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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
With rapid advancements in human enhancement technologies, society struggles with many issues, such as definition, effects, participation, regulation, and control. Current and future initiatives in these technologies may not be in the participants' best interests; therefore, it is imperative for research on humanitarian considerations to be available to those affiliated with this field. Global Issues and Ethical Considerations in Human Enhancement Technologies compiles prestigious research and provides a well-rounded composite of the field's role in emerging technologies. Addressing both present and future concerns, this publication serves as a valuable reference work for researchers, students, professionals, and practitioners involved in computer science and the humanities, as well as many engaged in a humanities approach to metasystems, new artificial life, and 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.
Human-in-the-loop Learning and Control for Robot Teleoperation presents recent, research progress on teleoperation and robots, including human-robot interaction, learning and control for teleoperation with many extensions on intelligent learning techniques. The book integrates cutting-edge research on learning and control algorithms of robot teleoperation, neural motor learning control, wave variable enhancement, EMG-based teleoperation control, and other key aspects related to robot technology, presenting implementation tactics, adequate application examples and illustrative interpretations. Robots have been used in various industrial processes to reduce labor costs and improve work efficiency. However, most robots are only designed to work on repetitive and fixed tasks, leaving a gap with the human desired manufacturing effect.
In providing a theoretical framework for understanding human-
computer interaction as well as design of user interfaces, this
book combines elements of anthropology, psychology, cognitive
science, software engineering, and computer science. The framework
examines the everyday work practices of users when analyzing and
designing computer applications. The text advocates the unique
theory that computer application design is fundamentally a
collective activity in which the various practices of the
participants meet in a process of mutual learning.
For the first time in history, the International Federation for Information Processing (IFIP) and the International Medical Informatics Association (IMIA) held the joint "E-Health" Symposium as part of "Treat IT" stream of the IFIP World Congress 2010 at Brisbane, Australia during September 22-23, 2010. IMIA is an independent organization established under Swiss law in 1989. The organization originated in 1967 from Technical Committee 4 of IFIP that is a n- governmental, non-profit umbrella organization for national societies working in the field of information processing. It was established in 1960 under the auspices of UNESCO following the First World Computer Congress held in Paris in 1959. Today, IFIP has several types of members and maintains friendly connections to specialized agencies of the UN system and non-governmental organizations. Technical work, which is the heart of IFIP's activity, is managed by a series of Technical Committees. Due to strong needs for promoting informatics in healthcare and the rapid progress of information and communication technology, IMIA President Reinhold Haux p- posed to strengthen the collaboration with IFIP. The IMIA General Assembly (GA) approved the move and an IMIA Vice President (VP) for special services (Hiroshi Takeda) was assigned as a liaison to IFIP at Brisbane during MEDINFO2007 where th the 40 birthday of IMIA was celebrated.
The two-volume set IFIP AICT 639 and 640 constitutes the refereed post-conference proceedings of the 18th IFIP WG 5.1 International Conference on Product Lifecycle Management, PLM 2021, held in Curitiba, Brazil, during July 11-14, 2021. The conference was held virtually due to the COVID-19 crisis.The 107 revised full papers presented in these proceedings were carefully reviewed and selected from 133 submissions. The papers are organized in the following topical sections: Volume I: Sustainability, sustainable development and circular economy; sustainability and information technologies and services; green and blue technologies; AI and blockchain integration with enterprise applications; PLM maturity, PLM implementation and adoption within industry 4.0; and industry 4.0 and emerging technologies: Volume II: Design, education and management; lean, design and innovation technologies; information technology models and design; and models, manufacturing and information technologies and services.
Service-oriented computing has recently gained extensive momentum in both industry and academia, and major software vendors hook on to the service paradigm and tailor their software systems towards services in order to accommodate ever-changing process and product requirements in today s dynamic market environments. While dynamic binding of services at runtime was identified as a core functionality of service-based environments as far back as 2000, its industrial-strength implementation has yet to be achieved. The main reason for this is the lack of rich service specifications, concepts, and tools to process them. This book introduces advanced concepts in service provisioning and service engineering, including semantic concepts, dynamic discovery and composition, and illustrates them in a concrete business use case scenario. To prove the validity of the concepts and technologies, a semantic service provisioning reference architecture framework as well as a prototypical implementation of its subsystems and a prototypical realization of a proper business scenario are presented. Thus the book goes way beyond current service-based software technologies by providing a coherent and consistent set of technologies and systems functionality that realizes advanced concepts in service provisioning. Both the use case scenario and the provisioning platform have already been substantiated and implemented by the EU-funded Adaptive Services Grid project. The book therefore presents state-of-the-art research results that have already passed a real industrial implementation evaluation which is based on the work of over 20 European partners cooperating in the field of semantic service provisioning."
