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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
This edited volume with selected expanded papers from CELDA (Cognition and Exploratory Learning in the Digital Age) 2011 (http://www.celda- -conf.org/) will focus on Ubiquitous and Mobile Informal and Formal Learning in the Digital Age, with sub-topics: Mobile and Ubiquitous Informal and Formal Learning Environments (Part I), Social Web Technologies for new knowledge representation, retrieval, creation and sharing in Informal and Formal Educational Settings (Part II), Virtual Worlds and Game- -based Informal and Formal Learning (Part III), Location- -based and Context- - Aware Environments for Formal and Informal Learning Integration (Part IV) There will be approximately twenty chapters selected for this edited volume from among peer- -reviewed papers presented at the CELDA (Cognition and Exploratory Learning in the Digital Age) 2011 Conference in Rio de Janeiro, Brazil in November, 2011.
The book discusses novel visualization techniques driven by the needs in medicine and life sciences as well as new application areas and challenges for visualization within these fields. It presents ideas and concepts for visual analysis of data from scientific studies of living organs or to the delivery of healthcare. Target scientific domains include the entire field of biology at all scales - from genes and proteins to organs and populations - as well as interdisciplinary research based on technological advances such as bioinformatics, biomedicine, biochemistry, or biophysics. Moreover, they comprise the field of medicine and the application of science and technology to healthcare problems. This book does not only present basic research pushing the state of the art in the field of visualization, but it also documents the impact in the fields of medicine and life sciences.
COLLABORATIVE NETWORKS Becoming a pervasive paradigm In recent years the area of collaborative networks is being consolidated as a new discipline (Camarinha-Matos, Afsarmanesh, 2005) that encompasses and gives more structured support to a large diversity of collaboration forms. In terms of applications, besides the "traditional" sectors represented by the advanced supply chains, virtual enterprises, virtual organizations, virtual teams, and their breading environments, new forms of collaborative structures are emerging in all sectors of the society. Examples can be found in e-government, intelligent transportation systems, collaborative virtual laboratories, agribusiness, elderly care, silver economy, etc. In some cases those developments tend to adopt a terminology that is specific of that domain; often the involved actors in a given domain are not fully aware of the developments in the mainstream research on collaborative networks. For instance, the grid community adopted the term "virtual organization" but focused mainly on the resource sharing perspective, ignoring most of the other aspects involved in collaboration. The European enterprise interoperability community, which was initially focused on the intra-enterprise aspects, is moving towards inter-enterprise collaboration. Collaborative networks are thus becoming a pervasive paradigm giving basis to new socio-organizational structures.
Networked learning is learning in which information and communications technology (ICT) is used to promote connections: between one learner and other learners; between learners and tutors; between a learning community and its learning resources. Networked learning is an area which has great practical and theoretical importance. It is a rapidly growing area of educational practice, particularly in higher education and the corporate sector. This volume brings together some of the best research in the field, and uses it to signpost some directions for future work. The papers in this collection represent a major contribution to our collective sense of recent progress in research on networked learning. In addition, they serve to highlight some of the largest or most important gaps in our understanding of studentsa (TM) perspectives on networked learning, patterns of interaction and online discourse, and the role of contextual factors. The range of topics and methods addressed in these papers attests to the vitality of this important field of work. More significant yet is the complex understanding of the field that they combine to create. In combination, they help explain some of the key relationships between teachersa (TM) and learnersa (TM) intentions and experiences, the affordances of text-based communications technologies and processes of informed and intelligent educational change.
"Design for Emotion" introduces you to the why, what, when, where and how of designing for emotion. Improve user connection, satisfaction and loyalty by incorporating emotion and personality into your design process. The conscious and unconscious origins of emotions are explained, while real-world examples show how the design you create affects the emotions of your users. This isn t just another design theory book - it s imminently
practical. "Design for Emotion" introduces the A.C.T. Model
(Attract/Converse/Transact) a tool for helping designers create
designs that intentionally trigger emotional responses. This book
offers a way to harness emotions for improving the design of
products, interfaces and applications while also enhancing learning
and information processing. "Design for Emotion" will help your
designs grab attention and communicate your message more
powerfully, to more people. Foreword byBJ Fogg, Founder & Director, "Stanford Persuasive Technology Lab" "" Creative professionals who design consumer products, entertainment, software, websites, marketing, and communications are beginning to appreciate the importance of evoking emotions and personality to capture viewers attention and create satisfying experiences." Design for Emotion"addresses the basic questions around designing emotional experiences;"why, what, when," "where"and"how"do we design for emotion? With extensive real-world examples to help illustrate how emotion and personality are communicated through design, "Design for Emotion"isn't just another book on design theory - it's an imminently practical guide to applying and eliciting emotion in design. " Design for Emotion: " Explains the relationship between emotions and product personalitiesDetails the most important dimensions of a product's personalityExamines models for understanding users' relationships with productsExplores how to intentionally design product personalitiesProvides extensive examples from the worlds of product, web and application designIncludes a simple and effective model for creating more emotional designs The book also featuresinterviews with Stephen P. Anderson, Aarron Walter, Marco van Hout, Patrick W. Jordan and Trish Miner, and case studies from Moni Wolf, Matt Pattison, Shayal Chhibber, Chris FryerandDamian Smith.Harness the power of emotional design to enhance products, websites and applications while improving user experience and increasing customer satisfaction."Design for Emotion"will help you communicate your client's message and brand values with the appropriate emotions and personality for their target audience."
