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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
Tools and technologies have long complemented and extended our physical abilities: from pre-historic spearheads to steam-propelled ploughs and high-tech prosthetics. While the development of lenses granted us insights into the micro and macrocosms, new sensors and technologies increasingly augment our cognitive abilities, including memory and perception. This book integrates current research efforts, results, and visions from the fields of computer science, neuroscience, and psychology. It provides a comprehensive overview of the state-of-the-art and future applications of how technologies assist and augment human perception and cognition. Experts in the field share their research and findings on: Working memory enhancements Digitization of memories through lifelog archives The consequences of technology-induced disruptions and forgetting The creation and utilization of new human senses Ethical and security concerns that arise with augmentation technologies. As technology weaves itself ever deeper into our lives, careful examination of its capabilities, risks and benefits is warranted. While this book focuses on the complementation and augmentation of human capabilities, it serves as a foundation for students, researchers and designers of technologies that push the boundaries of perception and cognition.
This groundbreaking text examines the problem of user authentication from a completely new viewpoint. Rather than describing the requirements, technologies and implementation issues of designing point-of-entry authentication, the book introduces and investigates the technological requirements of implementing transparent user authentication - where authentication credentials are captured during a user's normal interaction with a system. This approach would transform user authentication from a binary point-of-entry decision to a continuous identity confidence measure. Topics and features: discusses the need for user authentication; reviews existing authentication approaches; introduces novel behavioural biometrics techniques; examines the wider system-specific issues with designing large-scale multimodal authentication systems; concludes with a look to the future of user authentication.
The book shows how researchers, practitioners, and designers can improve user experiences with technology by understanding various user learning styles and characteristics when they interact with new and challenging applications and interfaces. Quality of experience in this new technological environment is affected by the learning curve involved in being able to use the new interfaces in a satisfactory way. The author explores the variations in quality of experience when considering learning and ethics when interacting with new, emerging technologies. The author shows how results can be applied to technologies such as big data, AI, 5G, and Internet of Things (IoT). Taken into account are also safety and security requirements, context, environment, etc. The book explores the idea of learning, ethics, and the idea that there exists a "recipe" for a satisfactory interaction with technology if such relevant parameters are taken into consideration. Analyzes user habits to improve quality of experience when interacting with technology; Shows how to apply quality of service techniques to 5G, IoT, big data and AI; Uses behavior models to analyze interactions to improve the user quality of experience.
Since the turn of this century (and even earlier), a plethora of projects have arisen to promise us bold new interactive adventures and immersive travel into the past with digital environments (using mixed, virtual or augmented reality, as well as computer games). In Playing with the Past: Into the Future Erik Champion surveys past attempts to communicate history and heritage through virtual environments and suggests new technology and creative ideas for more engaging and educational games and virtual learning environments.This second edition builds on and updates the first edition with new game discussions, surveys, design frameworks, and theories on how cultural heritage could be experienced in digital worlds, via museums, mobile phones, or the Metaverse. Recent games and learning environments are reviewed, with provocative discussion of new and emerging promises and challenges.
The information infrastructure - comprising computers, embedded devices, networks and software systems - is vital to operations in every sector: inf- mation technology, telecommunications, energy, banking and ?nance, tra- portation systems, chemicals, agriculture and food, defense industrial base, public health and health care, national monuments and icons, drinking water and water treatment systems, commercial facilities, dams, emergency services, commercial nuclear reactors, materials and waste, postal and shipping, and government facilities. Global business and industry, governments, indeed - ciety itself, cannot function if major components of the critical information infrastructure are degraded, disabled or destroyed. This book, Critical Infrastructure Protection IV, is the fourth volume in the annual series produced by IFIP Working Group 11.10 on Critical Infr- tructure Protection, an active international community of scientists, engineers, practitioners and policy makers dedicated to advancing research, development and implementation e?orts related to critical infrastructure protection. The book presents original research results and innovative applications in the area of infrastructure protection. Also, it highlights the importance of weaving s- ence, technology and policy in crafting sophisticated, yet practical, solutions that will help secure information, computer and network assets in the various critical infrastructure sectors. This volume contains seventeen edited papers from the Fourth Annual IFIP Working Group 11.10 International Conference on Critical Infrastructure P- tection, held at the National Defense University, Washington, DC, March 15- 17, 2010. The papers were refereed by members of IFIP Working Group 11.10 and other internationally-recognized experts in critical infrastructure prot- tion.
