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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
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.
Human factors are a critical issue in informatics or information technology systems as the computer industry realizes the need to change from technology-dominated goals to the needs of computer users. The study of human factors can help to improve the usability of information systems and to help reduce the huge costs of human-computer interactions. However, information technology equipment is not easy to use. Even specialists in computing and information technology have difficulty with equipment produced by other experts. This book shows how knowledge and methods from the field of ergonomics can be used to help make information technology equipment easier to use. The principal audience is the many designers, software and hardware engineers, system design managers, management service managers, and user managers who are now becoming aware of the importance of usability. This book provides not only an introduction and overview but guidance on what they can do and how they can approach the problems of usability in informatics equipment.
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.
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.
The book focuses on Social Collective Intelligence, a term used to denote a class of socio-technical systems that combine, in a coordinated way, the strengths of humans, machines and collectives in terms of competences, knowledge and problem solving capabilities with the communication, computing and storage capabilities of advanced ICT. Social Collective Intelligence opens a number of challenges for researchers in both computer science and social sciences; at the same time it provides an innovative approach to solve challenges in diverse application domains, ranging from health to education and organization of work. The book will provide a cohesive and holistic treatment of Social Collective Intelligence, including challenges emerging in various disciplines (computer science, sociology, ethics) and opportunities for innovating in various application areas. By going through the book the reader will gauge insight and knowledge into the challenges and opportunities provided by this new, exciting, field of investigation. Benefits for scientists will be in terms of accessing a comprehensive treatment of the open research challenges in a multidisciplinary perspective. Benefits for practitioners and applied researchers will be in terms of access to novel approaches to tackle relevant problems in their field. Benefits for policy-makers and public bodies representatives will be in terms of understanding how technological advances can support them in supporting the progress of society and economy.
The Cambridge Workshops on Universal Access and Assistive Technology (CWUAAT) is one of the few gatherings where people interested in inclusive design, across different fields, including designers, computer scientists, engineers, architects, ergonomists, ethnographers, policymakers and user communities, meet, discuss, and collaborate. CWUAAT has also become an international workshop, representing diverse cultures including Portugal, Germany, Trinidad and Tobago, Canada, Australia, China, Norway, USA, Belgium, UK, and many more. The workshop has five main themes based on barriers identified in the developing field of design for inclusion: I Breaking Down Barriers between Disciplines II Breaking Down Barriers between Users, Designers and Developers III Removing Barriers to Usability, Accessibility and Inclusive Design IV Breaking Down Barriers between People with Impairments and Those without V Breaking Down Barriers between Research and Policy-making In the context of developing demographic changes leading to greater numbers of older people and people living with impairments, the general field of inclusive design research strives to relate the capabilities of the population to the design of products, services, and spaces. CWUAAT has always had a successful multidisciplinary focus, but if genuine transdisciplinary fields are to evolve from this, the final barriers to integrated research must be identified and characterised. Only then will benefits be realised in an inclusive society. Barriers do not arise from impairments themselves, but instead, are erected by humans, who often have not considered a greater variation in sensory, cognitive and physical user capabilities. Barriers are not only technical or architectural, but they also exist between different communities of professionals. Our continual goal with the CWUAAT workshop series is to break down barriers in technical, physical, and architectural design, as well as barriers between different professional communities.
Modelling and Precision Control of Systems with Hysteresis covers the piezoelectric and other smart materials that are increasingly employed as actuators in precision engineering, from scanning probe microscopes (SPMs) in life science and nano-manufacturing, to precision active optics in astronomy, including space laser communication, space imaging cameras, and the micro-electro-mechanical systems (MEMS). As smart materials are known for having hysteretic dynamics, it is necessary to overcome issues with a broadband range of frequencies. This book offers both the mathematical tools for modeling the systems and applications, including complete case studies and source code for the experiments to help both academics and researchers in the industry to achieve precision in the control of Smart Actuator systems.
This text presents an overview of smart information systems for both the private and public sector, highlighting the research questions that can be studied by applying computational intelligence. The book demonstrates how to transform raw data into effective smart information services, covering the challenges and potential of this approach. Each chapter describes the algorithms, tools, measures and evaluations used to answer important questions. This is then further illustrated by a diverse selection of case studies reflecting genuine problems faced by SMEs, multinational manufacturers, service companies, and the public sector. Features: provides a state-of-the-art introduction to the field, integrating contributions from both academia and industry; reviews novel information aggregation services; discusses personalization and recommendation systems; examines sensor-based knowledge acquisition services, describing how the analysis of sensor data can be used to provide a clear picture of our world.
