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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
This book examines how theories of human emotion can be applied to engineering in order to improve product design and value. 'Emotional Engineering Vol. 3' establishes the idea that customer satisfaction can be maximised by using knowledge and experience in a more flexible manner to respond to a fast-changing world. This integration of emotion and knowledge introduces the reader to the concept of Wisdom Engineering. It also highlights the importance of emotion in creating value for the customer, and how this can be achieved by acknowledging a customer's creativity and by facilitating the customization of products for their needs and preferences. As has been identified by neuroscientists, emotion and reason are strongly interconnected, and the increasing complexities and diversification found in the products we use demonstrates the growing significance of emotion when designing these products. Society is comprised of humans and artificial products; their integration is important when considering product design, and improving quality-of-life for the customer. 'Emotional Engineering Vol. 3' builds on Dr Fukuda's previous books, 'Emotional Engineering' and 'Emotional Engineering Vol. 2', and is intended for researchers and professionals in engineering, psychology, management of technology, economics.
The Cambridge Workshops on Universal Access and Assistive Technology (CWUAAT) are a series of workshops held at a Cambridge University College every two years. The workshop theme: "Designing inclusion for real-world applications" refers to the emerging potential and relevance of the latest generations of inclusive design thinking, tools, techniques, and data, to mainstream project applications such as healthcare and the design of working environments. Inclusive Design Research involves developing tools and guidance enabling product designers to design for the widest possible population, for a given range of capabilities. There are five main themes: Designing for the Real-World Measuring Demand And Capabilities Designing Cognitive Interaction with Emerging Technologies Design for Inclusion Designing Inclusive Architecture In the tradition of CWUAAT, we have solicited and accepted
contributions over a wide range of topics, both within individual
themes and also across the workshop's scope. We ultimately hope to
generate more inter-disciplinary dialogues based on focused usage
cases that can provide the discipline necessary to drive further
novel research, leading to better designs. The aim is to impact
industry and end-users as well governance and public design,
thereby effectively reducing exclusion and difficulty in peoples'
daily lives and society.
"The Science of Service Systems" intends to stimulate discussion and understanding by presenting theory-based research with actionable results. Most of the articles focus on formalizing the theoretical foundations for a science of service systems, examining a wide range of substantive issues and implementations related to service science from various perspectives. From the formal (ontologies, representation specifications, decision-making and maturity models) to the informal (analysis frameworks, design heuristics, anecdotal observations), these contributions provide a snapshot in time of the gradually emerging scientific understanding of service systems. "The Science of Service Systems," along with its companion text, "Service Systems Implementation," is designed to present multidisciplinary and multisectoral perspectives on the nature of service systems, on research and practice in service, and on the future directions to advance service science. These two volumes compose a collection of articles from those involved in the emerging area known as service science.
Software effort estimation is a key element of software project planning and management. Yet, in industrial practice, the important role of effort estimation is often underestimated and/or misunderstood. In this book, Adam Trendowicz presents the CoBRA method (an abbreviation for Cost Estimation, Benchmarking, and Risk Assessment) for estimating the effort required to successfully complete a software development project, which uniquely combines human judgment and measurement data in order to systematically create a custom-specific effort estimation model. CoBRA goes far beyond simply predicting the development effort; it supports project decision-makers in negotiating the project scope, managing project risks, benchmarking productivity, and directing improvement activities. To illustrate the method's practical use, the book reports several real-world cases where CoBRA was applied in various industrial contexts. These cases represent different estimation contexts in terms of software project environment, estimation objectives, and estimation constraints. This book is the result of a successful collaboration between the process management division of Fraunhofer IESE and many software companies in the field of software engineering technology transfer. It mainly addresses software practitioners who deal with planning and managing software development projects as part of their daily work, and is also of interest for students or courses specializing in software engineering or software project management.
This book constitutes the thoroughly refereed post conference proceedings of the 6th IFIP WG 9.2, 9.6/11.7, 11.4, 11.6/PrimeLife International Summer School, held in Helsingborg, Sweden, in August 2010. The 27 revised papers were carefully selected from numerous submissions during two rounds of reviewing. They are organized in topical sections on terminology, privacy metrics, ethical, social, and legal aspects, data protection and identity management, eID cards and eID interoperability, emerging technologies, privacy for eGovernment and AAL applications, social networks and privacy, privacy policies, and usable privacy.
