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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
This volume contains the proceedings of the 5th International Conference on Frontier Computing (FC 2016), Tokyo, Japan, July 13-15, 2016. This international meeting provided a forum for researchers to share current understanding of recent advances and emergence in information technology, science, and engineering, with themes in the scope of Communication Networks, Business Intelligence and Knowledge Management, Web Intelligence, and any related fields that further the development of information technology. The articles presented cover a wide spectrum of topics: database and data mining, networking and communications, web and internet of things, embedded system, soft computing, social network analysis, security and privacy, optics communication, and ubiquitous/pervasive computing. Many papers report results of great academic potential and value, and in addition, indicate promising directions of research in the focused realm of this conference series. Readers, including students, academic researchers, and professionals, will benefit from the results presented in this book. It also provides an overview of current research and can be used as a guidebook for those new to the field.
Continuous improvements in technological applications have allowed more opportunities to develop systems with user-focused designs. This not only leads to higher success in day-to-day usage, but it increases the overall probability of technology adoption. Design Solutions for User-Centric Information Systems provides a comprehensive examination of the latest strategies and methods for creating technological systems with end users as the focal point of the design process. Highlighting innovative practices and applications across a variety of areas, such as cloud-based computing services, e-government adoption, and logistics evaluation, this book is an ideal reference source for computer engineers, practitioners, project managers, graduate students, and researchers interested in the enhancement of user-centric information system development.
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 demonstrates the use of a wide range of strategic engineering concepts, theories and applied case studies to improve the safety, security and sustainability of complex and large-scale engineering and computer systems. It first details the concepts of system design, life cycle, impact assessment and security to show how these ideas can be brought to bear on the modeling, analysis and design of information systems with a focused view on cloud-computing systems and big data analytics. This informative book is a valuable resource for graduate students, researchers and industry-based practitioners working in engineering, information and business systems as well as strategy.
Interaction design is acknowledged as an important area of study, and more especially of design practice. Hugely popular and profitable consumer devices, such as mobile phones and tablets, are seen as owing much of their success to the way they have been designed, not least their interface characteristics and the styles of interaction that they support. Interaction design studies point to the importance of a user-centred approach, whereby products are in principle designed around their future users' needs and capacities. However, it is the market, and marketing, that determine which products are available for people to interact with and to a great extent what their designed characteristics are. Primitive Interaction Design is based on the realisation that designers need to be freed from the marketplace and industry pressure, and that the usual user-centred arguments are not enough to make a practical difference. Interaction designers are invited to cast themselves as "savages", as if wielding primitive tools in concrete physical environments. A theoretical perspective is presented that opens up new possibilities for designers to explore fresh ideas and practices, including the importance of conscious and unconscious being, emptiness and trickery. Building on this, a set of design tools for primitive design work is presented and illustrated with practical examples. This book will be of particular interest to undergraduate and graduate students and researchers in interaction design and HCI, as well as practicing interaction designers and computer professions. It will also appeal to those with an interest in psychology, anthropology, cultural studies, design and the future of technology in society.
This book introduces a number of recent developments on connectivity of communication networks, ranging from connectivity of large static networks and connectivity of highly dynamic networks to connectivity of small to medium sized networks. This book also introduces some applications of connectivity studies in network optimization, in network localization, and in estimating distances between nodes. The book starts with an overview of the fundamental concepts, models, tools, and methodologies used for connectivity studies. The rest of the chapters are divided into four parts: connectivity of large static networks, connectivity of highly dynamic networks, connectivity of small to medium sized networks, and applications of connectivity studies.
This book offers a compendium of best practices in game dynamics. It covers a wide range of dynamic game elements ranging from player behavior over artificial intelligence to procedural content generation. Such dynamics make virtual worlds more lively and realistic and they also create the potential for moments of amazement and surprise. In many cases, game dynamics are driven by a combination of random seeds, player records and procedural algorithms. Games can even incorporate the player's real-world behavior to create dynamic responses. The best practices illustrate how dynamic elements improve the user experience and increase the replay value. The book draws upon interdisciplinary approaches; researchers and practitioners from Game Studies, Computer Science, Human-Computer Interaction, Psychology and other disciplines will find this book to be an exceptional resource of both creative inspiration and hands-on process knowledge.
