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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
Based on a selection of the most relevant and high quality research papers from the 2010 Networked Learning Conference, this book is an indispensible resource for all researchers, instructional designers, program managers, and learning technologists interested in the area of Technology Enhanced Learning. The book was an important catalyst for the Springer "Research in Networked Learning" Book Series edited by Vivien Hodgson and David McConnell. Details of the "Research in Networked Learning" Book Series and current titles can be found at http: //www.springer.com/series/11810 This volume provides information on current trends and advances in research on networked learning, technology enhanced learning, and e-learning. Specifically, it provides cutting edge information in the areas of: Designing and Facilitating Learning in a Networked World Methodologies for Research in Networked Learning Learning in Social Networks Embedding Networked Learning in Public and Private Organizations Problem based Networked Learning Globalization and Multiculturalism in Networked Learning Networked Learning and International Development Participation and Alienation in Networked Learning "
This book establishes play as a mode of humanistic inquiry with a profound effect on art, culture and society. Play is treated as a dynamic and relational modality where relationships of all kinds are forged and inquisitive interdisciplinary engagement is embraced. Play cultivates reflection, connection, and creativity, offering new epistemological directions for the humanities. With examples from a range of disciplines including poetry, history, science, religion and media, this book treats play as an object of inquiry, but also as a mode of inquiry. The chapters, each focusing on a specific cultural phenomenon, do not simply put culture on display, they put culture in play, providing a playful lens through which to see the world. The reader is encouraged to read the chapters in this book out of order, allowing constructive collision between ideas, moments in history, and theoretical perspectives. The act of reading this book, like the project of the humanities itself, should be emergent, generative, and playful.
This pioneering book develops definitions and concepts related to Quality of Experience in the context of multimedia- and telecommunications-related applications, systems and services and applies these to various fields of communication and media technologies. The editors bring together numerous key-protagonists of the new discipline Quality of Experience and combine the state-of-the-art knowledge in one single volume."
A 3D user interface (3DUI) is an interface in which the user performs tasks in three dimensions. For example, interactions using hand/body gestures, interaction using a motion controller (e.g. Sony PlayStation Move), interaction with virtual reality devices using tracked motion controllers, etc. All these technologies which let a user interact in three dimensions are called 3D user interface technologies. These 3D user interfaces have the potential to make games more immersive & engaging and thus potentially provide a better user experience to gamers. Although 3D user interface technologies are available for games, it is unclear how their usage affects game play and if there are any user performance benefits. This book presents state of the art research on exploring 3D user interface technologies for improving video games. It also presents a review of research work done in this area and describes experiments focused on usage of stereoscopic 3D, head tracking, and hand gesture-based control in gaming scenarios. These experiments are systematic studies in gaming environments and are aimed at understanding the effect of the underlined 3D interface technology on the gaming experience of a user. Based on these experiments, several design guidelines are presented which can aid game designers in designing better immersive games.
This book examines the possibilities of incorporating elements of user-centred design (UCD) such as user experience (UX) and usability with agile software development. It explores the difficulties and problems inherent in integrating these two practices despite their relative similarities, such as their emphasis on stakeholder collaboration. Developed from a workshop held at NordiCHI in 2014, this edited volume brings together researchers from across the software development, UCD and creative design fields to discuss the current state-of-the-art. Practical case studies of integrating UCD in Agile development across diverse contexts are presented, whilst the different futures for UCD and other design practices in the context of agile software development are identified and explored. Integrating User Centred Design in Agile Development will be ideal for researchers, designers and academics who are interested in software development, user-centred design, agile methodologies and related areas.
This book constitutes the refereed proceedings of the 4th IFIP WG 8.1 Working Conference on Method Engineering, ME 2011, held in Paris, France, in April 2011. The 13 revised full papers and 6 short papers presented together with the abstracts of two keynote talks were carefully reviewed and selected from 30 submissions. The papers are organized in topical sections on situated method engineering, method engineering foundations, customized methods, tools for method engineering, new trends to build methods, and method engineering services.
