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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
This book provides the first comprehensive introduction to the newly-emerging science of mobile phone behavior. It presents the unexpected complexity of human mobile phone behavior through four basic aspects of mobile phone usage (users, technologies, activities, and effects), and then explores four major domains of such behavior (medicine, business, education, and everyday life). Chapters open with thoughts on mobile phone usage and behavior from interviews with cell phone users, then present a series of scientific studies, synthesized knowledge, and real-life cases, concluding with complex but highly readable analyses of each aspect of mobile phone behavior. Readers should achieve two intellectual goals: gaining a usable knowledge of the complexity of mobile phone behaviour, and developing the skills to analyze the complexity of mobile phone usage - and further technological behaviors.
This book provides insights on skills required to achieve success in smart cities from a variety of industry and human factors perspectives. It emphasizes the balance between learning skills, technical skills, and domain-specific skills in these industries, with special emphasis given to innovative software development models. The authors note that digital transformation requires complementary measures that are not overtly aimed to support infrastructure investment but are instead directed at promoting entrepreneurship, improving digital skills, engaging citizens, applying new transformation strategies, and developing innovative software. All of the above are considered strategically important, especially for medium-sized cities since that enable them to be more competitive in the global economy.
This book reports on the latest advances in concepts and further development of principal component analysis (PCA), discussing in detail a number of open problems related to dimensional reduction techniques and their extensions. It brings together research findings, previously scattered throughout many scientific journal papers worldwide, and presents them in a methodologically unified form. Offering vital insights into the subject matter in self-contained chapters that balance the theory and concrete applications, and focusing on open problems, it is essential reading for all researchers and practitioners with an interest in PCA
This book covers challenges and solutions in establishing Industry 4.0 standards for Internet of Things. It proposes a clear view about the role of Internet of Things in establishing standards. The sensor design for industrial problem, challenges faced, and solutions are all addressed. The concept of digital twin and complexity in data analytics for predictive maintenance and fault prediction is also covered. The book is aimed at existing problems faced by the industry at present, with the goal of cost-efficiency and unmanned automation. It also concentrates on predictive maintenance and predictive failures. In addition, it includes design challenges and a survey of literature.
Longitudinal studies have traditionally been seen as too cumbersome and labor-intensive to be of much use in research on Human-Computer Interaction (HCI). However, recent trends in market, legislation, and the research questions we address, have highlighted the importance of studying prolonged use, while technology itself has made longitudinal research more accessible to researchers across different application domains. Aimed as an educational resource for graduate students and researchers in HCI, this book brings together a collection of chapters, addressing theoretical and methodological considerations, and presenting case studies of longitudinal HCI research. Among others, the authors: discuss the theoretical underpinnings of longitudinal HCI research, such as when a longitudinal study is appropriate, what research questions can be addressed and what challenges are entailed in different longitudinal research designs reflect on methodological challenges in longitudinal data collection and analysis, such as how to maintain participant adherence and data reliability when employing the Experience Sampling Method in longitudinal settings, or how to cope with data collection fatigue and data safety in applications of autoethnography and autobiographical design, which may span from months to several years present a number of case studies covering different topics of longitudinal HCI research, from "slow technology", to self-tracking, to mid-air haptic feedback, and crowdsourcing.
This book will help researchers and engineers in the design of ethical systems for robots, addressing the philosophical questions that arise and exploring modern applications such as assistive robots and self-driving cars. The contributing authors are among the leading academic and industrial researchers on this topic and the book will be of value to researchers, graduate students and practitioners engaged with robot design, artificial intelligence and ethics.
This book shows the advantages of using different perspectives and scientific backgrounds for developing support technologies that are integrated into daily life. It highlights the interaction between people and technology as a key factor for achieving this integration and discusses relevant methods, concepts, technologies, and applications suitable for interdisciplinary exchange and collaboration. The relationship between humans and technology has become much more inclusive and interdependent. This generates a number of technical, ethical, social, and practical issues. By gathering contributions from scholars from heterogeneous research fields, such as biomechanics, various branches of engineering, the social sciences, information science, psychology, and philosophy, this book is intended to provide answers to the main questions arising when support technologies such as assistance systems, wearable devices, augmented reality, and/or robot-based systems are constructed, implemented, interfaced and/or evaluated across different application contexts.
This book introduces recent research results for cyber deception, a promising field for proactive cyber defense. The beauty and challenge of cyber deception is that it is an interdisciplinary research field requiring study from techniques and strategies to human aspects. This book covers a wide variety of cyber deception research, including game theory, artificial intelligence, cognitive science, and deception-related technology. Specifically, this book addresses three core elements regarding cyber deception: Understanding human's cognitive behaviors in decoyed network scenarios Developing effective deceptive strategies based on human's behaviors Designing deceptive techniques that supports the enforcement of deceptive strategies The research introduced in this book identifies the scientific challenges, highlights the complexity and inspires the future research of cyber deception. Researchers working in cybersecurity and advanced-level computer science students focused on cybersecurity will find this book useful as a reference. This book also targets professionals working in cybersecurity. Chapter 'Using Amnesia to Detect Credential Database Breaches' and Chapter 'Deceiving ML-Based Friend-or-Foe Identification for Executables' are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
The 6th International Asia Conference on Industrial Engineering and Management Innovation is sponsored by the Chinese Industrial Engineering Institution and organized by Tianjin University. The conference aims to share and disseminate information on the most recent and relevant researches, theories and practices in industrial and system engineering to promote their development and application in university and enterprises.
User Engagement (UE) is a complex concept to investigate. The purpose of this book is not to constrain UE to one perspective, but to offer a well-rounded appreciation for UE across various domains and disciplines. The text begins with two foundational chapters that describe theoretical and methodological approaches to user engagement; the remaining contributions examine UE from different disciplinary perspectives and across a range of computer-mediated environments, including social and communications media, online search, eLearning, games, and eHealth. The book concludes by bringing together the cross-disciplinary perspectives presented in each chapter and proposing an agenda for future research in this area. The book will appeal to established and emerging academic and industry researchers looking to pursue research and its challenges. This includes scholars at all levels with an interest in user engagement with digital media, from students to experienced researchers, and professionals in the fields of computer science, web technology, information science, museum studies, learning and health sciences, human-computer interaction, information architecture and design, and creative arts.
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. |
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