![]() |
Welcome to Loot.co.za!
Sign in / Register |Wishlists & Gift Vouchers |Help | Advanced search
|
Your cart is empty |
||
|
Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
User Centered Design for Medical Visualization features a comprehensive review of leading advances in medical visualization and human-computer interaction. This book investigates the human roles during a visualization process, specifically motivation-based design, user-based design, and perception-and-cognitive-based design. An essential resource for researchers, scholars, healthcare practitioners, and medical technology specialists, ""User Centered Design for Medical Visualization"" provides real-world examples and insight into the analytical and architectural aspects of user centered design.
Engaging Older Adults with Modern Technology: Internet Use and Information Access Needs takes a structured approach to the research in aging and digital technology in which older adults' use of internet and other forms of digital technologies is studied through the lenses of cognitive functioning, motivation, and affordances of new technology. This book identifies the role and function of internet and other forms of digital technology in older adult learning. It also bridges the theories with practices in older adults' internet/digital technology use by focusing on effective design and development of internet and other digital technologies for older adults' learning. This title is targeted towards educators globally with an emphasis on diverse aspects in older adult and internet learning that include learner characteristics, cognition, design principles and applications.
The way humans interact with technology is undergoing a tremendous change. It is hard to imagine the lives we live today without the benefits of technology that we take for granted. Applying research in computer science, engineering, and information systems to non-technical descriptions of technology, such as human interaction, has shaped and continues to shape our lives. Human Interaction with Technology for Working, Communicating, and Learning: Advancements provides a framework for conceptual, theoretical, and applied research in regards to the relationship between technology and humans. This book is unique in the sense that it does not only cover technology, but also science, research, and the relationship between these fields and individuals' experience. This book is a must have for anyone interested in this research area, as it provides a voice for all users and a look into our future.
The author presents Probatio, a toolkit for building functional DMI (digital musical instruments) prototypes, artifacts in which gestural control and sound production are physically decoupled but digitally mapped. He uses the concept of instrumental inheritance, the application of gestural and/or structural components of existing instruments to generate ideas for new instruments. To support analysis and combination, he then leverages a traditional design method, the morphological chart, in which existing artifacts are split into parts, presented in a visual form and then recombined to produce new ideas. And finally he integrates the concept and the method in a concrete object, a physical prototyping toolkit for building functional DMI prototypes: Probatio. The author's evaluation of this modular system shows it reduces the time required to develop functional prototypes. The book is useful for researchers, practitioners, and graduate students in the areas of musical creativity and human-computer interaction, in particular those engaged in generating, communicating, and testing ideas in complex design spaces.
This book presents the outcomes of the 17th IEEE/ACIS International Conference on Computer and Information Science (ICIS 2018), which was held in Singapore on June 6-8, 2018. The aim of the conference was to bring together researchers and scientists, businessmen and entrepreneurs, teachers, engineers, computer users, and students to discuss the various fields of computer science and to share their experiences, and to exchange new ideas and information in a meaningful way. The book includes findings on all aspects (theory, applications and tools) of computer and information science and discusses related practical challenges and the solutions adopted to solve them. The conference organizers selected the best papers from those accepted for presentation. The papers were chosen based on review scores submitted by members of the program committee and underwent a further rigorous round of review. From this second round, 13 of the conference's most promising papers were then published in this Springer (SCI) book and not the conference proceedings. We impatiently await the important contributions that we know these authors will make to the field of computer and information science.
In the next millennium, it is anticipated that human factors issues
will take centre stage in initiatives targeted at enhancing
economic competitiveness and productivity. This development is
already discernible in nascent knowledge and digital based
industries and economies, which are expected to emerge in force in
the near future and continue to dominate thereafter. These
developments will establish irreversibly the emerging global
economy. The theme of the APCHI 2000 conference is: "Towards a
seamless integration of collaborative human computer systems" to
reflect the already discernible shift in focus of human computer
interaction (HCI). whilst the theme of the ASEAN Ergonomics 2000
conference is: "From user centeredness to people centeredness" to
reflect the imminent shift in focus that is required of human
factors. The papers in these proceedings provide a good contrast of human
factors contributions to both old and new economies that make up
ASEAN and APEC. They highlight the diverse roles human factors can
play in advancing the quality of life in developed, developing and
third world nations. They also serve as a guide to human factors
practitioners in old economies on what to expect as their economies
develop.
