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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
This book presents the edited proceedings of the 16th IEEE/ACIS International Conference on Computer and Information Science (ICIS 2017), which was held on May 24-26, 2017 in Wuhan, China. The aim of this conference was to bring together researchers and scientists, businessmen and entrepreneurs, teachers, engineers, computer users, and students to discuss the various fields of computer science, share their experiences and exchange new ideas and information. The research results included relate to all aspects (theory, applications and tools) of computer and information science, and discuss the practical challenges encountered and the solutions adopted to solve them. The work selected represents 17 of the most promising papers from the conference, written by authors who are certain to make further significant contributions to the field of computer and information science.
This book provides formal and informal definitions and taxonomies for self-aware computing systems, and explains how self-aware computing relates to many existing subfields of computer science, especially software engineering. It describes architectures and algorithms for self-aware systems as well as the benefits and pitfalls of self-awareness, and reviews much of the latest relevant research across a wide array of disciplines, including open research challenges. The chapters of this book are organized into five parts: Introduction, System Architectures, Methods and Algorithms, Applications and Case Studies, and Outlook. Part I offers an introduction that defines self-aware computing systems from multiple perspectives, and establishes a formal definition, a taxonomy and a set of reference scenarios that help to unify the remaining chapters. Next, Part II explores architectures for self-aware computing systems, such as generic concepts and notations that allow a wide range of self-aware system architectures to be described and compared with both isolated and interacting systems. It also reviews the current state of reference architectures, architectural frameworks, and languages for self-aware systems. Part III focuses on methods and algorithms for self-aware computing systems by addressing issues pertaining to system design, like modeling, synthesis and verification. It also examines topics such as adaptation, benchmarks and metrics. Part IV then presents applications and case studies in various domains including cloud computing, data centers, cyber-physical systems, and the degree to which self-aware computing approaches have been adopted within those domains. Lastly, Part V surveys open challenges and future research directions for self-aware computing systems. It can be used as a handbook for professionals and researchers working in areas related to self-aware computing, and can also serve as an advanced textbook for lecturers and postgraduate students studying subjects like advanced software engineering, autonomic computing, self-adaptive systems, and data-center resource management. Each chapter is largely self-contained, and offers plenty of references for anyone wishing to pursue the topic more deeply.
This book introduces the latest visual effects (VFX) techniques that can be applied to game programming. The usefulness of the physicality-based VFX techniques, such as water, fire, smoke, and wind, has been proven through active involvement and utilization in movies and images. However, they have yet to be extensively applied in the game industry, due to the high technical barriers. Readers of this book can learn not only the theories about the latest VFX techniques, but also the methodology of game programming, step by step. The practical VFX processing techniques introduced in this book will provide very helpful information to game programmers. Due to the lack of instructional books about VFX-related game programming, the demand for knowledge regarding these high-tech VFXs might be very high.
This book proposes a combination of cognitive modeling with model-based user interface development to tackle the problem of maintaining the usability of applications that target several device types at once (e.g., desktop PC, smart phone, smart TV). Model-based applications provide interesting meta-information about the elements of the user interface (UI) that are accessible through computational introspection. Cognitive user models can capitalize on this meta-information to provide improved predictions of the interaction behavior of future human users of applications under development. In order to achieve this, cognitive processes that link UI properties to usability aspects like effectiveness (user error) and efficiency (task completion time) are established empirically, are explained through cognitive modeling, and are validated in the course of this treatise. In the case of user error, the book develops an extended model of sequential action control based on the Memory for Goals theory and it is confirmed in different behavioral domains and experimental paradigms. This new model of user cognition and behavior is implemented using the MeMo workbench and integrated with the model-based application framework MASP in order to provide automated usability predictions from early software development stages on. Finally, the validity of the resulting integrated system is confirmed by empirical data from a new application, eliciting unexpected behavioral patterns.
