![]() |
Welcome to Loot.co.za!
Sign in / Register |Wishlists & Gift Vouchers |Help | Advanced search
|
Your cart is empty |
||
|
Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
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.
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 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."
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 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.
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.
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.
This book provides an understanding of the impact of delay on cloud gaming Quality of Experience (QoE) and proposes techniques to compensate for this impact, leading to a better gaming experience when there are network delays. The author studies why some games in the cloud are more delay sensitive than others by identifying game characteristics influencing a user's delay perception and predicting the gaming QoE degraded by the delay. The author also investigates the impact of jitter and serial-position effects on gaming QoE and delay. Using the insight gained, the author presents delay compensation techniques that can mitigate the negative influence of delay on gaming QoE that use the game characteristics to adapt the games.
From the editors of the wildly successful Beyond Calculation comes another exploration of the overwhelming impact of computers on our future. This time, the essays focus on the human impact of computer technology and culture: how computers will affect the ways we teach, learn, communicate, relate to each other, and live in the coming decades. The contributors, representing the best of many fields, include Secretary of Defense William Perry on how computers will affect warfare; Brian Ferrin on technology and storytelling; Patti Maes on intelligent agents; Nobel Laureate Murray Gell-Mann on the quality of information; Eliot Soloway on the impact of computers on education; and many more. Like Beyond Calculation, praised by the New York Times for its "astonishing intellectual reach," this sequel engages readers with some of the most compelling and important issues of our time.
This book presents a comprehensive collection of case studies on augmented reality and virtual realty (AR/VR) applications in various industries. Augmented reality and virtual reality are changing the business landscape, providing opportunities for businesses to offer unique services and experiences to their customers. The case studies provided in this volume explore business uses of the technology across multiple industries such as healthcare, tourism, hospitality, events, fashion, entertainment, retail, education and video gaming. The book includes solutions of different maturities as well as those from startups to large enterprises thereby providing a thorough view of how augmented reality and virtual reality can be used in business.
This book comprises the proceedings of the International Conference on Machine Vision and Augmented Intelligence (MAI 2021) held at IIIT, Jabalpur, in February 2021. The conference proceedings encapsulate the best deliberations held during the conference. The diversity of participants in the event from academia, industry, and research reflects in the articles appearing in the volume. The book theme encompasses all industrial and non-industrial applications in which a combination of hardware and software provides operational guidance to devices in the execution of their functions based on the capture and processing of images. This book covers a wide range of topics such as modeling of disease transformation, epidemic forecast, COVID-19, image processing and computer vision, augmented intelligence, soft computing, deep learning, image reconstruction, artificial intelligence in healthcare, brain-computer interface, cybersecurity, and social network analysis, natural language processing, etc.
COOP 2010 is the 9th edition of the International Conference on Designing Cooperative Systems, being the second European conference in the field of Computer Supported Cooperative Work after ECSCW. The conference brings together researchers who contribute to the analysis and design of cooperative systems and their integration in organizational community, public and other settings, and their implications for policy and decision making. Cooperative systems design requires a deep understanding of collective activities, involving both artifacts and social practices. Contributions are solicited from a wide range of domains contributing to the fields of cooperative systems design and evaluation: CSCW, HCI, Information Systems, Knowledge Engineering, Multi-agents, organizational and management sciences, sociology, psychology, anthropology, ergonomics, linguistics.
This monograph presents innovative research regarding the body experience of human individuals who are using assistive robotic devices such as wearable robots or teleoperation systems. The focus is set on human-in-the-loop experiments that help to empirically evaluate how users experience devices. Moreover, these experiments allow for further examination of the underlying mechanisms of body experience through extending existing psychological paradigms, e.g., by disentangling tactile feedback from contacts. Besides reporting and discussing psychological examinations, the influence of various aspects of engineering design is investigated, e.g., different implementations of haptic interfaces or robot control. As haptics are of paramount importance in this tight type of human-robot interaction, it is explored with respect to modality as well as temporal and spatial effects. The first part of the book motivates the research topic and gives an in-depth analysis of the experimental requirements. The second and third part present experimental designs and studies of human-robot body experience regarding the upper and lower limbs as well as cognitive models to predict them. The fourth part discusses a multitude of design considerations and provides directions to guide future research on bidirectional human-machine interfaces and non-functional haptic feedback.
This book exemplifies how smart buildings have a crucial role to play for the future of energy. The book investigates what already exists in regards to technologies, approaches and solutions both with a scientific and technological point of view. The authors cover solutions for mirroring and tracing human activities, optimal strategies to configure home settings, and generating explanations and persuasive dashboards to get occupants better committed in their home energy managements. Solutions are adapted from the fields of Internet of Things, physical modeling, optimization, machine learning and applied artificial intelligence. Practical applications are given throughout.
This book discusses the role of human computer interaction (HCI) design in fostering digital literacy and promoting socio-cultural acceptance and usage of the latest ICT innovations in developing countries. The book presents techniques, theories, case studies, and methodologies in HCI design approaches that have been used to foster digital literacy, break the socio-cultural barriers to ICT adoption, and promote the widespread usage of the latest innovations in the health, agriculture, economic, education and social sectors in developing countries. The authors provide insights on how crossing disciplines in HCI such as usability design, user centered design, user experience, anticipated user experience, technology acceptance design, persuasive design, philosophical designs, motivational design, social-cultural oriented designs, and other HCI design approaches have promoted digital literacy and stimulated socio-cultural acceptance and the usage of the latest ICT innovations. The book is relevant in academic, industry and government. Presents theoretical, practical, and socio-cultural approaches to digital literacy challenges in developing countries; Discusses recent ICT and HCI innovations used to transform the health, agriculture, economic, education and social sectors in developing countries; Provides insights on design opportunities and challenges presented in countries where digital literacy is very low and with complex socio-cultural dynamics. |
You may like...
Advances in Soft Computing, Intelligent…
Janos Fodor, Robert Fuller
Hardcover
R6,207
Discovery Miles 62 070
Control and Signal Processing…
Oleg Sergiyenko, Moises Rivas-Lopez, …
Hardcover
R6,170
Discovery Miles 61 700
Beyond the Adirondacks - The Story of…
Elenor Amigo, Mark Neuffer, …
Hardcover
R2,539
Discovery Miles 25 390
Smart Electromechanical Systems - Group…
Andrey E. Gorodetskiy, Irina L. Tarasova
Hardcover
R2,695
Discovery Miles 26 950
Robotics for Cell Manipulation and…
Changsheng Dai, Guanqiao Shan, …
Paperback
R2,951
Discovery Miles 29 510
Membrane Computing for Distributed…
Andrei George Florea, Catalin Buiu
Hardcover
R3,988
Discovery Miles 39 880
Learning Motor Skills - From Algorithms…
Jens Kober, Jan Peters
Hardcover
R2,658
Discovery Miles 26 580
|