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Books > Computing & IT > Social & legal aspects of computing
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
Spracklen explores the impact of the internet on leisure and leisure studies, examining the ways in which digital leisure spaces and activities have become part of everyday leisure. Covering a range of issues from social media and file-sharing to romance on the Internet, this book presents new theoretical directions for digital leisure.
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.
The goal of this book is to close the gap between high technology and accessibility for people having lost their independence due to the loss of physical and/or cognitive capabilities. Robots and mechatronic devices bring the opportunity to improve the autonomy of disabled people and facilitate their social and professional integration by assisting them to perform daily living tasks. Technical topics of interest include, but are not limited to: Communication and learning applications in SCI an CP, Interface and Internet-based designs, Issues in human-machine interaction, Personal robotics, Hardware and control, Evaluation methods, Clinical experience, Orthotics and prosthetics, Robotics for older adults, Service robotics, Movement physiology and motor control.
Hacker Code will have over 400 pages of dedicated exploit,
vulnerability, and tool code with corresponding instruction. Unlike
other security and programming books that dedicate hundreds of
pages to architecture and theory based flaws and exploits, HC1 will
dive right into deep code analysis. Previously undisclosed security
research in combination with superior programming techniques from
Foundstone and other respected organizations will be included in
both the Local and Remote Code sections of the book.
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.
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.
This research contributes to the growing body of knowledge as well as offers significant theoretical contributions and policy implications. As far as the researcher's knowledge, this is the first research of its type that investigates the relationship between digital enabled transformation of government and citizens' trust & confidence in government. The proposed conceptual model also makes a novel contribution at a conceptual level, which can be used as a frame of reference by researchers as well as practitioners when planning ICT-enabled transformation projects in government. The context of the research is the Kingdom of Bahrain, the top-ranked country in ICT adoption in the Gulf Cooperation Council (GCC) region.
This book provides formal and informal definitions and taxonomies for self-aware computing systems, and explains how self-aware computing relates to many existing subfields of computer science, especially software engineering. It describes architectures and algorithms for self-aware systems as well as the benefits and pitfalls of self-awareness, and reviews much of the latest relevant research across a wide array of disciplines, including open research challenges. The chapters of this book are organized into five parts: Introduction, System Architectures, Methods and Algorithms, Applications and Case Studies, and Outlook. Part I offers an introduction that defines self-aware computing systems from multiple perspectives, and establishes a formal definition, a taxonomy and a set of reference scenarios that help to unify the remaining chapters. Next, Part II explores architectures for self-aware computing systems, such as generic concepts and notations that allow a wide range of self-aware system architectures to be described and compared with both isolated and interacting systems. It also reviews the current state of reference architectures, architectural frameworks, and languages for self-aware systems. Part III focuses on methods and algorithms for self-aware computing systems by addressing issues pertaining to system design, like modeling, synthesis and verification. It also examines topics such as adaptation, benchmarks and metrics. Part IV then presents applications and case studies in various domains including cloud computing, data centers, cyber-physical systems, and the degree to which self-aware computing approaches have been adopted within those domains. Lastly, Part V surveys open challenges and future research directions for self-aware computing systems. It can be used as a handbook for professionals and researchers working in areas related to self-aware computing, and can also serve as an advanced textbook for lecturers and postgraduate students studying subjects like advanced software engineering, autonomic computing, self-adaptive systems, and data-center resource management. Each chapter is largely self-contained, and offers plenty of references for anyone wishing to pursue the topic more deeply.
This book presents the edited proceedings of the 16th IEEE/ACIS International Conference on Computer and Information Science (ICIS 2017), which was held on May 24-26, 2017 in Wuhan, China. The aim of this conference was to bring together researchers and scientists, businessmen and entrepreneurs, teachers, engineers, computer users, and students to discuss the various fields of computer science, share their experiences and exchange new ideas and information. The research results included relate to all aspects (theory, applications and tools) of computer and information science, and discuss the practical challenges encountered and the solutions adopted to solve them. The work selected represents 17 of the most promising papers from the conference, written by authors who are certain to make further significant contributions to the field of computer and information science.
This book sets out to define and consolidate the field of bioinformation studies in its transnational and global dimensions, drawing on debates in science and technology studies, anthropology and sociology. It provides situated analyses of bioinformation journeys across domains and spheres of interpretation. As unprecedented amounts of data relating to biological processes and lives are collected, aggregated, traded and exchanged, infrastructural systems and machine learners produce real consequences as they turn indeterminate data into actionable decisions for states, companies, scientific researchers and consumers. Bioinformation accrues multiple values as it transverses multiple registers and domains, and as it is transformed from bodies to becoming a subject of analysis tied to particular social relations, promises, desires and futures. The volume harnesses the anthropological sensibility for situated, fine-grained, ethnographically grounded analysis to develop an interdisciplinary dialogue on the conceptual, political, social and ethical dimensions posed by bioinformation.