The book is about user interfaces to applications that have been designed for social and physical interaction. The interfaces are 'playful', that is, users feel challenged to engage in social and physical interaction because that will be fun. The topics that will be present in this book are interactive playgrounds, urban games using mobiles, sensor-equipped environments for playing, child-computer interaction, tangible game interfaces, interactive tabletop technology and applications, full-body interaction, exertion games, persuasion, engagement, evaluation and user experience. Readers of the book will not only get a survey of state-of-the-art research in these areas, but the chapters in this book will also provide a vision of the future where playful interfaces will be ubiquitous, that is, present and integrated in home, office, recreational, sports and urban environments, emphasizing that in the future in these environments game elements will be integrated and welcomed.
This book focuses on a combination of theoretical advances in the Internet of Things, cloud computing and its real-life applications to serve society. The book discusses technological innovations, authentication, mobility support and security, group rekeying schemes and a range of concrete applications. The Internet has restructured not only global interrelations, but also an unbelievable number of personal characteristics. Machines are increasingly able to control innumerable autonomous gadgets via the Internet, creating the Internet of Things, which facilitates intelligent communication between humans and things, and among things. The Internet of Things is an active area of current research, and technological advances have been supported by real-life applications to establish their soundness. The material in this book includes concepts, figures, graphs, and tables to guide researchers through the Internet of Things and its applications for society.
The ""Encyclopedia of Human Computer Interaction"" is the most thorough and definitive source providing coverage of everything related to the field of human computer interaction (HCI). This encyclopedia covers a wide range of HCI related topics such as concepts, design, usability, evaluation, innovations, and applications of HCI in organizations around the globe. Hundreds of contributors and advisors from around the world have conferred their expertise to this publication, making this encyclopedia a single source of authoritative and contemporary research in field of human computer interaction. The ""Encyclopedia of Human Computer Interaction"" also includes coverage of real life experiences and cases of HCI and the lessons learned helping readers to learn extensively about this important field of study.
Ever since the first successful International Cognitive Technology (CT) Conference in Hong Kong in August 1995, a growing concern about the dehumanising potential of machines, and the machining potential of the human mind, has pervaded the organisers' thinking. When setting up the agenda for the Second International CT Conference in Aizu, Japan, in August of 1997, they were aware that a number of new approaches had seen the light, but that the need to integrate them within a human framework had become more urgent than ever, due to the accelerating pace of technological and commercialised developments in the computer related fields of industry and research
The goal of this book is to close the gap between high technology and accessibility for people having lost their independence due to the loss of physical and/or cognitive capabilities. Robots and mechatronic devices bring the opportunity to improve the autonomy of disabled people and facilitate their social and professional integration by assisting them to perform daily living tasks. Technical topics of interest include, but are not limited to: Communication and learning applications in SCI an CP, Interface and Internet-based designs, Issues in human-machine interaction, Personal robotics, Hardware and control, Evaluation methods, Clinical experience, Orthotics and prosthetics, Robotics for older adults, Service robotics, Movement physiology and motor control.
Information architecture has changed dramatically since the mid-1990s and earlier conceptions of the world and the internet being different and separate have given way to a much more complex scenario in the present day. In the post-digital world that we now inhabit the digital and the physical blend easily and our activities and usage of information takes place through multiple contexts and via multiple devices and unstable, emergent choreographies. Information architecture now is steadily growing into a channel- or medium-specific multi-disciplinary framework, with contributions coming from architecture, urban planning, design and systems thinking, cognitive science, new media, anthropology. All these have been heavily reshaping the practice: conversations about labelling, websites, and hierarchies are replaced by conversations about sense-making, place-making, design, architecture, cross media, complexity, embodied cognition and their application to the architecture of information spaces as places we live in in an increasingly large part of our lives. Via narratives, frameworks, references, approaches and case-studies this book explores these changes and offers a way to reconceptualize the shifting role and nature of information architecture where information permeates digital and physical space, users are producers and products are increasingly becoming complex cross-channel or multi-channel services.
