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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
This book summarizes the results of Design Thinking Research Program at Stanford University in Palo Alto, California, USA and the Hasso Plattner Institute in Potsdam, Germany. Offering readers a closer look at design thinking, its innovation processes and methods, it covers topics ranging from how to design ideas, methods and technologies, to creativity experiments and creative collaboration in the real world, and the interplay between designers and engineers. But the topics go beyond this in their detailed exploration of design thinking and its use in IT systems engineering fields, and even from a management perspective. The authors show how these methods and strategies actually work in companies, and introduce new technologies and their functions. Furthermore, readers learn how special-purpose design thinking can be used to solve thorny problems in complex fields. Thinking and devising innovations are fundamentally and inherently human activities - so is design thinking. Accordingly, design thinking is not merely the result of special courses nor of being gifted or trained: it's a way of dealing with our environment and improving techniques, technologies and life. This edition offers a historic perspective on the theoretical foundations of design thinking. Within the four topic areas, various frameworks, methodologies, mindsets, systems and tools are explored and further developed. The first topic area focuses on team interaction, while the second part addresses tools and techniques for productive collaboration. The third section explores new approaches to teaching and enabling creative skills and lastly the book examines how design thinking is put into practice. All in all, the contributions shed light and provide deeper insights into how to support the collaboration of design teams in order to systematically and successfully develop innovations and design progressive solutions for tomorrow.
Multisensory perception is emerging as an important factor in shaping current lifestyles. Therefore, computer scientists, engineers, and technology experts are acknowledging the comparative power existing beyond visual explanations. Perceptions of Knowledge Visualization: Explaining Concepts through Meaningful Images discusses issues related to visualization of scientific concepts, picturing processes and products, as well as the role of computing in the advancement of visual literacy skills. By connecting theory with practice, this book gives researchers, computer scientists, and academics an active experience which enhances the perception and the role of computer graphics.
- Unlike other AI titles, this book takes a step further towards the real applicability and transferability of AI, through detailed examples in a very important region of Spain - Includes chapters on health and social welfare, transportation, digital economy, energy efficiency and sustainability, agro-industry and tourism - Great diversity of authors, expert in the varied sectors and problems addressed, belonging to powerful research groups from the University of Seville with proven experience in the transfer of knowledge to the productive sector and agents attached to the Andalucia TECH Campus
This book presents a world-class collection of Brain-Computer Music Interfacing (BCMI) tools. The text focuses on how these tools enable the extraction of meaningful control information from brain signals, and discusses how to design effective generative music techniques that respond to this information. Features: reviews important techniques for hands-free interaction with computers, including event-related potentials with P300 waves; explores questions of semiotic brain-computer interfacing (BCI), and the use of machine learning to dig into relationships among music and emotions; offers tutorials on signal extraction, brain electric fields, passive BCI, and applications for genetic algorithms, along with historical surveys; describes how BCMI research advocates the importance of better scientific understanding of the brain for its potential impact on musical creativity; presents broad coverage of this emerging, interdisciplinary area, from hard-core EEG analysis to practical musical applications.
From school lunchrooms to the White House press room, video games are an integral part of our popular culture, and the industry behind them touches all aspects of our lives, gamer and non-gamer alike. Business and entertainment, health and medicine, politics and war, social interaction and education, all fall under its influence. Virtual Ascendance tells the story of a formerly fringe enterprise that, when few were paying attention, exploded into a multi-billion dollar industry affecting the very way we live. Griffiths paints a thorough and vivid picture of the video game industry, illuminating the various, and often bizarre, ways it's changing how we work, play and live. He brings readers along on his own journey of discovery, from the back room of a small Irish pub where members of the second-largest industry enclave meet each month, to a university clinic where the Wii is being used to treat Parkinson's sufferers - and everywhere in between. Virtual Ascendance is more than just a story about video games, though. It's the story of an awakening, of a realization that a childhood pastime has exploded into a thriving enterprise - one rooted in entertainment but whose tendrils reach into virtually all aspects of life and society.
Brain-Computer Interfaces: Lab Experiments to Real-World Applications, the latest volume in the Progress in Brain Research series, focuses on new trends and developments. This established international series examines major areas of basic and clinical research within the neurosciences, as well as popular and emerging subfields.
