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Books > Computing & IT > Social & legal aspects of computing
The goal of this book is to crystallize the emerging mobile computing technologies and trends into positive efforts to focus on the most promising solutions in services computing. Many toys built today are increasingly using these technologies together and it is important to understand the various research and practical issues. The book will provide clear proof that mobile technologies are playing an ever increasing important and critical role in supporting toy computing, which is a new research discipline in computer science. It is also expected that the book will further research new best practices and directions in toy computing. The goal of this book is to bring together academics and practitioners to describe the use and synergy between the above-mentioned technologies. This book is mainly intended for researchers and students working in computer science and engineering, and for toy industry technology providers, having particular interests in mobile services. The wide range of authors of this book will help the various communities understand both specific and common problems. This book facilities software developers and researchers to become more aware of this challenging research opportunity. As well, the book is soliciting shall provide valuable strategic outlook on the emerging toy industry.
Cyber security, encompassing both information and network security, is of utmost importance in today s information age. Cyber Security Standards, Practices and Industrial Applications: Systems and Methodologies details the latest and most important advances in security standards. First, it introduces the differences between information security (covers the understanding of security requirements, classification of threats, attacks and information protection systems and methodologies) and network security (includes both security protocols as well as systems which create a security perimeter around networks for intrusion detection and avoidance). In addition, the book serves as an essential reference to students, researchers, practitioners and consultants in the area of social media, cyber security and information and communication technologies (ICT).
This contributed volume presents state-of-the-art advances in logistics theory in various fields as well as case studies. The book reports on a number of recently conducted studies in the Dinalog and the EffizienzCluster LogistikRuhr, thus bridging the gap between different perspectives of theoretical and applied research. A selection of theoretical topics, practical examples, case studies and project reports is presented in this volume. The editors carefully selected contributions from a wide variety of projects, which were carried out in both the Dinalog cluster and the Effizienzcluster LogistikRuhr. The contributions are grouped in five main sections, each representing key domains in the evolution of logistics and supply chain management: sustainability, urban logistics, value chain management, IT-based innovation, knowledge management. This book is intended for both researchers and practitioners in the field of logistics and supply chain management, to serve as an important source of information for further research as well as to stimulate further innovation.
This invaluable text/reference investigates the state of the art in approaches to building, monitoring, managing, and governing smart cities. A particular focus is placed on the distributed computing environments within the infrastructure of such cities, including issues of device connectivity, communication, security, and interoperability. A selection of experts of international repute offer their perspectives on current trends and best practices, and their suggestions for future developments, together with case studies supporting the vision of smart cities based on the Internet of Things (IoT). Topics and features: examines the various methodologies relating to next-level urbanization, including approaches to security and privacy relating to social and legal aspects; describes a recursive and layered approach to modeling large-scale resource management systems for self-sustainable cities; proposes a novel architecture for hybrid vehicular wireless sensor networks, and a pricing mechanism for the management of natural resources; discusses the challenges and potential solutions to building smart city surveillance systems, applying knowledge-based governance, and adopting electric vehicles; covers topics on intelligent distributed systems, IoT, fog computing paradigms, big data management and analytics, and smart grids; reviews issues of sustainability in the design of smart cities and healthcare services, illustrated by case studies taken from cities in Japan, India, and Brazil. This illuminating volume offers a comprehensive reference for researchers investigating smart cities and the IoT, students interested in the distributed computing technologies used by smart living systems, and practitioners wishing to adopt the latest security and connectivity techniques in smart city environments.
