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Books > Computing & IT > Social & legal aspects of computing
This work aims at understanding behavior around location information, including why users share such information, why they protect the data, and what kind of other factors influence the decision to behave in a certain way. This book explores privacy in the context of location data, and answers questions such as what are the privacy related behaviors in this context, and what are the factors influencing such behaviors. The book gives an overview to what privacy means for users in terms of understandings, attitudes and valuations. This book discusses reasons for why research around this topic is challenging, and presents various methods for diving into the topic through empirical studies. The work is relevant for professionals, researchers, and users of technology.
User Centered Design for Medical Visualization features a comprehensive review of leading advances in medical visualization and human-computer interaction. This book investigates the human roles during a visualization process, specifically motivation-based design, user-based design, and perception-and-cognitive-based design. An essential resource for researchers, scholars, healthcare practitioners, and medical technology specialists, ""User Centered Design for Medical Visualization"" provides real-world examples and insight into the analytical and architectural aspects of user centered design.
The book reports on advanced topics in interactive robotics research and practice; in particular, it addresses non-technical obstacles to the broadest uptake of these technologies. It focuses on new technologies that can physically and cognitively interact with humans, including neural interfaces, soft wearable robots, and sensor and actuator technologies; further, it discusses important regulatory challenges, including but not limited to business models, standardization, education and ethical-legal-socioeconomic issues. Gathering the outcomes of the 1st INBOTS Conference (INBOTS2018), held on October 16-20, 2018 in Pisa, Italy, the book addresses the needs of a broad audience of academics and professionals working in government and industry, as well as end users. In addition to providing readers with detailed information and a source of inspiration for new projects and collaborations, it discusses representative case studies highlighting practical challenges in the implementation of interactive robots in a number of fields, as well as solutions to improve communication between different stakeholders. By merging engineering, medical, ethical and political perspectives, the book offers a multidisciplinary, timely snapshot of interactive robotics.
This proceedings book presents papers from the 10th Cambridge Workshops on Universal Access and Assistive Technology. The CWUAAT series of workshops have celebrated a long history of interdisciplinarity, including design disciplines, computer scientists, engineers, architects, ergonomists, ethnographers, ethicists, policymakers, practitioners, and user communities. This reflects the wider increasing realisation over the long duration of the series that design for inclusion is not limited to technology, engineering disciplines, and computer science but instead requires an interdisciplinary approach. The key to this is providing a platform upon which the different disciplines can engage and see each other's antecedents, methods, and point of view. This proceedings book of the 10th CWUAAT conference presents papers in a variety of topics including Reconciling usability, accessibility, and inclusive design; Designing inclusive assistive and rehabilitation systems; Designing cognitive interaction with emerging technologies; Designing inclusive architecture; Data mining and visualising inclusion; Legislation, standards, and policy in inclusive design; Situational inclusive interfaces; and The historical perspective: 20 years of CWUAAT. CWUAAT has always aimed to be inclusive in the fields that it invites to the workshop. We must include social science, psychologies, anthropologies, economists, politics, governance, and business. This requirement is now energised by imminent new challenges arising from techno-social change. In particular, artificial intelligence, wireless technologies, and the Internet of Things generate a pressing need for more socially integrated projects with operational consequences on individuals in the built environment and at all levels of design and society. Business cases and urgent environmental issues such as sustainability and transportation should now be a focus point for inclusion in an increasingly challenging world. This proceedings book continues the goal of designing for inclusion, as set out by the CWUAAT when it first started.
This book constitutes the refereed proceedings of the 17th IFIP WG 2.13 International Conference on Open Source Systems, OSS 2021, held virtually in May 2021.The 4 full papers and 3 short papers presented were carefully reviewed and selected from 23 submissions. The papers cover a wide range of topics in the field of free/libre open source software (FLOSS) and discuss theories, practices, experiences, and tools on development and applications of OSS systems, with a specific focus on two aspects:(a) the development of open source systems and the underlying technical, social, and economic issue, (b) the adoption of OSS solutions and the implications of such adoption both in the public and in the private sector.
