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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
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;
These proceedings contain the papers of IFIP/SEC 2010. It was a special honour and privilege to chair the Program Committee and prepare the proceedings for this conf- ence, which is the 25th in a series of well-established international conferences on security and privacy organized annually by Technical Committee 11 (TC-11) of IFIP. Moreover, in 2010 it is part of the IFIP World Computer Congress 2010 celebrating both the Golden Jubilee of IFIP (founded in 1960) and the Silver Jubilee of the SEC conference in the exciting city of Brisbane, Australia, during September 20-23. The call for papers went out with the challenging motto of "Security & Privacy Silver Linings in the Cloud" building a bridge between the long standing issues of security and privacy and the most recent developments in information and commu- cation technology. It attracted 102 submissions. All of them were evaluated on the basis of their significance, novelty, and technical quality by at least five member of the Program Committee. The Program Committee meeting was held electronically over a period of a week. Of the papers submitted, 25 were selected for presentation at the conference; the acceptance rate was therefore as low as 24. 5% making SEC 2010 a highly competitive forum. One of those 25 submissions could unfortunately not be included in the proceedings, as none of its authors registered in time to present the paper at the conference.
This volume contains selected papers from the 10th Interdisciplinary Workshop in Informatics and Psychology which had as its theme Cognitive Aspects in Visual Languages and Interfaces. Visual languages in general, visual programming languages in particular, and graphical or visual user interfaces are increasingly regarded as important improvements for the interaction between people and artifacts. Visual and graphical user interfaces have already a history of a number of years in terms of research and development. The focus on visual languages and visual programming languages, however, is more recent. The development of graphical user interfaces was accompanied and reinforced by psychological research but visual languages are still mainly inventions of designers and not designed on the basis of principles derived also from knowledge of psychology or other behavioral sciences. The presentations and discussions at the workshop showed increasing interest in paradigms of visual languages and their psychological foundation. Visual languages and interfaces must be seen as means to support and enhance represention, application and processing knowledge visually. The study of the cognitive aspects in visual languages and interfaces is thus an important part of Human-Computer Interaction as a discipline "concerned with the design, evaluation and implementation of interactive computer systems for human use and with the study of major phenomena surrounding them" (definition of HCI in the ACM SIGCHI Curricula for Human-Computer Interaction). This book will stimulate future research in the area of Human-Computer Interaction and Visual Languages.
As interactive application software such as apps, installations, and multimedia presentations have become pervasive in everyday life, more and more computer scientists, engineers, and technology experts acknowledge the influence that exists beyond visual explanations. Computational Solutions for Knowledge, Art, and Entertainment: Information Exchange Beyond d104 focuses on the methods of depicting knowledge-based concepts in order to assert power beyond a visual explanation of scientific and computational notions. This book combines formal descriptions with graphical presentations and encourages readers to interact by creating visual solutions for science-related concepts and presenting data. This reference is essential for researchers, computer scientists, and academics focusing on the integration of science, technology, computing, art, and mathematics for visual problem solving.
Safety-critical systems are found in almost every sector of industry. Faults in these systems will result in a breach of safe operating conditions and exposure to the possible risk of major loss of life or catastrophic damage to plant, equipment or the environment. An understanding of the basis for the functioning of these systems is therefore vital to all involved in their operation. In particular, the interaction of the disciplines of software engineering, safety engineering, human factors and safety management is a total process whose entirety is not widely understood by those working in any of the individual fields. This book will redress that problem by providing an introduction to each constituent part with a cohesive structure and overview of the whole subject. It will be of interest to engineers, managers, students and anyone with responsibilities in these areas.
