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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
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. "
This two-volume set CCIS 1498 and CCIS 1499 contains the late breaking posters presented during the 23rd International Conference on Human-Computer Interaction, HCII 2021, which was held virtually in July 2021. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. Additionally, 174 papers and 146 posters are included in the volumes of the proceedings published after the conference, as "Late Breaking Work" (papers and posters). The posters presented in these two volumes are organized in topical sections as follows: HCI Theory and Practice; UX Design and Research in Intelligent Environments; Interaction with Robots, Chatbots, and Agents; Virtual, Augmented, and Mixed Reality; Games and Gamification; HCI in Mobility, Transport and Aviation; Design for All and Assistive Technologies; Physiology, Affect and Cognition; HCI for Health and Wellbeing; HCI in Learning, Teaching, and Education; Culture and Computing; Social Computing; Design Case Studies; User Experience Studies.
This two-volume set CCIS 1498 and CCIS 1499 contains the late breaking posters presented during the 23rd International Conference on Human-Computer Interaction, HCII 2021, which was held virtually in July 2021. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. Additionally, 174 papers and 146 posters are included in the volumes of the proceedings published after the conference, as "Late Breaking Work" (papers and posters). The posters presented in these two volumes are organized in topical sections as follows: HCI Theory and Practice; UX Design and Research in Intelligent Environments; Interaction with Robots, Chatbots, and Agents; Virtual, Augmented, and Mixed Reality; Games and Gamification; HCI in Mobility, Transport and Aviation; Design for All and Assistive Technologies; Physiology, Affect and Cognition; HCI for Health and Wellbeing; HCI in Learning, Teaching, and Education; Culture and Computing; Social Computing; Design Case Studies; User Experience Studies.
This is the sixth edited volume of refereed contributions, from an international group of researchers and specialists. Volumes five and six comprise the edited proceedings of the Third International Conference on Engineering Psychology and Cognitive Ergonomics, organized by Cranfield College of Aeronautics, Edinburgh, Scotland, October 2000. The applications areas include aerospace and other transportation, medicine, human-computer interaction, process control, and training technology. Topics addressed include: the design of control and display systems; human perception, error, reliability, information processing, and performance modelling; mental workload; stress; automation; situation awareness; skill acquisition and retention; techniques for evaluating human-machine systems and the physiological correlates of performance. Both volumes will be useful to applied and occupational psychologists, instructors, instructional developers, equipment and systems designers, researchers, government regulatory personnel, human resource managers and selection specialists; also to senior pilots, air traffic control and aviation and ground transportation operations management.
Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers. At the heart of his exploration, veteran game designer Raph Koster takes a close look at the concept of fun and why it's the most vital element in any game. Why do some games become boring quickly, while others remain fun for years? How do games serve as fundamental and powerful learning tools? Whether you're a game developer, dedicated gamer, or curious observer, this illustrated, fully updated edition helps you understand what drives this major cultural force, and inspires you to take it further. You'll discover that: Games play into our innate ability to seek patterns and solve puzzles Most successful games are built upon the same elements Slightly more females than males now play games Many games still teach primitive survival skills Fictional dressing for modern games is more developed than the conceptual elements Truly creative designers seldom use other games for inspiration Games are beginning to evolve beyond their prehistoric origins
An accessible primer on how to create effective graphics from data This book provides students and researchers a hands-on introduction to the principles and practice of data visualization. It explains what makes some graphs succeed while others fail, how to make high-quality figures from data using powerful and reproducible methods, and how to think about data visualization in an honest and effective way. Data Visualization builds the reader's expertise in ggplot2, a versatile visualization library for the R programming language. Through a series of worked examples, this accessible primer then demonstrates how to create plots piece by piece, beginning with summaries of single variables and moving on to more complex graphics. Topics include plotting continuous and categorical variables; layering information on graphics; producing effective "small multiple" plots; grouping, summarizing, and transforming data for plotting; creating maps; working with the output of statistical models; and refining plots to make them more comprehensible. Effective graphics are essential to communicating ideas and a great way to better understand data. This book provides the practical skills students and practitioners need to visualize quantitative data and get the most out of their research findings. Provides hands-on instruction using R and ggplot2 Shows how the "tidyverse" of data analysis tools makes working with R easier and more consistent Includes a library of data sets, code, and functions
Understanding emotions is becoming ever more valuable in design, both in terms of what people prefer as well as in relation to how they behave in relation to it. Approaches to conceptualising emotions in technology design, how emotions can be operationalised and how they can be measured are paramount to ascertaining the core principles of design. Emotions in Technology Design: From Experience to Ethics provides a multi-dimensional approach to studying, designing and comprehending emotions in design. It presents emotions as understood through basic human-technology research, applied design practice, culture and aesthetics, ethical approaches to emotional design, and ethics as a cultural framework for emotions in design experience. Core elements running through the book are: cognitive science - cognitive-affective theories of emotions (i.e., Appraisal); culture - the ways in which our minds are trained to recognise, respond to and influence design; and ethics - a deep cultural framework of interpretations of good versus evil. This ethical understanding brings culture and cognition together to form genuine emotional experience. This book is essential reading for designers, technology developers, HCI and cognitive science scholars, educators and students (at both undergraduate and graduate levels) in terms of emotional design methods and tools, systematic measurement of emotion in design experience, cultural theory underpinning how emotions operate in the production and interaction of design, and how ethics influence basic (primal) and higher level emotional reactions. The broader scope equips design practitioners, developers and scholars with that 'something more' in terms of understanding how emotional experience of technology can be positioned in relation to cultural discourse and ethics.