This book starts with the proposition that digital media invite play and indeed need to be played by their everyday users. Play is probably one of the most visible and powerful ways to appropriate the digital world. The diverse, emerging practices of digital media appear to be essentially playful: Users are involved and active, produce form and content, spread, exchange and consume it, take risks, are conscious of their own goals and the possibilities of achieving them, are skilled and know how to acquire more skills. They share a perspective of can-do, a curiosity of what happens next? Play can be observed in social, economic, political, artistic, educational and criminal contexts and endeavours. It is employed as a (counter) strategy, for tacit or open resistance, as a method and productive practice, and something people do for fun. The book aims to define a particular contemporary attitude, a playful approach to media. It identifies some common ground and key principles in this novel terrain. Instead of looking at play and how it branches into different disciplines like business and education, the phenomenon of play in digital media is approached unconstrained by disciplinary boundaries. The contributions in this book provide a glimpse of a playful technological revolution that is a joyful celebration of possibilities that new media afford. This book is not a practical guide on how to hack a system or to pirate music, but provides critical insights into the unintended, artistic, fun, subversive, and sometimes dodgy applications of digital media. Contributions from Chris Crawford, Mathias Fuchs, Rilla Khaled, Sybille Lammes, Eva and Franco Mattes, Florian 'Floyd' Mueller, Michael Nitsche, Julian Oliver, and others cover and address topics such as reflective game design, identity and people's engagement in online media, conflicts and challenging opportunities for play, playing with cartographical interfaces, player-emergent production practices, the re-purposing of data, game creation as an educational approach, the ludification of society, the creation of meaning within and without play, the internalisation and subversion of roles through play, and the boundaries of play.
The way humans interact with technology is undergoing a tremendous change. It is hard to imagine the lives we live today without the benefits of technology that we take for granted. Applying research in computer science, engineering, and information systems to non-technical descriptions of technology, such as human interaction, has shaped and continues to shape our lives. Human Interaction with Technology for Working, Communicating, and Learning: Advancements provides a framework for conceptual, theoretical, and applied research in regards to the relationship between technology and humans. This book is unique in the sense that it does not only cover technology, but also science, research, and the relationship between these fields and individuals' experience. This book is a must have for anyone interested in this research area, as it provides a voice for all users and a look into our future.
Intelligent Computing for Interactive System Design provides a comprehensive resource on what has become the dominant paradigm in designing novel interaction methods, involving gestures, speech, text, touch and brain-controlled interaction, embedded in innovative and emerging human-computer interfaces. These interfaces support ubiquitous interaction with applications and services running on smartphones, wearables, in-vehicle systems, virtual and augmented reality, robotic systems, the Internet of Things (IoT), and many other domains that are now highly competitive, both in commercial and in research contexts. This book presents the crucial theoretical foundations needed by any student, researcher, or practitioner working on novel interface design, with chapters on statistical methods, digital signal processing (DSP), and machine learning (ML). These foundations are followed by chapters that discuss case studies on smart cities, brain-computer interfaces, probabilistic mobile text entry, secure gestures, personal context from mobile phones, adaptive touch interfaces, and automotive user interfaces. The case studies chapters also highlight an in-depth look at the practical application of DSP and ML methods used for processing of touch, gesture, biometric, or embedded sensor inputs. A common theme throughout the case studies is ubiquitous support for humans in their daily professional or personal activities. In addition, the book provides walk-through examples of different DSP and ML techniques and their use in interactive systems. Common terms are defined, and information on practical resources is provided (e.g., software tools, data resources) for hands-on project work to develop and evaluate multimodal and multi-sensor systems. In a series of in-chapter commentary boxes, an expert on the legal and ethical issues explores the emergent deep concerns of the professional community, on how DSP and ML should be adopted and used in socially appropriate ways, to most effectively advance human performance during ubiquitous interaction with omnipresent computers. This carefully edited collection is written by international experts and pioneers in the fields of DSP and ML. It provides a textbook for students and a reference and technology roadmap for developers and professionals working on interaction design on emerging platforms.
