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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
The core message of this book is: computer games best realise affective interaction. This book brings together contributions from specialists in affective computing, game studies, game artificial intelligence, user experience research, sensor technology, multi-modal interfaces and psychology that will advance the state-of-the-art in player experience research; affect modelling, induction, and sensing; affect-driven game adaptation and game-based learning and assessment. In 3 parts the books covers Theory, Emotion Modelling and Affect-Driven Adaptation, and Applications. This book will be of interest to researchers and scholars in the fields of game research, affective computing, human computer interaction, and artificial intelligence.
Practically every crime now involves some aspect of digital evidence. This is the most recent volume in the Advances in Digital Forensics series. It describes original research results and innovative applications in the emerging discipline of digital forensics. In addition, it highlights some of the major technical and legal issues related to digital evidence and electronic crime investigations. This book contains a selection of twenty-eight edited papers from the Fourth Annual IFIP WG 11.9 Conference on Digital Forensics, held at Kyoto University, Kyoto, Japan in the spring of 2008.
This practically-focused text presents a hands-on guide to making biometric technology work in real-life scenarios. Extensively revised and updated, this new edition takes a fresh look at what it takes to integrate biometrics into wider applications. An emphasis is placed on the importance of a complete understanding of the broader scenario, covering technical, human and implementation factors. This understanding may then be exercised through interactive chapters dealing with educational software utilities and the BANTAM Program Manager. Features: provides a concise introduction to biometrics; examines both technical issues and human factors; highlights the importance of a broad understanding of biometric technology implementation from both a technical and operational perspective; reviews a selection of freely available utilities including the BANTAM Program Manager; considers the logical next steps on the path from aspiration to implementation, and looks towards the future use of biometrics in context.
Starting with novel algorithms for optimally updating bounding volume hierarchies of objects undergoing arbitrary deformations, the author presents a new data structure that allows, for the first time, the computation of the penetration volume. The penetration volume is related to the water displacement of the overlapping region, and thus corresponds to a physically motivated and continuous force. The practicability of the approaches used is shown by realizing new applications in the field of robotics and haptics, including a user study that evaluates the influence of the degrees of freedom in complex haptic interactions. New Geometric Data Structures for Collision Detection and Haptics closes by proposing an open source benchmarking suite that evaluates both the performance and the quality of the collision response in order to guarantee a fair comparison of different collision detection algorithms. Required in the fields of computer graphics, physically-based simulations, computer animations, robotics and haptics, collision detection is a fundamental problem that arises every time we interact with virtual objects. Some of the open challenges associated with collision detection include the handling of deformable objects, the stable computation of physically-plausible contact information, and the extremely high frequencies that are required for haptic rendering. New Geometric Data Structures for Collision Detection and Haptics presents new solutions to all of these challenges, and will prove to be a valuable resource for researchers and practitioners of collision detection in the haptics, robotics and computer graphics and animation domains.
The term risk is known from many fields, and we are used to references to contractual risk, economic risk, operational risk, legal risk, security risk, and so forth. We conduct risk analysis, using either offensive or defensive approaches to identify and assess risk. Offensive approaches are concerned with balancing potential gain against risk of investment loss, while defensive approaches are concerned with protecting assets that already exist. In this book, Lund, Solhaug and Stolen focus on defensive risk analysis, and more explicitly on a particular approach called CORAS. CORAS is a model-driven method for defensive risk analysis featuring a tool-supported modelling language specially designed to model risks. Their book serves as an introduction to risk analysis in general, including the central concepts and notions in risk analysis and their relations. The authors' aim is to support risk analysts in conducting structured and stepwise risk analysis. To this end, the book is divided into three main parts. Part I of the book introduces and demonstrates the central concepts and notation used in CORAS, and is largely example-driven. Part II gives a thorough description of the CORAS method and modelling language. After having completed this part of the book, the reader should know enough to use the method in practice. Finally, Part III addresses issues that require special attention and treatment, but still are often encountered in real-life risk analysis and for which CORAS offers helpful advice and assistance. This part also includes a short presentation of the CORAS tool support. The main target groups of the book are IT practitioners and students at graduate or undergraduate level. They will appreciate a concise introduction into the emerging field of risk analysis, supported by a sound methodology, and completed with numerous examples and detailed guidelines.
