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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
Creative AI defines art and media practices that have AI embedded into the process of creation, but also encompass novel AI approaches in the realisation and experience of such work, e.g. robotic art, distributed AI artworks across locations, AI performers, artificial musicians, synthetic images generated by neural networks, AI authors and journalist bots.This book builds on the discourse of AI and creativity and extends the notion of embedded and co-operative creativity with intelligent software. It does so through a human-centred approach in which AI is empowered to make the human experience more creative. It presents ways-of-thinking and doing by the creators themselves so as to add to the ongoing discussion of AI and creativity at a time when the field needs to expand its thinking. This will avoid over-academization of this emerging field, and help counter engrained prejudice and bias. The Language of Creative AI contains technical descriptions, theoretical frameworks, philosophical concepts and practice-based case studies. It is a compendium of thinking around creative AI for technologists, human-computer interaction researchers and artists who are wishing to explore the creative potential of AI.
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 provides a broad overview of the benefits from a Systems Engineering design philosophy in architecting complex systems composed of artificial intelligence (AI), machine learning (ML) and humans situated in chaotic environments. The major topics include emergence, verification and validation of systems using AI/ML and human systems integration to develop robust and effective human-machine teams-where the machines may have varying degrees of autonomy due to the sophistication of their embedded AI/ML. The chapters not only describe what has been learned, but also raise questions that must be answered to further advance the general Science of Autonomy. The science of how humans and machines operate as a team requires insights from, among others, disciplines such as the social sciences, national and international jurisprudence, ethics and policy, and sociology and psychology. The social sciences inform how context is constructed, how trust is affected when humans and machines depend upon each other and how human-machine teams need a shared language of explanation. National and international jurisprudence determine legal responsibilities of non-trivial human-machine failures, ethical standards shape global policy, and sociology provides a basis for understanding team norms across cultures. Insights from psychology may help us to understand the negative impact on humans if AI/ML based machines begin to outperform their human teammates and consequently diminish their value or importance. This book invites professionals and the curious alike to witness a new frontier open as the Science of Autonomy emerges.
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.
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.
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 book is a truly comprehensive, timely, and very much needed treatise on the conceptualization of analysis, and design of contactless & multimodal sensor-based human activities, behavior understanding & intervention. From an interaction design perspective, the book provides views and methods that allow for more safe, trustworthy, efficient, and more natural interaction with technology that will be embedded in our daily living environments. The chapters in this book cover sufficient grounds and depth in related challenges and advances in sensing, signal processing, computer vision, and mathematical modeling. It covers multi-domain applications, including surveillance and elderly care that will be an asset to entry-level and practicing engineers and scientists.(See inside for the reviews from top experts)
This book aims to explore and discuss theories and technologies for the development of socially competent and culture-aware embodied conversational agents for elderly care. To tackle the challenges in ageing societies, this book was written by experts who have a background in assistive technologies for elderly care, culture-aware computing, multimodal dialogue, social robotics and synthetic agents. Chapter 1 presents a vision of an intelligent agent to illustrate the current challenges for the design and development of adaptive systems. Chapter 2 examines how notions of trust and empathy may be applied to human-robot interaction and how it can be used to create the next generation of emphatic agents, which address some of the pressing issues in multicultural ageing societies. Chapter 3 discusses multimodal machine learning as an approach to enable more effective and robust modelling technologies and to develop socially competent and culture-aware embodied conversational agents for elderly care. Chapter 4 explores the challenges associated with real-world field tests and deployments. Chapter 5 gives a short introduction to socio-cognitive language processing that describes the idea of coping with everyday language, irony, sarcasm, humor, paralinguistic information such as the physical and mental state and traits of the dialogue partner, and social aspects. This book grew out of the Shonan Meeting seminar entitled "Multimodal Agents for Ageing and Multicultural Societies" held in 2018 in Japan. Researchers and practitioners will be helped to understand the emerging field and the identification of promising approaches from a variety of disciplines such as human-computer interaction, artificial intelligence, modelling, and learning.
