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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
Develops a Comprehensive, Global Model for Contextually Based Processing Systems A new perspective on global information systems operation Helping to advance a valuable paradigm shift in the next generation and processing of knowledge, Introduction to Contextual Processing: Theory and Applications provides a comprehensive model for constructing a contextually based processing system. It explores the components of this system, the interactions of the components, key mathematical foundations behind the model, and new concepts necessary for operating the system. After defining the key dimensions of a model for contextual processing, the book discusses how data is used to develop a semantic model for contexts as well as language-driven context-specific processing actions. It then applies rigorous mathematical methods to contexts, examines basic sensor data fusion theory and applies it to the contextual fusion of information, and describes the means to distribute contextual information. The authors also illustrate a new type of data repository model to manage contextual data, before concluding with the requirements of contextual security in a global environment. This seminal work presents an integrated framework for the design and operation of the next generation of IT processing. It guides the way for developing advanced IT systems and offers new models and concepts that can support advanced semantic web and cloud computing capabilities at a global scale.
Current computer graphics hardware and software make it possible to synthesize near photo-realistic images, but the simulation of natural-looking motion of articulated figures remains a difficultand challenging task. Skillfully rendered animation of humans, animals, and robots can delight and move us, but simulating their realistic motion holds great promise for many other applications as well, including ergonomic engineering design, clinical diagnosis of pathological movements, rehabilitation therapy, and biomechanics.Making Them Move presents the work of leading researchers in computer graphics, psychology, robotics and mechanical engineering who were invited to attend the Workshop on the Mechanics, Control and Animation of ArticulatedFigures held at the MIT Media Lab in April 1989. The book explores biological and robotic motor control, as well as state-of-the-art computergraphics techniques for simulating human and animal figures in a natural and physically realistic manner.
Data will not help you if you can't see it where you need it. Or can't collect it where you need it. Upon these principles, wearable technology was born. And although smart watches and fitness trackers have become almost ubiquitous, with in-body sensors on the horizon, the future applications of wearable computers hold so much more. A trusted reference for almost 15 years, Fundamentals of Wearable Computers and Augmented Reality goes beyond smart clothing to explore user interface design issues specific to wearable tech and areas in which it can be applied. Upon its initial publication, the first edition almost instantly became a trusted reference, setting the stage for the coming decade, in which the explosion in research and applications of wearable computers and augmented reality occurred. Written by expert researchers and teachers, each chapter in the second edition has been revised and updated to reflect advances in the field and provide fundamental knowledge on each topic, solidifying the book's reputation as a valuable technical resource as well as a textbook for augmented reality and ubiquitous computing courses. New Chapters in the Second Edition Explore: Haptics Visual displays Use of augmented reality for surgery and manufacturing Technical issues of image registration and tracking Augmenting the environment with wearable audio interfaces Use of augmented reality in preserving cultural heritage Human-computer interaction and augmented reality technology Spatialized sound and augmented reality Augmented reality and robotics Computational clothing From a technology perspective, much of what is happening now with wearables and augmented reality would not have been possible even five years ago. In the fourteen years since the first edition burst on the scene, the capabilities and applications of both technologies are orders of magnitude faster, smaller, and cheaper. Yet the book's overarching mission remains the same: to supply the fundamental information and basic knowledge about the design and use of wearable computers and augmented reality with the goal of enhancing people's lives.
Designing User Experience presents a comprehensive introduction to the practical issue of creating interactive systems, services and products from a human-centred perspective. It develops the principles and methods of human-computer interaction (HCI) and Interaction Design (ID) to deal with the design of twenty-first-century computing and the demands for improved user experience (UX). It brings together the key theoretical foundations of human experiences when people interact with and through technologies. It explores UX in a wide variety of environments and contexts.
This special issue contains essays regarding the CHI '95 conference, which featured a panel titled, Discount or Disservice? Discount Usability Analysis: Evaluation at a Bargain Price or Simply Damaged Merchandise? Wayne Gray, who organized the panel, presented a controversial critique of studies that had evaluated various usability evaluation methods (UEMs). The level of interest in this discussion led Gray to propose a review article that dealt with the issues in a more systematic fashion. The resulting essay, written by Gray and his collaborator Marilyn Salzman, conducted an in-depth review of a series of influential studies that used experimental methods to compare a variety of UEMs. Gray and Salzman's analysis was framed using Cook and Campbell's (1979) well-known discussion of various forms of validity. They used this to evaluate numerous details of these comparative studies, and they concluded that the studies fell short on the criteria by which good experimental studies are designed and interpreted.
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.