Currently, Internet and virtual reality communication is essentially audio-visual. The next important breakthrough of the Internet will be the communication and sharing of smell and taste experiences digitally. Audio-visual stimuli are frequency based, and they can be easily digitized and actuated. On the other hand, taste and smell stimuli are based on chemical molecules, therefore, they are not easy to digitize or actuate. To solve this problem, we are required to discover new digital actuation technologies for taste and smell. The authors of this book have experimented on developing digital actuation devices for several years. This book will provide a complete overview of the importance of digitizing taste and smell, prior works, proposed technologies by the authors, other state of the art research, advantages and limitations of the proposed methods, and future applications. We expect digital taste and smell technologies will revolutionize the field of multisensory augmented reality and open up new interaction possibilities in different disciplines such as Human Computer Interaction, Communication, and Augmented and Virtual Reality.
The purpose of this book is to review the recent advances in E-health technologies and applications. In particular, the book investigates the recent advancements in physical design of medical devices, signal processing and emergent wireless technologies for E-health. In a second part, novel security and privacy solutions for IoT-based E-health applications are presented. The last part of the book is focused on applications, data mining and data analytics for E-health using artificial intelligence and cloud infrastructure. E-health has been an evolving concept since its inception, due to the numerous technologies that can be adapted to offer new innovative and efficient E-health applications. Recently, with the tremendous advancement of wireless technologies, sensors and wearable devices and software technologies, new opportunities have arisen and transformed the E-health field. Moreover, with the expansion of the Internet of Things, and the huge amount of data that connected E-health devices and applications are generating, it is also mandatory to address new challenges related to the data management, applications management and their security. Through this book, readers will be introduced to all these concepts. This book is intended for all practitioners (industrial and academic) interested in widening their knowledge in wireless communications and embedded technologies applied to E-health, cloud computing, artificial intelligence and big data for E-health applications and security issues in E-health.
The rapid evolution of technology continuously changes the way people interact, work, and learn. By examining these advances, researchers can further optimize the various opportunities that technology provides. The Handbook of Research on Human Development in the Digital Age is a pivotal reference source presenting the latest scholarly research on the impact of technology on the population through different theories and perspectives. Featuring extensive coverage on a broad range of topics such as cyberbullying, mobile technology, and social skills development, this publication is ideally designed for academicians, researchers, and practitioners seeking current research on new trends in technology that impact society.
This book presents current innovative, alternative and creative approaches that challenge traditional mechanisms in and across disciplines and industries targeting societal impact. A common thread throughout the book is human-centered, uni and multi-modal strategies across the range of human technologies, including sensing and stimuli; virtual and augmented worlds; games for serious applications; accessibility; digital-ethics and more. Focusing on engaging, meaningful, and motivating activities that at the same time offer systemic information on human condition, performance and progress, the book is of interest to anyone seeking to gain insights into the field, be they students, teachers, practicing professionals, consultants, or family representatives. By offering a wider perspective, it addresses the need for a core text that evokes and provokes, engages and demands and stimulates and satisfies.
This book explores a wide range of topics in digital ethics. It features 11 chapters that analyze the opportunities and the ethical challenges posed by digital innovation, delineate new approaches to solve them, and offer concrete guidance to harness the potential for good of digital technologies. The contributors are all members of the Digital Ethics Lab (the DELab), a research environment that draws on a wide range of academic traditions. The chapters highlight the inherently multidisciplinary nature of the subject, which cannot be separated from the epistemological foundations of the technologies themselves or the political implications of the requisite reforms. Coverage illustrates the importance of expert knowledge in the project of designing new reforms and political systems for the digital age. The contributions also show how this task requires a deep self-understanding of who we are as individuals and as a species. The questions raised here have ancient -- perhaps even timeless -- roots. The phenomena they address may be new. But, the contributors examine the fundamental concepts that undergird them: good and evil, justice and truth. Indeed, every epoch has its great challenges. The role of philosophy must be to redefine the meaning of these concepts in light of the particular challenges it faces. This is true also for the digital age. This book takes an important step towards redefining and re-implementing fundamental ethical concepts to this new era.