This book starts with the proposition that digital media invite play and indeed need to be played by their everyday users. Play is probably one of the most visible and powerful ways to appropriate the digital world. The diverse, emerging practices of digital media appear to be essentially playful: Users are involved and active, produce form and content, spread, exchange and consume it, take risks, are conscious of their own goals and the possibilities of achieving them, are skilled and know how to acquire more skills. They share a perspective of can-do, a curiosity of what happens next? Play can be observed in social, economic, political, artistic, educational and criminal contexts and endeavours. It is employed as a (counter) strategy, for tacit or open resistance, as a method and productive practice, and something people do for fun. The book aims to define a particular contemporary attitude, a playful approach to media. It identifies some common ground and key principles in this novel terrain. Instead of looking at play and how it branches into different disciplines like business and education, the phenomenon of play in digital media is approached unconstrained by disciplinary boundaries. The contributions in this book provide a glimpse of a playful technological revolution that is a joyful celebration of possibilities that new media afford. This book is not a practical guide on how to hack a system or to pirate music, but provides critical insights into the unintended, artistic, fun, subversive, and sometimes dodgy applications of digital media. Contributions from Chris Crawford, Mathias Fuchs, Rilla Khaled, Sybille Lammes, Eva and Franco Mattes, Florian 'Floyd' Mueller, Michael Nitsche, Julian Oliver, and others cover and address topics such as reflective game design, identity and people's engagement in online media, conflicts and challenging opportunities for play, playing with cartographical interfaces, player-emergent production practices, the re-purposing of data, game creation as an educational approach, the ludification of society, the creation of meaning within and without play, the internalisation and subversion of roles through play, and the boundaries of play.
This book explores the subject of artificial psychology and how the field must adapt human neuro-psychological testing techniques to provide adequate cognitive testing of advanced artificial intelligence systems. It shows how classical testing methods will reveal nothing about the cognitive nature of the systems and whether they are learning, reasoning, and evolving correctly; for these systems, the authors outline how testing techniques similar to/adapted from human psychological testing must be adopted, particularly in understanding how the system reacts to failure or relearning something it has learned incorrectly or inferred incorrectly. The authors provide insights into future architectures/capabilities that artificial cognitive systems will possess and how we can evaluate how well they are functioning. It discusses at length the notion of human/AI communication and collaboration and explores such topics as knowledge development, knowledge modeling and ambiguity management, artificial cognition and self-evolution of learning, artificial brain components and cognitive architecture, and artificial psychological modeling. Explores the concepts of Artificial Psychology and Artificial Neuroscience as applied to advanced artificially cognitive systems; Provides insight into the world of cognitive architectures and biologically-based computing designs which will mimic human brain functionality in artificial intelligent systems of the future; Provides description and design of artificial psychological modeling to provide insight into how advanced artificial intelligent systems are learning and evolving; Explores artificial reasoning and inference architectures and the types of modeling and testing that will be required to "trust" an autonomous artificial intelligent systems.
Many people today struggle with problematic ICT interfaces in their attempts to adapt to the ever-changing digital information environment. To effectively address these issues with strong, highly usable, and effective solutions, it is essential to keep pace with the newest advances in the field.""Handbook of Research on Digital Information Technologies: Innovations, Methods, and Ethical Issues"" addresses this need for complete information on the current state of best techniques and pracitices by presenting a full spectrum of successful designs, defined as communicative relation-building solutions, for individuals and collectives of interlocutors. The handbook also includes a longitudinal perspective of past mistakes, current trends and future opportunities, and is a must-have for beginners in the field as well as qualified professionals exploring the full potential of human interactions as facilitated by digital technologies.
The growing dependence of working environments on complex
technology has created many challenges and lead to a large number
of accidents. Although the quality of organization and management
within the work environment plays an important role in these
accidents, the significance of individual human action (as a direct
cause and as a mitigating factor) is undeniable. This has created a
need for new, integrated approaches to accident analysis and risk
assessment. This book detailing the use of CREAM is, therefore, both timely
and useful. CREAM can be used as a second-generation human reliability
analysis (HRA) approach in probabilistic safety assessment (PSA),
as a stand-alone method for accident analysis and as part of a
larger design method for interactive systems. In particular, the
use of CREAM will enable system designers and risk analysts
to:
Service design is the activity of planning and organizing people, infrastructure, communication and material components of a service in order to improve its quality and the interaction between service provider and customers. It is now a growing field of both practice and academic research. Designing for Service brings together a wide range of international contributors to map the field of service design and identify key issues for practitioners and researchers such as identity, ethics and accountability. Designing for Service aims to problematize the field in order to inform a more critical debate within service design, thereby supporting its development beyond the pure methodological discussions that currently dominate the field. The contributors to this innovative volume consider the practice of service design, ethical challenges designers may encounter, and the new spaces opened up by the advent of modern digital technologies.
