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Books > Computing & IT > Social & legal aspects of computing
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 provides rare insights into the nature of contemporary, technologically-facilitated government. Its multidisciplinary approach demonstrates that information technology is more than a tool for politicians and policy-makers. E-government has reconfigured public administration, policy, power and citizenship.
This book features both cutting-edge contributions on managing knowledge in transformational contexts and a selection of real-world case studies. It analyzes how the disruptive power of digitization is becoming a major challenge for knowledge-based value creation worldwide, and subsequently examines the changes in how we manage information and knowledge, communicate, collaborate, learn and decide within and across organizations. The book highlights the opportunities provided by disruptive renewal, while also stressing the need for knowledge workers and organizations to transform governance, leadership and work organization. Emerging new business models and digitally enabled co-creation are presented as drivers that can help establish new ways of managing knowledge. In turn, a number of carefully selected and interpreted case studies provide a link to practice in organizations.
This book provides a detailed discussion of the theoretical and practical implications of the change driven by ICTs. Such a change is often much more profound than an emphasis on information technology and society can capture, for not only does it bring about ethical and policy vacuums that call for a new understanding of ethics, politics and law, but it also "re-ontologizes reality", as propounded by Luciano Floridi's philosophy and ethics of information. The informational turn is transforming our understanding of reality by challenging the conventional ways we have of thinking about our world and our identities in terms of stable and enduring structures and beliefs. The information age we inhabit brings to completion our self-understanding as informational systems that produce, process, and exchange information with other informational systems, in an environment that is itself made up of information. The present volume provides us with a better understanding of the normative nature and role of information, helping us to grasp the sense and extent to which informational resources serve as "constraining affordances" guiding our behaviours. It does so by delineating the background against which we build our beliefs about reality, make decisions, and behave, through our interactions with a multi-agent system that is increasingly dependent on ICTs. The book will be of interest to a vast audience, ranging from information technologists, ethicists, policy makers, social and legal scholars, and all those willing to embrace the following three tenets: we construct our world and ourselves informationally; by constructing our world and ourselves we thereby become aware of our limits; it is precisely these limits that make us become human beings.
This book provides the state-of-the-art development on security and privacy for fog/edge computing, together with their system architectural support and applications. This book is organized into five parts with a total of 15 chapters. Each area corresponds to an important snapshot. The first part of this book presents an overview of fog/edge computing, focusing on its relationship with cloud technology and the future with the use of 5G communication. Several applications of edge computing are discussed. The second part of this book considers several security issues in fog/edge computing, including the secure storage and search services, collaborative intrusion detection method on IoT-fog computing, and the feasibility of deploying Byzantine agreement protocols in untrusted environments. The third part of this book studies the privacy issues in fog/edge computing. It first investigates the unique privacy challenges in fog/edge computing, and then discusses a privacy-preserving framework for the edge-based video analysis, a popular machine learning application on fog/edge. This book also covers the security architectural design of fog/edge computing, including a comprehensive overview of vulnerabilities in fog/edge computing within multiple architectural levels, the security and intelligent management, the implementation of network-function-virtualization-enabled multicasting in part four. It explains how to use the blockchain to realize security services. The last part of this book surveys applications of fog/edge computing, including the fog/edge computing in Industrial IoT, edge-based augmented reality, data streaming in fog/edge computing, and the blockchain-based application for edge-IoT. This book is designed for academics, researchers and government officials, working in the field of fog/edge computing and cloud computing. Practitioners, and business organizations (e.g., executives, system designers, and marketing professionals), who conduct teaching, research, decision making, and designing fog/edge technology will also benefit from this book The content of this book will be particularly useful for advanced-level students studying computer science, computer technology, and information systems, but also applies to students in business, education, and economics, who would benefit from the information, models, and case studies therein.
This volume focuses on the responsibilities of online service providers (OSPs) in contemporary societies. It examines the complexity and global dimensions of the rapidly evolving and serious challenges posed by the exponential development of Internet services and resources. It looks at the major actors - such as Facebook, Google, Twitter, and Yahoo! - and their significant influence on the informational environment and users' interactions within it, as well as the responsibilities and liabilities such influence entails. It discusses the position of OSPs as information gatekeepers and how they have gone from offering connecting and information-sharing services to paying members to providing open, free infrastructure and applications that facilitate digital expression and the communication of information. The book seeks consensus on the principles that should shape OSPs' responsibilities and practices, taking into account business ethics and policies. Finally, it discusses the rights of users and international regulations that are in place or currently lacking.