Welcome to the Second International IFIP Entertainment Computing Symposium on st Cultural Computing (ECS 2010), which was part of the 21 IFIP World Computer Congress, held in Brisbane, Australia during September 21-23, 2010. On behalf of the people who made this conference happen, we wish to welcome you to this inter- tional event. The IFIP World Computer Congress has offered an opportunity for researchers and practitioners to present their findings and research results in several prominent areas of computer science and engineering. In the last World Computer Congress, WCC 2008, held in Milan, Italy in September 2008, IFIP launched a new initiative focused on all the relevant issues concerning computing and entertainment. As a - sult, the two-day technical program of the First Entertainment Computing Symposium (ECS 2008) provided a forum to address, explore and exchange information on the state of the art of computer-based entertainment and allied technologies, their design and use, and their impact on society. Based on the success of ECS 2008, at this Second IFIP Entertainment Computing Symposium (ECS 2010), our challenge was to focus on a new area in entertainment computing: cultural computing.
This book reports on innovative research and practices in contemporary design, showing how to integrate different concepts and discussing the emerging role of design in different field, its meaning for humans and citizens, at both local and global level. Gathering the best papers from Senses & Sensibility, held in 2019 in Lisbon, Portugal, it highlights the role of design in fostering education, physical and social wellbeing, industrial innovation and cultural preservation, as well as inclusivity, sustainability and communication in a global, digital world.
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.
Over the last two decades, a major challenge for researchers working on modeling and evaluation of computer-based systems has been the assessment of system Non Functional Properties (NFP) such as performance, scalability, dependability and security. In this book, the authors present cutting-edge model-driven techniques for modeling and analysis of software dependability. Most of them are based on the use of UML as software specification language. From the software system specification point of view, such techniques exploit the standard extension mechanisms of UML (i.e., UML profiling). UML profiles enable software engineers to add non-functional properties to the software model, in addition to the functional ones. The authors detail the state of the art on UML profile proposals for dependability specification and rigorously describe the trade-off they accomplish. The focus is mainly on RAMS (reliability, availability, maintainability and safety) properties. Among the existing profiles, they emphasize the DAM (Dependability Analysis and Modeling) profile, which attempts to unify, under a common umbrella, the previous UML profiles from literature, providing capabilities for dependability specification and analysis. In addition, they describe two prominent model-to-model transformation techniques, which support the generation of the analysis model and allow for further assessment of different RAMS properties. Case studies from different domains are also presented, in order to provide practitioners with examples of how to apply the aforementioned techniques. Researchers and students will learn basic dependability concepts and how to model them usingUML and its extensions. They will also gain insights into dependability analysis techniques through the use of appropriate modeling formalisms as well as of model-to-model transformation techniques for deriving dependability analysis models from UML specifications. Moreover, software practitioners will find a unified framework for the specification of dependability requirements and properties of UML, and will benefit from the detailed case studies."
Education and Technology for a Better World was the main theme for WCCE 2009. The conference highlights and explores different perspectives of this theme, covering all levels of formal education as well as informal learning and societal aspects of education. The conference was open to everyone involved in education and training. Additionally players from technological, societal, business and political fields outside education were invited to make relevant contributions within the theme: Education and Technology for a Better World. For several years the WCCE (World Conference on Computers in Education) has brought benefits to the fields of computer science and computers and education as well as to their communities. The contributions at WCCE include research projects and good practice presented in different formats from full papers to posters, demonstrations, panels, workshops and symposiums. The focus is not only on presentations of accepted contributions but also on discussions and input from all participants. The main goal of these conferences is to provide a forum for the discussion of ideas in all areas of computer science and human learning. They create a unique environment in which researchers and practitioners in the fields of computer science and human learning can interact, exchanging theories, experiments, techniques, applications and evaluations of initiatives supporting new developments that are potentially relevant for the development of these fields. They intend to serve as reference guidelines for the research community.
