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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
Model-Driven Development (MDD) has become an important paradigm in software development. It uses models as primary artifacts in the development process. This book provides an outstanding overview as well as deep insights into the area of model-driven development of user interfaces, which is an emerging topic in the intersection of Human-Computer-Interaction and Software-Engineering. The idea of this book is based on the very successful workshop series of "Model-Driven Development of Advanced User Interfaces (MDDAUI)". It has been written by the leading researchers and practitioners in the field of model-driven development of user interfaces and offer a variety of solutions and examples for * Architectures and environments for the generation of user interfaces * User interface development for specific domains and purposes * Model-driven development in the context of ambient intelligence * Concepts supporting model-driven development of user interfaces
This thesis offers readers a comprehensive introduction to amyloid proteins and the computational methods used with them. Katrine Skeby critically assesses and compares both the literature and the experiments performed by other researchers, which further elevates the quality and relevance of her own work. Amyloid proteins are highly complex, and this research provides unparalleled insights, especially with regard to the origin of cytotoxicity and to developing technologies for early detection, revealing in detail the molecular mechanisms behind hIAPP behavior. Several studies within the thesis answer difficult questions which promote future research into the properties of amyloid proteins.
This book provides a complete overview of significant design challenges in respect to circuit miniaturization and power reduction of the neural recording system, along with circuit topologies, architecture trends, and (post-silicon) circuit optimization algorithms. The introduced novel circuits for signal conditioning, quantization, and classification, as well as system configurations focus on optimized power-per-area performance, from the spatial resolution (i.e. number of channels), feasible wireless data bandwidth and information quality to the delivered power of implantable system.
Collaborative Networks for a Sustainable World Aiming to reach a sustainable world calls for a wider collaboration among multiple stakeholders from different origins, as the changes needed for sustainability exceed the capacity and capability of any individual actor. In recent years there has been a growing awareness both in the political sphere and in civil society including the bu- ness sectors, on the importance of sustainability. Therefore, this is an important and timely research issue, not only in terms of systems design but also as an effort to b- row and integrate contributions from different disciplines when designing and/or g- erning those systems. The discipline of collaborative networks especially, which has already emerged in many application sectors, shall play a key role in the implemen- tion of effective sustainability strategies. PRO-VE 2010 focused on sharing knowledge and experiences as well as identi- ing directions for further research and development in this area. The conference - dressed models, infrastructures, support tools, and governance principles developed for collaborative networks, as important resources to support multi-stakeholder s- tainable developments. Furthermore, the challenges of this theme open new research directions for CNs. PRO-VE 2010 held in St.
Social media is now ubiquitous on the internet, generating both new possibilities and new challenges in information analysis and retrieval. This comprehensive text/reference examines in depth the synergy between multimedia content analysis, personalization, and next-generation networking. The book demonstrates how this integration can result in robust, personalized services that provide users with an improved multimedia-centric quality of experience. Each chapter offers a practical step-by-step walkthrough for a variety of concepts, components and technologies relating to the development of applications and services. Topics and features: provides contributions from an international and interdisciplinary selection of experts in their fields; introduces the fundamentals of social media retrieval, presenting the most important areas of research in this domain; examines the important topic of multimedia tagging in social environments, including geo-tagging; discusses issues of personalization and privacy in social media; reviews advances in encoding, compression and network architectures for the exchange of social media information; describes a range of applications related to social media. Researchers and students interested in social media retrieval will find this book a valuable resource, covering a broad overview of state-of-the-art research and emerging trends in this area. The text will also be of use to practicing engineers involved in envisioning and building innovative social media applications and services.
This book covers the latest advances in playful user interfaces - interfaces that invite social and physical interaction. These new developments include the use of audio, visual, tactile and physiological sensors to monitor, provide feedback and anticipate the behavior of human users. The decreasing cost of sensor and actuator technology makes it possible to integrate physical behavior information in human-computer interactions. This leads to many new entertainment and game applications that allow or require social and physical interaction in sensor- and actuator-equipped smart environments. The topics discussed include: human-nature interaction, human-animal interaction and the interaction with tangibles that are naturally integrated in our smart environments. Digitally supported remote audience participation in artistic or sport events is also discussed. One important theme that emerges throughout the book is the involvement of users in the digital-entertainment design process or even design and implementation of interactive entertainment by users themselves, including children doing so in educational settings.
