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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
Make-believe plays a far stronger role in both the design and use of interfaces, games and services than we have come to believe. This edited volume illustrates ways for grasping and utilising that connection to improve interaction, user experiences, and customer value. Useful for designers, undergraduates and researchers alike, this new research provide tools for understanding and applying make-believe in various contexts, ranging from digital tools to physical services. It takes the reader through a world of imagination and intuition applied into efficient practice, with topics including the connection of human-computer interaction (HCI) to make-believe and backstories, the presence of imagination in gamification, gameworlds, virtual worlds and service design, and the believability of make-believe based designs in various contexts. Furthermore, it discusses the challenges inherent in applying make-believe as a basis for interaction design, as well as the enactive mechanism behind it. Whether used as a university textbook or simply used for design inspiration, Digital Make-Believe provides new and efficient insight into approaching interaction in the way in which actual users of devices, software and services can innately utilise it.
This book aims to deconstruct ethnography to alert systems designers, and other stakeholders, to the issues presented by new approaches that move beyond the studies of 'work' and 'work practice' within the social sciences (in particular anthropology and sociology). The theoretical and methodological apparatus of the social sciences distort the social and cultural world as lived in and understood by ordinary members, whose common-sense understandings shape the actual milieu into which systems are placed and used. In Deconstructing Ethnography the authors show how 'new' calls are returning systems design to 'old' and problematic ways of understanding the social. They argue that systems design can be appropriately grounded in the social through the ordinary methods that members use to order their actions and interactions. This work is written for post-graduate students and researchers alike, as well as design practitioners who have an interest in bringing the social to bear on design in a systematic rather than a piecemeal way. This is not a 'how to' book, but instead elaborates the foundations upon which the social can be systematically built into the design of ubiquitous and interactive systems.
It is becoming increasingly necessary to systematically take into account human interaction and activity, and new technologies along with the completely renewed social and cultural environments that such digital environments and interfaces are calling for are now capable of delivering. ""Cross-Disciplinary Advances in Human Computer Interaction: User Modeling, Social Computing, and Adaptive Interfaces"" collects over 20 chapters covering the most recent in-depth issues within the field of human computer interaction (HCI). A necessary reference source for those in academia as well as the HCI industry, this book presents useful new approaches and methodologies for analysis, design, and evaluation.
This book presents the technical program of the International Embedded Systems Symposium (IESS) 2009. Timely topics, techniques and trends in embedded system design are covered by the chapters in this volume, including modelling, simulation, verification, test, scheduling, platforms and processors. Particular emphasis is paid to automotive systems and wireless sensor networks. Sets of actual case studies in the area of embedded system design are also included. Over recent years, embedded systems have gained an enormous amount of proce- ing power and functionality and now enter numerous application areas, due to the fact that many of the formerly external components can now be integrated into a single System-on-Chip. This tendency has resulted in a dramatic reduction in the size and cost of embedded systems. As a unique technology, the design of embedded systems is an essential element of many innovations. Embedded systems meet their performance goals, including real-time constraints, through a combination of special-purpose hardware and software components tailored to the system requirements. Both the development of new features and the reuse of existing intellectual property components are essential to keeping up with ever more demanding customer requirements. Furthermore, design complexities are steadily growing with an increasing number of components that have to cooperate properly. Embedded system designers have to cope with multiple goals and constraints simul- neously, including timing, power, reliability, dependability, maintenance, packaging and, last but not least, price.
This book addresses the challenges of social network and social media analysis in terms of prediction and inference. The chapters collected here tackle these issues by proposing new analysis methods and by examining mining methods for the vast amount of social content produced. Social Networks (SNs) have become an integral part of our lives; they are used for leisure, business, government, medical, educational purposes and have attracted billions of users. The challenges that stem from this wide adoption of SNs are vast. These include generating realistic social network topologies, awareness of user activities, topic and trend generation, estimation of user attributes from their social content, and behavior detection. This text has applications to widely used platforms such as Twitter and Facebook and appeals to students, researchers, and professionals in the field.