This two volume set presents the reader with new strategies for the contributions of psychology and Human Factors to the safe and effective functioning of aviation organizations and systems. The volumes comprise the edited contributions to the Fourth Australian Aviation Psychology Symposium. The chapters within are orientated towards presenting and developing practical solutions for the current and future challenges facing the aviation industry. Each volume covers areas of vital and enduring importance within today's complex aviation system. Volume 2 covers Selection, Training, Human-Machine Interface, Air Traffic Control, Maintenance and Situational Awareness. Invited chapters include contributions from Capt. DaA+/-iel Maurino (ICAO), Professor Bob Helmreich (University of Texas), Jean Paries and Dr. Ashleigh Merritt (Dedale), Professor Ron Westrum (Eastern Michigan University), Capt. Azmi Radzi (Malaysian Airlines), Nicole SvA!tek (Virgin Atlantic), Professor Patrick Hudson (Leiden University), Dr. Sherry Chappell (Delta Technology), Dr. Nick McDonald (Trinity College, Dublin), Professor Jan Davies (University of Calgary), Capt. John Bent (Cathay Pacific Airways), Dr. Carol Manning (FAA), Dr. Manfred Barberino and Dr. Anne Isaac (EUROCONTROL), Dr. Drew Dawson (University of South Australia), Rebecca Chute and Professor Earl Wiener (NASA Ames), Dr. Gavan Lintern (AMRL), Bert Ruitenberg (IFATCA) and Dr. Mica Endsley (SA Technologies)
In The Human Factor, Kim Vicente coined the term 'Human-tech' to describe a more encompassing and ambitious approach to the study of Human-Technology Interaction (HTI) than is now evident in any of its participating disciplines, such as human factors, human-computer interaction, cognitive science and engineering, industrial design, informatics or applied psychology. Observing that the way forward is 'not by widgets alone,' Vicente's Human-tech approach addresses every level-physical, psychological, team, organizational, and political-at which technology impacts quality of life, identifies a human or societal need, and then tailors technology to what we know about human nature at that level. The Human Factor was written for a broad audience, in part to educate general readers beyond the HTI community about the need to think seriously about the tremendous impact that poorly designed technology can have, ranging from user frustration to the tragic loss of human life. The articles collected in this book provide much of the technical material behind the work that was presented in The Human Factor, and the commentaries by Alex Kirlik situate these articles in their broader historical, scientific and ethical context. This collection of articles and commentaries forms a set of recommendations for how HTI research ought to broaden both its perspective and its practical, even ethical, aspirations to meet the increasingly complicated challenges of designing technology to support human work, to improve quality of life, and to design the way will live with technology. As the first book both to integrate the theory and research underlying Human-tech, and to clearly delineate the scientific challenges and ethical responsibilities that await those who either design technology for human use, or design technology that influences or even structures the working or daily lives of others, Human-tech: Ethical and Scientific Foundations will appeal to the broad range of students and scholars in all of the HTI disciplines.
