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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
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.
This book presents a series of high performance product design (PD) and development best practices that can create or improve product development organization. In contrast to other books that focus only on Toyota or other individual companies applying lean IPD, this book explains the lean philosophy more broadly and includes discussions of systems engineering, design for X (DFX), agile development, integrated product development, and project management. The "Lean Journey" proposed here takes a value-centric approach, where the lean principles are applied to PD to allow the tools and methods selected to emerge from observation of the individual characteristics of each enterprise. This means that understanding lean product development (LPD) is not about knowing which tools are available but knowing how to apply the philosophy. The book comes with an accompanying manual with problems and solutions available on Springer Extras.
"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.
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.
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 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
"Personality Capture and Emulation" is the gateway to an amazing future that actually may be achieved, enabling the preservation and simulation of human personalities at progressively higher levels of fidelity. This challenge is no longer the province merely of uninhibited visionaries, but has become a solid field of research, drawing upon a wide range of information technologies in human-centered computing and cyber-human systems. Even at modest levels of accomplishment, research in this emerging area requires convergence of cognitive, social, and cultural sciences, in cooperation with information engineering and artificial intelligence, thus stimulating new multidisciplinary perspectives. Therefore this book will inspire many specific research and development projects that will produce their own valuable outcomes, even as the totality of the work moves us closer to a major revolution in human life. Will it ever really be possible to transfer a human personality at death to a technology that permits continued life?Or will people come to see themselves as elements in a larger socio-cultural system, for which a societal information system can provide collective immortality even after the demise of individuals? A large number and variety of pilot studies and programming projects are offered as prototypes for research that innovators in many fields may exploit for the achievement of their own goals. Together, they provide an empirical basis to strengthen the intellectual quality of several current debates at the frontiers of the human and information sciences."
This is the first comprehensive research monograph devoted to the use of augmented reality in education. It is written by a team of 58 world-leading researchers, practitioners and artists from 15 countries, pioneering in employing augmented reality as a new teaching and learning technology and tool. The authors explore the state of the art in educational augmented reality and its usage in a large variety of particular areas, such as medical education and training, English language education, chemistry learning, environmental and special education, dental training, mining engineering teaching, historical and fine art education. Augmented Reality in Education: A New Technology for Teaching and Learning is essential reading not only for educators of all types and levels, educational researchers and technology developers, but also for students (both graduates and undergraduates) and anyone who is interested in the educational use of emerging augmented reality technology.
The field of computer graphics combines display hardware, software, and interactive techniques in order to display and interact with data generated by applications. Visualization is concerned with exploring data and information graphically in such a way as to gain information from the data and determine significance. Visual analytics is the science of analytical reasoning facilitated by interactive visual interfaces. Expanding the Frontiers of Visual Analytics and Visualization provides a review of the state of the art in computer graphics, visualization, and visual analytics by researchers and developers who are closely involved in pioneering the latest advances in the field. It is a unique presentation of multi-disciplinary aspects in visualization and visual analytics, architecture and displays, augmented reality, the use of color, user interfaces and cognitive aspects, and technology transfer. It provides readers with insights into the latest developments in areas such as new displays and new display processors, new collaboration technologies, the role of visual, multimedia, and multimodal user interfaces, visual analysis at extreme scale, and adaptive visualization.
- The author is one of the most influential AI reseachers of recent decades. - Written in an accessible language, the book provides a probing account of AI today and proposes a new narrative to connect and make sense of events that happened in the recent tumultuous past and enable us to think soberly about the road ahead. - The book is divided into ten carefully crafted and easily-digestible chapters, each grapples with an important question for AI, ranging from the scientific concepts that underpin the technology to wider implications for society, using real examples wherever possible.
A longstanding goal of haptic engineering is to develop haptic interfaces that can provide realistic sensations of touch. A fundamental step towards this goal is to understand what mechanical tactile signals the hand feels during daily touch interactions. This book reveals the complex patterns of mechanical waves propagating throughout the hand that can be elicited even by simple touch interactions, which helps in expanding existing knowledge of tactile function beyond the region of near skin-object contact and inspires new designs for haptic sensing and feedback technologies. The first part of this book describes new methods for capturing dynamic, spatially distributed tactile signals in the whole hand during natural hand interactions. The second part characterizes these signals and evaluates how well and how efficiently they encode the information of touch, relating to the transmission of mechanical waves in hand tissues. The final part demonstrates how these findings can be utilized to create novel haptic effects and tactile displays. Tactile Sensing, Information, and Feedback via Wave Propagation provides a unique view of tactile sensing and feedback and will appeal to researchers, engineers, and students who are interested in learning cutting-edge haptic science and technology.
