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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction

Social Computing, Behavioral Modeling, and Prediction (Hardcover, 2008 ed.): Huan Liu, John Salerno, Michael J Young Social Computing, Behavioral Modeling, and Prediction (Hardcover, 2008 ed.)
Huan Liu, John Salerno, Michael J Young
R4,376 Discovery Miles 43 760 Ships in 10 - 15 working days

Social computing concerns the study of social behavior and context based on computational systems. Behavioral modeling reproduces the social behavior, and allows for experimenting with and deep understanding of behavior, patterns, and potential outcomes. The pervasive use of computer and Internet technologies provides an unprecedented environment where people can share opinions and experiences, offer suggestions and advice, debate, and even conduct experiments. Social computing facilitates behavioral modeling in model building, analysis, pattern mining, anticipation, and prediction. The proceedings from this interdisciplinary workshop provide a platform for researchers, practitioners, and graduate students from sociology, behavioral and computer science, psychology, cultural study, information systems, and operations research to share results and develop new concepts and methodologies aimed at advancing and deepening our understanding of social and behavioral computing to aid critical decision making.

Complexity Management with the K-Method - Price Structures, IT and Controlling for Procurement of Packaging Materials... Complexity Management with the K-Method - Price Structures, IT and Controlling for Procurement of Packaging Materials (Hardcover, 1st ed. 2016)
Daniel Kossmann, Donald Kossmann
R1,508 Discovery Miles 15 080 Ships in 10 - 15 working days

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.

User-centered Information Design for Improved Software Usability (Hardcover): Pradeep Henry User-centered Information Design for Improved Software Usability (Hardcover)
Pradeep Henry
R2,305 Discovery Miles 23 050 Ships in 10 - 15 working days

This text helps the reader generate clear, effective documentation that is tailored to the information requirements of the end-user. Written for technical writers and their managers, quality assurance experts, and software engineers, the book describes a user-centered information design method (UCID) that should help ensure documentation conveys significant information for the user. The UCID shows how to: integrate the four major information components of a software system - user interface labels, messages, online and printed documentation; make sure these elements work together to improve usability; deploy iterative design and prototyping procedures that minimize flaws and save time and money; and guide technical writers effectively.

Model-Driven Development of Advanced User Interfaces (Hardcover, 2011 ed.): Heinrich Hussmann, Gerrit Meixner, Detlef Zuehlke Model-Driven Development of Advanced User Interfaces (Hardcover, 2011 ed.)
Heinrich Hussmann, Gerrit Meixner, Detlef Zuehlke
R4,532 Discovery Miles 45 320 Ships in 10 - 15 working days

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

Internet of Things: Enabling Technologies, Security and Social Implications (Hardcover, 1st ed. 2021): Santosh Kumar Pani,... Internet of Things: Enabling Technologies, Security and Social Implications (Hardcover, 1st ed. 2021)
Santosh Kumar Pani, Manjusha Pandey
R4,348 Discovery Miles 43 480 Ships in 10 - 15 working days

This edited book presents point of view and the work being undertaken by active researchers in the domain of IOT and its applications with societal impact. The book is useful to other researchers for the understanding of the research domain and different points of views expressed by the experts in their contributed chapters. The contributions are from both industry and academia; hence, it provides a rich source of both theoretical and practical work going on in the research domain of IOT.

Wireless World in 2050 and Beyond: A Window into the Future! (Hardcover, 1st ed. 2016): Ramjee Prasad, Sudhir Dixit Wireless World in 2050 and Beyond: A Window into the Future! (Hardcover, 1st ed. 2016)
Ramjee Prasad, Sudhir Dixit
R3,772 R3,490 Discovery Miles 34 900 Save R282 (7%) Ships in 12 - 19 working days

This book gathers visionary ideas from leading academics and scientists to predict the future of wireless communication and enabling technologies in 2050 and beyond. The content combines a wealth of illustrations, tables, business models, and novel approaches to the evolution of wireless communication. The book also provides glimpses into the future of emerging technologies, end-to-end systems, and entrepreneurial and business models, broadening readers' understanding of potential future advances in the field and their influence on society at large

Social Media Retrieval (Hardcover, 2013 ed.): Naeem Ramzan, Roelof Van Zwol, Jong-Seok Lee, Kai Cluver, Xian-Sheng Hua Social Media Retrieval (Hardcover, 2013 ed.)
Naeem Ramzan, Roelof Van Zwol, Jong-Seok Lee, Kai Cluver, Xian-Sheng Hua
R5,280 Discovery Miles 52 800 Ships in 12 - 19 working days

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.

