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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
Cultural forces govern a synergistic relationship among information institutions that shapes their roles collectively and individually. Cultural synergy is the combination of perception- and behavior-shaping knowledge within, between, and among groups. Our hyperlinked era makes information-sharing among institutions critically important for scholarship as well as for the advancement of humankind. Information institutions are those that have, or share in, the mission to preserve, conserve, and disseminate information objects and their informative content. A central idea is the notion of social epistemology that information institutions arise culturally from social forces of the cultures they inhabit, and that their purpose is to disseminate that culture. All information institutions are alike in critical ways. Intersecting lines of cultural mission are trajectories for synergy for allowing us to perceive the universe of information institutions as interconnected and evolving and moving forward in distinct ways for the improvement of the condition of humankind through the building up of its knowledge base and of its information-sharing processes. This book is an exploration of the cultural synergy that can be realized by seeing commonalities among information institutions (sometimes also called cultural heritage institutions): museums, libraries, and archives. The hyperlinked era of the Semantic Web makes information sharing among institutions critically important for scholarship as well as the advancement of mankind. The book addresses the origins of cultural information institutions, the history of the professions that run them, and the social imperative of information organization as a catalyst for semantic synergy.
This book consists of a series of essays which addresses the essentials of the development processes in user-experience design (UX design) planning, research, analysis, evaluation, training and implementation, and deals with the essential components (metaphors, mental models, navigation, and appearance) of user-interfaces and user-experiences during the period of 2002-2007. These essays grew from the authors own column entitled 'Fast Forward' which appeared in Interaction Magazine - the flagship publication of the ACM Special Interest Group on Human-Computing Interaction (SIGCHI). Written in such a way as to ensure longevity, these essays have not been edited or updated, however a short Postscripts has been added to provide some comments on each topic from a current perspective. HCI and User-Experience Design provides a fascinating historical review of the professional and research world of UX and HCI during a period of significant growth and development and would be of interest to students, researchers, and designers who are interested in recent developments within the field.
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.
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 (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 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.
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.
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
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.
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.
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."
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.
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.
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 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.
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 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.
This proceedings presents the papers from Urb-IoT 2018 - 3rd EAI International Conference on IoT in Urban Space, which took place in Guimaraes, Portugal on 21-22 November 2018. The conference aims to explore the emerging dynamics within the scope of the Internet of Things (IoT) and the new science of cities.The papers discuss fusion of heterogeneous urban sources, understanding urban data using machine learning and mining techniques, urban analytics, urban IoT infrastructures, crowd sourcing techniques, incentification and gamification, urban mobility and intelligent transportation systems, real time urban information systems, and more. The proceedings discuss innovative technologies that navigate industry and connectivity sectors in transportation, utility, public safety, healthcare, and education. The authors also discuss the increasing deployments of IoT technologies and the rise of the so-called 'Sensored Cities'' which are opening up new avenues of research opportunities towards that future.
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.
'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.
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. " |
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