![]() |
Welcome to Loot.co.za!
Sign in / Register |Wishlists & Gift Vouchers |Help | Advanced search
|
Your cart is empty |
||
|
Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
A commitment to usability in user interface design and
development offers enormous benefits, including greater user
productivity, more competitive products, lower support costs, and a
more efficient development process. But what does it mean to be
committed to usability? Inside, a twenty-year expert answers this
question in full, presenting the techniques of Usability
Engineering as a series of product lifecycle tasks that result
directly in easier-to-learn, easier-to-use software.
The book reports on advanced topics in the areas of wearable robotics research and practice. It focuses on new technologies, including neural interfaces, soft wearable robots, sensors and actuators technologies, and discusses important regulatory challenges, as well as clinical and ethical issues. Based on the 2nd International Symposium on Wearable Robotics, WeRob2016, held October 18-21, 2016, in Segovia, Spain, the book addresses a large audience of academics and professionals working in government, industry, and medical centers, and end-users alike. It provides them with specialized information and with a source of inspiration for new ideas and collaborations. It discusses exemplary case studies highlighting practical challenges related to the implementation of wearable robots in a number of fields. One of the focus is on clinical applications, which was encouraged by the colocation of WeRob2016 with the International Conference on Neurorehabilitation, INCR2016. Additional topics include space applications and assistive technologies in the industry. The book merges together the engineering, medical, ethical and political perspectives, thus offering a multidisciplinary, timely snapshot of the field of wearable technologies.
Wikipedia, Flickr, You Tube, Facebook, LinkedIn are all examples of large community-built databases, although with quite diverse purposes and collaboration patterns. Their usage and dissemination will further grow introducing e.g. new semantics, personalization, or interactive media. Pardede delivers the first comprehensive research reference on community-built databases. The contributions discuss various technical and social aspects of research in and development in areas like in Web science, social networks, and collaborative information systems. Pardede delivers the first comprehensive research reference on community-built databases. The contributions discuss various technical and social aspects of research in and development in areas like in Web science, social networks, and collaborative information systems.
"From Snapshots to Social Media" describes the history and future of domestic photography as mediated by technological change. Domestic photography refers to the culture of ordinary people capturing, sharing and using photographs, and is in a particular state of flux today as photos go digital. The book argues that this digital era is the third major chapter in the 170 year history of the area; following the portrait and Kodak eras of the past. History shows that despite huge changes in photographic technology and the way it has been sold, people continue to use photographs to improve memory, support communication and reinforce identity. The future will involve a shift in the balance of these core activities and a replacement of the family album with various multimedia archives for individuals, families and communities. This raises a number of issues that should be taken into account when designing new technologies and business services in this area, including: the ownership and privacy of content, multimedia standards, home ICT infrastructure, and younger and older users of images. The book is a must for designers and engineers of imaging technology and social media who want a better understanding of the history of domestic photography in order to shape its future. It will also be of value to students and researchers in science and technology studies and visual culture, as a fascinating case study of the evolving use of photographs and photographic technology in Western society. "
This book is concerned with the importance of Human Computer Interaction (HCI), Usability, user participants, and Sustainability in the Information Communication Technology (ICT) industry throughout the world. ICTs have become a crucial instrument for communication, entertainment, commerce and research and this increased usage is presenting new environmental and sustainability issues as we try and meet the ever-growing needs of both businesses and individuals. Sustainability and sustainable design must become central to the design of new technologies to make a concerted effort to tackle the environmental concerns we face now and in the future. Development frameworks, tools and models are used and explored, and the New Participative Methodology for Sustainable Design (NPMSD) is introduced as a way of identifying key factors needed in developing more sustainable systems including new smart technology and portable devices. In this book, the sustainable step in the design stage is evaluated and assessed by 11 countries: namely, Australia, Brazil, China, Germany, India, Norway, Singapore, South Korea, Sweden, UK, and USA. The new results are generated confirming that sustainable design awareness should be considered by designers, and users to minimize and reduce the carbon emissions, raw materials usage, and global warming, since these problems should be tackled soon, otherwise, it will be too late to solve it. Further research is needed in the future to implement and assess the sustainable design step with large IT companies to ensure compliance with environmental standards and rules for sustainable systems. Sustainable Design is an invaluable resource for students and researchers, designers and business managers who are interested in the human-centered, environmental concerns of sustainable technologies.