This book provides a critical assessment of progress towards the Information Society. Drawing upon unique empirical data, this book lays the foundation for more useful theories of the process of change, and more effective strategies and policies for increasing the benefits from the Information Society. The authors provide insights into the social, economic, and political forces that are structuring the pathway to the Information Society-and its consequences for business and individuals in their everyday lives.
Rapid advancement of interactive technologies during the past two decades has made access to information easier though at the expense of a clear digital divide. There is a generation who grew up with these technologies and another generation who find many modern electronic systems counter intuitive and have no use for them in their daily life. This digital divide becomes more prominent in developing countries as state-of-the-art interactive systems were not and are still not affordable to a large number of users. "Inclusive Human Machine Interaction for India" presents an end-to-end case study of developing interactive technology for the common people of India. With a foreword from Prof Ashok Juhunjhunwala (Professor, Indian Institute of Technology Madras), this book investigates problems of middle-aged and elderly users in adopting interactive technologies and proposes new user interfaces and interaction techniques. It pioneers in introducing state-of-the-art eye-gaze tracking based interaction to everyday computing tasks and presents a detailed literature survey and user studies on user modelling and eye-gaze tracking. Technologies presented in this book will not only be relevant for developing countries but will also find useful applications in developed countries.
st The world of the 21 century is, more than ever, global and impersonal. Criminal and terrorist threats, both physical and on the Internet, increase by the day. The demand for better methods of identification and access control is growing, not only in companies and organisations but also in the world at large. At the same time, such security measures have to be balanced with means for protecting the privacy of users. Identity management is put under pressure, due to the growing number of frauds who want to hide their true identity. This challenges the information security research community to focus on interdisciplinary and holistic approaches while retaining the benefits of previous research efforts. In this context, the IFIP Working Group 11.6 on Identity Management has been founded in August 2006. The intention of the Working Group is to offer a broad forum for the exchange of knowledge and for the tracking and discussion of issues and new developments. In this, we take an interdisciplinary approach. Scientists as well as practitioners, from government and business, who are involved in the field of identity management are welcome to participate. The IDMAN 2007 Conference on Policies and Research in Identity Management was the very first conference organized by this Working Group. We aim to organize conferences bi-annually. The IDMAN 2007 Conference has been centered around the theme of National Identity Management or, in other words, identity management in the public sector.
This book examines agile approaches from a management perspective by focusing on matters of strategy, implementation, organization and people. It examines the turbulence of the marketplace and business environment in order to identify what role agile management has to play in coping with such change and uncertainty. Based on observations, personal experience and extensive research, it clearly identifies the fabric of the agile organization, helping managers to become agile leaders in an uncertain world. The book opens with a broad survey of agile strategies, comparing and contrasting some of the major methodologies selected on the basis of where they lie on a continuum of ceremony and formality, ranging from the minimalist technique-driven and software engineering focused XP, to the pragmatic product-project paradigm that is Scrum and its scaled counterpart SAFe (R), to the comparatively project-centric DSDM. Subsequently, the core of the book focuses on DSDM, owing to the method's comprehensive elaboration of program and project management practices. This work will chiefly be of interest to all those with decision-making authority within their organizations (e.g., senior managers, line managers, program, project and risk managers) and for whom topics such as strategy, finance, quality, governance and risk management constitute a daily aspect of their work. It will, however, also be of interest to those readers in advanced management or business administration courses (e.g., MBA, MSc), who wish to engage in the management of agile organizations and thus need to adapt their skills and knowledge accordingly.
Quality is not a fixed or universal property of software; it depends on the context and goals of its stakeholders. Hence, when you want to develop a high-quality software system, the first step must be a clear and precise specification of quality. Yet even if you get it right and complete, you can be sure that it will become invalid over time. So the only solution is continuous quality control: the steady and explicit evaluation of a product's properties with respect to its updated quality goals. This book guides you in setting up and running continuous quality control in your environment. Starting with a general introduction on the notion of quality, it elaborates what the differences between process and product quality are and provides definitions for quality-related terms often used without the required level of precision. On this basis, the work then discusses quality models as the foundation of quality control, explaining how to plan desired product qualities and how to ensure they are delivered throughout the entire lifecycle. Next it presents the main concepts and techniques of continuous quality control, discussing the quality control loop and its main techniques such as reviews or testing. In addition to sample scenarios in all chapters, the book is rounded out by a dedicated chapter highlighting several applications of different subsets of the presented quality control techniques in an industrial setting. The book is primarily intended for practitioners working in software engineering or quality assurance, who will benefit by learning how to improve their current processes, how to plan for quality, and how to apply state-of-the-art quality control techniques. Students and lecturers in computer science and specializing in software engineering will also profit from this book, which they can use in practice-oriented courses on software quality, software maintenance and quality assurance.
Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as 'modding', and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.
Since the publication of the companion volume Researching Learning in Virtual Worlds in 2010, there has been a growth not only in the range and number of educational initiatives taking place in virtual worlds, but also in the depth of analysis of the nature of that education. Understanding Learning in Virtual Worlds reflects those changes through a collection of chapters that are extended versions of research presented at the second Researching Learning in Virtual Environments conference (ReLIVE 11), an international conference hosted by the Open University UK. Included in this book are chapters that explore the philosophical and methodological underpinnings of understanding learning in virtual worlds, identify and analyse the factors that support learning in these environments, and present case studies that demonstrate some of the various ways in which virtual worlds can be applied to facilitate learning and teaching. The links between learning in a virtual world and learning in the physical world are made apparent throughout, and the authors reveal how understanding learning in one informs the other. Understanding Learning in Virtual Worlds is an important book not only to those who teach in virtual worlds, but to anyone for whom understanding learning, in all its forms, is of interest.
This volume explains how advances in computer technology will augment communication in person-to-person, organizational, and educational settings. It describes the convergence of virtual reality and group decision support, and how these will serve educational and organizational effectiveness. Contributors--experts from business and academia--examine what the computing/communications world will look like in the near future, what the specific needs of various industries will be, and how innovations will fit into organizations and society. These three topics are addressed with attention to the following questions: What will be the size of initial and future markets for advanced computer and communications technology? What will be the future computing environment in manufacturing operations, in the executive suite, in the office, in the field and on the road, at the point of service, for the computer-integrated enterprise, at home, in the school, and in the global marketplace?
When it comes to computer crimes, the criminals got a big head
start. But the law enforcement and IT security communities are now
working diligently to develop the knowledge, skills, and tools to
successfully investigate and prosecute Cybercrime cases. When the
first edition of "Scene of the Cybercrime" published in 2002, it
was one of the first books that educated IT security professionals
and law enforcement how to fight Cybercrime. Over the past 5 years
a great deal has changed in how computer crimes are perpetrated and
subsequently investigated. Also, the IT security and law
enforcement communities have dramatically improved their ability to
deal with Cybercrime, largely as a result of increased spending and
training. According to the 2006 Computer Security Institute's and
FBI's joint Cybercrime report: 52% of companies reported
unauthorized use of computer systems in the prior 12 months. Each
of these incidents is a Cybecrime requiring a certain level of
investigation and remediation. And in many cases, an investigation
is mandates by federal compliance regulations such as
Sarbanes-Oxley, HIPAA, or the Payment Card Industry (PCI) Data
Security Standard.
This volume is a collection of research studies on the modeling of emotions in complex autonomous systems. Several experts in the field are reporting their efforts and reviewing the literature in order to shed lights on how the processes of coding and decoding emotional states took place in humans, which are the physiological, physical, and psychological variables involved, invent new mathematical models and algorithms to describe them, and motivate these investigations in the light of observable societal changes and needs, such as the aging population and the cost of health care services. The consequences are the implementation of emotionally and socially believable machines, acting as helpers into domestic spheres, where emotions drive behaviors and actions. The contents of the book are highly multidisciplinary since the modeling of emotions in robotic socially believable systems requires a holistic perspective on topics coming from different research domains such as computer science, engineering, sociology, psychology, linguistic, and information communication. The book is of interest both to experts and students since last research works on a so complex multidisciplinary topic are described in a neat and didactical scientific language.
th I3E 2010 marked the 10 anniversary of the IFIP Conference on e-Business, e- Services, and e-Society, continuing a tradition that was invented in 1998 during the International Conference on Trends in Electronic Commerce, TrEC 1998, in Hamburg (Germany). Three years later the inaugural I3E 2001 conference was held in Zurich (Switzerland). Since then I3E has made its journey through the world: 2002 Lisbon (Portugal), 2003 Sao Paulo (Brazil), 2004 Toulouse (France), 2005 Poznan (Poland), 2006 Turku (Finland), 2007 Wuhan (China), 2008 Tokyo (Japan), and 2009 Nancy (France). I3E 2010 took place in Buenos Aires (Argentina) November 3-5, 2010. Known as "The Pearl" of South America, Buenos Aires is a cosmopolitan, colorful, and vibrant city, surprising its visitors with a vast variety of cultural and artistic performances, European architecture, and the passion for tango, coffee places, and football disc- sions. A cultural reference in Latin America, the city hosts 140 museums, 300 theaters, and 27 public libraries including the National Library. It is also the main educational center in Argentina and home of renowned universities including the U- versity of Buenos Aires, created in 1821. Besides location, the timing of I3E 2010 is th also significant--it coincided with the 200 anniversary celebration of the first local government in Argentina.