The book reports on the author's original work to address the use of today's state-of-the-art smartphones for human physical activity recognition. By exploiting the sensing, computing and communication capabilities currently available in these devices, the author developed a novel smartphone-based activity-recognition system, which takes into consideration all aspects of online human activity recognition, from experimental data collection, to machine learning algorithms and hardware implementation. The book also discusses and describes solutions to some of the challenges that arose during the development of this approach, such as real-time operation, high accuracy, low battery consumption and unobtrusiveness. It clearly shows that it is possible to perform real-time recognition of activities with high accuracy using current smartphone technologies. As well as a detailed description of the methods, this book also provides readers with a comprehensive review of the fundamental concepts in human activity recognition. It also gives an accurate analysis of the most influential works in the field and discusses them in detail. This thesis was supervised by both the Universitat Politecnica de Catalunya (primary institution) and University of Genoa (secondary institution) as part of the Erasmus Mundus Joint Doctorate in Interactive and Cognitive Environments.
This book features selected papers presented at the International Conference on Information Management and Machine Intelligence (ICIMMI 2019), held at the Poornima Institute of Engineering & Technology, Jaipur, Rajasthan, India, on December 14-15, 2019. It covers a range of topics, including data analytics; AI; machine and deep learning; information management, security, processing techniques and interpretation; applications of artificial intelligence in soft computing and pattern recognition; cloud-based applications for machine learning; application of IoT in power distribution systems; as well as wireless sensor networks and adaptive wireless communication.
This comprehensive textbook/reference presents a focused review of the state of the art in privacy research, encompassing a range of diverse topics. The first book of its kind designed specifically to cater to courses on privacy, this authoritative volume provides technical, legal, and ethical perspectives on privacy issues from a global selection of renowned experts. Features: examines privacy issues relating to databases, P2P networks, big data technologies, social networks, and digital information networks; describes the challenges of addressing privacy concerns in various areas; reviews topics of privacy in electronic health systems, smart grid technology, vehicular ad-hoc networks, mobile devices, location-based systems, and crowdsourcing platforms; investigates approaches for protecting privacy in cloud applications; discusses the regulation of personal information disclosure and the privacy of individuals; presents the tools and the evidence to better understand consumers' privacy behaviors.
This book provides a broad survey of advanced pattern recognition techniques for human behavior analysis. Clearly structured, the book begins with concise coverage of the major concepts, before introducing the most frequently used techniques and algorithms in detail, and then discussing examples of real applications. Features: contains contributions from an international selection of experts in the field; presents a thorough introduction to the fundamental topics of human behavior analysis; investigates methods for activity recognition, including gait and posture analysis, hand gesture analysis, and semantics of human behavior in image sequences; provides an accessible psychological treatise on social signals for the analysis of social behaviors; discusses voice and speech analysis, combined audiovisual cues, and social interactions and group dynamics; examines applications in different research fields; each chapter concludes with review questions, a summary of the topics covered, and a glossary.
This open access book constitutes the refereed post-conference proceedings of the 9th IFIP WG 5.5 International Precision Assembly Seminar, IPAS 2020, held virtually in December 2020.The 16 revised full papers and 10 revised short papers presented together with 1 keynote paper were carefully reviewed and selected from numerous submissions. The papers address topics such as assembly design and planning; assembly operations; assembly cells and systems; human centred assembly; and assistance methods in assembly.
This book provides a comprehensive introduction to the conversational interface, which is becoming the main mode of interaction with virtual personal assistants, smart devices, various types of wearable, and social robots. The book consists of four parts. Part I presents the background to conversational interfaces, examining past and present work on spoken language interaction with computers. Part II covers the various technologies that are required to build a conversational interface along with practical chapters and exercises using open source tools. Part III looks at interactions with smart devices, wearables, and robots, and discusses the role of emotion and personality in the conversational interface. Part IV examines methods for evaluating conversational interfaces and discusses future directions.
This book presents the proceedings of the Seventh International Conference on Management Science and Engineering Management (ICMSEM2013) held from November 7 to 9, 2013 at Drexel University, Philadelphia, Pennsylvania, USA and organized by the International Society of Management Science and Engineering Management, Sichuan University (Chengdu, China) and Drexel University (Philadelphia, Pennsylvania, USA). The goals of the Conference are to foster international research collaborations in Management Science and Engineering Management as well as to provide a forum to present current research findings. The selected papers cover various areas in management science and engineering management, such as Decision Support Systems, Multi-Objective Decisions, Uncertain Decisions, Computational Mathematics, Information Systems, Logistics and Supply Chain Management, Relationship Management, Scheduling and Control, Data Warehousing and Data Mining, Electronic Commerce, Neural Networks, Stochastic Models and Simulation, Fuzzy Programming, Heuristics Algorithms, Risk Control, Organizational Behavior, Green Supply Chains, and Carbon Credits. The proceedings introduce readers to novel ideas on and different problem-solving methods in Management Science and Engineering Management. We selected excellent papers from all over the world, integrating their expertise and ideas in order to improve research on Management Science and Engineering Management.