Collaborative virtual environments (CVEs) are multi-user virtual realities which actively support communication and co-operation. This book offers a comprehensive reference volume to the state-of-the-art in the area of design studies in CVEs. It is an excellent mix of contributions from over 25 leading researcher/experts in multiple disciplines from academia and industry, providing up-to-date insight into the current research topics in this field as well as the latest technological advancements and the best working examples. Many of these results and ideas are also applicable to other areas such as CVE for design education. Overall, this bookserves asan excellent reference for postgraduate students, researchers and practitioners who need a comprehensive approach to study the design behaviours in CVEs. It is also a useful and informative source of materials for those interested in learning more on using/developing CVEs to support design and design collaboration. "
This book presents a guide to navigating the complicated issues of quality and process improvement in enterprise software implementation, and the effect these have on the software development life cycle (SDLC). Offering an integrated approach that includes important management and decision practices, the text explains how to create successful automated solutions that fit user and customer needs, by mixing different SDLC methodologies. With an emphasis on the realities of practice, the book offers essential advice on defining business requirements, and managing change. This revised and expanded second edition includes new content on such areas as cybersecurity, big data, and digital transformation. Features: presents examples, case studies, and chapter-ending problems and exercises; concentrates on the skills needed to distinguish successful software implementations; considers the political and cultural realities in organizations; suggests many alternatives for how to manage and model a system.
This book constitutes the refereed proceedings of the 17th IFIP WG 2.13 International Conference on Open Source Systems, OSS 2021, held virtually in May 2021.The 4 full papers and 3 short papers presented were carefully reviewed and selected from 23 submissions. The papers cover a wide range of topics in the field of free/libre open source software (FLOSS) and discuss theories, practices, experiences, and tools on development and applications of OSS systems, with a specific focus on two aspects:(a) the development of open source systems and the underlying technical, social, and economic issue, (b) the adoption of OSS solutions and the implications of such adoption both in the public and in the private sector.
Affective information processing assigns computers the human-like capabilities of observation, interpretation and generation of affect features. It is an important topic for harmonious human-computer interaction, by increasing the quality of human-computer communication and improving the intelligence of the computer. Discussing state of art of the research in affective information processing, this book summarises key technologies researched, such as facial expression recognition, face animation, emotional speech synthesis, intelligent agent, and virtual reality. The detailed discussion covers a wide range of topics including hot topics which look to challenge and improve current research work. Written to provide an opportunity for scientists, engineers and graduate students to learn problems, solutions and technologies in the topic area, this book will provide insight and prove a valuable reference tool.
Amid recent interest in Clifford algebra for dual quaternions as a more suitable method for Computer Graphics than standard matrix algebra, this book presents dual quaternions and their associated Clifford algebras in a new light, accessible to and geared towards the Computer Graphics community. Collating all the associated formulas and theorems in one place, this book provides an extensive and rigorous treatment of dual quaternions, as well as showing how two models of Clifford algebras emerge naturally from the theory of dual quaternions. Each chapter comes complete with a set of exercises to help readers sharpen and practice their knowledge. This book is accessible to anyone with a basic knowledge of quaternion algebra and is of particular use to forward-thinking members of the Computer Graphics community. .
Considers how different fields across technology and business have been affected by the Covid-19 pandemic Explores the innovations, disruptions and changes that are required to adapt in a fast-evolving landscape technology Offers a wealth of perspectives from international contributors working in a variety of contexts.
