion detection, denial-of-service, privacy protection, security policies, and incident response & management. The conference is organized jointly by the Institute of Computer Science of the Foundation for Research and Technology - Hellas (FORTH) and the European Network and Information Security Agency (ENISA).
Participatory design is about the direct involvement of people in the co-design of the technologies they use. Its central concern is how collaborative design processes can be driven by the participation of the people affected by the technology designed. Embracing a diverse collection of principles and practices aimed at making technologies, tools, environments, businesses, and social institutions more responsive to human needs, the International Handbook of Participatory Design is a state-of-the-art reference handbook for the subject. The Handbook brings together a multidisciplinary and international group of highly recognized and experienced experts to present an authoritative overview of the field and its history and discuss contributions and challenges of the pivotal issues in participatory design, including heritage, ethics, ethnography, methods, tools and techniques and community involvement. The book also highlights three large-scale case studies which show how participatory design has been used to bring about outstanding changes in different organizations. The book shows why participatory design is an important, highly relevant and rewarding area for research and practice. It will be an invaluable resource for students, researchers, scholars and professionals in participatory design.
This book reports on the latest research and developments in the field of brain-computer interfaces (BCIs). It introduces ten outstanding and innovative BCI projects, nominated as finalists for the BCI award 2012 by a jury of established researchers and discusses how each of the nominated projects reflects general worldwide trends in BCI development. At the core of the book, nine of these ten projects are described in detailed individual chapters. These include a focused introduction to each project, an easy to grasp description of the methods and a timely report on the most recent developments achieved since the submission to the award. Hence, this book provides a cutting-edge overview of the newest BCI research trends, from leading experts, in an easy to read format supported by explanatory pictures, graphs and figures.
This book offers a timely report on an emerging topic in the field of wearable assistive technology: the design and development of robotic extra fingers. After a concise review of the state of the art and a description of earlier prototypes, it discusses the authors' efforts to address issues such as portability and wearability of the devices, including strategies to reduce fatigue and to integrate the motion of the extra fingers with that of the human hand. The book also explores optimized control algorithms and the design of wearable sensorimotor interfaces, and presents a set of tests carried out on healthy subjects and chronic stroke patients. Merging concepts from robotics, biomechanics, human factors and control theory and offering an overview of supernumerary robotic fingers, including the challenges, this book will inspire researchers involved in the development of wearable robotic devices and interfaces based on the principles of wearability, safety, ergonomics and user comfort.
This book discusses the CAPTCHA (completely automated public Turing test to tell computers and humans apart), an artificial-intelligence-based test commonly used on websites for preventing security attacks, covering its foundations, the main trends and challenges, as well as innovative features and research aspects. It focuses on the recently proposed CAPTCHAs, introducing research approaches for analyzing of the usability of the CAPTCHA test for Internet users. The book enables readers to become familiar with the CAPTCHA technology from the user's perspective, from the basic concepts underlying the test to more advanced concepts. It is intended for students as well as graduates wanting to gain insights into new CAPTCHA designs as well as new research directions.
During the past 20 years, behavioral and social scientists following advances in physics and mathematics have shown an increasing interest in complex, adaptive, self-organizing, dynamic systems. The appeal of this perspective is fueled by the fact that there are a handful of properties that are common to all dynamic systems that can be used to explain the spontaneous emergence of novel forms, the mechanisms of continuity and change, and the dynamics of a large number of interacting factors. From animal population dynamics to human neural processes, there is growing evidence that human individual and social interactions may be understood as a dynamic system. In the field of psychology, there was a flurry of books during the early 1990s that explored the dynamic human system. These titles, and those that have been published since, fall into two general categories: those that integrate dynamic systems ideas into psychological theories and those that provide methods of modeling dynamic human systems (see list of competitive titles below). Despite the enrichment that dynamic systems principles have afforded psychological theories, the methods provided to test these theoretical assumptions have not been readily adopted. The reason is that, unlike the physical scientists, social scientists are not as familiar with the mathematical formulations (i.e., differential and difference equations) required for these methods, nor are their data particularly amenable to such manipulations or models. Furthermore, the psychological relevance of some of the parameters extracted from these methods (i.e., Lyupanov exponents, chaotic attractors) is very difficult to interpret. What is needed is a methodological middle road to bridge theory and analysis. The proposed book on the state space grid method is perfectly poised to provide that bridge. State space grids were first developed by Marc Lewis and
colleagues (Lewis, Lamey, and Douglas, 1999) to depict sequences of
infant attention and distress. This technique has since been
applied to the study of parent-child interactions (Granic &
Lamey, 2002; Granic, Hollenstein, Dishion, & Patterson, 2003;
Hollenstein, Granic, Stoolmiller, & Snyder, 2005; Hollenstein
& Lewis, under review; Lewis, Zimmerman, Hollenstein, &
Lamey, 2004), and peer interactions (Dishion, Nelson, Bullock,
& Winter, 2005; Martin, Fabes, Hanish, & Hollenstein,
2005). At this time, there are projects in progress that extend
this work into the study of marital interactions, young adult group
drinking patterns, eye gaze and eye contact in response to
questioning, diary studies, and peer pressure dynamics.