This work deals with the applications of Semantic Publishing technologies in the legal domain, i.e., the use of Semantic Web technologies to address issues related to the Legal Scholarly Publishing. Research in the field of Law has a long tradition in the application of semantic technologies, such as Semantic Web and Linked Data, to real-world scenarios. This book investigates and proposes solutions for three main issues that Semantic Publishing needs to address within the context of the Legal Scholarly Publishing: the need of tools for linking document text to a formal representation of its meaning; the lack of complete metadata schemas for describing documents according to the publishing vocabulary and the absence of effective tools and user interfaces for easily acting on semantic publishing models and theories. In particular, this work introduces EARMARK, a markup meta language that allows one to create markup documents without the structural and semantic limits imposed by markup languages such as XML. EARMARK is a platform to link the content layer of a document with its intended formal semantics and it can be used with the Semantic Publishing and Referencing (SPAR) Ontologies, another topic in this book. SPAR Ontologies are a collection of formal models providing an upper semantic layer for describing the publishing domain. Using EARMARK as a foundation for SPAR descriptions opens up to a semantic characterisation of all the aspects of a document and of its parts. Finally, four user-friendly tools are introduced: LODE, KC-Viz, Graffoo and Gaffe. They were expressly developed to facilitate the interaction of publishers and domain experts with Semantic Publishing technologies by shielding such users from the underlying formalisms and semantic models of such technologies.
Agent-centric theories, approaches and technologies are contributing to enrich interactions between users and computers. This book aims at highlighting the influence of the agency perspective in Human-Computer Interaction through a careful selection of research contributions. Split into five sections; Users as Agents, Agents and Accessibility, Agents and Interactions, Agent-centric Paradigms and Approaches, and Collective Agents, the book covers a wealth of novel, original and fully updated material, offering: To provide a coherent, in depth, and timely material on the agency perspective in HCI To offer an authoritative treatment of the subject matter presented by carefully selected authors To offer a balanced and broad coverage of the subject area, including, human, organizational, social, as well as technological concerns. u To offer a hands-on-experience by covering representative case studies and offering essential design guidelines The book will appeal to a broad audience of researchers and professionals associated to software engineering, interface design, accessibility, as well as agent-based interaction paradigms and technology. "
This book proposes a data-driven methodology using multi-way data analysis for the design of video-quality metrics. It also enables video- quality metrics to be created using arbitrary features. This data- driven design approach not only requires no detailed knowledge of the human visual system, but also allows a proper consideration of the temporal nature of video using a three-way prediction model, corresponding to the three-way structure of video. Using two simple example metrics, the author demonstrates not only that this purely data- driven approach outperforms state-of-the-art video-quality metrics, which are often optimized for specific properties of the human visual system, but also that multi-way data analysis methods outperform the combination of two-way data analysis methods and temporal pooling.
This book explores a society currently being transformed by the influence of advanced information technology, and provides insights into the main technological and human issues and a holistic approach to inclusion, security, safety and, last but not least, privacy and freedom of expression. Its main aim is to bridge the gap between technological solutions, their successful implementation, and the fruitful utilization of the main set of e-Services offered by governments, private institutions, and commercial companies. Today, various parameters actively influence e-Services' success or failure: cultural aspects, organisational issues, bureaucracy and workflow, infrastructure and technology in general, user habits, literacy, capacity or merely interaction design. The purpose of this book is to help in outlining and understanding a realistic scenario of what we can term e-Citizenry. It identifies today's citizen, who is surrounded by an abundance of digital services, as an "e-Citizen" and explores the transition from their traditional role and behaviour to new ones. The respective chapters presented here will lay the foundation of the technological and social environment in which this societal transition takes place. With its balanced humanistic and technological approach, the book mainly targets public authorities, decision-makers, stakeholders, solution developers, and graduate students.