"Brainstorming and Beyond" describes the techniques for
generating ideas verbally, in writing, or through sketches. The
first chapter focuses on brainstorming, the foundation method for
ideation, which is a complex social process building off of social
psychology principles, motivational constructs, and corporate
culture. Brainstorming iscommonly portrayed as an easy way to
generate ideas, but in reality, it is a complex social process that
is often flawed in ways that are not self-evident. Chapter 2
discusses Brainwriting, which is a variation on brainstorming in
which each person writes ideas down on paper and then passes the
paper to a new person who reads the first set of ideas and adds new
ones. Since there is no group shouting out of ideas, strong
facilitation skills are not required, and more often than not,
Brainwriting results greatly exceed those of group brainstorming in
a shorter time because ideas are generated in a parallel, rather
than serial, fashion. Brainwriting is useful when time is limited,
groups are hostile, or you are dealing with a culture where
shouting out wild or divergent ideas might be difficult. Finally,
in Chapter 3, readers learn about Braindrawing, a method of visual
brainstorming that helps practitioners generate ideas for icons,
other graphics, user interface layouts, or Web page designs. Each
of these methods provides readers with ways to generate, present,
and evaluate ideas so they can begin building a strong foundation
for product success.
Recent Advances in Chaotic Systems and Synchronization: From Theory to Real World Applications is a major reference for scientists and engineers interested in applying new computational and mathematical tools for solving complex problems related to modeling, analyzing and synchronizing chaotic systems. Furthermore, it offers an array of new, real-world applications in the field. Written by eminent scientists in the field of control theory and nonlinear systems from 19 countries (Cameroon, China, Ethiopia, France, Greece, India, Italia, Iran, Japan, Mexico, and more), this book covers the latest advances in chaos theory, along with the efficiency of novel synchronization approaches. Readers will find the fundamentals and algorithms related to the analysis and synchronization of chaotic systems, along with key applications, including electronic design, text and image encryption, and robot control and tracking.
This edited book focuses on speech etiquette, examining the rules that govern communication in various online communities: professional, female, and ethnospecific. The contributors analyze online communication in the Slavic languages Russian, Slovak, Polish, and Belarusian, showing how the concept of speech etiquette differs from the concept of politeness, although both reflect the relationship between people in interaction. Online communities are united on the basis of common informative or phatic illocutions among their participants, and their speech etiquette is manifested in stable forms of conducting discussions - stimulating and responding. Each group has its own ideas of unacceptable speech behavior and approaches to sanitation, and the rules of speech etiquette in each group determine the degree of rapport and distancing between the participants in discourse. The chapters in this book explore how rapport and distance are established through acts such as showing attention to the addressee and increasing his or her communicative status; reducing or increasing the illocutionary power of evaluations and motivations; and evaluating one's own or someone else's speech. The volume will be of interest to researchers studying online communication in such diverse fields as linguistics, sociology, anthropology, programming, and media studies.
This book describes, from a computer science viewpoint the software, methods of simulating and analysing crowds with a particular focus on the effects of panic in emergency situations. The power of modern technology impacts on modern life in multiple ways every day. A variety of scientific models and computational tools have been developed to improve human safety and comfort in built environments. In particular, understanding pedestrian behaviours during egress situations is of considerable importance in such contexts. Moreover, some places are built for large numbers of people (such as train stations and airports and high volume special activities such as sporting events). Simulating Crowds in Egress Scenarios discusses the use of computational crowd simulation to reproduce and evaluate egress performance in specific scenarios. Several case studies are included, evaluating the work and different analyses, and comparisons of simulation data versus data obtained from real-life experiments are given.
This book reports on advanced topics in the areas of wearable robotics research and practice. It focuses on new technologies, including neural interfaces, soft wearable robots, sensors and actuators technologies, discussing industrially and medically-relevant issues, as well as legal and ethical aspects. It covers exemplary case studies highlighting challenges related to the implementation of wearable robots for different purposes, and describing advanced solutions. Based on the 5th International Symposium on Wearable Robotics, WeRob2020, and on WearRacon Europe 2020, which were both held online on October 13-16, 2020, the book addresses a large audience of academics and professionals working in for the government, in the industry, and in medical centers, as well as end-users alike. By merging together engineering, medical, ethical and industrial perspectives, it offers a multidisciplinary, timely snapshot of the field of wearable technologies.
This volume comprises select proceedings of the International Conference on Humanizing Work and Work Environment organized by the Indian Society of Ergonomics (HWWE2019). The book presents research findings on different areas of ergonomics for developing appropriate tools and work environment considering capabilities and limitations of working people for maximum effectiveness on their performance. This volume will be of interest to academics, professionals and practitioners in the field of ergonomics.
