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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
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.
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.
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 "
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.
Artificial Intelligence (AI) is changing the world around us, and it is changing the way people are living, working, and entertaining. As a result, demands for understanding how AI functions to achieve and enhance human goals from basic needs to high level well-being (whilst maintaining human health) are increasing. This edited book systematically investigates how AI facilitates enhancing human needs in the digital age, and reports on the state-of-the-art advances in theories, techniques, and applications of humanity driven AI. Consisting of five parts, it covers the fundamentals of AI and humanity, AI for productivity, AI for well-being, AI for sustainability, and human-AI partnership. Humanity Driven AI creates an important opportunity to not only promote AI techniques from a humanity perspective, but also to invent novel AI applications to benefit humanity. It aims to serve as the dedicated source for the theories, methodologies, and applications on humanity driven AI, establishing state-of-the-art research, and providing a ground-breaking book for graduate students, research professionals, and AI practitioners.
This book is the first attempt to bring together current research findings in the domain of interactive horizontal displays. The novel compilation will integrate and summarise findings from the most important international tabletop research teams. It will provide a state-of-the art overview of this research domain and therefore allow for discussion of emerging and future directions in research and technology of interactive horizontal displays. Latest advances in interaction and software technologies and their increasing availability beyond research labs, refuels the interest in interactive horizontal displays. In the early 1990s Mark Weiser s vision of Ubiquitous Computing redefined the notion of Human Computer Interaction. Interaction was no longer considered to happen only with standard desktop computers but also with elements of their environment. This book is structured in three major areas: under, on/above and around tabletops. These areas are associated with different research disciplines such as Hardware/Software and Computer Science, Human Computer Interaction (HCI) and Computer Supported Collaborative Work (CSCW). However, the comprehensive and compelling presentation of the topic of the book results from its interdisciplinary character. The book addresses fellow researchers who are interested in this domain and practitioners considering interactive tabletops in real-world projects. It will also be a useful introduction into tabletop research that can be used for the academic curriculum."
This book constitutes the proceedings of the 16th IFIP WG 11.12 International Symposium on Human Aspects of Information Security and Assurance, HAISA 2022, held in Mytilene, Lesbos, Greece, in July 2022. The 25 papers presented in this volume were carefully reviewed and selected from 30 submissions. They are organized in the following topical sections: cyber security education and training; cyber security culture; privacy; and cyber security management.
This book presents (1) an exhaustive and empirically validated taxonomy of quality aspects of multimodal interaction as well as respective measurement methods, (2) a validated questionnaire specifically tailored to the evaluation of multimodal systems and covering most of the taxonomy's quality aspects, (3) insights on how the quality perceptions of multimodal systems relate to the quality perceptions of its individual components, (4) a set of empirically tested factors which influence modality choice, and (5) models regarding the relationship of the perceived quality of a modality and the actual usage of a modality.
In this cutting-edge anthology, contributors examine the diverse ways in which girls and young women across a variety of ethnic, socio-economic, and national backgrounds are incorporating and making sense of digital technology in their everyday lives. Contributors explore identity development, how young women interact with technology, and how race, class, and identity influence game play.
Creativity and rationale comprise an essential tension in design. They are two sides of the coin; contrary, complementary, but perhaps also interdependent. Designs always serve purposes. They always have an internal logic. They can be queried, explained, and evaluated. These characteristics are what design rationale is about. But at the same time designs always provoke experiences and insights. They open up possibilities, raise questions, and engage human sense making. Design is always about creativity. "Creativity and Rationale: Enhancing Human Experience by Design" comprises 19 complementary chapters by leading experts in the areas of human-computer interaction design, sociotechnical systems design, requirements engineering, information systems, and artificial intelligence. Researchers, research students and practitioners in human-computer interaction and software design will find this state of the art volume invaluable.