Design Research uses scientific methods to evaluate designs and build design theories. This book starts with recognizable questions in Design Research, such as A/B testing, how users learn to operate a device and why computer-generated faces are eerie. Using a broad range of examples, efficient research designs are presented together with statistical models and many visualizations. With the tidy R approach, producing publication-ready statistical reports is straight-forward and even non-programmers can learn this in just one day. Hundreds of illustrations, tables, simulations and models are presented with full R code and data included. Using Bayesian linear models, multi-level models and generalized linear models, an extensive statistical framework is introduced, covering a huge variety of research situations and yet, building on only a handful of basic concepts. Unique solutions to recurring problems are presented, such as psychometric multi-level models, beta regression for rating scales and ExGaussian regression for response times. A "think-first" approach is promoted for model building, as much as the quantitative interpretation of results, stimulating readers to think about data generating processes, as well as rational decision making. New Statistics for Design Researchers: A Bayesian Workflow in Tidy R targets scientists, industrial researchers and students in a range of disciplines, such as Human Factors, Applied Psychology, Communication Science, Industrial Design, Computer Science and Social Robotics. Statistical concepts are introduced in a problem-oriented way and with minimal formalism. Included primers on R and Bayesian statistics provide entry point for all backgrounds. A dedicated chapter on model criticism and comparison is a valuable addition for the seasoned scientist.
This is the third edition of the first ever book to explore the exciting field of augmented reality art and its enabling technologies. The new edition has been thoroughly revised and updated, with 9 new chapters included. As well as investigating augmented reality as a novel artistic medium, the book covers cultural, social, spatial and cognitive facets of augmented reality art. It has been written by a virtual team of 33 researchers and artists from 11 countries who are pioneering in the new form of art, and contains numerous colour illustrations showing both classic and recent augmented reality artworks. Intended as a starting point for exploring this new fascinating area of research and creative practice, it will be essential reading not only for artists, researchers and technology developers, but also for students (graduates and undergraduates) and all those interested in emerging augmented reality technology and its current and future applications in art.
Adaptive Multimodal Interactive Systems introduces a general framework for adapting multimodal interactive systems and comprises a detailed discussion of each of the steps required for adaptation. This book also investigates how interactive systems may be improved in terms of usability and user friendliness while describing the exhaustive user tests employed to evaluate the presented approaches. After introducing general theory, a generic approach for user modeling in interactive systems is presented, ranging from an observation of basic events to a description of higher-level user behavior. Adaptations are presented as a set of patterns similar to those known from software or usability engineering.These patterns describe recurring problems and present proven solutions. The authors include a discussion on when and how to employ patterns and provide guidance to the system designer who wants to add adaptivity to interactive systems. In addition to these patterns, the book introduces an adaptation framework, which exhibits an abstraction layer using Semantic Web technology.Adaptations are implemented on top of this abstraction layer by creating a semantic representation of the adaptation patterns. The patterns cover both graphical interfaces as well as speech-based and multimodal interactive systems.
Design intuitive navigation for the ideal user experience Hundreds of thousands of Web designers and developers have relied on web usability expert Steve Krug's guide to help them understand the principles of intuitive navigation and information design. Witty, commonsensical, and eminently practical, it's one of the best-loved and most recommended books on the subject. Fresh perspectives and examples New chapter on mobile usability Still short, profusely illustrated...and best of all-fun to read If you've read it before, you'll rediscover what made Don't Make Me Think so essential to Web designers and developers around the world. If you've never read it, you'll see why so many people have said it should be required reading for anyone working on websites. "After reading it over a couple of hours and putting its ideas to work for the past five years, I can say it has done more to improve my abilities as a Web designer than any other book." -Jeffrey Zeldman, author of Designing with Web Standards
Like all other forms of modern media, video games impact society and human behavior in often surprising ways. Understanding the growing effect of digital entertainment on twenty-first century culture is critical to anticipating the future of social interactions. Cases on the Societal Effects of Persuasive Games investigates the connection between multimedia technologies and game-based learning for an improved understanding of the impact and effectiveness of serious games in modern societies. With examples from the fields of education, business, healthcare, and more, this book serves as a crucial reference source for researchers, educators, developers, and students in higher and continuing education.
