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Books > Computing & IT > Social & legal aspects of computing
This book provides an accessible introduction to the history, theory and techniques of informetrics. Divided into 14 chapters, it develops the content system of informetrics from the theory, methods and applications; systematically analyzes the six basic laws and the theory basis of informetrics and presents quantitative analysis methods such as citation analysis and computer-aided analysis. It also discusses applications in information resource management, information and library science, science of science, scientific evaluation and the forecast field. Lastly, it describes a new development in informetrics- webometrics. Providing a comprehensive overview of the complex issues in today's environment, this book is a valuable resource for all researchers, students and practitioners in library and information science.
There is a struggle over governance of the global information
network among national governments and international organizations,
corporations and NGOs, elites and civil society. The outcome will
determine how we communicate, the extent of our civil liberties and
human rights, the profitability of e-commerce, and the richness of
cultural expression. This collection looks at the processes by
which the global information policy regime is being formed -
themselves in conflict - as a foundation for understanding its
emergent features.
This text focuses on various factors associated with orphan diseases and the influence and role of health information technologies. Orphan diseases have not been adopted by the pharmaceutical industry because they provide little financial incentive to treat or prevent it. It is estimated that 6,000-7,000 orphan diseases exist today; as medical knowledge continues to expand, this number is likely to become much greater. The book highlights the opportunities and challenges in this increasingly important area. The book explores new avenues which are opened by information technologies and Health 2.0, and highlights also economic opportunities of orphan disease medicine. The editors of this new book have international experience and competencies in the key areas of patient empowerment, healthcare and clinical knowledge management, healthcare inequalities and disparities, rare diseases and patient advocacy.
This book explores the role of cognition in the field of human-computer interaction (HCI) assessing how the field has developed over the past thirty years and discusses where the field is heading, as we begin to live in increasingly interconnected digital environments. Taking a broad chronological view, the author discusses cognition in relation to areas like make-believe, and appropriation, and places these more recent concepts in the context of traditional thinking about the psychology of HCI. HCI Redux will appeal to undergraduate and postgraduate students and researchers in psychology, the cognitive sciences and HCI. It will also be of interest to all readers with a curiosity about our everyday use of technology.
This book offers guidance for US-based IT businesses on both sides of the Atlantic when dealing with big data and government data, since transatlantic data flows are key to the success of these enterprises. It offers practical insights into many of the data-protection challenges US companies in various industries face when seeking to comply with US and EU data-protection laws, and analyses the potential conflicts in the light of their risks and the way in which US-based cloud providers react to the uncertainties of the applicable data-protection rules. The book particularly focuses on the insights derived from a qualitative study conducted in 2016 with various cloud-based IT businesses in the Silicon Valley area, which shows the diversity of views on data protection and the many approaches companies take to this topic. Further, it discusses key data-protection issues in the field of big data and government data.
Auditory User Interfaces: Toward the Speaking Computer describes a speech-enabling approach that separates computation from the user interface and integrates speech into the human-computer interaction. The Auditory User Interface (AUI) works directly with the computational core of the application, the same as the Graphical User Interface. The author's approach is implemented in two large systems, ASTER - a computing system that produces high-quality interactive aural renderings of electronic documents - and Emacspeak - a fully-fledged speech interface to workstations, including fluent spoken access to the World Wide Web and many desktop applications. Using this approach, developers can design new high-quality AUIs. Auditory interfaces are presented using concrete examples that have been implemented on an electronic desktop. This aural desktop system enables applications to produce auditory output using the same information used for conventional visual output. Auditory User Interfaces: Toward the Speaking Computer is for the electrical and computer engineering professional in the field of computer/human interface design. It will also be of interest to academic and industrial researchers, and engineers designing and implementing computer systems that speak. Communication devices such as hand-held computers, smart telephones, talking web browsers, and others will need to incorporate speech-enabling interfaces to be effective.
