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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
Brain Inspired Cognitive Systems - BICS 2010 aims to bring together leading scientists and engineers who use analytic and synthetic methods both to understand the astonishing processing properties of biological systems and specifically of the brain, and to exploit such knowledge to advance engineering methods to build artificial systems with higher levels of cognitive competence. BICS is a meeting point of brain scientists and cognitive systems engineers where cross-domain ideas are fostered in the hope of getting emerging insights on the nature, operation and extractable capabilities of brains. This multiple approach is necessary because the progressively more accurate data about the brain is producing a growing need of a quantitative understanding and an associated capacity to manipulate this data and translate it into engineering applications rooted in sound theories. BICS 2010 is intended for both researchers that aim to build brain inspired systems with higher cognitive competences, and for life scientists who use and develop mathematical and engineering approaches for a better understanding of complex biological systems like the brain. Four major interlaced focal symposia are planned for this conference and these are organized into patterns that encourage cross-fertilization across the symposia topics. This emphasizes the role of BICS as a major meeting point for researchers and practitioners in the areas of biological and artificial cognitive systems. Debates across disciplines will enrich researchers with complementary perspectives from diverse scientific fields. BICS 2010 will take place July 14-16, 2010, in Madrid, Spain.
The combination of high-resolution visual and depth sensing, supported by machine learning, opens up new opportunities to solve real-world problems in computer vision. This authoritative text/reference presents an interdisciplinary selection of important, cutting-edge research on RGB-D based computer vision. Divided into four sections, the book opens with a detailed survey of the field, followed by a focused examination of RGB-D based 3D reconstruction, mapping and synthesis. The work continues with a section devoted to novel techniques that employ depth data for object detection, segmentation and tracking, and concludes with examples of accurate human action interpretation aided by depth sensors. Topics and features: discusses the calibration of color and depth cameras, the reduction of noise on depth maps, and methods for capturing human performance in 3D; reviews a selection of applications which use RGB-D information to reconstruct human figures, evaluate energy consumption, and obtain accurate action classification; presents an innovative approach for 3D object retrieval, and for the reconstruction of gas flow from multiple Kinect cameras; describes an RGB-D computer vision system designed to assist the visually impaired, and another for smart-environment sensing to assist elderly and disabled people; examines the effective features that characterize static hand poses, and introduces a unified framework to enforce both temporal and spatial constraints for hand parsing; proposes a new classifier architecture for real-time hand pose recognition, and a novel hand segmentation and gesture recognition system. Researchers and practitioners working in computer vision, HCI and machine learning will find this to be a must-read text. The book also serves as a useful reference for graduate students studying computer vision, pattern recognition or multimedia.
This book provides an interdisciplinary lens for exploring, assessing, and coming to new understandings of smart cities and regions, focusing on the six dimensions of sensing, awareness, learning, openness, innovation, and disruption. Using a hybrid case study and correlational approach, people from diverse sectors in a variety of small to medium to large-sized cities in multiple countries (e.g., Canada, United States, Ireland, Greece, Israel, etc.) provide experience-based perspectives on smart cities together with assessments for elements pertaining to each of the six dimensions. The analysis of findings in this work surfaces a rich and interwoven tapestry of patterns from the qualitative data highlighting for example, the importance of emotion/affect, privacy, trust, and data visualizations in influencing and informing the directions of smart cities and regions going forward. Correlational analysis of quantitative data reveals the presence and strength of emerging relationships among elements assessed, shedding light on factors that may serve as starting points for understanding what is contributing to potentials for improving success in smart cities and regions.
This book presents insights, interpretations, concepts, and interdependent views-in the landscape of mobile connectivity and service-that emphasize the significance of a harmonious interplay, cooperation, and coalescing of a variety of interdisciplinary domains of science and art. Mobile Evolution: Insights on Connectivity and Service explores the forward-looking and enabling capabilities of mobile connectivity and service in the context of long term evolution (LTE) systems and multimedia services, as viewed through a lens of human experience. It provides information and guidelines pertaining to the strategies and technologies associated with the next-generation mobile ecosystem. The book examines the intersection between the technology and the human dimension in the context of the ever-changing landscape. It arms you with ideas that you can apply to design, innovation, strategy, and business models for the various facets of mobile communication connectivity and service.