The introduction of Enterprise Identity Management Systems (EIdMS) in organizations even beyond the purely technological level is a costly and challenging endeavor. However, for decision makers it seems difficult to fully understand the impacts and opportunities arising from the introduction of EIdMS. This book explores the relevant aspects for an ex-ante evaluation of EIdMS. Therefore it examines this domain by employing a qualitative expert interview study to better understand the nature of EIdMS, as they are situated between security and productive IT systems. To this regard, the focus is put on the general nature of EIdMS projects and the constructs being relevant for analyzing such projects in the decision support phase. Based on the derived constructs and thematic topics from the interviews, an explanatory model for EIdMS introductions is derived and iteratively improved and evaluated. Finally, a possible application use-case for the creation of adequate decision support tools is presented.
Rapidly Prototyping Interfaces with InDesign guides readers to learn to create a wide range of interfaces, from mobile to desktop. With InDesign, interface prototyping takes minutes instead of days. This book is code-free and entirely hands-on with InDesign tools. This book acts as a guide for how to prototype user interfaces with InDesign, using diagrams, illustrations, and screen shots. This illustrated book concerns the creation and prototyping of eBooks, eMagazines, websites, desktop apps and movile apps. InDesign is an important tool for rapid prototyping, as no coding is involved. Key Features No available book provides this information. The reader will learn how to prototype a wide range of interfaces for both desktop and movile platforms. The book will include software screen shots and guide the reader step by step. The example prototypes will be interactive. Users can test them using interactive devices, such as desktop computers, tablets or mobile phones. The reader will learn how to prepare an effective portfolio and resume.
The broad scope of Cloud Computing is creating a technology, business, sociolo- cal, and economic renaissance. It delivers the promise of making services available quickly with rather little effort. Cloud Computing allows almost anyone, anywhere, at anytime to interact with these service offerings. Cloud Computing creates a unique opportunity for its users that allows anyone with an idea to have a chance to deliver it to a mass market base. As Cloud Computing continues to evolve and penetrate different industries, it is inevitable that the scope and definition of Cloud Computing becomes very subjective, based on providers' and customers' persp- tive of applications. For instance, Information Technology (IT) professionals p- ceive a Cloud as an unlimited, on-demand, flexible computing fabric that is always available to support their needs. Cloud users experience Cloud services as virtual, off-premise applications provided by Cloud service providers. To an end user, a p- vider offering a set of services or applications in the Cloud can manage these off- ings remotely. Despite these discrepancies, there is a general consensus that Cloud Computing includes technology that uses the Internet and collaborated servers to integrate data, applications, and computing resources. With proper Cloud access, such technology allows consumers and businesses to access their personal files on any computer without having to install special tools. Cloud Computing facilitates efficient operations and management of comp- ing technologies by federating storage, memory, processing, and bandwidth.
This open access book provides an overview of the dissertations of the five nominees for the Ernst Denert Award for Software Engineering in 2019. The prize, kindly sponsored by the Gerlind & Ernst Denert Stiftung, is awarded for excellent work within the discipline of Software Engineering, which includes methods, tools and procedures for better and efficient development of high quality software. An essential requirement for the nominated work is its applicability and usability in industrial practice. The book contains five papers describing the works by Sebastian Baltes (U Trier) on Software Developers'Work Habits and Expertise, Timo Greifenberg's thesis on Artefaktbasierte Analyse modellgetriebener Softwareentwicklungsprojekte, Marco Konersmann's (U Duisburg-Essen) work on Explicitly Integrated Architecture, Marija Selakovic's (TU Darmstadt) research about Actionable Program Analyses for Improving Software Performance, and Johannes Spath's (Paderborn U) thesis on Synchronized Pushdown Systems for Pointer and Data-Flow Analysis - which actually won the award. The chapters describe key findings of the respective works, show their relevance and applicability to practice and industrial software engineering projects, and provide additional information and findings that have only been discovered afterwards, e.g. when applying the results in industry. This way, the book is not only interesting to other researchers, but also to industrial software professionals who would like to learn about the application of state-of-the-art methods in their daily work.
This book critically reflects on current statistical methods used in Human-Computer Interaction (HCI) and introduces a number of novel methods to the reader. Covering many techniques and approaches for exploratory data analysis including effect and power calculations, experimental design, event history analysis, non-parametric testing and Bayesian inference; the research contained in this book discusses how to communicate statistical results fairly, as well as presenting a general set of recommendations for authors and reviewers to improve the quality of statistical analysis in HCI. Each chapter presents [R] code for running analyses on HCI examples and explains how the results can be interpreted. Modern Statistical Methods for HCI is aimed at researchers and graduate students who have some knowledge of "traditional" null hypothesis significance testing, but who wish to improve their practice by using techniques which have recently emerged from statistics and related fields. This book critically evaluates current practices within the field and supports a less rigid, procedural view of statistics in favour of fair statistical communication.