Managerial Guide for Handling Cyber-Terrorism and Information Warfare presents IT managers with what cyber-terrorism and information warfare is and how to handle the problems associated with them. This book explains the roots of terrorism and how terrorism has planted the seeds of cyber-terrorism. The most probable forms of cyber-terrorism and information warfare attacks are presented, including the definitions of these attacks, describing how they work and presenting the most effective ways to combat these threats from an IT management point-of-view. ""Managerial Guide for Handling Cyber-Terrorism and Information Warfare"" defines the organizational security measures that will decrease an organization's information system vulnerabilities to all types of attacks.
This important text/reference presents the first dedicated review of techniques for contactless 3D fingerprint identification, including novel and previously unpublished research. The text provides a systematic introduction to 3D fingerprint identification, covering the latest advancements in contactless 2D and 3D sensing technologies, and detailed discussions on each key aspect in the development of an effective 3D fingerprint identification system. Topics and features: introduces the key concepts and trends in the acquisition and identification of fingerprint images, and a range of 3D fingerprint imaging techniques; proposes a low-cost method for online 3D fingerprint image acquisition, and an efficient 3D fingerprint imaging approach using coloured photometric stereo; describes pre-processing operations on point cloud 3D fingerprint data, and explains the specialized operations for reconstructing 3D fingerprints from live finger scans; examines the representation of minutiae in 3D space, providing details on recovering these features from point cloud data, and on matching such 3D minutiae templates; reviews various 3D fingerprint matching methods, including binary surface code-based approaches and a tetrahedron-based matching approach; discusses the uniqueness of 3D fingerprints, evaluating the benefits of employing 3D fingerprint identification over conventional 2D fingerprint techniques. This unique work is a must-read for all researchers seeking to make further advances in this area, towards the exciting opportunities afforded by contactless 3D fingerprint identification for improving the hygiene, user convenience, and matching accuracy of fingerprint biometric technologies.
This book introduces social manufacturing, the next generation manufacturing paradigm that covers product life cycle activities that deal with Internet-based organizational and interactive mechanisms under the context of socio-technical systems in the fields of industrial and production engineering. Like its subject, the book's approach is multi-disciplinary, including manufacturing systems, operations management, computational social sciences and information systems applications. It reports on the latest research findings regarding the social manufacturing paradigm, the architecture, configuration and execution of social manufacturing systems and more. Further, it describes the individual technologies enabled by social manufacturing for each topic, supported by case studies. The technologies discussed include manufacturing resource minimalization and their socialized reorganizations, blockchain models in cybersecurity, computing and decision-making, social business relationships and organizational networks, open product design, social sensors and extended cyber-physical systems, and social factory and inter-connections. This book helps engineers and managers in industry to practice social manufacturing, as well as offering a systematic reference resource for researchers in manufacturing. Students also benefit from the detailed discussions of the latest research and technologies that will have been put into practice by the time they graduate.
This book provides a broad overview of the many card systems and solutions that are in practical use today. This new edition adds content on RFIDs, embedded security, attacks and countermeasures, security evaluation, javacards, banking or payment cards, identity cards and passports, mobile systems security, and security management. A step-by-step approach educates the reader in card types, production, operating systems, commercial applications, new technologies, security design, attacks, application development, deployment and lifecycle management. By the end of the book the reader should be able to play an educated role in a smart card related project, even to programming a card application. This book is designed as a textbook for graduate level students in computer science. It is also as an invaluable post-graduate level reference for professionals and researchers. This volume offers insight into benefits and pitfalls of diverse industry, government, financial and logistics aspects while providing a sufficient level of technical detail to support technologists, information security specialists, engineers and researchers.
To survive in today's competitive business environment, marketing professionals must look to develop innovative methods of reaching their customers and stakeholders. Web 2.0 provides a useful tool in developing the relationships between business and consumer. The Handbook of Research on Integrating Social Media into Strategic Marketing explores the use of social networking and other online media in marketing communications, including both best practices and common pitfalls to provide comprehensive coverage of the topic. This book is intended for marketing professionals, business managers, and anyone interested in how social media fits into today's marketing environments.
