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Books > Computing & IT > Social & legal aspects of computing
The present situation of data protection in health informatics in Europe can be described as alarming. Notwithstanding the ever increasing use of information technology, a decade has passed since the appearance of the council of Europe Data Protection Convention and the recommendation on Automated Medical Data Banks, without much progress being achieved. To enable the best use of information technology in the health sector, urgent action needs to be taken. The causes for concern stem from two major factors, Firstly, when the question is asked whether the principles of data protection are being respected in the health information sector, it is impossible to give a definite answer. Secondly, the participants at the working conference, from their personal non-systematic observations shared the opinion that in the fast majority of cases the principles and recommendations have not properly been implemented. Experience from the field shows that in the health sector the people involved are often indifferent and in some cases reluctant to ensure the implementation of data protection measure. Both the indifference and possible even some of the reluctance may arise from the general lack of awareness about the issues involved. This makes the implementation of the required organizational measures difficult.
This book brings together formally disparate literatures and debates on disability and technology in a way that captures the complex interplay between the two. Drawing on disability studies, technology studies and clinical studies, the book argues that interdisciplinary insights together provide a more nuanced and less stylized picture of the benefits and barriers in disability and technology. Drawing on a breadth of empirical studies from across the globe, a picture emerges of the complex and multi-directional interplay of technology and disability. Technology is neither inherently enabling or disabling but fundamentally shaped by the social dynamics that shape their design, use and impact.
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.
Electric Dreams turns to the past to trace the cultural history of computers. Ted Friedman charts the struggles to define the meanings of these powerful machines over more than a century, from the failure of Charles Babbage's "difference engine" in the nineteenth century to contemporary struggles over file swapping, open source software, and the future of online journalism. To reveal the hopes and fears inspired by computers, Electric Dreams examines a wide range of texts, including films, advertisements, novels, magazines, computer games, blogs, and even operating systems. Electric Dreams argues that the debates over computers are critically important because they are how Americans talk about the future. In a society that in so many ways has given up on imagining anything better than multinational capitalism, cyberculture offers room to dream of different kinds of tomorrow.
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.
Social computing concerns the study of social behavior and context based on computational systems. Behavioral modeling reproduces the social behavior, and allows for experimenting with and deep understanding of behavior, patterns, and potential outcomes. The pervasive use of computer and Internet technologies provides an unprecedented environment where people can share opinions and experiences, offer suggestions and advice, debate, and even conduct experiments. Social computing facilitates behavioral modeling in model building, analysis, pattern mining, anticipation, and prediction. The proceedings from this interdisciplinary workshop provide a platform for researchers, practitioners, and graduate students from sociology, behavioral and computer science, psychology, cultural study, information systems, and operations research to share results and develop new concepts and methodologies aimed at advancing and deepening our understanding of social and behavioral computing to aid critical decision making.
This text helps the reader generate clear, effective documentation that is tailored to the information requirements of the end-user. Written for technical writers and their managers, quality assurance experts, and software engineers, the book describes a user-centered information design method (UCID) that should help ensure documentation conveys significant information for the user. The UCID shows how to: integrate the four major information components of a software system - user interface labels, messages, online and printed documentation; make sure these elements work together to improve usability; deploy iterative design and prototyping procedures that minimize flaws and save time and money; and guide technical writers effectively.
Model-Driven Development (MDD) has become an important paradigm in software development. It uses models as primary artifacts in the development process. This book provides an outstanding overview as well as deep insights into the area of model-driven development of user interfaces, which is an emerging topic in the intersection of Human-Computer-Interaction and Software-Engineering. The idea of this book is based on the very successful workshop series of "Model-Driven Development of Advanced User Interfaces (MDDAUI)". It has been written by the leading researchers and practitioners in the field of model-driven development of user interfaces and offer a variety of solutions and examples for * Architectures and environments for the generation of user interfaces * User interface development for specific domains and purposes * Model-driven development in the context of ambient intelligence * Concepts supporting model-driven development of user interfaces
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.
The book describes the K-Method which has been developed by the authors. The purpose of the K-Method is to negotiate and administrate a complex portfolio of customised materials, all belonging to the same purchasing group (e.g. labels). The underlying idea is to agree prices for specification features, instead of giving each material an individual price based on its unique specification. By doing so, a price formula will be agreed between the buyer and supplier which even defines prices of future materials with any kind of specification.