Current access paradigms for the Web, i.e., direct access via search engines or database queries and navigational access via static taxonomies, have recently been criticized because they are too rigid or simplistic to effectively cope with a large number of practical search applications. A third paradigm, dynamic taxonomies and faceted search, focuses on user-centered conceptual exploration, which is far more frequent in search tasks than retrieval using exact specification, and has rapidly become pervasive in modern Web data retrieval, especially in critical applications such as product selection for e-commerce. It is a heavily interdisciplinary area, where data modeling, human factors, logic, inference, and efficient implementations must be dealt with holistically. Sacco, Tzitzikas, and their contributors provide a coherent roadmap to dynamic taxonomies and faceted search. The individual chapters, written by experts in each relevant field and carefully integrated by the editors, detail aspects like modeling, schema design, system implementation, search performance, and user interaction. The basic concepts of each area are introduced, and advanced topics and recent research are highlighted. An additional chapter is completely devoted to current and emerging application areas, including e-commerce, multimedia, multidimensional file systems, and geographical information systems. The presentation targets advanced undergraduates, graduate students and researchers from different areas - from computer science to library and information science - as well as advanced practitioners. Given that research results are currently scattered among very different publications, this volume will allow researchers to get a coherent and comprehensive picture of the state of the art.
Machines dominate our lives, from alarm clocks that wake us up in the morning to radios that lull us to sleep. Most of our interactions with automated machines and computers are problem-free, but more often than we would like, they can be irritating and confusing. This is frequently harmless, such as a VCR recording the wrong show, but when it involves a critical system like an autopilot or medical device it can be a matter of life or death. Taming HAL seeks to explain these miscommunications between humans and machines by exploring user interfaces. Degani examines twenty-five different systems for human use, including watches, Internet applications, automobiles, medical equipment, and autopilots onboard commercial airplanes. Readers will discover why interfaces between people and machines all too often do not work and what needs to be done to avoid potential tragedies.
'Visual Languages for Interactive Computing' presents problems and methodologies related to the syntax, semantics, and ambiguities of visual languages.
This work is on biometric data indexing for large-scale identification systems with a focus on different biometrics data indexing methods. It provides state-of-the-art coverage including different biometric traits, together with the pros and cons for each. Discussion of different multimodal fusion strategies are also included.
Design and Use of Assistive Technology assesses major hurdles in the design and use of assistive technologies, while also providing guidelines and recommendations to improve these technologies. This volume takes an interdisciplinary approach to solving the major issues surrounding designing and using assistive technologies for the physically impaired by blending engineering, computer science and medicine. The most difficult problems in assistive technologies, such as privacy concerns in data gathering and analysis, inherent heterogeneity of the user population, knowledge transfer of novel technologies and incorporation of the user perspective into the design process are all addressed. The book also: -Presents theories on assistive technology through the lens of fields ranging from engineering and computer science to occupational therapy and neurology -Discusses assistive technologies in a broad scope that presents designs and theories that are universally applicable Design and Use of Assistive Technology features contributions from experts in their subject areas who discuss specific methods and mechanisms to integrate the user's experience into design and clinical evaluation in order to both create academic outreach through practical service models and improve knowledge transfer.
Artificial Intelligence and Industry 4.0 explores recent advancements in blockchain technology and artificial intelligence (AI) as well as their crucial impacts on realizing Industry 4.0 goals. The book explores AI applications in industry including Internet of Things (IoT) and Industrial Internet of Things (IIoT) technology. Chapters explore how AI (machine learning, smart cities, healthcare, Society 5.0, etc.) have numerous potential applications in the Industry 4.0 era. This book is a useful resource for researchers and graduate students in computer science researching and developing AI and the IIoT.
The field of intelligent user interfaces has received great attention from the research community in the last few years with the explosion of new applications and services designed to be executed in a dynamic and continuously changing environment and aligned to the demands and preferences of the users. Intelligent User Interfaces: Adaptation and Personalization Systems and Technologies innovatively combines broad research areas in intelligent user interfaces to provide an authoritative, comprehensive review of recent studies, state-of-the-art applications, and new methodologies and theories that support the issue of adaptation and personalization in various application levels."