This book explores the ways in which the broad range of technologies that make up the smart city infrastructure can be harnessed to incorporate more playfulness into the day-to-day activities that take place within smart cities, making them not only more efficient but also more enjoyable for the people who live and work within their confines. The book addresses various topics that will be of interest to playable cities stakeholders, including the human-computer interaction and game designer communities, computer scientists researching sensor and actuator technology in public spaces, urban designers, and (hopefully) urban policymakers. This is a follow-up to another book on Playable Cities edited by Anton Nijholt and published in 2017 in the same book series, Gaming Media and Social Effects.
This is the first comprehensive research monograph devoted to the use of augmented reality in education. It is written by a team of 58 world-leading researchers, practitioners and artists from 15 countries, pioneering in employing augmented reality as a new teaching and learning technology and tool. The authors explore the state of the art in educational augmented reality and its usage in a large variety of particular areas, such as medical education and training, English language education, chemistry learning, environmental and special education, dental training, mining engineering teaching, historical and fine art education. Augmented Reality in Education: A New Technology for Teaching and Learning is essential reading not only for educators of all types and levels, educational researchers and technology developers, but also for students (both graduates and undergraduates) and anyone who is interested in the educational use of emerging augmented reality technology.
This monograph presents an application of concepts and methods from algebraic topology to models of concurrent processes in computer science and their analysis. Taking well-known discrete models for concurrent processes in resource management as a point of departure, the book goes on to refine combinatorial and topological models. In the process, it develops tools and invariants for the new discipline directed algebraic topology, which is driven by fundamental research interests as well as by applications, primarily in the static analysis of concurrent programs. The state space of a concurrent program is described as a higher-dimensional space, the topology of which encodes the essential properties of the system. In order to analyse all possible executions in the state space, more than "just" the topological properties have to be considered: Execution paths need to respect a partial order given by the time flow. As a result, tools and concepts from topology have to be extended to take privileged directions into account. The target audience for this book consists of graduate students, researchers and practitioners in the field, mathematicians and computer scientists alike.
Computing is transforming how we interact with music. New theories and new technologies have emerged that present fresh challenges and novel perspectives for researchers and practitioners in music and human-computer interaction (HCI). In this collection, the interdisciplinary field of music interaction is considered from multiple viewpoints: designers, interaction researchers, performers, composers, audiences, teachers and learners, dancers and gamers. The book comprises both original research in music interaction and reflections from leading researchers and practitioners in the field. It explores a breadth of HCI perspectives and methodologies: from universal approaches to situated research within particular cultural and aesthetic contexts. Likewise, it is musically diverse, from experimental to popular, classical to folk, including tango, laptop orchestras, composition and free improvisation.
Every day we are bombarded with new technology products that are confusing and difficult to use. For example, the new touch-screen voting machines in Florida are so difficult to use that some elections have been nullified due to all of the errors voters made while using the machines. There has to be a way to make things easy-to-use. There is-and it is found inside the covers of this book.
This book presents a series of high performance product design (PD) and development best practices that can create or improve product development organization. In contrast to other books that focus only on Toyota or other individual companies applying lean IPD, this book explains the lean philosophy more broadly and includes discussions of systems engineering, design for X (DFX), agile development, integrated product development, and project management. The "Lean Journey" proposed here takes a value-centric approach, where the lean principles are applied to PD to allow the tools and methods selected to emerge from observation of the individual characteristics of each enterprise. This means that understanding lean product development (LPD) is not about knowing which tools are available but knowing how to apply the philosophy. The book comes with an accompanying manual with problems and solutions available on Springer Extras.