This volume contains the invited papers presented at the IUTAM Symposium on Multibody Dynamics and Interaction Control in Virtual and Real Environments held in Budapest, Hungary, June 7 11 2010. The symposium aimed to bring together specialists in the fields of multibody system modeling, contact/collision mechanics and control of mechanical systems. The offered topics included modeling aspects, mechanical and mathematical models, the question of neglections and simplifications, reduction of large systems, interaction with environment like air, water and obstacles, contact of all types, control concepts, control stability and optimization. Discussions between experts in these fields made it possible to exchange ideas about the recent advances in multibody system modeling and interaction control, as well as about the possible future trends. The presentations of recent scientific results may facilitate the interaction between scientific areas like system/control engineering and mechanical engineering. Papers on dynamics modeling and interaction control were selected to cover the main areas: mathematical modeling, dynamic analysis, friction modeling, solid and thermomechanical aspects, and applications. A significant outcome of the meeting was the opening towards applications that are of key importance to the future of nonlinear dynamics. "
This book provides an overview of the latest developments in the fast growing field of tangible user interfaces. It presents a new type of modeling environment where the users interact with geospatial data and simulations using 3D physical landscape model coupled with 3D rendering engine. Multiple users can modify the physical model, while it is being scanned, providing input for geospatial analysis and simulations. The results are then visualized by projecting images or animations back on the physical model while photorealistic renderings of human views are displayed on a computer screen or in a virtual reality headset. New techniques and software which couple the hardware set-up with open source GRASS GIS and Blender rendering engine, make the system instantly applicable to a wide range of applications in geoscience education, landscape design, computer games, stakeholder engagement, and many others. This second edition introduces a new more powerful version of the tangible modeling environment with multiple types of interaction, including polymeric sand molding, placement of markers, and delineation of areas using colored felt patches. Chapters on coupling tangible interaction with 3D rendering engine and immersive virtual environment, and a case study integrating the tools presented throughout this book, demonstrate the second generation of the system - Immersive Tangible Landscape - that enhances the modeling and design process through interactive rendering of modeled landscape. This book explains main components of Immersive Tangible Landscape System, and provides the basic workflows for running the applications. The fundamentals of the system are followed by series of example applications in geomorphometry, hydrology, coastal and fluvial flooding, fire spread, landscape and park design, solar energy, trail planning, and others. Graduate and undergraduate students and educators in geospatial science, earth science, landscape architecture, computer graphics and games, natural resources and many others disciplines, will find this book useful as a reference or secondary textbook. Researchers who want to build and further develop the system will most likely be the core audience, but also anybody interested in geospatial modeling applications (hazard risk management, hydrology, solar energy, coastal and fluvial flooding, fire spread, landscape and park design) will want to purchase this book.
This book is a result of a workshop, the 8th of the successful TopoInVis workshop series, held in 2019 in Nykoeping, Sweden. The workshop regularly gathers some of the world's leading experts in this field. Thereby, it provides a forum for discussions on the latest advances in the field with a focus on finding practical solutions to open problems in topological data analysis for visualization. The contributions provide introductory and novel research articles including new concepts for the analysis of multivariate and time-dependent data, robust computational approaches for the extraction and approximations of topological structures with theoretical guarantees, and applications of topological scalar and vector field analysis for visualization. The applications span a wide range of scientific areas comprising climate science, material sciences, fluid dynamics, and astronomy. In addition, community efforts with respect to joint software development are reported and discussed.