The perspectives and techniques used in human-computer interaction design, practice and research are broadening. This book looks at emerging approaches which are likely to contribute to the discipline in near future. The underlying idea is that human character rather than technology should determine the nature of interaction. The concept of "interaction design" covers this range of concerns relevant to enabling quality design. Each chapter emphasizes alternative perspectives on interaction and new concepts to help researchers and practitioners relate to alternative design approaches and opportunities. This second volume provides a wider perspective, from both a scientific and geographic outlook. New topics, such as psychological design processes, gerotechnology, modelling, e-learning and subconscious experiences are discussed from a team of international authors. This book will be of considerable value to those seeking innovative perspectives upon designing and ensuring effective interaction between humans and technology.
This edited book adopts a cognitive perspective to provide breadth and depth to state-of-the-art research related to understanding, analyzing, predicting and improving one of the most prominent and important classes of behavior of modern humans, information search. It is timely as the broader research area of cognitive computing and cognitive technology have recently attracted much attention, and there has been a surge in interest to develop systems and technology that are more compatible with human cognitive abilities. Divided into three interlocking sections, the first introduces the foundational concepts of information search from a cognitive computing perspective to highlight the research questions and approaches that are shared among the contributing authors. Relevant concepts from psychology, information and computing sciences are addressed. The second section discusses methods and tools that are used to understand and predict information search behavior and how the cognitive perspective can provide unique insights into the complexities of the behavior in various contexts. The final part highlights a number of areas of applications of which education and training, collaboration and conversational search interfaces are important ones. Understanding and Improving Information Search - A Cognitive Approach includes contributions from cognitive psychologists, information and computing scientists around the globe, including researchers from Europe (France, Netherlands, Germany), the US, and Asia (India, Japan), providing their unique but coherent perspectives to the core issues and questions most relevant to our current understanding of information search behavior and improving information search.
The book provides readers with a comprehensive overview of the state of the art in the field of gait and balance rehabilitation. It describes technologies and devices together with the requirements and factors to be considered during their application in clinical settings. The book covers physiological and pathophysiological basis of locomotion and posture control, describes integrated approaches for the treatment of neurological diseases and spinal cord injury, as well as important principles for designing appropriate clinical studies. It presents computer and robotic technologies currently used in rehabilitation, such as exoskeleton devices, functional electrical stimulation, virtual reality and many more, highlighting the main advantages and challenges both from the clinical and engineering perspective. Written in an easy-to-understand style, the book is intended for people with different background and expertise, including medical and engineering students, clinicians and physiotherapists, as well as technical developers of rehabilitation systems and their corresponding human-compute interfaces. It aims at fostering an increased awareness of available technologies for balance and gait rehabilitation, as well as a better communication and collaboration between their users and developers.
Cultural forces govern a synergistic relationship among information institutions that shapes their roles collectively and individually. Cultural synergy is the combination of perception- and behavior-shaping knowledge within, between, and among groups. Our hyperlinked era makes information-sharing among institutions critically important for scholarship as well as for the advancement of humankind. Information institutions are those that have, or share in, the mission to preserve, conserve, and disseminate information objects and their informative content. A central idea is the notion of social epistemology that information institutions arise culturally from social forces of the cultures they inhabit, and that their purpose is to disseminate that culture. All information institutions are alike in critical ways. Intersecting lines of cultural mission are trajectories for synergy for allowing us to perceive the universe of information institutions as interconnected and evolving and moving forward in distinct ways for the improvement of the condition of humankind through the building up of its knowledge base and of its information-sharing processes. This book is an exploration of the cultural synergy that can be realized by seeing commonalities among information institutions (sometimes also called cultural heritage institutions): museums, libraries, and archives. The hyperlinked era of the Semantic Web makes information sharing among institutions critically important for scholarship as well as the advancement of mankind. The book addresses the origins of cultural information institutions, the history of the professions that run them, and the social imperative of information organization as a catalyst for semantic synergy.