Written in an accessible, conversational style, this comprehensive introduction to usability engineering takes a project-based approach to the development process. Provides detailed coverage of the fundamentals without unnecessary depth or breadth, focusing readers on understanding the goals and process of usability engineering. Covers the entire usability engineering lifecycle, emphasizing select techniques and methodologies. Illustrates the user interface development process with examples from a medium-scale development example. For anyone interested in learning more about usability and user interfaces in computer systems and software.
This work addresses the challenge of providing effective cutaneous haptic feedback in robotic teleoperation, with the objective of achieving the highest degree of transparency whilst guaranteeing the stability of the considered systems. On the one hand, it evaluates teleoperation systems that provide only cutaneous cues to the operator, thus guaranteeing the highest degree of safety. This cutaneous-only approach shows intermediate performance between no force feedback and full haptic feedback provided by a grounded haptic interface, and it is best suitable for those scenarios where the safety of the system is paramount, e.g., robotic surgery. On the other hand, in order to achieve a higher level of performance, this work also investigates novel robotic teleoperation systems with force reflection able to provide mixed cutaneous and kinesthetic cues to the operator. Cutaneous cues can compensate for the temporary reduction of kinesthetic feedback necessary to satisfy certain stability conditions. This state-of-the-art volume is oriented toward researchers, educators, and students who are interested in force feedback techniques for robotic teleoperation, cutaneous device design, cutaneous rendering methods and perception studies, as well as readers from different disciplines who are interested in applying cutaneous haptic technologies and methods to their field of interest.
This volume presents a collection of carefully selected contributions in the area of social media analysis. Each chapter opens up a number of research directions that have the potential to be taken on further in this rapidly growing area of research. The chapters are diverse enough to serve a number of directions of research with Sentiment Analysis as the dominant topic in the book. The authors have provided a broad range of research achievements from multimodal sentiment identification to emotion detection in a Chinese microblogging website. The book will be useful to research students, academics and practitioners in the area of social media analysis.
th It is fitting that there was a World Computer Congress in the 50 anniversary year of IFIP. Within the Learn IT Stream of WCC2010, the conference, Key Competencies in the Knowledge Society (KCKS), brought together some 43 papers from around the world covering many areas of ICT and its role in education. Of the papers presented here, three were selected as key theme papers for the KCKS conference. These papers' by Adams and Tatnall, Tarrago and Wilson, Diethelm and Dorge, are included in these proceedings. We congratulate these authors for the quality of their work that led to selection. The range of issues covered within this volume is too broad to set out here but c- ers, amongst other things, e-examination, Twitter, teacher education, school-based learning, methodological frameworks and human development theories. It has been an exciting and rewarding task to put these papers together. They rep- sent a coming together of great minds and cutting-edge research. We thank our contributors and our reviewers for producing such an impressive body of work."
This research monograph explores the rapidly expanding field of networked music making and the ways in which musicians of different cultures improvise together online. It draws on extensive research to uncover the creative and cognitive approaches that geographically dispersed musicians develop to interact in displaced tele-improvisatory collaboration. It presents a multimodal analysis of three tele-improvisatory performances that examine how cross-cultural musician's express and perceive intentionality in these interactions, as well as their experiences of distributed agency and tele-presence. Tele-Improvisation: Intercultural Interaction in the Online Global Music Jam Session will provide essential reading for musician's, postgraduate students, researchers and educators, working in the areas of telematic performance, musicology, music cognition, intercultural communication, distance collaboration and learning, digital humanities, Computer Supported Cooperative Work and HCI.