This book revises the strategic objectives of Information Warfare, interpreting them according to the modern canons of information age, focusing on the fabric of society, the economy, and critical Infrastructures. The authors build plausible detailed real-world scenarios for each entity, showing the related possible threats from the Information Warfare point of view. In addition, the authors dive into the description of the still open problems, especially when it comes to critical infrastructures, and the countermeasures that can be implemented, possibly inspiring further research in the domain. This book intends to provide a conceptual framework and a methodological guide, enriched with vivid and compelling use cases for the readers (e.g. technologists, academicians, military, government) interested in what Information Warfare really means, when its lenses are applied to current technology. Without sacrificing accuracy, rigor and, most importantly, the big picture of Information Warfare, this book dives into several relevant and up-to-date critical domains. The authors illustrate how finance (an always green target of Information Warfare) is intertwined with Social Media, and how an opponent could exploit these latter ones to reach its objectives. Also, how cryptocurrencies are going to reshape the economy, and the risks involved by this paradigm shift. Even more compelling is how the very fabric of society is going to be reshaped by technology, for instance how our democratic elections are exposed to risks that are even greater than what appears in the current public discussions. Not to mention how our Critical Infrastructure is becoming exposed to a series of novel threats, ranging from state-supported malware to drones. A detailed discussion of possible countermeasures and what the open issues are for each of the highlighted threats complete this book. This book targets a widespread audience that includes researchers and advanced level students studying and working in computer science with a focus on security. Military officers, government officials and professionals working in this field will also find this book useful as a reference.
This book provides a multidisciplinary overview of the design and implementation of systems for remote patient monitoring and healthcare. Readers are guided step-by-step through the components of such a system and shown how they could be integrated in a coherent framework for deployment in practice. The authors explain planning from subsystem design to complete integration and deployment, given particular application constraints. Readers will benefit from descriptions of the clinical requirements underpinning the entire application scenario, physiological parameter sensing techniques, information processing approaches and overall, application dependent system integration. Each chapter ends with a discussion of practical design challenges and two case studies are included to provide practical examples and design methods for two remote healthcare systems with different needs.
This book describes the trends, challenges and solutions in computing use for scientific research and development within different domains in Africa, such as health, agriculture, environment, economy, energy, education and engineering. The benefits expected are discussed by a number of recognized, domain-specific experts, with a common theme being computing as solution enabler. This book is the first document providing such a representative up-to-date view on this topic at the continent level.
The following are the proceedings of the Fourth International Workshop on Human and Machine Perception held in Palermo, Italy, on June 20 -23, 2000, under the auspices of three Institutions: the Cybernetic and Biophysics Group (GNCB) of the Italian National Research Council (CNR) and the two Inter-Department Centers of Cognitive Sciences of Palermo and Pavia University respectively. A broad spectrum of topics are covered in this series, ranging from computer perception to psychology and physiology of perception. The theme of this workshop on Human and Machine Perception was focused on Thinking, Deciding, and Acting. As in the past editions the final goal has been the analysis and the comparison of biological and artificial solutions. The focus of the lectures has been on presenting the state-of-the-art and outlining open questions. In particular, they sought to stress links, suggesting possible synergies between the different cultural areas. The panel discussion has been conceived as a forum for an open debate, briefly introduced by each panelist, and mainly aimed at deeper investigation of the different approaches to perception and strictly related topics. The panelists were asked to prepare a few statements on hot-points as a guide for discussion. These statements were delivered to the participants together with the final program, for a more qualified discussion.
New material treats such contemporary subjects as automatic speech recognition and speaker verification for banking by computer and privileged (medical, military, diplomatic) information and control access. The book also focuses on speech and audio compression for mobile communication and the Internet. The importance of subjective quality criteria is stressed. The book also contains introductions to human monaural and binaural hearing, and the basic concepts of signal analysis. Beyond speech processing, this revised and extended new edition of Computer Speech gives an overview of natural language technology and presents the nuts and bolts of state-of-the-art speech dialogue systems.