This book presents the proceedings of the 8th International Ergonomics Conference (ERGONOMICS), held in Zagreb, Croatia on December 2-5, 2020. By highlighting the latest theories and models, as well as cutting-edge technologies and applications, and by combining findings from a range of disciplines including engineering, design, robotics, healthcare, management, computer science, human biology and behavioral science, it provides researchers and practitioners alike with a comprehensive, timely guide on human factors and ergonomics. It also offers an excellent source of innovative ideas to stimulate future discussions and developments aimed at applying knowledge and techniques to optimize system performance, while at the same time promoting the health, safety and wellbeing of individuals. The proceedings include papers from researchers and practitioners, scientists and physicians, institutional leaders, managers and policy makers that contribute to constructing the Human Factors and Ergonomics approach across a variety of methodologies, domains and productive sectors.
As more individuals own and operate Internet-enabled devices and more critical government and industrial systems rely on advanced technologies, the issue of cybercrime has become a crucial concern for both the general public and professionals alike. The Psychology of Cyber Crime: Concepts and Principles aims to be the leading reference examining the psychology of cybercrime. This book considers many aspects of cybercrime, including research on offenders, legal issues, the impact of cybercrime on victims, punishment, and preventative measures. It is designed as a source for researchers and practitioners in the disciplines of criminology, cyberpsychology, and forensic psychology, though it is also likely to be of significant interest to many students of information technology and other related disciplines.
The book presents research that contributes to the development of intelligent dialog systems to simplify diverse aspects of everyday life, such as medical diagnosis and entertainment. Covering major thematic areas: machine learning and artificial neural networks; algorithms and models; and social and biometric data for applications in human-computer interfaces, it discusses processing of audio-visual signals for the detection of user-perceived states, the latest scientific discoveries in processing verbal (lexicon, syntax, and pragmatics), auditory (voice, intonation, vocal expressions) and visual signals (gestures, body language, facial expressions), as well as algorithms for detecting communication disorders, remote health-status monitoring, sentiment and affect analysis, social behaviors and engagement. Further, it examines neural and machine learning algorithms for the implementation of advanced telecommunication systems, communication with people with special needs, emotion modulation by computer contents, advanced sensors for tracking changes in real-life and automatic systems, as well as the development of advanced human-computer interfaces. The book does not focus on solving a particular problem, but instead describes the results of research that has positive effects in different fields and applications.
Information architecture has changed dramatically since the mid-1990s and earlier conceptions of the world and the internet being different and separate have given way to a much more complex scenario in the present day. In the post-digital world that we now inhabit the digital and the physical blend easily and our activities and usage of information takes place through multiple contexts and via multiple devices and unstable, emergent choreographies. Information architecture now is steadily growing into a channel- or medium-specific multi-disciplinary framework, with contributions coming from architecture, urban planning, design and systems thinking, cognitive science, new media, anthropology. All these have been heavily reshaping the practice: conversations about labelling, websites, and hierarchies are replaced by conversations about sense-making, place-making, design, architecture, cross media, complexity, embodied cognition and their application to the architecture of information spaces as places we live in in an increasingly large part of our lives. Via narratives, frameworks, references, approaches and case-studies this book explores these changes and offers a way to reconceptualize the shifting role and nature of information architecture where information permeates digital and physical space, users are producers and products are increasingly becoming complex cross-channel or multi-channel services.
Extensive research conducted by the Hasso Plattner Design Thinking Research Program at Stanford University in Palo Alto, California, USA, and the Hasso Plattner Institute in Potsdam, Germany, has yielded valuable insights on why and how design thinking works. The participating researchers have identified metrics, developed models, and conducted studies, which are featured in this book, and in the previous volumes of this series. This volume provides readers with tools to bridge the gap between research and practice in design thinking with varied real world examples. Several different approaches to design thinking are presented in this volume. Acquired frameworks are leveraged to understand design thinking team dynamics. The contributing authors lead the reader through new approaches and application fields and show that design thinking can tap the potential of digital technologies in a human-centered way. In a final section, new ideas in neurodesign at Stanford University and at Hasso Plattner Institute in Potsdam are elaborated upon thereby challenging the reader to consider newly developed methodologies and provide discussion of how these insights can be applied to various sectors. Special emphasis is placed on understanding the mechanisms underlying design thinking at the individual and team levels. Design thinking can be learned. It has a methodology that can be observed across multiple settings and accordingly, the reader can adopt new frameworks to modify and update existing practice. The research outcomes compiled in this book are intended to inform and provide inspiration for all those seeking to drive innovation - be they experienced design thinkers or newcomers.