I3E 2009 was held in Nancy, France, during September 23-25, hosted by Nancy University and INRIA Grand-Est at LORIA. The conference provided scientists andpractitionersofacademia, industryandgovernmentwithaforumwherethey presented their latest ?ndings concerning application of e-business, e-services and e-society, and the underlying technology to support these applications. The 9th IFIP Conference on e-Business, e-Services and e-Society, sponsored by IFIP WG 6.1. of Technical Committees TC6 in cooperation with TC11, and TC8 represents the continuation of previous events held in Zurich (Switzerland) in 2001, Lisbon (Portugal) in 2002, Sao Paulo (Brazil) in 2003, Toulouse (France) in 2004, Poznan (Poland) in 2005, Turku (Finland) in 2006, Wuhan (China) in 2007 and Tokyo (Japan) in 2008. The call for papers attracted papers from 31 countries from the ?ve con- nents. As a result, the I3E 2009 programo?ered 12 sessions of full-paper pres- tations. The 31 selected papers cover a wide and important variety of issues in e-Business, e-servicesande-society, including security, trust, andprivacy, ethical and societal issues, business organization, provision of services as software and software as services, and others. Extended versions of selected papers submitted to I3E 2009 will be published in the International Journal of e-Adoption and in AIS Transactions on Enterprise Systems. In addition, a 500-euros prize was awarded to the authors of the best paper selected by the Program Comm- tee. We thank all authors who submitted their papers, the Program Committee members and external reviewers for their excellent
This book includes a short history of interactive narrative and an account of a small group collaboratively authored social media narrative: Romeo and Juliet on Facebook: After Love Comes Destruction. At the forefront of narrative innovation are social media channels - speculative spaces for creating and experiencing stories that are interactive and collaborative. Media, however, is only the access point to the expressiveness of narrative content. Wikis, messaging, mash-ups, and social media (Facebook, Twitter, YouTube and others) are on a trajectory of participatory story creation that goes back many centuries. These forms offer authors ways to create narrative meaning that reflects our current media culture, as the harlequinade reflected the culture of the 18th century, and as the volvelle reflected that of the 13th century. Interactivity, Collaboration, and Authoring in Social Media first prospects the last millennium for antecedents of today's authoring practices. It does so with a view to considering how today's digital manifestations are a continuation, perhaps a reiteration, perhaps a novel pioneering, of humans' abiding interest in interactive narrative. The book then takes the reader inside the process of creating a collaborative, interactive narrative in today's social media through an authoring experience undertaken by a group of graduate students. The engaging mix of blogs, emails, personal diaries , and fabricated documents used to create the narrative demonstrates that a social media environment can facilitate a meaningful and productive collaborative authorial experience and result in an abundance of networked, personally expressive, and visually and textually referential content. The resulting narrative, After Love Comes Destruction, based in Shakespeare's Romeo and Juliet, shows how a generative narrative space evolved around the students' use of social media in ways they had not previously considered both for authoring and for delivery of their final narrative artifact.
This book covers key topics in the field of intelligent ambient adaptive systems. It focuses on the results worked out within the framework of the ATRACO (Adaptive and TRusted Ambient eCOlogies) project. The theoretical background, the developed prototypes, and the evaluated results form a fertile ground useful for the broad intelligent environments scientific community as well as for industrial interest groups. The new edition provides: Chapter authors comment on their work on ATRACO with final remarks as viewed in retrospective Each chapter has been updated with follow-up work emerging from ATRACO An extensive introduction to state-of-the-art statistical dialog management for intelligent environments Approaches are introduced on how Trust is reflected during the dialog with the system
The recent advances in display technologies and mobile devices is having an important effect on the way users interact with all kinds of devices (computers, mobile devices, laptops, tablets, and so on). These are opening up new possibilities for interaction, including the distribution of the UI (User Interface) amongst different devices, and implies that the UI can be split and composed, moved, copied or cloned among devices running the same or different operating systems. These new ways of manipulating the UI are considered under the emerging topic of Distributed User Interfaces (DUIs). DUIs are concerned with the repartition of one of many elements from one or many user interfaces in order to support one or many users to carry out one or many tasks on one or many domains in one or many contexts of use - each context of use consisting of users, platforms, and environments. The 20 chapters in the book cover between them the state-of-the-art, the foundations, and original applications of DUIs. Case studies are also included, and the book culminates with a review of interesting and novel applications that implement DUIs in different scenarios.