Legal and ethical issues have become a standard part of engineering and business schools' curricula. This has not been the case for computer science or management information systems programs, although there has been increasing emphasis on the social skills of these students. This leaves a frightening void in their professional development. Information systems pose unique social challenges, especially for technical professionals who have been taught to think in terms of logic, structures and flows. Social, Ethical and Policy Implications of Information Technology focuses on the human impact of information systems, including ethical challenges, social implications, legal issues, and unintended costs and consequences.
This volume presents the proceedings of the 11th International Conference on the Design of Cooperative Systems (COOP 2014). The conference is a venue for multidisciplinary research contributing to the design, assessment and analysis of cooperative systems and their integration in organizations, public venues, and everyday life. COOP emerged from the European tradition of Computer Supported Cooperative Work (CSCW) and Cognitive Ergonomics as practiced in France. These proceedings are a collection of 28 papers reflecting the variety of research activities in the field, as well as an increasing interest in investigating the use and design of ICT in all aspects of everyday life and society, and not merely in the workplace. The papers represent a variety of research topics, from healthcare to sustainable mobility to disaster response, in settings from all over the world. For the first time, the proceedings include papers presented in an Early-Career Researchers Track which was organized in order to give young researchers the opportunity to discuss their work with an international community. This collection of papers provides a picture of new developments and classic topics of research around cooperative systems, based on the principle that a deep knowledge of cooperative practices is a key to understanding technology impacts and producing quality designs. The articles presented will appeal to researchers and practitioners alike, as they combine an understanding of the nature of work with the possibilities offered by novel digital technologies.
Ever since the first successful International Cognitive Technology (CT) Conference in Hong Kong in August 1995, a growing concern about the dehumanising potential of machines, and the machining potential of the human mind, has pervaded the organisers' thinking. When setting up the agenda for the Second International CT Conference in Aizu, Japan, in August of 1997, they were aware that a number of new approaches had seen the light, but that the need to integrate them within a human framework had become more urgent than ever, due to the accelerating pace of technological and commercialised developments in the computer related fields of industry and research
"Hacking Europe" traces the user practices of chopping games in Warsaw, hacking software in Athens, creating chaos in Hamburg, producing demos in Turku, and partying with computing in Zagreb and Amsterdam. Focusing on several European countries at the end of the Cold War, the book shows the digital development was not an exclusively American affair. Local hacker communities appropriated the computer and forged new cultures around it like the hackers in Yugoslavia, Poland and Finland, who showed off their tricks and creating distinct demoscenes. Together the essays reflect a diverse palette of cultural practices by which European users domesticated computer technologies. Each chapter explores the mediating actors instrumental in introducing and spreading the cultures of computing around Europe. More generally, the ludological element--the role of mischief, humor, and play--discussed here as crucial for analysis of hacker culture, opens new vistas for the study of the history of technology."
The book gives an introduction into the theory and practice of the transdisciplinary field of Character Computing, introduced by Alia El Bolock. The latest scientific findings indicate that "One size DOES NOT fit all" in terms of how to design interactive systems and predict behavior to tailor the interaction experience. Emotions are one of the essential factors that influence people's daily experiences; they influence decision making and how different emotions are interpreted by different individuals. For example, some people may perform better under stress and others may break. Building upon Rosalind Picard's vision, if we want computers to be genuinely intelligent and to interact naturally with us, we must give computers the ability to recognize, understand, even to have and express emotions and how different characters perceive and react to these emotions, hence having richer and truly tailored interaction experiences. Psychological processes or personality traits are embedded in the existing fields of Affective and Personality Computing. However, this book is the first that systematically addresses this including the whole human character; namely our stable personality traits, our variable affective, cognitive and motivational states as well as our morals, beliefs and socio-cultural embedding. The book gives an introduction into the theory and practice of the transdisciplinary field of Character Computing. The emerging field leverages Computer Science and Psychology to extend technology to include the whole character of humans and thus paves the way for researchers to truly place humans at the center of any technological development. Character Computing is presented from three main perspectives: Profiling and sensing the character Leveraging characters to build ubiquitous character-aware systems Investigating how to extend Artificial Intelligence to create artificial characters
The "smart mobile" has become an essential and inseparable part of our lives. This powerful tool enables us to perform multi-tasks in different modalities of voice, text, gesture, etc. The user plays an important role in the mode of operation, so multimodal interaction provides the user with new complex multiple modalities of interfacing with a system, such as speech, touch, type and more. The book will discuss the new world of mobile multimodality, focusing on innovative technologies and design which create a state-of-the-art user interface. It will examine the practical challenges entailed in meeting commercial deployment goals, and offer new approaches to the designing such interfaces. A multimodal interface for mobile devices requires the integration of several recognition technologies together with sophisticated user interface and distinct tools for input and output of data. The book will address the challenge of designing devices in a synergetic fashion which does not burden the user or to create a technological overload.
