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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
Cooperative Control of Multi-Agent Systems: An Optimal and Robust Perspective reports and encourages technology transfer in the field of cooperative control of multi-agent systems. The book deals with UGVs, UAVs, UUVs and spacecraft, and more. It presents an extended exposition of the authors' recent work on all aspects of multi-agent technology. Modelling and cooperative control of multi-agent systems are topics of great interest, across both academia (research and education) and industry (for real applications and end-users). Graduate students and researchers from a wide spectrum of specialties in electrical, mechanical or aerospace engineering fields will use this book as a key resource.
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 provides a systematic treatment of the theoretical foundation and algorithmic tools necessary in the design of energy-efficient algorithms and protocols in wireless body sensor networks (WBSNs). These problems addressed in the book are of both fundamental and practical importance. Specifically, the book delivers a comprehensive treatment on the following problems ranging from theoretical modeling and analysis, to practical algorithm design and optimization: energy-efficient clustering-based leader election algorithms in WBSNs; MAC protocol for duty-cycling WBSNs with concurrent traffic; multi-channel broadcast algorithms in duty-cycling WBSNs; and energy-efficient sleep scheduling algorithms in WBSNs. Target readers of the book are researchers and advanced-level engineering students interested in acquiring in-depth knowledge on the topic and on WBSNs and their applications, both from theoretical and engineering perspective.
This book presents a new paradigm of software testing by emphasizing the role of critical thinking, system thinking and rationality as the most important skills for the tester. It thus approaches software testing from a different perspective than in past literature, as the vast majority of books describe testing in the context of specific tools, automation, documentation, particular test design techniques or test management. In addition, the book proposes a novel meta-approach for designing effective test strategies, which is based on recent advances in psychology, economics, system sciences and logic. Chapter 1 starts by introducing the fundamental ideas underlying software testing. Chapter 2 then describes meta-strategies in software testing, i.e. general approaches that can be adapted to many different situations that a software tester encounters. Next, Chapter 3 presents the concept of Thinking-Driven Testing (TDT). This approach utilizes the concepts discussed in the two previous chapters and introduces the main ideas that underlie a reasonable and optimal approach to software testing. Chapter 4 builds on this basis and proposes a specific approach to testing, called TQED, that makes it possible to increase creativity in the context of delivering effective, optimal test ideas. Chapter 5 provides an overview of different types of testing techniques in order to understand the fundamental concepts of test design, while Chapter 6 details various pitfalls a tester may encounter and that can originate from a wide range of testing process areas. Lastly, Chapter 7 puts all this into practice, as it contains several exercises that will help testers develop a number of crucial skills: logical thinking and reasoning, thinking out of the box, creativity, counting and estimating, and analytical thinking. By promoting critical, rational and creative thinking, this book invites readers to re-examine common assumptions regarding software testing and shows them how to become professional testers who bring added value to their company.
The book reports on advanced topics in the areas of wearable robotics research and practice. It focuses on new technologies, including neural interfaces, soft wearable robots, sensors and actuators technologies, and discusses important regulatory challenges, as well as clinical and ethical issues. Based on the 4th International Symposium on Wearable Robotics, WeRob2018, held October 16-20, 2018, in Pisa, Italy, the book addresses a large audience of academics and professionals working in government, industry, and medical centers, and end-users alike. It provides them with specialized information and with a source of inspiration for new ideas and collaborations. It discusses exemplary case studies highlighting practical challenges related to the implementation of wearable robots in a number of fields. One of the focus is on clinical applications, which was encouraged by the colocation of WeRob2018 with the International Conference on Neurorehabilitation, INCR2018. Additional topics include space applications and assistive technologies in the industry. The book merges together the engineering, medical, ethical and political perspectives, thus offering a multidisciplinary, timely snapshot of the field of wearable technologies.