'Inclusive Designing' presents the proceedings of the seventh Cambridge Workshop on Universal Access and Assistive Technology (CWUAAT '14). It represents a unique multi-disciplinary workshop for the Inclusive Design Research community where designers, computer scientists, engineers, architects, ergonomists, policymakers and user communities can exchange ideas. The research presented at CWUAAT '14 develops methods, technologies, tools and guidance that support product designers and architects to design for the widest possible population for a given range of capabilities, within a contemporary social and economic context. In the context of developing demographic changes leading to greater numbers of older people and people with disabilities, the general field of Inclusive Design Research strives to relate the capabilities of the population to the design of products. Inclusive populations of older people contain a greater variation in sensory, cognitive and physical user capabilities. These variations may be co-occurring and rapidly changing leading to a demanding design environment. Recent research developments have addressed these issues in the context of: governance and policy; daily living activities; the workplace; the built environment, Interactive Digital TV and Mobile communications. Increasingly, a need has been identified for a multidisciplinary approach that reconciles the diverse and sometimes conflicting demands of Design for Ageing and Impairment, Usability and Accessibility and Universal Access. CWUAAT provides a platform for such a need. This book is intended for researchers, postgraduates, design practitioners, clinical practitioners, and design teachers.
Future technical systems will be companion systems, competent assistants that provide their functionality in a completely individualized way, adapting to a user's capabilities, preferences, requirements, and current needs, and taking into account both the emotional state and the situation of the individual user. This book presents the enabling technology for such systems. It introduces a variety of methods and techniques to implement an individualized, adaptive, flexible, and robust behavior for technical systems by means of cognitive processes, including perception, cognition, interaction, planning, and reasoning. The technological developments are complemented by empirical studies from psychological and neurobiological perspectives.
At the intersection of astronautics, computer science, and social science, this book introduces the challenges and insights associated with computer simulation of human society in outer space, and of the dynamics of terrestrial enthusiasm for space exploration. Never before have so many dynamic representations of space-related social systems existed, some deeply analyzing the logical implications of social-scientific theories, and others open for experience by the general public as computer-generated virtual worlds. Fascinating software ranges from multi-agent artificial intelligence models of civilization, to space-oriented massively multiplayer online games, to educational programs suitable for schools or even for the world's space exploration agencies. At the present time, when actual forays by humans into space are scarce, computer simulations of space societies are an excellent way to prepare for a renaissance of exploration beyond the bounds of Earth.
Mobile devices allow users to remain connected with each other anytime and anywhere, but flaws and limitations in the design of mobile interfaces have often constituted frustrating obstacles to usability. Research and Design Innovations for Mobile User Experience offers innovative design solutions for mobile human-computer interfaces, addressing both challenges and opportunities in the field to pragmatically improve the accessibility of mobile technologies. Through cutting-edge empirical studies and investigative cases, this reference book will enable designers, developers, managers, and experts of mobile computer interfaces with the most up-to-date tools and techniques for providing their users with an outstanding mobile experience.
Taking inspiration from self-awareness in humans, this book introduces the new notion of computational self-awareness as a fundamental concept for designing and operating computing systems. The basic ability of such self-aware computing systems is to collect information about their state and progress, learning and maintaining models containing knowledge that enables them to reason about their behaviour. Self-aware computing systems will have the ability to utilise this knowledge to effectively and autonomously adapt and explain their behaviour, in changing conditions. This book addresses these fundamental concepts from an engineering perspective, aiming at developing primitives for building systems and applications. It will be of value to researchers, professionals and graduate students in computer science and engineering.