Advances in network connectivity, power consumption, and physical size create new possibilities for using interactive computing outdoors. However, moving computing outdoors can drastically change the human outdoor experience. This impact is felt in many kinds of outdoor activities such as citizen science, personal recreation, search and rescue, informal education, and others. It is also felt across outdoor settings that range from remote wilderness to crowded cities. Understanding these effects can lead to ideas, designs and systems that improve, rather than diminish, outdoor experiences. This book represents the current results emerging from recent workshops focused on HCI outdoors and held in conjunction with CHI, GROUP, UbiComp, and MobileHCI conferences. Based on feedback at those workshops, and outreach to other leaders in the field, the chapters collected were crafted to highlight methods and approaches for understanding how technologies such as handhelds, wearables, and installed standalone devices impact individuals, groups, and even communities. These findings frame new ways of thinking about HCI outdoors, explore logistical issues associated with moving computing outdoors, and probe new experiences created by involving computing in outdoor pursuits. Also important are the ways that social media has influenced preparation, experience, and reflection related to outdoor experiences. HCI Outdoors: Theory, Design, Methods and Applications is of interest to HCI researchers, HCI practitioners, and outdoor enthusiasts who want to shape future understanding and current practice related to technology in every kind of outdoor experience.
- Written by world-leading subject specialist in both sport management and artificial intelligence - Includes interviews with elite sports managers and coaches - Examines the competitive advantages offered by AI to a wide-range of areas including Recruitment, Performance & Tactics, Health & Fitness, Pedagogy, Broadcasting, eSports, Gambling, and Stadium Design
This book presents the best-selected research papers presented at the 3rd International Conference on Activity and Behavior Computing (ABC 2021), during 20-22 October 2021. The book includes works related to the field of vision- and sensor-based human action or activity and behavior analysis and recognition. It covers human activity recognition (HAR), action understanding, gait analysis, gesture recognition, behavior analysis, emotion, and affective computing, and related areas. The book addresses various challenges and aspects of human activity recognition-both in sensor-based and vision-based domains. It can be considered as an excellent treasury related to the human activity and behavior computing.
This book presents state-of-the-art research, challenges and solutions in the area of human-robot collaboration (HRC) in manufacturing. It enables readers to better understand the dynamic behaviour of manufacturing processes, and gives more insight into on-demand adaptive control techniques for industrial robots. With increasing complexity and dynamism in today's manufacturing practice, more precise, robust and practical approaches are needed to support real-time shop-floor operations. This book presents a collection of recent developments and innovations in this area, relying on a wide range of research efforts. The book is divided into five parts. The first part presents a broad-based review of the key areas of HRC, establishing a common ground of understanding in key aspects. Subsequent chapters focus on selected areas of HRC subject to intense recent interest. The second part discusses human safety within HRC. The third, fourth and fifth parts provide in-depth views of relevant methodologies and algorithms. Discussing dynamic planning and monitoring, adaptive control and multi-modal decision making, the latter parts facilitate a better understanding of HRC in real situations. The balance between scope and depth, and theory and applications, means this book appeals to a wide readership, including academic researchers, graduate students, practicing engineers, and those within a variety of roles in manufacturing sectors.
The long-standing cultural imperative of augmenting human intellect continues to move ever closer to its full manifestation, described by Marshall McLuhan as an extension of the human nervous system. The escalating blending of immersive technologies with advanced computation has created an emerging domain which increasingly allows socio-technical system makers to produce not only human-computer interactions, but advanced, multi-minded human+computer (H+C) systems. The critical shift toward user immersion within systems of digital information and simulation makes the scale of immersive media's potential impact on human life, culture and well-being unlike that of any previous medium. In Designing XR, Peter (Zak) Zakrzewski presents H+C immersion as a multi-dimensional design problem - a Research Through Design (RTD) zone which addresses the question of: How can transformative design-thinking-based knowledge system complement the existing human-computer interaction (HCI) invention model to contribute to the creation of more participatory, socially viable, and humane immersive media environments? The book lays out a proposal for ushering the creation of ecologically sound augmented mind based on two essential tasks. The first involves a framework for the design, implementation, and iteration of purposeful, multi-minded, participatory immersive H+C systems. The second focuses on the extended reality experience (XRX) design practice that rhetorically invites users to actively engage with immersive systems while fully exercising their autonomy and agency based on informed choice.