This book presents in a systematic manner the advanced technologies used for various modern robot applications. By bringing fresh ideas, new concepts, novel methods and tools into robot control, robot vision, human robot interaction, teleoperation of robot and multiple robots system, we are to provide a state-of-the-art and comprehensive treatment of the advanced technologies for a wide range of robotic applications. Particularly, we focus on the topics of advanced control and obstacle avoidance techniques for robot to deal with unknown perturbations, of visual servoing techniques which enable robot to autonomously operate in a dynamic environment, and of advanced techniques involved in human robot interaction. The book is primarily intended for researchers and engineers in the robotic and control community. It can also serve as complementary reading for robotics at the both graduate and undergraduate levels.
Rapidly Prototyping Interfaces with InDesign guides readers to learn to create a wide range of interfaces, from mobile to desktop. With InDesign, interface prototyping takes minutes instead of days. This book is code-free and entirely hands-on with InDesign tools. This book acts as a guide for how to prototype user interfaces with InDesign, using diagrams, illustrations, and screen shots. This illustrated book concerns the creation and prototyping of eBooks, eMagazines, websites, desktop apps and movile apps. InDesign is an important tool for rapid prototyping, as no coding is involved. Key Features No available book provides this information. The reader will learn how to prototype a wide range of interfaces for both desktop and movile platforms. The book will include software screen shots and guide the reader step by step. The example prototypes will be interactive. Users can test them using interactive devices, such as desktop computers, tablets or mobile phones. The reader will learn how to prepare an effective portfolio and resume.
Multiplayer Online Games (MOGs) have become a new genre of "play culture," integrating communication and entertainment in a playful, computer-mediated environment that evolves through user interaction. This book comprehensively reviews the origins, players, and social dynamics of MOGs, as well as six major empirical research methods used in previous works to study MOGs (i.e., observation/ethnography, survey/interviews, content and discourse analysis, experiments, network analysis, and case studies). It concludes that MOGs represent a highly sophisticated, networked, multimedia and multimodal Internet technology, which can construct entertaining, simultaneous, persistent social virtual worlds for gamers. Overall, the book shows that what we can learn from MOGs is how games and gaming, as ubiquitous activities, fit into ordinary life in today's information society, in the moments where the increased use of media as entertainment, the widespread application of networked information technologies, and participation in new social experiences intersect. Key Features: Contains pertinent knowledge about online gaming: its history, technical features, player characteristics, social dynamics, and research methods Sheds light on the potential future of online gaming, and how this would impact every aspect of our everyday lives - socially, culturally, technologically, and economically Asks promising questions based on cutting-edge research in the field of online game design and development
Internet technology has arguably changed the rules by which individuals, social movements, and institutions compete for political and cultural influence in technologically advanced societies. The author considers this reality through reference to the concept of hegemony; looking to the ways in which diverse actors in American civil society compete with one another while simultaneously challenging dominant sources of authority. The Arab/Israeli conflict is drawn upon as a boundary object holding direct interest to a wide range of state-aligned lobbies, broadly-based social movements, and marginalized 'extremist' groups, each of which hopes to affect the course of U.S. Mid-East policy. While various dimensions of internet use and activism are explored, Stephen Marmura directs particular attention to the importance and limitations of the World Wide Web as a mass medium. Examining phenomena ranging from mainstream news dissemination to the propaganda warfare visible online amongst racist, religious fundamentalist, and ultra-nationalist organizations, he argues the Net's greatest advantages are ultimately accrued by those most vested in the political status quo. Marmura argues further that widespread use of the Web is likely contributing to processes of social fragmentation, even as it reinforces ideological discourses favorable to state power.
By bringing together various current directions, Software Project Management in a Changing World focuses on how people and organizations can make their processes more change-adaptive. The selected chapters closely correspond to the project management knowledge areas introduced by the Project Management Body of Knowledge, including its extension for managing software projects. The contributions are grouped into four parts, preceded by a general introduction. Part I Fundamentals provides in-depth insights into fundamental topics including resource allocation, cost estimation and risk management. Part II Supporting Areas presents recent experiences and results related to the management of quality systems, knowledge, product portfolios and global and virtual software teams. Part III New Paradigms details new and evolving software-development practices including agile, distributed and open and inner-source development. Finally, Part IV Emerging Techniques introduces search-based techniques, social media, software process simulation and the efficient use of empirical data and their effects on software-management practices.This book will attract readers from both academia and practice with its excellent balance between new findings and experience of their usage in new contexts. Whenever appropriate, the presentation is based on evidence from empirical evaluation of the proposed approaches. For researchers and graduate students, it presents some of the latest methods and techniques to accommodate new challenges facing the discipline. For professionals, it serves as a source of inspiration for refining their project-management skills in new areas."