This book illustrates how goal-oriented, automated measurement can be used to create Lean organizations and to facilitate the development of Lean software, while also demonstrating the practical implementation of Lean software development by combining tried and trusted tools. In order to be successful, a Lean orientation of software development has to go hand in hand with a company's overall business strategy. To achieve this, two interrelated aspects require special attention: measurement and experience management. In this book, Janes and Succi provide the necessary knowledge to establish "Lean software company thinking," while also exploiting the latest approaches to software measurement. A comprehensive, company-wide measurement approach is exactly what companies need in order to align their activities to the demands of their stakeholders, to their business strategy, etc. With the automatic, non-invasive measurement approach proposed in this book, even small and medium-sized enterprises that do not have the resources to introduce heavyweight processes will be able to make their software development processes considerably more Lean. The book is divided into three parts. Part I, "Motivation for Lean Software Development," explains just what "Lean Production" means, why it can be advantageous to apply Lean concepts to software engineering, and which existing approaches are best suited to achieving this. Part II, "The Pillars of Lean Software Development," presents the tools needed to achieve Lean software development: Non-invasive Measurement, the Goal Question Metric approach, and the Experience Factory. Finally, Part III, "Lean Software Development in Action," shows how different tools can be combined to enable Lean Thinking in software development. The book primarily addresses the needs of all those working in the field of software engineering who want to understand how to establish an efficient and effective software development process. This group includes developers, managers, and students pursuing an M.Sc. degree in software engineering.
How we understand our shared and individual heritage, interpret and disseminate that knowledge is increasingly central to contemporary society. The emerging context for such development is the field of heritage science. Inherently interdisciplinary, and involving both the Arts and Humanities, engineering, conservation and the digital sciences, the development of heritage science is a driver for change; socially, economically and technically. This book has gathered contributions from leading researchers from across the world and provides a series of themed contributions demonstrating the theoretical, ethical, methodological and technical methods which lie at the heart of heritage science. Archaeology, conservation, museology, the arts, forensic sciences, and heritage management are represented through collaborative research with specialists in applied technologies including object and terrestrial laser scanning, multi-spectral imaging, visualisation, GIS and 3D-printing. Together, the chapters present important case studies to demonstrate the recent advances and best practise within the discipline, highlighting the value of digital transformation across the heritage community that includes objects, monuments, sites and landscapes spanning two million years of natural and cultural history from all over the world. Visual Heritage: Digital Approaches in Heritage Science is aimed at a broad academic and practice-led readership, which extends across many disciplines and will be of considerable value to scholars, practitioners, and students working within heritage and computer science at all levels. The content, which applies heritage science across two million years of cultural history will be appreciated by a general audience, as well as those wishing simply to explore the vast range of potential technical applications across all the disciplines represented in the book.
Geometric properties and relations play central roles in the description and processing of spatial data. The properties and relations studied by mathematicians usually have precise definitions, but verbal descriptions often involve imprecisely defined concepts such as elongatedness or proximity. The methods used in soft computing provide a framework for formulating and manipulating such concepts. This volume contains eight papers on the soft definition and manipulation of spatial relations and gives a comprehensive summary on the subject.
Ensuring Digital Accessibility through Process and Policy provides readers with a must-have resource to digital accessibility from both a technical and policy perspective. Inaccessible digital interfaces and content often lead to forms of societal discrimination that may be illegal under various laws. This book is unique in that it provides a multi-disciplinary understanding of digital accessibility. The book discusses the history of accessible computing, an understanding of why digital accessibility is socially and legally important, and provides both technical details (interface standards, evaluation methods) and legal details (laws, lawsuits, and regulations). The book provides real-world examples throughout, highlighting organizations that are doing an effective job with providing equal access to digital information for people with disabilities. This isn't a book strictly about interface design, nor is it a book strictly about law. For people who are charged with implementing accessible technology and content, this book will serve as a one-stop guide to understanding digital accessibility, offering an overview of current laws, regulations, technical standards, evaluation techniques, as well as best practices and suggestions for implementing solutions and monitoring for compliance. This combination of skills from the three authors-law, technical, and research, with experience in both corporate, government, and educational settings, is unique to this book, and does not exist in any other book about any aspect of IT accessibility. The authors' combination of skills marks a unique and valuable perspective, and provides insider knowledge on current best practices, corporate policies, and technical instructions. Together, we can ensure that the world of digital information is open to all users.