This is the first book on brain-computer interfaces (BCI) that aims to explain how these BCI interfaces can be used for artistic goals. Devices that measure changes in brain activity in various regions of our brain are available and they make it possible to investigate how brain activity is related to experiencing and creating art. Brain activity can also be monitored in order to find out about the affective state of a performer or bystander and use this knowledge to create or adapt an interactive multi-sensorial (audio, visual, tactile) piece of art. Making use of the measured affective state is just one of the possible ways to use BCI for artistic expression. We can also stimulate brain activity. It can be evoked externally by exposing our brain to external events, whether they are visual, auditory, or tactile. Knowing about the stimuli and the effect on the brain makes it possible to translate such external stimuli to decisions and commands that help to design, implement, or adapt an artistic performance, or interactive installation. Stimulating brain activity can also be done internally. Brain activity can be voluntarily manipulated and changes can be translated into computer commands to realize an artistic vision. The chapters in this book have been written by researchers in human-computer interaction, brain-computer interaction, neuroscience, psychology and social sciences, often in cooperation with artists using BCI in their work. It is the perfect book for those seeking to learn about brain-computer interfaces used for artistic applications.
This preface tells the story of how Multimodal Usability responds to a special challenge. Chapter 1 describes the goals and structure of this book. The idea of describing how to make multimodal computer systems usable arose in the European Network of Excellence SIMILAR - "Taskforce for cre- ing human-machine interfaces SIMILAR to human-human communication," 2003- 2007, www. similar. cc. SIMILAR brought together people from multimodal signal processing and usability with the aim of creating enabling technologies for new kinds of multimodal systems and demonstrating results in research prototypes. Most of our colleagues in the network were, in fact, busy extracting features and guring out how to demonstrate progress in working interactive systems, while claiming not to have too much of a notion of usability in system development and evaluation. It was proposed that the authors support the usability of the many multimodal pro- types underway by researching and presenting a methodology for building usable multimodal systems. We accepted the challenge, rst and foremost, no doubt, because the formidable team spirit in SIMILAR could make people accept outrageous things. Second, h- ing worked for nearly two decades on making multimodal systems usable, we were curious - curious at the opportunity to try to understand what happens to traditional usability work, that is, work in human-computer interaction centred around tra- tional graphical user interfaces (GUIs), when systems become as multimodal and as advanced in other ways as those we build in research today.
Life-like characters is one of the most exciting technologies for human-computer interface applications today. They convincingly take the roles of virtual presenters, synthetic actors and sales personas, teammates and tutors. A common characteristic underlying their life-likeness or believability as virtual conversational partners is computational models that provide them with affective functions such as synthetic emotions and personalities and implement human interactive behavior. The wide dissemination of life-like characters in multimedia systems, however, will greatly depend on the availability of control languages and tools that facilitate scripting of intelligent conversational behaviour. This book presents the first comprehensive collection of the latest developments in scripting and representation languages for life-like characters, rounded off with an in-depth comparison and synopsis of the major approaches. Introducing toolkits for authoring animated characters further supports the ease of use of this new interface technology. Life-like characters being a vibrant research area, various applications have been designed and implemented. This book offers coverage of the most successful and promising applications, ranging from product presentation and student training to knowledge integration and interactive gaming. It also discusses the key challenges in the area and provides design guidelines for employing life-like characters.
This book integrates a wide range of research topics related to and necessary for the development of proactive, smart, computers in the human interaction loop, including the development of audio-visual perceptual components for such environments; the design, implementation and analysis of novel proactive perceptive services supporting humans; the development of software architectures, ontologies and tools necessary for building such environments and services, as well as approaches for the evaluation of such technologies and services. The book is based on a major European Integrated Project, CHLI (Computers in the Human Interaction Loop), and throws light on the paradigm shift in the area of HCI that rather than humans interactive directly with machines, computers should observe and understand human interaction, and support humans during their work and interaction in an implicit and proactive manner.
