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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
This book explores and evaluates accounts and models of autistic reasoning and cognition from a computational standpoint. The author investigates the limitations and peculiarities of autistic reasoning and sets out a remediation strategy to be used by a wide range of psychologists and rehabilitation personnel and will also be appreciated by computer scientists who are interested in the practical implementation of reasoning. The author subjects the Theory of Mind (ToM) model to a formal analysis to investigate the limitations of autistic reasoning and proposes a formal model regarding mental attitudes and proposes a method to help those with autism navigate everyday living. Based on the concept of playing with computer based mental simulators, the NL_MAMS, is examined to see whether it is capable of modeling mental and emotional states of the real world to aid the emotional development of autistic children. Multiple autistic theories and strategies are also examined for possible computational cross-overs, providing researchers with a wide range of examples, tools and detailed case studies to work from. Computational Autism will be an essential read to behavioral specialists, researcher's, developers and designers who are interested in understanding and tackling the increasing prevalence of autism within modern society today.
The information infrastructure - comprising computers, embedded devices, networks and software systems - is vital to day-to-day operations in every sector: information and telecommunications, banking and finance, energy, chemicals and hazardous materials, agriculture, food, water, public health, emergency services, transportation, postal and shipping, government and defense. Global business and industry, governments, indeed society itself, cannot function effectively if major components of the critical information infrastructure are degraded, disabled or destroyed. Critical Infrastructure Protection describes original research results and innovative applications in the interdisciplinary field of critical infrastructure protection. Also, it highlights the importance of weaving science, technology and policy in crafting sophisticated, yet practical, solutions that will help secure information, computer and network assets in the various critical infrastructure sectors. Areas of coverage include: themes and issues; control systems security; infrastructure modeling and simulation; risk and impact assessment. This book is the tenth volume in the annual series produced by the International Federation for Information Processing (IFIP) Working Group 11.10 on Critical Infrastructure Protection, an international community of scientists, engineers, practitioners and policy makers dedicated to advancing research, development and implementation efforts focused on infrastructure protection. The book contains a selection of fourteen edited papers from the Tenth Annual IFIP WG 11.10 International Conference on Critical Infrastructure Protection, held at SRI International, Arlington, Virginia, USA in the spring of 2016. Critical Infrastructure Protection is an important resource for researchers, faculty members and graduate students, as well as for policy makers, practitioners and other individuals with interests in homeland security.
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 2nd International Symposium on Wearable Robotics, WeRob2016, held October 18-21, 2016, in Segovia, Spain, 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 WeRob2016 with the International Conference on Neurorehabilitation, INCR2016. 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.
This book examines the possibilities of incorporating elements of user-centred design (UCD) such as user experience (UX) and usability with agile software development. It explores the difficulties and problems inherent in integrating these two practices despite their relative similarities, such as their emphasis on stakeholder collaboration. Developed from a workshop held at NordiCHI in 2014, this edited volume brings together researchers from across the software development, UCD and creative design fields to discuss the current state-of-the-art. Practical case studies of integrating UCD in Agile development across diverse contexts are presented, whilst the different futures for UCD and other design practices in the context of agile software development are identified and explored. Integrating User Centred Design in Agile Development will be ideal for researchers, designers and academics who are interested in software development, user-centred design, agile methodologies and related areas.
The increasing advances in electronics allows smaller and more powerful devices, bringing wearable computing closer to reality. However, most wearable computers are very distinguished and placed on clothes and accessories. This book tries to tackle this phenomenon by introducing a new wearable computing subfield called beauty technology. By using the body's surface as an interactive platform, the integration of technology into beauty products is explored and can be applied directly to ones skin, fingernails, and hair adding new functionality to beauty products using technology in a personal, seamless and fashionable way. An interdisciplinary approach is taken, exploring the design of Beauty Technologies such as Conductive Makeup, Tech Nails, Hairware and FX e-makeup in order to create novel interfaces for Human Computer Interaction.