This book interconnects two essential disciplines to study the perception of speech: Neuroscience and Quality of Experience, which to date have rarely been used together for the purposes of research on speech quality perception. In five key experiments, the book demonstrates the application of standard clinical methods in neurophysiology on the one hand and of methods used in fields of research concerned with speech quality perception on the other. Using this combination, the book shows that speech stimuli with different lengths and different quality impairments are accompanied by physiological reactions related to quality variations, e.g., a positive peak in an event-related potential. Furthermore, it demonstrates that - in most cases - quality impairment intensity has an impact on the intensity of physiological reactions.
This book features selected papers presented at the International Conference on Information Management and Machine Intelligence (ICIMMI 2019), held at the Poornima Institute of Engineering & Technology, Jaipur, Rajasthan, India, on December 14-15, 2019. It covers a range of topics, including data analytics; AI; machine and deep learning; information management, security, processing techniques and interpretation; applications of artificial intelligence in soft computing and pattern recognition; cloud-based applications for machine learning; application of IoT in power distribution systems; as well as wireless sensor networks and adaptive wireless communication.
This book presents selected research and development on virtual reality (VR) and serious games (SG) applications to assist children with Autism Spectrum Disorder (ASD) in their learning of different skills. Children with ASD have challenges to learn skills of learning, living, and working, due to their cognitive and behavioral limitations. The authors and their research teams of this book have many years' research experience developing innovative and interactive VR and SG technology for the special needs education. More specifically, several VR serious games are designed to train children with ASD on learning skill, life skill, and job skill. Such games are often developed based on the needs of special education and used by special needs schools in Singapore. This book is a useful resource for students, scholars, and designers of learning material who want to embrace VR and SG for children with ASD.
This book constitutes the refereed proceedings of the 12th International Conference on the Theory and Application of Diagrams, Diagrams 2021, held virtually in September 2021. The 16 full papers and 25 short papers presented together with 16 posters were carefully reviewed and selected from 94 submissions. The papers are organized in the following topical sections: design of concrete diagrams; theory of diagrams; diagrams and mathematics; diagrams and logic; new representation systems; analysis of diagrams; diagrams and computation; cognitive analysis; diagrams as structural tools; formal diagrams; and understanding thought processes. 10 chapters are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
Advances in network connectivity, power consumption, and physical size create new possibilities for using interactive computing outdoors. However, moving computing outdoors can drastically change the human outdoor experience. This impact is felt in many kinds of outdoor activities such as citizen science, personal recreation, search and rescue, informal education, and others. It is also felt across outdoor settings that range from remote wilderness to crowded cities. Understanding these effects can lead to ideas, designs and systems that improve, rather than diminish, outdoor experiences. This book represents the current results emerging from recent workshops focused on HCI outdoors and held in conjunction with CHI, GROUP, UbiComp, and MobileHCI conferences. Based on feedback at those workshops, and outreach to other leaders in the field, the chapters collected were crafted to highlight methods and approaches for understanding how technologies such as handhelds, wearables, and installed standalone devices impact individuals, groups, and even communities. These findings frame new ways of thinking about HCI outdoors, explore logistical issues associated with moving computing outdoors, and probe new experiences created by involving computing in outdoor pursuits. Also important are the ways that social media has influenced preparation, experience, and reflection related to outdoor experiences. HCI Outdoors: Theory, Design, Methods and Applications is of interest to HCI researchers, HCI practitioners, and outdoor enthusiasts who want to shape future understanding and current practice related to technology in every kind of outdoor experience.
In this book Part I presents first an overview of the ECHORD++ project, with its mission and vision together with a detailed structure of its functionalities and instruments: Experiments, Robotic Innovation Facilities and Public end-user Driven Technology Innovation PDTI. Chapter 1 explains how the project is born, the partners, the different instruments and the new concept of cascade funding projects. This novelty made ECHORD++ a special project along the huge number of research groups and consortia involved in the whole project. So far, it is the European funded project with more research team and partners involved in the robotic field. In Chapter 2, one of the instruments in ECHORD++ is explained in detail: RIF. Robotic innovation facilities are a set of laboratories across Europe funded with the project with the goal of hosting consortia involved in any experiment that have special needs when testing their robotic research. In the chapter the three different and specific RIFs will be described and analyzed. Chapter 3 explains an important instrument in ECHORD++: the Experiments. In this part, a big number of research groups have been involve in short time funded research projects. The chapter explains the management of such Experiments, from the call for participation, the candidate's selection, the monitoring, reviews and funding for each of the 36 experiments funded for Echord. Chapter 4 is very special because it presents the innovation of funding public end-user driven technology, in particular, robotic technology. The robotic challenge is the key of such an instruments together with the management of the different consortia that participated competitively in the success of the robotic challenge proposed by a public entity, selected also with a very special and innovative process.
