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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
a short and accessible introduction to AI and computational creativity written by a leading expert
Considers how different fields across technology and business have been affected by the Covid-19 pandemic Explores the innovations, disruptions and changes that are required to adapt in a fast-evolving landscape technology Offers a wealth of perspectives from international contributors working in a variety of contexts.
Due to the increased global political importance of the nonprofit sector, its technological support and organizational characteristics have become important fields of research. In order to conduct effective work, nonprofits need to communicate and coordinate effectively. However, such settings are generally characterized by a lack of resources, an absence of formal hierarchical structures and differences in languages and culture among the activists. Modern technologies could help nonprofit networks in improving their working. In order to design appropriate technological support for such settings, it is important to understand their work practices, which widely differ from traditional business organizations. This book aims to strengthen the body of knowledge by providing user studies and concepts related to user centered technology design process for nonprofit settings. The examination of ethnographic studies and user centered evaluation of IT artifacts in practice will further the understanding of design requirements of these systems. This book includes chapters from leading scholars and practitioners on the technology design process examining human centered factors. The chapters will focus on developed and developing countries as they both have unique issues in technology design. The book will be useful or of interest to academics from a range of fields including information systems, human computer interaction, computer supported cooperative work and organizational science as well as for government officials and governmental organizations.
rd This book constitutes a collection of extended versions of papers presented at the 23 IFIP TC7 Conference on System Modeling and Optimization, which was held in C- cow, Poland, on July 23-27, 2007. It contains 7 plenary and 22 contributed articles, the latter selected via a peer reviewing process. Most of the papers are concerned with optimization and optimal control. Some of them deal with practical issues, e. g. , p- formance-based design for seismic risk reduction, or evolutionary optimization in structural engineering. Many contributions concern optimization of infini- dimensional systems, ranging from a general overview of the variational analysis, through optimization and sensitivity analysis of PDE systems, to optimal control of neutral systems. A significant group of papers is devoted to shape analysis and opti- zation. Sufficient optimality conditions for ODE problems, and stochastic control methods applied to mathematical finance, are also investigated. The remaining papers are on mathematical programming, modeling, and information technology. The conference was the 23rd event in the series of such meetings biennially org- ized under the auspices of the Seventh Technical Committee "Systems Modeling and Optimization" of the International Federation for Information Processing (IFIP TC7).
This book investigates the narrativity of some of the most popular survival horror video games and the gender politics implicit in their storyworlds. In a thorough analysis of the genre that draws upon detailed comparisons with the mainstream action genre, Andrei Nae places his analysis firmly within a political and social context. In comparing survival horror games to the dominant game design norms of the action genre, the author differentiates between classical and postclassical survival horror games to show how the former reject the norms of the action genre and deliver a critique of the conservative gender politics of action games, while the latter are more heterogeneous in terms of their game design and, implicitly, gender politics. This book will appeal not only to scholars working in game studies, but also to scholars of horror, gender studies, popular culture, visual arts, genre studies and narratology.
This book focuses on smart results in the field of smart automotive mobility concentrating on (semi-)autonomous cars. The results are based on 5 recently finished public-funded research projects with a budget of over 15 million Euro. Providing insights into the next generation of personalized mobility on the road the authors discuss personalized, adaptive cooperative systems for highly automated cars and how they can be developed in a human-centered way. Furthermore, the book reports on a cooperative driver-vehicle interaction. How can the driver and the vehicle support each other? What are their best skills and how can they benefit from each other? It also gives novel insights on intuitive steering gestures on the steering wheel which initiate maneuvers to be executed by the automation, and to be supervised by, influenced or interrupted by the driver. The book finishes with information on a cooperative laser beam system which improves the communication between the different road participants to optimize the road safety of tomorrow. Smart Automotive Mobility: Reliable Technology for the Mobile Human is an ideal source for researchers, students and practitioners working in the area of intelligent systems for the automotive industry. It gives valuable and condensed information from multi-million Euro research projects funded by the German Federal Ministry of Education and Research.
