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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
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.
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.
The importance of data analytics is well known, but how can you get end users to engage with analytics and business intelligence (BI) when adoption of new technology can be frustratingly slow or may not happen at all? Avoid wasting time on dashboards and reports that no one uses with this practical guide to increasing analytics adoption by focusing on people and process, not technology. Pulling together agile, UX and change management principles, Delivering Data Analytics outlines a step-by-step, technology agnostic process designed to shift the organizational data culture and gain buy-in from users and stakeholders at every stage of the project. This book outlines how to succeed and build trust with stakeholders amid the politics, ambiguity and lack of engagement in business. With case studies, templates, checklists and scripts based on the author's considerable experience in analytics and data visualisation, this book covers the full cycle from requirements gathering and data assessment to training and launch. Ensure lasting adoption, trust and, most importantly, actionable business value with this roadmap to creating user-centric analytics projects.
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. "
Longitudinal studies have traditionally been seen as too cumbersome and labor-intensive to be of much use in research on Human-Computer Interaction (HCI). However, recent trends in market, legislation, and the research questions we address, have highlighted the importance of studying prolonged use, while technology itself has made longitudinal research more accessible to researchers across different application domains. Aimed as an educational resource for graduate students and researchers in HCI, this book brings together a collection of chapters, addressing theoretical and methodological considerations, and presenting case studies of longitudinal HCI research. Among others, the authors: discuss the theoretical underpinnings of longitudinal HCI research, such as when a longitudinal study is appropriate, what research questions can be addressed and what challenges are entailed in different longitudinal research designs reflect on methodological challenges in longitudinal data collection and analysis, such as how to maintain participant adherence and data reliability when employing the Experience Sampling Method in longitudinal settings, or how to cope with data collection fatigue and data safety in applications of autoethnography and autobiographical design, which may span from months to several years present a number of case studies covering different topics of longitudinal HCI research, from "slow technology", to self-tracking, to mid-air haptic feedback, and crowdsourcing.
This book introduces state-of-the-art research on virtual reality, simulation and serious games for education and its chapters presented the best papers from the 4th Asia-Europe Symposium on Simulation and Serious Games (4th AESSSG) held in Turku, Finland, December 2018. The chapters of the book present a multi-facet view on different approaches to deal with challenges that surround the uptake of educational applications of virtual reality, simulations and serious games in school practices. The different approaches highlight challenges and potential solutions and provide future directions for virtual reality, simulation and serious games research, for the design of learning material and for implementation in classrooms. By doing so, the book is a useful resource for both students and scholars interested in research in this field, for designers of learning material, and for practitioners that want to embrace virtual reality, simulation and/or serious games in their education.
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.
The idea of this monograph is to present an overview of decisive theoretical, computational, technological, aesthetical, artistic, economical, and sociological directions to create future music. It features a unique insight into dominant scientific and artistic new directions, which are guaranteed by the authors' prominent publications in books, software, musical, and dance productions. Applying recent research results from mathematical and computational music theory and software as well as new ideas of embodiment approaches and non-Western music cultures, this book presents new composition methods and technologies. Mathematical, computational, and semiotic models of artistic presence (imaginary time, gestural creativity) as well as strategies are also covered. This book will be of interest to composers, music technicians, and organizers in the internet-based music industry, who are offered concrete conceptual architectures and tools for their future strategies in musical creativity and production.
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.
Extensive research conducted by the Hasso Plattner Design Thinking Research Program at Stanford University in Palo Alto, California, USA, and the Hasso Plattner Institute in Potsdam, Germany, has yielded valuable insights on why and how design thinking works. The participating researchers have identified metrics, developed models, and conducted studies, which are featured in this book, and in the previous volumes of this series. This volume provides readers with tools to bridge the gap between research and practice in design thinking with varied real world examples. Several different approaches to design thinking are presented in this volume. Acquired frameworks are leveraged to understand design thinking team dynamics. The contributing authors lead the reader through new approaches and application fields and show that design thinking can tap the potential of digital technologies in a human-centered way. In a final section, new ideas in neurodesign at Stanford University and at Hasso Plattner Institute in Potsdam are elaborated upon thereby challenging the reader to consider newly developed methodologies and provide discussion of how these insights can be applied to various sectors. Special emphasis is placed on understanding the mechanisms underlying design thinking at the individual and team levels. Design thinking can be learned. It has a methodology that can be observed across multiple settings and accordingly, the reader can adopt new frameworks to modify and update existing practice. The research outcomes compiled in this book are intended to inform and provide inspiration for all those seeking to drive innovation - be they experienced design thinkers or newcomers.
