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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
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."
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.
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.
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.
Coordinative Practices in the Building Process: An Ethnographic Perspective presents the principles of the practice-oriented research programmes in the CSCW and HCI domains, explaining and examining the ideas and motivations behind basing technology design on ethnography. The focus throughout is on generating ethnographically informed accounts of the building process and discussing the concepts of cooperative work and coordinative practices in order to frame technology development. Lars Rune Christensen provides an invaluable resource for these communities in this book. Illustrated with real examples from the building process, he reports on the cooperative work and coordinative practices found, allowing readers to feel that they know, from the point of view of the people working in the building process, what it is like to coordinate and do this kind of cooperative work.
Computing isn't only (or even mostly) about hardware and software; it's also about the ideas behind the technology. In Computing for Ordinary Mortals, computer scientist Robert St. Amant explains this "really interesting part" of computing, introducing basic computing concepts and strategies in a way that readers without a technical background can understand and appreciate. Each of the chapters illustrates ideas from a different area of computing, and together they provide important insights into what drives the field as a whole. St. Amant starts off with an overview of basic concepts as well as a brief history of the earliest computers, and then he traces two different threads through the fabric of computing. One thread is practical, illuminating the architecture of a computer and showing how this architecture makes computation efficient. St. Amant shows us how to write down instructions so that a computer can accomplish specific tasks (programming), how the computer manages those tasks as it runs (in its operating system), and how computers can communicate with each other (over a network). The other thread is theoretical, describing how computers are, in the abstract, machines for solving problems. Some of these ideas are embedded in much of what we do as humans, and thus this discussion can also give us insight into our own daily activities, how we interact with other people, and in some cases even what's going on in our heads. St. Amant concludes with artificial intelligence, exploring the possibility that computers might eventually be capable of human-level intelligence, and human-computer interaction, showing how computers can enrich our lives-and how they fall short.
This book gathers the proceedings of the I-ESA'20 Conference, which was organised by the National Engineering School of Tarbes (ENIT), on behalf of the European Virtual Laboratory, for Enterprise Interoperability (INTEROP-VLab) and the Pole Grand Sud-Ouest (PGSO) and was held virtually in Tarbes, France, in November 2020. It presents contributions ranging from academic research and case studies to industrial and administrative experiences with interoperability. These contributions show how, in a globalised market scenario-where the ability to cooperate with other organisations efficiently is essential in order to remain economically, socially and environmentally cost-effective-the most innovative digitised and networked enterprises ensure that their systems and applications can interoperate across heterogeneous collaborative networks of independent organisations. The focus of this edition of the conference is on interoperability in the era of artificial intelligence and so particular attention is paid to Industry 4.0 and the Internet of Things. The content also addresses smart services and the business impact of enterprise interoperability on organisations. Many of the papers in this tenth volume of the I-ESA Conference proceedings include examples and illustrations to help deepen readers' understanding and generate new ideas. Offering a detailed guide to the state of the art in systems interoperability, the book will be of great value to all engineers and computer scientists working in manufacturing and other process industries, and to software engineers and electronic and manufacturing engineers working in academic settings.
This book surveys recent advances in Conversational Information Retrieval (CIR), focusing on neural approaches that have been developed in the last few years. Progress in deep learning has brought tremendous improvements in natural language processing (NLP) and conversational AI, leading to a plethora of commercial conversational services that allow naturally spoken and typed interaction, increasing the need for more human-centric interactions in IR. The book contains nine chapters. Chapter 1 motivates the research of CIR by reviewing the studies on how people search and subsequently defines a CIR system and a reference architecture which is described in detail in the rest of the book. Chapter 2 provides a detailed discussion of techniques for evaluating a CIR system – a goal-oriented conversational AI system with a human in the loop. Then Chapters 3 to 7 describe the algorithms and methods for developing the main CIR modules (or sub-systems). In Chapter 3, conversational document search is discussed, which can be viewed as a sub-system of the CIR system. Chapter 4 is about algorithms and methods for query-focused multi-document summarization. Chapter 5 describes various neural models for conversational machine comprehension, which generate a direct answer to a user query based on retrieved query-relevant documents, while Chapter 6 details neural approaches to conversational question answering over knowledge bases, which is fundamental to the knowledge base search module of a CIR system. Chapter 7 elaborates various techniques and models that aim to equip a CIR system with the capability of proactively leading a human-machine conversation. Chapter 8 reviews a variety of commercial systems for CIR and related tasks. It first presents an overview of research platforms and toolkits which enable scientists and practitioners to build conversational experiences, and continues with historical highlights and recent trends in a range of application areas. Chapter 9 eventually concludes the book with a brief discussion of research trends and areas for future work. The primary target audience of the book are the IR and NLP research communities. However, audiences with another background, such as machine learning or human-computer interaction, will also find it an accessible introduction to CIR.