A new product can be easy or difficult to use, it can be efficient or cumbersome, engaging or dispiriting, it can support the way we work and think - or not. What options are available for systematically addressing such parameters and provide users with an appropriate functionality, usability and experience? In the last decades, several fields have evolved that encompass a user-centred approach to create better products for the people who use them. This book provides a comprehensible introduction to the subject. It is aimed first and foremost at people involved in software and product development - product managers, project managers, consultants and analysts, who face the major challenge of developing highly useful and usable products. Topics include: The most important user-centred techniques and their alignment in the development process Planning examples of user-centred activities for projects User-oriented approaches for organisations Real-life case studies Checklists, tips and a lot of background information provide help for practitioners
Through use of networked embedded devices, pervasive computing leaves the concept of personal computers far behind and are offers new opportunities for businesses to avail and to offer to their customers. Strategic Pervasive Computing Applications: Emerging Trends combines the views and opinions of leading experts and practitioners in the field of pervasive computing technologies and infrastructure, considering trends and developments in pervasive applications. This innovative publication provides a significant reference source for professionals, managers, risk assessment practitioners, policy makers, and academicians throughout the world.
Information technologies play a significant role in modern information-driven societies, making a comprehensive understanding of digital media a fundamental requisite to success. Cases on Usability Engineering: Design and Development of Digital Products provides readers with case studies and real-life examples on usability methods and techniques to test the design and development of digital products, such as web pages, video games, and mobile computer applications. Students, lecturers, and academics concentrating in computer science can use these cases to investigate how and why usability can improve the design of digital technology, offering diverse technological solutions that many academics have largely failed to disseminate. This book is part of the Advances in Human and Social Aspects of Technology series collection.
This book offers practical advice on managing enterprise modeling (EM) projects and facilitating participatory EM sessions. Modeling activities often involve groups of people, and models are created in a participatory way. Ensuring that this is done efficiently requires dedicated individuals who know how to organize modeling projects and sessions, how to manage discussions during these sessions, and what aspects influence the success and efficiency of modeling in practice. The book also includes a summary of the theoretical background to EM, although participatory modeling can also be used in conjunction with other methods that are not made for EM, such as those made for goal-oriented requirements engineering and information systems analysis. The first four chapters present an overview of enterprise modeling from various viewpoints (including methods, processes and organizational challenges), providing a background for those that need to refresh their basic knowledge. The next six chapters form the core of the book and detail the roles and competences needed in an EM project, typical stakeholder behaviors and how to handle them, tools and methods for managing participatory modeling and facilitation, and how to train modeling experts for these social aspects of modeling. Lastly, a concluding chapter presents a summary and an outlook on current research in participatory EM. This book is intended for anybody who wants to learn more about how to facilitate participatory modeling in practice and how to set up and carry out EM projects. It does not require any in-depth knowledge about specific EM methods and tools, and can be used by students and lecturers for courses on participatory modeling, and by practitioners wanting to extend their knowledge of social and organizational topics to become an experienced facilitator and EM project manager.
This book provides an insight into recent technological trends and innovations in mobility solutions and platforms to improve mobility of visually impaired people. The authors' goal is to help to contribute to the social and societal inclusion of the visually impaired. The book's topics include, but are not limited to, obstacle detection systems, indoor and outdoor navigation, transportation sustainability systems, and hardware/devices to aid visually impaired people. The book has a strong focus on practical applications, tested in a real environment. Applications include city halls, municipalities, and companies that can keep up to date with recent trends in platforms, methodologies and technologies to promote urban mobility. Also discussed are broader realms including education, health, electronics, tourism, and transportation. Contributors include a variety of researchers and practitioners around the world. Features practical, tested applications of technological mobility solutions for visual impaired people; Presents topics such as obstacle detection systems, urban mobility, smart home services, and ambient assisted living; Includes a number of application examples in education, health, electronics, tourism, and transportation.
