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Books > Computing & IT > Social & legal aspects of computing
An increasing number of systems are exploiting mixed reality but to date there are no systematic methods, techniques or guidelines for the development of such systems. In bringing together contributions on a broad range of mixed reality development issues this book provides a sound theoretical foundation for a disciplined approach to mixed reality engineering. Divided into three parts: interaction design, software design and implementation, the first section covers generic and specific mixed reality design elements and provides an overview of the design method; Part 2 addresses technical solutions for interaction techniques, development tools and a global view of the mixed reality software development process. The final section contains detailed case studies to highlight the application of mixed reality in a variety of fields including aviation, architecture, emergency management, games, and healthcare.
One of the most important aspects of a comprehensive education involves teaching students to analyze arguments and form their own opinions based on available information. Visual and graphical mapping strategies are useful in helping students to consider problems from a variety of perspectives. Cases on Teaching Critical Thinking through Visual Representation Strategies brings together research from scholars and professionals in the field of education to provide new insights into the use of visual aids for student development in reasoning and critical thinking. This essential reference source will enable academics, researchers, and practitioners in fields such as education, business, and technology to more effectively foster students critical thinking skills."
This open access book offers an original interdisciplinary overview of the role of haptic feedback in musical interaction. Divided into two parts, part I examines the tactile aspects of music performance and perception, discussing how they affect user experience and performance in terms of usability, functionality and perceived quality of musical instruments. Part II presents engineering, computational, and design approaches and guidelines that have been applied to render and exploit haptic feedback in digital musical interfaces. Musical Haptics introduces an emerging field that brings together engineering, human-computer interaction, applied psychology, musical aesthetics, and music performance. The latter, defined as the complex system of sensory-motor interactions between musicians and their instruments, presents a well-defined framework in which to study basic psychophysical, perceptual, and biomechanical aspects of touch, all of which will inform the design of haptic musical interfaces. Tactile and proprioceptive cues enable embodied interaction and inform sophisticated control strategies that allow skilled musicians to achieve high performance and expressivity. The use of haptic feedback in digital musical interfaces is expected to enhance user experience and performance, improve accessibility for disabled persons, and provide an effective means for musical tuition and guidance.
The theme of the 1997 INTERACT conference, 'Discovering New Worlds ofHCI', signals major changes that are taking place with the expansion of new technologies into fresh areas of work and leisure throughout the world and new pervasive, powerful systems based on multimedia and the internet. HCI has a vital role to play in these new worlds, to ensure that people using the new technologies are empowered rather than subjugated to the technology that they increasingly have to use. In addition, outcomes from HCI research studies over the past 20 years are now finding their way into many organisations and helping to improve and enhance work practices. These factors have strongly influenced the INTERACT'97 Committee when creating the conference programme, with the result that, besides the more traditional HCI research and education focus found in previous INTERACT conferences, one strand of the 1997 conference has been devoted to industry and another to multimedia. The growth in the IFIP TCI3 committee itself reflects the expansion ofHCI into new worlds. Membership oflFIP TC13 has risen to now include representatives of 24 IFIP member country societies from many parts of the world. In 1997, IFIP TCl3 breaks new ground by holding its sixth INTERACT conference in the Asia-Pacific region. This is a significant departure from previous INTERACT conferences, that were all held in Europe, and is especially important for the Asia-Pacific region, as HCI expands beyond its traditional base.
The IFIP World Computer Congress (WCC) is one of the most important conferences in the area of computer science at the worldwide level and it has a federated structure, which takes into account the rapidly growing and expanding interests in this area. Informatics is rapidly changing and becoming more and more connected to a number of human and social science disciplines. Human-computer interaction is now a mature and still dynamically evolving part of this area, which is represented in IFIP by the Technical Committee 13 on HCI. In this WCC edition it was interesting and useful to have again a Symposium on Human-Computer Interaction in order to p- sent and discuss a number of contributions in this field. There has been increasing awareness among designers of interactive systems of the importance of designing for usability, but we are still far from having products that are really usable, and usability can mean different things depending on the app- cation domain. We are all aware that too many users of current technology often feel frustrated because computer systems are not compatible with their abilities and needs in existing work practices. As designers of tomorrow's technology, we have the - sponsibility of creating computer artifacts that would permit better user experience with the various computing devices, so that users may enjoy more satisfying expe- ences with information and communications technologies.
