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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
There are rhythms of action and response to all human-computer interactions. As we click, swipe, tap and sway to their beats, these rhythms intersect with the rhythms of our everyday lives. Perhaps they synchronize, perhaps they disrupt each other or maybe they dance together. Whatever their impact our experience of these rhythms will colour our experience of an interaction design. In playful interactive applications, rhythm is especially crucial because of the role it performs in building and maintaining the precarious spirit of play. Play involves movement and this movement has a rhythm that drives the experience. But what is the character of these rhythms of play and how can they be used in the design of interactive applications? These questions are the focus of this book. Drawing on traditions of rhythmic design practice in dance, performance, music and architecture, this book reveals key insights into practical strategies for designing playful rhythmic experience. With playful experiences now being incorporated into almost every type of computer application, interaction design practitioners and researchers need to develop a deeper understanding of the specific character of rhythms within play. Written from a designer's perspective, with interviews from leading creative artists and interaction design practitioners, Rhythm, Play and Interaction Design will help practitioners, researchers and students understand, evaluate and create rhythmic experiences.
Focuses on the process by which manually crafting interactive, hypertextual maps clarifies one's own understanding, communicates it to others, and enables collective intelligence. The authors see mapping software as visual tools for reading and writing in a networked age. In an information ocean, the challenge is to find meaningful patterns around which we can weave plausible narratives. Maps of concepts, discussions and arguments make the connections between ideas tangible - and critically, disputable. With 22 chapters from leading researchers and practitioners (5 of them new for this edition), the reader will find the current state-of-the-art in the field. Part 1 focuses on knowledge maps for learning and teaching in schools and universities, before Part 2 turns to knowledge maps for information analysis and knowledge management in professional communities, but with many cross-cutting themes: * reflective practitioners documenting the most effective ways to map * conceptual frameworks for evaluating representations * real world case studies showing added value for professionals * more experimental case studies from research and education * visual languages, many of which work on both paper and with software * knowledge cartography software, much of it freely available and open source * visit the companion website for extra resources: books.kmi.open.ac.uk/knowledge-cartography Knowledge Cartography will be of interest to learners, educators, and researchers in all disciplines, as well as policy analysts, scenario planners, knowledge managers and team facilitators. Practitioners will find new perspectives and tools to expand their repertoire, while researchers will find rich enough conceptual grounding for further scholarship.
The ability to harness Information Communication Technologies
(ICTs) is increasingly at the heart of competitiveness and
sustainable growth. As countries engage in an increasingly
competitive global economy, they are trying to weave ICT into their
development strategies, in the same way enterprises have learned to
use ICT to transform their business models and strategies. This
integration offers a new path to development that is responsive to
the challenges of our times. In National Strategies to Harness Information Technology, Nagy
Hanna and Peter Knight provide a framework for assessing the
opportunities, challenges, and prospects for "e-transformation"and
for analyzing the options and innovations adopted to manage the
e-transformation process. They ask hard questions: what does it
take to harness ICT to transform an economy? Why some countries
accelerate their development journey with ICT while others fail?
How did successful countries balance the need for strategic
leadership with bottom up innovation? Can countries reduce the
risks of digital divide? What have been the roles of government and
private sectors? What lessons can be learned for countries at
different levels of development? Featuring contributions from country experts, the editors and
authors provide in-depth case studies of ICT deployment in
Singapore, Finland, the Philippines, and South Africa, and asses
the progress of such efforts. The result is an essential resource
for academic researchers, policy analysts, policymakers, and
industry leaders interested in the role of ICT in national
development, innovation, and economic growth.In National Strategies
to Harness Information Technology, Nagy Hanna and Peter Knight
provide a framework for assessing the opportunities, challenges,
and prospects for "e-transformation"and for analyzing the options
and innovations adopted to manage the e-transformation process.
They ask hard questions: what does it take to harness ICT to
transform an economy? Why some countries accelerate their
development journey with ICT while others fail? How did successful
countries balance the need for strategic leadership with bottom up
innovation? Can countries reduce the risks of digital divide? What
have been the roles of government and private sectors? What lessons
can be learned for countries at different levels of
development? Featuring contributions from country experts, the editors and authors provide in-depth case studies of ICT deployment in Singapore, Finland, the Philippines, and South Africa, and asses the progress of such efforts. The result is an essential resource for academic researchers, policy analysts, policymakers, and industry leaders interested in the role of ICT in national development, innovation, and economic growth."