This textbook offers a comprehensive introduction to the control of marine vehicles, from fundamental to advanced concepts, including robust control techniques for handling model uncertainty, environmental disturbances, and actuator limitations. Starting with an introductory chapter that extensively reviews automatic control and dynamic modeling techniques for ocean vehicles, the first part of the book presents in-depth information on the analysis and control of linear time invariant systems. The concepts discussed are developed progressively, providing a basis for understanding more complex techniques and stimulating readers' intuition. In addition, selected examples illustrating the main concepts, the corresponding MATLAB (R) code, and problems are included in each chapter. In turn, the second part of the book offers comprehensive coverage on the stability and control of nonlinear systems. Following the same intuitive approach, it guides readers from the fundamentals to more advanced techniques, which culminate in integrator backstepping, adaptive and sliding mode control. Leveraging the author's considerable teaching and research experience, the book offers a good balance of theory and stimulating questions. Not only does it provide a valuable resource for undergraduate and graduate students; it will also benefit practitioners who want to review the foundational concepts underpinning some of the latest advanced marine vehicle control techniques, for use in their own applications.
Compiled by world- class leaders in the field of collaborative information retrieval and search (CIS), this book centres on the notion that information seeking is not always a solitary activity and working in collaboration to perform information-seeking tasks should be studied and supported. Covering aspects of theories, models, and applications the book is divided in three parts: * Best Practices and Studies: providing an overview of current knowledge and state-of-the-art in the field. * New Domains: covers some of the new and exciting opportunities of applying CIS * New Thoughts: focuses on new research directions by scholars from academia and industry from around the world. Collaborative Information Seeking provides a valuable reference for student, teachers, and researchers interested in the area of collaborative work, information seeking/retrieval, and human-computer interaction.
This book, originally published in 1992, encapsulates ten years of research at the Open University's Human Cognition Research Laboratory. The research investigates the problems of novice programmers, and is strongly oriented toward the design and implementation of "programming environments" aimed at eliminating or easing novices' problems. A range of languages is studied: Pascal, SOLO, Lisp, Prolog and "Knowledge Engineering Programming". The primary emphasis of the empirical studies is to gain some understanding of novices' "mental models" of the inner workings of computers. Such (erroneous) models are constructed by novices in their own heads to account for the idiosyncrasies of particular programming languages. The primary emphasis of the implementations described in the book is the provision of "automatic debugging aids", i.e. artificial intelligence programs which can analyse novices' buggy programs, and make sense of them, thereby providing useful advice for the novices. Another related strand taken in some of the work is the concept of "pre-emptive design", i.e. the provision of tools such as syntax-directed editors and graphical tracers which help programmers avoid many frequently-occurring errors. A common thread throughout the book is its Cognitive Science/Artificial Intelligence orientation. AI tools are used, for instance, to construct simulation models of subjects writing programs, in order to provide insights into what their deep conceptual errors are. At the other extreme, AI programs which were developed in order to help student debug their programs are observed empirically in order to ensure that they provide facilities actually needed by real programmers. This book will be of great interest to advanced undergraduate, postgraduate, and professional researchers in Cognitive Science, Artificial Intelligence, and Human-Computer Interaction.
This book consists of a series of essays which addresses the essentials of the development processes in user-experience design (UX design) planning, research, analysis, evaluation, training and implementation, and deals with the essential components (metaphors, mental models, navigation, and appearance) of user-interfaces and user-experiences during the period of 2002-2007. These essays grew from the authors own column entitled 'Fast Forward' which appeared in Interaction Magazine - the flagship publication of the ACM Special Interest Group on Human-Computing Interaction (SIGCHI). Written in such a way as to ensure longevity, these essays have not been edited or updated, however a short Postscripts has been added to provide some comments on each topic from a current perspective. HCI and User-Experience Design provides a fascinating historical review of the professional and research world of UX and HCI during a period of significant growth and development and would be of interest to students, researchers, and designers who are interested in recent developments within the field.