Readers will progress from an understanding of what the Internet is now towards an understanding of the motivations and techniques that will drive its future.
The key idea of the book is that scientific and practical advances can be obtained if researchers working in traditions that have been assumed to be mutually incompatible make a real effort to engage in dialogue with each other, comparing and contrasting their understandings of a given phenomenon and how these different understandings can either complement or mutually elaborate on each other. This key idea applies to many fields, particularly in the social and behavioral sciences, as well as education and computer science. The book shows how we have achieved this by presenting our study of collaborative learning during the course of a four-year project. Through a series of five workshops involving dozens of researchers, the 37 editors and authors involved in this project studied and reported on collaborative learning, technology enhanced learning, and cooperative work. The authors share an interest in understanding group interactions, but approach this topic from a variety of traditional disciplinary homes and theoretical and methodological traditions. This allows the book to be of use to researchers in many different fields and with many different goals and agendas.
This book gives recommendations on which interactive decision aids to offer in webstores. Interactive decision aids are tools that help online shoppers to compare and evaluate product information. Consumers can, for instance, exclude products that do not meet certain criteria, they can highlight certain information or they can assign ratings of different kinds. Interactive decision aids are important, because finding the preferred product in a short amount of time increases both the customers' satisfaction and, in turn, the sales volume.This book includes a detailed description of decision aids, closely studies how decision aids are related to the decision behavior of customers, and develops a comprehensive system of decision aids, which is very flexible, increases both customer satisfaction and confidence, and can be used intuitively. The close link between typical behaviors and the decision aids allows webstores to learn about customers' decision-making behavior by using a simple click stream analysis. The book is written in an easy-to-read style and provides both practical recommendations and knowledge about consumer behavior "
People go about their daily tasks with an in-built awareness of their social and physical environments. This awareness helps them to work cooperatively in groups, coordinate actions, and to maintain and enhance social communication with others. Networked technology has extended the reach of people's awareness to remote and distributed groups and provided access to a much larger social network than was previously feasible. Awareness systems that are designed to support people to build up, maintain and make use of these extended networks are attracting the interest of industry, and include buddy lists in instant messaging, sustained audio-video links, active contact lists on mobile phones and so forth. This book contains contributions from leading researchers in the field and looks at the design of awareness systems from theoretical foundations through to empirical studies and design concepts and will be of interest to practitioners and researchers in the field of HCI.
Richard Chbeir, Youakim Badr, Ajith Abraham, and Aboul-Ella Hassanien Abstract As the Web continues to grow and evolve, more and more data are becoming available. Particularly, multimedia and XML-based data are produced regularly and in increasing way in our daily digital activities, and their retrieval and access must be explored and studied in this emergent web-based era. This book provides reviews of the cutting-edge technologies and insights of various topics related to XML-based and multimedia information access and retrieval under the umbrella of Web Intelligence and reporting how organizations can gain compe- tive advantages by applying new different emergent techniques in the real-world scenarios. The primary target audience for the book includes researchers, scholars, postgraduate students and developers who are interested in advanced information retrieval on the web research and related issues. 1 Introduction Since the last two decades, Internet has changed our daily life by rede?ning the meanings and processes of business, commerce, marketing, ?nance, publishing, R. Chbeir Universite ' de Bourgogne, LE2I-UMR CNRS 5158, Fac. de Sciences Mirande, 21078 Dijon Cedex, France e-mail: richard. chbeir@u-bourgogne. fr Y. Badr INSA de Lyon, Universite ' de Lyon, Depart ' ement Informatique, 7 avenue Jean Capelle, 69621 Villeurbanne CX, France e-mail: youakim. badr@insa-lyon. fr A. Abraham Norwegian University of Science & Technology, Center for Quanti?able Quality of Service in Communication Systems, O. S. Bragstads plass 2E, 7491 Trondheim, Norway e-mail: ajith. abraham@ieee. org A. -E. Hassanien Kuwait University, College of Business & Administration, Dept.
