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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
The book gathers the chapters of Cognitive InfoCommunication research relevant to a variety of application areas, including data visualization, emotion expression, brain-computer interfaces or speech technologies. It provides an overview of the kind of cognitive capabilities that are being analyzed and developed. Based on this common ground, it may become possible to see new opportunities for synergy among disciplines that were heretofore viewed as being separate. Cognitive InfoCommunication begins by modeling human cognitive states and aptitudes in order to better understand what the user of a system is capable of comprehending and doing. The patterns of exploration and the specific tools that are described can certainly be of interest and of great relevance for all researchers who focus on modeling human states and aptitudes. This innovative research area provides answers to the latest challenges in influence of cognitive states and aptitudes in order to facilitate learning or generally improve performance in certain cognitive tasks such as decision making. Some capabilities are purely human, while others are purely artificial, but in general this distinction is rarely clear-cut. Therefore, when discussing new human cognitive capabilities, the technological background which makes them possible cannot be neglected, and indeed often plays a central role. This book highlights the synergy between various fields that are perfectly fit under the umbrella of CogInfoCom and contribute to understanding and developing new, human-artificial intelligence hybrid capabilities. These, merged capabilities are currently appearing, and the importance of the role they play in everyday life are unique to the cognitive entity generation that is currently growing up.
This book provides an insight into recent technological trends and innovations in solutions and platforms to improve mobility of visually impaired people. The authors' goal is to help to contribute to the social and societal inclusion of the visually impaired. The book's topics include, but are not limited to, obstacle detection systems, indoor and outdoor navigation, transportation sustainability systems, and hardware/devices to aid visually impaired people. The book has a strong focus on practical applications tested in a real environment. Applications include city halls, municipalities, and companies that must keep up to date with recent trends in platforms, methodologies and technologies to promote urban mobility. Also discuss are broader realms including education, health, electronics, tourism, and transportation. Contributors include a variety of researchers and practitioners around the world.
This major work on knowledge representation is based on the writings of Charles S. Peirce, a logician, scientist, and philosopher of the first rank at the beginning of the 20th century. This book follows Peirce's practical guidelines and universal categories in a structured approach to knowledge representation that captures differences in events, entities, relations, attributes, types, and concepts. Besides the ability to capture meaning and context, the Peircean approach is also well-suited to machine learning and knowledge-based artificial intelligence. Peirce is a founder of pragmatism, the uniquely American philosophy. Knowledge representation is shorthand for how to represent human symbolic information and knowledge to computers to solve complex questions. KR applications range from semantic technologies and knowledge management and machine learning to information integration, data interoperability, and natural language understanding. Knowledge representation is an essential foundation for knowledge-based AI. This book is structured into five parts. The first and last parts are bookends that first set the context and background and conclude with practical applications. The three main parts that are the meat of the approach first address the terminologies and grammar of knowledge representation, then building blocks for KR systems, and then design, build, test, and best practices in putting a system together. Throughout, the book refers to and leverages the open source KBpedia knowledge graph and its public knowledge bases, including Wikipedia and Wikidata. KBpedia is a ready baseline for users to bridge from and expand for their own domain needs and applications. It is built from the ground up to reflect Peircean principles. This book is one of timeless, practical guidelines for how to think about KR and to design knowledge management (KM) systems. The book is grounded bedrock for enterprise information and knowledge managers who are contemplating a new knowledge initiative. This book is an essential addition to theory and practice for KR and semantic technology and AI researchers and practitioners, who will benefit from Peirce's profound understanding of meaning and context.
Changes in the availability, quality, and quantity of communication technologies are revolutionizing and fundamentally altering how individuals and organizations interact, communicate, and work. Interaction in Communication Technologies and Virtual Learning Environments: Human Factors examines the effect of technological rationalism on communication and learning outcomes in a global, multi-cultural world. Drawing on the experiences and research expertise of key researchers and educators from multiple disciplines, this book presents real-world examples of virtual communicators in global, cross-cultural, and multi-dynamic environments.
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.
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.