Over the next few decades, millions of people, with varying backgrounds and levels of technical expertise, will have to effectively interact with robotic technologies on a daily basis. This means it will have to be possible to modify robot behavior without explicitly writing code, but instead via a small number of wearable devices or visual demonstrations. At the same time, robots will need to infer and predict humans' intentions and internal objectives on the basis of past interactions in order to provide assistance before it is explicitly requested; this is the basis of imitation learning for robotics. This book introduces readers to robotic imitation learning based on human demonstration with wearable devices. It presents an advanced calibration method for wearable sensors and fusion approaches under the Kalman filter framework, as well as a novel wearable device for capturing gestures and other motions. Furthermore it describes the wearable-device-based and vision-based imitation learning method for robotic manipulation, making it a valuable reference guide for graduate students with a basic knowledge of machine learning, and for researchers interested in wearable computing and robotic learning.
This edited book presents point of view and the work being undertaken by active researchers in the domain of IOT and its applications with societal impact. The book is useful to other researchers for the understanding of the research domain and different points of views expressed by the experts in their contributed chapters. The contributions are from both industry and academia; hence, it provides a rich source of both theoretical and practical work going on in the research domain of IOT.
'Entertainment media' are entertainment products and services that rely on digital technology and include traditional media (such as movies, TV, computer animation etc) as well as emerging services for wireless and broadband, electronic toys, video games, edutainment, and location-based entertainment (from PC game rooms to theme parks). Whilst most of the digital entertainment industry is found in the developed countries such as USA, Europe, and Japan, the decreasing costs of computer and programming technologies enables developing countries to really benefit from entertainment media in two ways: as creators and producers of games and entertainment for the global market and as a way to increase creativity and learning among the youth of the developing world. Focusing specifically on initiatives that use entertainment technologies to promote economic development, education, creativity and cultural dissemination, this book explores how current technology and the use of off-the-shelf technologies (such as cheap sensors, Kinect, Arduino and others) can be exploited to achieve more innovative and affordable ways to harness the entertainment power of creating. It poses questions such as 'How can we convert consumers of entertainment into creators of entertainment?' 'How can digital entertainment make a contribution to the emerging world?'. Academic researchers and students in human-computer interaction, entertainment computing, learning technologies will find the content thought-provoking, and companies and professionals in game and entertainment technology, mobile applications, social networking etc. will find this a valuable resource in developing new products and new markets.
This book presents works detailing the application of processing and visualization techniques for analyzing the Earth's subsurface. The topic of the book is interactive data processing and interactive 3D visualization techniques used on subsurface data. Interactive processing of data together with interactive visualization is a powerful combination which has in the recent years become possible due to hardware and algorithm advances in. The combination enables the user to perform interactive exploration and filtering of datasets while simultaneously visualizing the results so that insights can be made immediately. This makes it possible to quickly form hypotheses and draw conclusions. Case studies from the geosciences are not as often presented in the scientific visualization and computer graphics community as e.g., studies on medical, biological or chemical data. This book will give researchers in the field of visualization and computer graphics valuable insight into the open visualization challenges in the geosciences, and how certain problems are currently solved using domain specific processing and visualization techniques. Conversely, readers from the geosciences will gain valuable insight into relevant visualization and interactive processing techniques. Subsurface data has interesting characteristics such as its solid nature, large range of scales and high degree of uncertainty, which makes it challenging to visualize with standard methods. It is also noteworthy that parallel fields of research have taken place in geosciences and in computer graphics, with different terminology when it comes to representing geometry, describing terrains, interpolating data and (example-based) synthesis of data. The domains covered in this book are geology, digital terrains, seismic data, reservoir visualization and CO2 storage. The technologies covered are 3D visualization, visualization of large datasets, 3D modelling, machine learning, virtual reality, seismic interpretation and multidisciplinary collaboration. People within any of these domains and technologies are potential readers of the book.