This book brings together diverse voices from across the field of sustainable human computer interaction (SHCI) to discuss what it means for digital technology to support sustainability and how humans and technology can work together optimally for a more sustainable future. Contemporary digital technologies are hailed by tech companies, governments and academics as leading-edge solutions to the challenges of environmental sustainability; smarter homes, more persuasive technologies, and a robust Internet of Things hold the promise for creating a greener world. Yet, deployments of interactive technologies for such purposes often lead to a paradox: they algorithmically "optimize" heating and lighting of houses without regard to the dynamics of daily life in the home; they can collect and display data that allow us to reflect on energy and emissions, yet the same information can cause us to raise our expectations for comfort and convenience; they might allow us to share best practice for sustainable living through social networking and online communities, yet these same systems further our participation in consumerism and contribute to an ever-greater volume of electronic waste.By acknowledging these paradoxes, this book represents a significant critical inquiry into digital technology's longer-term impact on ideals of sustainability. Written by an interdisciplinary team of contributors this book will be of great interest to students and scholars of human computer interaction and environmental studies.
With the growth of public and private data stores and the emergence of off-the-shelf data-mining technology, recommendation systems have emerged that specifically address the unique challenges of navigating and interpreting software engineering data. This book collects, structures and formalizes knowledge on recommendation systems in software engineering. It adopts a pragmatic approach with an explicit focus on system design, implementation, and evaluation. The book is divided into three parts: "Part I - Techniques" introduces basics for building recommenders in software engineering, including techniques for collecting and processing software engineering data, but also for presenting recommendations to users as part of their workflow."Part II - Evaluation" summarizes methods and experimental designs for evaluating recommendations in software engineering."Part III - Applications" describes needs, issues and solution concepts involved in entire recommendation systems for specific software engineering tasks, focusing on the engineering insights required to make effective recommendations. The book is complemented by the webpage rsse.org/book, which includes free supplemental materials for readers of this book and anyone interested in recommendation systems in software engineering, including lecture slides, data sets, source code, and an overview of people, groups, papers and tools with regard to recommendation systems in software engineering. The book is particularly well-suited for graduate students and researchers building new recommendation systems for software engineering applications or in other high-tech fields. It may also serve as the basis for graduate courses on recommendation systems, applied data mining or software engineering. Software engineering practitioners developing recommendation systems or similar applications with predictive functionality will also benefit from the broad spectrum of topics covered."
The series of IFAC Symposia on Analysis, Design and Evaluation of Man-Machine Systems provides the ideal forum for leading researchers and practitioners who work in the field to discuss and evaluate the latest research and developments. This publication contains the papers presented at the 6th IFAC Symposium in the series which was held in Cambridge, Massachusetts, USA.
This thesis lays the groundwork for the automatic supervision of the laser incision process, which aims to complement surgeons' perception of the state of tissues and enhance their control over laser incisions. The research problem is formulated as the estimation of variables that are representative of the state of tissues during laser cutting. Prior research in this area leveraged numerical computation methods that bear a high computational cost and are not straightforward to use in a surgical setting. This book proposes a novel solution to this problem, using models inspired by the ability of experienced surgeons to perform precise and clean laser cutting. It shows that these new models, which were extracted from experimental data using statistical learning techniques, are straightforward to use in a surgical setup, allowing greater precision in laser-based surgical procedures.