The three-volume set CCIS 850, CCIS 851, and CCIS 852 contains the extended abstracts of the posters presented during the 20th International Conference on Human-Computer Interaction, HCI 2018, which took place in Las Vegas, Nevada, in July 2018. The total of 1171 papers and 160 posters included in the 30 HCII 2018 proceedings volumes was carefully reviewed and selected from 4346 submissions. The 207 papers presented in these three volumes are organized in topical sections as follows: Part I: interaction and information; images and visualizations; design, usability and user experience; psychological, cognitive and neurocognitive issues in HCI; social media and analytics. Part II: design for all, assistive and rehabilitation technologies; aging and HCI; virtual and augmented reality; emotions, anxiety, stress and well-being. Part III: learning and interaction; interacting with cultural heritage; HCI in commerce and business; interacting and driving; smart cities and smart environments. The chapter 'Information at Hand - Using Wearable Devices to Display Task Information in the Context of Industry 4.0' is open access under a CC BY 4.0 license via link.springer.com.
This book constitutes the thoroughly refereed proceedings of the third International Conference on Communication Technologies for Ageing Well and e-Health, ICT4AWE 2017, held in Porto, Portugal in April 2017. The 10 full papers presented were carefully reviewed and selected from 32 submissions. The papers aim at contributing to the understanding of relevant trends of current research on ICT for Ageing Well and eHealth including the collection and evaluation of day/night end user behavior patterns through the adoption of wearable technologies.
This book presents the results of a multi-annual project with sustainable Living Labs in the United Kingdom, Sweden, Germany and the Netherlands. Living Labs - as initiated by the authors - have proved to be very promising research, design, co-creation and communication facilities for the development and implementation of sustainable innovations in the home. The book provides an inspiring introduction to both the methodology and business modelling for the Living Lab facilities. Understanding daily living at home is key to designing products and services that support households in their transition to more sustainable lifestyles. This book not only explores new ways of gaining insights into daily practices, but also discusses developing and testing design methods to create sustainable solutions for households. These new methods and tools are needed because those available are either ineffective or cause rebound-effects. Intended for researchers and designers with an interest in the transition to sustainable lifestyles, it also appeals to company leaders interested in new ways of developing sustainable innovations and offers suggestions for effectively applying Living Labs for sustainable urban development.
This book offers a compendium of best practices in game dynamics. It covers a wide range of dynamic game elements ranging from player behavior over artificial intelligence to procedural content generation. Such dynamics make virtual worlds more lively and realistic and they also create the potential for moments of amazement and surprise. In many cases, game dynamics are driven by a combination of random seeds, player records and procedural algorithms. Games can even incorporate the player's real-world behavior to create dynamic responses. The best practices illustrate how dynamic elements improve the user experience and increase the replay value. The book draws upon interdisciplinary approaches; researchers and practitioners from Game Studies, Computer Science, Human-Computer Interaction, Psychology and other disciplines will find this book to be an exceptional resource of both creative inspiration and hands-on process knowledge.
Speed, social change, historical inheritance and cultural gaps are key factors which have significant impact on global collaboration and global sourcing. The author explains how working in virtual teams in a global, multicultural environment requires a significant amount of organizational and behavioral change of people and organizations. Understanding cultural differences in working styles is important for successful global project management. Major theories of international management, company internationalization, cultural dimensions and distances will be discussed to develop cross-cultural competencies and conflict management styles for international project managers. They will understand modern theories and methods of international management and will be able to apply these to practical project management problems. They understand the benefits and challenges of international cooperation and know how to identify modes of cooperation that are relevant to the needs of international teams.
This book explores a society currently being transformed by the influence of advanced information technology, and provides insights into the main technological and human issues and a holistic approach to inclusion, security, safety and, last but not least, privacy and freedom of expression. Its main aim is to bridge the gap between technological solutions, their successful implementation, and the fruitful utilization of the main set of e-Services offered by governments, private institutions, and commercial companies. Today, various parameters actively influence e-Services' success or failure: cultural aspects, organisational issues, bureaucracy and workflow, infrastructure and technology in general, user habits, literacy, capacity or merely interaction design. The purpose of this book is to help in outlining and understanding a realistic scenario of what we can term e-Citizenry. It identifies today's citizen, who is surrounded by an abundance of digital services, as an "e-Citizen" and explores the transition from their traditional role and behaviour to new ones. The respective chapters presented here will lay the foundation of the technological and social environment in which this societal transition takes place. With its balanced humanistic and technological approach, the book mainly targets public authorities, decision-makers, stakeholders, solution developers, and graduate students.
