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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
This book features both cutting-edge contributions on managing knowledge in transformational contexts and a selection of real-world case studies. It analyzes how the disruptive power of digitization is becoming a major challenge for knowledge-based value creation worldwide, and subsequently examines the changes in how we manage information and knowledge, communicate, collaborate, learn and decide within and across organizations. The book highlights the opportunities provided by disruptive renewal, while also stressing the need for knowledge workers and organizations to transform governance, leadership and work organization. Emerging new business models and digitally enabled co-creation are presented as drivers that can help establish new ways of managing knowledge. In turn, a number of carefully selected and interpreted case studies provide a link to practice in organizations.
This volume explains how advances in computer technology will augment communication in person-to-person, organizational, and educational settings. It describes the convergence of virtual reality and group decision support, and how these will serve educational and organizational effectiveness. Contributors--experts from business and academia--examine what the computing/communications world will look like in the near future, what the specific needs of various industries will be, and how innovations will fit into organizations and society. These three topics are addressed with attention to the following questions: What will be the size of initial and future markets for advanced computer and communications technology? What will be the future computing environment in manufacturing operations, in the executive suite, in the office, in the field and on the road, at the point of service, for the computer-integrated enterprise, at home, in the school, and in the global marketplace?
Since the publication of the companion volume Researching Learning in Virtual Worlds in 2010, there has been a growth not only in the range and number of educational initiatives taking place in virtual worlds, but also in the depth of analysis of the nature of that education. Understanding Learning in Virtual Worlds reflects those changes through a collection of chapters that are extended versions of research presented at the second Researching Learning in Virtual Environments conference (ReLIVE 11), an international conference hosted by the Open University UK. Included in this book are chapters that explore the philosophical and methodological underpinnings of understanding learning in virtual worlds, identify and analyse the factors that support learning in these environments, and present case studies that demonstrate some of the various ways in which virtual worlds can be applied to facilitate learning and teaching. The links between learning in a virtual world and learning in the physical world are made apparent throughout, and the authors reveal how understanding learning in one informs the other. Understanding Learning in Virtual Worlds is an important book not only to those who teach in virtual worlds, but to anyone for whom understanding learning, in all its forms, is of interest.
th I3E 2010 marked the 10 anniversary of the IFIP Conference on e-Business, e- Services, and e-Society, continuing a tradition that was invented in 1998 during the International Conference on Trends in Electronic Commerce, TrEC 1998, in Hamburg (Germany). Three years later the inaugural I3E 2001 conference was held in Zurich (Switzerland). Since then I3E has made its journey through the world: 2002 Lisbon (Portugal), 2003 Sao Paulo (Brazil), 2004 Toulouse (France), 2005 Poznan (Poland), 2006 Turku (Finland), 2007 Wuhan (China), 2008 Tokyo (Japan), and 2009 Nancy (France). I3E 2010 took place in Buenos Aires (Argentina) November 3-5, 2010. Known as "The Pearl" of South America, Buenos Aires is a cosmopolitan, colorful, and vibrant city, surprising its visitors with a vast variety of cultural and artistic performances, European architecture, and the passion for tango, coffee places, and football disc- sions. A cultural reference in Latin America, the city hosts 140 museums, 300 theaters, and 27 public libraries including the National Library. It is also the main educational center in Argentina and home of renowned universities including the U- versity of Buenos Aires, created in 1821. Besides location, the timing of I3E 2010 is th also significant--it coincided with the 200 anniversary celebration of the first local government in Argentina.
This volume is a collection of research studies on the modeling of emotions in complex autonomous systems. Several experts in the field are reporting their efforts and reviewing the literature in order to shed lights on how the processes of coding and decoding emotional states took place in humans, which are the physiological, physical, and psychological variables involved, invent new mathematical models and algorithms to describe them, and motivate these investigations in the light of observable societal changes and needs, such as the aging population and the cost of health care services. The consequences are the implementation of emotionally and socially believable machines, acting as helpers into domestic spheres, where emotions drive behaviors and actions. The contents of the book are highly multidisciplinary since the modeling of emotions in robotic socially believable systems requires a holistic perspective on topics coming from different research domains such as computer science, engineering, sociology, psychology, linguistic, and information communication. The book is of interest both to experts and students since last research works on a so complex multidisciplinary topic are described in a neat and didactical scientific language.
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.