This book reports on research findings and practical lessons featuring advances in the areas of digital and interaction design, graphic design and branding, design education, society and communication in design practice, and related ones. Gathering the proceedings of the 5th International Conference on Digital Design and Communication, Digicom 2021, held on November 4-6, 2021, in Barcelos, Portugal, and continuing the tradition of the previous book, it describes new design strategies and solutions to foster digital communication within and between the society, institutions and brands. By highlighting innovative ideas and reporting on multidisciplinary projects, it offers a source of inspiration for designers of all kinds, including graphic and web designers, UI, UX and social media designers, and to researchers, advertisers, artists, and brand and corporate communication managers alike.
This updated edition of Defining Memory: Local Museums and the Construction of History in America's Changing Communities offers readers multiple lenses for viewing and discussing local institutions. New chapters are included in a section titled "Museums Moving Forward," which analyzes the ways in which local museums have come to adopt digital technologies in selecting items for exhibitions as well as the complexities of creating institutions devoted to marginalized histories. In addition to the new chapters, the second edition updates existing chapters, presenting changes to the museums discussed. It features expanded discussions of how local museums treat (or ignore) racial and ethnic diversity and concludes with a look at how business relationships, political events, and the economy affect what is shown and how it is displayed in local museums.
The present book contains a collection of the best papers presented at the 5th International Conference on Interaccion Persona Ordenador (IPO) (which is Human Computer Interaction in Spanish), which took place in th th Lleida on May 5 -7, 2004. This conference was co-organised by the Universitat of Lleida and the Universitat Oberta de Catalunya. Each year this conference is promoted by the Asociacion para la Interaccion Persona Ordenador (AIPO), the Spanish Human Computer Interaction Association, in collaboration with the local group of ACM- SIGCHI (CHISPA). In its fifth edition this conference has become a multidisciplinary forum for the discussion and dissemination of novelty research in Human Computer Interaction. The main goals of Interaccion 2004 were: To expand the conference scope with internationally recognised invited speakers. The plenary talks were presented by Alan Dix, Yvonne Rogers, Geritt van der Veer, and Angel Puerta. To open the participation to Spanish speaker worldwide in order to be a point of reference of this discipline not only in Spain but also in the wider Spanish speaking community. This goal was reached through a very diverse program which included panels and posters sessions, where many different aspect of the Human Computer Interaction (HCI) were presented. All through the program, research from outside Spain was reflected through the contributions from people of other countries."
At the intersection of astronautics, computer science, and social science, this book introduces the challenges and insights associated with computer simulation of human society in outer space, and of the dynamics of terrestrial enthusiasm for space exploration. Never before have so many dynamic representations of space-related social systems existed, some deeply analyzing the logical implications of social-scientific theories, and others open for experience by the general public as computer-generated virtual worlds. Fascinating software ranges from multi-agent artificial intelligence models of civilization, to space-oriented massively multiplayer online games, to educational programs suitable for schools or even for the world's space exploration agencies. At the present time, when actual forays by humans into space are scarce, computer simulations of space societies are an excellent way to prepare for a renaissance of exploration beyond the bounds of Earth.
This book investigates multiple facets of the emerging discipline of Tangible, Embodied, and Embedded Interaction (TEI). This is a story of atoms and bits. We explore the interweaving of the physical and digital, toward understanding some of their wildly varying hybrid forms and behaviors. Spanning conceptual, philosophical, cognitive, design, and technical aspects of interaction, this book charts both history and aspirations for the future of TEI. We examine and celebrate diverse trailblazing works, and provide wide-ranging conceptual and pragmatic tools toward weaving the animating fires of computation and technology into evocative tangible forms. We also chart a path forward for TEI engagement with broader societal and sustainability challenges that will profoundly (re)shape our children's and grandchildren's futures. We invite you all to join this quest.
The spoken language is the most important means of human
information transmission. Thus, as we enter the age of the
Information Society, the use of the man-machine interface through
the spoken language becomes increasingly important. Due to the
extent of the problems involved, however, full realization of such
an interface calls for coordination of research efforts Thus a nationwide research project was conceived and started in
1987 as one of the first Priority Research Areas supported by the
Ministry of Education, Science and Culture of Japan. The The present volume begins with an overview of the project, followed by 41 papers presented at the symposia. This work is expected to serve as an important source of information on each of the nine topics adopted for intensive study under the project. This book will serve as a guideline for further work in the important scientific and technological field of spoken language processing.