Proceedings of the 2012 International Conference on Information Technology and Software Engineering presents selected articles from this major event, which was held in Beijing, December 8-10, 2012. This book presents the latest research trends, methods and experimental results in the fields of information technology and software engineering, covering various state-of-the-art research theories and approaches. The subjects range from intelligent computing to information processing, software engineering, Web, unified modeling language (UML), multimedia, communication technologies, system identification, graphics and visualizing, etc. The proceedings provide a major interdisciplinary forum for researchers and engineers to present the most innovative studies and advances, which can serve as an excellent reference work for researchers and graduate students working on information technology and software engineering. Prof. Wei Lu, Dr. Guoqiang Cai, Prof. Weibin Liu and Dr. Weiwei Xing all work at Beijing Jiaotong University.
Over 700 pages of insight into all things cybersecurity Cybersecurity All-in-One For Dummies covers a lot of ground in the world of keeping computer systems safe from those who want to break in. This book offers a one-stop resource on cybersecurity basics, personal security, business security, cloud security, security testing, and security awareness. Filled with content to help with both personal and business cybersecurity needs, this book shows you how to lock down your computers, devices, and systems--and explains why doing so is more important now than ever. Dig in for info on what kind of risks are out there, how to protect a variety of devices, strategies for testing your security, securing cloud data, and steps for creating an awareness program in an organization. Explore the basics of cybersecurity at home and in business Learn how to secure your devices, data, and cloud-based assets Test your security to find holes and vulnerabilities before hackers do Create a culture of cybersecurity throughout an entire organization This For Dummies All-in-One is a stellar reference for business owners and IT support pros who need a guide to making smart security choices. Any tech user with concerns about privacy and protection will also love this comprehensive guide.
Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles. What can we learn from existing theories around agency? How do paratextual materials reflect design intention with regards to what the player can and cannot do in a videogame? How does game design shape the possibility space for player action? Through these questions and selected case studies that include AAA and independent games alike, the book presents a unique approach to studying agency that combines game design, game studies, and game developer discourse. By doing so, the book examines what discourses around player action, as well as a game's design can reveal about the nature of agency and videogame aesthetics. This book will appeal to readers specifically interested in videogames, such as game studies scholars or game designers, but also to media studies students and media and screen studies scholars less familiar with digital games.
It is widely accepted that organizations and individuals must be innovative and continually create new knowledge and ideas to deal with rapid change. Innovation plays an important role in not only the development of new business, process and products, but also in competitiveness and success of any organization. Technology for Creativity and Innovation: Tools, Techniques and Applications provides empirical research findings and best practices on creativity and innovation in business, organizational, and social environments. It is written for educators, academics and professionals who want to improve their understanding of creativity and innovation as well as the role technology has in shaping this discipline.
A New Framework for Intermediary Liability presents a step-by-step framework for determining when internet intermediaries ought to have a duty to act to prevent copyright infringement on their platforms and services. This timely book argues that intermediary liability for copyright infringement should be focused on an intermediary's actual responsibility for primary infringement and not simply its capacity to assist copyright owners in challenging infringement. Drawing on long-standing principles in the law of negligence, Kylie Pappalardo argues for a brand-new way to understand intermediary copyright liability and offers a means to distinguish innocent and responsible intermediaries at an early stage. Pappalardo reasons that a duty to act should only arise where the intermediary has causally contributed to the risk of infringement or where they have real and actual control over the actions of primary infringers. With astute consideration of the links between tort law and copyright, this book will be a compelling read for copyright scholars and researchers interested in intellectual property and technology law. Judges, lawyers and policymakers looking for guidance on how to define intermediary liability for copyright infringement will also find helpful direction in this book.
Unique selling point: * Industry standard book for merchants, banks, and consulting firms looking to learn more about PCI DSS compliance. Core audience: * Retailers (both physical and electronic), firms who handle credit or debit cards (such as merchant banks and processors), and firms who deliver PCI DSS products and services. Place in the market: * Currently there are no PCI DSS 4.0 books
A strong reference on the problem of signal and speech enhancement, describing the newest developments in this exciting field. The general emphasis is on noise reduction, because of the large number of applications that can benefit from this technology.