The developments of Information and Communication Technologies
(ICT) are not always continuous but may be influenced and shaped by
unforeseen events and are therefore difficult to predict and
control. This applies especially to the impacts of September 11
(2001) events on how ICT is used in economic and public
applications. But even under pressures of terrorist actions, it is
essential that Human Choice dominate how Information and
Communication Technologies are shaped, applied and used. -Quality of Life and Quality of Working Life;
We are extremely pleased to present a comprehensive book comprising a collection of research papers which is basically an outcome of the Second IFIP TC 13.6 Working Group conference on Human Work Interaction Design, HWID2009. The conference was held in Pune, India during October 7-8, 2009. It was hosted by the Centre for Development of Advanced Computing, India, and jointly organized with Copenhagen Business School, Denmark; Aarhus University, Denmark; and Indian Institute of Technology, Guwahati, India. The theme of HWID2009 was Usability in Social, C- tural and Organizational Contexts. The conference was held under the auspices of IFIP TC 13 on Human-Computer Interaction. 1 Technical Committee TC13 on Human-Computer Interaction The committees under IFIP include the Technical Committee TC13 on Human-Computer Interaction within which the work of this volume has been conducted. TC13 on Human-Computer Interaction has as its aim to encourage theoretical and empirical human science research to promote the design and evaluation of human-oriented ICT. Within TC13 there are different working groups concerned with different aspects of human- computer interaction. The flagship event of TC13 is the bi-annual international conference called INTERACT at which both invited and contributed papers are presented. Contributed papers are rigorously refereed and the rejection rate is high.
In more ways than one, assistive technologies can have a profound impact on humans and their operations within society. Understanding these emerging technologies is crucial to their effective use in improving human lives. Human-Computer Interfaces and Interactivity: Emergent Research and Applications aims to address the main issues of interest within the culture and design of interactive systems for individuals living with disabilities. This premier reference work addresses a range of approaches including, but not limited to, the conceptual, technological, and design issues related to human-computer interaction, issues of interest to a range of individuals including academics, university teachers, researchers, post-graduate students, public and private institutions, and HCI developers and researchers.
This book highlights the methods and applications for roadside video data analysis, with a particular focus on the use of deep learning to solve roadside video data segmentation and classification problems. It describes system architectures and methodologies that are specifically built upon learning concepts for roadside video data processing, and offers a detailed analysis of the segmentation, feature extraction and classification processes. Lastly, it demonstrates the applications of roadside video data analysis including scene labelling, roadside vegetation classification and vegetation biomass estimation in fire risk assessment.
This 2nd edition has been completely revised and updated, with additional new chapters. It presents state-of-the-art research in this area and focuses on key topics such as: visualization of semantic and structural information and metadata in the context of the emerging Semantic Web; Ontology-based Information Visualization and the use of graphically represented ontologies; Semantic Visualizations using Topic Maps and graph techniques; Recommender systems for filtering and recommending on the Semantic Web; SVG and X3D as new XML-based languages for 2D and 3D visualisations; methods used to construct and visualize high quality metadata and ontologies; and navigating and exploring XML documents using interactive multimedia interfaces. The design of visual interfaces for e-commerce and information retrieval is currently a challenging area of practical web development.
Recent advances in ICT have given rise to new socially disruptive technologies: AmI and the IoT, marking a major technological change which may lead to a drastic transformation of the technological ecosystem in all its complexity, as well as to a major alteration in technology use and thus daily living. Yet no work has systematically explored AmI and the IoT as advances in science and technology (S&T) and sociotechnical visions in light of their nature, underpinning, and practices along with their implications for individual and social wellbeing and for environmental health. AmI and the IoT raise new sets of questions: In what way can we conceptualize such technologies? How can we evaluate their benefits and risks? How should science-based technology and society's politics relate? Are science-based technology and society converging in new ways? It is with such questions that this book is concerned. Positioned within the research field of Science and Technology Studies (STS), which encourages analyses whose approaches are drawn from a variety of disciplinary perspectives, this book amalgamates an investigation of AmI and the IoT technologies based on a unique approach to cross-disciplinary integration; their ethical, social, cultural, political, and environmental effects; and a philosophical analysis and evaluation of the implications of such effects. An interdisciplinary approach is indeed necessary to understand the complex issue of scientific and technological innovations that S&T are not the only driving forces of the modern, high-tech society, as well as to respond holistically, knowledgeably, reflectively, and critically to the most pressing issues and significant challenges of the modern world. This book is the first systematic study on how AmI and the IoT applications of scientific discovery link up with other developments in the spheres of the European society, including culture, politics, policy, ethics and ecological philosophy. It situates AmI and the IoT developments and innovations as modernist science-based technology enterprises in a volatile and tense relationship with an inherently contingent, heterogeneous, fractured, conflictual, plural, and reflexive postmodern social world. The issue's topicality results in a book of interest to a wide readership in science, industry, politics, and policymaking, as well as of recommendation to anyone interested in learning the sociology, philosophy, and history of AmI and the IoT technologies, or to those who would like to better understand some of the ethical, environmental, social, cultural, and political dilemmas to what has been labeled the technologies of the 21st century.