In 1969 Herbert Simon wrote a book, The Science of the Artificial, in which he argued that cognitive science should have its area of application in the design of devices. He proposed the foundation of a science of the artificial related with cognitive science in the sense in which we have traditionally understood the relationship between the engineering disciplines and the basic sciences. Such a science has been called cognitive ergonomics or cognitive engineering (Norman 1986). Simon's cognitive ergonomics (1969), would be independent of cognitive science, its basic science, although both would be closely related. Cognitive science would contribute knowledge on human cognitive processes, and cognitive ergonomics would contribute concrete problems of design that should be solved in the context of the creation of devices. Norman (1986), the author that coined the term cognitive engineering, conceived it as an applied cognitive science where the knowledge of cognitive science is combined with that of engineering to solve design problems. According to Norman, its objectives would be: (1) to understand the fundamental principles of human actions important for the development of the engineering of design principles, and (2) to build systems that are pleasant in their use.
This book seeks to promote the structured, standardized and accurate use of software measurement at all levels of modern software development companies. To do so, it focuses on seven main aspects: sound scientific foundations, cost-efficiency, standardization, value-maximization, flexibility, combining organizational and technical aspects, and seamless technology integration. Further, it supports companies in their journey from manual reporting to automated decision support by combining academic research and industrial practice. When scientists and engineers measure something, they tend to focus on two different things. Scientists focus on the ability of the measurement to quantify whatever is being measured; engineers, however, focus on finding the right qualities of measurement given the designed system (e.g. correctness), the system's quality of use (e.g. ease of use), and the efficiency of the measurement process. In this book, the authors argue that both focuses are necessary, and that the two are complementary. Thus, the book is organized as a gradual progression from theories of measurement (yes, you need theories to be successful!) to practical, organizational aspects of maintaining measurement systems (yes, you need the practical side to understand how to be successful). The authors of this book come from academia and industry, where they worked together for the past twelve years. They have worked with both small and large software development organizations, as researchers and as measurement engineers, measurement program leaders and even teachers. They wrote this book to help readers define, implement, deploy and maintain company-wide measurement programs, which consist of a set of measures, indicators and roles that are built around the concept of measurement systems. Based on their experiences introducing over 40,000 measurement systems at over a dozen companies, they share essential tips and tricks on how to do it right and how to avoid common pitfalls.
For generations, humans have fantasized about the ability to create devices that can see into a person's mind and thoughts, or to communicate and interact with machines through thought alone. Such ideas have long captured the imagination of humankind in the form of ancient myths and modern science fiction stories. Recent advances in cognitive neuroscience and brain imaging technologies have started to turn these myths into a reality, and are providing us with the ability to interface directly with the human brain. This ability is made possible through the use of sensors that monitor physical processes within the brain which correspond with certain forms of thought. Brain-Computer Interfaces: Applying our Minds to Human-Computer Interaction broadly surveys research in the Brain-Computer Interface domain. More specifically, each chapter articulates some of the challenges and opportunities for using brain sensing in Human-Computer Interaction work, as well as applying Human-Computer Interaction solutions to brain sensing work. For researchers with little or no expertise in neuroscience or brain sensing, the book provides background information to equip them to not only appreciate the state-of-the-art, but also ideally to engage in novel research. For expert Brain-Computer Interface researchers, the book introduces ideas that can help in the quest to interpret intentional brain control and develop the ultimate input device. It challenges researchers to further explore passive brain sensing to evaluate interfaces and feed into adaptive computing systems. Most importantly, the book will connect multiple communities allowing research to leverage their work and expertise and blaze into the future.
A software architecture manifests the major early design decisions, which determine the system's development, deployment and evolution. Thus, making better architectural decisions is one of the large challenges in software engineering. Software architecture knowledge management is about capturing practical experience and translating it into generalized architectural knowledge, and using this knowledge in the communication with stakeholders during all phases of the software lifecycle. This book presents a concise description of knowledge management in the software architecture discipline. It explains the importance of sound knowledge management practices for improving software architecture processes and products, and makes clear the role of knowledge management in software architecture and software development processes. It presents many approaches that are in use in software companies today, approaches that have been used in other domains, and approaches under development in academia. After an initial introduction by the editors, the contributions are grouped in three parts on "Architecture Knowledge Management," "Strategies and Approaches for Managing Architectural Knowledge," and "Tools and Techniques for Managing Architectural Knowledge." The presentation aims at information technology and software engineering professionals, in particular software architects and software architecture researchers. For the industrial audience, the book gives a broad and concise understanding of the importance of knowledge management for improving software architecture process and building capabilities in designing and evaluating better architectures for their mission- and business-critical systems. For researchers, the book will help to understand the applications of various knowledge management approaches in an industrial setting and to identify research challenges and opportunities.