The ""Encyclopedia of Human Computer Interaction"" is the most thorough and definitive source providing coverage of everything related to the field of human computer interaction (HCI). This encyclopedia covers a wide range of HCI related topics such as concepts, design, usability, evaluation, innovations, and applications of HCI in organizations around the globe. Hundreds of contributors and advisors from around the world have conferred their expertise to this publication, making this encyclopedia a single source of authoritative and contemporary research in field of human computer interaction. The ""Encyclopedia of Human Computer Interaction"" also includes coverage of real life experiences and cases of HCI and the lessons learned helping readers to learn extensively about this important field of study.
This book introduces the latest visual effects (VFX) techniques that can be applied to game programming. The usefulness of the physicality-based VFX techniques, such as water, fire, smoke, and wind, has been proven through active involvement and utilization in movies and images. However, they have yet to be extensively applied in the game industry, due to the high technical barriers. Readers of this book can learn not only the theories about the latest VFX techniques, but also the methodology of game programming, step by step. The practical VFX processing techniques introduced in this book will provide very helpful information to game programmers. Due to the lack of instructional books about VFX-related game programming, the demand for knowledge regarding these high-tech VFXs might be very high.
The book is about user interfaces to applications that have been designed for social and physical interaction. The interfaces are 'playful', that is, users feel challenged to engage in social and physical interaction because that will be fun. The topics that will be present in this book are interactive playgrounds, urban games using mobiles, sensor-equipped environments for playing, child-computer interaction, tangible game interfaces, interactive tabletop technology and applications, full-body interaction, exertion games, persuasion, engagement, evaluation and user experience. Readers of the book will not only get a survey of state-of-the-art research in these areas, but the chapters in this book will also provide a vision of the future where playful interfaces will be ubiquitous, that is, present and integrated in home, office, recreational, sports and urban environments, emphasizing that in the future in these environments game elements will be integrated and welcomed.
What is the role of social media on fundamental change in Arab countries in the Middle East and North Africa? Online Arab Spring responds to this question, considering five countries: Egypt, Libya, Jordan, Yemen, and Tunisia, along with additional examples. The book asks why the penetration rate for social media differs in different countries: are psychological and social factors at play? Each chapter considers national identity, the legitimacy crisis, social capital, information and media literacy, and socialization. Religious attitudes are introduced as a key factor in social media, with Arabic countries in the Middle East and North Africa being characterized by Islamic trends. The insight gained will be helpful for analysing online social media effects internationally, and predicting future movements in a social context.