Exploring Digital Design takes a multi-disciplinary look at digital design research where digital design is embedded in a larger socio-cultural context. Working from socio-technical research areas such as Participatory Design (PD), Computer Supported Cooperative Work (CSCW) and Human-Computer Interaction (HCI), the book explores how humanities offer new insights into digital design, and discusses a variety of digital design research practices, methods, and theoretical approaches spanning established disciplinary borders. The aim of the book is to explore the diversity of contemporary digital design practices in which commonly shared aspects are interpreted and integrated into different disciplinary and interdisciplinary conversations. It is the conversations and explorations with humanities that further distinguish this book within digital design research. Illustrated with real examples from digital design research practices from a variety of research projects and from a broad range of contexts Exploring Digital Design offers a basis for understanding the disciplinary roots as well as the interdisciplinary dialogues in digital design research, providing theoretical, empirical, and methodological sources for understanding digital design research. The first half of the book Exploring Digital Design is authored as a multi-disciplinary approach to digital design research, and represents novel perspectives and analyses in this research. The contributors are Gunnar Liestol, Andrew Morrison and Christina Moertberg in addition to the editors. Although primarily written for researchers and graduate students, digital design practioners will also find the book useful. Overall, Exploring Digital Design provides an excellent introduction to, and resource for, research into digital design.
Voice recognition is here at last. Alexa and other voice assistants have now become widespread and mainstream. Is your app ready for voice interaction? Learn how to develop your own voice applications for Amazon Alexa. Start with techniques for building conversational user interfaces and dialog management. Integrate with existing applications and visual interfaces to complement voice-first applications. The future of human-computer interaction is voice, and we'll help you get ready for it. For decades, voice-enabled computers have only existed in the realm of science fiction. But now the Alexa Skills Kit (ASK) lets you develop your own voice-first applications. Leverage ASK to create engaging and natural user interfaces for your applications, enabling them to listen to users and talk back. You'll see how to use voice and sound as first-class components of user-interface design. We'll start with the essentials of building Alexa voice applications, called skills, including useful tools for creating, testing, and deploying your skills. From there, you can define parameters and dialogs that will prompt users for input in a natural, conversational style. Integrate your Alexa skills with Amazon services and other backend services to create a custom user experience. Discover how to tailor Alexa's voice and language to create more engaging responses and speak in the user's own language. Complement the voice-first experience with visual interfaces for users on screen-based devices. Add options for users to buy upgrades or other products from your application. Once all the pieces are in place, learn how to publish your Alexa skill for everyone to use. Create the future of user interfaces using the Alexa Skills Kit today. What You Need: You will need a computer capable of running the latest version of Node.js, a Git client, and internet access.
Cognition, Communication and Interaction examines the theoretical and methodological research issues that underlie the design and use of interactive technology. Present interactive designs are addressing the multi-modality of human interaction and the multi-sensory dimension of how we engage with each other. This book aims to provide a trans-disciplinary research framework and methodology for interaction design. The analysis directs attention to three human capacities that our engagement with interactive technology has made salient and open to constant redefinition. These capacities are human cognition, communication and interaction. In this book examination of these capacities is embedded in understanding the following foundations for design: concepts of communication and interaction and their application (Part 1); conceptions of knowledge and cognition (Part 2); the role of aesthetics and ethics in design (Part 3).
This book presents recent developments is the field of human aspects in Ambient Intelligence. This field, and the associated workshop series, addresses multidisciplinary aspects of AmI with human-directed disciplines such as psychology, social science, neuroscience and biomedical sciences. The aim of the workshop series is to get researchers together from these human-directed disciplines or working on cross connections of AmI with these disciplines. The focus is on the use of knowledge from these disciplines in AmI applications, in order to support humans in their daily living in medical, psychological and social respects. The book plays important role to get modellers in the psychological, neurological, social or biomedical disciplines interested in AmI as a high-potential application area for their models. From the other side, the book may make researchers in Computer Science and Artificial and Ambient Intelligence more aware of the possibilities to incorporate more substantial knowledge from the psychological, neurological, social and biomedical disciplines in AmI architectures and applications.