Agile software development has become an umbrella term for a number of changes in how software developers plan and coordinate their work, how they communicate with customers and external stakeholders, and how software development is organized in small, medium, and large companies, from the telecom and healthcare sectors to games and interactive media. Still, after a decade of research, agile software development is the source of continued debate due to its multifaceted nature and insufficient synthesis of research results. Dingsoyr, Dyba, and Moe now present a comprehensive snapshot of the knowledge gained over many years of research by those working closely with or in the industry. It shows the current state of research on agile software development through an introduction and ten invited contributions on the main research fields, each written by renowned experts. These chapters cover three main issues: foundations and background of agile development, agile methods in practice, and principal challenges and new frontiers. They show the important results in each subfield, and in addition they explain what these results mean to practitioners as well as for future research in the field. The book is aimed at reflective practitioners and researchers alike, and it also can serve as the basis for graduate courses at universities.
Rescue Robotics presents the most significant findings of the DDT Project on robots and systems for urban search and rescue. This project was launched by the Japanese government in 2002 with the aim of applying a wide variety of robotics technologies to find a solution to the problem of disaster response, especially urban search and rescue in large-scale earthquakes. From 2002 to 2007 more than 100 researchers took part in the DDT Project, coming from a wide spectrum of research and development to make up four research groups: Aerial Robot Systems MU (Mission Unit), Information Infrastructure System MU, In-Rubble Robot System MU, and On-Rubble Robot System MU. This book discusses their development and testing of various robotic systems and technologies such as serpentine robots, traced vehicles, intelligent human interface and data processing, as well as analysing and verifying the results of these experiments. Rescue Robotics will be of interest to researchers and students, but will also prove useful for emergency response personnel. It offers an insight into the state of the art of rescue robotics and its readers will benefit from a knowledge of the advanced technologies involved in this field.
Motivation for the Book This book aims to describe a comprehensive methodology for service-oriented inf- mation systems planning, considered in particular, in eGovernment initiatives. The methodology is based on the research results produced by the Italian project "eG- ernment for Mediterranean Countries (eG4M)," granted by the Italian Ministry of University and Research from 2005 to 2008. The concept of service is at the center of the book. The methodology is focused on quality of services as a key factor for eGovernment initiatives. Since its grou- ing is in a project whose goal has been to develop a methodology for eGove- ment in Mediterranean countries it is called eG4M. Furthermore, eG4M aims at encompassing the relationships existing between ICT technologies and social c- texts of service provision, organizational issues, and juridical framework, looking at ICT technologies more as a means than an end. eG4M satis es a real need of constituencies and stakeholders involved in eGovernment projects, con rmed in the eG4M experimentations and in previous preliminary experiences in the Italian P- lic Administrations. A structured process is needed that provides a clear perspective on the different facets that eGovernment initiatives usually have to challenge and disciplines the complex set of decisions to be taken. The available approaches to eGovernment usually provide only one perspective to public managers and local authorities on the domain of intervention, either te- nological, organizational, legal, economic, or social.
As science advances, more and more emphasis is being placed on the human user of the computer-based system. Instead of humans learning how to interact with these systems, the systems must learn how to interact with humans. ""Cognitively Informed Systems: Utilizing Practical Approaches to Enrich Information Presentation and Transfer"" covers all the main areas of focus of cognitive science research that may influence the design of computer-based systems. It offers a number of practically-implemented designs to support the claim that it is possible to directly benefit from that field of study. It presents several projects from different parts of the world, which offer a variety of applications as examples to show the scope of the benefit is not at all limited to a particular target, like learning. This book is a guide for researchers who wish to know which areas to focus on depending on their application's goals. |
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