The theme of the 1997 INTERACT conference, 'Discovering New Worlds ofHCI', signals major changes that are taking place with the expansion of new technologies into fresh areas of work and leisure throughout the world and new pervasive, powerful systems based on multimedia and the internet. HCI has a vital role to play in these new worlds, to ensure that people using the new technologies are empowered rather than subjugated to the technology that they increasingly have to use. In addition, outcomes from HCI research studies over the past 20 years are now finding their way into many organisations and helping to improve and enhance work practices. These factors have strongly influenced the INTERACT'97 Committee when creating the conference programme, with the result that, besides the more traditional HCI research and education focus found in previous INTERACT conferences, one strand of the 1997 conference has been devoted to industry and another to multimedia. The growth in the IFIP TCI3 committee itself reflects the expansion ofHCI into new worlds. Membership oflFIP TC13 has risen to now include representatives of 24 IFIP member country societies from many parts of the world. In 1997, IFIP TCl3 breaks new ground by holding its sixth INTERACT conference in the Asia-Pacific region. This is a significant departure from previous INTERACT conferences, that were all held in Europe, and is especially important for the Asia-Pacific region, as HCI expands beyond its traditional base.
The IFIP World Computer Congress (WCC) is one of the most important conferences in the area of computer science at the worldwide level and it has a federated structure, which takes into account the rapidly growing and expanding interests in this area. Informatics is rapidly changing and becoming more and more connected to a number of human and social science disciplines. Human-computer interaction is now a mature and still dynamically evolving part of this area, which is represented in IFIP by the Technical Committee 13 on HCI. In this WCC edition it was interesting and useful to have again a Symposium on Human-Computer Interaction in order to p- sent and discuss a number of contributions in this field. There has been increasing awareness among designers of interactive systems of the importance of designing for usability, but we are still far from having products that are really usable, and usability can mean different things depending on the app- cation domain. We are all aware that too many users of current technology often feel frustrated because computer systems are not compatible with their abilities and needs in existing work practices. As designers of tomorrow's technology, we have the - sponsibility of creating computer artifacts that would permit better user experience with the various computing devices, so that users may enjoy more satisfying expe- ences with information and communications technologies.
It is widely accepted that organizations and individuals must be innovative and continually create new knowledge and ideas to deal with rapid change. Innovation plays an important role in not only the development of new business, process and products, but also in competitiveness and success of any organization. Technology for Creativity and Innovation: Tools, Techniques and Applications provides empirical research findings and best practices on creativity and innovation in business, organizational, and social environments. It is written for educators, academics and professionals who want to improve their understanding of creativity and innovation as well as the role technology has in shaping this discipline.
An increasing number of systems are exploiting mixed reality but to date there are no systematic methods, techniques or guidelines for the development of such systems. In bringing together contributions on a broad range of mixed reality development issues this book provides a sound theoretical foundation for a disciplined approach to mixed reality engineering. Divided into three parts: interaction design, software design and implementation, the first section covers generic and specific mixed reality design elements and provides an overview of the design method; Part 2 addresses technical solutions for interaction techniques, development tools and a global view of the mixed reality software development process. The final section contains detailed case studies to highlight the application of mixed reality in a variety of fields including aviation, architecture, emergency management, games, and healthcare.
Software product lines represent perhaps the most exciting paradigm shift in software development since the advent of high-level programming languages. Nowhere else in software engineering have we seen such breathtaking improvements in cost, quality, time to market, and developer productivity, often registering in the order-of-magnitude range. Here, the authors combine academic research results with real-world industrial experiences, thus presenting a broad view on product line engineering so that both managers and technical specialists will benefit from exposure to this work. They capture the wealth of knowledge that eight companies have gathered during the introduction of the software product line engineering approach in their daily practice.