This book provides an integrated overview of key trends in digital transformation, taking into consideration five interrelated dimensions: strategy and business models, society, organization, technology and regulation. As such, it provides a framework for the analysis of digital business transformation and its emerging factors, analyzing twenty-five key trends in terms of their future impact. On that basis, the book then delineates a new approach centered on the mutually accelerating links between multiple value creation spaces. It proposes a new mode of production - accelerated production of links (acceluction) - and analyzes it with respect to the still-dominant concept of lean production. Based on the results of the international CIGREF research program ISD, the book presents a valuable perspective of the expected impact of the abundance of networks and data as critical resources for enterprises beyond 2020.
Computer simulation-based education and training is a multi-billion dollar industry. With the increased complexity of organizational decision making, projected demand for computer simulation-based decisional aids is on the rise. The objective of this book is to enhance systematically our understanding of and gain insights into the general process by which human facilitated ILEs are effectively designed and used in improving users' decision making in dynamic tasks. This book is divided into four major parts. Part I serves as an introduction to the subject of "decision making in dynamic tasks", its importance and its complexity. Part II provides background material, drawing upon the relevant literature, for the development of an integrated process model on the effectiveness of human facilitated ILEs in improving decision making in dynamic tasks. Part III focuses on the design, development and application of Fish Bank ILE, in laboratory experiments, to gather empirical evidence for the validity of the process model. Finally, part IV presents a comprehensive analysis of the gathered data to provide a powerful basis for understating important phenomena of training with human facilitated simulation-based learning environments, thereby, help to drive critical lessons to be learned. This book provides the reader with both a comprehensive understanding of the phenomena encountered in decision making with human facilitated ILEs and a unique way of studying the effects of these phenomena on people's ability to make better decision in complex, dynamic tasks. This book is intended to be of use to managers and practitioners, researchers and students of dynamic decision making. The background material of Part II provides a solid base to understand and organize the existing experimental research literature and approaches.
The book Executing Windows Command Line Investigations targets the needs of cyber security practitioners who focus on digital forensics and incident response. These are the individuals who are ultimately responsible for executing critical tasks such as incident response; forensic analysis and triage; damage assessments; espionage or other criminal investigations; malware analysis; and responding to human resource violations. The authors lead readers through the importance of Windows CLI, as well as optimal configuration and usage. Readers will then learn the importance of maintaining evidentiary integrity, evidence volatility, and gain appropriate insight into methodologies that limit the potential of inadvertently destroying or otherwise altering evidence. Next, readers will be given an overview on how to use the proprietary software that accompanies the book as a download from the companion website. This software, called Proactive Incident Response Command Shell (PIRCS), developed by Harris Corporation provides an interface similar to that of a Windows CLI that automates evidentiary chain of custody and reduces human error and documentation gaps during incident response.
What is the uniquely human factor in finding and using information to produce new knowledge? Is there an underlying aspect of our thinking that cannot be imitated by the AI-equipped machines that will increasingly dominate our lives? This book answers these questions, and tells us about our consciousness - its drive or intention in seeking information in the world around us, and how we are able to construct new knowledge from this information. The book is divided into three parts, each with an introduction and a conclusion that relate the theories and models presented to the real-world experience of someone using a search engine. First, Part I defines the exceptionality of human consciousness and its need for new information and how, uniquely among all other species, we frame our interactions with the world. Part II then investigates the problem of finding our real information need during information searches, and how our exceptional ability to frame our interactions with the world blocks us from finding the information we really need. Lastly, Part III details the solution to this framing problem and its operational implications for search engine design for everyone whose objective is the production of new knowledge. In this book, Charles Cole deliberately writes in a conversational style for a broader readership, keeping references to research material to the bare minimum. Replicating the structure of a detective novel, he builds his arguments towards a climax at the end of the book. For our video-game, video-on-demand times, he has visualized the ideas that form the book's thesis in over 90 original diagrams. And above all, he establishes a link between information need and knowledge production in evolutionary psychology, and thus bases his arguments in our origins as a species: how we humans naturally think, and how we naturally search for new information because our consciousness drives us to need it.