Cognitive architectures represent an umbrella term to describe ways in which the flow of thought can be engineered towards cerebral and behavioral outcomes. Cognitive Architectures are meant to provide top-down guidance, a knowledge base, interactive heuristics and concrete or fuzzy policies for which the virtual character can utilize for intelligent interaction with his/her/its situated virtual environment. Integrating Cognitive Architectures into Virtual Character Design presents emerging research on virtual character artificial intelligence systems and procedures and the integration of cognitive architectures. Emphasizing innovative methodologies for intelligent virtual character integration and design, this publication is an ideal reference source for graduate-level students, researchers, and professionals in the fields of artificial intelligence, gaming, and computer science.
The interaction between humans and computers is evolving rapidly, impacting every aspect of human and organizational life. This book presents the latest developments in this field of "Human Computer Interaction" (HCI). It discusses issues related End User Computing, as well as issues related to the human side of IT. This book will help to set a framework for the social and organizational issues related to IT, giving emphasis to its role as facilitator of social relationships, enabling the development of the organizational and individual intelligence and helping to improve human conditions. In Issues of Human Computer Interaction, models and theories are presented together with practical cases that will help students, lecturers, researchers and managers to have a clear idea of what is going on in HCI, today.
This book investigates a new interactive data visualisation concept that employs traditional Chinese aesthetics as a basis for exploring contemporary digital technological contexts. It outlines the aesthetic approach, which draws on non-Western aesthetic concepts, specifically the Yijing and Taoist cosmological principles, and discusses the development of data-based digital practices within a theoretical framework that combines traditional Taoist ideas with the digital humanities. The book also offers a critique of the Western aesthetics underpinning data visualisation, in particular the Kantian sublime, which prioritises the experience of power over the natural world viewed at a distance. Taoist philosophy, in contrast, highlights the integration of the surface of the body and the surface of nature as a Taoist body, rather than promoting an opposition of mind and body. The book then explores the transformational potential between the human body and technology, particularly in creating an aesthetic approach spanning traditional Chinese aesthetics and gesture-based technology. Representing a valuable contribution to the digital humanities, the book helps readers understand data-based artistic practices, while also bringing the ideas of traditional Chinese aesthetics to Western audiences. In addition, it will be of interest to practitioners in the fields of digital art and data visualisation seeking new models.
This book explores the digitization of culture as a means of experiencing and understanding cultural heritage in Namibia and from international perspectives. It provides various views and perspectives on the digitization of culture, the goal being to stimulate further research, and to rapidly disseminate related discoveries. Aspects covered here include: virtual and augmented reality, audio and video technology, art, multimedia and digital media integration, cross-media technologies, modeling, visualization and interaction as a means of experiencing and grasping cultural heritage. Over the past few decades, digitization has profoundly changed our cultural experience, not only in terms of digital technology-based access, production and dissemination, but also in terms of participation and creation, and learning and partaking in a knowledge society. Computing researchers have developed a wealth of new digital systems for preserving, sharing and interacting with cultural resources. The book provides important information and tools for policy makers, knowledge experts, cultural and creative industries, communication scientists, professionals, educators, librarians and artists, as well as computing scientists and engineers conducting research on cultural topics.
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.
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 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.
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.
This book features the latest research in the area of immersive technologies, presented at the 5th International Augmented and Virtual Reality Conference, held in Munich, Germany in 2019. Bridging the gap between academia and industry, it presents the state of the art in augmented reality (AR) and virtual reality (VR) technologies and their applications in various industries such as marketing, education, healthcare, tourism, events, fashion, entertainment, retail and the gaming industry. The volume is a collection of research papers by prominent AR and VR scholars from around the globe. Covering the most significant topics in the field of augmented and virtual reality and providing the latest findings, it is of interest to academics and practitioners alike.