Today, social media have attracted the attention of political actors and administrative institutions to inform citizens as a prerequisite of open and transparent administration, deliver public services, contact stakeholders, revitalize democracy, encourage the cross-agency cooperation, and contribute to knowledge management. In this context, the social media tools can contribute to the emergence of citizen-oriented, open, transparent and participatory public administration. Taking advantage of the opportunities offered by social media is not limited to central government. Local governments deploy internet-based innovative technologies that complement traditional methods in implementing different functions. This book focuses on the relationship between the local governments and social media, deals with the change that social media have caused in the organization, understanding of service provision, performance of local governments and in the relationships between local governments and their partners, and aims to advance our theoretical and empirical understanding of the growing use of social media by local governments. This book will be of interest to researchers and students in e-government, public administration, political science, communication, information science, and social media. Government officials and public managers will also find practical use recommendations for social media in several aspects of local governance
This guide shows users how to tap the power of existing (mostly free) tools on the web to design and build a website, blog, or combination website/blog.
Design thinking as a user-centric innovation method has become more and more widespread during the past years. An increasing number of people and institutions have experienced its innovative power. While at the same time the demand has grown for a deep, evidence-based understanding of the way design thinking functions. This challenge is addressed by the Design Thinking Research Program between Stanford University, Palo Alto, USA and Hasso Plattner Institute, Potsdam, Germany. Summarizing the outcomes of the 5th program year, this book imparts the scientific findings gained by the researchers through their investigations, experiments and studies. The method of design thinking works when applied with diligence and insight. With this book and the underlying research projects, we aim to understand the innovation process of design thinking and the people behind it. The contributions ultimately center on the issue of building innovators. The focus of the investigation is on what people are doing and thinking when engaged in creative design innovation and how their innovation work can be supported.Therefore, within three topic areas, various frameworks, methodologies, mind sets, systems and tools are explored and further developed. The book begins with an assessment of crucial factors for innovators such as empathy and creativity, the second part addresses the improvement of team collaboration and finally we turn to specific tools and approaches which ensure information transfer during the design process. All in all, the contributions shed light and show deeper insights how to support the work of design teams in order to systematically and successfully develop innovations and design progressive solutions for tomorrow.
Technology currently encourages the capture and storage of vast quantities of data and information and so thinkers, reasoners, and decision-makers have available large resources to support their tasks. At the same time, there is a need to engage with an enormous range of complex issues that require reasoning and decisions that are actionable to address them. Approaches for Community Decision Making and Collective Reasoning: Knowledge Technology Support acts to provide knowledge for each individual in a group with the broad structural wealth of reasoning. It also acts as an explicit structure that technological devices for supporting reasoning within a group can hook onto. If you are interested in how groups can structure their activities towards making better decisions or in developing technologies for the support of decision-making in groups, then this book is an excellent way to understand the state of the art and possible ways forward.
* Provides evidence, examples, and explanation of the developing tactics-illustrated recently in politics in particular-of embedding internal saboteurs bent on dismantling their own institutions from within * Presents numerous case studies to examine instances of insider compromises, including the circumstances and warning signs that led to events * Outlines solutions on how to train organizations and individuals on recognizing, reporting, mitigating, and deterring insider threats
The idea for this workshop originated when I came across and read Martin Zelkowitz's book on Requirements for Software Engineering Environments (the proceedings of a small workshop held at the University of Maryland in 1986). Although stimulated by the book I was also disappointed in that it didn't adequately address two important questions - "Whose requirements are these?" and "Will the environment which meets all these requirements be usable by software engineers?." And thus was the decision made to organise this workshop which would explicitly address these two questions. As time went by setting things up, it became clear that our workshop would happen more than five years after the Maryland workshop and thus, at the same time as addressing the two questions above, this workshop would attempt to update the Zelkowitz approach. Hence the workshop acquired two halves, one dominated by discussion of what we already know about usability problems in software engineering and the other by discussion of existing solutions (technical and otherwise) to these problems. This scheme also provided a good format for bringing together those in the HeI community concerned with the human factors of software engineering and those building tools to solve acknowledged, but rarely understood problems.