Human-in-the-loop Learning and Control for Robot Teleoperation presents recent, research progress on teleoperation and robots, including human-robot interaction, learning and control for teleoperation with many extensions on intelligent learning techniques. The book integrates cutting-edge research on learning and control algorithms of robot teleoperation, neural motor learning control, wave variable enhancement, EMG-based teleoperation control, and other key aspects related to robot technology, presenting implementation tactics, adequate application examples and illustrative interpretations. Robots have been used in various industrial processes to reduce labor costs and improve work efficiency. However, most robots are only designed to work on repetitive and fixed tasks, leaving a gap with the human desired manufacturing effect.
This book contains the collection of papers presented at the conference of the International Federation for Information Processing Working Group 8.2 "Information and Organizations." The conference took place during June 21-24, 2009 at the Universidade do Minho in Guimaraes, Portugal. The conference entitled "CreativeSME - The Role of IS in Leveraging the Intelligence and Creativity of SME's" attracted high-quality submissions from across the world. Each paper was reviewed by at least two reviewers in a double-blind review process. In addition to the 19 papers presented at the conference, there were five panels and four workshops, which covered a range of issues relevant to SMEs, creativity and information systems. We would like to show our appreciation of the efforts of our two invited keynote speakers, Michael Dowling of the University of Regensburg, Germany and Carlos Zorrinho, Portuguese coordinator of the Lisbon Strategy and the Technological Plan. The following organizations supported the conference through financial or other contributions and we would like to thank them for their engagement: "
Good product designs merge materials, technology and hardware into a unified user experience; one where the technology recedes into the background and people benefit from the capabilities and experiences available. By focusing on functional gain, critical awareness and emotive connection, even the most multifaceted and complex technology can be made to feel straightforward and become an integral part of daily life. Researchers, designers and developers must understand how to progress or appropriate the right technical and human knowledge to inform their innovations. The 1st International Smart Design conference provides a timely forum and brings together researchers and practitioners to discuss issues, identify challenges and future directions, and share their R&D findings and experiences in the areas of design, materials and technology. This proceedings of the 1st Smart Design conference held at Nottingham Trent University in November 2011 includes summaries of the talks given on topics ranging from intelligent textiles design to pharmaceutical packaging to the impact of social and emotional factors on design choices with the aim of informing and inspiring future application and development of smart design.
This book explores the usefulness of looking at very small aspects of human behavior in order to understand computer-human interaction difficulties with hypertext. The focus is on both mechanical actions and talk as social action. While this approach has been used fruitfully to study human-human interaction, Gray has constructed a unique study of human interaction with machines.
Human Computer Interaction Research in Web Design and Evaluation presents research from academics and industry experts, covering various aspects of human computer interaction (HCI) Web design from theories to evaluation. This book highlights the use of methods from the HCI area in Web design, and how these methods can be used in a practical sense. ""Human Computer Interaction Research in Web Design and Evaluation"" is a comprehensive book on HCI and Web design that focuses on various areas of research including theories, analysis, design, and evaluation. This book not only features the human aspect of Web design, but also highlights the social and cultural issues in designing for a wider audience.
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.
NewInternetdevelopmentsposegreaterandgreaterprivacydilemmas. Inthe- formation Society, the need for individuals to protect their autonomy and retain control over their personal information is becoming more and more important. Today, informationandcommunicationtechnologies-andthepeopleresponsible for making decisions about them, designing, and implementing them-scarcely consider those requirements, thereby potentially putting individuals' privacy at risk. The increasingly collaborative character of the Internet enables anyone to compose services and contribute and distribute information. It may become hard for individuals to manage and control information that concerns them and particularly how to eliminate outdated or unwanted personal information, thus leavingpersonalhistoriesexposedpermanently. Theseactivitiesraisesubstantial new challenges for personal privacy at the technical, social, ethical, regulatory, and legal levels: How can privacy in emerging Internet applications such as c- laborative scenarios and virtual communities be protected? What frameworks and technical tools could be utilized to maintain life-long privacy? DuringSeptember3-10,2009, IFIP(InternationalFederationforInformation Processing)workinggroups9. 2 (Social Accountability),9. 6/11. 7(IT Misuseand theLaw),11. 4(NetworkSecurity)and11. 6(IdentityManagement)heldtheir5th InternationalSummerSchoolincooperationwiththeEUFP7integratedproject PrimeLife in Sophia Antipolis and Nice, France. The focus of the event was on privacy and identity managementfor emerging Internet applications throughout a person's lifetime. The aim of the IFIP Summer Schools has been to encourage young a- demic and industry entrants to share their own ideas about privacy and identity management and to build up collegial relationships with others. As such, the Summer Schools havebeen introducing participants to the social implications of information technology through the process of informed discussion.