A strong reference on the problem of signal and speech enhancement, describing the newest developments in this exciting field. The general emphasis is on noise reduction, because of the large number of applications that can benefit from this technology.
Create useful and usable map apps that your users will love. Turn your next map app project into a success with Designing Map Interfaces: Patterns for Building Effective Map Apps. Whether you're configuring an out-of-the-box solution, building an app using one of the readily available app builder tools, or working on a custom app project, this book will guide you toward developing more useful and usable apps. Current courses for application development focus on technology and architecture rather than the tenets of interface design. This book teaches GIS professionals, developers, and designers the principles and best practices that will help them create stunning consumer-grade apps. Designing Map Interfaces provides a language for planning and building map apps. The elements of this language are made up of user interface (UI) patterns. Each pattern describes a solution to an observed and recurring problem in UI design. This book explains when to use the pattern, why it is important, and what to consider--and in turn will help readers make educated decisions on what, why, when, and how to solve problems to make their apps work. Throughout the book, patterns are illustrated through real-world examples. Key topics include: getting started with design, selecting the right layout, interacting with the map, dealing with complex data, designing for mobile devices, building single-purpose apps, and common mistakes and how to avoid them. This book is aimed at anyone that configures (solution engineers, GIS professionals) or builds (developer community, designers) map apps, especially the fast-growing group of users who employ application builders and tools that create apps to publish their own data and maps on the web. Designing Map Interfaces fills the gap that documentation lacks--practical tips on how to assemble a meaningful UI. This book is the essential guide to designing map interfaces that are usable and efficient, and look good in the process.
This book presents reports and methods that demonstrate the ease with which cognitive applications can be built using IBM Watson application program interfaces (APIs). It includes application reports from two IBM Watson API-based competitions - Hackathon (24 hours) and a Challenge task (~3 months). It also features a selection of papers presented at I-CARE 2016, the IBM Collaborative Academia Research Exchange event, from the areas of "Theory and Cognitive Computing", "Data Platforms and Systems," and "Societal Applications." IBM has a long tradition of research collaboration with colleagues in academia, and I-CARE is an annual event initiated in 2009 to promote collaborative innovation and learning, and explore new ways of fostering a culture of innovation. I-CARE's main goal is to "amalgamate" the thought leadership in Indian academia with that in industry, and foster a symbiotic environment for establishing a rich research culture in India. The 8th edition of I-CARE presents a collection of thought-provoking ideas and novel Indian research projects related to three crucial areas: cognitive computing, systems and platforms that support large-scale data processing and practical systems that are designed for the public good.
One of the most important aspects of a comprehensive education involves teaching students to analyze arguments and form their own opinions based on available information. Visual and graphical mapping strategies are useful in helping students to consider problems from a variety of perspectives. Cases on Teaching Critical Thinking through Visual Representation Strategies brings together research from scholars and professionals in the field of education to provide new insights into the use of visual aids for student development in reasoning and critical thinking. This essential reference source will enable academics, researchers, and practitioners in fields such as education, business, and technology to more effectively foster students critical thinking skills."
When funding agencies and policy organizations consider the role of modeling and simulation in modern biology, the question is often posed, what has been accomplished ? This book will be organized around a symposium on the 20 year history of the CNS meetings, to be held as part of CNS 2010 in San Antonio Texas in July 2010. The book, like the symposium is intended to summarize progress made in Computational Neuroscience over the last 20 years while also considering current challenges in the field. As described in the table of contents, the chapter's authors have been selected to provide wide coverage of the applications of computational techniques to a broad range of questions and model systems in neuroscience. The proposed book will include several features that establish the history of the field. For each article, its author will select an article originally appearing in a CNS conference proceedings from 15 - 20 years ago. These short (less than 6 page) articles will provide illustrations of the state of the field 20 years ago. The new articles will describe what has been learned about the subject in the following 20 years, and pose specific challenges for the next 20 years. The second historical mechanism will be the reproduction of the first 12 years of posters from the CNS meeting. These posters in and of themselves have become famous in the field (they hang in the halls of the NIH in Bethesda Maryland) and were constructed as allegories for the state and development of computational neuroscience. The posters were designed by the book's editor, who will, for the first time, provide a written description of each poster.