This book presents a collection of the latest research in the area of immersive technologies, presented at the International Augmented and Virtual Reality Conference 2018 in Manchester, UK, and showcases how augmented reality (AR) and virtual reality (VR) are transforming the business landscape. Innovations in this field are seen as providing opportunities for businesses to offer their customers unique services and experiences. The papers gathered here advance the state of the art in AR/VR technologies and their applications in various industries such as healthcare, tourism, hospitality, events, fashion, entertainment, retail, education and gaming. The volume collects contributions by prominent computer and social sciences experts from around the globe. Addressing the most significant topics in the field of augmented and virtual reality and sharing the latest findings, it will be of interest to academics and practitioners alike.
Remarkable progress in eye-tracking technologies opened the way to design novel attention-based intelligent user interfaces, and highlighted the importance of better understanding of eye-gaze in human-computer interaction and human-human communication. For instance, a user's focus of attention is useful in interpreting the user's intentions, their understanding of the conversation, and their attitude towards the conversation. In human face-to-face communication, eye gaze plays an important role in floor management, grounding, and engagement in conversation. Eye Gaze in Intelligent User Interfaces draws on ideas from a number of contributors working on how attentional information can be applied to novel intelligent interfaces. Part I focuses on analyzing human eye gaze behaviors to reveal characteristics of human communication and cognition; Part II addresses estimation and prediction of the cognitive state of the users using gaze information; and Part III presents proposals of novel gaze-aware interfaces which integrate eye-trackers as a system component. The contributions highlight a direction for the future of human-computer interaction, and discuss issues in human attentional behaviors and face-to-face communication which are essential in designing gaze aware interactive interfaces.
"Semantic Analysis and Understanding of Human Behaviour in Video
Streaming "investigates the semantic analysis of the human
behaviour captured by video streaming, and introduces both
theoretical and technological points of view. Video analysis based
on the semantic content is in fact still an open issue for the
computer vision research community, especially when real-time
analysis of complex scenes is concerned."
Advanced Topics in End User Computing features the latest research findings dealing with end user computing concepts, issues, and trends. Empirical and theoretical research concerned with all aspects of end user computing including development, utilization, and management are included. Volume three is specifically interested in those studies that show a significant contribution by relating end user computing to end user satisfaction, end user productivity, and strategic and competitive advantage. *Note: This book is part of a new series entitled "Advanced Topics in End User Computing." This book is Volume Three within this series (Vol. III, 2004).
This book comprises the proceedings of the second International Conference, AsiaHaptics 2016, held in Kashiwanoha, Japan. The book treats the state of the art of the diverse haptics (touch)-related research, including scientific research of haptics perception and illusion, development of haptics devices, and applications to a wide variety of fields such as education, medicine, telecommunication, navigation, and entertainment. This work helps not only active haptic researchers, but also general readers to understand what is going on in this interdisciplinary area of science and technology.
This book addresses extensible and adaptable computing, a broad range of methods and techniques used to systematically tackle the future growth of systems and respond proactively and seamlessly to change. The book is divided into five main sections: Agile Software Development, Data Management, Web Intelligence, Machine Learning and Computing in Education. These sub-domains of computing work together in mutually complementary ways to build systems and applications that scale well, and which can successfully meet the demands of changing times and contexts. The topics under each track have been carefully selected to highlight certain qualitative aspects of applications and systems, such as scalability, flexibility, integration, efficiency and context awareness. The first section (Agile Software Development) includes six contributions that address related issues, including risk management, test case prioritization and tools, open source software reliability and predicting the change proneness of software. The second section (Data Management) includes discussions on myriad issues, such as extending database caches using solid-state devices, efficient data transmission, healthcare applications and data security. In turn, the third section (Machine Learning) gathers papers that investigate ML algorithms and present their specific applications such as portfolio optimization, disruption classification and outlier detection. The fourth section (Web Intelligence) covers emerging applications such as metaphor detection, language identification and sentiment analysis, and brings to the fore web security issues such as fraud detection and trust/reputation systems. In closing, the fifth section (Computing in Education) focuses on various aspects of computer-aided pedagogical methods. |
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