Based on more than 10 years of teaching experience, Blanken and his coeditors have assembled all the topics that should be covered in advanced undergraduate or graduate courses on multimedia retrieval and multimedia databases. The single chapters of this textbook explain the general architecture of multimedia information retrieval systems and cover various metadata languages such as Dublin Core, RDF, or MPEG. The authors emphasize high-level features and show how these are used in mathematical models to support the retrieval process. For each chapter, there 's detail on further reading, and additional exercises and teaching material is available online.
IT securiteers - The human and technical dimension working for the organisation. Current corporate governance regulations and international standards lead many organisations, big and small, to the creation of an information technology (IT) security function in their organisational chart or to the acquisition of services from the IT security industry. More often than desired, these teams are only useful for companies' executives to tick the corresponding box in a certification process, be it ISO, ITIL, PCI, etc. Many IT security teams do not provide business value to their company. They fail to really protect the organisation from the increasing number of threats targeting its information systems. IT Security Management provides an insight into how to create and grow a team of passionate IT security professionals. We will call them "securiteers." They will add value to the business, improving the information security stance of organisations.
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.
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.
Due to the increased global political importance of the nonprofit sector, its technological support and organizational characteristics have become important fields of research. In order to conduct effective work, nonprofits need to communicate and coordinate effectively. However, such settings are generally characterized by a lack of resources, an absence of formal hierarchical structures and differences in languages and culture among the activists. Modern technologies could help nonprofit networks in improving their working. In order to design appropriate technological support for such settings, it is important to understand their work practices, which widely differ from traditional business organizations. This book aims to strengthen the body of knowledge by providing user studies and concepts related to user centered technology design process for nonprofit settings. The examination of ethnographic studies and user centered evaluation of IT artifacts in practice will further the understanding of design requirements of these systems. This book includes chapters from leading scholars and practitioners on the technology design process examining human centered factors. The chapters will focus on developed and developing countries as they both have unique issues in technology design. The book will be useful or of interest to academics from a range of fields including information systems, human computer interaction, computer supported cooperative work and organizational science as well as for government officials and governmental organizations.
This book adheres to the vision that in the future compelling user experiences will be key differentiating benefits of products and services. Evaluating the user experience plays a central role, not only during the design process, but also during regular usage: for instance a video recorder that recommends TV programs that fit your current mood, a product that measures your current level of relaxation and produces advice on how to balance your life, or a module that alerts a factory operator when he is getting drowsy. Such systems are required to assess and interpret user experiences (almost) in real-time, and that is exactly what this book is about. How to achieve this? What are potential applications of psychophysiological measurements? Are real-time assessments based on monitoring of user behavior possible? If so, which elements are critical? Are behavioral aspects important? Which technology can be used? How important are intra-individual differences? What can we learn from products already on the market? The book gathers a group of invited authors from different backgrounds, such as technology, academy and business. This is a mosaic of their work, and that of Philips Research, in the assessment of user experience, covering the full range from academic research to commercial propositions..
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.
Mixed Reality is moving out of the research-labs into our daily lives. It plays an increasing role in architecture, design and construction. The combination of digital content with reality creates an exciting synergy that sets out to enhance engagement within architectural design and construction. State-of-the-art research projects on theories and applications within Mixed Reality are presented by leading researchers covering topics in architecture, design collaboration, construction and education. They discuss current projects and offer insight into the next wave of Mixed Reality possibilities.
This book examines the signal processing perspective in haptic teleoperation systems. This text covers the topics of prediction, estimation, architecture, data compression and error correction that can be applied to haptic teleoperation systems. The authors begin with an overview of haptic teleoperation systems, then look at a Bayesian approach to haptic teleoperation systems. They move onto a discussion of haptic data compression, haptic data digitization and forward error correction.
This volume presents a collection of research studies on sophisticated and functional computational instruments able to recognize, process, and store relevant situated interactional signals, as well as, interact with people, displaying reactions (under conditions of limited time) that show abilities of appropriately sensing and understanding environmental changes, producing suitable, autonomous, and adaptable responses to various social situations. These social robotic autonomous systems will improve the quality of life of their end-users while assisting them on several needs, ranging from educational settings, health care assistance, communicative disorders, and any disorder impairing either their physical, cognitive, or social functional activities. The multidisciplinary themes presented in the volume will be interesting for experts and students coming from different research fields and with different knowledge and backgrounds. The research reported is particularly relevant for academic centers, and Research & Development Institutions.
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.
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. |
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