The information infrastructure - comprising computers, embedded devices, networks and software systems - is vital to operations in every sector: inf- mation technology, telecommunications, energy, banking and ?nance, tra- portation systems, chemicals, agriculture and food, defense industrial base, public health and health care, national monuments and icons, drinking water and water treatment systems, commercial facilities, dams, emergency services, commercial nuclear reactors, materials and waste, postal and shipping, and government facilities. Global business and industry, governments, indeed - ciety itself, cannot function if major components of the critical information infrastructure are degraded, disabled or destroyed. This book, Critical Infrastructure Protection III, is the third volume in the annualseriesproducedbyIFIP WorkingGroup11.10onCriticalInfrastructure Protection, an active international community of scientists, engineers, prac- tioners and policy makers dedicated to advancing research, development and implementation e?orts related to critical infrastructure protection. The book presents original research results and innovative applications in the area of infrastructure protection. Also, it highlights the importance of weaving s- ence, technology and policy in crafting sophisticated, yet practical, solutions that will help secure information, computer and network assets in the various critical infrastructure sectors. This volume contains seventeen edited papers from the Third Annual IFIP Working Group 11.10 International Conference on Critical Infrastructure P- tection, held at Dartmouth College, Hanover, New Hampshire, March 23-25, 2009. The papers were refereed by members of IFIP Working Group 11.10 and other internationally-recognized experts in critical infrastructure protection.
Covering key areas of evaluation and methodology, client-side applications, specialist and novel technologies, along with initial appraisals of disabilities, this important book provides comprehensive coverage of web accessibility. Written by leading experts in the field, it provides an overview of existing research and also looks at future developments, providing a much deeper insight than can be obtained through existing research libraries, aggregations, or search engines.
Collaboration among individuals - from users to developers - is central to modern software engineering. It takes many forms: joint activity to solve common problems, negotiation to resolve conflicts, creation of shared definitions, and both social and technical perspectives impacting all software development activity. The difficulties of collaboration are also well documented. The grand challenge is not only to ensure that developers in a team deliver effectively as individuals, but that the whole team delivers more than just the sum of its parts. The editors of this book have assembled an impressive selection of authors, who have contributed to an authoritative body of work tackling a wide range of issues in the field of collaborative software engineering. The resulting volume is divided into four parts, preceded by a general editorial chapter providing a more detailed review of the domain of collaborative software engineering. Part 1 is on "Characterizing Collaborative Software Engineering," Part 2 examines various "Tools and Techniques," Part 3 addresses organizational issues, and finally Part 4 contains four examples of "Emerging Issues in Collaborative Software Engineering." As a result, this book delivers a comprehensive state-of-the-art overview and empirical results for researchers in academia and industry in areas like software process management, empirical software engineering, and global software development. Practitioners working in this area will also appreciate the detailed descriptions and reports which can often be used as guidelines to improve their daily work.
Usability testing and user experience research typically take
place in a controlled lab with small groups. While this type of
testing is essential to user experience design, more companies are
also looking to test large sample sizes to be able compare data
according to specific user populations and see how their
experiences differ across user groups. But few usability
professionals have experience in setting up these studies,
analyzing the data, and presenting it in effective ways. Online
usability testing offers the solution by allowing testers to elicit
feedback simultaneously from 1,000s of users. "Beyond the Usability
Lab" offers tried and tested methodologies for conducting online
usability studies. It gives practitioners the guidance they need to
collect a wealth of data through cost-effective, efficient, and
reliable practices. The reader will develop a solid understanding
of the capabilities of online usability testing, when it s
appropriate to use and not use, and will learn about the various
types of online usability testing techniques. *The first guide for conducting large-scale user experience research using the internet *Presents how-to conduct online tests with 1000s of participants from start to finish *Outlines essential tips for online studies to ensure cost-efficient and reliable results "
This book introduces state-of-the-art research on simulation and serious games for education. Based partially on work presented at the 3rd Asia-Europe Symposium on Simulation and Serious Games (3rd AESSSG) held in Zhuhai, China as part of the 2016 ACM SIGGRAPH International Conference on Virtual-Reality Consortium and Applications in Industry (VRACI 2016), it includes a selection of the best papers from both. The book is divided into three major domains of education applications that use simulation and serious games: science, technology, engineering and mathematics (STEM) education; special needs education; and humanity and social science education. A valuable resource for researchers and developers in simulation and serious games for education benefit from this book, it also offers educators and professionals involved in training insights into the possible applications of simulation and serious games in various areas.