More Playful User Interfaces - Interfaces that Invite Social and Physical Interaction (Hardcover, 2015 ed.): Anton Nijholt More Playful User Interfaces - Interfaces that Invite Social and Physical Interaction (Hardcover, 2015 ed.)
Anton Nijholt
R4,151 R3,581 Discovery Miles 35 810 Save R570 (14%) Ships in 12 - 19 working days

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.

Usability - Gaining a Competitive Edge (Hardcover, 2002 ed.): Judy Hammond, Tom Gross, Janet Wesson Usability - Gaining a Competitive Edge (Hardcover, 2002 ed.)
Judy Hammond, Tom Gross, Janet Wesson
R3,053 Discovery Miles 30 530 Ships in 10 - 15 working days

Usability has become increasingly important as an essential part of the design and development of software and systems for all sectors of society, business, industry, government and education, as well as a topic of research. Today, we can safely say that, in many parts of the world, information technology and communications is or is becoming a central force in revolutionising the way that we all live and how our societies function. IFIP's mission states clearly that it "encourages and assists in the development, exploitation and application of information technology for the benefit of all people." The question that must be considered now is how much attention has been given to the usability of the IT-based systems that we use in our work and daily lives. There is much evidence to indicate that the real interests and needs of people have not yet been embraced in a substantial way by IT decision makers and when developing and implementing the IT systems that shape our lives, both as private individuals and at work. But some headway has been made. Three years ago, the IFIP Technical Committee on Human Computer Interaction (IFIP TC13) gave the subject of usability its top priority for future work in advancing HCI within the international community. This Usability Stream of the IFIP World Computer Congress is a result of this initiative. It provides a showcase on usability involving some practical business solutions and experiences, and some research findings."

Cognitive Biases in Visualizations (Hardcover, 1st ed. 2018): Geoffrey Ellis Cognitive Biases in Visualizations (Hardcover, 1st ed. 2018)
Geoffrey Ellis
R4,105 Discovery Miles 41 050 Ships in 10 - 15 working days

This book brings together the latest research in this new and exciting area of visualization, looking at classifying and modelling cognitive biases, together with user studies which reveal their undesirable impact on human judgement, and demonstrating how visual analytic techniques can provide effective support for mitigating key biases. A comprehensive coverage of this very relevant topic is provided though this collection of extended papers from the successful DECISIVe workshop at IEEE VIS, together with an introduction to cognitive biases and an invited chapter from a leading expert in intelligence analysis. Cognitive Biases in Visualizations will be of interest to a wide audience from those studying cognitive biases to visualization designers and practitioners. It offers a choice of research frameworks, help with the design of user studies, and proposals for the effective measurement of biases. The impact of human visualization literacy, competence and human cognition on cognitive biases are also examined, as well as the notion of system-induced biases. The well referenced chapters provide an excellent starting point for gaining an awareness of the detrimental effect that some cognitive biases can have on users' decision-making. Human behavior is complex and we are only just starting to unravel the processes involved and investigate ways in which the computer can assist, however the final section supports the prospect that visual analytics, in particular, can counter some of the more common cognitive errors, which have been proven to be so costly.

Evaluating User Experience in Games - Concepts and Methods (Hardcover, 2010): Regina Bernhaupt Evaluating User Experience in Games - Concepts and Methods (Hardcover, 2010)
Regina Bernhaupt
R3,036 Discovery Miles 30 360 Ships in 10 - 15 working days

It was a pleasure to provide an introduction to a new volume on user experience evaluation in games. The scope, depth, and diversity of the work here is amazing. It attests to the growing popularity of games and the increasing importance developing a range of theories, methods, and scales to evaluate them. This evolution is driven by the cost and complexity of games being developed today. It is also driven by the need to broaden the appeal of games. Many of the approaches described here are enabled by new tools and techniques. This book (along with a few others) represents a watershed in game evaluation and understanding. The eld of game evaluation has truly "come of age." The broader eld of HCI can begin to look toward game evaluation for fresh, critical, and sophisticated thi- ing about design evaluation and product development. They can also look to games for groundbreaking case studies of evaluation of products. I'll brie y summarize each chapter below and provide some commentary. In conclusion, I will mention a few common themes and offer some challenges. Discussion In Chapter 1, User Experience Evaluation in Entertainment, Bernhaupt gives an overview and presents a general framework on methods currently used for user experience evaluation. The methods presented in the following chapters are s- marized and thus allow the reader to quickly assess the right set of methods that will help to evaluate the game under development.

