Welcome to Loot.co.za!
Sign in / Register |Wishlists & Gift Vouchers |Help | Advanced search
|
Your cart is empty |
|||
Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
Provides a hands-on approach in Tableau in a simplified manner with steps Discusses the broad background of data and its fundamentals, Internet of everything to analytics Emphasizes the use of context in delivering the stories Presents case studies with building of a dashboard Reviews application areas and case studies with identification of the impactful visualization
From security training simulations to war games to role-playing
games, to sports games to gambling, playing video games has become
a social phenomena, and the increasing number of players that cross
gender, culture, and age is on a dramatic upward trajectory.
"Playing Video Games: Motives, Responses, and Consequences"
integrates communication, psychology, and technology to examine the
psychological and mediated aspects of playing video games. It is
the first volume to delve deeply into these aspects of computer
game play. It fits squarely into the media psychology arm of
entertainment studies, the next big wave in media studies. The book
targets one of the most popular and pervasive media in modern
times, and it will serve to define the area of study and provide a
theoretical spine for future research.
Closer Together, Further Apart offers current unique insight into
the cultural shifts brought about by digital technology and the
Internet. It considers how these new connections are impacting not
only society as a whole, but more specifically communication in
relationships and across generations. Robert Weiss, MSW, is a therapist, international speaker, author, and a blogger on PsychCentral.com, where he writes regularly on the topic of sex and intimacy in the digital age. He was featured in LA Weekly 2013 People issue as one of LA's most fascinating people. He currently serves as Senior Vice-President of Clinical Development for Elements Behavioral Health. Jennifer P. Schneider, MD, PhD, is a physician, international speaker, and the author of nine books and numerous journal articles.
This anthology contributes to creating awareness on how digital ageism operates in relation to the widely spread symbolic representations of old and young age, the (lack of) representation of diverse older individuals in the design, development, and discourses and in the actual algorithms and datasets. It also shows how individuals and institutions deal with digital ageism in everyday life. In the past decades, digital technologies permeated most aspects of everyday life and became ingrained into human existence. With a focus on how age is represented and experienced in relation to digital technologies leading to digital ageism, digitalisation's reinforcement of spirals of exclusion and loss of autonomy of some collectives is explored, when it could be natural for a great part of society and represent a sort of improvement. The book addresses social science students and scholars interested in everyday digital technologies, society and the power struggles about it, providing insights from different parts of the globe. By using different methods and touching upon different aspects of digital ageism and how it plays out in contemporary connected data societies, this volume will raise awareness, challenge power, initiate discussions and spur further research into this field.
Cognitive task analysis is a broad area consisting of tools and
techniques for describing the knowledge and strategies required for
task performance. Cognitive task analysis has implications for the
development of expert systems, training and instructional design,
expert decision making and policymaking. It has been applied in a
wide range of settings, with different purposes, for instance:
specifying user requirements in system design or specifying
training requirements in training needs analysis. The topics to be
covered by this work include: general approaches to cognitive task
analysis, system design, instruction, and cognitive task analysis
for teams. The work settings to which the tools and techniques
described in this work have been applied include: 911 dispatching,
faultfinding on board naval ships, design aircraft, and various
support systems.
Mobile Data Visualization is about facilitating access to and understanding of data on mobile devices. Wearable trackers, mobile phones, and tablets are used by millions of people each day to read weather maps, financial charts, or personal health meters. What is required to create e ffective visualizations for mobile devices? This book introduces key concepts of mobile data visualization and discusses opportunities and challenges from both research and practical perspectives. Mobile Data Visualization is the first book to provide an overview of how to e ffectively visualize, analyze, and communicate data on mobile devices. Drawing from the expertise, research, and experience of an international range of academics and practitioners from across the domains of Visualization, Human Computer Interaction, and Ubiquitous Computing, the book explores the challenges of mobile visualization and explains how it diff ers from traditional data visualization. It highlights opportunities for reaching new audiences with engaging, interactive, and compelling mobile content. In nine chapters, this book presents interesting perspectives on mobile data visualization including: how to characterize and classify mobile visualizations; how to interact with them while on the go and with limited attention spans; how to adapt them to various mobile contexts; specific methods on how to design and evaluate them; reflections on privacy, ethical and other challenges, as well as an outlook to a future of ubiquitous visualization. This accessible book is a valuable and rich resource for visualization designers, practitioners, researchers, and students alike.
