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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
Presents a strategic perspective and design methodology that guide the process of developing digital products and services that provide 'real experience' to users. Only when the material experienced runs its course to fulfilment is it then regarded as 'real experience' that is distinctively senseful, evaluated as valuable, and harmoniously related to others. Based on the theoretical background of human experience, the book focuses on these three questions: How can we understand the current dominant designs of digital products and services? What are the user experience factors that are critical to provide the real experience? What are the important HCI design elements that can effectively support the various UX factors that are critical to real experience? Design for Experience is intended for people who are interested in the experiences behind the way we use our products and services, for example designers and students interested in interaction, visual graphics and information design or practitioners and entrepreneurs in pursuit of new products or service-based start-ups.
Advances in hardware and networking have made possible a wide use of augmented reality (AR) technologies. However, simply putting those hardware and technologies together does not make a "good" system for end users to use. New design principles and evaluation methods specific to this emerging area are urgently needed to keep up with the advance in technologies. "Human Factors in Augmented Reality Environments" is the first book on human factors in AR, addressing issues related to design, development, evaluation and application of AR systems. Topics include surveys, case studies, evaluation methods and metrics, HCI theories and design principles, human factors and lessons learned and experience obtained from developing, deploying or evaluating AR systems. The contributors for this cutting-edge volume are well-established researchers from diverse disciplines including psychologists, artists, engineers and scientists. "Human Factors in Augmented Reality Environments" is designed for a professional audience composed of practitioners and researchers working in the field of AR and human-computer interaction. Advanced-level students in computer science and engineering will also find this book useful as a secondary text or reference.
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.
Control Systems Design of Bio-Robotics and Bio-Mechatronics with Advanced Applications delivers essential and advanced bioengineering information on the application of control and robotics technologies in the life sciences. Judging by what we have witnessed so far, this exciting field of control systems and robotics in bioengineering is likely to produce revolutionary breakthroughs over the next decade. While this book is intended for senior undergraduate or graduate students in both control engineering and biomedical engineering programs, it will also appeal to medical researchers and practitioners who want to enhance their quantitative understanding of physiological processes.
This book features the latest research in the area of immersive technologies, presented at the 5th International Augmented and Virtual Reality Conference, held in Munich, Germany in 2019. Bridging the gap between academia and industry, it presents the state of the art in augmented reality (AR) and virtual reality (VR) technologies and their applications in various industries such as marketing, education, healthcare, tourism, events, fashion, entertainment, retail and the gaming industry. The volume is a collection of research papers by prominent AR and VR scholars from around the globe. Covering the most significant topics in the field of augmented and virtual reality and providing the latest findings, it is of interest to academics and practitioners alike.
This new edition of the book covers Tailwind 3.0, which changes the way Tailwind generates its CSS. Tailwind 3.0 has a large number of new features powered by the new system, including the ability to use arbitrary values with most Tailwind class patterns, and a new syntax for combining color and opacity in a single class. This book also covers the new standalone command-line tools for Tailwind. With CSS, you can do amazing things to the basic text and images on your website, and with just a little bit of client-side code to add and remove CSS classes, you can do exponentially more. In the latest edition of this book, you'll learn how to use Tailwind 3.0 and the new way it generates CSS. You'll code your way through Tailwind's newest features, including the ability to use arbitrary values with most Tailwind class patterns and a new syntax for combining color and opacity in a single class. You'll even dive into the new standalone command-line tools for Tailwind. The Tailwind setup is extremely explicit and makes it possible to understand the display just by looking at the HTML markup. Start by designing the typographic details of the individual elements, then placing and manipulating those elements in "the box" using a flexbox or grid design. Finally, move those elements around the page with helpful small animations and transitions. With Tailwind, it's easy to prototype, iterate, and customize your display, use prefixes to specify behavior, change defaults, add new behavior, and integrate with legacy CSS. Use Tailwind to make extraordinary web designs without extraordinary effort. What You Need: This book is about Tailwind 3.0. You should have a basic knowledge of CSS and HTML.