C-RAN and virtualized Small Cell technology poses several major research challenges. These include dynamic resource allocation, self-configuration in the baseband pool, high latency in data transfer between radio unit and baseband unit, the cost of data delivery, high volume of data in the network, software networking aspects, potential energy savings, security concerns, privacy of user's personal data at a remote place, limitations of virtualized environment, etc. This book provides deeper insights into the next generation RAN architecture and surveys the coexistence of SDN, C-RAN and Small Cells solutions proposed in the literature at different levels.
Computers are increasingly able to mimic abilities we often think of as exclusively human - memory, decision-making and now, speech. A new generation of speech recognition systems can make at least some attempt at understanding what is said to them and can respond accordingly. These systems are coming into daily use for home banking, for airline flights enquiries and for placing orders over the telephone and are fast becoming more powerful and more pervasive. Using data taken from a major, European Union funded project on speech understanding, the SunDial project, this book shows how this data may be analyzed to yield important conclusions about the organization of both human-human and human-computer information dialogues. It describes the Wizard-of-Oz method of collecting speech dialogues from people who believe they are interacting with a speech understanding system before that system has been fully designed or built and it shows how the resulting dialogues may be analyzed to guide further design. This book provides detailed and comparative studies of human and human-computer speech dialogues, including analyses of opening and closing sequences and turn-taking.
This book's purpose is to offer various perspectives relating to
the development, effectiveness, and implementation of interactive
computing technology for health promotion--programs and
interventions aimed at improving various health-related outcomes
such as involvement in care, quality of life, adherence, disease
management, healthy lifestyle, and more. Its coverage includes:
Based on a symposium honoring the extensive work of Allen Newell --
one of the founders of artificial intelligence, cognitive science,
human-computer interaction, and the systematic study of
computational architectures -- this volume demonstrates how
unifying themes may be found in the diversity that characterizes
current research on computers and cognition. The subject matter
includes:
First published in 2002. Routledge is an imprint of Taylor & Francis, an informa company.
There is perhaps no facet of modern society where the influence of
computer automation has not been felt. Flight management systems
for pilots, diagnostic and surgical aids for physicians,
navigational displays for drivers, and decision-aiding systems for
air-traffic controllers, represent only a few of the numerous
domains in which powerful new automation technologies have been
introduced. The benefits that have been reaped from this
technological revolution have been many. At the same time,
automation has not always worked as planned by designers, and many
problems have arisen--from minor inefficiencies of operation to
large-scale, catastrophic accidents. Understanding how humans
interact with automation is vital for the successful design of new
automated systems that are both safe and efficient.
The recent evolution of western societies has been characterized by
an increasing emphasis on information and communication. As the
amount of available information increases, however, the user --
worker, student, citizen -- faces a new problem: selecting and
accessing relevant information. More than ever it is crucial to
find efficient ways for users to interact with information systems
in a way that prevents them from being overwhelmed or simply
missing their targets. As a result, hypertext systems have been
developed as a means of facilitating the interactions between
readers and text. In hypertext, information is organized as a
network in which nodes are text chunks (e.g., lists of items,
paragraphs, pages) and links are relationships between the nodes
(e.g., semantic associations, expansions, definitions, examples --
virtually any kind of relation that can be imagined between two
text passages). Unfortunately, the many ways in which these
hypertext interfaces can be designed has caused a complexity that
extends far beyond the processing abilities of regular users.
Therefore, it has become widely recognized that a more rational
approach based on a thorough analysis of information users' needs,
capacities, capabilities, and skills is needed. This volume seeks
to meet that need.
There is a growing consensus in the human factors/ergonomics
community that human factors research has had little impact on
significant applied problems. Some have suggested that the problem
lies in the fact that much HF/E research has been based on the
wrong type of psychology, an information processing view of
psychology that is reductionistic and context-free. Ecological
psychology offers a viable alternative, presenting a richer view of
human behavior that is holistic and contextualized. The papers
presented in these two volumes show the conceptual impact that
ecological psychology can have on HF/E, as well as presenting a
number of specific examples illustrating the ecological approach to
human-machine systems. It is the first collection of papers that
explicitly draws a connection between these two fields. While work
in this area is only just beginning, the evidence available
suggests that taking an ecological approach to human
factors/ergonomics helps bridge the existing gap between basic
research and applied problems.
This is an open access book. Creativity is a difficult concept, how can it best be defined, understood, applied, and practiced? This book provides important answers to these questions. Technology can enable artists to be more creative. Scientific and artistic thinking give us two complementary tools to understand the complexity of the world, with science reducing subjective experience to essential principles and art intensifying and expanding our experiences. These examples also show how artists can push the boundaries of technology into exciting new realms that have not been explored before. The impact that art and art practice can have on culture, society, and social responsibility is explored in detail through examples and case studies. In addition, the book presents how artists are creating and reflecting cultural and societal resonance in their work. Can other disciplines help artists to be more creative? All are part of an interrelated wider society and enables artists to develop artwork fit for highly interfaced and conceptually broad contemporary contexts. This is illustrated with examples which show exciting and challenging results. Creativity in Art, Design and Technology is relevant for artists, designers, scientists and technologists. All can benefit in a major way from a greater understanding of creativity, and the ways in which mutual interaction and collaboration enables all areas to develop. The potential for the future is immense and this book signposts the way forward.