MUSIC 2013 will be the most comprehensive text focused on the various aspects of Mobile, Ubiquitous and Intelligent computing. MUSIC 2013 provides an opportunity for academic and industry professionals to discuss the latest issues and progress in the area of intelligent technologies in mobile and ubiquitous computing environment. MUSIC 2013 is the next edition of the 3rd International Conference on Mobile, Ubiquitous, and Intelligent Computing (MUSIC-12, Vancouver, Canada, 2012) which was the next event in a series of highly successful International Workshop on Multimedia, Communication and Convergence technologies MCC-11 (Crete, Greece, June 2011), MCC-10 (Cebu, Philippines, August 2010).
Pervasive computing enables users to interact with information resources in their everyday lives. The development of computational technologies that can exist in ever smaller devices while simultaneously increasing processing power allows such devices to blend seamlessly into tangible environments. Intelligent Technologies and Techniques for Pervasive Computing provides an extensive discussion of such technologies, theories and practices in an attempt to shed light on current trends and issues in the adaption of pervasive systems. Within its pages, students and practitioners of computer science will find both recent developments and practical applications an overview of the field and how intelligent techniques can help to improve user experience in the distribution and consumption of pertinent, timely information. This book is part of the Advances in Computational Intelligence and Robotics series collection.
What Is BCI2000? BCI2000 is a general-purpose software platform for brain-computer interface (BCI) research. It can also be used for a wide variety of data acquisition, stimulus p- sentation, and brain monitoring applications. BCI2000 has been in development since 2000 in a project led by the Brain-Computer Interface R&D Program at the Wadsworth Center of the New York State Department of Health in Albany, New York, USA, with substantial contributions by the Institute of Medical Psychology and Behavioral Neurobiology at the University of Tubingen, Germany. In addition, many laboratories around the world, most notably the BrainLab at Georgia State University in Atlanta, Georgia, and Fondazione Santa Lucia in Rome, Italy, have also played an important role in the project's development. Mission The mission of the BCI2000 project is to facilitate research and the development of applications in all areas that depend on real-time acquisition, processing, and feedback of biosignals. Vision Our vision is that BCI2000 will become a widely used software tool for diverse areas of research and development.
At first sight, the concept of web personalization looks deceivingly simple. A web personalization system is a software component that collects information on visitors to a web site and leverages this knowledge to deliver them the right content, tailoring presentation to the user's needs. All over the world, web designers and web content managers rely on web personalization solutions to improve the effectiveness and - ability of their web-based applications. Still, the scientific foundation of web personalization remains a controversial issue. Practitioners know very well that when properly implemented, personalization del- ers a much better user experience; but when it is poorly implemented, personalization may backfire and even distract the user's attention away from some useful (and co- ly-to-develop) enriched content. In other words, tailoring content, and varying it routinely, may make a site more attractive; but an unstable site look can have a negative impact on the overall m- sage. Everybody seems to agree that this is a real danger; but there are specific qu- tions that are much harder to answer convincingly.
This book focuses on smart results in the field of smart automotive mobility concentrating on (semi-)autonomous cars. The results are based on 5 recently finished public-funded research projects with a budget of over 15 million Euro. Providing insights into the next generation of personalized mobility on the road the authors discuss personalized, adaptive cooperative systems for highly automated cars and how they can be developed in a human-centered way. Furthermore, the book reports on a cooperative driver-vehicle interaction. How can the driver and the vehicle support each other? What are their best skills and how can they benefit from each other? It also gives novel insights on intuitive steering gestures on the steering wheel which initiate maneuvers to be executed by the automation, and to be supervised by, influenced or interrupted by the driver. The book finishes with information on a cooperative laser beam system which improves the communication between the different road participants to optimize the road safety of tomorrow. Smart Automotive Mobility: Reliable Technology for the Mobile Human is an ideal source for researchers, students and practitioners working in the area of intelligent systems for the automotive industry. It gives valuable and condensed information from multi-million Euro research projects funded by the German Federal Ministry of Education and Research.
This book provides a comprehensive overview of the field of software processes, covering in particular the following essential topics: software process modelling, software process and lifecycle models, software process management, deployment and governance, and software process improvement (including assessment and measurement). It does not propose any new processes or methods; rather, it introduces students and software engineers to software processes and life cycle models, covering the different types ranging from "classical", plan-driven via hybrid to agile approaches. The book is structured as follows: In chapter 1, the fundamentals of the topic are introduced: the basic concepts, a historical overview, and the terminology used. Next, chapter 2 covers the various approaches to modelling software processes and lifecycle models, before chapter 3 discusses the contents of these models, addressing plan-driven, agile and hybrid approaches. The following three chapters address various aspects of using software processes and lifecycle models within organisations, and consider the management of these processes, their assessment and improvement, and the measurement of both software and software processes. Working with software processes normally involves various tools, which are the focus of chapter 7, before a look at current trends in software processes in chapter 8 rounds out the book. This book is mainly intended for graduate students and practicing professionals. It can be used as a textbook for courses and lectures, for self-study, and as a reference guide. When used as a textbook, it may support courses and lectures on software processes, or be used as complementary literature for more basic courses, such as introductory courses on software engineering or project management. To this end, it includes a wealth of examples and case studies, and each chapter is complemented by exercises that help readers gain a better command of the concepts discussed.