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.
This book constitutes the refereed proceedings of the 19th IFIP WG 5.1 International Conference, PLM 2022, Grenoble, France, July 10-13, 2022, Revised Selected Papers. The 67 full papers included in this book were carefully reviewed and selected from 94 submissions. They were organized in topical sections as follows: Organisation: Knowledge Management, Business Models, Sustainability, End-to-End PLM, Modelling tools: Model-Based Systems Engineering, Geometric modelling, Maturity models, Digital Chain Process, Transversal Tools: Artificial Intelligence, Advanced Visualization and Interaction, Machine learning, Product development: Design Methods, Building Design, Smart Products, New Product Development, Manufacturing: Sustainable Manufacturing, Lean Manufacturing, Models for Manufacturing.
Revealing the inside workings of the International Monetary Fund (IMF), this text studies the culture of organizations and uses sociological methods to understand the technology which underpins office and commercial life. It advises on how to improve work processes and computer systems by exploring systems which use search and retrieval applications, hypertext documents, and shared database applications such as Lotus Notes.
Extensive research conducted by the Hasso Plattner Design Thinking Research Program at Stanford University in Palo Alto, California, USA, and the Hasso Plattner Institute in Potsdam, Germany, has yielded valuable insights on why and how design thinking works. The participating researchers have identified metrics, developed models, and conducted studies, which are featured in this book, and in the previous volumes of this series. This volume provides readers with tools to bridge the gap between research and practice in design thinking with varied real world examples. Several different approaches to design thinking are presented in this volume. Acquired frameworks are leveraged to understand design thinking team dynamics. The contributing authors lead the reader through new approaches and application fields and show that design thinking can tap the potential of digital technologies in a human-centered way. It also presents new ideas in neurodesign from Stanford University and the Hasso Plattner Institute in Potsdam, inviting the reader to consider newly developed methods and how these insights can be applied to different domains. Design thinking can be learned. It has a methodology that can be observed across multiple settings and accordingly, the reader can adopt new frameworks to modify and update existing practice. The research outcomes compiled in this book are intended to inform and provide inspiration for all those seeking to drive innovation - be they experienced design thinkers or newcomers.
Hypermedia and multimedia have penetrated the world of computer
games, Internet, and CD-ROM based reference manuals. However, the
fields of education, schooling, and training ask more specific
benefits from them. This book provides practical approaches to
transform these media into learning tools. Crucial helping steps
include the migration from expository to exploratory learning
strategies, the integration of collaborative learning practices in
plenary and individualistic teaching styles, and the evolution from
test-driven to experience-oriented training.
Hypermedia and multimedia have penetrated the world of computer
games, Internet, and CD-ROM based reference manuals. However, the
fields of education, schooling, and training ask more specific
benefits from them. This book provides practical approaches to
transform these media into learning tools. Crucial helping steps
include the migration from expository to exploratory learning
strategies, the integration of collaborative learning practices in
plenary and individualistic teaching styles, and the evolution from
test-driven to experience-oriented training.
Based on a symposium honoring the extensive work of Allen Newell --
one of the founders of artificial intelligence, cognitive science,
human-computer interaction, and the systematic study of
computational architectures -- this volume demonstrates how
unifying themes may be found in the diversity that characterizes
current research on computers and cognition. The subject matter
includes:
The recent evolution of western societies has been characterized by
an increasing emphasis on information and communication. As the
amount of available information increases, however, the user --
worker, student, citizen -- faces a new problem: selecting and
accessing relevant information. More than ever it is crucial to
find efficient ways for users to interact with information systems
in a way that prevents them from being overwhelmed or simply
missing their targets. As a result, hypertext systems have been
developed as a means of facilitating the interactions between
readers and text. In hypertext, information is organized as a
network in which nodes are text chunks (e.g., lists of items,
paragraphs, pages) and links are relationships between the nodes
(e.g., semantic associations, expansions, definitions, examples --
virtually any kind of relation that can be imagined between two
text passages). Unfortunately, the many ways in which these
hypertext interfaces can be designed has caused a complexity that
extends far beyond the processing abilities of regular users.
Therefore, it has become widely recognized that a more rational
approach based on a thorough analysis of information users' needs,
capacities, capabilities, and skills is needed. This volume seeks
to meet that need.