Human-CenteredSoftwareEngineering: BridgingHCI,UsabilityandSoftwareEngineering From its beginning in the 1980's, the ?eld of human-computer interaction (HCI) has beende?nedasamultidisciplinaryarena. BythisImeanthattherehas beenanexplicit recognition that distinct skills and perspectives are required to make the whole effort of designing usable computer systems work well. Thus people with backgrounds in Computer Science (CS) and Software Engineering (SE) joined with people with ba- grounds in various behavioral science disciplines (e. g. , cognitive and social psych- ogy, anthropology)inaneffortwhereallperspectiveswereseenasessentialtocreating usable systems. But while the ?eld of HCI brings individuals with many background disciplines together to discuss a common goal - the development of useful, usable, satisfying systems - the form of the collaboration remains unclear. Are we striving to coordinate the varied activities in system development, or are we seeking a richer collaborative framework? In coordination, Usability and SE skills can remain quite distinct and while the activities of each group might be critical to the success of a project, we need only insure that critical results are provided at appropriate points in the development cycle. Communication by one group to the other during an activity might be seen as only minimally necessary. In collaboration, there is a sense that each group can learn something about its own methods and processes through a close pa- nership with the other. Communication during the process of gathering information from target users of a system by usability professionals would not be seen as so- thing that gets in the way of the essential work of software engineering professionals.
In today's rapidly changing global work environment, all workers directly experience increased organizational complexity. Companies are functionally distributed, many across the globe. Intense competition for markets and margins makes adaptiveness and innovation imperative. Information and communication technologies (ICT) are pervasive and fundamental infrastructures, their use deeply integrated into work processes. Workers collaborate electronically with co-workers they may never meet face-to-face or with employees of other companies. New boundaries of time, space, business unit, culture, company partnerships, and software tools are driving the adoption of a variety of novel organizational forms. On a macro level, these changes have started to reshape society, leading some to speak of the "Network Society" and "The Information Age." This book begins with consideration of possible frameworks for understanding virtuality and virtualization. It includes papers that consider ways of analyzing virtual work in terms of work processes. Following that, the book takes a look at group processes within virtual teams, focusing in particular on leadership and group identity. The book goes on to consider the role of knowledge in virtual settings and other implications of the role of fiction in structuring virtuality.
Virtual Interaction: Interaction in Virtual Inhabited 3D Worlds answers the basic research questions involved in the development of user-friendly interfaces, such as:
This book clarifies the role and relevance of the body in social interaction and cognition from an embodied cognitive science perspective. Theories of embodied cognition have during the last decades offered a radical shift in explanations of the human mind, from traditional computationalism, to emphasizing the way cognition is shaped by the body and its sensorimotor interaction with the surrounding social and material world. This book presents a theoretical framework for the relational nature of embodied social cognition, which is based on an interdisciplinary approach that ranges historically in time and across different disciplines. It includes work in cognitive science, artificial intelligence, phenomenology, ethology, developmental psychology, neuroscience, social psychology, linguistics, communication and gesture studies. The theoretical framework is illustrated by empirical work that provides some detailed observational fieldwork on embodied actions captured in three different episodes of spontaneous social interaction and cognition in situ. Furthermore, the theoretical contributions and implications of the study of embodied social cognition are discussed and summed up. Finally, the issue what it would take for an artificial system to be socially embodied is addressed and discussed, as well as the practical relevance for applications to artificial intelligence (AI) and socially interactive technology.
Critical Infrastructure Protection II describes original research results and innovative applications in the interdisciplinary field of critical infrastructure protection. Also, it highlights the importance of weaving science, technology and policy in crafting sophisticated solutions that will help secure information, computer and network assets in the various critical infrastructure sectors. This book is the second volume in the annual series produced by the International Federation for Information Processing (IFIP) Working Group 11.10 on Critical Infrastructure Protection, an international community of scientists, engineers, practitioners and policy makers dedicated to advancing research, development and implementation efforts focused on infrastructure protection. The book contains a selection of twenty edited papers from the Second Annual IFIP WG 11.10 International Conference on Critical Infrastructure Protection held at George Mason University, Arlington, Virginia, USA in the spring of 2008.
