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Books > Computing & IT > Social & legal aspects of computing
This book proposes a data-driven methodology using multi-way data analysis for the design of video-quality metrics. It also enables video- quality metrics to be created using arbitrary features. This data- driven design approach not only requires no detailed knowledge of the human visual system, but also allows a proper consideration of the temporal nature of video using a three-way prediction model, corresponding to the three-way structure of video. Using two simple example metrics, the author demonstrates not only that this purely data- driven approach outperforms state-of-the-art video-quality metrics, which are often optimized for specific properties of the human visual system, but also that multi-way data analysis methods outperform the combination of two-way data analysis methods and temporal pooling.
This book explores a society currently being transformed by the influence of advanced information technology, and provides insights into the main technological and human issues and a holistic approach to inclusion, security, safety and, last but not least, privacy and freedom of expression. Its main aim is to bridge the gap between technological solutions, their successful implementation, and the fruitful utilization of the main set of e-Services offered by governments, private institutions, and commercial companies. Today, various parameters actively influence e-Services' success or failure: cultural aspects, organisational issues, bureaucracy and workflow, infrastructure and technology in general, user habits, literacy, capacity or merely interaction design. The purpose of this book is to help in outlining and understanding a realistic scenario of what we can term e-Citizenry. It identifies today's citizen, who is surrounded by an abundance of digital services, as an "e-Citizen" and explores the transition from their traditional role and behaviour to new ones. The respective chapters presented here will lay the foundation of the technological and social environment in which this societal transition takes place. With its balanced humanistic and technological approach, the book mainly targets public authorities, decision-makers, stakeholders, solution developers, and graduate students.
This book addresses the topic of playable cities, which use the 'smartness' of digital cities to offer their citizens playful events and activities. The contributions presented here examine various aspects of playable cities, including developments in pervasive and urban games, the use of urban data to design games and playful applications, architecture design and playability, and mischief and humor in playable cities. The smartness of digital cities can be found in the sensors and actuators that are embedded in their environment. This smartness allows them to monitor, anticipate and support our activities and increases the efficiency of the cities and our activities. These urban smart technologies can offer citizens playful interactions with streets, buildings, street furniture, traffic, public art and entertainment, large public displays and public events.
This book presents a collection of the latest research in the area of immersive technologies, presented at the International Augmented and Virtual Reality Conference 2018 in Manchester, UK, and showcases how augmented reality (AR) and virtual reality (VR) are transforming the business landscape. Innovations in this field are seen as providing opportunities for businesses to offer their customers unique services and experiences. The papers gathered here advance the state of the art in AR/VR technologies and their applications in various industries such as healthcare, tourism, hospitality, events, fashion, entertainment, retail, education and gaming. The volume collects contributions by prominent computer and social sciences experts from around the globe. Addressing the most significant topics in the field of augmented and virtual reality and sharing the latest findings, it will be of interest to academics and practitioners alike.
A new framework for the digital society that merges the science of degrowth with a global analysis of the high-tech economy. The world is racing toward an irreversible ecological catastrophe. Environmental science makes clear that humans must reduce total material resource use, requiring a radical redistribution of wealth within and between countries. Yet little attention has been paid to how the digital economy fits into this equation. Michael Kwet is a Postdoctoral researcher of the Centre for Social Change at the University of Johannesburg and a leading expert on digital colonialism, and here presents a new framework for the digital society. Merging the science of degrowth with a global analysis of the high-tech economy, he argues that digital capitalism and colonialism must be abolished quickly. In Digital Degrowth, Kwet maps out a path to a people's tech future. He calls for direct action against Silicon Valley, US imperialism and power elites everywhere in order to realise a radically egalitarian digital society that fosters equality in harmony with nature.
Remarkable progress in eye-tracking technologies opened the way to design novel attention-based intelligent user interfaces, and highlighted the importance of better understanding of eye-gaze in human-computer interaction and human-human communication. For instance, a user's focus of attention is useful in interpreting the user's intentions, their understanding of the conversation, and their attitude towards the conversation. In human face-to-face communication, eye gaze plays an important role in floor management, grounding, and engagement in conversation. Eye Gaze in Intelligent User Interfaces draws on ideas from a number of contributors working on how attentional information can be applied to novel intelligent interfaces. Part I focuses on analyzing human eye gaze behaviors to reveal characteristics of human communication and cognition; Part II addresses estimation and prediction of the cognitive state of the users using gaze information; and Part III presents proposals of novel gaze-aware interfaces which integrate eye-trackers as a system component. The contributions highlight a direction for the future of human-computer interaction, and discuss issues in human attentional behaviors and face-to-face communication which are essential in designing gaze aware interactive interfaces.
"Semantic Analysis and Understanding of Human Behaviour in Video
Streaming "investigates the semantic analysis of the human
behaviour captured by video streaming, and introduces both
theoretical and technological points of view. Video analysis based
on the semantic content is in fact still an open issue for the
computer vision research community, especially when real-time
analysis of complex scenes is concerned."