The robots are coming! So too is the 'age of automation', the march of 'invasive' species, more intense natural disasters, and a potential cataclysm of other unprecedented events and phenomena of which we do not yet know, and cannot predict. This book is concerned with how to account for these non-humans and their effects within theories of social practice. In particular, this provocative collection tackles contemporary debates about the roles, relations and agencies of constantly changing, disruptive, intelligent or otherwise 'dynamic' non-humans, such as weather, animals and automated devices. In doing so contributors challenge and take forward existing understandings of dynamic non-humans in theories of social practice by reconsidering their potential roles in everyday life. The book will benefit sociology, geography, science and technology studies, and human- (and animal-) computer interaction design scholars seeking to make sense of the complex entanglement of non-human phenomena and things in the performance of social practices.
This book explores how gamification techniques are used to leverage users' natural desires for achievement, competition, collaboration, learning and more. Compared to other books on this topic, it gives more than just an introduction and develops the readers understanding through frameworks and models, based on research to make it easier to develop gamified systems. The concept of gamification achieved increased popularity in 2010 when a number of softwares and services started explaining their products as a 'gamification' design. Gamification Mindset explains how game elements and mechanics are important, how video games are learning systems and examines how video game aesthetics are vital in the development of gamification. The book will challenge some common beliefs when it comes to gamifications' abilities to immerse and change the user's intrinsic and extrinsic motivations. Gamification Mindset aims to develop new models in gamification to enable easier gamification scenarios. It is a comprehensive analysis and discussion about gamification and serves as a useful tool, since it acquaints readers with gamification and how to use it, through illustrated practical theoretical models. Academic researchers, students, educators and professional game and gamification designers will find this book invaluable.
This book provides the reader with the knowledge necessary for comprehension of the field of Intelligent Audio Analysis. It firstly introduces standard methods and discusses the typical Intelligent Audio Analysis chain going from audio data to audio features to audio recognition. Further, an introduction to audio source separation, and enhancement and robustness are given. After the introductory parts, the book shows several applications for the three types of audio: speech, music, and general sound. Each task is shortly introduced, followed by a description of the specific data and methods applied, experiments and results, and a conclusion for this specific task. The books provides benchmark results and standardized test-beds for a broader range of audio analysis tasks. The main focus thereby lies on the parallel advancement of realism in audio analysis, as too often today's results are overly optimistic owing to idealized testing conditions, and it serves to stimulate synergies arising from transfer of methods and leads to a holistic audio analysis.
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.
The three volume set provides a systematic overview of theories and technique on social network analysis.Volume 2 of the set mainly focuses on the formation and interaction of group behaviors. Users' behavior analysis, sentiment analysis, influence analysis and collective aggregation are discussed in detail as well. It is an essential reference for scientist and professionals in computer science.
This book introduces a computationally feasible, cognitively inspired formal model of concept invention, drawing on Fauconnier and Turner's theory of conceptual blending, a fundamental cognitive operation. The chapters present the mathematical and computational foundations of concept invention, discuss cognitive and social aspects, and further describe concrete implementations and applications in the fields of musical and mathematical creativity. Featuring contributions from leading researchers in formal systems, cognitive science, artificial intelligence, computational creativity, mathematical reasoning and cognitive musicology, the book will appeal to readers interested in how conceptual blending can be precisely characterized and implemented for the development of creative computational systems.
Not long ago, projections of how office technologies would revolutionize the production of documents in a high-tech future carriedmany promises. The paper less office and the seamless and problem-free sharing of texts and other work materials among co-workers werejust around the corner, we were told. To anyone who has been involved in putting together a volume of the present kind, such forecasts will be met with considerable skepticism, if not outright distrust. The diskette, the email, the fax, the net, and all the other forms of communication that are now around are powerful assets, but they do not in any way reduce the flow of paper or the complexity of coordinating activities involved in producing an artifact such as a book. Instead, the reverse seems to be true. Obviously, the use of such tools requires considerable skill at the center of coordination, to borrow an expression from a chapter in this volume. As editors, we have been fortunate to have Ms. Lotta Strand, Linkoping University, at the center of the distributed activity that producing this volume has required over the last few years. With her considerable skill and patience, Ms. Strand and her work provide a powerful illustration of the main thrust of most of the chapters in this volume: Practice is a coordination of thinking and action, and many things had to be kept in mind during the production of this volume."