This book focuses on the importance of adaptation and personalization in today's society and the upgraded role computational systems and the Internet play in our day-to-day activities. In this era of wireless communication, pervasive computing and the Internet of Things, it is becoming increasingly critical to ensure humans remain central in the developmental process of new technologies to guarantee their continued usefulness and a positive end-user experience. Organized into three clear parts - theory, principles and practice, a holistic approach to designing and developing adaptive interactive systems and services has been adopted. With an emphasis on distinct human factors, both basic and applied research topics are explored, extending from human-centred user models, driven by user's individual differences in cognitive processing and emotions, to the creation of smart interfaces that can handle the ever increasing volume and complexity of information to the benefit of the end-user. Human-Centred Web Adaptation and Personalization - From Theory to Practice is meticulously crafted to serve researchers, practitioners, and students who wish to have an end-to-end understanding of how to convert pure research and scientific results into viable user interfaces, system components and applications. It will serve to bridge the knowledge gap that still remains by suggesting interaction design and implementation guidelines for areas like E-Commerce, E-Learning and Usable Security.
The IFIP World Computer Congress (WCC) is one of the most important conferences in the area of computer science and a number of related Human and Social Science disciplines at the worldwide level and it has a federated structure, which takes into account the rapidly growing and expanding interests in this area. Human-Computer Interaction is now a mature and still dynamically evolving part of this area, which is represented in IFIP by the Technical Committee 13 on HCI. We are convinced that in this edition of WCC, which takes place for the first time in Italy, it will be interesting and useful to have a Symposium on Human- Computer Interaction in order to present and discuss a number of contributions in this field. There has been increasing awareness among designers of interactive systems of the importance of designing for usability, but we are still far from having products that are really usable, and usability can mean different things depending on the application domain. We are all aware that too many users of current technology feel often frustrated because computer systems are not compatible with their abilities and needs with existing work practices. As designers of tomorrow technology, we have the responsibility of creating computer artefacts that would permit better user experience with the various computing devices, so that users may enjoy more satisfying experiences with information and communications technologies.
Information visualization is not only about creating graphical displays of complex and latent information structures; it contributes to a broader range of cognitive, social, and collaborative activities. This is the first book to examine information visualization from this perspective. This 2nd edition continues the unique and ambitious quest for setting information visualization and virtual environments in a unifying framework. Information Visualization: Beyond the Horizon pays special attention to the advances made over the last 5 years and potentially fruitful directions to pursue. It is particularly updated to meet the need for practitioners. The book is a valuable source for researchers and graduate students. This new edition is forwarded by Ben Shneiderman, University of Maryland. Key features:
Chaomei Chen is an Associate Professor in the College of Information Science and Technology at Drexel University, Philadelphia, USA. He is the author of Mapping Scientific Frontiers: The Quest for Knowledge Visualization (Springer, 2003).
Information Communication Technologies (ICT) have become an increasingly prevalent part of everyday life. Today, there are many cases in which ICT assist the elderly and people with disabilities to complete tasks once thought impossible. Enhancing the Human Experience through Assistive Technologies and E-Accessibility discusses trends in ICT in relation to assistive technologies and their impact on everyday tasks for those with disabilities. This reference work provides different perspectives on upcoming technologies and their impact on e-accessibility and e-inclusion, essential topics for researchers, businesses, and ICT product developers in the field of assistive technologies.
This book presents a new approach to examining the perceived quality of audiovisual sequences. It uses electroencephalography (EEG) to explain in detail how user quality judgments are formed within a test participant, and what the physiological implications might be when subjects are exposed to lower quality media. The book redefines the experimental paradigms of using EEG in the area of quality assessment so that they better suit the requirements of standard subjective quality testing, and presents experimental protocols and stimuli that have been adjusted accordingly.