This comprehensive volume is the product of an intensive
collaborative effort among researchers across the United States,
Europe and Japan. The result -- a change in the way we think of
humans and computers.
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 volume presents the proceedings of ECSCW 2011, the 12th European Conference on Computer Supported Cooperative Work. Each conference offers an occasion to critically review our research field, which has been multidisciplinary and committed to high scientific standards, both theoretical and methodological, from its beginning. The papers this year focus on work and the enterprise as well as on the challenges of involving citizens, patients, etc. into collaborative settings. The papers embrace new theories, and discuss known ones. They contribute to the discussions on the blurring boundaries between home and work and on the ways we think about and study work. They introduce recent and emergent technologies, and study known social and collaborative technologies, such as wikis and video messages. Classical settings in computer supported cooperative work, e.g. meetings and standardization are also looked upon anew. With contributions from all over the world, the papers in interesting ways help focus on the European perspective in our community. The 22 papers selected for this conference deal with and reflect the lively debate currently ongoing in our field of research.
Describes the tools and strategies required for scholars, practitioners and administrators alike to excel and surpass obstacles based on the utilization of IT opportunities.
The aim of IFIP Working Group 2.7 (13.4) for User Interface Engineering is to investigate the nature, concepts and construction of user interfaces for software systems. The group's scope is: * developing user interfaces based on knowledge of system and user behaviour; * developing frameworks for reasoning about interactive systems; and * developing engineering models for user interfaces. Every three years, the group holds a "working conference" on these issues. The conference mixes elements of a regular conference and a workshop. As in a regular conference, the papers describe relatively mature work and are thoroughly reviewed. As in a workshop, the audience is kept small, to enable in-depth discussions. The conference is held over 5-days (instead of the usual 3-days) to allow such discussions. Each paper is discussed after it is presented. A transcript of the discussion is found at the end of each paper in these proceedings, giving important insights about the paper. Each session was assigned a "notes taker", whose responsibility was to collect/transcribe the questions and answers during the session. After the conference, the original transcripts were distributed (via the Web) to the attendees and modifications that clarified the discussions were accepted.
ATM is regarded as the next high speed multimedia networking paradigm. Mobile computing, which is a confluence of mobile communications, computing and networks, is changing the way people work. Wireless ATM combines wireless and ATM technologies to provide mobility support and multimedia services to mobile users. Wireless ATM and Ad-Hoc Networks: Protocols and Architectures, a consolidated reference work, presents the state of the art in wireless ATM technology. It encompasses the protocol and architectural aspects of Wireless ATM networks. The topics covered in this book include: mobile communications and computing, fundamentals of ATM and Wireless ATM, mobile routing and switch discovery, handover protocol design and implementation, mobile quality of service, unifying handover strategy for both unicast and multicast mobile connections, and roaming between Wireless ATM LANs. A novel routing protocol for ad-hoc mobile networks (also known as Cambridge Ad-hoc) is also presented in this book along with information about ETSI HIPERLAN, the RACE Mobile Broadband System, and SUPERNET. This timely book is a valuable reference source for researchers, scientists, consultants, engineers, professors and graduate students working in this new and exciting field.
Over the coming decades, Artificial Intelligence will profoundly impact the way we live, work, wage war, play, seek a mate, educate our young, and care for our elderly. It is likely to greatly increase our aggregate wealth, but it will also upend our labor markets, reshuffle our social order, and strain our private and public institutions. Eventually it may alter how we see our place in the universe, as machines pursue goals independent of their creators and outperform us in domains previously believed to be the sole dominion of humans. Whether we regard them as conscious or unwitting, revere them as a new form of life or dismiss them as mere clever appliances, is beside the point. They are likely to play an increasingly critical and intimate role in many aspects of our lives. The emergence of systems capable of independent reasoning and action raises serious questions about just whose interests they are permitted to serve, and what limits our society should place on their creation and use. Deep ethical questions that have bedeviled philosophers for ages will suddenly arrive on the steps of our courthouses. Can a machine be held accountable for its actions? Should intelligent systems enjoy independent rights and responsibilities, or are they simple property? Who should be held responsible when a self-driving car kills a pedestrian? Can your personal robot hold your place in line, or be compelled to testify against you? If it turns out to be possible to upload your mind into a machine, is that still you? The answers may surprise you.