This book explores how social networking platforms such as Facebook, Twitter, and WhatsApp 'accidentally' enable and nurture the creation of digital afterlives, and, importantly, the effect this digital inheritance has on the bereaved. Debra J. Bassett offers a holistic exploration of this phenomenon and presents qualitative data from three groups of participants: service providers, digital creators, and digital inheritors. For the bereaved, loss of data, lack of control, or digital obsolescence can lead to a second loss, and this book introduces the theory of 'the fear of second loss'. Bassett argues that digital afterlives challenge and disrupt existing grief theories, suggesting how these theories might be expanded to accommodate digital inheritance. This interdisciplinary book will be of interest to sociologists, cyber psychologists, philosophers, death scholars, and grief counsellors. But Bassett's book can also be seen as a canary in the coal mine for the 'intentional' Digital Afterlife Industry (DAI) and their race to monetise the dead. This book provides an understanding of the profound effects uncontrollable timed posthumous messages and the creation of thanabots could have on the bereaved, and Bassett's conception of a Digital Do Not Reanimate (DDNR) order and a voluntary code of conduct could provide a useful addition to the DAI. Even in the digital societies of the West, we are far from immortal, but perhaps the question we really need to ask is: who wants to live forever?
Analyzes the influence of technology and social media on human development with parents and families in mind. This is a story about a family coming of age at the same time as smartphones and social media; a multiracial family coming into its own as windows into social injustice opened up before our very screens; and a multi-parent multi-professional family with children living differently depending on which house and which combination of family members happen to be home. While it is a story about a family, it is really the story of technological and global changes unfolding on our doorsteps. While many revile the ascendance of smartphones and social media and the way they suck us into the vortex of cyberspace, there are cultural touchpoints that reflect deeper human and technology development patterns, patterns which we would all do well to understand, no matter whether or how we choose to engage in the ever-innovating digital frontiers. Informed by research and interviews with leaders in policy, human development, ethics, and technology Loretta Brady helps readers understand the complex systemic challenges and findings related to technology and human development. We do not have to hate or fear technology. It is neither friend nor foe. But understanding its impact on our daily lives is paramount to cultivating a healthier relationship both with our digital lives and our real, lived ones.
Benchmarking is considered a must for modern management. This book presents an approach to benchmarking that has a solid mathematical basis and is easy to understand and apply. The book focuses on three main topics. It shows how to formalize the representation of benchmarking objects. Furthermore, it presents different methods from decision making and voting and their application to benchmarking. Finally, it discusses suitable features for different benchmarking objects. The objects considered are taken from IT management, but can be easily transferred to other business areas, which makes the book interesting for all practitioners in the management field.
This book introduces a unique perspective on the use of data from popular emerging technologies and the effect on user quality of experience (QoE). The term data is first refined into specific types of data such as financial data, personal data, public data, context data, generated data, and the popular big data. The book focuses the responsible use of data, with consideration to ethics and wellbeing, in each setting. The specific nuances of different technologies bring forth interesting case studies, which the book breaks down into mathematical models so they can be analyzed and used as powerful tools. Overall, this perspective on the use of data from popular emerging technologies and the resulting QoE analysis will greatly benefit researchers, educators and students in fields related to ICT studies, especially where there is additional interest in ethics and wellbeing, user experience, data management, and their link to emerging technologies.
This book presents how to apply recent machine learning (deep learning) methods for the task of speech quality prediction. The author shows how recent advancements in machine learning can be leveraged for the task of speech quality prediction and provides an in-depth analysis of the suitability of different deep learning architectures for this task. The author then shows how the resulting model outperforms traditional speech quality models and provides additional information about the cause of a quality impairment through the prediction of the speech quality dimensions of noisiness, coloration, discontinuity, and loudness.