This book gathers visionary ideas from leading academics and scientists to predict the future of wireless communication and enabling technologies in 2050 and beyond. The content combines a wealth of illustrations, tables, business models, and novel approaches to the evolution of wireless communication. The book also provides glimpses into the future of emerging technologies, end-to-end systems, and entrepreneurial and business models, broadening readers' understanding of potential future advances in the field and their influence on society at large
This book presents selected papers from the Sixteenth International Conference on Intelligent Information Hiding and Multimedia Signal Processing, in conjunction with the Thirteenth International Conference on Frontiers of Information Technology, Applications and Tools, held on November 5-7, 2020, in Ho Chi Minh City, Vietnam. It is divided into two volumes and discusses the latest research outcomes in the field of Information Technology (IT) including information hiding, multimedia signal processing, big data, data mining, bioinformatics, database, industrial and Internet of things, and their applications.
This book covers the latest advances in playful user interfaces - interfaces that invite social and physical interaction. These new developments include the use of audio, visual, tactile and physiological sensors to monitor, provide feedback and anticipate the behavior of human users. The decreasing cost of sensor and actuator technology makes it possible to integrate physical behavior information in human-computer interactions. This leads to many new entertainment and game applications that allow or require social and physical interaction in sensor- and actuator-equipped smart environments. The topics discussed include: human-nature interaction, human-animal interaction and the interaction with tangibles that are naturally integrated in our smart environments. Digitally supported remote audience participation in artistic or sport events is also discussed. One important theme that emerges throughout the book is the involvement of users in the digital-entertainment design process or even design and implementation of interactive entertainment by users themselves, including children doing so in educational settings.
Social media is now ubiquitous on the internet, generating both new possibilities and new challenges in information analysis and retrieval. This comprehensive text/reference examines in depth the synergy between multimedia content analysis, personalization, and next-generation networking. The book demonstrates how this integration can result in robust, personalized services that provide users with an improved multimedia-centric quality of experience. Each chapter offers a practical step-by-step walkthrough for a variety of concepts, components and technologies relating to the development of applications and services. Topics and features: provides contributions from an international and interdisciplinary selection of experts in their fields; introduces the fundamentals of social media retrieval, presenting the most important areas of research in this domain; examines the important topic of multimedia tagging in social environments, including geo-tagging; discusses issues of personalization and privacy in social media; reviews advances in encoding, compression and network architectures for the exchange of social media information; describes a range of applications related to social media. Researchers and students interested in social media retrieval will find this book a valuable resource, covering a broad overview of state-of-the-art research and emerging trends in this area. The text will also be of use to practicing engineers involved in envisioning and building innovative social media applications and services.
Usability has become increasingly important as an essential part of the design and development of software and systems for all sectors of society, business, industry, government and education, as well as a topic of research. Today, we can safely say that, in many parts of the world, information technology and communications is or is becoming a central force in revolutionising the way that we all live and how our societies function. IFIP's mission states clearly that it "encourages and assists in the development, exploitation and application of information technology for the benefit of all people." The question that must be considered now is how much attention has been given to the usability of the IT-based systems that we use in our work and daily lives. There is much evidence to indicate that the real interests and needs of people have not yet been embraced in a substantial way by IT decision makers and when developing and implementing the IT systems that shape our lives, both as private individuals and at work. But some headway has been made. Three years ago, the IFIP Technical Committee on Human Computer Interaction (IFIP TC13) gave the subject of usability its top priority for future work in advancing HCI within the international community. This Usability Stream of the IFIP World Computer Congress is a result of this initiative. It provides a showcase on usability involving some practical business solutions and experiences, and some research findings."
The e-commerce revolution has allowed many organizations around the world to become more effective and efficient in managing their resources. Through the use of e-commerce many businesses can now cut the cost of doing business with their customers in a speed that could only be imagined a decade ago. However, doing business on the Internet has opened up business to additional vulnerabilities and misuse. It has been estimated that the cost of misuse and criminal activities related to e-commerce now exceeds 10 billion dollars per year, and many experts predict that this number will increase in the future. IT Solutions Series: E-Commerce Security: Advice from Experts provides insight and practical knowledge obtained from industry leaders regarding the overall successful management of e-commerce practices and solutions.
Governing Privacy in Knowledge Commons explores how privacy impacts knowledge production, community formation, and collaborative governance in diverse contexts, ranging from academia and IoT, to social media and mental health. Using nine new case studies and a meta-analysis of previous knowledge commons literature, the book integrates the Governing Knowledge Commons framework with Helen Nissenbaum's Contextual Integrity framework. The multidisciplinary case studies show that personal information is often a key component of the resources created by knowledge commons. Moreover, even when it is not the focus of the commons, personal information governance may require community participation and boundaries. Taken together, the chapters illustrate the importance of exit and voice in constructing and sustaining knowledge commons through appropriate personal information flows. They also shed light on the shortcomings of current notice-and-consent style regulation of social media platforms. This title is also available as Open Access on Cambridge Core.