The richly illustrated Interactive Web-Based Data Visualization with R, plotly, and shiny focuses on the process of programming interactive web graphics for multidimensional data analysis. It is written for the data analyst who wants to leverage the capabilities of interactive web graphics without having to learn web programming. Through many R code examples, you will learn how to tap the extensive functionality of these tools to enhance the presentation and exploration of data. By mastering these concepts and tools, you will impress your colleagues with your ability to quickly generate more informative, engaging, and reproducible interactive graphics using free and open source software that you can share over email, export to pdf, and more. Key Features: Convert static ggplot2 graphics to an interactive web-based form Link, animate, and arrange multiple plots in standalone HTML from R Embed, modify, and respond to plotly graphics in a shiny app Learn best practices for visualizing continuous, discrete, and multivariate data Learn numerous ways to visualize geo-spatial data This book makes heavy use of plotly for graphical rendering, but you will also learn about other R packages that support different phases of a data science workflow, such as tidyr, dplyr, and tidyverse. Along the way, you will gain insight into best practices for visualization of high-dimensional data, statistical graphics, and graphical perception. The printed book is complemented by an interactive website where readers can view movies demonstrating the examples and interact with graphics.
Aligning an organization's goals and strategies requires specifying their rationales and connections so that the links are explicit and allow for analytic reasoning about what is successful and where improvement is necessary. This book provides guidance on how to achieve this alignment, how to monitor the success of goals and strategies and use measurement to recognize potential failures, and how to close alignment gaps. It uses the GQM+Strategies approach, which provides concepts and actionable steps for creating the link between goals and strategies across an organization and allows for measurement-based decision-making. After outlining the general motivation for organizational alignment through measurement, the GQM+Strategies approach is described concisely, with a focus on the basic model that is created and the process for creating and using this model. The recommended steps of all six phases of the process are then described in detail with the help of a comprehensive application example. Finally, the industrial challenges addressed by the method and cases of its application in industry are presented, and the relations to other approaches, such as Balanced Scorecard, are described. The book concludes with supplementary material, such as checklists and guidelines, to support the application of the method. This book is aimed at organization leaders, managers, decision makers, and other professionals interested in aligning their organization's goals and strategies and establishing an efficient strategic measurement program. It is also interesting for academic researchers looking for mechanisms to integrate their research results into organizational environments.
This book brings together the latest research in this new and exciting area of visualization, looking at classifying and modelling cognitive biases, together with user studies which reveal their undesirable impact on human judgement, and demonstrating how visual analytic techniques can provide effective support for mitigating key biases. A comprehensive coverage of this very relevant topic is provided though this collection of extended papers from the successful DECISIVe workshop at IEEE VIS, together with an introduction to cognitive biases and an invited chapter from a leading expert in intelligence analysis. Cognitive Biases in Visualizations will be of interest to a wide audience from those studying cognitive biases to visualization designers and practitioners. It offers a choice of research frameworks, help with the design of user studies, and proposals for the effective measurement of biases. The impact of human visualization literacy, competence and human cognition on cognitive biases are also examined, as well as the notion of system-induced biases. The well referenced chapters provide an excellent starting point for gaining an awareness of the detrimental effect that some cognitive biases can have on users' decision-making. Human behavior is complex and we are only just starting to unravel the processes involved and investigate ways in which the computer can assist, however the final section supports the prospect that visual analytics, in particular, can counter some of the more common cognitive errors, which have been proven to be so costly.
This proceedings presents the papers from Urb-IoT 2018 - 3rd EAI International Conference on IoT in Urban Space, which took place in Guimaraes, Portugal on 21-22 November 2018. The conference aims to explore the emerging dynamics within the scope of the Internet of Things (IoT) and the new science of cities.The papers discuss fusion of heterogeneous urban sources, understanding urban data using machine learning and mining techniques, urban analytics, urban IoT infrastructures, crowd sourcing techniques, incentification and gamification, urban mobility and intelligent transportation systems, real time urban information systems, and more. The proceedings discuss innovative technologies that navigate industry and connectivity sectors in transportation, utility, public safety, healthcare, and education. The authors also discuss the increasing deployments of IoT technologies and the rise of the so-called 'Sensored Cities'' which are opening up new avenues of research opportunities towards that future.
