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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
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 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.
It has been over twenty years since developments in actor-network theory were first written on paper. Since then, the Information and Communication Technologies (ICT) community has begun to discover the power of using actor-network theory as an explanatory framework for much of its research. This research community has come to an understanding that information systems are, of necessity, socio-technical in nature and require a socio-technical approach to their investigation. Thanks to developments in actor-network theory, researchers can now approach people and technology as one single entity that gives support to social influences on technological innovations. Social Influences on Information and Communication Technology Innovations discusses in great detail the use of actor-network theory in offering explanations for socio-technical phenomena, focusing greatly on information communication technologies. Implementation and use of information and communication technologies inevitably involves the interactions of both technology and people. This publication facilitates international growth in the body of research investigating the value of using actor-network theory as a means of understanding socio-technical phenomena and technological innovation.
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 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.
"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 is inspired by the contemporary fascination with virtual reality and growing presence of this type of technology in everyday life. It explores the ways in which virtual reality evokes illusory transformation responses. The power of virtual reality is in making the mediation by technology in these experiences appear irrelevant to cognitive processes, so much so that it is often assumed that skills acquired in virtual environments are generally transferable to the physical world. However, cognition is affected by virtual reality technology, which is reflected in issues related to virtual embodiment, choice of spatial strategies, differences in neural and electrophysiological patterns associated with movement processing when navigating virtual vs. physical environments, and, at least to some extent, in virtual proxemics. In addition to spatial cognition, the book explores the sense of self in virtual reality, social interaction and virtual togetherness, action and motor cognition, calling to mind debates from philosophy, psychology, and cognitive neuroscience.
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.
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.
As computers become more prevalent throughout society, the issue of computer-human interaction has become paramount to computer scientists and professionals furthering the computerization of organizations. "Computers, Human Interaction, and Organizations" revisits important theoretical and conceptual issues that have not been resolved in discussions of the increasing computerization of society. The authors here move beyond the technical issues relating to computerization to examine the social and political nature of information and computer technology using contemporary critical theory. This unique volume, therefore, offers a serious reflection on the proper scope and nature of computerization and the proper adjustment to and utilization of these instruments. According to the authors, without the guiding use of theory, computer use will be misguided and socially disruptive. Without a critical analysis of the issues involved in computer-human interaction, the current push to have computers support intimate interaction among workers and other groups may never come to fruition. By contrast, recognizing the computer as an expression of the technological worldview allows one to recognize the limits as well as the promise of these instruments and to define the proper scope of computerization. The authors of this volume help the reader understand the social nature of computer technology and the limits of its application while circumscribing socially responsible uses of the new technology.
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 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.
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.
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 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.
Extensive research conducted by the Hasso Plattner Design Thinking Research Program at Stanford University in Palo Alto, California, USA, and the Hasso Plattner Institute in Potsdam, Germany, has yielded valuable insights on why and how design thinking works. The participating researchers have identified metrics, developed models, and conducted studies, which are featured in this book, and in the previous volumes of this series. Offering readers a closer look at design thinking, and its innovation processes and methods, this volume addresses the new and growing field of neurodesign, which applies insights from the neurosciences in order to improve design team performance. Thinking and devising innovations are inherently human activities - and so is design thinking. Accordingly, design thinking is not merely the result of special courses or of being gifted or trained: it is a way of dealing with our environment and improving techniques, technologies and life in general. As such, the research outcomes compiled in this book are intended to inform and provide inspiration for all those seeking to drive innovation - be they experienced design thinkers or newcomers.
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.
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.
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 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.
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.
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 book contains a range of invited and submitted papers presented at the 11th IFIP WG 9.2, 9.5, 9.6/11.7, 11.4, 11.6/SIG 9.2.2 International Summer School, held in Karlstad, Sweden, in August 2016. The 17 revised full papers and one short paper included in this volume were carefully selected from a total of 42 submissions and were subject to a two-step review process. The papers combine interdisciplinary approaches to bring together a host of perspectives: technical, legal, regulatory, socio-economic, social, societal, political, ethical, anthropological, philosophical, and psychological. The paper 'Big Data Privacy and Anonymization' is published open access under a CC BY 4.0 license at link.springer.com. |
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