This book proposes a combination of cognitive modeling with model-based user interface development to tackle the problem of maintaining the usability of applications that target several device types at once (e.g., desktop PC, smart phone, smart TV). Model-based applications provide interesting meta-information about the elements of the user interface (UI) that are accessible through computational introspection. Cognitive user models can capitalize on this meta-information to provide improved predictions of the interaction behavior of future human users of applications under development. In order to achieve this, cognitive processes that link UI properties to usability aspects like effectiveness (user error) and efficiency (task completion time) are established empirically, are explained through cognitive modeling, and are validated in the course of this treatise. In the case of user error, the book develops an extended model of sequential action control based on the Memory for Goals theory and it is confirmed in different behavioral domains and experimental paradigms. This new model of user cognition and behavior is implemented using the MeMo workbench and integrated with the model-based application framework MASP in order to provide automated usability predictions from early software development stages on. Finally, the validity of the resulting integrated system is confirmed by empirical data from a new application, eliciting unexpected behavioral patterns.
This book focuses on a combination of theoretical advances in the Internet of Things, cloud computing and its real-life applications to serve society. The book discusses technological innovations, authentication, mobility support and security, group rekeying schemes and a range of concrete applications. The Internet has restructured not only global interrelations, but also an unbelievable number of personal characteristics. Machines are increasingly able to control innumerable autonomous gadgets via the Internet, creating the Internet of Things, which facilitates intelligent communication between humans and things, and among things. The Internet of Things is an active area of current research, and technological advances have been supported by real-life applications to establish their soundness. The material in this book includes concepts, figures, graphs, and tables to guide researchers through the Internet of Things and its applications for society.
'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.
Mobile devices allow users to remain connected with each other anytime and anywhere, but flaws and limitations in the design of mobile interfaces have often constituted frustrating obstacles to usability. Research and Design Innovations for Mobile User Experience offers innovative design solutions for mobile human-computer interfaces, addressing both challenges and opportunities in the field to pragmatically improve the accessibility of mobile technologies. Through cutting-edge empirical studies and investigative cases, this reference book will enable designers, developers, managers, and experts of mobile computer interfaces with the most up-to-date tools and techniques for providing their users with an outstanding mobile experience.
This book examines the struggles over technology's use in education, digging into what the purpose of education is, how we should achieve it, who the stakeholders are, and whose voices win out. Drawing on theoretical and empirical work, it lays bare the messy realities of technology use in education and their implications for contemporary society.
Through use of networked embedded devices, pervasive computing leaves the concept of personal computers far behind and are offers new opportunities for businesses to avail and to offer to their customers. Strategic Pervasive Computing Applications: Emerging Trends combines the views and opinions of leading experts and practitioners in the field of pervasive computing technologies and infrastructure, considering trends and developments in pervasive applications. This innovative publication provides a significant reference source for professionals, managers, risk assessment practitioners, policy makers, and academicians throughout the world.
The subjects of Privacy and Data Protection are more relevant than ever with the European General Data Protection Regulation (GDPR) becoming enforceable in May 2018. This volume brings together papers that offer conceptual analyses, highlight issues, propose solutions, and discuss practices regarding privacy and data protection. It is one of the results of the tenth annual International Conference on Computers, Privacy and Data Protection, CPDP 2017, held in Brussels in January 2017. The book explores Directive 95/46/EU and the GDPR moving from a market framing to a 'treaty-base games frame', the GDPR requirements regarding machine learning, the need for transparency in automated decision-making systems to warrant against wrong decisions and protect privacy, the riskrevolution in EU data protection law, data security challenges of Industry 4.0, (new) types of data introduced in the GDPR, privacy design implications of conversational agents, and reasonable expectations of data protection in Intelligent Orthoses. This interdisciplinary book was written while the implications of the General Data Protection Regulation 2016/679 were beginning to become clear. It discusses open issues, and daring and prospective approaches. It will serve as an insightful resource for readers with an interest in computers, privacy and data protection.
Future technical systems will be companion systems, competent assistants that provide their functionality in a completely individualized way, adapting to a user's capabilities, preferences, requirements, and current needs, and taking into account both the emotional state and the situation of the individual user. This book presents the enabling technology for such systems. It introduces a variety of methods and techniques to implement an individualized, adaptive, flexible, and robust behavior for technical systems by means of cognitive processes, including perception, cognition, interaction, planning, and reasoning. The technological developments are complemented by empirical studies from psychological and neurobiological perspectives. |
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