This volume maps the watershed areas between two 'holy grails' of computer science: the identification and interpretation of "affect "- including sentiment and mood. The expression of sentiment and mood involves the use of metaphors, especially in emotive situations. Affect computing is rooted in hermeneutics, philosophy, political science and sociology, and is now a key area of research in computer science. The 24/7 news sites and blogs facilitate the expression and shaping of opinion locally and globally. Sentiment analysis, based on text and data mining, is being used in the looking at news and blogs for purposes as diverse as: brand management, film reviews, financial market analysis and prediction, homeland security. There are systems that learn how sentiments are articulated. This work draws on, and informs, research in fields as varied as artificial intelligence, especially reasoning and machine learning, corpus-based information extraction, linguistics, and psychology. "
The book describes the K-Method which has been developed by the authors. The purpose of the K-Method is to negotiate and administrate a complex portfolio of customised materials, all belonging to the same purchasing group (e.g. labels). The underlying idea is to agree prices for specification features, instead of giving each material an individual price based on its unique specification. By doing so, a price formula will be agreed between the buyer and supplier which even defines prices of future materials with any kind of specification.
The term "haptics" refers to the science of sensing and manipulation through touch. Multiple disciplines such as biomechanics, psychophysics, robotics, neuroscience, and software engineering converge to support haptics, and generally, haptic research is done by three communities: the robotics community, the human computer interface community, and the virtual reality community. This book is different from any other book that has looked at haptics. The authors treat haptics as a new medium rather than just a domain within one of the above areas. They describe human haptic perception and interfaces and present fundamentals in haptic rendering and modeling in virtual environments. Diverse software architectures for standalone and networked haptic systems are explained, and the authors demonstrate the vast application spectrum of this emerging technology along with its accompanying trends. The primary objective is to provide a comprehensive overview and a practical understanding of haptic technologies. An appreciation of the close relationship between the wide range of disciplines that constitute a haptic system is a key principle towards being able to build successful collaborative haptic environments. Structured as a reference to allow for fast accommodation of the issues concerned, this book is intended for researchers interested in studying touch and force feedback for use in technological multimedia systems in computer science, electrical engineering, or other related disciplines. With its novel approach, it paves the way for exploring research trends and challenges in such fields as interpersonal communication, games, or military applications.
This book connects the different topics and professions involved in information technology approaches to architectural design, ranging from computer-aided design, building information modeling and programming to simulation, digital representation, augmented and virtual reality, digital fabrication and physical computation. The contributions include experts' academic and practical experiences and findings in research and advanced applications, covering the fields of architecture, engineering, design and mathematics. What are the conditions, constraints and opportunities of this digital revolution for architecture? How do processes change and influence the result? What does it mean for the collaboration and roles of the partners involved. And last but not least: how does academia reflect and shape this development and what does the future hold? Following the sequence of architectural production - from design to fabrication and construction up to the operation of buildings - the book discusses the impact of computational methods and technologies and its consequences for the education of future architects and designers. It offers detailed insights into the processes involved and considers them in the context of our technical, historical, social and cultural environment. Intended mainly for academic researchers, the book is also of interest to master's level students.
