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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
This SpringerBrief introduces key techniques for 5G wireless networks. The authors cover the development of wireless networks that led to 5G, and how 5G mobile communication technology (5G) can no longer be defined by a single business model or a typical technical characteristic. The discussed networks functions and services include Network Foundation Virtualization (N-FV), Cloud Radio Access Networks (Cloud-RAN), and Mobile Cloud Networking (MCN). The benefits of cloud platforms are examined, as are definable networking and green wireless networking. Other related and representative projects on 5G are mobile and wireless communications enablers for the Twenty-Twenty Information Society, Multi-hop Cellular Networks, Network Function as-a-Service over Virtualized Infrastructures, iJOIN, and Nuage Virtualized Services Platform. Major applications of 5G range from RAN sharing and Multi-Operator Core Networks to mobile convergence. Enhancing the user experience by providing smart and customized services, 5G will support the explosive growth of big data, mobile internet, digital media, and system efficiency. This SpringerBrief is designed for professionals, researchers, and academics working in networks or system applications. Advanced-level students of computer science or computer engineering will also find the content valuable.
This book constitutes the refereed proceedings of the 8th International Conference on Intelligent technologies for Interactive Entertainment, INTETAIN 2016, held in Utrecht, The Netherlands, in June 2016. The 19 full papers, 5 short and 6 workshop papers were selected from 49 submissions and present novel interactive techniques and their application in entertainment, education, culture and art. The papers are grouped in six thematic sessions: serious games, novel applications and tools, exertion games, persuasion and motivation, interaction technologies and game studies.
Learn how to protect, back up, recover, and monitor your data and infrastructure in the cloud with Microsoft's Operations Management Suite (OMS), Azure Backup, and Azure Site Recovery. Implementing Operations Management Suite starts with an overview of the Operations Management Suite, followed by an introduction to Azure virtual machines and virtual networks. Chapters cover Azure Backup and how to configure it, followed by deep dives into aspects of Azure Site Recovery (ASR): how it works, how to configure it, how to streamline your disaster recovery failover from on-premises to Azure, and so on. Learn about protection groups, how to perform planned and unplanned failover, and more. Windows IT pro consultant, trainer and MVP Peter De Tender takes you through the necessary theory and background on each topic along with hands-on step-by-step lab guides to help you implement and configure each feature for yourself. You'll also find out how to estimate your platform costs when using Azure infrastructure components, making this book your one-stop guide to the latest disaster recovery services in Microsoft Azure. What You'll Learn Understand current concepts and challenges in IT disaster recovery Get introduced to Microsoft Azure, Azure virtual networks and Azure virtual machines Protect your data in the cloud with Azure Backup, and the configuration options available Understand how to protect, recover, and monitor your environment with Azure Site Recovery Manager, and the configuration options available Extend Azure Site Recovery Manager to non-Hyper-V workloads Who This Book Is For IT professionals and IT decision makers who are interested in learning about Azure backup and Azure Site Recovery Manager in order to build and/or optimize their IT disaster recovery scenarios.
This book contains a collection of the papers accepted in the 18th Asia Pacific Symposium on Intelligent and Evolutionary Systems (IES 2014), which was held in Singapore from 10-12th November 2014. The papers contained in this book demonstrate notable intelligent systems with good analytical and/or empirical results.
This book constitutes the proceedings of two conferences: The 6th International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2017) and the Second International Conference on Design, Learning and Innovation (DLI 2017). The event was hosted in Heraklion, Crete, Greece, in October 2017 and attracted 65 submissions from which 50 full papers were selected for publication in this book. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation.
1. Provides a toolkit of templates for common VR interactions, as well as practical advice on when to use them and how to tailor them for specific use cases; 2. Includes case studies detailing the practical application of interaction theory discussed in each chapter; 3. Presents tables of guidelines for practicing VR developers, for reference during software development; 4. Covers procedures for Interface Evaluation - formulas and testing methodologies to ensure that VR interfaces are effective, efficient, engaging, error-tolerant, and easy to learn; 5. Non-linear organisation - chapters of the book on different concepts can be read to gain knowledge on a single topic, without requiring other chapters to be read beforehand; 6. Includes ancillaries - PowerPoint slides, 3D models, videos, and a teacher's guide
This book introduces the optimal online charging control of electric vehicles (EVs) and battery energy storage systems (BESSs) in smart grids. The ultimate goal is to minimize the total energy cost as well as reduce the fluctuation of the total power flow caused by the integration of the EVs and renewable energy generators. Using both theoretic analysis and data-driven numerical results, the authors reveal the effectiveness and efficiency of the proposed control techniques. A major benefit of these control techniques is their practicality, since they do not rely on any non-causal knowledge of future information. Researchers, operators of power grids, and EV users will find this to be an exceptional resource. It is also suitable for advanced-level students of computer science interested in networks, electric vehicles, and energy systems.