An insider's account of Apple's creative process during the golden years of Steve Jobs. 'If you’ve ever wondered what it’s like to work in a hotbed of innovation, you’ll enjoy this inside view of life at Apple. Ken Kocienda pioneered the iPhone keyboard, and this book gives a play-by-play of their creative process –from generating ideas to doing a demo for Steve Jobs.' Adam Grant Hundreds of millions of people use Apple products every day; several thousand work on Apple's campus in Cupertino, California; but only a handful sit at the drawing board. Creative Selection recounts the life of one of the few who worked behind the scenes, a highly-respected software engineer who worked in the final years of the Steve Jobs era, the Golden Age of Apple. Ken Kocienda offers an inside look at Apple’s creative process. For fifteen years, he was on the ground floor of the company as a specialist, directly responsible for experimenting with novel user interface concepts and writing powerful, easy-to-use software for products including the iPhone, the iPad and the Safari web browser. His stories explain the symbiotic relationship between software and product development for those who have never dreamed of programming a computer, and reveal what it was like to work on the cutting edge of technology at one of the world's most admired companies. Kocienda shares moments of struggle and success, crisis and collaboration, illuminating each with lessons learned over his Apple career. He introduces the essential elements of innovation, inspiration, collaboration, craft, diligence, decisiveness, taste, and empathy, and uses these as a lens through which to understand productive work culture. An insider's tale of creativity and innovation at Apple, Creative Selection shows readers how a small group of people developed an evolutionary design model, and how they used this methodology to make groundbreaking and intuitive software which countless millions use every day.
"Biometrics andKansei Engineering "is the first book to bring together the principles and applications of each discipline. The future of biometrics is in need of new technologies that can depend on people's emotions and the prediction of their intention to take an action. Behavioral biometrics studies the way people walk, talk, and express their emotions, and Kansei Engineering focuses on interactions between users, products/services and product psychology. They are becoming quite complementary. This book also introduces biometric applications in our environment, which further illustrates the close relationship between Biometrics and Kansei Engineering. Examples and case studies are provided throughout this book. "Biometrics and Kansei Engineering "is designed as a reference book for professionals working in these related fields. Advanced-level students and researchers studying computer science and engineering will find this book useful as a reference or secondary text book as well. "
This book investigates the impact of information and communication technologies (ICTs) on development and well-being (beyond economic benefits) and highlights some emerging issues relating to the realities, constraints and digital divides with particular reference to India. It collects a series of novel contributions, studying the Indian experience in an international cross-country perspective. The book also discusses economic, social, and behavioural aspects of well-being as well as access to ICTs across regions, states and individuals to account for the digital divide. The book establishes an aggregate relationship between ICT exposure and well-being at the country level and addresses a number of fundamental issues, such as whether ICT raises the level of transparency and governance. Based on case studies and anecdotal evidence, it then further assesses the effective implementation of service delivery through ICT innovations. The book is divided into four parts: The introductory part surveys the literature and presents background information on the Indian case; introduces the main themes on the relationships between ICT, socio-economic development and digital divides; and provides a summary and roadmap to the chapters of the book. Part II focuses on the impact of ICT on economic performance, including economic growth, productivity and trade. Part III examines the extent of the digital divides in India, including international, regional as well as inter-personal inequality. Finally, Part IV investigates the impact of ICT on governance, users' well-being and social outcomes. Combining insights from analyses of a variety of socio-economic dimensions related to digitalisation, this book is relevant for a wide range of scholars and researchers across disciplines, as well as practitioners and policy-makers. While the book has a main focus on India, various contributions take an international cross-country comparative perspective, and the results have general relevance for digitalisation and development. On the whole, the main message of this book is that the impact of ICTs is contingent upon other assets, capabilities and institutional conditions. National policies should, therefore, not only promote digitalization as such but also ensure its co-evolution and complementarity with a variety of other country-specific factors. Chapter 'Digitalisation and Development: Issues for India and Beyond' of this book is available open access under a CC BY 4.0 license at link.springer.com |
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