Man is the best thing in the World. Nature does nothing uselessly. Aristotle There is a pleasure in the pathless woods, There is rapture on the lonely shore, There is society, where none intrudes, By the deep sea, and music in its roar: I love not Man the less, but Nature more. John Burroughs The basic purpose of development is to enlarge people's choices. The objective of development is to create an enabling environment for people to enjoy long, healthy and creative lives. Mahbub ul Hag Founder of the Human Development Report Theaimofthisbookis toprovidea compiledset ofconcepts,principles,methods and issues used for studying, designing and operating human-minding and natu- minding automation and industrial systems. The depth of presentation is suf?cient for the reader to understand the problems involved and the solution approaches, and appreciate the need of human-automation cooperative interaction, and the - portance of the efforts required for environment and ecosystem protection during any technological and development process in the society. Humans and technology are living and have to live together in a sustainable society and nature. Humans must not be viewed as components of automation and technology in the same way as machines. Automation and technology must incorporate the humans' needs and preferences, and radiate "beauty" in all ways, namely functionally, technically and humanistically. In overall, automation and technology should create comfort and give pleasure.
The path for developing an internationally usable product with a human-machine interface is described in this textbook, from theory to conception and from design to practical implementation. The most important concepts in the fields of philosophy, communication, culture and Ethnocomputing as the basis of intercultural user interface design are explained. The book presents directly usable and implementable knowledge that is relevant for the processes of internationalization and localization of software. Aspects of software ergonomics, software engineering and human-centered design are presented in an intercultural context; general and concrete recommendations and checklists for immediate use in product design are also provided. Each chapter includes the target message, its motivation and theoretical justification as well as the practical methods to achieve the intended benefit from the respective topic. The book opens with an introduction illuminating the background necessary for taking culture into account in Human Computer Interaction (HCI) design. Definitions of concepts are followed by a historical overview of the importance of taking culture into account in HCI design. Subsequently, the structures, processes, methods, models, and approaches concerning the relationship between culture and HCI design are illustrated to cover the most important questions in practice.
This book constitutes the refereed proceedings of the 15th IFIP WG 5.5 Working Conference on Virtual Enterprises, PRO-VE 2014, held in Amsterdam, The Netherlands, in October 2014. The 73 revised papers were carefully selected from 190 submissions. They provide a comprehensive overview of identified challenges and recent advances in various collaborative network (CN) domains and their applications, with a particular focus on the following areas in support of smart networked environments: behavior and coordination; product-service systems; service orientation in collaborative networks; engineering and implementation of collaborative networks; cyber-physical systems; business strategies alignment; innovation networks; sustainability and trust; reference and conceptual models; collaboration platforms; virtual reality and simulation; interoperability and integration; performance management frameworks; performance management systems; risk analysis; optimization in collaborative networks; knowledge management in networks; health and care networks; and mobility and logistics.
This book offers means to handle interference as a central problem of operating wireless networks. It investigates centralized and decentralized methods to avoid and handle interference as well as approaches that resolve interference constructively. The latter type of approach tries to solve the joint detection and estimation problem of several data streams that share a common medium. In fact, an exciting insight into the operation of networks is that it may be beneficial, in terms of an overall throughput, to actively create and manage interference. Thus, when handled properly, "mixing" of data in networks becomes a useful tool of operation rather than the nuisance as which it has been treated traditionally. With the development of mobile, robust, ubiquitous, reliable and instantaneous communication being a driving and enabling factor of an information centric economy, the understanding, mitigation and exploitation of interference in networks must be seen as a centrally important task.
The following are the proceedings of the Third International Workshop on Human and Machine Perception held in Pavia, Italy, on September 14 -17, 1998. This edition has been under the auspices of two Institutions: the Cybernetic and Biophysics Group (GNCB) of the Italian National Research Council (CNR), the Centro Interdipartimentale di Scienze Cognitive, of Pavia University and the Centro Interdipartimentale Tecnologie della Conoscenza, of Palermo University. A wide spectrum of topics is covered in this series, ranging from computer perception to psychology and physiology of perception, for analysing and comparing biological and artificial approaches. The theme of this workshop was focused on "Emergence, Attention and Creativity." The workshop structure consisted of five modules each one composed of two invited lectures (dealing with solutions in nature and machines respectively) and a panel discussion. The lectures focused on presenting the state-of-the-art and outlining open questions. In particular, they sought to stress links, suggesting possible synergies between different cultural areas. The panel discussion was conceived as a forum for an open debate, briefly introduced by each panellist, and mainly aimed at deeper investigation for the different approaches and strictly related topics. The panellists were asked to prepare a few statements on hot-points, which were delivered in advance to the participants as a guide for a qualified discussion.