This book presents details of a text-to-speech synthesis procedure using epoch synchronous overlap add (ESOLA), and provides a solution for development of a text-to-speech system using minimum data resources compared to existing solutions. It also examines most natural speech signals including random perturbation in synthesis. The book is intended for students, researchers and industrial practitioners in the field of text-to-speech synthesis.
The problem of robotic and virtual interaction with physical objects has been the subject of research for many years in both the robotic manipulation and haptics communities. Both communities have focused much attention on human touch-based perception and manipulation, modelling contact between real or virtual hands and objects, or mechanism design. However, as a whole, these problems have not yet been addressed from a unified perspective. This edited book is the outcome of a well-attended workshop which brought together leading scholars from various branches of the robotics, virtual-reality, and human studies communities during the 2004 IEEE International Conference on Robotics and Automation. It covers some of the most challenging problems on the forefront of today 's research on physical interaction with real and virtual objects, with special emphasis on modelling contacts between objects, grasp planning algorithms, haptic perception, and advanced design of hands, devices and interfaces.
This book examines how fuzzy methods can be employed to manage service levels in business and IT alignment. It starts by mapping the dependencies of service level agreements, coming up with gradual and bi-polar concepts to eventually classify the level of coupling by intuitionistic fuzzy sets. The second part presents an approach to analyze the impact of service failures using intuitionistic fuzzy methods (IFSFIA). Lastly, the third part of the book extends the concept towards business and IT-aligned service-level engineering and provides two use cases.
This book gathers the outcomes of the 18th IEEE/ACIS International Conference on Computer and Information Science (ICIS 2019), which was held on June 12-14, 2019 in Beijing, China. The aim of the conference was to bring together researchers and scientists, businesspeople and entrepreneurs, teachers, engineers, computer users, and students to discuss the various fields of computer science and to share their experiences and exchange new ideas and information in a meaningful way. Further, they presented research results on all aspects (theory, applications and tools) of computer and information science, and discussed the practical challenges encountered in their work and the solutions they adopted to overcome them. The book highlights the best papers from those accepted for presentation at the conference. They were chosen based on review scores submitted by members of the program committee and underwent further rigorous rounds of review. From this second round, 15 of the conference's most promising papers were selected for this Springer (SCI) book and not the conference proceedings. We eagerly await the important contributions that we know these authors will make to the field of computer and information science.
We have always built tools to improve our productivity and help us lead better lives; however we find ourselves constantly battling against our new computerized tools, making us less productive and putting our health and our lives at risk. This book looks at Human-Computer Interaction (HCI) from a truly human-centred perspective; focusing on human physiology and psychology rather than the motley series of brilliant innovations, glorified mistakes, and cross-generational habits that comprise the computer-centred HCI that we practice today. This three-part guide argues that human interest and calm technology need to be at the heart of HCI. It begins by exposing the inherent dangers in past and present HCI. Using his past experiences within Anthropology, Linguistics, Education, Ergonomics, Human Factors, and Computer Science the author introduces and explores the theory of 'Anthropology-Based Computing' (ABC) as well as a new ideas like Dynamic Environmental Focus (DEF), a new model of General Human Interaction (GHI), and a new triune model of the brain: Brown's Representation of Anthropogenic Interaction in Natural Settings (BRAINS). Detailed illustrations show how HCI can be improved by considering how human bodies and brains actually work. The final part is a series of simple illustrated experiments, each applying an aspect of ABC to improve the way our computers and computerized devices treat us. Anthropology-Based Computing is written for those who work with computers, not just those who work on them. Students and researchers in Design and Psychology, and Computer Scientists as well, will benefit from seeing what is missing from the devices that are already in place, why that is, and how to make the practical changes that will immediately improve the physiological and psychological experience of using phones, on-board navigation systems, and the countless other computers we use at work and at home today and will continue to use in the future.
Virtual reality (VR) can provide our minds with direct access to digital media in a way that seemingly has no limits. However, creating compelling VR experiences is an incredibly complex challenge. When VR is done well, the results are brilliant and pleasurable experiences that go beyond what we can do in the real world. When VR is done badly, not only is the system frustrating to use, but it can result in sickness. There are many causes of bad VR; some failures come from the limitations of technology, but many come from a lack of understanding perception, interaction, design principles, and real users. This book discusses these issues by emphasizing the human element of VR. The fact is, if we do not get the human element correct, then no amount of technology will make VR anything more than an interesting tool confined to research laboratories. Even when VR principles are fully understood, the first implementation is rarely novel and almost never ideal due to the complex nature of VR and the countless possibilities that can be created. The VR principles discussed in this book will enable readers to intelligently experiment with the rules and iteratively design towards innovative experiences. |
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