The three-volume set CCIS 850, CCIS 851, and CCIS 852 contains the extended abstracts of the posters presented during the 20th International Conference on Human-Computer Interaction, HCI 2018, which took place in Las Vegas, Nevada, in July 2018. The total of 1171 papers and 160 posters included in the 30 HCII 2018 proceedings volumes was carefully reviewed and selected from 4346 submissions. The 207 papers presented in these three volumes are organized in topical sections as follows: Part I: interaction and information; images and visualizations; design, usability and user experience; psychological, cognitive and neurocognitive issues in HCI; social media and analytics. Part II: design for all, assistive and rehabilitation technologies; aging and HCI; virtual and augmented reality; emotions, anxiety, stress and well-being. Part III: learning and interaction; interacting with cultural heritage; HCI in commerce and business; interacting and driving; smart cities and smart environments.
This book constitutes the proceedings of the 4th International Conference onHuman Aspects of IT for the Aged Population, ITAP 2018, held as part of the 20th International Conference, HCI International 2018, which took place in Las Vegas, Nevada, in July 2018.The total of 1171 papers and 160 posters included in the 30 HCII 2018 proceedings volumes was carefully reviewed and selected from 4346 submissions. ITAP 2018 includes a total of 84 papers. They were organized in topical sections as follows: Part I: aging and technology acceptance; aging and interaction; intergenerational communication and social participation. Part II: health care technologies and services for the elderly; intelligent environments for aging; and games and entertainment for the elderly.
This two-volume set LNCS 10915 and 10916 constitutes the refereed proceedings of the 12h International Conference on Augmented Cognition, AC 2018, held as part of the 20th International Conference on Human-Computer Interaction, HCII 2018, in Las Vegas, NV, USA in July 2018. The 1171 papers presented at HCII 2018 conferences were carefully reviewed and selected from 4346 submissions. The papers cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of applications areas. The papers in this volume are organized in the following topical sections: context aware adaption strategies in augmented cognition, brain sensors and measures for operational environments, artificial intelligence and machine learning in augmented cognition, augmented cognition in virtual and mixed reality.
This edited book presents scientific results of the 15th IEEE/ACIS International Conference on Computer and Information Science (ICIS 2016) which was held on June 26- 29 in Okayama, Japan. The aim of this conference was to bring together researchers and scientists, businessmen and entrepreneurs, teachers, engineers, computer users, and students to discuss the numerous fields of computer science and to share their experiences and exchange new ideas and information in a meaningful way. Research results about all aspects (theory, applications and tools) of computer and information science, and to discuss the practical challenges encountered along the way and the solutions adopted to solve them. The conference organizers selected the best papers from those papers accepted for presentation at the conference. The papers were chosen based on review scores submitted by members of the program committee, and underwent further rigorous rounds of review. This publication captures 12 of the conference's most promising papers, and we impatiently await the important contributions that we know these authors will bring to the field of computer and information science.
The 3 volume-set LNCS 10901, 10902 + 10903 constitutes the refereed proceedings of the 20th International Conference on Human-Computer Interaction, HCI 2018, which took place in Las Vegas, Nevada, in July 2018. The total of 1171 papers and 160 posters included in the 30 HCII 2018 proceedings volumes was carefully reviewed and selected from 4346 submissions. HCI 2018 includes a total of 145 papers; they were organized in topical sections named: Part I: HCI theories, methods and tools; perception and psychological issues in HCI; emotion and attention recognition; security, privacy and ethics in HCI. Part II: HCI in medicine; HCI for health and wellbeing; HCI in cultural heritage; HCI in complex environments; mobile and wearable HCI. Part III: input techniques and devices; speech-based interfaces and chatbots; gesture, motion and eye-tracking based interaction; games and gamification.
The two-volume set LNCS 10893 and 10894 constitutes the refereed proceedings of the 11th International Conference EuroHaptics 2018, held in Pisa, Italy, in June 2018. The 95 papers (40 oral presentations and 554 poster presentations) presented were carefully reviewed and selected from 138 submissions. These proceedings reflect the multidisciplinary nature of EuroHaptics and cover all aspects of haptics, including neuroscience, psychophysics, perception, engineering, computing, interaction, virtual reality and arts.