Humans interact with the world through perception, reason about what they see with their front part of their brains, and save what they experience in memory. They also, however, have limitations in their sight, hearing, working memory, and reasoning processes. Cognitively Informed Intelligent Interfaces: Systems Design and Development analyzes well-grounded findings and recent insights on human perception and cognitive abilities and how these findings can and should impact the development and design of applications through the use of intelligent interfaces. Many software and systems developers currently address these cognitive issues haphazardly, and this reference will bring together clear and concise information to inform and assist all professionals interested in intelligent interfaces from designers to end users.
In 2007 INTEROP-VLab defined Enterprise Interoperability as the ability of an enterprise system or application to interact with others at a low cost with a flexible approach . Enterprise Interoperability VI brings together a peer reviewed selection of over 40 papers, ranging from academic research through case studies to industrial and administrative experience of interoperability. It shows how, in a scenario of globalised markets, the capacity to cooperate with other firms efficiently becomes essential in order to remain in the market in an economically, socially and environmentally cost-effective manner, and that the most innovative enterprises are beginning to redesign their business model to become interoperable. This goal of interoperability is vital, not only from the perspective of the individual enterprise but also in the new business structures that are now emerging, such as supply chains, virtual enterprises, interconnected organisations or extended enterprises, as well as in mergers and acquisitions. Establishing efficient and relevant collaborative situations requires managing interoperability from a dynamic perspective: a relevant and efficient collaboration of organizations might require adaptation to remain in line with potentially changing objectives, evolving resources, and unexpected events, for example. Many of the papers contained in this, the seventh volume of Proceedings of the I-ESA Conferences have examples and illustrations calculated to deepen understanding and generate new ideas. The I-ESA 14 Conference is jointly organised by Ecole des Mines Albi-Carmaux, on behalf of PGSO, and the European Virtual Laboratory for Enterprise Interoperability (INTEROP-VLab) and supported by the International Federation for Information Processing (IFIP). A concise reference to the state of the art in systems interoperability, Enterprise Interoperability VI will be of great value to engineers and computer scientists working in manufacturing and other process industries and to software engineers and electronic and manufacturing engineers working in the academic environment."
The present economic and social environment has given rise to new situations within which companies must operate. As a first example, the globalization of the economy and the need for performance has led companies to outsource and then to operate inside networks of enterprises such as supply chains or virtual enterprises. A second instance is related to environmental issues. The statement about the impact of ind- trial activities on the environment has led companies to revise processes, to save - ergy, to optimize transportation.... A last example relates to knowledge. Knowledge is considered today to be one of the main assets of a company. How to capitalize, to manage, to reuse it for the benefit of the company is an important current issue. The three examples above have no direct links. However, each of them constitutes a challenge that companies have to face today. This book brings together the opinions of several leading researchers from all around the world. Together they try to develop new approaches and find answers to those challenges. Through the individual ch- ters of this book, the authors present their understanding of the different challenges, the concepts on which they are working, the approaches they are developing and the tools they propose. The book is composed of six parts; each one focuses on a specific theme and is subdivided into subtopics.
The ongoing migration of computing and information access from stationary environments to mobile computing devices for eventual use in mobile environments, such as Personal Digital Assistants (PDAs), tablet PCs, next generation mobile phones, and in-car driver assistance systems, poses critical challenges for natural human-computer interaction. Spoken dialogue is a key factor in ensuring natural and user-friendly interaction with such devices which are meant not only for computer specialists, but also for everyday users. Speech supports hands-free and eyes-free operation, and becomes a key alternative interaction mode in mobile environments, e.g. in cars where driver distraction by manually operated devices may be a significant problem. On the other hand, the use of mobile devices in public places, may make the possibility of using alternative modalities possibly in combination with speech, such as graphics output and gesture input, preferable due to e.g. privacy issues. Researchers' interest is progressively turning to the integration of speech with other modalities such as gesture input and graphics output, partly to accommodate more efficient interaction and partly to accommodate different user preferences. This book: Audience: Computer scientists, engineers, and others who work in
the area of spoken multimodal dialogue systems in academia and in
the industry; |
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