The main target of this book is to raise the awareness about social networking systems design, implementation, security requirements, and approaches. The book entails related issues including computing, engineering, security, management, and organization policy. It interprets the design, implementation and security threats in the social networks and offers some solutions in this concern. It clarifies the authentication concept between servers to identity users. Most of the models that focus on protecting users' information are also included. This book introduces the Human-Interactive Security Protocols (HISPs) efficiently. Presenting different types of the social networking systems including the internet and mobile devices is one of the main targets of this book. This book includes the social network performance evaluation metrics. It compares various models and approaches used in the design of the social networks. This book includes various applications for the use of the social networks in the healthcare, e-commerce, crisis management, and academic applications. The book provides an extensive background for the development of social network science and its challenges. This book discusses the social networks integration to offer online services, such as instant messaging, email, file sharing, transferring patients' medical reports/images, location-based recommendations and many other functions. This book provides users, designers, engineers and managers with the valuable knowledge to build a better secured information transfer over the social networks. The book gathers remarkable materials from an international experts' panel to guide the readers during the analysis, design, implementation and security achievement for the social network systems. In this book, theories, practical guidance, and challenges are included to inspire designers and researchers. The book guides the engineers, designers, and researchers to exploit the intrinsic design of the social network systems.
This edited collection will provide an overview of the field of physiological computing, i.e. the use of physiological signals as input for computer control. It will cover a breadth of current research, from brain-computer interfaces to telemedicine.
This book at hand explores emerging scientific and technological areas in which Intelligent Computing Systems provide efficient solutions and, thus, may play a role in the years to come. It demonstrates how Intelligent Computing Systems make use of computational methodologies that mimic nature-inspired processes to address real world problems of high complexity for which exact mathematical solutions, based on physical and statistical modelling, are intractable. Common intelligent computational methodologies are presented including artificial neural networks, evolutionary computation, genetic algorithms, artificial immune systems, fuzzy logic, swarm intelligence, artificial life, virtual worlds and hybrid methodologies based on combinations of the previous. The book will be useful to researchers, practitioners and graduate students dealing with mathematically-intractable problems. It is intended for both the expert/researcher in the field of Intelligent Computing Systems, as well as for the general reader in the fields of Artificial and Computational Intelligence who wishes to learn more about the field of Intelligent Computing Systems and its applications. An extensive list of bibliographic references at the end of each chapter guides the reader to probe further into application area of interest to him/her.
This book provides an introduction and overview of the rapidly evolving topic of game user experience, presenting the new perspectives employed by researchers and the industry, and highlighting the recent empirical findings that illustrate the nature of it. The first section deals with cognition and player psychology, the second section includes new research on modeling and measuring player experience, the third section focuses on the impact of game user experience on game design processes and game development cycles, the fourth section presents player experience case studies on contemporary computer games, and the final section demonstrates the evolution of game user experience in the new era of VR and AR. The book is suitable for students and professionals with different disciplinary backgrounds such as computer science, game design, software engineering, psychology, interactive media, and many others.
In recent years, searching for source code on the web has become increasingly common among professional software developers and is emerging as an area of academic research. This volume surveys past research and presents the state of the art in the area of "code retrieval on the web." This work is concerned with the algorithms, systems, and tools to allow programmers to search for source code on the web and the empirical studies of these inventions and practices. It is a label that we apply to a set of related research from software engineering, information retrieval, human-computer interaction, management, as well as commercial products. The division of code retrieval on the web into snippet remixing and component reuse is driven both by empirical data, and analysis of existing search engines and tools. Contributors include leading researchers from human-computer interaction, software engineering, programming languages, and management. "Finding Source Code on the Web for Remix and Reuse" consists of five parts. Part I is titled "Programmers and Practices," and consists of a retrospective chapter and two empirical studies on how programmers search the web for source code. Part II is titled "From Data Structures to Infrastructures," and covers the creation of ground-breaking search engines for code retrieval required ingenuity in the adaptation of existing technology and in the creation of new algorithms and data structures. Part III focuses on "Reuse: Components and Projects," which are reused with minimal modification. Part IV is on "Remix: Snippets and Answers," which examines how source code from the web can also be used as solutions to problems and answers to questions. The book concludes with Part V, "Looking Ahead," that looks at future programming and the legalities of software reuse and remix and the implications of current intellectual property law on the future of software development. The story, "Richie Boss: Private Investigator Manager," was selected as the winner of a crowdfunded short story contest." |
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