This volume contains the proceedings of the 5th International Conference on Frontier Computing (FC 2016), Tokyo, Japan, July 13-15, 2016. This international meeting provided a forum for researchers to share current understanding of recent advances and emergence in information technology, science, and engineering, with themes in the scope of Communication Networks, Business Intelligence and Knowledge Management, Web Intelligence, and any related fields that further the development of information technology. The articles presented cover a wide spectrum of topics: database and data mining, networking and communications, web and internet of things, embedded system, soft computing, social network analysis, security and privacy, optics communication, and ubiquitous/pervasive computing. Many papers report results of great academic potential and value, and in addition, indicate promising directions of research in the focused realm of this conference series. Readers, including students, academic researchers, and professionals, will benefit from the results presented in this book. It also provides an overview of current research and can be used as a guidebook for those new to the field.
This book makes the case that traditional security design does not take the end-user into consideration, and therefore, fails. This book goes on to explain, using a series of examples, how to rethink security solutions to take users into consideration. By understanding the limitations and habits of users - including malicious users, aiming to corrupt the system - this book Illustrates how better security technologies are made possible. Traditional security books focus on one of the following areas: cryptography, security protocols, or existing standards. They rarely consider the end user as part of the security equation, and when they do, it is in passing. This book considers the end user as the most important design consideration, and then shows how to build security and privacy technologies that are both secure and which offer privacy. This reduces the risk for social engineering and, in general, abuse. Advanced-level students interested in software engineering, security and HCI (Human Computer Interaction) will find this book useful as a study guide. Engineers and security practitioners concerned with abuse and fraud will also benefit from the methodologies and techniques in this book.
This book brings together the insights from three different areas, Information Seeking and Retrieval, Cognitive Psychology, and Behavioral Economics, and shows how this new interdisciplinary approach can advance our knowledge about users interacting with diverse search systems, especially their seemingly irrational decisions and anomalies that could not be predicted by most normative models. The first part "Foundation" of this book introduces the general notions and fundamentals of this new approach, as well as the main concepts, terminology and theories. The second part "Beyond Rational Agents" describes the systematic biases and cognitive limits confirmed by behavioral experiments of varying types and explains in detail how they contradict the assumptions and predictions of formal models in information retrieval (IR). The third part "Toward A Behavioral Economics Approach" first synthesizes the findings from existing preliminary research on bounded rationality and behavioral economics modeling in information seeking, retrieval, and recommender system communities. Then, it discusses the implications, open questions and methodological challenges of applying the behavioral economics framework to different sub-areas of IR research and practices, such as modeling users and search sessions, developing unbiased learning to rank and adaptive recommendations algorithms, implementing bias-aware intelligent task support, as well as extending the conceptualization and evaluation on IR fairness, accountability, transparency and ethics (FATE) with the knowledge regarding both human biases and algorithmic biases. This book introduces a behavioral economics framework to IR scientists seeking a new perspective on both fundamental and new emerging problems of IR as well as the development and evaluation of bias-aware intelligent information systems. It is especially intended for researchers working on IR and human-information interaction who want to learn about the potential offered by behavioral economics in their own research areas.
"Multi-finger Haptic Interaction "presents a panorama of technologies and methods for multi-finger haptic interaction, together with an analysis of the benefits and implications of adding multiple-fingers to haptic applications. Research topics covered include: design and control of advanced haptic devices;multi-contact point simulation algorithms;interaction techniques and implications in human perception when interacting with multiple fingers. These multi-disciplinary results are integrated into applications such as medical simulators for training manual skills, simulators for virtual prototyping and precise manipulations in remote environments. "Multi-finger Haptic Interaction "presents the current and potential applications that can be developed with these systems, and details the systems' complexity. The research is focused on enhancing haptic interaction by providing multiple contact points to the user. This state-of-the-art volume is oriented towards researchers who are involved in haptic device design, rendering methods and perception studies, as well as readers from different disciplines who are interested in applying multi-finger haptic technologies and methods to their field of interest.
