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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
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. "
The Handbook of Human Factors in Web Design covers basic human
factors issues relating to screen design, input devices, and
information organization and processing, as well as addresses newer
features which will become prominent in the next generation of Web
technologies. These include multimodal interfaces, wireless
capabilities, and agents that can improve convenience and
usability. Written by leading researchers and/or practitioners in
the field, this volume reflects the varied backgrounds and
interests of individuals involved in all aspects of human factors
and Web design and includes chapters on a full range of
topics.
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.
Now, more than ever, professionals can benefit from the power of location data, maps, and analytics in healthcare. Health professionals see the importance of the who, what, when, and where of data analytics. The "where" adds a crucial element because good healthcare begins locally and understanding the impacts of place leads to better health. Health professionals recognize the insights gained from visualizing and analyzing location data. Maps, dashboards, apps, and charts can serve as location analytic tools to quantify problems, make predictions, improve operations, assess infrastructure, and make better decisions overall. GIS Jump Start for Health Professionals is a concise workbook that introduces location analytics available in geographic information systems (GIS) to health professionals, medical students, residents, fellows, nursing students, medical researchers, and others interested in health IT and informatics, health-care administration, and health policy. GIS Jump Start for Health Professionals provides hands-on tutorials that introduce the ArcGIS tools and shows how to use web-based data, storytelling apps, and much more. The book includes concepts and short video lectures to improve learning outcomes. Focused lessons get health professionals up and running quickly and experiencing first hand the value of location data, maps, and analytics. Written by Kristen S. Kurland, an award-winning professor at Carnegie Mellon University and co-creator of the GIS Tutorial series, this book can be used as a short course or incorporated into another course. It is also valuable to self-learners who want location technology experience.
A collection of works authored by leading scientists from the US and Russia, Human-Computer Interaction and Operators' Performance: Optimizing Work Design with Activity Theory describes applied and systemic-structural activity theory as it is used to study human-computer interaction, aviation, design, and training. Important from a theoretical and practical perspective, the book describes new analytical and experimental methods in the study of human work. The book facilitates the exchange of ideas between scientists working in ergonomics, human factors, human-computer interaction, industrial/organizational psychology, economics, management training, and other related areas. Drawing on their theoretical perspectives, the authors provide a comparative analysis of the various schools working in activity theory and a new approach to the study of human work derived from applied and systemic-structural activity theory. They cover special topics such as functional analysis of attention and classification of professions developed utilizing applied activity theory methods. In addition the book presents comparative analysis of work activity theory and applications. Representing the next significant step in the development of applied and systemic-structural activity theory, the book offers a balanced picture of theoretical and applied issues in the study of human work from general, applied, and systemic-structural activity theory points of view. It provides state-of-the art information and emphasizes its application to the study of human work while interacting with advanced technology.
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.
"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.
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.
Proceedings of the International Conference on Human-centric Computing and Embedded and Multimedia Computing (HumanCom & EMC 2011) will cover topics of HumanCom and EMC, the current hot topics satisfying the world-wide ever-changing needs. Human-centric computing is to create novel solutions so that the humans are always connected, portable, and available. As with pervasive-computing, human-centric computing requires a variety of devices; however, such devices exist simply to obtain inputs from the human and are embedded in objects that humans interact with on a daily basis. Moreover, during the past couple of decades, Information Science technologies influenced and changed every aspect of our lives and our cultures. Without various Information Science technology-based applications, it would be difficult to keep information stored securely, to process information efficiently, and to communicate conveniently. Embedded computing ranges from portable devices such as digital watches and MP3 players, to large stationary installations like traffic lights, factory controllers, or the systems controlling nuclear power plants. Complexity varies from low, with a single microcontroller chip, to very high with multiple units, peripherals and networks mounted inside a large chassis or enclosure. Multimedia computing covers multimedia I/O devices, OS, storage systems, streaming media middleware, continuous media representations, media coding, media processing, etc., and also includes multimedia communications; real-time protocols, end-to-end streaming media, resource allocation, multicast protocols, and multimedia applications; databases, distributed collaboration, video conferencing, 3D virtual environments.
This book argues that the key problems of software systems development (SSD) are socio-technical rather than purely technical in nature. Software systems are unique. They are the only human artefacts that are both intangible and determinant. This presents unprecedented problems for the development process both in determining what is required and how it is developed. Primarily this is a problem of communications between stakeholders and developers, and of communications within the development team. Current solutions are not only inadequate in expressing the technical problem, they also evade the communications problems almost entirely. Whilst the book addresses the theoretical aspects of the process, its fundamental philosophy is anchored in the practical problems of everyday software development. It therefore offers both a better understanding of the problems of SSD and practical suggestions of how to deal with those problems. It is intended as a guide for practising IT project managers, particularly those who are relatively new to the position or do not have a strong IT development background. The book will also benefit students in computing and computer-related disciplines who need to know how to develop high quality systems. Software systems development (particularly of large projects) has a notoriously poor track record of delivering projects on time, on budget, and of meeting user needs. Proponents of software engineering suggest that this is because too few project managers actually comply with the disciplines demanded of the process. It is time to ask the question, if this is the case, why might this be? Perhaps instead, it is not the project managers who are wrong, but the definition of the process. The new understanding of the SSD presented here offers alternative models that can help project managers address the difficulties they face and better achieve the targets they are set. This book argues that time is up for the software engineering paradigm of SSD and that it should be replaced with a socio-technical paradigm based on open systems thinking.
In 2000, the Conference on Automation joined forces with a partner
group on situation awareness (SA). The rising complexity of systems
demands that one can be aware of a large range of environmental and
task-based stimulation in order to match what is done with what has
to be done. Thus, SA and automation-based interaction fall
naturally together and this conference is the second embodiment of
this union. Moving into the 21st century, further diversification
of the applications of automation will continue--for example, the
revolution in genetic technology. Given the broad nature of this
form of human-machine interaction, it is vital to apply past
lessons to map a future for the symbiotic relationship between
humans and the artifacts they create. It is as part of this ongoing
endeavor that the present volume is offered.
This book constitutes the refereed proceedings of the 12th IFIP WG 5.5 Working Conference on Virtual Enterprises, PRO-VE 2011, held in Sao Paulo, Brazil, in October 2011. The 61 revised papers presented were carefully selected from numerous submissions. They provide a comprehensive overview of recent advances in various collaborative network (CN) domains and their applications with a particular focus on adaptation of the networks and their value creation, specifically emphasizing topics related to evolution from social networking to collaborative networks; social capital; value chains; co-creation of complex products; performance management; behavioral aspects in collaborative networks; collaborative networks planning and modeling; benefit analysis and sustainability issues, as well as including important technical and scientific challenges in applying CNs to areas such as advanced logistics networks, business process modeling, service orientation, and other emerging application domains such as ageing, tourism, crisis, and emergency scenarios.
The notion of Minimalism is proposed as a theoretical tool supporting a more differentiated understanding of reduction and thus forms a standpoint that allows definition of aspects of simplicity. Possible uses of the notion of minimalism in the field of human computer interaction design are examined both from a theoretical and empirical viewpoint, giving a range of results. Minimalism defines a radical and potentially useful perspective for design analysis. The empirical examples show that it has also proven to be a useful tool for generating and modifying concrete design techniques. Divided into four parts this book traces the development of minimalism, defines the four types of minimalism in interaction design, looks at how to apply it and finishes with some conclusions. " |
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