Extensive research conducted by the Hasso Plattner Design Thinking Research Program at Stanford University in Palo Alto, California, USA, and the Hasso Plattner Institute in Potsdam, Germany, has yielded valuable insights on why and how design thinking works. Researchers have identified metrics, developed models, and conducted studies, which are featured in this book, and in the previous volumes of this series. Offering readers a closer look at design thinking, and its innovation processes and methods, this volume covers topics ranging from understanding success factors of design thinking to exploring the potential that lies in the use of digital technologies. Furthermore, readers learn how special-purpose design thinking can be used to solve thorny problems in complex fields, such as the health sector or software development. Thinking and devising innovations are inherently human activities - so is design thinking. Accordingly, design thinking is not merely the result of special courses or of being gifted or trained: it is a way of dealing with our environment and improving techniques, technologies and life. As such, the research outcomes compiled in this book should increase knowledge and provide inspiration to all seeking to drive innovation - be they experienced design thinkers or newcomers.
Personal data is increasingly important in our lives. We use personal data to quantify our behaviour, through health apps or for 'personal branding' and we are also increasingly forced to part with our data to access services. With the proliferation of embedded sensors, the built environment is playing a key role in this developing use of data, even though this remains relatively hidden. Buildings are sites for the capture of personal data. This data is used to adapt buildings to people's behaviour, and increasingly, organisations use this data to understand how buildings are occupied and how communities develop within them. A whole host of technical, practical, social and ethical challenges emerge from this still developing area across interior, architectural and urban design, and many open questions remain. This book makes a contribution to this on-going discourse by bringing together a community of researchers interested in personal informatics and the design of interactive buildings and environments. The book's aim is to foster critical discussion about the future role of personal data in interactions with the built environment. People, Personal Data and the Built Environment is ideal for researchers and practitioners interested in Architecture, Computer Science and Human Building Interaction.
This proceedings book presents papers from the 10th Cambridge Workshops on Universal Access and Assistive Technology. The CWUAAT series of workshops have celebrated a long history of interdisciplinarity, including design disciplines, computer scientists, engineers, architects, ergonomists, ethnographers, ethicists, policymakers, practitioners, and user communities. This reflects the wider increasing realisation over the long duration of the series that design for inclusion is not limited to technology, engineering disciplines, and computer science but instead requires an interdisciplinary approach. The key to this is providing a platform upon which the different disciplines can engage and see each other's antecedents, methods, and point of view. This proceedings book of the 10th CWUAAT conference presents papers in a variety of topics including Reconciling usability, accessibility, and inclusive design; Designing inclusive assistive and rehabilitation systems; Designing cognitive interaction with emerging technologies; Designing inclusive architecture; Data mining and visualising inclusion; Legislation, standards, and policy in inclusive design; Situational inclusive interfaces; and The historical perspective: 20 years of CWUAAT. CWUAAT has always aimed to be inclusive in the fields that it invites to the workshop. We must include social science, psychologies, anthropologies, economists, politics, governance, and business. This requirement is now energised by imminent new challenges arising from techno-social change. In particular, artificial intelligence, wireless technologies, and the Internet of Things generate a pressing need for more socially integrated projects with operational consequences on individuals in the built environment and at all levels of design and society. Business cases and urgent environmental issues such as sustainability and transportation should now be a focus point for inclusion in an increasingly challenging world. This proceedings book continues the goal of designing for inclusion, as set out by the CWUAAT when it first started.
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 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.
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.
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.
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.
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.
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.
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 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.
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. .
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.
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.
This book looks back at the starting point of engineering to show the importance of motivation in dealing with the passive-to-active consumer change, and explains how engineering can be holistic. It presents a variety of research on emotion, discussing topics such as neuroscience, philosophy and physiology. In addition to providing similar research being carried out from different perspectives in other fields, it demonstrates to readers how they can work with researchers in other fields to explore the new frontiers and their applications together. With engineering quickly moving from product development to experience development, and the role of emotion in engineering becoming increasingly important, Emotional Engineering, Vol. 6 is a valuable resource for engineers and researchers.
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.
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. |
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