This book presents a collection of research findings and proposals on computer science and computer engineering, introducing readers to essential concepts, theories, and applications. It also shares perspectives on how cutting-edge and established methodologies and techniques can be used to obtain new and interesting results. Each chapter focuses on a specific aspect of computer science or computer engineering, such as: software engineering, complex systems, computational intelligence, embedded systems, and systems engineering. As such, the book will bring students and professionals alike up to date on key advances in these areas.
The second volume of this research monograph describes a number of applications of Artificial Intelligence in the field of Customer Relationship Management with the focus of solving customer problems. We design a system that tries to understand the customer complaint, his mood, and what can be done to resolve an issue with the product or service. To solve a customer problem efficiently, we maintain a dialogue with the customer so that the problem can be clarified and multiple ways to fix it can be sought. We introduce dialogue management based on discourse analysis: a systematic linguistic way to handle the thought process of the author of the content to be delivered. We analyze user sentiments and personal traits to tailor dialogue management to individual customers. We also design a number of dialogue scenarios for CRM with replies following certain patterns and propose virtual and social dialogues for various modalities of communication with a customer. After we learn to detect fake content, deception and hypocrisy, we examine the domain of customer complaints. We simulate mental states, attitudes and emotions of a complainant and try to predict his behavior. Having suggested graph-based formal representations of complaint scenarios, we machine-learn them to identify the best action the customer support organization can chose to retain the complainant as a customer.
This book presents guidelines for a future device type: a tablet that allows ergonomic front- and back-of-device interaction. These guidelines help designers and developers of user interfaces to build ergonomic applications for tablet devices, in particular for devices that enable back-of-device interaction. In addition, manufacturers of tablet devices obtain arguments that back-of-device interaction is a promising extension of the interaction design space and results in increased input capabilities, enriched design possibilities, and proven usability. The guidelines are derived from empirical studies and developed to fit the users' skills to the way the novel device type is held. Three particular research areas that are relevant to develop design guidelines for tablet interaction are investigated: ergonomic gestures, interaction areas, and pointing techniques.
This state of the art monograph presents a unique introduction to thinking about cuteness and its incorporation into modern, especially computer-based, products and services. Cuteness is defined and explored in relation to user-centered design concepts and methods, in addition to considering the history of cuteness and cuteness in other cultures, especially in relation to eastern Asia. The authors provide detailed analyses and histories of cuteness in Japan and in China, the rise of Kawaii and Moe cultural artifacts, and their relation to social, psychological, and design issues. They also attempt an initial taxonomy of cuteness. Finally, detailed interviews with leading designers of cute products and services, such as Hello Kitty, provide an understanding of the philosophy and decision-making process of designers of cuteness. Cuteness Engineering: Designing Adorable Products and Services will be of interest and use to a wide range of professionals, researchers, academics, and students who are interested in exploring the world of cuteness in fresh new ways and gaining insights useful for their work and studies.
This book presents the proceedings of the 8th International Ergonomics Conference (ERGONOMICS), held in Zagreb, Croatia on December 2-5, 2020. By highlighting the latest theories and models, as well as cutting-edge technologies and applications, and by combining findings from a range of disciplines including engineering, design, robotics, healthcare, management, computer science, human biology and behavioral science, it provides researchers and practitioners alike with a comprehensive, timely guide on human factors and ergonomics. It also offers an excellent source of innovative ideas to stimulate future discussions and developments aimed at applying knowledge and techniques to optimize system performance, while at the same time promoting the health, safety and wellbeing of individuals. The proceedings include papers from researchers and practitioners, scientists and physicians, institutional leaders, managers and policy makers that contribute to constructing the Human Factors and Ergonomics approach across a variety of methodologies, domains and productive sectors.
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. This volume provides readers with tools to bridge the gap between research and practice in design thinking with varied real world examples. Several different approaches to design thinking are presented in this volume. Acquired frameworks are leveraged to understand design thinking team dynamics. The contributing authors lead the reader through new approaches and application fields and show that design thinking can tap the potential of digital technologies in a human-centered way. In a final section, new ideas in neurodesign at Stanford University and at Hasso Plattner Institute in Potsdam are elaborated upon thereby challenging the reader to consider newly developed methodologies and provide discussion of how these insights can be applied to various sectors. Special emphasis is placed on understanding the mechanisms underlying design thinking at the individual and team levels. Design thinking can be learned. It has a methodology that can be observed across multiple settings and accordingly, the reader can adopt new frameworks to modify and update existing practice. 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.
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. |
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