This book covers ideas, methods, algorithms, and tools for the in-depth study of the performance and reliability of dependable fault-tolerant systems. The chapters identify the current challenges that designers and practitioners must confront to ensure the reliability, availability, and performance of systems, with special focus on their dynamic behaviors and dependencies. Topics include network calculus, workload and scheduling; simulation, sensitivity analysis and applications; queuing networks analysis; clouds, federations and big data; and tools. This collection of recent research exposes system researchers, performance analysts, and practitioners to a spectrum of issues so that they can address these challenges in their work.
Powerful information technologies and the complex support systems they engender are evolving faster than people's ability to adjust to them. In the workplace, this leads to troublesome task performance, added stress on users, increased organizational inefficiency, and, in some cases, a heightened risk of wide-scale disaster. In the marketplace, it makes for consumer dissatisfaction. Clearly, traditional human-computer interaction (HCI) and system design (SD) solutions to this dilemma have proven woefully inadequate. What is needed is a fresh multidisciplinary approach offering a broader, more dynamic framework for assessing needs and designing usable, efficient systems. Taking modeling concepts from engineering, psychology, cognitive science, information science, and computer science, cognitive systems engineering (CSE) provides such a framework. This book is the first comprehensive guide to the emerging new field of CSE. Providing equal parts theory and practice, it is based on the authors' many years of experience with work systems in a wide range of work domains, including process control, manufacturing, hospitals, and libraries. Throughout, the emphasis is on powerful analytical techniques that enhance the systems designer's ability to see the "big picture", and to design for all crucial aspects of human-work interaction. Applicable to highly structured technical systems such as process plants, as well as less structured user-driven systems like libraries, these analytical techniques form the basis for the evaluation and design guidelines that make up the bulk of this book. And since the proof is in the pudding, the authors provide a chapter-length case history in which theydemonstrate the success of their approach when applied to a full-scale software design project. The project, a retrieval system for public libraries, is described in detail, from field studies to concept validation experiments, and, of course, the empirical evaluation of the system while in use by the library users and personnel. Computer-based information systems are rapidly becoming a fundamental part of the human landscape. How that landscape evolves over the next decade or so, whether it becomes a hostile one or one that generously supports the needs of future generations, is in the hands of all those involved with the study and design of information systems.
The book reports on advanced topics in interactive robotics research and practice; in particular, it addresses non-technical obstacles to the broadest uptake of these technologies. It focuses on new technologies that can physically and cognitively interact with humans, including neural interfaces, soft wearable robots, and sensor and actuator technologies; further, it discusses important regulatory challenges, including but not limited to business models, standardization, education and ethical-legal-socioeconomic issues. Gathering the outcomes of the 1st INBOTS Conference (INBOTS2018), held on October 16-20, 2018 in Pisa, Italy, the book addresses the needs of a broad audience of academics and professionals working in government and industry, as well as end users. In addition to providing readers with detailed information and a source of inspiration for new projects and collaborations, it discusses representative case studies highlighting practical challenges in the implementation of interactive robots in a number of fields, as well as solutions to improve communication between different stakeholders. By merging engineering, medical, ethical and political perspectives, the book offers a multidisciplinary, timely snapshot of interactive robotics.
Online Harassment is one of the most serious problems in social media. To address it requires understanding the forms harassment takes, how it impacts the targets, who harasses, and how technology that stands between users and social media can stop harassers and protect users. The field of Human-Computer Interaction provides a unique set of tools to address this challenge. This book brings together experts in theory, socio-technical systems, network analysis, text analysis, and machine learning to present a broad set of analyses and applications that improve our understanding of the harassment problem and how to address it. This book tackles the problem of harassment by addressing it in three major domains. First, chapters explore how harassment manifests, including extensive analysis of the Gamer Gate incident, stylistic features of different types of harassment, how gender differences affect misogynistic harassment. Then, we look at the results of harassment, including how it drives people offline and the impacts it has on targets. Finally, we address techniques for mitigating harassment, both through automated detection and filtering and interface options that users control. Together, many branches of HCI come together to provide a comprehensive look at the phenomenon of online harassment and to advance the field toward effective human-oriented solutions.