Computing is ubiquitous and if you think otherwise, that in itself might be the best evidence that it is so. Computers are omnipresent in modern life and the multimedia computing environment of today is becoming more and more seamless. Bringing together contributions from dozens of leading experts, Ubiquitous Multimedia Computing educates readers on Ubi-Media Computing on three levels: infrastructures, where fundamental technologies are being developed; middleware, where the integration of technologies and software systems continues to be defined; and applications, where its concepts are evolving into real-world products and processes. In presenting a wealth of new directions and new technology that is changing the way we communicate, learn, play, and live day by day, this book - Examines various architectures for delivering multimedia content including streaming devices , wireless networks, and various hybrids Looks at rapidly developing sensor technology including wearable computers Demonstrates the use of advanced HCI devices that allow the simplest body gestures to govern increasingly complex tasks Introduces newsputers that take the use of embedded image information in a host of practical directions Looks at how ubiquitous computing can eliminate traffic congestion and improve the efficiency and quality of medical care Looks at how computing is personalizing learning environments and revolutionizing our approach to the three R's. While these pages serve as a timely reference for researchers working in all areas of product development and human computer interaction, they also provide engineers, doctors, and many other professionals, as well as educators and graduate students with a view that reveals the otherwise invisible seams of this age of ubi-media computing.
Develops a Comprehensive, Global Model for Contextually Based Processing Systems A new perspective on global information systems operation Helping to advance a valuable paradigm shift in the next generation and processing of knowledge, Introduction to Contextual Processing: Theory and Applications provides a comprehensive model for constructing a contextually based processing system. It explores the components of this system, the interactions of the components, key mathematical foundations behind the model, and new concepts necessary for operating the system. After defining the key dimensions of a model for contextual processing, the book discusses how data is used to develop a semantic model for contexts as well as language-driven context-specific processing actions. It then applies rigorous mathematical methods to contexts, examines basic sensor data fusion theory and applies it to the contextual fusion of information, and describes the means to distribute contextual information. The authors also illustrate a new type of data repository model to manage contextual data, before concluding with the requirements of contextual security in a global environment. This seminal work presents an integrated framework for the design and operation of the next generation of IT processing. It guides the way for developing advanced IT systems and offers new models and concepts that can support advanced semantic web and cloud computing capabilities at a global scale.
Current computer graphics hardware and software make it possible to synthesize near photo-realistic images, but the simulation of natural-looking motion of articulated figures remains a difficultand challenging task. Skillfully rendered animation of humans, animals, and robots can delight and move us, but simulating their realistic motion holds great promise for many other applications as well, including ergonomic engineering design, clinical diagnosis of pathological movements, rehabilitation therapy, and biomechanics.Making Them Move presents the work of leading researchers in computer graphics, psychology, robotics and mechanical engineering who were invited to attend the Workshop on the Mechanics, Control and Animation of ArticulatedFigures held at the MIT Media Lab in April 1989. The book explores biological and robotic motor control, as well as state-of-the-art computergraphics techniques for simulating human and animal figures in a natural and physically realistic manner.
Understanding the complexity of tactic knowledge has become increasingly important to the enhancement of organizational flow. ""Tacit Knowledge in Organizational Learning"" aims to advocate the need for ""human factor"" consideration from a (tactic) knowledge capital point of view. ""Tacit Knowledge in Organizational Learning"" offers academicians and practitioners an illustration of the importance of tacit knowledge to an organization, presenting a means to measure and track tacit knowledge in individuals and recommendations on firm attributes and their ideal utilization of the tacit knowledge resource.
This book gathers new empirical findings fostering advances in the areas of digital and communication design, web, multimedia and motion design, graphic design, branding, and related ones. It includes original contributions by authoritative authors based on the best papers presented at the 5th International Conference on Digital Design and Communication, Digicom 2021, together with some invited chapters written by leading international researchers. They report on innovative design strategies supporting communication in a global, digital world, and addressing, at the same time, key individual and societal needs. This book is intended to offer a timely snapshot of technologies, trends and challenges in the area of design, communication and branding, and a bridge connecting researchers and professionals of different disciplines, such as graphic design, digital communication, corporate, UI Design and UX design.
While there is a lot of talk about how we now live in a knowledge society, the reality has been less impressive: We have yet to truly transition to a knowledge society-in part, this book argues, because discussion mostly focuses on a knowledge economy and information society rather than on ways to mobilise to create an actual knowledge society. That all may change, however, with the rise of open data and big data. This book considers the role of the open data movement in fostering transformation, showing that at the heart of any successful mobilisation will be an emerging open data ecosystem and new ways for societal actors to effectively produce and use data. |
You may like...
Studying and Designing Technology for…
Tejinder Judge, Carman Neustaedter
Paperback
Designing the User Interface: Strategies…
Ben Shneiderman, Catherine Plaisant, …
Paperback
R2,037
Discovery Miles 20 370
Modeling and Nonlinear Robust Control of…
Jonatan Martin Escorcia Hernandez, Ahmed Chemori, …
Paperback
R2,758
Discovery Miles 27 580
|