'Child Soldiers and the Lubanga Case' and 'The Tallinn Manual on the International Law Applicable to Cyber Warfare' are the two central themes of this volume. Each of these timely topics is addressed from three different angles, providing a truly comprehensive analysis of the subject. The book also features an article on the duty to investigate civilian casualties during armed conflict and its implementation in practice and an elaborate year in review, discussing developments that occurred in 2012. The Yearbook of International Humanitarian Law is the world's only annual publication devoted to the study of the laws governing armed conflict. It provides a truly international forum for high-quality, peer-reviewed academic articles focusing on this crucial branch of international law. Distinguished by contemporary relevance, the Yearbook of International Humanitarian Law bridges the gap between theory and practice and serves as a useful reference tool for scholars, practitioners, military personnel, civil servants, diplomats, human rights workers and students.
This book gathers the outcomes of the 18th IEEE/ACIS International Conference on Computer and Information Science (ICIS 2019), which was held on June 12-14, 2019 in Beijing, China. The aim of the conference was to bring together researchers and scientists, businesspeople and entrepreneurs, teachers, engineers, computer users, and students to discuss the various fields of computer science and to share their experiences and exchange new ideas and information in a meaningful way. Further, they presented research results on all aspects (theory, applications and tools) of computer and information science, and discussed the practical challenges encountered in their work and the solutions they adopted to overcome them. The book highlights the best papers from those accepted for presentation at the conference. They were chosen based on review scores submitted by members of the program committee and underwent further rigorous rounds of review. From this second round, 15 of the conference's most promising papers were selected for this Springer (SCI) book and not the conference proceedings. We eagerly await the important contributions that we know these authors will make to the field of computer and information science.
Putting technology front and centre in our thinking about law, this book introduces Law 3.0: the future of the legal landscape. Technology not only disrupts the traditional idea of what it is 'to think like a lawyer,' as per Law 1.0; it presents major challenges to regulators who are reasoning in a Law 2.0 mode. As this book demonstrates, the latest developments in technology offer regulators the possibility of employing a technical fix rather than just relying on rules - thus, we are introducing Law 3.0. Law 3.0 represents, so to speak, the state we are in and the conversation that we now need to have, and this book identifies some of the key points for discussion in that conversation. Thinking like a lawyer might continue to be associated with Law 1.0, but from 2020 onward, Law 3.0 is the conversation that we all need to join. And, as this book argues, law and the evolution of legal reasoning cannot be adequately understood unless we grasp the significance of technology in shaping both legal doctrine and our regulatory thinking. This is a book for those studying, or about to study, law - as well as others with interests in the legal, political, and social impact of technology.
This is an advanced practitioner's guide to current concepts and threats associated with modern electronic warfare (EW). It identifies and explains the newest radar communications threats, and provides practical, "how-to" information on designing and implementing ECM and ECCM systems. The aim of the text is to help the reader develop ESM systems designed specifically to exploit the vulnerabilities of modern radar. It also identifies and evaluates ESM receiving equipment, and outlines advanced ECM methods, including monopulse deception, coherent radar jamming, and high-ERP generation. Other sections cover modern ECCM countermeasure techniques, the impact of new stealth technology on ESM and ECM requirements, and jammer upgrading procedures.
Advances in computing, communications, and control have bridged the physical components of reality and cyberspace leading to the smart internet of things (IoT). The notion of IoT has extraordinary significance for the future of several industrial domains. Hence, it is expected that the complexity in the design of IoT applications will continue to increase due to the integration of several cyber components with physical and industrial systems. As a result, several smart protocols and algorithms are needed to communicate and exchange data between IoT devices. Smart Devices, Applications, and Protocols for the IoT is a collection of innovative research that explores new methods and techniques for achieving reliable and efficient communication in recent applications including machine learning, network optimization, adaptive methods, and smart algorithms and protocols. While highlighting topics including artificial intelligence, sensor networks, and mobile network architectures, this book is ideally designed for IT specialists and consultants, software engineers, technology developers, academicians, researchers, and students seeking current research on up-to-date technologies in smart communications, protocols, and algorithms in IoT. |
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