This book provides theoretical perspectives and practical experiences on smart governance for smart cities. It presents a balanced linkage between research, policies and practices on this area. The authors discuss the sustainability challenges raised by rapid urbanization, challenges with smart governance models in various countries, and a new governance paradigm seen as a capable approach able to overcome social, economic and environmental sustainability problems. The authors include case studies on transformation, adaption and transfers; and country, regional, municipal contextualization. Also included are best practices on monitoring and evaluating smart governance and impact assessment. The book features contributions from researchers, academics, and practitioners in the field. Analyzes smart governance for cities from a variety of perspectives and a variety of sectors - both in theory and in practice Features information on the linkage between United Nations Sustainable Development Goals and smart governance Covers the connection between research, policies and practice in smart governance for smart cities
This book presents a comprehensive framework for IoT, including its architectures, security, privacy, network communications, and protocols. The book starts by providing an overview of the aforementioned research topics, future directions and open challenges that face the IoT development. The authors then discuss the main architectures in the field, which include Three- and Five-Layer Architectures, Cloud and Fog Based Architectures, a Social IoT Application Architecture. In the security chapter, the authors outline threats and attacks, privacy preservation, trust and authentication, IoT data security, and social awareness. The final chapter presents case studies including smart home, wearables, connected cars, industrial Internet, smart cities, IoT in agriculture, smart retail, energy engagement, IoT in healthcare, and IoT in poultry and farming. Discusses ongoing research into the connection of the physical and virtual worlds; Includes the architecture, security, privacy, communications, and protocols of IoT; Presents a variety of case studies in IoT including wearables, smart cities, and energy management.
This book offers a systematic introduction to an understanding-oriented approach to multimedia content analysis. It integrates the visual understanding and learning models into a unified framework, within which the visual understanding guides the model learning while the learned models improve the visual understanding. More specifically, it discusses multimedia content representations and analysis including feature selection, feature extraction, image tagging, user-oriented tag recommendation and understanding-oriented multimedia applications. The book was nominated by the University of Chinese Academy of Sciences and China Computer Federation as an outstanding PhD thesis. By providing the fundamental technologies and state-of-the-art methods, it is a valuable resource for graduate students and researchers working in the field computer vision and machine learning.
This book provides an in-depth insight into the emerging paradigm of End-User Development (EUD), discussing the diversity and potential for creating effective environments for end users. Containing a unique set of contributions from a number of international researchers and institutes, many relevant issues are discussed and solutions proposed, making important aspects of end-user development research available to a broader audience. Most people are familiar with the basic functionality and interfaces of computers. However, developing new or modified applications that can effectively support users' goals still requires considerable programming expertise that cannot be expected of everyone. One of the fundamental challenges that lie ahead is the development of environments that enable users with little or no programming experience to develop and modify their own applications. The ultimate goal is to empower people to flexibly employ and personalise advanced inform ation and communication technologies.
This book presents a technology to help speech-, hearing- and sight-impaired people. It explains how they will benefit from an enhancement in their ability to recognize and produce speech or to detect sounds in their surroundings. Additionally, it is considered how sound-based assistive technology might be applied to the areas of speech recognition, speech synthesis, environmental recognition, virtual reality and robots. The primary focus of this book is to provide an understanding of both the methodology and basic concepts of assistive technology rather than listing the variety of assistive devices developed. This book presents a number of different topics which are sufficiently independent from one another that the reader may begin at any chapter without lacking background information. Much of the research quoted in this book was conducted in the author's laboratories at Hokkaido University and University of Tokyo. This book offers the reader a better understanding of a number of unsolved problems that still persist in the field of sound-based assistive technology.
It has been over twenty years since developments in actor-network theory were first written on paper. Since then, the Information and Communication Technologies (ICT) community has begun to discover the power of using actor-network theory as an explanatory framework for much of its research. This research community has come to an understanding that information systems are, of necessity, socio-technical in nature and require a socio-technical approach to their investigation. Thanks to developments in actor-network theory, researchers can now approach people and technology as one single entity that gives support to social influences on technological innovations. Social Influences on Information and Communication Technology Innovations discusses in great detail the use of actor-network theory in offering explanations for socio-technical phenomena, focusing greatly on information communication technologies. Implementation and use of information and communication technologies inevitably involves the interactions of both technology and people. This publication facilitates international growth in the body of research investigating the value of using actor-network theory as a means of understanding socio-technical phenomena and technological innovation. |
You may like...
|