This book presents the latest research on the software crowdsourcing approach to develop large and complex software in a cloud-based platform. It develops the fundamental principles, management organization and processes, and a cloud-based infrastructure to support this new software development approach. The book examines a variety of issues in software crowdsourcing processes, including software quality, costs, diversity of solutions, and the competitive nature of crowdsourcing processes. Furthermore, the book outlines a research roadmap of this emerging field, including all the key technology and management issues for the foreseeable future. Crowdsourcing, as demonstrated by Wikipedia and Facebook for online web applications, has shown promising results for a variety of applications, including healthcare, business, gold mining exploration, education, and software development. Software crowdsourcing is emerging as a promising solution to designing, developing and maintaining software. Preliminary software crowdsourcing practices and platforms, including Apple's App Store and TopCoder, demonstrate the advantages of crowdsourcing in terms of software ecosystem expansion and product quality improvement.
Highlights key research currently being undertaken within the field of telepresence, providing the most detailed account of the field to date, advancing our understanding of a fundamental property of all media - the illusion of presence; the sense of "being there" inside a virtual environment, with actual or virtual others. This collection has been put together by leading international scholars from America, Europe, and Asia. Together, they describe the state-of-the-art in presence theory, research and technology design for an advanced academic audience. Immersed in Media provides research that can help designers optimize presence for users of advanced media technologies such as virtual and augmented reality, collaborative social media, robotics, and artificial intelligence and lead us to better understand human cognition, emotion and behaviour.
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 presents a collection of original research papers addressing the relationship between information systems (IS) and innovation. "Open", "Smart" and "Network" are three keywords that are currently guiding information systems (IS) innovation, enhancing IS potentialities and their ability to support decision-making processes. The book discusses the relevance of these three new concepts in connection with technological and organizational innovations (i.e. cloud, smart technologies and networking), and the role they play in the development of accounting and management information systems. The book's primary aim is to investigate how these innovations could influence information systems (with a particular focus on accounting and management information systems) by enhancing their information potentialities and improving accounting methodologies, performance measurement systems, data management, information systems architectures, and external and internal reporting. The book is based on a selection of the best papers-original double-blind reviewed contributions-presented at the 2016 Annual Conference of the Italian Chapter of the Association for Information Systems (AIS).
This book constitutes the refereed proceedings of the IFIP WG 8.6 International Working Conference "Creating Value for All Through IT" on Transfer and Diffusion of IT, TDIT 2014, held in Aalborg, Denmark, in June 2014. The 18 revised full papers presented together with 5 research-in-progress papers, 2 experience reports and a panel were carefully reviewed and selected from 37 submissions. The full papers are organized in the following topical sections: creating value; creating value through software development; and creating value through applications.
This book constitutes the refereed proceedings of the 10th IFIP WG 5.1 International Conference on Product Lifecycle Management, PLM 2013, held in Nantes, France, in July 2013. The 63 full papers presented together with 2 keynote talks were carefully reviewed and selected from 91 submissions. They are organized in the following topical sections: PLM for sustainability, traceability and performance; PLM infrastructure and implementation processes; capture and reuse of product and process information; PLM and knowledge management; enterprise system integration; PLM and influence of/from social networks; PLM maturity and improvement concepts; PLM and collaborative product development; PLM virtual and simulation environments; and building information modeling.
New technological communication methods have created new kinds of interactions among us that have allowed people across the globe to become closer, but they have also created more complex global dynamics. These dynamics have expanded the workings of human behavior, making human-seeming artificial intelligence a more difficult goal to achieve. Human Behavior and Another Kind in Consciousness: Emerging Research and Opportunities is a crucial reference book that examines human consciousness and how it can translate into artificial intelligence. Covering important topics such as cloud computing, human behavior, and intelligent systems, this book is ideal for engineers, researchers, academicians, and students in the fields of computer science, artificial intelligence, operations research, and intelligent systems.