The essential interaction design guide, fully revised and updated for the mobile age About Face: The Essentials of Interaction Design, Fourth Edition is the latest update to the book that shaped and evolved the landscape of interaction design. This comprehensive guide takes the worldwide shift to smartphones and tablets into account. New information includes discussions on mobile apps, touch interfaces, screen size considerations, and more. The new full-color interior and unique layout better illustrate modern design concepts. The interaction design profession is blooming with the success of design-intensive companies, priming customers to expect "design" as a critical ingredient of marketplace success. Consumers have little tolerance for websites, apps, and devices that don't live up to their expectations, and the responding shift in business philosophy has become widespread. About Face is the book that brought interaction design out of the research labs and into the everyday lexicon, and the updated Fourth Edition continues to lead the way with ideas and methods relevant to today's design practitioners and developers. Updated information includes: * Contemporary interface, interaction, and product design methods * Design for mobile platforms and consumer electronics * State-of-the-art interface recommendations and up-to-date examples * Updated Goal-Directed Design methodology Designers and developers looking to remain relevant through the current shift in consumer technology habits will find About Face to be a comprehensive, essential resource.
Auralization is the technique of creation and reproduction of sound on the basis of computer data. With this tool it is possible to predict the character of sound signals which are generated at the source and modified by reinforcement, propagation and transmission in systems such as rooms, buildings, vehicles or other technical devices. This book is organized as a comprehensive collection of the basics of sound and vibration, acoustic modelling, simulation, signal processing and audio reproduction. With some mathematical prerequisites, the readers will be able to follow the main strategy of auralization easily and work out their own implementations of auralization in various fields of application in architectural acoustics, acoustic engineering, sound design and virtual reality. For readers interested in basic research, the technique of auralization may be useful to create sound stimuli for specific investigations in linguistic, medical, neurological and psychological research, and in the field of human-machine interaction.
Over the next few decades, millions of people, with varying backgrounds and levels of technical expertise, will have to effectively interact with robotic technologies on a daily basis. This means it will have to be possible to modify robot behavior without explicitly writing code, but instead via a small number of wearable devices or visual demonstrations. At the same time, robots will need to infer and predict humans' intentions and internal objectives on the basis of past interactions in order to provide assistance before it is explicitly requested; this is the basis of imitation learning for robotics. This book introduces readers to robotic imitation learning based on human demonstration with wearable devices. It presents an advanced calibration method for wearable sensors and fusion approaches under the Kalman filter framework, as well as a novel wearable device for capturing gestures and other motions. Furthermore it describes the wearable-device-based and vision-based imitation learning method for robotic manipulation, making it a valuable reference guide for graduate students with a basic knowledge of machine learning, and for researchers interested in wearable computing and robotic learning.
This book is the fourth in the series and describes some of the most recent advances and examines emerging problems in engineering psychology and cognitive ergonomics. It bridges the gap between the academic theoreticians, who are developing models of human performance, and practitioners in the industrial sector, responsible for the design, development and testing of new equipment and working practices.