This book focuses on the methodological treatment of UML/P and addresses three core topics of model-based software development: code generation, the systematic testing of programs using a model-based definition of test cases, and the evolutionary refactoring and transformation of models. For each of these topics, it first details the foundational concepts and techniques, and then presents their application with UML/P. This separation between basic principles and applications makes the content more accessible and allows the reader to transfer this knowledge directly to other model-based approaches and languages. After an introduction to the book and its primary goals in Chapter 1, Chapter 2 outlines an agile UML-based approach using UML/P as the primary development language for creating executable models, generating code from the models, designing test cases, and planning iterative evolution through refactoring. In the interest of completeness, Chapter 3 provides a brief summary of UML/P, which is used throughout the book. Next, Chapters 4 and 5 discuss core techniques for code generation, addressing the architecture of a code generator and methods for controlling it, as well as the suitability of UML/P notations for test or product code. Chapters 6 and 7 then discuss general concepts for testing software as well as the special features which arise due to the use of UML/P. Chapter 8 details test patterns to show how to use UML/P diagrams to define test cases and emphasizes in particular the use of functional tests for distributed and concurrent software systems. In closing, Chapters 9 and 10 examine techniques for transforming models and code and thus provide a solid foundation for refactoring as a type of transformation that preserves semantics. Overall, this book will be of great benefit for practical software development, for academic training in the field of Software Engineering, and for research in the area of model-based software development. Practitioners will learn how to use modern model-based techniques to improve the production of code and thus significantly increase quality. Students will find both important scientific basics as well as direct applications of the techniques presented. And last but not least, the book will offer scientists a comprehensive overview of the current state of development in the three core topics it covers.
This book provides an introduction and overview of the rapidly evolving topic of game user experience, presenting the new perspectives employed by researchers and the industry, and highlighting the recent empirical findings that illustrate the nature of it. The first section deals with cognition and player psychology, the second section includes new research on modeling and measuring player experience, the third section focuses on the impact of game user experience on game design processes and game development cycles, the fourth section presents player experience case studies on contemporary computer games, and the final section demonstrates the evolution of game user experience in the new era of VR and AR. The book is suitable for students and professionals with different disciplinary backgrounds such as computer science, game design, software engineering, psychology, interactive media, and many others.
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.
This open access book provides an overview of the dissertations of the eleven nominees for the Ernst Denert Award for Software Engineering in 2020. The prize, kindly sponsored by the Gerlind & Ernst Denert Stiftung, is awarded for excellent work within the discipline of Software Engineering, which includes methods, tools and procedures for better and efficient development of high quality software. An essential requirement for the nominated work is its applicability and usability in industrial practice. The book contains eleven papers that describe the works by Jonathan Brachthauser (EPFL Lausanne) entitled What You See Is What You Get: Practical Effect Handlers in Capability-Passing Style, Mojdeh Golagha's (Fortiss, Munich) thesis How to Effectively Reduce Failure Analysis Time?, Nikolay Harutyunyan's (FAU Erlangen-Nurnberg) work on Open Source Software Governance, Dominic Henze's (TU Munich) research about Dynamically Scalable Fog Architectures, Anne Hess's (Fraunhofer IESE, Kaiserslautern) work on Crossing Disciplinary Borders to Improve Requirements Communication, Istvan Koren's (RWTH Aachen U) thesis DevOpsUse: A Community-Oriented Methodology for Societal Software Engineering, Yannic Noller's (NU Singapore) work on Hybrid Differential Software Testing, Dominic Steinhofel's (TU Darmstadt) thesis entitled Ever Change a Running System: Structured Software Reengineering Using Automatically Proven-Correct Transformation Rules, Peter Wagemann's (FAU Erlangen-Nurnberg) work Static Worst-Case Analyses and Their Validation Techniques for Safety-Critical Systems, Michael von Wenckstern's (RWTH Aachen U) research on Improving the Model-Based Systems Engineering Process, and Franz Zieris's (FU Berlin) thesis on Understanding How Pair Programming Actually Works in Industry: Mechanisms, Patterns, and Dynamics - which actually won the award. The chapters describe key findings of the respective works, show their relevance and applicability to practice and industrial software engineering projects, and provide additional information and findings that have only been discovered afterwards, e.g. when applying the results in industry. This way, the book is not only interesting to other researchers, but also to industrial software professionals who would like to learn about the application of state-of-the-art methods in their daily work.