This book attempts to rethink the concept of technological literacy in a modern context, not only in terms of a subject area taught in schools, but also as an important general concept that all citizens should engage with. As this book will illustrate, the concept of technological literacy has no universally agreed definition.
The use of contextually aware, pervasive, distributed computing, and sensor networks to bridge the gap between the physical and online worlds is the basis of mobile social networking. This book shows how applications can be built to provide mobile social networking, the research issues that need to be solved to enable this vision, and how mobile social networking can be used to provide computational intelligence that will improve daily life. With contributions from the fields of sociology, computer science, human-computer interaction and design, this book demonstrates how mobile social networks can be inferred from users' physical interactions both with the environment and with others, as well as how users behave around them and how their behavior differs on mobile vs. traditional online social networks.
Advanced Topics in End User Computing features the latest research findings dealing with end user computing concepts, issues, and trends. Empirical and theoretical research concerned with all aspects of end user computing including development, utilization, and management are included. Volume three is specifically interested in those studies that show a significant contribution by relating end user computing to end user satisfaction, end user productivity, and strategic and competitive advantage. *Note: This book is part of a new series entitled "Advanced Topics in End User Computing." This book is Volume Three within this series (Vol. III, 2004).
This book comprises the proceedings of the second International Conference, AsiaHaptics 2016, held in Kashiwanoha, Japan. The book treats the state of the art of the diverse haptics (touch)-related research, including scientific research of haptics perception and illusion, development of haptics devices, and applications to a wide variety of fields such as education, medicine, telecommunication, navigation, and entertainment. This work helps not only active haptic researchers, but also general readers to understand what is going on in this interdisciplinary area of science and technology.
This book examines technical aspects of industrial espionage and its impact in modern companies, organizations, and individuals while emphasizing the importance of intellectual property in the information era. The authors discuss the problem itself and then provide statistics and real world cases. The main contribution provides a detailed discussion of the actual equipment, tools and techniques concerning technical surveillance in the framework of espionage. Moreover, they present the best practices and methods of detection (technical surveillance counter measures) as well as means of intellectual property protection.
There has been a growth in the use, acceptance, and popularity of indigenous knowledge. High rates of poverty and a widening economic divide is threatening the accessibility to western scientific knowledge in the developing world where many indigenous people live. Consequently, indigenous knowledge has become a potential source for sustainable development in the developing world. The Handbook of Research on Theoretical Perspectives on Indigenous Knowledge Systems in Developing Countries presents interdisciplinary research on knowledge management, sharing, and transfer among indigenous communities. Providing a unique perspective on alternative knowledge systems, this publication is a critical resource for sociologists, anthropologists, researchers, and graduate-level students in a variety of fields.
In Intersectional Tech: Black Users in Digital Gaming, Kishonna L. Gray interrogates blackness in gaming at the intersections of race, gender, sexuality, and (dis)ability. Situating her argument within the context of the concurrent, seemingly unrelated events of Gamergate and the Black Lives Matter movement, Gray highlights the inescapable chains that bind marginalized populations to stereotypical frames and limited narratives in video games. Intersectional Tech explores the ways that the multiple identities of black gamers some obvious within the context of games, some more easily concealed affect their experiences of gaming. The normalization of whiteness and masculinity in digital culture inevitably leads to isolation, exclusion, and punishment of marginalized people. Yet, Gray argues, we must also examine the individual struggles of prejudice, discrimination, and microaggressions within larger institutional practices that sustain the oppression. These ""new"" racisms and a complementary colorblind ideology are a kind of digital Jim Crow, a new mode of the same strategies of oppression that have targeted black communities throughout American history. Drawing on extensive interviews that engage critically with identity development and justice issues in gaming, Gray explores the capacity for gaming culture to foster critical consciousness, aid in participatory democracy, and effect social change. Intersectional Tech is rooted in concrete situations of marginalized members within gaming culture. It reveals that despite the truths articulated by those who expose the sexism, racism, misogyny, and homophobia that are commonplace within gaming communities, hegemonic narratives continue to be privileged. This text, in contrast, centers the perspectives that are often ignored and provides a critical corrective to notions of gaming as a predominantly white and male space.
This book addresses extensible and adaptable computing, a broad range of methods and techniques used to systematically tackle the future growth of systems and respond proactively and seamlessly to change. The book is divided into five main sections: Agile Software Development, Data Management, Web Intelligence, Machine Learning and Computing in Education. These sub-domains of computing work together in mutually complementary ways to build systems and applications that scale well, and which can successfully meet the demands of changing times and contexts. The topics under each track have been carefully selected to highlight certain qualitative aspects of applications and systems, such as scalability, flexibility, integration, efficiency and context awareness. The first section (Agile Software Development) includes six contributions that address related issues, including risk management, test case prioritization and tools, open source software reliability and predicting the change proneness of software. The second section (Data Management) includes discussions on myriad issues, such as extending database caches using solid-state devices, efficient data transmission, healthcare applications and data security. In turn, the third section (Machine Learning) gathers papers that investigate ML algorithms and present their specific applications such as portfolio optimization, disruption classification and outlier detection. The fourth section (Web Intelligence) covers emerging applications such as metaphor detection, language identification and sentiment analysis, and brings to the fore web security issues such as fraud detection and trust/reputation systems. In closing, the fifth section (Computing in Education) focuses on various aspects of computer-aided pedagogical methods.