- The author is one of the most influential AI reseachers of recent decades. - Written in an accessible language, the book provides a probing account of AI today and proposes a new narrative to connect and make sense of events that happened in the recent tumultuous past and enable us to think soberly about the road ahead. - The book is divided into ten carefully crafted and easily-digestible chapters, each grapples with an important question for AI, ranging from the scientific concepts that underpin the technology to wider implications for society, using real examples wherever possible.
Revealing the inside workings of the International Monetary Fund (IMF), this text studies the culture of organizations and uses sociological methods to understand the technology which underpins office and commercial life. It advises on how to improve work processes and computer systems by exploring systems which use search and retrieval applications, hypertext documents, and shared database applications such as Lotus Notes.
Hypermedia and multimedia have penetrated the world of computer
games, Internet, and CD-ROM based reference manuals. However, the
fields of education, schooling, and training ask more specific
benefits from them. This book provides practical approaches to
transform these media into learning tools. Crucial helping steps
include the migration from expository to exploratory learning
strategies, the integration of collaborative learning practices in
plenary and individualistic teaching styles, and the evolution from
test-driven to experience-oriented training.
Hypermedia and multimedia have penetrated the world of computer
games, Internet, and CD-ROM based reference manuals. However, the
fields of education, schooling, and training ask more specific
benefits from them. This book provides practical approaches to
transform these media into learning tools. Crucial helping steps
include the migration from expository to exploratory learning
strategies, the integration of collaborative learning practices in
plenary and individualistic teaching styles, and the evolution from
test-driven to experience-oriented training.
Safety-critical systems are found in almost every sector of industry. Faults in these systems will result in a breach of safe operating conditions and exposure to the possible risk of major loss of life or catastrophic damage to plant, equipment or the environment. An understanding of the basis for the functioning of these systems is therefore vital to all involved in their operation. In particular, the interaction of the disciplines of software engineering, safety engineering, human factors and safety management is a total process whose entirety is not widely understood by those working in any of the individual fields. This book will redress that problem by providing an introduction to each constituent part with a cohesive structure and overview of the whole subject. It will be of interest to engineers, managers, students and anyone with responsibilities in these areas.
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:
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.
This book focuses on design in the domain of human-computer
interaction. Including a broad sampling of case studies as well as
narrower theoretical or empirical studies, it includes
consideration of educational uses of design rationale, methods for
teaching it in industry, and applications to a variety of software
and user interface/application domains. The volume promises to be
the largest collection of work on design rationale ever assembled,
and thereby to energize the considerable, widespread interest in
this topic. It will also act as a focus for the existing but
scattered work in this domain.
This book focuses on design in the domain of human-computer interaction. Including a broad sampling of case studies as well as narrower theoretical or empirical studies, it includes consideration of educational uses of design rationale, methods for teaching it in industry, and applications to a variety of software and user interface/application domains. The volume promises to be the largest collection of work on design rationale ever assembled, and thereby to energize the considerable, widespread interest in this topic. It will also act as a focus for the existing but scattered work in this domain.
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 volume seeks to answer the question: "Can findings from
cognitive science enhance the user-computer interaction process?"
In so doing, it recognizes that user-computer interfaces (UCIs) are
often essential parts of an information or decision support system
-- and often critical components of software-intensive systems of
all kinds. From the outset, the authors note that the design,
prototyping, and evaluation of user-computer interfaces are part of
larger systems and are therefore ideally designed, developed, and
evaluated as part of a larger design and developmental process or
"life cycle."
The potential of software applications to solve an array of office
and administrative problems is increasing faster than the ability
of users to exploit it. We need to make systems easier to learn and
more comfortable to use. This book reports a major advance in the
effort to accomplish both goals.