The importance of data analytics is well known, but how can you get end users to engage with analytics and business intelligence (BI) when adoption of new technology can be frustratingly slow or may not happen at all? Avoid wasting time on dashboards and reports that no one uses with this practical guide to increasing analytics adoption by focusing on people and process, not technology. Pulling together agile, UX and change management principles, Delivering Data Analytics outlines a step-by-step, technology agnostic process designed to shift the organizational data culture and gain buy-in from users and stakeholders at every stage of the project. This book outlines how to succeed and build trust with stakeholders amid the politics, ambiguity and lack of engagement in business. With case studies, templates, checklists and scripts based on the author's considerable experience in analytics and data visualisation, this book covers the full cycle from requirements gathering and data assessment to training and launch. Ensure lasting adoption, trust and, most importantly, actionable business value with this roadmap to creating user-centric analytics projects.
The role of UX manager is of vital importance -- it means leading a productive team, influencing businesses to adopt user-centered design, and delivering valuable products customers. Few UX professionals who find themselves in management positions have formal training in management. More often than not they are promoted to a management position after having proven themselves as an effective and successful practitioner.Yet as important as the position of manager is to the advancement of the field there are no books that specifically address the needs of user experience managers. Though information is available on the Web, nothing ties that advice together in the way a manager would need to integrate it in their work. "User Experience Management"speaks directly to the UX manager
and to the unique challengesone mayface. It outlines the robust
framework for how to be an effective UX manager, from creating a
team, to orchestrating product development, to ensuring UX is not
compromised, to achieving company buy-in on results. This acts as a
checklist readers can use to make sure they have covered the bases
as they think about how to build their own user experience
programs. Written by an experienced UX manager, and containing
testamonials from many leading managers in the field, managers both
current and aspiring will find this an invaluable reference loaded
with ideas and techniques for managing user experience. *Gives a UX leadership boot-camp from putting together a winning team, to giving them a driving focus, to acting as their spokesman, to handling difficult situations *Full of practical advice and experiences for managers and leaders in virtually any area of the user experience field *Contains best practices, real-world stories, and insights from UX leaders at IBM, Microsoft, SAP, and many more "
The field of multimedia is unique in offering a rich and dynamic forum for researchers from "traditional" fields to collaborate and develop new solutions and knowledge that transcend the boundaries of individual disciplines. Despite the prolific research activities and outcomes, however, few efforts have been made to develop books that serve as an introduction to the rich spectrum of topics covered by this broad field. A few books are available that either focus on specific subfields or basic background in multimedia. Tutorial-style materials covering the active topics being pursued by the leading researchers at frontiers of the field are currently lacking. In 2015, ACM SIGMM, the special interest group on multimedia, launched a new initiative to address this void by selecting and inviting 12 rising-star speakers from different subfields of multimedia research to deliver plenary tutorial-style talks at the ACM Multimedia conference for 2015. Each speaker discussed the challenges and state-of-the-art developments of their prospective research areas in a general manner to the broad community. The covered topics were comprehensive, including multimedia content understanding, multimodal human-human and human-computer interaction, multimedia social media, and multimedia system architecture and deployment. Following the very positive responses to these talks, the speakers were invited to expand the content covered in their talks into chapters that can be used as reference material for researchers, students, and practitioners. Each chapter discusses the problems, technical challenges, state-of-the-art approaches and performances, open issues, and promising direction for future work. Collectively, the chapters provide an excellent sampling of major topics addressed by the community as a whole. This book, capturing some of the outcomes of such efforts, is well positioned to fill the aforementioned needs in providing tutorial-style reference materials for frontier topics in multimedia. At the same time, the speed and sophistication required of data processing have grown. In addition to simple queries, complex algorithms like machine learning and graph analysis are becoming common. And in addition to batch processing, streaming analysis of real-time data is required to let organizations take timely action. Future computing platforms will need to not only scale out traditional workloads, but support these new applications too. This book, a revised version of the 2014 ACM Dissertation Award winning dissertation, proposes an architecture for cluster computing systems