As a collection of ideas and methodologies, systems thinking has made an impact in organizations and in particular in the information systems field. However, this main emphasis on organizations limits the scope of systems thinking and practice. There is a need first to use systems thinking in addressing societal problems, and second to enable people involved in developing the information society to reflect on the impacts of systems and technologies in society as a whole. Thus, there are opportunities to review the scope and potential of systems thinking and practice to deal with information society-related issues. Systems Practice in the Information Society provides students of information systems as well as practicing Inofrmation Systems managers with concepts and strategies to enable them to understand and use systems thinking methodologies and address challenges posed by the development of information-based societies. This book brings experiences, ideas, and applications of systemic thinking in designing and evaluating socio-technological initiatives. Using a number of cultural contexts, this book explores how organizations, including governments, can enable better access to information and communication technologies and improve the quality of life of individuals.
As a collection of ideas and methodologies, systems thinking has made an impact in organizations and in particular in the information systems field. However, this main emphasis on organizations limits the scope of systems thinking and practice. There is a need first to use systems thinking in addressing societal problems, and second to enable people involved in developing the information society to reflect on the impacts of systems and technologies in society as a whole. Thus, there are opportunities to review the scope and potential of systems thinking and practice to deal with information society-related issues. Systems Practice in the Information Society provides students of information systems as well as practicing Inofrmation Systems managers with concepts and strategies to enable them to understand and use systems thinking methodologies and address challenges posed by the development of information-based societies. This book brings experiences, ideas, and applications of systemic thinking in designing and evaluating socio-technological initiatives. Using a number of cultural contexts, this book explores how organizations, including governments, can enable better access to information and communication technologies and improve the quality of life of individuals.
There's Not an App for That will make your work stand out from the crowd. It walks you through mobile experiences, and teaches you to evaluate current UX approaches, enabling you to think outside of the screen and beyond the conventional. You'll review diverse aspects of mobile UX: the screens, the experience, how apps are used, and why they're used. You'll find special sections on "challenging your approach", as well as a series of questions you can use to critique and evaluate your own designs. Whether the authors are discussing real-world products in conjunction with suggested improvements, showcasing how existing technologies can be put together in unconventional ways, or even evaluating "far out" mobile experiences of the future, you'll find plenty of practical pointers and action items to help you in your day-to-day work.
Hailed on first publication as a compendium of foundational principles and cutting-edge research, The Human-Computer Interaction Handbook has become the gold standard reference in this field. Derived from select chapters of this groundbreaking resource, Human-Computer Interaction: Design Issues, Solutions, and Applications focuses on HCI from a privacy, security, and trust perspective. Under the aegis of Andrew Sears and Julie Jacko, expert practitioners address the myriad issues involved when designing the interactions between users and computing technologies. As expected in a book that begins by pondering "Why we should think before doing," you get an interdisciplinary resource that explores the relationship between people and technology.
Hailed on first publication as a compendium of foundational principles and cutting-edge research, The Human-Computer Interaction Handbook has become the gold standard reference in this field. Derived from select chapters of this groundbreaking and authoritative resource, Human-Computer Interaction Fundamentals emphasizes emerging topics such as sensor based interactions, tangible interfaces, augmented cognition, cognition under stress, ubiquitous and wearable computing, and privacy and security. It puts the spotlight not only on the fundamental issues involved in the technology of human-computer interactions and but also on the users themselves. The book features visionary perspectives and developments that fundamentally transform the way in which researchers and practitioners view this discipline.