Grounded in the user-centered design movement, this book offers a broad consideration of how our civilization has evolved its technical infrastructure for human purpose to help us make sense of the contemporary world of information infrastructure and online existence. The author incorporates historical, cultural and aesthetic approaches to situating information and its underlying technologies across time in the collective, lived experiences of humanity. In today's digital information world, user experience is vital to the success of any product or service. Yet as the user population expands to include us all, designing for people who vary in skills, abilities, preferences and backgrounds is challenging. This book provides an integrated understanding of users, and the methods that have evolved to identify usability challenges, that can facilitate cohesive and earlier solutions. The book treats information creation and use as a core human behavior based on acts of representation and recording that humans have always practiced. It suggests that the traditional ways of studying information use, with their origins in the distinct layers of social science theories and models is limiting our understanding of what it means to be an information user and hampers our efforts at being truly user-centric in design. Instead, the book offers a way of integrating the knowledge base to support a richer view of use and users in design education and evaluation. Understanding Users is aimed at those studying or practicing user-centered design and anyone interested in learning how people might be better integrated in the design of new technologies to augment human capabilities and experiences.
This book offers a comprehensive introduction to seven commonly used image understanding techniques in modern information technology. Readers of various levels can find suitable techniques to solve their practical problems and discover the latest development in these specific domains. The techniques covered include camera model and calibration, stereo vision, generalized matching, scene analysis and semantic interpretation, multi-sensor image information fusion, content-based visual information retrieval, and understanding spatial-temporal behavior. The book provides aspects from the essential concepts overview and basic principles to detailed introduction, explanation of the current methods and their practical techniques. It also presents discussions on the research trends and latest results in conjunction with new development of technical methods. This is an excellent read for those who do not have a subject background in image technology but need to use these techniques to complete specific tasks. These essential information will also be useful for their further study in the relevant fields.
In providing a theoretical framework for understanding human-
computer interaction as well as design of user interfaces, this
book combines elements of anthropology, psychology, cognitive
science, software engineering, and computer science. The framework
examines the everyday work practices of users when analyzing and
designing computer applications. The text advocates the unique
theory that computer application design is fundamentally a
collective activity in which the various practices of the
participants meet in a process of mutual learning.
Takes an interdisciplinary approach to contribute to the ongoing development of human-AI interaction. Current debate and development of AI is "algorithm-driven" or technical-oriented in lieu of human-centered. At present, there is no systematic interdisciplinary discussion to effectively deal with issues and challenges arising from AI. This book offers critical analysis of the logic and social implications of algorithmic processes. Reporting from the processes of scientific research, the results can be useful for understanding the relationship between algorithms and humans, allowing AI designers to assess the quality of the meaningful interactions with AI systems.
Explore straightforward drawing skills to help you communicate product ideas exponentially faster than you could with text In Drawing Product Ideas: Fast and Easy UX Drawing for Anyone, RSA Fellow and Google Data Visualization Lead, Kent Eisenhuth delivers a new and exciting guide to effectively communicating product ideas by drawing just two simple things: boxes and lines! In the book, you'll learn why drawing is important and how it supports the design thinking process. You'll also discover how to build your drawing toolkit by exploring your own personal drawing style. The author also includes: Strategies for how to use your drawing to support your solutions to real-world problems Tips and tricks for applying your new drawing skills in a workshop setting, in real-time An illuminating foreword by the celebrated Manuel Lima, a Fellow of the Royal Society of Arts An essential volume for engineers, researchers, and product managers, Drawing Product Ideas is also an indispensable blueprint for anyone seeking to improve their public, ad-hoc drawing skills.
* Targests readers with a background in programming, interested in an introduction/refresher in statistical hypothesis testing * Uses Python throughout * Provides the reader with the opportunity of using the book whenever needed rather than following a sequential path. |
You may like...
Discoverability in Digital Repositories…
Liz Woolcott, Ali Shiri
Paperback
R953
Discovery Miles 9 530
Routledge International Handbook of…
Jesper Simonsen, Toni Robertson
Paperback
R1,665
Discovery Miles 16 650
Game Usability - Advice from the Experts…
Katherine Isbister, Celia Hodent
Paperback
R1,427
Discovery Miles 14 270
|