Enterprise Interoperability is the ability of an enterprise or organisation to work with other enterprises or organisations without special effort. It is now recognised that interoperability of systems and thus sharing of information is not sufficient to ensure common understanding between enterprises. Knowledge of information meaning and understanding of how is to be used must also be shared if decision makers distributed between those enterprises in the network want to act consistently and efficiently. Industry's need for Enterprise Interoperability has been one of the significant drivers for research into the Internet of the Future. EI research will embrace and extend contributions from the Internet of Things and the Internet of Services, and will go on to drive the future needs for Internets of People, Processes, and Knowledge.
Among all information systems that are nowadays available, web sites are definitely the ones having the widest potential audience and the most significant impact on the everyday life of people. Web sites contribute largely to the information society: they provide visitors with a large array of services and information and allow them to perform various tasks without prior assumptions about their computer literacy. Web sites are assumed to be accessible and usable to the widest possible audience. Consequently, usability has been recognized as a critical success factor for web sites of every kind. Beyond this universal recognition, usability still remains a notion that is hard to grasp. Summative evaluation methods have been introduced to identify potential usability problems to assess the quality of web sites. However, summative evaluation remains limited in impact as it does not necessarily deliver constructive comments to web site designers and developers on how to solve the usability problems. Formative evaluation methods have been introduced to address this issue. Evaluation remains a process that is hard to drive and perform, while its potential impact is probably maximal for the benefit of the final user. This complexity is exacerbated when web sites are very large, potentially up to several hundreds of thousands of pages, thus leading to a situation where eval uating the web site is almost impossible to conduct manually. Therefore, many attempts have been made to support evaluation with: * Models that capture some characteristics of the web site of interest.
The series of IFAC Symposia on Analysis, Design and Evaluation of Man-Machine Systems provides the ideal forum for leading researchers and practitioners who work in the field to discuss and evaluate the latest research and developments. This publication contains the papers presented at the 6th IFAC Symposium in the series which was held in Cambridge, Massachusetts, USA.
This book looks at the future of advertising from the perspective of pervasive computing. Pervasive computing encompasses the integration of computers into everyday devices, like the covering of surfaces with interactive displays and networked mobile phones. Advertising is the communication of sponsored messages to inform, convince, and persuade to buy. We believe that our future cities will be digital, giving us instant access to any information we need everywhere, like at bus stops, on the sidewalk, inside the subway and in shopping malls. We will be able to play with and change the appearance of our cities effortlessly, like making flowers grow along a building wall or changing the colour of the street we are in. Like the internet as we know it, this digitalization will be paid for by adverts, which unobtrusively provide us suggestions for nearby restaurants or cafes. If any content annoys us, we will be able to effortlessly say so and change it with simple gestures, and content providers and advertisers will know what we like and be able to act accordingly. This book presents the technological foundations to make this vision a reality.
This volume presents the proceedings of ECSCW 2013, the 13th European Conference on Computer Supported Cooperative Work. Each conference offers an occasion to critically review our research field, which has been multidisciplinary and committed to high scientific standards, both theoretical and methodological, from its beginning. The papers this year focus on work and the enterprise as well as on the challenges of involving citizens, patients, etc. into collaborative settings. The papers embrace new theories, and discuss known ones. They contribute to the discussions on the blurring boundaries between home and work and on the ways we think about and study work. They introduce recent and emergent technologies, and study known social and collaborative technologies. With contributions from all over the world, the papers in interesting ways help focus on the European perspective in our community. The 15 papers selected for this conference deal with and reflect the lively debate currently ongoing in our field of research.