This book examines the signal processing perspective in haptic teleoperation systems. This text covers the topics of prediction, estimation, architecture, data compression and error correction that can be applied to haptic teleoperation systems. The authors begin with an overview of haptic teleoperation systems, then look at a Bayesian approach to haptic teleoperation systems. They move onto a discussion of haptic data compression, haptic data digitization and forward error correction.
Using mixed and augmented reality in communities is an emerging media practice that is reshaping how we interact with our cities and neighbors. From the politics of city hall to crosswalks and playgrounds, mixed and augmented reality will offer a diverse range of new ways to interact with our communities. In 2016, apps for augmented reality politics began to appear in app stores. Similarly, the blockbuster success of Pokemon Go illustrated how even forgotten street corners can become a magical space for play. In 2019, a court case in Milwaukee, Wisconsin, extended first amendment rights to augmented reality. For all the good that these emerging media provide, there will and have been consequences. Augmented and Mixed Reality for Communities will help students and practitioners navigate the ethical design and development of these kinds of experiences to transform their cities. As one of the first books of its kind, each chapter in the book prepares readers to contribute to the Augmented City. By providing insight into how these emerging media work, the book seeks to democratize the augmented and mixed reality space. Authors within this volume represent some of the leading scholars and practitioners working in the augmented and mixed reality space for civic media, cultural heritage, civic games, ethical design, and social justice. Readers will find practical insights for the design and development to create their own compelling experiences. Teachers will find that the text provides in-depth, critical analyses for thought-provoking classroom discussions.
Cybernics plays a significant role in coping with an aging society using state-of-the-art technologies from engineering, clinical medicine and humanities. This new interdisciplinary field studies technologies that enhance, strengthen, and support physical and cognitive functions of human beings, based on the fusion of human, machine, and information systems. The design of a seamless interface for interaction between the interior and exterior of the human body is described in this book from diverse aspects such as the physical, neurophysiological, and cognitive levels. It is the first book to cover the many aspects of cybernics, allowing readers to understand the life support robotics technology for the elderly, including remote, in-home, hospital, institutional, community medical welfare, and vital-sensing systems. Serving as a valuable resource, this volume will interest not only graduate students, scientists, and engineers but also newcomers to the field of cybernics.
Why have a book about the relation between requirements and software architecture? Understanding the relation between requirements and architecture is important because the requirements, be they explicit or implicit, represent the function, whereas the architecture determines the form. While changes to a set of requirements may impact on the realization of the architecture, choices made for an architectural solution may impact on requirements, e.g., in terms of revising functional or non-functional requirements that cannot actually be met. Although research in both requirements engineering and software architecture is quite active, it is in their combination that understanding is most needed and actively sought. Presenting the current state of the art is the purpose of this book. The editors have divided the contributions into four parts: Part 1 "Theoretical Underpinnings and Reviews" addresses the issue of requirements change management in architectural design through traceability and reasoning. Part 2 "Tools and Techniques" presents approaches, tools, and techniques for bridging the gap between software requirements and architecture. Part 3 "Industrial Case Studies" then reports industrial experiences, while part 4 on "Emerging Issues" details advanced topics such as synthesizing architecture from requirements or the role of middleware in architecting for non-functional requirements. The final chapter is a conclusions chapter identifying key contributions and outstanding areas for future research and improvement of practice.The book is targeted at academic and industrial researchers in requirements engineering or software architecture. Graduate students specializing in these areas as well as advanced professionals in software development will also benefit from the results and experiences presented in this volume.
Developing Graphics Frameworks with Python and OpenGL shows you how to create software for rendering complete three-dimensional scenes. The authors explain the foundational theoretical concepts as well as the practical programming techniques that will enable you to create your own animated and interactive computer-generated worlds. You will learn how to combine the power of OpenGL, the most widely adopted cross-platform API for GPU programming, with the accessibility and versatility of the Python programming language. Topics you will explore include generating geometric shapes, transforming objects with matrices, applying image-based textures to surfaces, and lighting your scene. Advanced sections explain how to implement procedurally generated textures, postprocessing effects, and shadow mapping. In addition to the sophisticated graphics framework you will develop throughout this book, with the foundational knowledge you will gain, you will be able to adapt and extend the framework to achieve even more spectacular graphical results.