"Kawaii" is a Japanese word that denotes "cute," "lovable," or "charming" although it does not have exactly the same meaning as those adjectives. This book proposes engineering methodologies for systematic measurement of the affective perception of kawaii, by using virtual reality and biological signals, and discusses the effectiveness of kawaii engineering for designing industrial products and services. Kawaii can draw sympathy from people and can embody a special kind of cute design, which reduces fear and makes dull information more acceptable and appealing. Following the introduction of the background of kawaii engineering in Chapter 1, Chapters 2 and 3 describe experiments on the systematic measurement and evaluation methods for kawaii products and affective evaluation experiments. Chapter 4 proposes a mathematical model to identify the physical attributes that determine kawaii in motion. Chapters 5 and 6 explain research that uses biological signals and eye-tracking. After a brief survey of psychological research on kawaii and cuteness in Chapter 7, Chapters 8 and 9 introduce the use of spoons designed to stimulate the appetite of the elderly and the practical implementation of an emotion-driven camera. Chapters 10-14 explain experimental research that examines kawaii perception of people from various cultural backgrounds. Kawaii Engineering will appeal to those who work on affective computing, product design, user experience design, virtual reality, and biological signals.
This book reports on an outstanding thesis that has significantly advanced the state-of-the-art in the automated analysis and classification of speech and music. It defines several standard acoustic parameter sets and describes their implementation in a novel, open-source, audio analysis framework called openSMILE, which has been accepted and intensively used worldwide. The book offers extensive descriptions of key methods for the automatic classification of speech and music signals in real-life conditions and reports on the evaluation of the framework developed and the acoustic parameter sets that were selected. It is not only intended as a manual for openSMILE users, but also and primarily as a guide and source of inspiration for students and scientists involved in the design of speech and music analysis methods that can robustly handle real-life conditions.
This book presents the proceedings of the 8th Cambridge Workshop on Universal Access and Assistive Technology (CWUAAT '16), incorporating the 11th Cambridge Workshop on Rehabilitation Robotics, held in Cambridge, England in March 2016. It presents novel and state-of-the-art research from an international group of leaders in the fields of universal access and assistive technology. It explores various issues including the reconciliation of usability, accessibility and inclusive design, the design of inclusive assistive and rehabilitation systems, measuring product demand and human capabilities, data mining and visualizing inclusion, legislation in inclusive design, and situational inclusive interfaces (automotive and aerospace). This book provides an invaluable resource to researchers, postgraduates, design practitioners, therapists and clinical practitioners, as well as design teachers.
An increasing amount of research is being developed in the area where technology and humans meet. The success or failure of technologies and the question whether technology helps humans to fulfill their goals or whether it hinders them is in most cases not a technical one.User Perception and Influencing Factors of Technology in Everyday Life addresses issues of human and technology interaction. The research in this work is interdisciplinary, ranging from more technical subjects such as computer science, engineering, and information systems, to non-technical descriptions of technology and human interaction from the point of view of sociology or philosophy. This book is perfect for academics, researchers, and professionals alike as it presents a set of theories that allow us to understand the interaction of technology and humans and to put it to practical use.
This is the first book to explore how Semantic Web technologies (SWTs) can be used to create intelligent engineering applications (IEAs). Technology-specific chapters reflect the state of the art in relevant SWTs and offer guidelines on how they can be applied in multi-disciplinary engineering settings characteristic of engineering production systems. In addition, a selection of case studies from various engineering domains demonstrate how SWTs can be used to create IEAs that enable, for example, defect detection or constraint checking. Part I "Background and Requirements of Industrie 4.0 for Semantic Web Solutions" provides the background information needed to understand the book and addresses questions concerning the semantic challenges and requirements of Industrie 4.0, and which key SWT capabilities may be suitable for implementing engineering applications. In turn, Part II "Semantic Web-Enabled Data Integration in Multi-Disciplinary Engineering" focuses on how SWTs can be used for data integration in heterogeneous, multi-disciplinary engineering settings typically encountered in the creation of flexible production systems. Part III "Creating Intelligent Applications for Multi-Disciplinary Engineering" demonstrates how the integrated engineering data can be used to support the creation of IEAs, while Part IV "Related and Emerging Trends in the Use of Semantic Web in Engineering" presents an overview of the broader spectrum of approaches that make use of SWTs to support engineering settings. A final chapter then rounds out the book with an assessment of the strengths, weaknesses and compatibilities of SWTs and an outlook on future opportunities for applying SWTs to create IEAs in flexible industrial production systems. This book seeks to build a bridge between two communities: industrial production on one hand and Semantic Web on the other. Accordingly, stakeholders from both communities should find this book useful in their work. Semantic Web researchers will gain a better understanding of the challenges and requirements of the industrial production domain, offering them guidance in the development of new technologies and solutions for this important application area. In turn, engineers and managers from engineering domains will arrive at a firmer grasp of the benefits and limitations of using SWTs, helping them to select and adopt appropriate SWTs more effectively. In addition, researchers and students interested in industrial production-related issues will gain valuable insights into how and to what extent SWTs can help to address those issues.