Sensorialities: Information Extraction and Perceptual Grouping in the Auditory System; B.C.J. Moore. Ultrasonic Techniques for Environment Perception; D. Dotti. The Vestibular System; E. Mira. Perception and Integration: Integration and Storage of Sensory Motor Information: Computation in the Cerebellum; E. D?Angelo. Field Computation and Sensory Fusion; V. Sanguineti, et al. Panel Summary-Plasticity and Reconfigurability in Sensory Systems; S. Vallerga, et al. Perception and Decision: Solving by Redundancy and Misunderstanding by Simplification; W. Gerbino. Perception for Decision or Decision for Perception?;B.Y. Zavidovique. Perception and Action: Integrating Reflexes and Voluntary Behaviors: Coordination and Adaptation Controls in Man; G.M. Gauthier, et al. Motion Perception as an Area Process; Y. Hermush, Y. Yeshurun. Perception and Representation: Representation and Integration of Multiple Knowledge Sources: Issues and Questions; C. Castelfranchi. Symbolic, Conceptual and Subconceptual Representations; P. Gardenfors. Percepton and Communication: Picture Icon and Word Icon; J.P. Rossi, G. Querrioux-Coulombier. Panel Summary. Characters, Pixels, and Phonemes; S. Levialdi, et al. 4 Additional Articles. 4 Panel Summaries. Index.
This timely text/reference explores the business and technical issues involved in the management of information systems in the era of big data and beyond. Topics and features: presents review questions and discussion topics in each chapter for classroom group work and individual research assignments; discusses the potential use of a variety of big data tools and techniques in a business environment, explaining how these can fit within an information systems strategy; reviews existing theories and practices in information systems, and explores their continued relevance in the era of big data; describes the key technologies involved in information systems in general and big data in particular, placing these technologies in an historic context; suggests areas for further research in this fast moving domain; equips readers with an understanding of the important aspects of a data scientist's job; provides hands-on experience to further assist in the understanding of the technologies involved.
It's Our Research: Getting Stakeholder Buy-in for User Experience Research Projects discusses frameworks, strategies, and techniques for working with stakeholders of user experience (UX) research in a way that ensures their buy-in. This book consists of six chapters arranged according to the different stages of research projects. Topics discussed include the different roles of business, engineering, and user-experience stakeholders; identification of research opportunities by developing empathy with stakeholders; and planning UX research with stakeholders. The book also offers ways of teaming up with stakeholders; strategies to improve the communication of research results to stakeholders; and the nine signs that indicate that research is making an impact on stakeholders, teams, and organizations. This book is meant for UX people engaged in usability and UX research. Written from the perspective of an in-house UX researcher, it is also relevant for self-employed practitioners and consultants who work in agencies. It is especially directed at UX teams that face no-time-no-money-for-research situations.
This self-contained book, written by active researchers, presents up-to-date information on smart maintenance strategies for human-robot interaction (HRI) and the associated applications of novel search algorithms in a single volume, eliminating the need to consult scattered resources. Unlike other books, it addresses maintaining a smart HRI from three dimensions, namely, hardware, cyberware, and hybrid-asset management, covering problems encountered in each through a wide variety of representative examples and elaborated illustrations. Further, the diverse mathematical models and intelligent systems constructions make the book highly practical. It enables readers interested in maintenance, robotics, and intelligent systems but perplexed by myriads of interrelated issues to grasp basic methodologies. At the same time, the referenced literature can be used as a roadmap for conducting deeper researches.
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 contains a range of invited and submitted papers presented at the 11th IFIP WG 9.2, 9.5, 9.6/11.7, 11.4, 11.6/SIG 9.2.2 International Summer School, held in Karlstad, Sweden, in August 2016. The 17 revised full papers and one short paper included in this volume were carefully selected from a total of 42 submissions and were subject to a two-step review process. The papers combine interdisciplinary approaches to bring together a host of perspectives: technical, legal, regulatory, socio-economic, social, societal, political, ethical, anthropological, philosophical, and psychological. The paper 'Big Data Privacy and Anonymization' is published open access under a CC BY 4.0 license at link.springer.com.
Approximately 15% of the global population is affected by some sort of disability, according to the World Report on Disability. Many C-Suite executives perceive digital accessibility (DA) as an endless task. Among the engineering leaders, one in four leaders are reliant on very limited knowledge about digital accessibility. Many countries are increasing their legislative efforts to make web accessibility an important part in web development and testing of software releases. Numerous organizations are facing extreme turbulence when not adhering to international accessibility guidelines while developing their software's and website applications. Web Content Accessibility Guidelines (WCAG) is a global guide on accessibility recommendations that are developed through the World Wide Web Consortium (W3C) to help organizations to meet minimum standard accessibility guidelines. It has become critical for every organization to focus on implementing the accessibility checks at every stage of their application development to avoid costly mistakes. Meanwhile, the need for front-end engineers and Quality Assurance (QA) test analysts to learn WCAG best practices is immensely important for the growing need to incorporate accessibility-focused inclusive design, development, and extensive accessibility testing, which are essential for most of the customer-facing websites. In a fast-paced world, incorporating shift left accessibility within development and testing is the new normal. The Web Accessibility Project: Development and Testing Best Practices helps developers address right accessibility attributes to user interface (UI) components. It also helps developers focus on developing manual and automation tests for QA professionals to inject accessibility audit, accessibility functional tests, and accessibility automation tests as part of their Continuous Integration and Continuous Development (CI/CD) models. The book is filled with readily usable best practices to adapt web accessibility early in application development. By applying the accessibility best practices covered in this book, developers can help their organizations rise to a whole new level of accessibility adherence, innovation, and inclusive design. They will also see greater work satisfaction in their professional lives and a way to help improve digital accessibility for end users.