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.
- 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.
This work aims at understanding behavior around location information, including why users share such information, why they protect the data, and what kind of other factors influence the decision to behave in a certain way. This book explores privacy in the context of location data, and answers questions such as what are the privacy related behaviors in this context, and what are the factors influencing such behaviors. The book gives an overview to what privacy means for users in terms of understandings, attitudes and valuations. This book discusses reasons for why research around this topic is challenging, and presents various methods for diving into the topic through empirical studies. The work is relevant for professionals, researchers, and users of technology.
This book describes the teleoperated android Geminoid, which has a very humanlike appearance, movements, and perceptions, requiring unique developmental techniques. The book facilitates understanding of the framework of android science and how to use it in real human societies. Creating body parts of soft material by molding an existing person using a shape-memory form provides not only the humanlike texture of the body surface but also safe physical interaction, that is, humanlike interpersonal interaction between people and the android. The teleoperation also highlights novel effects in telecommunication. Operators of the Geminoid feel the robot's body as their own, and people encountering the teleoperated Geminoid perceive the robot's body as being possessed by the operator as well.Where does the feeling of human presence come from? Can we transfer or reproduce human presence by technology? Geminoid may help to answer these questions.
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.
User care at home is a matter of great concern since unforeseen circumstances might occur that affect people's well-being. Technologies that assist people in independent living are essential for enhancing care in a cost-effective and reliable manner. Assisted care applications often demand real-time observation of the environment and the resident's activities using an event-driven system. As an emerging area of research and development, it is necessary to explore the approaches of the user care system in the literature to identify current practices for future research directions. Therefore, this book is aimed at a comprehensive review of data sources (e.g., sensors) with machine learning for various smart user care systems. To encourage the readers in the field, insights of practical essence of different machine learning algorithms with sensor data (e.g., publicly available datasets) are also discussed. Some code segments are also included to motivate the researchers of the related fields to practically implement the features and machine learning techniques. It is an effort to obtain knowledge of different types of sensor-based user monitoring technologies in-home environments. With the aim of adopting these technologies, research works, and their outcomes are reported. Besides, up to date references are included for the user monitoring technologies with the aim of facilitating independent living. Research that is related to the use of user monitoring technologies in assisted living is very widespread, but it is still consists mostly of limited-scale studies. Hence, user monitoring technology is a very promising field, especially for long-term care. However, monitoring of the users for smart assisted technologies should be taken to the next level with more detailed studies that evaluate and demonstrate their potential to contribute to prolonging the independent living of people. The target of this book is to contribute towards that direction.
Organisational Semiotics occupies an important niche in the research community of human communication and information systems. It opens up new ways of understanding the functioning of information and information resources in organised behavior. Coordination And Communication Using Signs: Studies in Organisational Semiotics is a cutting-edge volume that bridges the gap between the technical and social aspects of information systems and information technology. The chapters in the book are divided into two major sections. The first section deals with Communication and Pragmatics, and Organisational Systems. In this section the following topics are examined:
Section Two concentrates on organisational systems, which may or may not include a computer system as a component and examines the following topics:
All the chapters in the volume have been submitted to a review process of discussants and peer reviews.
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.
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.
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.
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 book reports on advanced topics in the areas of wearable robotics research and practice. It focuses on new technologies, including neural interfaces, soft wearable robots, sensors and actuators technologies, discussing industrially and medically-relevant issues, as well as legal and ethical aspects. It covers exemplary case studies highlighting challenges related to the implementation of wearable robots for different purposes, and describing advanced solutions. Based on the 5th International Symposium on Wearable Robotics, WeRob2020, and on WearRacon Europe 2020, which were both held online on October 13-16, 2020, the book addresses a large audience of academics and professionals working in for the government, in the industry, and in medical centers, as well as end-users alike. By merging together engineering, medical, ethical and industrial perspectives, it offers a multidisciplinary, timely snapshot of the field of wearable technologies. |
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