To date, the relation between multilingualism and the Semantic Web has not yet received enough attention in the research community. One major challenge for the Semantic Web community is to develop architectures, frameworks and systems that can help in overcoming national and language barriers, facilitating equal access to information produced in different cultures and languages. As such, this volume aims at documenting the state-of-the-art with regard to the vision of a Multilingual Semantic Web, in which semantic information will be accessible in and across multiple languages. The Multilingual Semantic Web as envisioned in this volume will support the following functionalities: (1) responding to information needs in any language with regard to semantically structured data available on the Semantic Web and Linked Open Data (LOD) cloud, (2) verbalizing and accessing semantically structured data, ontologies or other conceptualizations in multiple languages, (3) harmonizing, integrating, aggregating, comparing and repurposing semantically structured data across languages and (4) aligning and reconciling ontologies or other conceptualizations across languages. The volume is divided into three main sections: Principles, Methods and Applications. The section on "Principles" discusses models, architectures and methodologies that enrich the current Semantic Web architecture with features necessary to handle multiple languages. The section on "Methods" describes algorithms and approaches for solving key issues related to the construction of the Multilingual Semantic Web. The section on "Applications" describes the use of Multilingual Semantic Web based approaches in the context of several application domains. This volume is essential reading for all academic and industrial researchers who want to embark on this new research field at the intersection of various research topics, including the Semantic Web, Linked Data, natural language processing, computational linguistics, terminology and information retrieval. It will also be of great interest to practitioners who are interested in re-examining their existing infrastructure and methodologies for handling multiple languages in Web applications or information retrieval systems.
This book gathers together, in a new way, established and contemporary thinking about how to get the best out of information technology and information systems investments. Working managers who are beset by the complexities of information management in the age of Big Data and the Social Web, and students who are trying to make sense of information management in a chaotic world that is more and more driven by the Internet, will all benefit from this new treatment of a long-standing and problematic domain. Importantly, the book reveals and clarifies the dependencies that exist between the inner world of information technology and the outer world of people and organisations at work. The book differs from other books in its reflective approach. It avoids lengthy, descriptive, and prescriptive dogma. Rather, it provides tools for thinking about information management and it identifies strategic and tactical options at six levels: from the simple consideration of information technology and information systems, right through to issues of organisational performance and business strategy. At the heart of the matter are two critical and tightly connected issues: the ways that we conceive and manage an organisation's processes, and the ways that we conceive and manage the information that an organisation needs to sustain those processes. The six-level framework that achieves this clarity is the "Information Management Body of Knowledge" (familiarly known as the "IMBOK"). This easy-to-understand and easy-to-remember framework has been found to be extremely useful in business, in government, in civil society and in education. Throughout the book, selected research papers are identified and summarised. There are also summary chapters from three different operational perspectives: performance and competency assessment using the IMBOK, undertaking research into related issues, and a review of parallel expert thinking. This book stands as a reference point and resource for all those who need to straddle the disparate worlds of "information technology" and "business". It provides firm pedagogical foundations for courses dealing with business management in the information age, and it provides a sound reference framework for researchers who need to position research projects related to information technology and information systems in a wider context. For busy managers, who simply wish to identify, understand and successfully manage information technology-related opportunities, it provides an ideal arrangement of ideas and tools that will help them.
This book constitutes the thoroughly refereed post-workshop proceedings of the Second International Symposium, SETE 2017, held in conjunction with ICWL 2017, Cape Town, South Africa, in September 2017. The 52 full and 13 short papers were carefully reviewed and selected from 123 submissions. This symposium attempts to provide opportunities for the crossfertilization of knowledge and ideas from researchers in diverse fields that make up this interdisciplinary research area.
This book constitutes the thoroughly refereed proceedings of the 5th National Conference of Social Media Processing, SMP 2016, held in Nanchang, China, in October 2016. The 24 revised full papers presented were carefully reviewed and selected from 109 submissions. The papers address issues such as: mining social media and applications; natural language processing; data mining; information retrieval; emergent social media processing problems.
This book constitutes the proceedings of the 15th International Conference on Perspectives in Business Informatics Research, BIR 2016, held in Prague, Czech Republic, in September 2016. Overall, 61 submissions from 16 countries were rigorously reviewed by 42 members of the program committee representing 21 countries. The selected 21 full papers and 3 short papers are included in this volume together with 2 abstracts of invited talks. This year again, the papers presented at the conference cover many important aspects of the development, use, and application of management information systems. The papers have been organized in topical sections on Business Processes and Enterprise Modeling; Information Systems Development; Information Systems Management; Learning and Capability; and Data Analysis.
Information seeking is a fundamental human activity. In the modern world, it is frequently conducted through interactions with search systems. The retrieval and comprehension of information returned by these systems is a key part of decision making and action in a broad range of settings. Advances in data availability coupled with new interaction paradigms, and mobile and cloud computing capabilities, have created a broad range of new opportunities for information access and use. In this comprehensive book for professionals, researchers, and students involved in search system design and evaluation, search expert Ryen White discusses how search systems can capitalize on new capabilities and how next-generation systems must support higher order search activities such as task completion, learning, and decision making. He outlines the implications of these changes for the evolution of search evaluation, as well as challenges that extend beyond search systems in areas such as privacy and societal benefit.