The book gives an introduction into the theory and practice of the transdisciplinary field of Character Computing, introduced by Alia El Bolock. The latest scientific findings indicate that "One size DOES NOT fit all" in terms of how to design interactive systems and predict behavior to tailor the interaction experience. Emotions are one of the essential factors that influence people's daily experiences; they influence decision making and how different emotions are interpreted by different individuals. For example, some people may perform better under stress and others may break. Building upon Rosalind Picard's vision, if we want computers to be genuinely intelligent and to interact naturally with us, we must give computers the ability to recognize, understand, even to have and express emotions and how different characters perceive and react to these emotions, hence having richer and truly tailored interaction experiences. Psychological processes or personality traits are embedded in the existing fields of Affective and Personality Computing. However, this book is the first that systematically addresses this including the whole human character; namely our stable personality traits, our variable affective, cognitive and motivational states as well as our morals, beliefs and socio-cultural embedding. The book gives an introduction into the theory and practice of the transdisciplinary field of Character Computing. The emerging field leverages Computer Science and Psychology to extend technology to include the whole character of humans and thus paves the way for researchers to truly place humans at the center of any technological development. Character Computing is presented from three main perspectives: Profiling and sensing the character Leveraging characters to build ubiquitous character-aware systems Investigating how to extend Artificial Intelligence to create artificial characters
This is the first book that focuses entirely on the fundamental questions in visualization. Unlike other existing books in the field, it contains discussions that go far beyond individual visual representations and individual visualization algorithms. It offers a collection of investigative discourses that probe these questions from different perspectives, including concepts that help frame these questions and their potential answers, mathematical methods that underpin the scientific reasoning of these questions, empirical methods that facilitate the validation and falsification of potential answers, and case studies that stimulate hypotheses about potential answers while providing practical evidence for such hypotheses. Readers are not instructed to follow a specific theory, but their attention is brought to a broad range of schools of thoughts and different ways of investigating fundamental questions. As such, the book represents the by now most significant collective effort for gathering a large collection of discourses on the foundation of data visualization. Data visualization is a relatively young scientific discipline. Over the last three decades, a large collection of computer-supported visualization techniques have been developed, and the merits and benefits of using these techniques have been evidenced by numerous applications in practice. These technical advancements have given rise to the scientific curiosity about some fundamental questions such as why and how visualization works, when it is useful or effective and when it is not, what are the primary factors affecting its usefulness and effectiveness, and so on. This book signifies timely and exciting opportunities to answer such fundamental questions by building on the wealth of knowledge and experience accumulated in developing and deploying visualization technology in practice.
Artificial intelligence (AI) is often discussed as something extraordinary, a dream-or a nightmare-that awakens metaphysical questions on human life. Yet far from a distant technology of the future, the true power of AI lies in its subtle revolution of ordinary life. From voice assistants like Siri to natural language processors, AI technologies use cultural biases and modern psychology to fit specific characteristics of how users perceive and navigate the external world, thereby projecting the illusion of intelligence. Integrating media studies, science and technology studies, and social psychology, Deceitful Media examines the rise of artificial intelligence throughout history and exposes the very human fallacies behind this technology. Focusing specifically on communicative AIs, Natale argues that what we call "AI" is not a form of intelligence but rather a reflection of the human user. Using the term "banal deception," he reveals that deception forms the basis of all human-computer interactions rooted in AI technologies, as technologies like voice assistants utilize the dynamics of projection and stereotyping as a means for aligning with our existing habits and social conventions. By exploiting the human instinct to connect, AI reveals our collective vulnerabilities to deception, showing that what machines are primarily changing is not other technology but ourselves as humans. Deceitful Media illustrates how AI has continued a tradition of technologies that mobilize our liability to deception and shows that only by better understanding our vulnerabilities to deception can we become more sophisticated consumers of interactive media.
Emotions and Affect in Human Factors and Human-Computer Interaction is a complete guide for conducting affect-related research and design projects in H/F and HCI domains. Introducing necessary concepts, methods, approaches, and applications, the book highlights how critical emotions and affect are to everyday life and interaction with cognitive artifacts. The text covers the basis of neural mechanisms of affective phenomena, as well as representative approaches to Affective Computing, Kansei Engineering, Hedonomics, and Emotional Design. The methodologies section includes affect induction techniques, measurement techniques, detection and recognition techniques, and regulation models and strategies. The application chapters discuss various H/F and HCI domains: product design, human-robot interaction, behavioral health and game design, and transportation. Engineers and designers can learn and apply psychological theories and mechanisms to account for their affect-related research and can develop their own domain-specific theory. The approach outlined in this handbook works to close the existing gap between the traditional affect research and the emerging field of affective design and affective computing.
This book presents interdisciplinary research in software engineering with applications for the social sector. The author focuses on software applications that are used for social good and that serve the needs of society. The author aims to bridge the knowledge gap between requirement engineers, industry, and users in order to help identify a diverse range of needs in the social sector (taking into account user crowd diversity in terms of technological competencies, geography, demographics, and behavioral and psychographic aspects). The book provides rigorous empirical studies and validates solutions that serve as a guide to the software engineering community, researchers, graduate students, and teachers. Provides interdisciplinary research in software engineering and the needs of the social sector, helping to increase success rates of society focused startups and applications Ideal for social entrepreneurs who can use the book for doing customer development with diverse users Establishes a new research line of social sector requirement engineering, taking into account user age, language, ability, and access |
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