This concise volume presents for the first time a coherent and detailed account of why we experience feelings of being present in the physical world and in computer-mediated environments, why we often don't, and why it matters - for design, psychotherapy, tool use and social creativity amongst other practical applications.
Human-in-the-Loop Simulations is a compilation of articles from experts in the design, development, and use of human-in-the-loop simulations. The first section of the handbook consists of papers on fundamental concepts in human-in-the-loop simulations, such as object-oriented simulation development, interface design and development, and performance measurement. The second section includes papers from researchers who utilized HITL simulations to inform models of cognitive processes to include decision making and metacognition. The last section describes human-in-the-loop processes for complex simulation models in trade space exploration and epidemiological analyses. Human-in-the-Loop Simulations is a useful tool for multiple audiences, including graduate students and researchers in engineering and computer science.
In this book, the capability map, a novel general representation of the kinematic capabilities of a robot arm, is introduced. The capability map allows to determine how well regions of the workspace are reachable for the end effector in different orientations. It is a representation that can be machine processed as well as intuitively visualized for the human. The capability map and the derived algorithms are a valuable source of information for high- and low-level planning processes. The versatile applicability of the capability map is shown by examples from several distinct application domains. In human-robot interaction, a bi-manual interface for tele-operation is objectively evaluated. In low-level geometric planning, more human-like motion is planned for a humanoid robot while also reducing the computation time. And in high-level task reasoning, the suitability of a robot for a task is evaluated.
End users have become increasingly integrated into computing environments, necessitating continued inquiry into successful models for end user design and development and the impact that these models have on performance and productivity. End-User Computing, Development and Software Engineering: New Challenges explores the implementation of organizational and end user computing initiatives and provides foundational research to further the understanding of this discipline and its related fields. This book reviews the factors and barriers to ICT adoption in organizations, opportunities and benefits of communities of practice, and impact that end user computing can have on overall firm performance.
These proceedings contain the papers selected for presentation at the 23rd Inter- tional Information Security Conference (SEC 2008), co-located with IFIP World Computer Congress (WCC 2008), September 8-10, 2008 in Milan, Italy. In - sponse to the call for papers, 143 papers were submitted to the conference. All - pers were evaluated on the basis of their signi?cance, novelty, and technical quality, and reviewed by at least three members of the program committee. Reviewing was blind meaning that the authors were not told which committee members reviewed which papers. The program committee meeting was held electronically, holding - tensive discussion over a period of three weeks. Of the papers submitted, 42 full papers and 11 short papers were selected for presentation at the conference. A conference like this just does not happen; it depends on the volunteer efforts of a host of individuals. There is a long list of people who volunteered their time and energy to put together the conference and who deserve acknowledgment. We thank all members of the program committee and the external reviewers for their hard work in the paper evaluation. Due to the large number of submissions, p- gram committee members were required to complete their reviews in a short time frame. We are especially thankful to them for the commitment they showed with their active participation in the electronic discussion
To solve performance problems in modern computing infrastructures, often comprising thousands of servers running hundreds of applications, spanning multiple tiers, you need tools that go beyond mere reporting. You need tools that enable performance analysis of application workflow across the entire enterprise. That's what PDQ (Pretty Damn Quick) provides. PDQ is an open-source performance analyzer based on the paradigm of queues. Queues are ubiquitous in every computing environment as buffers, and since any application architecture can be represented as a circuit of queueing delays, PDQ is a natural fit for analyzing system performance. Building on the success of the first edition, this considerably expanded second edition now comprises four parts. Part I contains the foundational concepts, as well as a new first chapter that explains the central role of queues in successful performance analysis. Part II provides the basics of queueing theory in a highly intelligible style for the non-mathematician; little more than high-school algebra being required. Part III presents many practical examples of how PDQ can be applied. The PDQ manual has been relegated to an appendix in Part IV, along with solutions to the exercises contained in each chapter. Throughout, the Perl code listings have been newly formatted to improve readability. The PDQ code and updates to the PDQ manual are available from the author's web site at www.perfdynamics.com
Human computer interaction (HCI) plays a vital role in bridging the 'Digital Divide', bringing people closer to consumer electronics control in the 'lounge'. Keyboards and mouse or remotes do alienate old and new generations alike from control interfaces. Hand Gesture Recognition systems bring hope of connecting people with machines in a natural way. This will lead to consumers being able to use their hands naturally to communicate with any electronic equipment in their 'lounge.' This monograph will include the state of the art hand gesture recognition approaches and how they evolved from their inception. The author would also detail his research in this area for the past 8 years and how the future might turn out to be using HCI. This monograph will serve as a valuable guide for researchers (who would endeavour into) in the world of HCI.