'Inclusive Designing' presents the proceedings of the seventh Cambridge Workshop on Universal Access and Assistive Technology (CWUAAT '14). It represents a unique multi-disciplinary workshop for the Inclusive Design Research community where designers, computer scientists, engineers, architects, ergonomists, policymakers and user communities can exchange ideas. The research presented at CWUAAT '14 develops methods, technologies, tools and guidance that support product designers and architects to design for the widest possible population for a given range of capabilities, within a contemporary social and economic context. In the context of developing demographic changes leading to greater numbers of older people and people with disabilities, the general field of Inclusive Design Research strives to relate the capabilities of the population to the design of products. Inclusive populations of older people contain a greater variation in sensory, cognitive and physical user capabilities. These variations may be co-occurring and rapidly changing leading to a demanding design environment. Recent research developments have addressed these issues in the context of: governance and policy; daily living activities; the workplace; the built environment, Interactive Digital TV and Mobile communications. Increasingly, a need has been identified for a multidisciplinary approach that reconciles the diverse and sometimes conflicting demands of Design for Ageing and Impairment, Usability and Accessibility and Universal Access. CWUAAT provides a platform for such a need. This book is intended for researchers, postgraduates, design practitioners, clinical practitioners, and design teachers.
This book develops a common understanding between the client and the provider in each of the four stages of strategic outsourcing. These stages range from discovery, where the parties envision their future collaboration; planning, where they lay the ground work for the contract and the project; building, where they effectively carry out the work; and lastly to running, where they orchestrate the relationship on a daily basis to ensure that the new, enlarged company achieves the results sought. In a simple yet direct style, it highlights the dos and don'ts the parties should bear in mind at each stage of the process and combines both the client's and the provider's perspectives by comparing their respective involvement at each stage of the process and considering, equally, their obligations in establishing a balanced relationship. The book is primarily intended for those in the private sector with experience of dealing with complex outsourcing situations and who are looking for the small or bigger differentiators that will support their decisions and actions. The target audiences include, on the client side: CCOs, CIOs, lawyers, procurement managers, outsourcing consultants and IT Service managers and, on the provider side: account managers, bid managers, outsourcing project managers, operation managers and service managers. However, it is also useful for anybody involved in outsourcing who is seeking to develop a global understanding of the main processes and roles upstream and downstream in the chain.
This book describes pragmatic instruments and methods that enable business experts and software engineers to develop a common understanding of the software to be created, to determine their key requirements, and to manage the project in a way that fosters trust, encourages innovation and distributes risk fairly between clients and contractors. After an introduction to the fundamentals of agile software development in Part I, Part II describes the Interaction Room, an actual room where digitalization and mobilization strategies are developed, where technology potentials are evaluated, where software projects are planned and managed, and where business and technical stakeholders can communicate face to face, visualize complex relationships intuitively, and highlight value, effort and risk drivers that are keys to the project's success. After addressing these constructive aspects, the book focuses on the commercial aspects of software development: The adVANTAGE contract model described in Part III ensures that the insight-driven innovation process of software development does not just function, but is allowed to flourish in a trusted client-contractor relationship. Even though software contracting and construction may be grounded in two different academic disciplines, they are inseparable in practice, and how they interact is illustrated in the case study of developing a private health insurance benefit system in Part IV. Ultimately though, the success of every software project depends on the skills of the stakeholders. Part V therefore describes the qualification profile that software engineers and domain experts have to satisfy today. This book is aimed at CIOs, project managers and software engineers in industrial software development practice who want to learn how to effectively deal with the inevitable uncertainty of complex projects, who want to achieve higher levels of understanding and cooperation in their relationships with clients and contractors, and who want to run lower-risk software projects despite their inherent uncertainties.
How are platforms such as Facebook and Twitter used by citizens to frame contentious parades and protests in 'post-conflict' Northern Ireland? What do these contentious episodes tell us about the potential of information and communication technologies to promote positive intergroup contact in the deeply divided society? These issues are addressed in what is the first in-depth qualitative exploration of how social media were used during the union flag protests (December 2012-March 2013) and the Ardoyne parade disputes (July 2014 and 2015). The book focuses on the extent to which affective publics, mobilised and connected via expressions of solidarity on social media, appear to escalate or de-escalate sectarian tensions caused by these hybrid media events. It also explores whether citizen activity on these online platforms has the potential to contribute to peacebuilding in Northern Ireland. -- . |
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