This two-volume set LNCS 10904 and 10905 constitutes the refereed proceedings of the 20th International Conference on Human Interface and the Management of Information, HIMI 2018, held as part of HCI International 2018 in Las Vegas, NV, USA, in July 2018.The total of 1170 papers and 195 posters included in the 30 HCII 2018 proceedings volumes was carefully reviewed and selected from 4373 submissions. The 53 papers presented in this volume were organized in topical sections named: interacting with information; information and learning; information in aviation and transport; intelligent systems; and sevice management.
This book addresses the challenges of social network and social media analysis in terms of prediction and inference. The chapters collected here tackle these issues by proposing new analysis methods and by examining mining methods for the vast amount of social content produced. Social Networks (SNs) have become an integral part of our lives; they are used for leisure, business, government, medical, educational purposes and have attracted billions of users. The challenges that stem from this wide adoption of SNs are vast. These include generating realistic social network topologies, awareness of user activities, topic and trend generation, estimation of user attributes from their social content, and behavior detection. This text has applications to widely used platforms such as Twitter and Facebook and appeals to students, researchers, and professionals in the field.
Future technical systems will be companion systems, competent assistants that provide their functionality in a completely individualized way, adapting to a user's capabilities, preferences, requirements, and current needs, and taking into account both the emotional state and the situation of the individual user. This book presents the enabling technology for such systems. It introduces a variety of methods and techniques to implement an individualized, adaptive, flexible, and robust behavior for technical systems by means of cognitive processes, including perception, cognition, interaction, planning, and reasoning. The technological developments are complemented by empirical studies from psychological and neurobiological perspectives.
Introducing mobile humanoid robots into human environments requires the systems to physically interact and execute multiple concurrent tasks. The monograph at hand presents a whole-body torque controller for dexterous and safe robotic manipulation. This control approach enables a mobile humanoid robot to simultaneously meet several control objectives with different pre-defined levels of priority, while providing the skills for compliant physical contacts with humans and the environment. After a general introduction into the topic of whole-body control, several essential reactive tasks are developed to extend the repertoire of robotic control objectives. Additionally, the classical Cartesian impedance is extended to the case of mobile robots. All of these tasks are then combined and integrated into an overall, priority-based control law. Besides the experimental validation of the approach, the formal proof of asymptotic stability for this hierarchical controller is presented. By interconnecting the whole-body controller with an artificial intelligence, the immense potential of the integrated approach for complex real-world applications is shown. Several typical household chores, such as autonomously wiping a window or sweeping the floor with a broom, are successfully performed on the mobile humanoid robot Rollin' Justin of the German Aerospace Center (DLR). The results suggest the presented controller for a large variety of fields of application such as service robotics, human-robot cooperation in industry, telepresence in medical applications, space robotics scenarios, and the operation of mobile robots in dangerous and hazardous environments.
This book gathers visionary ideas from leading academics and scientists to predict the future of wireless communication and enabling technologies in 2050 and beyond. The content combines a wealth of illustrations, tables, business models, and novel approaches to the evolution of wireless communication. The book also provides glimpses into the future of emerging technologies, end-to-end systems, and entrepreneurial and business models, broadening readers' understanding of potential future advances in the field and their influence on society at large
This book explores how our lives and social interactions have become split between two intertwined, but not integrated, realities: the physical and the digital. Our sense of presence in the here and now has become fragmented, and yet earlier design approaches reinforced the problem, rather than leading to improvements. The authors address these issues by laying out a new human computer interaction (HCI) design approach - human-experiential design - rooted in a return to first principles of how people understand the world, both consciously and unconsciously. The application of this approach to the design of blended reality spaces is described in detail. Examples and scenarios of designing them to overcome the problems inherent in a variety of mixed reality settings are provided. Human-Experiential Design of Presence in Everyday Blended Reality will appeal to undergraduate and graduate students and researchers in interaction design, psychology, HCI and computer application studies, as well as practicing interaction designers and computer professionals. It will also be of interest to communication, media and urban design students, and to all readers with an interest in the technology-mediated future.
This book constitutes the proceedings of the 23rd International Conference on Conceptual Structures, ICCS 2018, held in Edinburgh, UK, in June 2018. The 10 full papers, 2 short papers and 2 posters presented were carefully reviewed and selected from 21 submissions. They are organized in the following topical sections: graph- and concept-based inference; computer- human interaction and human cognition; and graph visualization.
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. |
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