Introducing mobile humanoid robots into human environments requires the systems to physically interact and execute multiple concurrent tasks. The monograph at hand presents a whole-body torque controller for dexterous and safe robotic manipulation. This control approach enables a mobile humanoid robot to simultaneously meet several control objectives with different pre-defined levels of priority, while providing the skills for compliant physical contacts with humans and the environment. After a general introduction into the topic of whole-body control, several essential reactive tasks are developed to extend the repertoire of robotic control objectives. Additionally, the classical Cartesian impedance is extended to the case of mobile robots. All of these tasks are then combined and integrated into an overall, priority-based control law. Besides the experimental validation of the approach, the formal proof of asymptotic stability for this hierarchical controller is presented. By interconnecting the whole-body controller with an artificial intelligence, the immense potential of the integrated approach for complex real-world applications is shown. Several typical household chores, such as autonomously wiping a window or sweeping the floor with a broom, are successfully performed on the mobile humanoid robot Rollin' Justin of the German Aerospace Center (DLR). The results suggest the presented controller for a large variety of fields of application such as service robotics, human-robot cooperation in industry, telepresence in medical applications, space robotics scenarios, and the operation of mobile robots in dangerous and hazardous environments.
Assistive and augmentive communication is an emerging research area receiving much support from the disabled community. It enables communication for those with impairments or restrictions on the production or comprehension of spoken or written language. Assistive and Augmentive Communication for the Disabled: Intelligent Technologies for Communication, Learning and Teaching provides benefits to the professionals and researchers working in various disciplines in the field, such as special education, healthcare, computational intelligence and information technology. Moreover, this book provides insights and support to individuals who are concerned with the development of children and adults with disabilities. It covers recently completed studies, as well as ongoing research, to provide a cutting-edge window into this area of promising, new applications.
Computer-Aided Innovation (CAI) is emerging as a strategic domain of research and application to support enterprises throughout the overall innovation process. The 5.4 Working Group of IFIP aims at defining the scientific foundation of Computer Aided Innovation systems and at identifying state of the art and trends of CAI tools and methods. These Proceedings derive from the second Topical Session on Computer- Aided Innovation organized within the 20th World Computer Congress of IFIP. The goal of the Topical Session is to provide a survey of existing technologies and research activities in the field and to identify opportunities of integration of CAI with other PLM systems. According to the heterogeneous needs of innovation-related activities, the papers published in this volume are characterized by multidisciplinary contents and complementary perspectives and scopes. Such a richness of topics and disciplines will certainly contribute to the promotion of fruitful new collaborations and synergies within the IFIP community. Gaetano Cascini th Florence, April 30 20 08 CAI Topical Session Organization The IFIP Topical Session on Computer-Aided Innovation (CAI) is a co-located conference organized under the auspices of the IFIP World Computer Congress (WCC) 2008 in Milano, Italy Gaetano Cascini CAI Program Committee Chair [email protected]
Extensive research conducted by the Hasso Plattner Design Thinking Research Program at Stanford University in Palo Alto, California, USA, and the Hasso Plattner Institute in Potsdam, Germany, has yielded valuable insights on why and how design thinking works. The participating researchers have identified metrics, developed models, and conducted studies, which are featured in this book, and in the previous volumes of this series. This volume provides readers with tools to bridge the gap between research and practice in design thinking with varied real world examples. Several different approaches to design thinking are presented in this volume. Acquired frameworks are leveraged to understand design thinking team dynamics. The contributing authors lead the reader through new approaches and application fields and show that design thinking can tap the potential of digital technologies in a human-centered way. In a final section, new ideas in neurodesign at Stanford University and at Hasso Plattner Institute in Potsdam are elaborated upon thereby challenging the reader to consider newly developed methodologies and provide discussion of how these insights can be applied to various sectors. Special emphasis is placed on understanding the mechanisms underlying design thinking at the individual and team levels. Design thinking can be learned. It has a methodology that can be observed across multiple settings and accordingly, the reader can adopt new frameworks to modify and update existing practice. The research outcomes compiled in this book are intended to inform and provide inspiration for all those seeking to drive innovation - be they experienced design thinkers or newcomers. |
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