"Service Design and Delivery" provides a comprehensive overview of the increasingly important role played by the service industry. Focusing on the development of different processes employed by service organizations, the book emphasizes management of service in relation to products. It not only explores the complexity of this relationship, but also introduces strategies used in the design and management of service across various sectors, highlighting where tools, techniques and processes applicable to one sector may prove useful in another. The implementation methods introduced in the book also illustrate how and why companies can transform themselves into service organizations. While the book is primarily intended as a text for advanced-level courses in service design and delivery, it also contains theoretical and practical knowledge beneficial to both practitioners in the service sector and those in manufacturing contemplating moving towards service delivery.
This book provides an insight into IoT intelligence in terms of applications and algorithmic challenges. The book is dedicated to addressing the major challenges in realizing the artificial intelligence in IoT-based applications including challenges that vary from cost and energy efficiency to availability to service quality in multidisciplinary fashion. The aim of this book is hence to focus on both the algorithmic and practical parts of the artificial intelligence approaches in IoT applications that are enabled and supported by wireless sensor networks and cellular networks. Targeted readers are from varying disciplines who are interested in implementing the smart planet/environments vision via intelligent wireless/wired enabling technologies. Includes the most up-to-date research and applications related to IoT artificial intelligence (AI); Provides new and innovative operational ideas regarding the IoT artificial intelligence that help advance the telecommunications industry; Presents AI challenges facing the IoT scientists and provides potential ways to solve them in critical daily life issues.
This book covers all topics relevant for the design of haptic
interfaces and teleoperation systems. The book provides the basic
knowledge required for understanding more complex approaches and
more importantly it introduces all issues that must be considered
for designing efficient and safe haptic interfaces. Topics covered
in this book provide insight into all relevant components of a
haptic system. The introduction chapter positions the haptic interfaces within
the virtual reality context. In order to design haptic interfaces
that will comply with human capabilities at least basic
understanding of human sensors-motor system is required. An
overview of this topic is provided in the chapter related to human
haptics. The book does not try to introduce the state-of-the-art
haptic interface solutions because these tend to change quickly.
Only a careful selection of different kinematic configurations is
shown to introduce the reader into this field.
Over 12 years ago Logica started the development of TestFrame(r), a test method which enables organizations to develop and execute their tests in a structured way. Since then many new techniques have been developed, such as, most recently, "Service Oriented Architectures (SOAs)" or "Software as a Service (SaaS)," requiring updates to test procedures and processes that seemed well-established. These trends have prompted Logica to update and renew the TestFrame(r) method. Chris Schotanus new book takes into account the recent developments and his presentation is focused on supporting daily test practice. Every step within this structured test method is dealt with exhaustively, providing the reader with the necessary details for successful software testing. Yet his book will not only help test personnel to improve effectivity, it will also serve as a way to improve efficiency through its strong focus on reuse. This makes TestFrame the practical guide to testing information systems for everyone involved in software testing test developers, test managers, and staff charged with quality assurance."
Within a scenario of globalised markets, where the capacity to efficiently cooperate with other firms starts to become essential in order to remain in the market in an economically, socially and environmentally cost-effective manner, it can be seen how the most innovative enterprises are beginning to redesign their business model to become interoperable. This goal of interoperability is essential, not only from the perspective of the individual enterprise but also in the new business structures that are now emerging, such as supply chains, virtual enterprises, interconnected organisations or extended enterprises, as well as in mergers and acquisitions. Composed of over 40 papers, Enterprise Interoperability V ranges from academic research through case studies to industrial and administrative experience of interoperability. The international nature of the authorship contnues to broaden. Many of the papers have examples and illustrations calculated to deepen understanding and generate new ideas. The I-ESA'12 Conference from which this book is drawn was organized by Polytechnic University of Valencia, on behalf INTERVAL, and the European Virtual Laboratory for Enterprise Interoperability (INTEROP-VLab) and sponsored by the International Federation for Information Processing (IFIP) and the International Federation of Automatic Control (IFAC). A concise reference to the state of the art in systems interoperability, Enterprise Interoperability V will be of great value to engineers and computer scientists working in manufacturing and other process industries and to software engineers and electronic and manufacturing engineers working in the academic environment.
Takes an interdisciplinary approach to contribute to the ongoing development of human-AI interaction. Current debate and development of AI is "algorithm-driven" or technical-oriented in lieu of human-centered. At present, there is no systematic interdisciplinary discussion to effectively deal with issues and challenges arising from AI. This book offers critical analysis of the logic and social implications of algorithmic processes. Reporting from the processes of scientific research, the results can be useful for understanding the relationship between algorithms and humans, allowing AI designers to assess the quality of the meaningful interactions with AI systems.