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. The participating 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 addresses the new and growing field of neurodesign, which applies insights from the neurosciences in order to improve design team performance. Thinking and devising innovations are inherently human activities - and 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 in general. As such, the research outcomes compiled in this book are intended to inform and provide inspiration for all those seeking to drive innovation - be they experienced design thinkers or newcomers.
This book offers an in-depth and systematic introduction to improved failure mode and effects analysis (FMEA) methods for proactive healthcare risk analysis. Healthcare risk management has become an increasingly important issue for hospitals and managers. As a prospective reliability analysis technique, FMEA has been widely used for identifying and eliminating known and potential failures in systems, designs, products or services. However, the traditional FMEA has a number of weaknesses when applied to healthcare risk management. This book provides valuable insights into useful FMEA methods and practical examples that can be considered when applying FMEA to enhance the reliability and safety of the healthcare system. This book is very interesting for practitioners and academics working in the fields of healthcare risk management, quality management, operational research, and management science and engineerin. It can be considered as the guiding document for how a healthcare organization proactively identifies, manages and mitigates the risk of patient harm. This book also serves as a valuable reference for postgraduate and senior undergraduate students.
Discusses algorithms and design methodologies for the implementation of HMI based IoT systems. Covers real-time utility of IoT based devices and systems. Provides human-machine interactive technologies and smart applications using IoT. Covers cyber-physical systems, IoT in HMI, using a blend of theoretical knowledge with a practical approach.
Quickly learn the most widely used front-end development language with ease and confidence React JS Foundations: Building User Interfaces with ReactJS - An Approachable Guide walks readers through the fundamental concepts of programming with the explosively popular front-end tool known as React JS. Written by an accomplished full-stack engineer, speaker, and community organizer, React JS Foundations teaches readers how to understand React and how to begin building applications with it. The book: Explains and clarifies technical terminology with relevant and modern examples to assist people new to programming understand the language Helps experienced programmers quickly get up to speed with React Is stocked throughout with practical and applicable examples of day-to-day React work Perfect for beginner, intermediate, and advanced programmers alike, React JS Foundations will quickly bring you up to speed on one of the most useful and widely used front-end languages on the web today. You can start building your first application today.
The concept of usability has become an increasingly important
consideration in the design of all kinds of technology. As more
products are aimed at global markets and developed through
internationally distributed teams, usability design needs to be
addressed in global terms. Interest in usability as a design issue
and specialist area of research and education has developed
steadily in North America and Europe since the 1980 s. However, it
is only over the last ten years that it has emerged as a global
concern.
* Joey F. George I was honored to be asked to open the VI Conference of the Italian Chapter of the Association for Information Systems (ItAIS), held in Olbia, on the Costa Smeralda of Sardinia, Italy, in October 2009. Over 90 research papers were presented over two days, and over 120 people attended the conference. Each day, five par- lel sessions featured papers on diverse information systems topics. Session themes included Information and Knowledge Management; Organizational Change and Impact of ICT; IS Quality, Metrics and Impact; E-Justice and Ethics of Information Systems; Information Systems Development and Design Methodo- gies; E-Services in Public and Private Sectors; Innovation Transfer of IT Research Projects; the Strategic Role of Information Systems; Accounting Management and Information Systems; Human Computer Interaction; and Emerging Issues in a Globalized and Interconnected World. The majority of attendees were from Italy, which would be expected for a meeting of the Italian Chapter of AIS. However, as much as 30% of participants came from elsewhere, from other parts of Europe to be sure, but also from as far away as Nigeria, Mexico and Australia. That the conference was so decidedly international provides support for the 2009 con- rence theme, "Achieving Fusion in the Interconnected World. " Amid lively d- cussion and intellectual exchanges, professional networks were extended well beyond the Costa Smeralda and new connections and friendships were made.
This book provides an introduction and overview of the rapidly evolving topic of game narratives, presenting the new perspectives employed by researchers and the industry, highlighting the recent empirical findings that illustrate the nature of it. The first section deals with narrative design and theory, the second section includes social and cultural studies on game narrative, the third section focuses on new technologies and approaches for the topic, the fourth section presents practices and case studies, and the final section provides industry cases from professionals. |
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