Activity recognition has emerged as a challenging and high-impact research field, as over the past years smaller and more powerful sensors have been introduced in wide-spread consumer devices. Validation of techniques and algorithms requires large-scale human activity corpuses and improved methods to recognize activities and the contexts in which they occur. This book deals with the challenges of designing valid and reproducible experiments, running large-scale dataset collection campaigns, designing activity and context recognition methods that are robust and adaptive, and evaluating activity recognition systems in the real world with real users.
This book focuses on the global quality of the design of systems that people interact with during their work activities and daily lives; a quality that involves the globality of people's experience - physical, sensory, cognitive and emotional. It presents a concise and structured overview of the ergonomic approach to planning, and of methodological and operational tools from ergonomic research that can more directly and concretely contribute to the design process. The book also explores physical ergonomics and cognitive ergonomics, which are essential components of design culture. The final section addresses the main design problems and intervention criteria regarding the design of environments, products and equipment, as well as the design of communication, training and learning interface systems based on digital technologies. The book is chiefly intended for designers and anyone interested in the methods, tools and opportunities for in-depth analysis and development that ergonomics can offer regarding the conception, production and testing of products, environments and services, whether physical or virtual. It also offers a learning resource for professionals and students in Industrial Design and Planning.
This book presents a rich compilation of real-world cases on digitalization, the goal being to share first-hand insights from respected organizations and to make digitalization more tangible. As virtually every economic and societal sector is now being challenged by emerging technologies, the digital economy is a highly volatile, uncertain, complex and ambiguous place - and one that holds substantial challenges and opportunities for established organizations. Against this backdrop, this book reports on best practices and lessons learned from organizations that have succeeded in overcoming the challenges and seizing the opportunities of the digital economy. It illustrates how twenty-one organizations have leveraged their capabilities to create disruptive innovations, to develop digital business models, and to digitally transform themselves. These cases stem from various industries (e.g. automotive, insurance, consulting, and public services) and countries, reflecting the many facets of digitalization. As all case descriptions follow a uniform schema, they are easily accessible, and provide insightful examples for practitioners as well as interesting cases for researchers, teachers and students. Digitalization is reshaping business on a global scale, and it is evident that organizations must transform to thrive in the digital economy. Digitalization Cases provides first-hand insights into the efforts of renowned companies. The presented actions, results, and lessons learned are a great inspiration for managers, students, and academics. Anna Kopp, Head of IT Germany, Microsoft Understanding digitalization in all its facets requires knowledge about its opportunities and challenges in different contexts. Providing 21 cases from different companies all around the world, Digitalization Cases makes an important contribution toward the comprehensibility of digitalization - from a practical and a scientific point of view. Dorothy Leidner, Ferguson Professor of Information Systems, Baylor University This book is a great source of inspiration and insight on how to drive digitalization. It shows easy to understand good practice examples which illustrate opportunities, and at the same time helps to learn what needs to be done to realize them. I consider this book a must-read for every practitioner who cares about digitalization. Martin Petry, Chief Information Officer and Head of Business Excellence, Hilti
Interaction design is acknowledged as an important area of study, and more especially of design practice. Hugely popular and profitable consumer devices, such as mobile phones and tablets, are seen as owing much of their success to the way they have been designed, not least their interface characteristics and the styles of interaction that they support. Interaction design studies point to the importance of a user-centred approach, whereby products are in principle designed around their future users' needs and capacities. However, it is the market, and marketing, that determine which products are available for people to interact with and to a great extent what their designed characteristics are. Primitive Interaction Design is based on the realisation that designers need to be freed from the marketplace and industry pressure, and that the usual user-centred arguments are not enough to make a practical difference. Interaction designers are invited to cast themselves as "savages", as if wielding primitive tools in concrete physical environments. A theoretical perspective is presented that opens up new possibilities for designers to explore fresh ideas and practices, including the importance of conscious and unconscious being, emptiness and trickery. Building on this, a set of design tools for primitive design work is presented and illustrated with practical examples. This book will be of particular interest to undergraduate and graduate students and researchers in interaction design and HCI, as well as practicing interaction designers and computer professions. It will also appeal to those with an interest in psychology, anthropology, cultural studies, design and the future of technology in society. |
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