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.
As the computer industry moves into the 21st century, the
long-running Advances in Computers is ready to tackle the
challenges of the new century with insightful articles on new
technology, just as it has since 1960 in chronicling the advances
in computer technology from the last century. As the
longest-running continuing series on computers, Advances in
Computers presents those technologies that will affect the industry
in the years to come.
This book explores how new communication and information technologies combine with transportation to modify human spatial and temporal relationships in everyday life. It targets the need to differentiate accessibility levels among a broad range of social groupings, the need to study disparities in electronic accessibility, and the need to investigate new measures and means of representing the geography of opportunity in the information age. It explores how models based on physical notions of distance and connectivity are insufficient for understanding the new structures and behaviors that characterize current regional realities, with examples drawn from Europe, New Zealand, and North America. While traditional notions of accessibility and spatial interaction remain important, information technologies are dramatically modifying and expanding the scope of these core geographical concepts.
It was a pleasure to provide an introduction to a new volume on user experience evaluation in games. The scope, depth, and diversity of the work here is amazing. It attests to the growing popularity of games and the increasing importance developing a range of theories, methods, and scales to evaluate them. This evolution is driven by the cost and complexity of games being developed today. It is also driven by the need to broaden the appeal of games. Many of the approaches described here are enabled by new tools and techniques. This book (along with a few others) represents a watershed in game evaluation and understanding. The eld of game evaluation has truly "come of age." The broader eld of HCI can begin to look toward game evaluation for fresh, critical, and sophisticated thi- ing about design evaluation and product development. They can also look to games for groundbreaking case studies of evaluation of products. I'll brie y summarize each chapter below and provide some commentary. In conclusion, I will mention a few common themes and offer some challenges. Discussion In Chapter 1, User Experience Evaluation in Entertainment, Bernhaupt gives an overview and presents a general framework on methods currently used for user experience evaluation. The methods presented in the following chapters are s- marized and thus allow the reader to quickly assess the right set of methods that will help to evaluate the game under development.
The term "haptics" refers to the science of sensing and manipulation through touch. Multiple disciplines such as biomechanics, psychophysics, robotics, neuroscience, and software engineering converge to support haptics, and generally, haptic research is done by three communities: the robotics community, the human computer interface community, and the virtual reality community. This book is different from any other book that has looked at haptics. The authors treat haptics as a new medium rather than just a domain within one of the above areas. They describe human haptic perception and interfaces and present fundamentals in haptic rendering and modeling in virtual environments. Diverse software architectures for standalone and networked haptic systems are explained, and the authors demonstrate the vast application spectrum of this emerging technology along with its accompanying trends. The primary objective is to provide a comprehensive overview and a practical understanding of haptic technologies. An appreciation of the close relationship between the wide range of disciplines that constitute a haptic system is a key principle towards being able to build successful collaborative haptic environments. Structured as a reference to allow for fast accommodation of the issues concerned, this book is intended for researchers interested in studying touch and force feedback for use in technological multimedia systems in computer science, electrical engineering, or other related disciplines. With its novel approach, it paves the way for exploring research trends and challenges in such fields as interpersonal communication, games, or military applications.
Digital forensics deals with the acquisition, preservation, examination, analysis and presentation of electronic evidence. Computer networks, cloud computing, smartphones, embedded devices and the Internet of Things have expanded the role of digital forensics beyond traditional computer crime investigations. Practically every crime now involves some aspect of digital evidence; digital forensics provides the techniques and tools to articulate this evidence in legal proceedings. Digital forensics also has myriad intelligence applications; furthermore, it has a vital role in cyber security -- investigations of security breaches yield valuable information that can be used to design more secure and resilient systems. Advances in Digital Forensics XVI describes original research results and innovative applications in the discipline of digital forensics. In addition, it highlights some of the major technical and legal issues related to digital evidence and electronic crime investigations. The areas of coverage include: themes and issues, forensic techniques, filesystem forensics, cloud forensics, social media forensics, multimedia forensics, and novel applications. This book is the sixteenth volume in the annual series produced by the International Federation for Information Processing (IFIP) Working Group 11.9 on Digital Forensics, an international community of scientists, engineers and practitioners dedicated to advancing the state of the art of research and practice in digital forensics. The book contains a selection of sixteen edited papers from the Sixteenth Annual IFIP WG 11.9 International Conference on Digital Forensics, held in New Delhi, India, in the winter of 2020. Advances in Digital Forensics XVI is an important resource for researchers, faculty members and graduate students, as well as for practitioners and individuals engaged in research and development efforts for the law enforcement and intelligence communities. |
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