Haptics Technologies - Bringing Touch to Multimedia (Hardcover, 2011 ed.): Abdulmotaleb El Saddik, Mauricio Orozco, Mohamad... Haptics Technologies - Bringing Touch to Multimedia (Hardcover, 2011 ed.)
Abdulmotaleb El Saddik, Mauricio Orozco, Mohamad Eid, Jongeun Cha
R2,887 Discovery Miles 28 870 Ships in 10 - 15 working days

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.

Computational Modelling of the Human Islet Amyloid Polypeptide (Hardcover, 1st ed. 2016): Katrine Kirkeby Skeby Computational Modelling of the Human Islet Amyloid Polypeptide (Hardcover, 1st ed. 2016)
Katrine Kirkeby Skeby
R3,426 Discovery Miles 34 260 Ships in 12 - 19 working days

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.

Brain-Machine Interface - Circuits and Systems (Hardcover, 1st ed. 2016): Amir Zjajo Brain-Machine Interface - Circuits and Systems (Hardcover, 1st ed. 2016)
Amir Zjajo
R3,763 R3,481 Discovery Miles 34 810 Save R282 (7%) Ships in 12 - 19 working days

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 - 11th IFIP WG 5.5 Working Conference on Virtual Enterprises, PRO-VE 2010, St.... Collaborative Networks for a Sustainable World - 11th IFIP WG 5.5 Working Conference on Virtual Enterprises, PRO-VE 2010, St. Etienne, France, October 11-13, 2010, Proceedings (Hardcover, Edition.)
Luis M. Camarinha-Matos, Xavier Boucher, Hamideh Afsarmanesh
R3,052 Discovery Miles 30 520 Ships in 10 - 15 working days

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.

Human Choice and Computers - Issues of Choice and Quality of Life in the Information Society (Hardcover, 2002 ed.): Klaus... Human Choice and Computers - Issues of Choice and Quality of Life in the Information Society (Hardcover, 2002 ed.)
Klaus Brunnstein, Jacques Berleur
R3,073 Discovery Miles 30 730 Ships in 10 - 15 working days

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.
Human Choice and Computers: Issues of Choice and Quality of Life in the Information Society presents different views about how terrorist actions are influencing political and social discussions and decisions, and it covers questions related to legitimacy and power in the Information Society. Ethical principles are important guidelines for responsible behavior of IT professionals. But even under strong external pressure, long ranging aspects such as education and the roles of developing countries in the Information Society are important to discuss, especially to enable all to actively participate in information processes.
The topics covered in this book include:

-Quality of Life and Quality of Working Life;
-Ethics and Social Accountability in the Information Society;
-Responsibility of IT Professionals;
-Legitimacy, Legality and Power in the Information Society;
-Roles of Developing Countries in the Information Society;
-Education and Social Impact;
-History of Computing;
-New Horizons of the Information Society;
-UNESCO Panels: "Information for All" and "Multilingualism and Universal Access to Cyberspace." This volume contains the edited proceedings of the 6th International Conference on Human Choice and Computers (HCC-6), which was sponsored by the International Federation for Information Processing (IFIP) and held in conjunction with the 17th IFIP World Computer Congress in Montreal, Quebec, Canada in August 2002. As with the five preceding conferences, starting with HCC-1 in 1974, IFIP's Technical Committee 9 has continued to set the agenda for human choices and human actions vis-a-vis computers."

Human Work Interaction Design: Usability in Social, Cultural and Organizational Contexts - Second IFIP WG 13.6 Conference, HWID... Human Work Interaction Design: Usability in Social, Cultural and Organizational Contexts - Second IFIP WG 13.6 Conference, HWID 2009, Pune, India, October 7-8, 2009, Revised Selected Papers (Hardcover, Edition.)
Dinesh Katre, Rikke Orngreen, Pradeep Yammiyavar, Torkil Clemmensen
R3,022 Discovery Miles 30 220 Ships in 10 - 15 working days

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.

Visualizing the Semantic Web - XML-based Internet and Information Visualization (Hardcover, 2nd ed. 2006): Vladimir Geroimenko,... Visualizing the Semantic Web - XML-based Internet and Information Visualization (Hardcover, 2nd ed. 2006)
Vladimir Geroimenko, Chaomei Chen
R2,905 Discovery Miles 29 050 Ships in 10 - 15 working days

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.

The Shaping of Ambient Intelligence and the Internet of Things - Historico-epistemic, Socio-cultural, Politico-institutional... The Shaping of Ambient Intelligence and the Internet of Things - Historico-epistemic, Socio-cultural, Politico-institutional and Eco-environmental Dimensions (Hardcover, 1st ed. 2015)
Simon Elias Bibri
R3,971 R2,101 Discovery Miles 21 010 Save R1,870 (47%) Ships in 12 - 19 working days

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.