Virtual Reality is not real life. Instead it is life-like creations using computer-generated scenarios. Human behavior is replicated in virtual scenarios, where every detail is controlled by computers, and in situations that can be repeated under the same conditions. Based on technology and design, the user can experience presence. In the virtual world, users are embodied in avatars that represent them and are the means to interact with the virtual environment. Avatars are graphical models that behave on behalf of the human behind them. The user avatar is a proxy that also backs interaction with others, allowing computer-mediated interactions. Analyses directed to understand people's perceptions, personal and social behavior in computer mediated interactions, comprise a multidisciplinary area of study that involves, among others, computer science, psychology and sociology. In the last two decades a number of studies supported by Virtual Reality have been conducted to understand human behavior, in some cases the implications of the technology, or to reproduce artificial human behavior. This book presents a collection of studies from recognized researchers in the area.
Social technology is quickly becoming a vital tool in our personal, educational, and professional lives. However, while social networking helps the world stay connected, its use must be further examined in order to determine any possible pitfalls associated with the use of this technology. Implications of Social Media Use in Personal and Professional Settings investigates the paradoxical nature of social networking in our personal lives and in the workplace. Highlighting emergent research and psychological impacts, this publication is an indispensable reference source for academics, researchers, and professionals interested in the application of social media, as well as the positive aspects and detrimental effects of the usage of these technologies.
The success of the World Wide Web depends on the ability of users to store, p- cess and retrieve digital information regardless of distance boundaries, languages and domains of knowledge. The universality and ?exibility of the World Wide Web have also enabled the rapid growth of a variety of new services and applications based on human-machine interaction. The semantics of exchanged information and services should be useful not only for human to human communications, but also in that machines would be able to understand and automatically process web content. Semanticsgive well-de?nedmeaningto web content and enable computersand p- ple to work in cooperation. Today, the crucial challenge becomes the development of languages to express information in a machine processable format. Now more than ever, new advanced techniques and intelligent approaches are required to tra- form the Web into a universal reasoning and computing machine. Web intelligence attempts to deal with this challenge by exploiting information technologies and - ti?cial intelligence approaches to design the next generation of web-empowered systems and services.
This book covers topics related to medical practices from communications technology point of view. The book provides detailed inside information about the use of health informatics and emerging technologies for the well-being of patients. Each chapter in this book focuses on a specific development in the use of informatics in healthcare. In general, each chapter uses various emerging technologies such as Internet of Things (IoT), Big Data, Cloud computing, Wireless Body Area Networks (WBAN), for various health-related illness, such as tuberculosis, heart diseases, asthma and various epidemic outbreaks. The book is intended both for communications engineers with a healthcare focus and medical researchers.
Considering the overall situation of the current pandemic and pertinent recommendations, this book focuses on the use of augmented reality (AR) applications for preventing COVID-19 outbreaks along with techniques, tools, and platforms to achieve social distancing.and sanitization. COVID-19 Public Health Measures: An Augmented Reality Perspective contains theoretical and practical knowledge of AR and remedies on how to cope with the pandemic, including multiple use cases along with a set of recommendations. This book illustrates application building using open-source software with an interactive interface to aid impaired users. The initial part of this book emphasizes the basic knowledge of AR, technology, devices, and rest of the relevant theories. This book is aimed at researchers, students of AR, technical healthcare professionals, and practitioners. Key Features: * Consists of an extensive introduction to the terminologies and components of AR * Provides in-depth knowledge of various tools and techniques used in AR * Introduces various platforms and software development kits (SDKs) such as Unity Engine, Unreal Engine, and Vuforia * Gives a step-by-step guide for the development of an AR app * Describes how AR can be used specifically by impaired users not only in the situation of current pandemic but also in normal situations thus simplifying day-to-day activities
Every enterprise architect faces similar problems when designing and governing the enterprise architecture of a medium to large enterprise. Design patterns are a well-established concept in software engineering, used to define universally applicable solution schemes. By applying this approach to enterprise architectures, recurring problems in the design and implementation of enterprise architectures can be solved over all layers, from the business layer to the application and data layer down to the technology layer. Inversini and Perroud describe patterns at the level of enterprise architecture, which they refer to as Enterprise Architecture Patterns. These patterns are motivated by recurring problems originating from both the business and the underlying application, or from data and technology architectures of an enterprise such as identity and access management or integration needs. The Enterprise Architecture Patterns help in planning the technological and organizational landscape of an enterprise and its information technology, and are easily embedded into frameworks such as TOGAF, Zachman or FEA. This book is aimed at enterprise architects, software architects, project leaders, business consultants and everyone concerned with questions of IT and enterprise architecture and provides them with a comprehensive catalogue of ready-to-use patterns as well as an extensive theoretical framework to define their own new patterns.