The area of intelligent and adaptive user interfaces has been of interest to the research community for a long time. Much effort has been spent in trying to find a stable theoretical base for adaptivity in human-computer interaction and to build prototypical systems showing features of adaptivity in real-life interfaces. To date research in this field has not led to a coherent view of problems, let alone solutions. A workshop was organized, which brought together a number of well-known researchers in the area of adaptive user interfaces with a view to
The interaction between a user and a device forms the foundation of today's application design. Covering the following topics: A suite of five structural principles helping designers to structure their mockups; An agile method for exploiting desktop eye tracker equipment in combination with mobile devices; An approach to explore large-scale collections based on classification systems; A framework based on the use of modeling and components composition techniques to simplify the development of organizational collaborative systems; A low-cost virtual reality system that provides highly satisfying virtual experiences; Popular hardware and software tools and technologies for developing augmented and virtual reality applications; An implementation to handle connectivity between virtual reality applications and SensAble (R) Technology Phantom Haptic Devices; The results of a research study implementing a teaching technological strategy to help Down syndrome children develop their reading skills; Platform independent models decreasing the level of cohesion between communication technologies and software for ubiquitous computing; A method for applying gamification as a tool to improve the participation and motivation of people in performing different tasks. New Trends in Interaction, Virtual Reality and Modeling collects the best research from Interaccion 2012 and MexIHC 2012, and presents the state-of-the-art in human-computer interaction, user interfaces, user experience and virtual reality. Written by researchers from leading universities, research institutes and industry, this volume forms a valuable source of reference for researchers in HCI and VR.
What will business software look like in the future? And how will it be developed? This book covers the proceedings of the first international conference on Future Business Software - a new think tank discussing the trends in enterprise software with speakers from Europe's most successful software companies and the leading research institutions. The articles focus on two of the most prominent trends in the field: emergent software and agile development processes. "Emergent Software" is a new paradigm of software development that addresses the highly complex requirements of tomorrow's business software and aims at dynamically and flexibly combining a business software solution's different components in order to fulfill customers' needs with a minimum of effort. Agile development processes are the response of software technology to the implementation of diverse and rapidly changing software requirements. A major focus is on the minimization of project risks, e.g. through short, iterative development cycles, test-driven development and an intensive culture of communication."
This book provides one of the best currently available overviews of human-computer interaction across different cultures, disciplines and countries. It contains the selected proceedings of Interact '95 - the Fifth International Conference on Human-Computer Interaction - arranged by the International Federation for Information Processing and held in Lillehammer, Norway, in June 1995.
Ambient intelligence is the vision of a technology that will become invisibly embedded in our natural surroundings, present whenever we need it, enabled by simple and effortless interactions, attuned to all our senses, adaptive to users and context-sensitive, and autonomous. High-quality information access and personalized content must be available to everybody, anywhere, and at any time. This book addresses ambient intelligence used to support human contacts and accompany an individual's path through the complicated modern world. From the technical standpoint, distributed electronic intelligence is addressed as hardware vanishing into the background. Devices used for ambient intelligence are small, low-power, low weight, and (very importantly) low-cost; they collaborate or interact with each other; and they are redundant and error-tolerant. This means that the failure of one device will not cause failure of the whole system. Since wired connections often do not exist, radio methods will play an important role for data transfer. This book addresses various aspects of ambient intelligence, from applications that are imminent since they use essentially existing technologies, to ambitious ideas whose realization is still far away, due to major unsolved technical challenges.
Computer keystroke logging is an exciting development in writing
research methodology that allows a documents evolution to be logged
and then replayed as if the document were being written for the
first time. Computer keystroke logged data allows analysis of the
revisions and pauses made by authors during the writing of texts.
This book explores the role of cognition in the field of human-computer interaction (HCI) assessing how the field has developed over the past thirty years and discusses where the field is heading, as we begin to live in increasingly interconnected digital environments. Taking a broad chronological view, the author discusses cognition in relation to areas like make-believe, and appropriation, and places these more recent concepts in the context of traditional thinking about the psychology of HCI. HCI Redux will appeal to undergraduate and postgraduate students and researchers in psychology, the cognitive sciences and HCI. It will also be of interest to all readers with a curiosity about our everyday use of technology. |
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