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Books > Computing & IT > Social & legal aspects of computing
How are the new electronic technologies transforming business here and abroad -- indeed, the entire world economy -- and what new strategies must business develop to meet the challenges of this transformation? Economist, writer, and communications executive Maurice Estabrooks provides a readable, comprehensive survey of how businesses are using microchips, computers, and telecommunications to reshape the entire world of work -- its cultures, organization, and economic systems. With insight and impeccable scholarship he provides concrete evidence of the emergence of artificially intelligent, cybernetic, network-based entities that are creating new linkages between businesses, markets, and technology itself -- linkages that will profoundly affect the way businesses create and implement their corporate survival and growth strategies in the future. Drawing on the work of economic theorist Joseph Schumpeter, Estabrooks shows how Schumpeterian dynamics have played a key role in the breakup of AT&T and the Bell System, and in the deregulation of telecommunications, broadcasting, banking, finance, and other economically critical industries. What has emerged, he maintains, is an increasingly integrated, global information- and software-based services economy. Optical fibers, satellites, and wireless communications systems have already made possible the development of electronic superhighways, but in doing so they have also initiated a massive redistribution of economic power and wealth throughout the world, the implications of which are only now being understood. Historical, analytical, descriptive, Estabrooks' book will speak not only to academics and others who observe world transformations from relatively theoretical perspectives, but also to corporate and other executives whose organizations, and certainly their personal work lives, will be changed dramatically by the developments he describes in practical day-to-day situations.
In the context of the continuous advance of information technologies and biomedicine, and of the creation of economic blocs, this work analyzes the role that data protection plays in the integration of markets. It puts special emphasis on financial and insurance services. Further, it identifies the differences in the data protection systems of EU member states and examines the development of common standards and principles of data protection that could help build a data protection model for Mercosur. Divided into four parts, the book starts out with a discussion of the evolution of the right to privacy, focusing on the last few decades, and taking into account the development of new technologies. The second part discusses the interaction between data protection and specific industries that serve as case studies: insurance, banking and credit reporting. The focus of this part is on generalization and discrimination, adverse selection and the processing of sensitive and genetic data. The third part of the book presents an analysis of the legislation of three EU Member States (France, Italy and UK). Specific elements of analysis that are compared are the concepts of personal and anonymous data, data protection principles, the role of the data protection authorities, the role of the data protection officer, data subjects' rights, the processing of sensitive data, the processing of genetic data and the experience of the case studies in processing data. The book concludes with the proposal of a model for data protection that could be adopted by Mercosur, taking into account the different levels of data protection that exist in its member states."
This book presents the proceedings of the Seventh International Conference on Management Science and Engineering Management (ICMSEM2013) held from November 7 to 9, 2013 at Drexel University, Philadelphia, Pennsylvania, USA and organized by the International Society of Management Science and Engineering Management, Sichuan University (Chengdu, China) and Drexel University (Philadelphia, Pennsylvania, USA). The goals of the Conference are to foster international research collaborations in Management Science and Engineering Management as well as to provide a forum to present current research findings. The selected papers cover various areas in management science and engineering management, such as Decision Support Systems, Multi-Objective Decisions, Uncertain Decisions, Computational Mathematics, Information Systems, Logistics and Supply Chain Management, Relationship Management, Scheduling and Control, Data Warehousing and Data Mining, Electronic Commerce, Neural Networks, Stochastic Models and Simulation, Fuzzy Programming, Heuristics Algorithms, Risk Control, Organizational Behavior, Green Supply Chains, and Carbon Credits. The proceedings introduce readers to novel ideas on and different problem-solving methods in Management Science and Engineering Management. We selected excellent papers from all over the world, integrating their expertise and ideas in order to improve research on Management Science and Engineering Management.
In a globalized world, one of the most prominent developments in technology has been the advancement of non-human entities. The applications of these entities in media as well as other fields of science have been looked upon as irrelevant for understanding human agency. Analytical Frameworks, Applications, and Impacts of ICT and Actor-Network Theory provides innovative insights into human and non-human roles (e.g., physical objects, technology, animals, or even beliefs, scientific facts, or discourses) and their influence on this theory and to each other. The content within this publication represents the work of consumer culture, technology, and the arts. It is designed for researchers, students, and professionals as it covers topics centered on a multidisciplinary reading of actor-network theory for a variety of fields.
This work deals with the applications of Semantic Publishing technologies in the legal domain, i.e., the use of Semantic Web technologies to address issues related to the Legal Scholarly Publishing. Research in the field of Law has a long tradition in the application of semantic technologies, such as Semantic Web and Linked Data, to real-world scenarios. This book investigates and proposes solutions for three main issues that Semantic Publishing needs to address within the context of the Legal Scholarly Publishing: the need of tools for linking document text to a formal representation of its meaning; the lack of complete metadata schemas for describing documents according to the publishing vocabulary and the absence of effective tools and user interfaces for easily acting on semantic publishing models and theories. In particular, this work introduces EARMARK, a markup meta language that allows one to create markup documents without the structural and semantic limits imposed by markup languages such as XML. EARMARK is a platform to link the content layer of a document with its intended formal semantics and it can be used with the Semantic Publishing and Referencing (SPAR) Ontologies, another topic in this book. SPAR Ontologies are a collection of formal models providing an upper semantic layer for describing the publishing domain. Using EARMARK as a foundation for SPAR descriptions opens up to a semantic characterisation of all the aspects of a document and of its parts. Finally, four user-friendly tools are introduced: LODE, KC-Viz, Graffoo and Gaffe. They were expressly developed to facilitate the interaction of publishers and domain experts with Semantic Publishing technologies by shielding such users from the underlying formalisms and semantic models of such technologies.
Agent-centric theories, approaches and technologies are contributing to enrich interactions between users and computers. This book aims at highlighting the influence of the agency perspective in Human-Computer Interaction through a careful selection of research contributions. Split into five sections; Users as Agents, Agents and Accessibility, Agents and Interactions, Agent-centric Paradigms and Approaches, and Collective Agents, the book covers a wealth of novel, original and fully updated material, offering: To provide a coherent, in depth, and timely material on the agency perspective in HCI To offer an authoritative treatment of the subject matter presented by carefully selected authors To offer a balanced and broad coverage of the subject area, including, human, organizational, social, as well as technological concerns. u To offer a hands-on-experience by covering representative case studies and offering essential design guidelines The book will appeal to a broad audience of researchers and professionals associated to software engineering, interface design, accessibility, as well as agent-based interaction paradigms and technology. "
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.
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. |
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