The ability to communicate cultural codes in multimedia depends on their meaning and beauty, as perceived by different audiences around the globe. In this book, the ongoing research on computational modeling of visual, musical and textual contents is described in terms of identifying and mapping their semantic representations across different cultures. The underlying psychology of sense-making is quantified through analysis of aesthetics in terms of organizational and structural aspects of the contents that influence an audience's formation of expectations for future signals, violations of these expectations, and explanations of their meaning. Complexity-accuracy tradeoffs in sound representation are further used to develop new computational methods that capture poietic and aesthetic aspects in music communication. Experimental studies are reported that try to characterize preferences for complexity in abstract, classical and traditional art and music across samples of Western and Far Eastern cultures. These experiments illustrate how aesthetics can be computed in terms of semantic and information measures, highlighting commonalities and uncovering differences in aesthetic preferences across cultures and individuals.
This volume constitutes the refereed proceedings of the 23rd EuroSPI conference, held in Graz, Austria, in September 2016.The 15 revised full papers presented together with 14 selected key notes and workshop papers were carefully reviewed and selected from 51 submissions. They are organized in topical sections on SPI and the ISO/IEC 29110 standard; communication and team issues in SPI; SPI and assessment; SPI in secure and safety critical environments; SPI initiatives; GamifySPI; functional safety; supporting innovation and improvement.
In this greatly reworked second edition of Engineering Haptic Devices the psychophysic content has been thoroughly revised and updated. Chapters on haptic interaction, system structures and design methodology were rewritten from scratch to include further basic principles and recent findings. New chapters on the evaluation of haptic systems and the design of three exemplary haptic systems from science and industry have been added. This book was written for students and engineers that are faced with the development of a task-specific haptic system. It is a reference book for the basics of haptic interaction and existing haptic systems and methods as well as an excellent source of information for technical questions arising in the design process of systems and components. Divided into two parts, part 1 contains typical application areas of haptic systems and a thorough analysis of haptics as an interaction modality. The role of the user in the design of haptic systems is discussed and relevant design and development stages are outlined. Part II presents all relevant problems in the design of haptic systems including general system and control structures, kinematic structures, actuator principles and sensors for force and kinematic measures. Further chapters examine interfaces and software development for virtual reality simulations.
The interaction between a user and a device forms the foundation of today's application design. Covering the following topics: A suite of five structural principles helping designers to structure their mockups; An agile method for exploiting desktop eye tracker equipment in combination with mobile devices; An approach to explore large-scale collections based on classification systems; A framework based on the use of modeling and components composition techniques to simplify the development of organizational collaborative systems; A low-cost virtual reality system that provides highly satisfying virtual experiences; Popular hardware and software tools and technologies for developing augmented and virtual reality applications; An implementation to handle connectivity between virtual reality applications and SensAble (R) Technology Phantom Haptic Devices; The results of a research study implementing a teaching technological strategy to help Down syndrome children develop their reading skills; Platform independent models decreasing the level of cohesion between communication technologies and software for ubiquitous computing; A method for applying gamification as a tool to improve the participation and motivation of people in performing different tasks. New Trends in Interaction, Virtual Reality and Modeling collects the best research from Interaccion 2012 and MexIHC 2012, and presents the state-of-the-art in human-computer interaction, user interfaces, user experience and virtual reality. Written by researchers from leading universities, research institutes and industry, this volume forms a valuable source of reference for researchers in HCI and VR.
How did the Commodore 64 conquer the hearts of millions and become a platform people still actively develop for even today? What made it so special? This book will appeal to both those who like tinkering with old technology as a hobby and nostalgic readers who simply want to enjoy a trip down memory lane. It discusses in a concise but rigorous format the different areas of home gaming and personal computing where the C64 managed to innovate and push forward existing boundaries. Starting from Jack Tramiel's vision of designing computers "for the masses, not the classes," the book introduces the 6510, VIC-II and SID chips that made the C64 unique. It briefly discusses its Basic programming language and then proceeds to illustrate not only many of the games that are still so fondly remembered but also the first generation of game engines that made game development more approachable among other topics that are often neglected but are necessary to provide a comprehensive overview of how far reaching theC64 influence was. Written in a straightforward and accessible style, readers will relive the dawn of modern technology and gain a better understanding of the legacy that was built, bit by bit, in those pioneering days by computers that had only a tiny fraction of the power modern machines have and, yet, were used to create the technological world we are now living in. With a foreword by Michael Tomczyk |
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