This research monograph explores the rapidly expanding field of networked music making and the ways in which musicians of different cultures improvise together online. It draws on extensive research to uncover the creative and cognitive approaches that geographically dispersed musicians develop to interact in displaced tele-improvisatory collaboration. It presents a multimodal analysis of three tele-improvisatory performances that examine how cross-cultural musician's express and perceive intentionality in these interactions, as well as their experiences of distributed agency and tele-presence. Tele-Improvisation: Intercultural Interaction in the Online Global Music Jam Session will provide essential reading for musician's, postgraduate students, researchers and educators, working in the areas of telematic performance, musicology, music cognition, intercultural communication, distance collaboration and learning, digital humanities, Computer Supported Cooperative Work and HCI.
Offering a structured approach to handling and recovering from a
catastrophic data loss, this book will help both technical and
non-technical professionals put effective processes in place to
secure their business-critical information and provide a roadmap of
the appropriate recovery and notification steps when calamity
strikes.
Open source intelligence (OSINT) and web reconnaissance are rich topics for infosec professionals looking for the best ways to sift through the abundance of information widely available online. In many cases, the first stage of any security assessment-that is, reconnaissance-is not given enough attention by security professionals, hackers, and penetration testers. Often, the information openly present is as critical as the confidential data. Hacking Web Intelligence shows you how to dig into the Web and uncover the information many don't even know exists. The book takes a holistic approach that is not only about using tools to find information online but also how to link all the information and transform it into presentable and actionable intelligence. You will also learn how to secure your information online to prevent it being discovered by these reconnaissance methods. Hacking Web Intelligence is an in-depth technical reference covering the methods and techniques you need to unearth open source information from the Internet and utilize it for the purpose of targeted attack during a security assessment. This book will introduce you to many new and leading-edge reconnaissance, information gathering, and open source intelligence methods and techniques, including metadata extraction tools, advanced search engines, advanced browsers, power searching methods, online anonymity tools such as TOR and i2p, OSINT tools such as Maltego, Shodan, Creepy, SearchDiggity, Recon-ng, Social Network Analysis (SNA), Darkweb/Deepweb, data visualization, and much more.
This book contains the collection of papers presented at the conference of the International Federation for Information Processing Working Group 8.2 "Information and Organizations." The conference took place during June 21-24, 2009 at the Universidade do Minho in Guimaraes, Portugal. The conference entitled "CreativeSME - The Role of IS in Leveraging the Intelligence and Creativity of SME's" attracted high-quality submissions from across the world. Each paper was reviewed by at least two reviewers in a double-blind review process. In addition to the 19 papers presented at the conference, there were five panels and four workshops, which covered a range of issues relevant to SMEs, creativity and information systems. We would like to show our appreciation of the efforts of our two invited keynote speakers, Michael Dowling of the University of Regensburg, Germany and Carlos Zorrinho, Portuguese coordinator of the Lisbon Strategy and the Technological Plan. The following organizations supported the conference through financial or other contributions and we would like to thank them for their engagement: "
Good product designs merge materials, technology and hardware into a unified user experience; one where the technology recedes into the background and people benefit from the capabilities and experiences available. By focusing on functional gain, critical awareness and emotive connection, even the most multifaceted and complex technology can be made to feel straightforward and become an integral part of daily life. Researchers, designers and developers must understand how to progress or appropriate the right technical and human knowledge to inform their innovations. The 1st International Smart Design conference provides a timely forum and brings together researchers and practitioners to discuss issues, identify challenges and future directions, and share their R&D findings and experiences in the areas of design, materials and technology. This proceedings of the 1st Smart Design conference held at Nottingham Trent University in November 2011 includes summaries of the talks given on topics ranging from intelligent textiles design to pharmaceutical packaging to the impact of social and emotional factors on design choices with the aim of informing and inspiring future application and development of smart design.
This book addresses the challenges of social network and social media analysis in terms of prediction and inference. The chapters collected here tackle these issues by proposing new analysis methods and by examining mining methods for the vast amount of social content produced. Social Networks (SNs) have become an integral part of our lives; they are used for leisure, business, government, medical, educational purposes and have attracted billions of users. The challenges that stem from this wide adoption of SNs are vast. These include generating realistic social network topologies, awareness of user activities, topic and trend generation, estimation of user attributes from their social content, and behavior detection. This text has applications to widely used platforms such as Twitter and Facebook and appeals to students, researchers, and professionals in the field. |
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