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.
From famed automotive journalist Jason Torchinsky comes a witty insider's guide to self-driving cars, the automated future, and the road ahead. Self-driving cars sound fantastical and futuristic and yet they'll soon be on every street in America. Whether it's Tesla's Autopilot, Google's Waymo, Mercedes's Distronic, or Uber's modified Volvo, companies around the world are developing autonomous cars. But why? And what will they mean for the auto industry and humanity at large? In Robot, Take the Wheel, Torchinsky, cofounder of The Autopian and former senior editor of Jalopnik, star of Jason Drives, and producer of Jay Leno's Garage, gives a colorful account of the development of autonomous vehicles and considers their likely implications. He encourages us to think of self-driving cars as an entirely new machine, something beyond cars as we understand them today, and considers how humans will get along with these robots that will take over our cars' jobs, what they will look like, what sorts of jobs they may do, what we can expect of them, how they should act, ethically, how we can have fun with them, and how we can make sure there's still a place for those of us who love to drive, especially with a manual transmission. This vibrant volume brimming with insider knowledge, humor, and original artwork pushes us to reconsider our understanding of cars, raises fascinating ethical questions, and compels us to act now to shape the automated future.
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.
This book highlights new trends and challenges in intelligent systems, which play an essential part in the digital transformation of many areas of science and practice. It includes papers offering a deeper understanding of the human-centred perspective on artificial intelligence, of intelligent value co-creation, ethics, value-oriented digital models, transparency, and intelligent digital architectures and engineering to support digital services and intelligent systems, the transformation of structures in digital business and intelligent systems based on human practices, as well as the study of interaction and co-adaptation of humans and systems. All papers were originally presented at the International KES Conference on Human Centred Intelligent Systems 2021 (KES HCIS 2021) held on June 14-16, 2021 in the KES Virtual Conference Centre.
This book offers readers fresh insights on applying Extended Reality to Digital Anatomy, a novel emerging discipline. Indeed, the way professors teach anatomy in classrooms is changing rapidly as novel technology-based approaches become ever more accessible. Recent studies show that Virtual (VR), Augmented (AR), and Mixed-Reality (MR) can improve both retention and learning outcomes. Readers will find relevant tutorials about three-dimensional reconstruction techniques to perform virtual dissections. Several chapters serve as practical manuals for students and trainers in anatomy to refresh or develop their Digital Anatomy skills. We developed this book as a support tool for collaborative efforts around Digital Anatomy, especially in distance learning, international and interdisciplinary contexts. We aim to leverage source material in this book to support new Digital Anatomy courses and syllabi in interdepartmental, interdisciplinary collaborations. Digital Anatomy - Applications of Virtual, Mixed and Augmented Reality provides a valuable tool to foster cross-disciplinary dialogues between anatomists, surgeons, radiologists, clinicians, computer scientists, course designers, and industry practitioners. It is the result of a multidisciplinary exercise and will undoubtedly catalyze new specialties and collaborative Master and Doctoral level courses world-wide. In this perspective, the UNESCO Chair in digital anatomy was created at the Paris Descartes University in 2015 (www.anatomieunesco.org). It aims to federate the education of anatomy around university partners from all over the world, wishing to use these new 3D modeling techniques of the human body.
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 edited book is one of the first to describe how Autonomous Virtual Humans and Social Robots can interact with real people and be aware of the surrounding world using machine learning and AI. It includes: * Many algorithms related to the awareness of the surrounding world such as the recognition of objects, the interpretation of various sources of data provided by cameras, microphones, and wearable sensors * Deep Learning Methods to provide solutions to Visual Attention, Quality Perception, and Visual Material Recognition * How Face Recognition and Speech Synthesis will replace the traditional mouse and keyboard interfaces * Semantic modeling and rendering and shows how these domains play an important role in Virtual and Augmented Reality Applications. Intelligent Scene Modeling and Human-Computer Interaction explains how to understand the composition and build very complex scenes and emphasizes the semantic methods needed to have an intelligent interaction with them. It offers readers a unique opportunity to comprehend the rapid changes and continuous development in the fields of Intelligent Scene Modeling.