This book provides a comprehensive picture of fog computing technology, including of fog architectures, latency aware application management issues with real time requirements, security and privacy issues and fog analytics, in wide ranging application scenarios such as M2M device communication, smart homes, smart vehicles, augmented reality and transportation management. This book explores the research issues involved in the application of traditional shallow machine learning and deep learning techniques to big data analytics. It surveys global research advances in extending the conventional unsupervised or clustering algorithms, extending supervised and semi-supervised algorithms and association rule mining algorithms to big data Scenarios. Further it discusses the deep learning applications of big data analytics to fields of computer vision and speech processing, and describes applications such as semantic indexing and data tagging. Lastly it identifies 25 unsolved research problems and research directions in fog computing, as well as in the context of applying deep learning techniques to big data analytics, such as dimensionality reduction in high-dimensional data and improved formulation of data abstractions along with possible directions for their solutions.
Visual Thinking for Information Design, Second Edition brings the science of perception to the art of design. The book takes what we now know about perception, cognition and attention and transforms it into concrete advice that students and designers can directly apply. It demonstrates how designs can be considered as tools for cognition and extensions of the viewer's brain in much the same way that a hammer is an extension of the user's hand. The book includes hundreds of examples, many in the form of integrated text and full-color diagrams. Renamed from the first edition, Visual Thinking for Design, to more accurately reflect its focus on infographics, this timely revision has been updated throughout and includes more content on pattern perception, the addition of new material illustrating color assimilation, and a new chapter devoted to communicating ideas through images.
Grounded in the user-centered design movement, this book offers a broad consideration of how our civilization has evolved its technical infrastructure for human purpose to help us make sense of the contemporary world of information infrastructure and online existence. The author incorporates historical, cultural and aesthetic approaches to situating information and its underlying technologies across time in the collective, lived experiences of humanity. In today's digital information world, user experience is vital to the success of any product or service. Yet as the user population expands to include us all, designing for people who vary in skills, abilities, preferences and backgrounds is challenging. This book provides an integrated understanding of users, and the methods that have evolved to identify usability challenges, that can facilitate cohesive and earlier solutions. The book treats information creation and use as a core human behavior based on acts of representation and recording that humans have always practiced. It suggests that the traditional ways of studying information use, with their origins in the distinct layers of social science theories and models is limiting our understanding of what it means to be an information user and hampers our efforts at being truly user-centric in design. Instead, the book offers a way of integrating the knowledge base to support a richer view of use and users in design education and evaluation. Understanding Users is aimed at those studying or practicing user-centered design and anyone interested in learning how people might be better integrated in the design of new technologies to augment human capabilities and experiences.
An accessible introduction to the most prevalent cyber threats in our current climate, this book discusses cyber terrorism, phishing, and ransomware attacks, and provides advice on how to mitigate such threats in our personal and professional lives.
In thispa per, we describe the key lessons from an earlier HCI Educators' conference, held in Limerick in 2006, on 'inventivity' - a term coined to highlight the confluence of inventiveness and creativ ity. There is a distinction between being creative andbein g artistic. HCI education, in terms of creative inventiveness, is not just about artistically pleasing user inte rfaces, but also about solutions that are innovative. We can know much about creativ ity and inventiveness. However, tobe able to teach and train students so that th ey can be creatively inventive, we believe that it would be helpful if educators themselves have personally experienced this. With this in mind, we organised the follow up conference HCIEd 2007 Creativity: Experiencing to Educate and Design. Inventivity was coined to refer to the notiono f inventing creative and innovative solutions. This term was also intended tomean that such solutionsb e more than 'creative', artistic or appealing interfaces as designed by artistic or 'creative types' of people. It was also intended to reflect the creativeness of the solutions that had to be invented. One reason for emphasising this as pect at the conference was that, in HCI design it is easy to mis interpret the focus ofHCI d esign solutions - which should notad dress just visualisation and interaction design, but also address how that visualisation and interactioncreativ ely repr esents and simplifies the complexities in work thatpe ople engage in. |
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