This book explores how our lives and social interactions have become split between two intertwined, but not integrated, realities: the physical and the digital. Our sense of presence in the here and now has become fragmented, and yet earlier design approaches reinforced the problem, rather than leading to improvements. The authors address these issues by laying out a new human computer interaction (HCI) design approach - human-experiential design - rooted in a return to first principles of how people understand the world, both consciously and unconsciously. The application of this approach to the design of blended reality spaces is described in detail. Examples and scenarios of designing them to overcome the problems inherent in a variety of mixed reality settings are provided. Human-Experiential Design of Presence in Everyday Blended Reality will appeal to undergraduate and graduate students and researchers in interaction design, psychology, HCI and computer application studies, as well as practicing interaction designers and computer professionals. It will also be of interest to communication, media and urban design students, and to all readers with an interest in the technology-mediated future.
Advancing technologies are rapidly modifying the current state of business and society causing an expansion of possible career opportunities. In order to stay competitive, institutions of education must provide an emphasis on the wide-range of skills and experiences needed to contribute to a 21st century workforce. As new technologies emerge and even disrupt, there will be a demand for new forms of education and deeper learning. Disruptive and Emerging Technology Trends Across Education and the Workplace is a collection of innovative research on the latest instructive methods being utilized in classrooms and organizations as well as the benefits and challenges of adopting these technologies. While highlighting topics including mobile learning, augmented reality, and cryptocurrencies, this book is ideally designed for developers, professionals, educators, managers, researchers, scientists, stakeholders, strategists, practitioners, and students seeking current research on new forms of educational techniques in relation to the continued application of new technologies in the workplace.
The focus of this ninth volume is on human/technology issues that arise from the design, development, application, operation, evaluation, and maintenance of advanced systems with regard to training in complex environments. Areas covered include: a user-oriented design analysis of a virtual environment training system, a cognitive task analysis technique for virtual environment training, advanced embedded team training, human centered automation for air traffic control, human performance modelling in system design, and scenario-based training.
This book presents a variant of UML that is especially suitable for agile development of high-quality software. It adjusts the language UML profile, called UML/P, for optimal assistance for the design, implementation, and agile evolution to facilitate its use especially in agile, yet model based development methods for data intensive or control driven systems. After a general introduction to UML and the choices made in the development of UML/P in Chapter 1, Chapter 2 includes a definition of the language elements of class diagrams and their forms of use as views and representations. Next, Chapter 3 introduces the design and semantic facets of the Object Constraint Language (OCL), which is conceptually improved and syntactically adjusted to Java for better comfort. Subsequently, Chapter 4 introduces object diagrams as an independent, exemplary notation in UML/P, and Chapter 5 offers a detailed introduction to UML/P Statecharts. Lastly, Chapter 6 presents a simplified form of sequence diagrams for exemplary descriptions of object interactions. For completeness, appendixes A-C describe the full syntax of UML/P, and appendix D explains a sample application from the E-commerce domain, which is used in all chapters. This book is ideal for introductory courses for students and practitioners alike.
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.
This book describes the important role of emotion in a hyper-connected society and how product development and manufacture change. It explores how our work and lifestyle may be affected by forthcoming technologies and presents key research on multisensory informatics, one of the most important tools for making the most of emotion. This fourth volume of the Emotional Engineering Series focuses on the human issues relating to Cyber Physical Systems, or Industrie 4.0, and discusses the important role emotion plays in these smart environments. Introducing related works in the field of multisensory research, which provide the basic tools for becoming context- and situation aware in this imminent revolutionary society, it discusses not only the changes in production and product development this new revolution will bring about, but also highlights how emotion plays a crucial role in making us happy in such a connected society and in bringing about harmonization between human and human, between human and machine and, last but not least, in maintaining a good work-life balance.
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