The theme of HumanCom is focused on the various aspects of human-centric computing for advances in computer science and its applications and provides an opportunity for academic and industry professionals to discuss the latest issues and progress in the area of human-centric computing. In addition, the conference will publish high quality papers which are closely related to the various theories and practical applications in human-centric computing. Furthermore, we expect that the conference and its publications will be a trigger for further related research and technology improvements in this important subject.
Logic and the Organization of Information closely examines the
historical and contemporary methodologies used to catalogue
information objects-books, ebooks, journals, articles, web pages,
images, emails, podcasts and more-in the digital era.
Touch and gesturaldeviceshave been hailed as next evolutionary step in human-computer interaction. As software companies struggle to catch up with one another in terms of developing the next great touch-based interface, designers are charged with the daunting task of keeping up with the advances innew technology and this new aspect to user experience design. Product and interaction designers, developers and managers are
already well versed in UI design, but touch-based interfaces have
added a new level of complexity. They need quick references and
real-world examples in order to make informed decisions when
designing for these particular interfaces. "Brave NUI World" is the
first practical book for product and interaction developers and
designing touch and gesture interfaces. Written by developers of
industry-first, multi-touch, multi-user products, this book gives
you the necessary tools and information to integrate touch and
gesture practices into your daily work, presenting scenarios,
problem solving, metaphors, and techniques intended to avoid making
mistakes. *Provides easy-to-apply design guidance for the unique challenge of creating touch- and gesture-based user interfaces *Considers diverse user needs and context, real world successes and failures, and a look into the future of NUI *Presents thirty scenarios, giving practitioners a multitude of considerations for making informed design decisions and helping to ensure that missteps are never made again"
Explaining new and innovative methods of promoting music and products for entertainment, distance teaching, valorizing archives, and commercial and non-commercial purposes, this reference profiles new services for those connected via personal computers, mobile, and other devices, for both sighted and print-impaired customers.
The novel coronavirus disease 2019 (COVID-19) pandemic has posed a major threat to human life and health. This book is beneficial for interdisciplinary students, researchers, and professionals to understand COVID-19 and how computational intelligence can be used for the purpose of surveillance, control, prevention, prediction, diagnosis, and potential treatment of the disease. The book contains different aspects of COVID-19 that includes fundamental knowledge, epidemic forecast models, surveillance and tracking systems, IoT- and IoMT-based integrated systems for COVID-19, social network analysis systems for COVID-19, radiological images (CT, X-ray) based diagnosis system, and computational intelligence and in silico drug design and drug repurposing methods against COVID-19 patients. The contributing authors of this volume are experts in their fields and they are from various reputed universities and institutions across the world. This volume is a valuable and comprehensive resource for computer and data scientists, epidemiologists, radiologists, doctors, clinicians, pharmaceutical professionals, along with graduate and research students of interdisciplinary and multidisciplinary sciences.
This book provides a comprehensive discussion on urban growth and sprawl, and how they can be analyzed using remote sensing imageries. It compiles views of numerous researchers that help in understanding the urban growth and sprawl; their patterns, process, causes, consequences, and countermeasures; how remote sensing data and geographic information system techniques can be used in mapping, monitoring, measuring, analyzing, and simulating the urban growth and sprawl; and what are the merits and demerits of available methods and models. This book will be of value for the scientists and researchers engaged in urban geographic research, especially using remote sensing imageries. This book will serve as a rigours literature review for them. Post graduate students of urban geography or urban/regional planning may refer this book as additional studies. This book may help the academicians for preparing lecture notes and delivering lectures. Industry professionals may also be benefited from the discussed methods and models along with numerous citations.
The rapid evolution of technology continuously changes the way people interact, work, and learn. By examining these advances from a sociological perspective, researchers can further understand the impact of cyberspace on human behavior, interaction, and cognition. Analyzing Human Behavior in Cyberspace provides emerging research exploring the four types of cyber behavior, expanding the scientific knowledge about the subject matter and revealing its extreme complexity. Featuring coverage on a broad range of topics such as cyber effects, emotion recognition, and cyber victimization, this book is ideally designed for sociologists, psychologists, academicians, researchers, and graduate-level students seeking current research on how people behave online.
This book presents the development of a new multimodal human-robot interface for testing and validating control strategies applied to robotic walkers for assisting human mobility and gait rehabilitation. The aim is to achieve a closer interaction between the robotic device and the individual, empowering the rehabilitation potential of such devices in clinical applications. A new multimodal human-robot interface for testing and validating control strategies applied to robotic walkers for assisting human mobility and gait rehabilitation is presented. Trends and opportunities for future advances in the field of assistive locomotion via the development of hybrid solutions based on the combination of smart walkers and biomechatronic exoskeletons are also discussed.
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