Manufacturing, like other industries, is rising to the challenges imposed by aggressive consumer demands and the need for cost-effective processing that delivers quality in the fastest possible time. Fierce competition means that keeping abreast of new developments and applications in technology is essential if companies are to meet demands profitably and keep ahead of competitors. This book investigates the design and management of digital manufacturing and assembly systems for an efficient, flexible, and modular production of customized products using the I40 (industry 4.0)-enabling technologies. This book will also provide case studies covering modeling, simulation, and optimization. eBook includes color figures. Discusses how the advancement of data communication and storage through the Internet of Things (IoT) opens the possibilities of connecting sensors, robots, and devices Sheds light on how the human role in industry is decreasing due to the development of connected manufacturing floors, allowing them to take more control over the manufacturing processes, decisions, and even maintenance Covers the benefits from exploiting digital manufacturing, manufacturing enterprises, and what they expect to achieve Explains the important roles that modeling, simulation, and optimization play Investigates the design and management of digital manufacturing and assembly systems for an efficient, flexible, and modular production of customized products exploiting the I40 (industry 4.0)-enabling technologies
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 book introduces readers to a workload-aware methodology for large-scale graph algorithm optimization in graph-computing systems, and proposes several optimization techniques that can enable these systems to handle advanced graph algorithms efficiently. More concretely, it proposes a workload-aware cost model to guide the development of high-performance algorithms. On the basis of the cost model, the book subsequently presents a system-level optimization resulting in a partition-aware graph-computing engine, PAGE. In addition, it presents three efficient and scalable advanced graph algorithms - the subgraph enumeration, cohesive subgraph detection, and graph extraction algorithms. This book offers a valuable reference guide for junior researchers, covering the latest advances in large-scale graph analysis; and for senior researchers, sharing state-of-the-art solutions based on advanced graph algorithms. In addition, all readers will find a workload-aware methodology for designing efficient large-scale graph algorithms.
This book comprises select proceedings of the 43rd National Systems Conference on Innovative and Emerging Trends in Engineering Systems (NSC 2019) held at the Indian Institute of Technology, Roorkee, India. The contents cover latest research in the highly multidisciplinary field of systems engineering, and discusses its various aspects like systems design, dynamics, analysis, modeling and simulation. Some of the topics covered include computing systems, consciousness systems, electrical systems, energy systems, manufacturing systems, mechanical systems, literary systems, social systems, and quantum and nano systems. Given the scope of the contents, this book will be useful for researchers and professionals from diverse engineering and management background.