This book focuses on design in the domain of human-computer
interaction. Including a broad sampling of case studies as well as
narrower theoretical or empirical studies, it includes
consideration of educational uses of design rationale, methods for
teaching it in industry, and applications to a variety of software
and user interface/application domains. The volume promises to be
the largest collection of work on design rationale ever assembled,
and thereby to energize the considerable, widespread interest in
this topic. It will also act as a focus for the existing but
scattered work in this domain.
This book focuses on design in the domain of human-computer interaction. Including a broad sampling of case studies as well as narrower theoretical or empirical studies, it includes consideration of educational uses of design rationale, methods for teaching it in industry, and applications to a variety of software and user interface/application domains. The volume promises to be the largest collection of work on design rationale ever assembled, and thereby to energize the considerable, widespread interest in this topic. It will also act as a focus for the existing but scattered work in this domain.
By now, most people have become familiar with the basic functionality and interfaces of computers. However, developing new or modified applications that effectively support users' goals still requires considerable expertise in programming that cannot be expected from most people. Thus, one fundamental challenge for the coming years is to develop environments that allow users who do not have background in programming to develop or modify their own applications, with the ultimate aim of empowering people to flexibly employ advanced information and communication technologies.The present book is an effort to make many important aspects of the international discussion on End User Development (EUD) available to a broader audience. It provides a unique set of contributions from various research institutes in various countries addressing relevant issues and proposing original solutions.
There is a growing consensus in the human factors/ergonomics
community that human factors research has had little impact on
significant applied problems. Some have suggested that the problem
lies in the fact that much HF/E research has been based on the
wrong type of psychology, an information processing view of
psychology that is reductionistic and context-free. Ecological
psychology offers a viable alternative, presenting a richer view of
human behavior that is holistic and contextualized. The papers
presented in these two volumes show the conceptual impact that
ecological psychology can have on HF/E, as well as presenting a
number of specific examples illustrating the ecological approach to
human-machine systems. It is the first collection of papers that
explicitly draws a connection between these two fields. While work
in this area is only just beginning, the evidence available
suggests that taking an ecological approach to human
factors/ergonomics helps bridge the existing gap between basic
research and applied problems.
This volume seeks to answer the question: "Can findings from
cognitive science enhance the user-computer interaction process?"
In so doing, it recognizes that user-computer interfaces (UCIs) are
often essential parts of an information or decision support system
-- and often critical components of software-intensive systems of
all kinds. From the outset, the authors note that the design,
prototyping, and evaluation of user-computer interfaces are part of
larger systems and are therefore ideally designed, developed, and
evaluated as part of a larger design and developmental process or
"life cycle."
Social robots not only work with humans in collaborative workspaces - we meet them in shopping malls and even more personal settings like health and care. Does this imply they should become more human, able to interpret and adequately respond to human emotions? Do we want them to help elderly people? Do we want them to support us when we are old ourselves? Do we want them to just clean and keep things orderly - or would we accept them helping us to go to the toilet, or even feed us if we suffer from Parkinson's disease? The answers to these questions differ from person to person. They depend on cultural background, personal experiences - but probably most of all on the robot in question. This book covers the phenomenon of social robots from the historic roots to today's best practices and future perspectives. To achieve this, we used a hands-on, interdisciplinary approach, incorporating findings from computer scientists, engineers, designers, psychologists, doctors, nurses, historians and many more. The book also covers a vast spectrum of applications, from collaborative industrial work over education to sales. Especially for developments with a high societal impact like robots in health and care settings, the authors discuss not only technology, design and usage but also ethical aspects. Thus this book creates both a compendium and a guideline, helping to navigate the design space for future developments in social robotics.
Using mixed and augmented reality in communities is an emerging media practice that is reshaping how we interact with our cities and neighbors. From the politics of city hall to crosswalks and playgrounds, mixed and augmented reality will offer a diverse range of new ways to interact with our communities. In 2016, apps for augmented reality politics began to appear in app stores. Similarly, the blockbuster success of Pokémon Go illustrated how even forgotten street corners can become a magical space for play. In 2019, a court case in Milwaukee, Wisconsin, extended first amendment rights to augmented reality. For all the good that these emerging media provide, there will and have been consequences. Augmented and Mixed Reality for Communities will help students and practitioners navigate the ethical design and development of these kinds of experiences to transform their cities. As one of the first books of its kind, each chapter in the book prepares readers to contribute to the Augmented City. By providing insight into how these emerging media work, the book seeks to democratize the augmented and mixed reality space. Authors within this volume represent some of the leading scholars and practitioners working in the augmented and mixed reality space for civic media, cultural heritage, civic games, ethical design, and social justice. Readers will find practical insights for the design and development to create their own compelling experiences. Teachers will find that the text provides in-depth, critical analyses for thought-provoking classroom discussions. |
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