Visual communication through graphical and sign languages has long been conducted among human beings of different backgrounds and cultures, and in recent decades between human and machine. In today's digital world, visual information is typically encoded with various metaphors commonly used in daily life to facilitate rapid comprehension and easy analysis during the communication process. Visual information communication generally encompasses information visualization, graphical user-interfaces, visual analytics, visual languages and multi-media processing. It has been successfully employed in knowledge discovery, end-user programming, modeling, rapid systems prototyping, education, and design activities by people of many disciplines including architects, artists, children, engineers, and scientists. In addition, visual information is increasingly being used to facilitate human-human communication through the Internet and Web technology, and electronic mobile devices. This manuscript provides the cutting-edge techniques, approaches and the latest ongoing researches in the context of visual information communication. It is a collection of 24 chapters selected from more than 60 submissions to the VINCI'09 - 2009 Visual Information Communications International Conference, that is held in Sydney Australia, September 2009. These chapters were selected through a stringent review process to ensure their high standard in quality, significance and relevance. Each chapter was reviewed by at least two international Program Committee members of VINCI'09. The book covers a broad range of contents in five key sub-areas of visual information communication, including.
Organizations cannot continue to blindly accept and introduce components into Information Systems without studying the effectiveness, feasibility and efficiency of the individual components of their information systems. Information Systems may be the only business area where it is automatically assumed that the latest, greatest and most powerful component is the one for our organization and must be managed and developed as any other resource in organizations today. Human Computer Interaction Development and Management contains the most recent research articles concerning the management and development of Information Systems, so that organizations can effectively manage information systems growth and development. Not only must hardware, software, data, information, and networks be managed people must be managed. Humans must be trained to use information systems. Systems must be developed so humans can use the systems as efficiently and effectively as possible.
This book gathers revised and selected contributions to the 5th Dementia Lab Conference, D-Lab 2021, organized online on January 18-28, 2021, from the Emily Carr University of Art + Design, Vancouver, Canada. It describes original strategies in which design or creative methods have been shown to uncover, support and enhance the abilities of people living with dementia. Papers report on new ideas and findings relating to three main themes: engagement, empowerment and identity. They cover: ethics of inclusion and solutions for shifting the culture of care to be focused on both personal independence and reconnecting with the community; new ways of designing with people living with dementia; strategies for breaking negative stereotypes and preconceived opinions; and approaches to retaining personhood and dignity. Offering a timely source of information on new design and creative methods to a broad community of industrial, communication, interactive and inclusive designers, this book is also meant to address and inspire various stakeholders and organizations in dementia care.
This book gathers contributions to the EU-funded Horizon 2020 project INDIMO (Inclusive Digital Mobility Solutions), its sister projects DIGNITY (Digital Transport in and for Society) and TRIPS (Transport Innovation for Persons with Disabilities Needs Satisfaction), which have been focusing on making transport systems inclusive and accessible for all. Digitalization has enabled the emergence and proliferation of novel, 'disruptive' transport and delivery services. These services are often exclusively only available through digital channels such as a smartphone app or website. Yet a substantial segment of the population is at risk of being excluded from these services for a variety of reasons. Therefore, it is strongly necessary to integrate inclusivity and accessibility into the design and operation of mobility services. This book aims at discussing cases of and reasons for digital exclusion in transport. It also investigates the role of participatory and user-centric planning and design methods in making digital mobility more inclusive and accessible. Further, it discusses tools and technologies that could help policy makers to develop digital mobility as a more inclusive and accessible service. This is an open access book.
This book provides extensive research into the use of augmented reality in the three interconnected and overlapping fields of the tourism industry, museum exhibitions, and cultural heritage. It is written by a virtual team of 50 leading researchers and practitioners from 16 countries around the world. The authors explore the opportunities and challenges of augmented reality applications, their current status and future trends, informal learning and heritage preservation, mixed reality environments and immersive installations, cultural heritage education and tourism promotion, visitors with special needs, and emerging post-COVID-19 museums and heritage sites. Augmented Reality in Tourism, Museums and Heritage: A New Technology to Inform and Entertain is essential reading not only for researchers, application developers, educators, museum curators, tourism and cultural heritage promoters, but also for students (both graduates and undergraduates) and anyone who is interested in the efficient and practical use of augmented reality technology. |
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