This volume reveals the history of Information Architecture (IA), reflects on the relationship between practice and research within the discipline, and presents educators with the latest models, frameworks and theories that have emerged from the Information Architecture Academics and Practitioners Roundtable between 2014 and 2019. The most comprehensive and up-to-date overview of Information Architecture so far, this collection is a valuable tool for teachers, researchers, and practitioners interested in recent advances in information architecture in areas such as pervasive computing and embodiment, artificial intelligence, design practice, diversity and ethics in design, and critique. The information landscape has grown more complex, porous and connected-the information challenges of smart phones, sensors and IoT demand focused attention from organizations that often embrace a 'move fast and break things' ethos. This book not only explores the shift from Classical IA to Contemporary IA-it asks, are today's creators prepared to solve the challenges ahead? Have industry-led disciplines abdicated their responsibility to the people who inhabit current information environments? Will this discipline persist? Advances in Information Architecture examines the maturity of the field, revisits the discipline's efforts to transform itself in 2013 with the publication of "Reframing Information Architecture", and considers the opportunities that remain to bridge the academic and practitioner communities.
This monograph presents innovative research regarding the body experience of human individuals who are using assistive robotic devices such as wearable robots or teleoperation systems. The focus is set on human-in-the-loop experiments that help to empirically evaluate how users experience devices. Moreover, these experiments allow for further examination of the underlying mechanisms of body experience through extending existing psychological paradigms, e.g., by disentangling tactile feedback from contacts. Besides reporting and discussing psychological examinations, the influence of various aspects of engineering design is investigated, e.g., different implementations of haptic interfaces or robot control. As haptics are of paramount importance in this tight type of human-robot interaction, it is explored with respect to modality as well as temporal and spatial effects. The first part of the book motivates the research topic and gives an in-depth analysis of the experimental requirements. The second and third part present experimental designs and studies of human-robot body experience regarding the upper and lower limbs as well as cognitive models to predict them. The fourth part discusses a multitude of design considerations and provides directions to guide future research on bidirectional human-machine interfaces and non-functional haptic feedback.
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 Moderator's Survival Guide" is your indispensable resource for navigating the rocky shoals of your one-on-one user research sessions. Inside, you ll find guidance for nearly 100 diverse situations (ranging from business-as-usual to tricky and sticky) that might occur during usability studies, contextual inquiries, or user interviews. As a moderator, you are responsible for the well-being of the
participant, your study, and your organization. You must be
prepared for anything that may happen, from your technology failing
to the participant quailing. Use this guide to identify your best
next steps, react appropriately, and survive any challenges that
comes your way.
Extensive research conducted by the Hasso Plattner Design Thinking Research Program at Stanford University in Palo Alto, California, USA, and the Hasso Plattner Institute in Potsdam, Germany, has yielded valuable insights on why and how design thinking works. The participating researchers have identified metrics, developed models, and conducted studies, which are featured in this book, and in the previous volumes of this series. This volume provides readers with tools to bridge the gap between research and practice in design thinking with varied real world examples. Several different approaches to design thinking are presented in this volume. Acquired frameworks are leveraged to understand design thinking team dynamics. The contributing authors lead the reader through new approaches and application fields and show that design thinking can tap the potential of digital technologies in a human-centered way. In a final section, new ideas in neurodesign at Stanford University and at Hasso Plattner Institute in Potsdam are elaborated upon thereby challenging the reader to consider newly developed methodologies and provide discussion of how these insights can be applied to various sectors. Special emphasis is placed on understanding the mechanisms underlying design thinking at the individual and team levels. Design thinking can be learned. It has a methodology that can be observed across multiple settings and accordingly, the reader can adopt new frameworks to modify and update existing practice. The research outcomes compiled in this book are intended to inform and provide inspiration for all those seeking to drive innovation - be they experienced design thinkers or newcomers.
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. |
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