The Internet of Services and the Internet of Things are major building blocks of the Future Internet. The digital enterprise of the future is based not only on mobile, social, and cloud technologies, but also on semantic technologies and the future Internet of Everything. Semantic technologies now enable mass customization for the delivery of goods and services that meet individual customer needs and tastes with near mass production efficiency and reliability. This is creating a competitive advantage in the industrial economy, the service economy, and the emerging data economy, leading to smart products, smart services, and smart data, all adaptable to specific tasks, locations, situations, and contexts of smart spaces. Such technologies allow us to describe, revise, and adapt the characteristics, functions, processes, and usage patterns of customization targets on the basis of machine-understandable content representation that enables automated processing and information sharing between human and software agents. This book explains the principal achievements of the Theseus research program, one of the central programs in the German government's Digital 2015 initiative and its High-Tech Strategy 2020. The methods, toolsets, and standards for semantic technologies developed during this program form a solid basis for the fourth industrial revolution (Industrie 4.0), the hybrid service economy, and the transformation of big data into useful smart data for the emerging data economy. The contributing authors are leading scientists and engineers, representing world-class academic and industrial research teams, and the ideas, technologies, and representative use cases they describe in the book derive from results in multidisciplinary fields, such as the Internet of Services; the Semantic Web, and semantic technologies, knowledge management, and search; user interfaces, multimodal interaction, and visualization; machine learning and data mining; and business process support, manufacturing, automation, medical systems, and integrated service engineering. The book will be of value to both researchers and practitioners in these domains."
This book is the first resource to provide in-depth coverage on topical areas of assistive, rehabilitative, and health-related applications for haptic (touch-based) technologies. Application topics are grouped into thematic areas spanning haptic devices for sensory impairments, health and well-being, and physical impairments which are illustrated in this book. A diverse group of experts in the field were invited to contribute different chapters to provide complementary and multidisciplinary perspectives. Unlike other books on haptics, which focus on human haptic perception, specific modalities of haptics (e.g., realistic haptic rendering), or broadly cover the subfields of haptics, this book takes an application-oriented approach to present a tour of how the field of haptics has been advanced with respect to important, impactful thematic focuses. Under Theme 1 "Sensory Impairments", haptics technologies to support individuals with sensory impairments is presented which includes: Spatial awareness in sensory impairments through touch; Haptically-assisted interfaces for persons with visual impairments; and Enabling learning experiences for visually impaired children by interaction design. Under Theme 2 "Haptics for Health and Well-Being", haptics technologies aimed at supporting exercise and healthy aging will be covered including: Haptics in rehabilitation, exergames and health; Therapeutic haptics for mental health and well-being; and Applications of haptics in medicine. Under Theme 3 "Haptics for Physical Impairments", haptics technologies for enhancing the quality of life for individuals with weakened/impaired limbs or neurological diseases impacting movement is targeted including: Assistive soft exoskeletons with pneumatic artificial muscles; Haptics for accessibility in rehabilitative hardware; and intelligent robotics and immersive displays for enhancing haptic interaction in physical rehabilitation environments. Engineers, scientists, and researchers working in the areas of haptics, multimedia, virtual/augmented/mixed-reality, human-computer interaction, assistive technologies, rehabilitative technologies, healthcare technologies, and/or actuator design will want to purchase this book. Advanced level students and hobbyists interested in haptics will also be interested in this book.
Authoring, its tools, processes, and design challenges are key issues for the Interactive Digital Narrative (IDN) research community. The complexity of IDN authoring, often involving stories co-created by procedures and user interaction, creates confusion for tool developers and raises barriers for new authors. This book examines these issues from both the tool designer and the author's perspective, discusses the poetics of IDN and how that can be used to design authoring tools, explores diverse forms of IDN and their demands, and investigates the challenges around conducting research on IDN authoring. To address these challenges, the chapter authors incorporate a range of interdisciplinary perspectives on 'The Authoring Problem' in IDN. While existing texts provide 'how-to' guidance for authors, this book is a primer for research and practice-based investigations into the authoring problem, collecting the latest thoughts about this area from key researchers and practitioners.
This book is open access under a CC BY NC ND license. It addresses the most recent developments in cloud computing such as HPC in the Cloud, heterogeneous cloud, self-organising and self-management, and discusses the business implications of cloud computing adoption. Establishing the need for a new architecture for cloud computing, it discusses a novel cloud management and delivery architecture based on the principles of self-organisation and self-management. This focus shifts the deployment and optimisation effort from the consumer to the software stack running on the cloud infrastructure. It also outlines validation challenges and introduces a novel generalised extensible simulation framework to illustrate the effectiveness, performance and scalability of self-organising and self-managing delivery models on hyperscale cloud infrastructures. It concludes with a number of potential use cases for self-organising, self-managing clouds and the impact on those businesses. |
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