Master the art of user experience design through the 100 laws, guidelines, human biases, and general considerations in this comprehensive, cross-disciplinary encyclopedia. Richly illustrated and easy to navigate, Universal Principles of UX pairs clear explanations of each concept with visual examples of the ideas applied in practice. The book is organized into six broad categories: Consider Empathize Define Research Design Validate And, features principles as diverse as: Design is not neutral Make the choice easy Some complexity cannot be reduced Map the ecosystem So you think you can scroll Don't grade your own homework User Experience is a field notable for its expansiveness, complexity and persistent evolution. This book is not a chronological retelling of the history of user experience design. It is also not a technical how-to book that will show you how to become a perfect user experience designer one step at a time. It's a philosophical anthology of case studies, situations, problems, and contradictions encountered across more than fifteen years of working on real world client projects that will teach you how to think, rather than tell you what to do. Each principle is presented in a two-page format. The left-hand page contains a succinct definition, a full description of the principle, examples of its use, and guidelines for use. Sidenotes appear to the right of the text, and provide elaborations and references. The right-hand page contains visual examples and related graphics to support a deeper understanding of the principle. This landmark reference is the standard for designers, engineers, managers, and students who seek to broaden and improve their user experience design expertise. The titles in the Rockport Universal series offer comprehensive and authoritative information and edifying and inspiring visual examples on multidisciplinary subjects for designers, architects, engineers, students, and anyone who is interested in expanding and enriching their design knowledge.
This edited book focuses on speech etiquette, examining the rules that govern communication in various online communities: professional, female, and ethnospecific. The contributors analyze online communication in the Slavic languages Russian, Slovak, Polish, and Belarusian, showing how the concept of speech etiquette differs from the concept of politeness, although both reflect the relationship between people in interaction. Online communities are united on the basis of common informative or phatic illocutions among their participants, and their speech etiquette is manifested in stable forms of conducting discussions - stimulating and responding. Each group has its own ideas of unacceptable speech behavior and approaches to sanitation, and the rules of speech etiquette in each group determine the degree of rapport and distancing between the participants in discourse. The chapters in this book explore how rapport and distance are established through acts such as showing attention to the addressee and increasing his or her communicative status; reducing or increasing the illocutionary power of evaluations and motivations; and evaluating one's own or someone else's speech. The volume will be of interest to researchers studying online communication in such diverse fields as linguistics, sociology, anthropology, programming, and media studies.
Tools and technologies have long complemented and extended our physical abilities: from pre-historic spearheads to steam-propelled ploughs and high-tech prosthetics. While the development of lenses granted us insights into the micro and macrocosms, new sensors and technologies increasingly augment our cognitive abilities, including memory and perception. This book integrates current research efforts, results, and visions from the fields of computer science, neuroscience, and psychology. It provides a comprehensive overview of the state-of-the-art and future applications of how technologies assist and augment human perception and cognition. Experts in the field share their research and findings on: Working memory enhancements Digitization of memories through lifelog archives The consequences of technology-induced disruptions and forgetting The creation and utilization of new human senses Ethical and security concerns that arise with augmentation technologies. As technology weaves itself ever deeper into our lives, careful examination of its capabilities, risks and benefits is warranted. While this book focuses on the complementation and augmentation of human capabilities, it serves as a foundation for students, researchers and designers of technologies that push the boundaries of perception and cognition.
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.
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.
This proceedings book presents papers from the 10th Cambridge Workshops on Universal Access and Assistive Technology. The CWUAAT series of workshops have celebrated a long history of interdisciplinarity, including design disciplines, computer scientists, engineers, architects, ergonomists, ethnographers, ethicists, policymakers, practitioners, and user communities. This reflects the wider increasing realisation over the long duration of the series that design for inclusion is not limited to technology, engineering disciplines, and computer science but instead requires an interdisciplinary approach. The key to this is providing a platform upon which the different disciplines can engage and see each other's antecedents, methods, and point of view. This proceedings book of the 10th CWUAAT conference presents papers in a variety of topics including Reconciling usability, accessibility, and inclusive design; Designing inclusive assistive and rehabilitation systems; Designing cognitive interaction with emerging technologies; Designing inclusive architecture; Data mining and visualising inclusion; Legislation, standards, and policy in inclusive design; Situational inclusive interfaces; and The historical perspective: 20 years of CWUAAT. CWUAAT has always aimed to be inclusive in the fields that it invites to the workshop. We must include social science, psychologies, anthropologies, economists, politics, governance, and business. This requirement is now energised by imminent new challenges arising from techno-social change. In particular, artificial intelligence, wireless technologies, and the Internet of Things generate a pressing need for more socially integrated projects with operational consequences on individuals in the built environment and at all levels of design and society. Business cases and urgent environmental issues such as sustainability and transportation should now be a focus point for inclusion in an increasingly challenging world. This proceedings book continues the goal of designing for inclusion, as set out by the CWUAAT when it first started.
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.
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
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