Entertaining the Whole World (Hardcover, 2014): Adrian David Cheok, Anton Nijholt, Teresa Romao Entertaining the Whole World (Hardcover, 2014)
Adrian David Cheok, Anton Nijholt, Teresa Romao
R3,514 R1,914 Discovery Miles 19 140 Save R1,600 (46%) Ships in 12 - 19 working days

'Entertainment media' are entertainment products and services that rely on digital technology and include traditional media (such as movies, TV, computer animation etc) as well as emerging services for wireless and broadband, electronic toys, video games, edutainment, and location-based entertainment (from PC game rooms to theme parks). Whilst most of the digital entertainment industry is found in the developed countries such as USA, Europe, and Japan, the decreasing costs of computer and programming technologies enables developing countries to really benefit from entertainment media in two ways: as creators and producers of games and entertainment for the global market and as a way to increase creativity and learning among the youth of the developing world. Focusing specifically on initiatives that use entertainment technologies to promote economic development, education, creativity and cultural dissemination, this book explores how current technology and the use of off-the-shelf technologies (such as cheap sensors, Kinect, Arduino and others) can be exploited to achieve more innovative and affordable ways to harness the entertainment power of creating. It poses questions such as 'How can we convert consumers of entertainment into creators of entertainment?' 'How can digital entertainment make a contribution to the emerging world?'. Academic researchers and students in human-computer interaction, entertainment computing, learning technologies will find the content thought-provoking, and companies and professionals in game and entertainment technology, mobile applications, social networking etc. will find this a valuable resource in developing new products and new markets.

Affective Computing and Sentiment Analysis - Emotion, Metaphor and Terminology (Hardcover, 2011 ed.): Khurshid Ahmad Affective Computing and Sentiment Analysis - Emotion, Metaphor and Terminology (Hardcover, 2011 ed.)
Khurshid Ahmad
R3,544 Discovery Miles 35 440 Ships in 12 - 19 working days

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. "

Informed Architecture - Computational Strategies in Architectural Design (Hardcover, 1st ed. 2018): Marco Hemmerling, Luigi... Informed Architecture - Computational Strategies in Architectural Design (Hardcover, 1st ed. 2018)
Marco Hemmerling, Luigi Cocchiarella
R4,542 Discovery Miles 45 420 Ships in 12 - 19 working days

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.

Intercultural User Interface Design (Hardcover, 1st ed. 2019): Rudiger Heimgartner Intercultural User Interface Design (Hardcover, 1st ed. 2019)
Rudiger Heimgartner
R2,682 Discovery Miles 26 820 Ships in 10 - 15 working days

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.

Aligning Organizations Through Measurement - The GQM+Strategies Approach (Hardcover, 2014 ed.): Victor Basili, Adam Trendowicz,... Aligning Organizations Through Measurement - The GQM+Strategies Approach (Hardcover, 2014 ed.)
Victor Basili, Adam Trendowicz, Martin Kowalczyk, Jens Heidrich, Carolyn Seaman, …
R1,991 Discovery Miles 19 910 Ships in 12 - 19 working days

Aligning an organization's goals and strategies requires specifying their rationales and connections so that the links are explicit and allow for analytic reasoning about what is successful and where improvement is necessary. This book provides guidance on how to achieve this alignment, how to monitor the success of goals and strategies and use measurement to recognize potential failures, and how to close alignment gaps. It uses the GQM+Strategies approach, which provides concepts and actionable steps for creating the link between goals and strategies across an organization and allows for measurement-based decision-making. After outlining the general motivation for organizational alignment through measurement, the GQM+Strategies approach is described concisely, with a focus on the basic model that is created and the process for creating and using this model. The recommended steps of all six phases of the process are then described in detail with the help of a comprehensive application example. Finally, the industrial challenges addressed by the method and cases of its application in industry are presented, and the relations to other approaches, such as Balanced Scorecard, are described. The book concludes with supplementary material, such as checklists and guidelines, to support the application of the method. This book is aimed at organization leaders, managers, decision makers, and other professionals interested in aligning their organization's goals and strategies and establishing an efficient strategic measurement program. It is also interesting for academic researchers looking for mechanisms to integrate their research results into organizational environments.

Human and Machine Perception 2 - Emergence, Attention, and Creativity (Hardcover, 1999 ed.): Virginio Cantoni, Vito di Gesu,... Human and Machine Perception 2 - Emergence, Attention, and Creativity (Hardcover, 1999 ed.)
Virginio Cantoni, Vito di Gesu, Alessandra Setti, Domenico Tegolo
R4,552 Discovery Miles 45 520 Ships in 10 - 15 working days

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.

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