The Social Web (including services such as MySpace, Flickr, last.fm, and WordPress) has captured the attention of millions of users as well as billions of dollars in investment and acquisition. Social websites, evolving around the connections between people and their objects of interest, are encountering boundaries in the areas of information integration, dissemination, reuse, portability, searchability, automation and demanding tasks like querying. The Semantic Web is an ideal platform for interlinking and performing operations on diverse person- and object-related data available from the Social Web, and has produced a variety of approaches to overcome the boundaries being experienced in Social Web application areas. After a short overview of both the Social Web and the Semantic Web, Breslin et al. describe some popular social media and social networking applications, list their strengths and limitations, and describe some applications of Semantic Web technology to address their current shortcomings by enhancing them with semantics. Across these social websites, they demonstrate a twofold approach for interconnecting the islands that are social websites with semantic technologies, and for powering semantic applications with rich community-created content. They conclude with observations on how the application of Semantic Web technologies to the Social Web is leading towards the "Social Semantic Web" (sometimes also called "Web 3.0"), forming a network of interlinked and semantically-rich content and knowledge. The book is intended for computer science professionals, researchers, and graduates interested in understanding the technologies and research issues involved in applying Semantic Web technologies to social software. Practitioners and developers interested in applications such as blogs, social networks or wikis will also learn about methods for increasing the levels of automation in these forms of Web communication.
This book applies a new analytical framework to the study of the evolution of large Internet companies such as Apple, Google, Microsoft, Facebook, Amazon and Samsung. It sheds light on the dynamics of business groups, which are approached as 'business ecosystems,' and introduces the concept of Epigenetic Economic Dynamics (EED), which is defined as the study of the epigenetic dynamics generated as a result of the adaptation of organizations to major changes in their respective environments. The book augments the existing literature on evolutionary economic thinking with findings from epigenetics, which are proving increasingly useful in analyzing the workings of large organizations. It also details the theoretical and conceptual nature of recent work based on evolutionary economics, mainly from the perspective of generalized Darwinism, resilience and related variety, and complements the work conducted on evolutionary economics by applying the analytical framework of EED. It makes it easier to forecast future dynamics on the Internet by proving that a sizable number of big business groups are veering from their initial paths to take unprecedented new directions as a result of competition pressure, and as such is a valuable resource for postgraduates and researchers as well as those involved in economics and innovation studies.
Since the beginning of the computer age, researchers from many
disciplines have sought to facilitate people's use of computers and
to provide ways for scientists to make sense of the immense
quantities of data coming out of them. One gainful result of these
efforts has been the field of information visualization, whose
technology is increasingly applied in scientific research, digital
libraries, data mining, financial data analysis, market studies,
manufacturing production control, and data discovery.
Achieving enterprise success necessitates addressing enterprises in ways that match the complexity and dynamics of the modern enterprise environment. However, since the majority of enterprise strategic initiatives appear to fail - among which those regarding information technology - the currently often practiced approaches to strategy development and implementation seem more an obstacle than an enabler for strategic enterprise success. Two themes underpin the fundamentally different views outlined in this book. First, the competence-based perspective on governance, whereby employees are viewed as the crucial core for effectively addressing the complex, dynamic and uncertain enterprise reality, as well as for successfully defining and operationalizing strategic choices. Second, enterprise engineering as the formal conceptual framework and methodology for arranging a unified and integrated enterprise design, which is a necessary condition for enterprise success. Jan Hoogervorst's presentation, which is based on both research and his professional background at Sogeti B.V., aims at professionals in management and consulting as well as students in management science and business information systems.
This is the first book to describe how Autonomous Virtual Humans and Social Robots can interact with real people, be aware of the environment around them, and react to various situations. Researchers from around the world present the main techniques for tracking and analysing humans and their behaviour and contemplate the potential for these virtual humans and robots to replace or stand in for their human counterparts, tackling areas such as awareness and reactions to real world stimuli and using the same modalities as humans do: verbal and body gestures, facial expressions and gaze to aid seamless human-computer interaction (HCI). The research presented in this volume is split into three sections: *User Understanding through Multisensory Perception: deals with the analysis and recognition of a given situation or stimuli, addressing issues of facial recognition, body gestures and sound localization. *Facial and Body Modelling Animation: presents the methods used in modelling and animating faces and bodies to generate realistic motion. *Modelling Human Behaviours: presents the behavioural aspects of virtual humans and social robots when interacting and reacting to real humans and each other. Context Aware Human-Robot and Human-Agent Interaction would be of great use to students, academics and industry specialists in areas like Robotics, HCI, and Computer Graphics.
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