This book provides theoretical perspectives and practical experiences on smart governance for smart cities. It presents a balanced linkage between research, policies and practices on this area. The authors discuss the sustainability challenges raised by rapid urbanization, challenges with smart governance models in various countries, and a new governance paradigm seen as a capable approach able to overcome social, economic and environmental sustainability problems. The authors include case studies on transformation, adaption and transfers; and country, regional, municipal contextualization. Also included are best practices on monitoring and evaluating smart governance and impact assessment. The book features contributions from researchers, academics, and practitioners in the field. Analyzes smart governance for cities from a variety of perspectives and a variety of sectors - both in theory and in practice Features information on the linkage between United Nations Sustainable Development Goals and smart governance Covers the connection between research, policies and practice in smart governance for smart cities
An interdisciplinary field, technology and culture, or social informatics, is part of a larger body of socio-economic, socio-psychological, and cultural research that examines the ways in which technology and groups within society are shaped by social forces within organizations, politics, economics, and culture. Given the popularity and increased usage of technology, it is imperative that educators, trainers, consultants, administrators, researchers, and professors monitor the current trends and issues relating to social side of technology in order to meet the needs and challenges of tomorrow.""Social Information Technology"" provides educators, trainers, consultants, administrators, researchers, and professors with a fundamental research source for definitions, antecedents, and consequences of social informatics and the cultural aspect of technology. This groundbreaking research work also addresses the major cultural/societal issues in social informatics technology and society such as the Digital Divide, the government and technology law, information security and privacy, cyber ethics, technology ethics, and the future of social informatics and technology, as well as concepts from technology in developing countries.
In today's society, the utilization of social media platforms has become an abundant forum for individuals to post, share, tag, and, in some cases, overshare information about their daily lives. As significant amounts of data flood these venues, it has become necessary to find ways to collect and evaluate this information. Social Media Data Extraction and Content Analysis explores various social networking platforms and the technologies being utilized to gather and analyze information being posted to these venues. Highlighting emergent research, analytical techniques, and best practices in data extraction in global electronic culture, this publication is an essential reference source for researchers, academics, and professionals.
Online Harassment is one of the most serious problems in social media. To address it requires understanding the forms harassment takes, how it impacts the targets, who harasses, and how technology that stands between users and social media can stop harassers and protect users. The field of Human-Computer Interaction provides a unique set of tools to address this challenge. This book brings together experts in theory, socio-technical systems, network analysis, text analysis, and machine learning to present a broad set of analyses and applications that improve our understanding of the harassment problem and how to address it. This book tackles the problem of harassment by addressing it in three major domains. First, chapters explore how harassment manifests, including extensive analysis of the Gamer Gate incident, stylistic features of different types of harassment, how gender differences affect misogynistic harassment. Then, we look at the results of harassment, including how it drives people offline and the impacts it has on targets. Finally, we address techniques for mitigating harassment, both through automated detection and filtering and interface options that users control. Together, many branches of HCI come together to provide a comprehensive look at the phenomenon of online harassment and to advance the field toward effective human-oriented solutions.
Countries are increasingly introducing data localization laws and data export restrictions, threatening digital globalization and inhibiting cloud computing's adoption despite its acknowledged benefits. Through a cloud computing lens, this multi-disciplinary book examines the personal data transfers restriction under the EU Data Protection Directive (including the EUUS Privacy Shield and General Data Protection Regulation). It covers historical objectives and practical problems, showing why the focus should move from physical data location to effective jurisdiction over those controlling access to intelligible data and control of access to data through security measures. The book further discusses data localization laws' failure to solve concerns regarding the topical and contentious issue of mass state surveillance. Its arguments are also relevant to other data localization laws, cross-border transfers of non personal data and transfers not involving cloud computing. Comprehensive yet accessible, this book is of great value to academics in law, policy, computer science and technology. It is also highly relevant to cloud computing/technology organisations and other businesses in the EU and beyond, data privacy professionals, policymakers and regulators.
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