Visual displays play a crucial role in knowledge generation and communication. The purpose of the volume is to provide researchers with a framework that helps them use visual displays to organize and interpret data; and to communicate their findings in a comprehensible way within different research (e.g., quantitative, mixed methods) and testing traditions that improves the presentation and understanding of findings. Further, this book includes contributions from leading scholars in testing and quantitative, qualitative, and mixed methods research, and results reporting. The volume's focal question is: What are the best principles and practices for the use of visual displays in the research and testing process, which broadly includes the analysis, organization, interpretation, and communication of data? The volume is organized into four sections. Section I provides a rationale for this volume; namely, that including visual displays in research and testing can enhance comprehension and processing efficiency. Section II includes addresses theoretical frameworks and universal design principles for visual displays. Section III examines the use of visual displays in quantitative, qualitative, and mixed methods research. Section IV focuses on using visual displays to report testing and assessment data.
Provides a hands-on approach in Tableau in a simplified manner with steps Discusses the broad background of data and its fundamentals, Internet of everything to analytics Emphasizes the use of context in delivering the stories Presents case studies with building of a dashboard Reviews application areas and case studies with identification of the impactful visualization
The book reports on the author's original work to address the use of today's state-of-the-art smartphones for human physical activity recognition. By exploiting the sensing, computing and communication capabilities currently available in these devices, the author developed a novel smartphone-based activity-recognition system, which takes into consideration all aspects of online human activity recognition, from experimental data collection, to machine learning algorithms and hardware implementation. The book also discusses and describes solutions to some of the challenges that arose during the development of this approach, such as real-time operation, high accuracy, low battery consumption and unobtrusiveness. It clearly shows that it is possible to perform real-time recognition of activities with high accuracy using current smartphone technologies. As well as a detailed description of the methods, this book also provides readers with a comprehensive review of the fundamental concepts in human activity recognition. It also gives an accurate analysis of the most influential works in the field and discusses them in detail. This thesis was supervised by both the Universitat Politecnica de Catalunya (primary institution) and University of Genoa (secondary institution) as part of the Erasmus Mundus Joint Doctorate in Interactive and Cognitive Environments.
This book systematically addresses the quantification of quality aspects of multimodal interactive systems. The conceptual structure is based on a schematic view on human-computer interaction where the user interacts with the system and perceives it via input and output interfaces. Thus, aspects of multimodal interaction are analyzed first, followed by a discussion of the evaluation of output and input and concluding with a view on the evaluation of a complete system.
This book presents the proceedings of the Seventh International Conference on Management Science and Engineering Management (ICMSEM2013) held from November 7 to 9, 2013 at Drexel University, Philadelphia, Pennsylvania, USA and organized by the International Society of Management Science and Engineering Management, Sichuan University (Chengdu, China) and Drexel University (Philadelphia, Pennsylvania, USA). The goals of the Conference are to foster international research collaborations in Management Science and Engineering Management as well as to provide a forum to present current research findings. The selected papers cover various areas in management science and engineering management, such as Decision Support Systems, Multi-Objective Decisions, Uncertain Decisions, Computational Mathematics, Information Systems, Logistics and Supply Chain Management, Relationship Management, Scheduling and Control, Data Warehousing and Data Mining, Electronic Commerce, Neural Networks, Stochastic Models and Simulation, Fuzzy Programming, Heuristics Algorithms, Risk Control, Organizational Behavior, Green Supply Chains, and Carbon Credits. The proceedings introduce readers to novel ideas on and different problem-solving methods in Management Science and Engineering Management. We selected excellent papers from all over the world, integrating their expertise and ideas in order to improve research on Management Science and Engineering Management. |
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