This work is on biometric data indexing for large-scale identification systems with a focus on different biometrics data indexing methods. It provides state-of-the-art coverage including different biometric traits, together with the pros and cons for each. Discussion of different multimodal fusion strategies are also included.
In this book, we have set up a unified analytical framework for various human-robot systems, which involve peer-peer interactions (either space-sharing or time-sharing) or hierarchical interactions. A methodology in designing the robot behavior through control, planning, decision and learning is proposed. In particular, the following topics are discussed in-depth: safety during human-robot interactions, efficiency in real-time robot motion planning, imitation of human behaviors from demonstration, dexterity of robots to adapt to different environments and tasks, cooperation among robots and humans with conflict resolution. These methods are applied in various scenarios, such as human-robot collaborative assembly, robot skill learning from human demonstration, interaction between autonomous and human-driven vehicles, etc. Key Features: Proposes a unified framework to model and analyze human-robot interactions under different modes of interactions. Systematically discusses the control, decision and learning algorithms to enable robots to interact safely with humans in a variety of applications. Presents numerous experimental studies with both industrial collaborative robot arms and autonomous vehicles.
Diagnostic Expertise in Organizational Environments provides a state-of-the-art foundation for a new paradigm in expertise research and practice. Skilled diagnosis is essential for accurate and efficient performance across a range of organizational contexts, including aviation, finance, rail, forensic investigation, firefighting, and medicine. However, it is also a complex process, subject to the abilities and experience of individual operators, the culture and practices of organizations, the relationships between operators, and the availability and usefulness of technology. As a consequence, diagnostic skills can be difficult to learn, maintain, and evaluate. This volume is a comprehensive approach that examines diagnostic expertise at the level of the individual practitioner, in the social context, and at the organizational level. The chapter authors comprise both academics and highly skilled practitioners so that there is a clear transition from understanding the problem of diagnostic skills to the implementation of solutions, either through redesign, training, and/or selection. It will appeal to those academics and practitioners interested and involved in this field and also prove useful to students of psychology, cognitive science education and/or computer interaction.
Written by the original members of an industry standardization group, this book shows you how to use UML to test complex software systems. It is the definitive reference for the only UML-based test specification language, written by the creators of that language. It is supported by an Internet site that provides information on the latest tools and uses of the profile. The authors introduce UTP step-by-step, using a case study that illustrates how UTP can be used for test modeling and test specification.
Brain-Computer Interfaces Handbook: Technological and Theoretical Advances provides a tutorial and an overview of the rich and multi-faceted world of Brain-Computer Interfaces (BCIs). The authors supply readers with a contemporary presentation of fundamentals, theories, and diverse applications of BCI, creating a valuable resource for anyone involved with the improvement of people's lives by replacing, restoring, improving, supplementing or enhancing natural output from the central nervous system. It is a useful guide for readers interested in understanding how neural bases for cognitive and sensory functions, such as seeing, hearing, and remembering, relate to real-world technologies. More precisely, this handbook details clinical, therapeutic and human-computer interfaces applications of BCI and various aspects of human cognition and behavior such as perception, affect, and action. It overviews the different methods and techniques used in acquiring and pre-processing brain signals, extracting features, and classifying users' mental states and intentions. Various theories, models, and empirical findings regarding the ways in which the human brain interfaces with external systems and environments using BCI are also explored. The handbook concludes by engaging ethical considerations, open questions, and challenges that continue to face brain-computer interface research. Features an in-depth look at the different methods and techniques used in acquiring and pre-processing brain signals, extracting features, and classifying the user's intention Covers various theories, models, and empirical findings regarding ways in which the human brain can interface with the systems or external environments Presents applications of BCI technology to understand various aspects of human cognition and behavior such as perception, affect, action, and more Includes clinical trials and individual case studies of the experimental therapeutic applications of BCI Provides human factors and human-computer interface concerns in the design, development, and evaluation of BCIs Overall, this handbook provides a synopsis of key technological and theoretical advances that are directly applicable to brain-computer interfacing technologies and can be readily understood and applied by individuals with no formal training in BCI research and development. |
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