Data science has been playing a vital role in almost all major fields. Many researchers are interested in the development of IT applications, which are user-driven with a focus on issues. This can be addressed using data science. User-driven research and data science have gained much attention from many private, public, and government organizations and research institutions. The Handbook of Research on Designing User Interfaces With a Data Science Approach promotes the inclusion of more diversified users for user-centered designs of applications across domains and analyzes user data with a data science approach for effective and user-friendly user interface designs. It introduces the foundations of advanced topics of human-computer interaction, particularly with user-centered designs and techniques. Covering topics such as artificial neural networks, natural dialog systems, and machine learning, this book is an essential resource for faculty, research scholars, industry professionals, students of higher education, mathematicians, data scientists, interaction designers, visual designers, software engineers, user experience researchers, accessibility engineers, cognitive system engineers, academicians, and libraries.
The Internet has become a new organization tool for innovation, creativity, and competitiveness of all business, educational, and governmental services. With the emergence of new social media networks, organizations are better able to decrease costs and increase capabilities which continue to change the lifestyles and businesses. Adoption of Virtual Technologies for Business, Educational, and Governmental Advancements provides a wide range of coverage on the adoption of technology and aims to provide a better understanding of the topics, research, and discoveries in this significant field. This book aims to cover the emerging issues in e-adoption for researchers, faculty members, and students in hopes of contributing to future discoveries.
This self-contained book, written by active researchers, presents up-to-date information on smart maintenance strategies for human-robot interaction (HRI) and the associated applications of novel search algorithms in a single volume, eliminating the need to consult scattered resources. Unlike other books, it addresses maintaining a smart HRI from three dimensions, namely, hardware, cyberware, and hybrid-asset management, covering problems encountered in each through a wide variety of representative examples and elaborated illustrations. Further, the diverse mathematical models and intelligent systems constructions make the book highly practical. It enables readers interested in maintenance, robotics, and intelligent systems but perplexed by myriads of interrelated issues to grasp basic methodologies. At the same time, the referenced literature can be used as a roadmap for conducting deeper researches.
Mass customization and personalization are widely appreciated as viable and promising strategies which aim to provide products and services that best serve individuals' personal needs with near mass production efficiency. ""Mass Customization for Personalized Communication Environments: Integrating Human Factors"" focuses on the customization of services and communication environments to advance user satisfaction and provide a total redefinition of the way goods and services are created or sold and customers and vendors interact. This authoritative collection of chapters offers relevant theoretical foundations, principles, methodologies, frameworks, and best practices within the field of research.
This book explains how gamification, specifically enterprise gamification, can help mangers in multiple areas within an enterprise to improve attrition. Employee Engagement is an important component to foster employee relations with the organization. Gamification by its inherent design helps to increase engagement within an enterprise. Several successful case studies in Gamification are presented, which present new practical tips for Gamification for IT Management. By introducing general IT management concepts related to the specific environment managers work in, the authors then detail the benefits of introducing gamification in this very environment to resolve business issues. IT Managers, as well as HR professionals, Group Heads and Delivery Leaders will find this be a useful resource to understand how Gamification can improve their everyday work. The book can also be used as a reference for engaging learners and employees to improve their productivity in organizations. |
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