Even at the beginning of the 21st century, we are far from becoming paperless. Pen and paper is still the only truly ubiquitous information processing technology. Pen-and-paper user interfaces bridge the gap between paper and the digital world. Rather than replacing paper with electronic media, they seamlessly integrate both worlds in a hybrid user interface. Classical paper documents become interactive. This opens up a huge field of novel computer applications at our workplaces and in our homes. This book provides readers with a broad and extensive overview of the field, so as to provide a full and up-to-date picture of pen-and-paper computing. It covers the underlying technologies, reviews the variety of modern interface concepts and discusses future directions of pen-and-paper computing. Based on the author s award-winning dissertation, the book also provides the first theoretical interaction model of pen-and-paper user interfaces and an integrated set of interaction techniques for knowledge workers. The model proposes a construction set of core interactions that are helpful in designing solutions that address the diversity of pen-and-paper environments. The interaction techniques, concrete instantiations of the model, provide innovative support for working with printed and digital documents. They integrate well-established paper-based practices with concepts derived from hypertext and social media. Researchers, practitioners who are considering deploying pen-and-paper user interfaces in real-world projects, and interested readers from other research disciplines will find the book an invaluable reference source. Also, it provides an introduction to pen-and-paper computing for the academic curriculum. "The present book was overdue: a thorough, concise, and well-organized compendium of marriages between paper-based and electronic documents." Max Muhlhauser, Technische Universitat Darmstadt "Everyone interested in how to design for real-world activities would profit from reading this book." James D. Hollan, University of California, San Diego"
This research book proposes a general conceptual framework for the development of automation in human-agents environments that will allow human- agent teams to work effectively and efficiently. We examine various schemes to implement artificial intelligence techniques in agents. The text is directed to the scientists, application engineers, professors and students of all disciplines, interested in the agency methodology and applications.
The Critical Infrastructure Protection Survey recently released by Symantec found that 53% of interviewed IT security experts from international companies experienced at least ten cyber attacks in the last five years, and financial institutions were often subject to some of the most sophisticated and large-scale cyber attacks and frauds. The book by Baldoni and Chockler analyzes the structure of software infrastructures found in the financial domain, their vulnerabilities to cyber attacks and the existing protection mechanisms. It then shows the advantages of sharing information among financial players in order to detect and quickly react to cyber attacks. Various aspects associated with information sharing are investigated from the organizational, cultural and legislative perspectives. The presentation is organized in two parts: Part I explores general issues associated with information sharing in the financial sector and is intended to set the stage for the vertical IT middleware solution proposed in Part II. Nonetheless, it is self-contained and details a survey of various types of critical infrastructure along with their vulnerability analysis, which has not yet appeared in a textbook-style publication elsewhere. Part II then presents the CoMiFin middleware for collaborative protection of the financial infrastructure. The material is presented in an accessible style and does not require specific prerequisites. It appeals to both researchers in the areas of security, distributed systems, and event processing working on new protection mechanisms, and practitioners looking for a state-of-the-art middleware technology to enhance the security of their critical infrastructures in e.g. banking, military, and other highly sensitive applications. The latter group will especially appreciate the concrete usage scenarios included.
This book describes the teleoperated android Geminoid, which has a very humanlike appearance, movements, and perceptions, requiring unique developmental techniques. The book facilitates understanding of the framework of android science and how to use it in real human societies. Creating body parts of soft material by molding an existing person using a shape-memory form provides not only the humanlike texture of the body surface but also safe physical interaction, that is, humanlike interpersonal interaction between people and the android. The teleoperation also highlights novel effects in telecommunication. Operators of the Geminoid feel the robot's body as their own, and people encountering the teleoperated Geminoid perceive the robot's body as being possessed by the operator as well.Where does the feeling of human presence come from? Can we transfer or reproduce human presence by technology? Geminoid may help to answer these questions.
In this dynamic review and synthesis of empirical research and theoretical discussion of design as cognitive activity, Willemien Visser reconciles and integrates the classical view of design, as conceptualized by Herbert Simon's symbolic information processing approach, with modern views of design such as the situativity approach, as formulated by Donald Schon. The author goes on to develop her own view on design, in which design is most appropriately characterized as a construction of representations. "The Cognitive Artifacts of Designing" takes seriously the idea that design research warrants development in the cognitive sciences, and Visser lays the groundwork for the integration of design research and cognitive science. This seemingly simple framework -- designing is the construction of representations -- has implications that set the stage for this mutually beneficial integration. This volume will be of great interest to scholars concerned with design -- not only in cognitive design studies, but also in design methodology and engineering -- as well as cognitive scientists who are interested in problem solving in 'the real world.' Cognitive ergonomists and design practitioners will also be richly rewarded by a close reading of this volume.
"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. |
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