that can tackle emerging data processing workloads at scale. Whereas early cluster computing systems, like MapReduce, handled batch processing, our architecture also enables streaming and interactive queries, while keeping MapReduce's scalability and fault tolerance. And whereas most deployed systems only support simple one-pass computations (e.g., SQL queries), ours also extends to the multi-pass algorithms required for complex analytics like machine learning. Finally, unlike the specialized systems proposed for some of these workloads, our architecture allows these computations to be combined, enabling rich new applications that intermix, for example, streaming and batch processing. We achieve these results through a simple extension to MapReduce that adds primitives for data sharing, called Resilient Distributed Datasets (RDDs). We show that this is enough to capture a wide range of workloads. We implement RDDs in the open source Spark system, which we evaluate using synthetic and real workloads. Spark matches or exceeds the performance of specialized systems in many domains, while offering stronger fault tolerance properties and allowing these workloads to be combined. Finally, we examine the generality of RDDs from both a theoretical modeling perspective and a systems perspective. This version of the dissertation makes corrections throughout the text and adds a new section on the evolution of Apache Spark in industry since 2014. In addition, editing, formatting, and links for the references have been added.
Peer-to-peer (P2P) technology, or peer computing, is a paradigm that is viewed as a potential technology for redesigning distributed architectures and, consequently, distributed processing. Yet the scale and dynamism that characterize P2P systems demand that we reexamine traditional distributed technologies. A paradigm shift that includes self-reorganization, adaptation and resilience is called for. On the other hand, the increased computational power of such networks opens up completely new applications, such as in digital content sharing, scientific computation, gaming, or collaborative work environments. In this book, Vu, Lupu and Ooi present the technical challenges offered by P2P systems, and the means that have been proposed to address them. They provide a thorough and comprehensive review of recent advances on routing and discovery methods; load balancing and replication techniques; security, accountability and anonymity, as well as trust and reputation schemes; programming models and P2P systems and projects. Besides surveying existing methods and systems, they also compare and evaluate some of the more promising schemes. The need for such a book is evident. It provides a single source for practitioners, researchers and students on the state of the art. For practitioners, this book explains best practice, guiding selection of appropriate techniques for each application. For researchers, this book provides a foundation for the development of new and more effective methods. For students, it is an overview of the wide range of advanced techniques for realizing effective P2P systems, and it can easily be used as a text for an advanced course on Peer-to-Peer Computing and Technologies, or as a companion text for courses on various subjects, such as distributed systems, and grid and cluster computing.
An approach to socio-technical HCI called Human Work Interaction Design (HWID) emerged around 2005. It has grown steadily, and now is the time for sharing this research with a wider audience. In this book, the HWID approach is used to discuss socio-technical HCI theory, cases, methods, and impact. The book introduces HWID as a multi-sided platform for theorizing about socio-technical HCI work design in the digital age. It presents design cases that illustrate the design of socio-technical relations, provides specific advice for researchers, consultants, and policy makers, and reflects on the open issues related to theorizing about sociotechnical HCI. The benefits of HWID include that it meets the requirement of taking both the social and the technical into account, while focusing strongly on the relationship between the social and the technical. In addition, it is truly international and explicitly considers local cultural, organizational, and technological contexts.
The use of interactive technology in the arts has changed the audience from viewer to participant and in doing so is transforming the nature of experience. From visual and sound art to performance and gaming, the boundaries of what is possible for creation, curating, production and distribution are continually extending. As a consequence, we need to reconsider the way in which these practices are evaluated. Interactive Experience in the Digital Age explores diverse ways of creating and evaluating interactive digital art through the eyes of the practitioners who are embedding evaluation in their creative process as a way of revealing and enhancing their practice. It draws on research methods from other disciplines such as interaction design, human-computer interaction and practice-based research more generally and adapts them to develop new strategies and techniques for how we reflect upon and assess value in the creation and experience of interactive art. With contributions from artists, scientists, curators, entrepreneurs and designers engaged in the creative arts, this book is an invaluable resource for both researchers and practitioners, working in this emerging field. |
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