"Human-Computer Interaction and Management Information Systems: Foundations" offers state-of-the-art research by a distinguished set of authors who span the MIS and HCI fields. The original chapters provide authoritative commentaries and in-depth descriptions of research programs that will guide 21st century scholars, graduate students, and industry professionals. Human-Computer Interaction (or Human Factors) in MIS is concerned with the ways humans interact with information, technologies, and tasks, especially in business, managerial, organizational, and cultural contexts. It is distinctive in many ways when compared with HCI studies in other disciplines. The MIS perspective affords special importance to managerial and organizational contexts by focusing on analysis of tasks and outcomes at a level that considers organizational effectiveness. With the recent advancement of technologies and development of many sophisticated applications, human-centeredness in MIS has become more critical than ever before. This book focuses on the basics of HCI, with emphasis on concepts, issues, theories, and models that are related to understanding human tasks, and the interactions among humans, tasks, information, and technologies in organizational contexts in general.
"Human-Computer Interaction and Management Information Systems: Applications" offers state-of-the-art research by a distinguished set of authors who span the MIS and HCI fields. The original chapters provide authoritative commentaries and in-depth descriptions of research programs that will guide 21st century scholars, graduate students, and industry professionals. Human-Computer Interaction (or Human Factors) in MIS is concerned with the ways humans interact with information, technologies, and tasks, especially in business, managerial, organizational, and cultural contexts. It is distinctive in many ways when compared with HCI studies in other disciplines. The MIS perspective affords special importance to managerial and organizational contexts by focusing on analysis of tasks and outcomes at a level that considers organizational effectiveness. With the recent advancement of technologies and development of many sophisticated applications, human-centeredness in MIS has become more critical than ever before. This work focuses on applications and evaluations including special case studies, specific contexts or tasks, HCI methodological concerns, and the use and adoption process.
Proposing a new paradigm for Computer Supported Cooperative Work (CSCW), this ground-breaking book presents a research agenda for developing and testing that paradigm. It constitutes the first attempt to outline a comprehensive model of collaboration that integrates the cognitive/conceptual and social dynamics of groups. br br The challenge faced by all groups engaged in intellectual work is, on the one hand, to divide the task so that efforts of i individual members /i may proceed in parallel and, on the other hand, to synthesize their separate contributions to form a coherent whole. Addressing this challenge, Smith examines the general form of a theory of computer-based collaboration that extends across different tasks and working situations. He uses the work of Newell, Simon, and Anderson as a base from which to consider a group as a form of distributed information processing system. Within groups, there are constructs analogous to human long-term and short-term memory, conceptual processes, and problem solving and knowledge-construction strategies. He discusses two metacognitive issues -- awareness and control -- as they occur in collaborative behavior. And he reviews a number of advanced computer systems that support collaboration, focusing on their impact on the thinking and behavior of groups. br br Smith's theoretical framework combines elements of Information Processing System theory -- and its detailed process models of cognitive behavior -- with the situated perspective of activity theory. The book suggests new and useful ways of conceiving problems and solutions to all those interested in the ways in which people interact with each other and with computers to achievegoals. br
Today's ubiquitous computing technology is imbedded in everyday objects from cars to clothes to shipping containers, whose location, context, and state can be monitored, instantly processed, and acted upon. This new volume in the "Advances in Management Information Systems" series provides an in-depth review of the state-of-the-art practices and research opportunities in a new era where information technology resides in physical space. Written for both scholars and practitioners, "Pervasive Information Systems" is organized into three sections, each investigating a distinct part of the subject. Part I focuses on the design challenges of Pervasive Information Systems (PS), and discusses issues relating to the coordination of PS through middleware structures as well as issues related to the efficient deployment of PS. Part II discusses the challenges and limitations of deploying pervasive technologies to support domestic, corporate, and public systems. Part III presents two emerging research fields of PS - design for aesthetics and PS evaluation.
This volume's goal is to begin to document the dialogue processes
in naturally-occurring human tutoring, in the context of informing
the design of intelligent tutoring systems, and of interactive
systems in general. This project represents the first empirical
study of human tutorial dialogue from a conversation analytic
perspective -- the conversational interaction is the focus of
analysis rather than larger scale techniques for teaching. It is
also the first study of tutoring to make use of large quantities of
carefully transcribed tutoring conversations/dialogues. |
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