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Books > Computing & IT > Social & legal aspects of computing
Human Computer Interaction Research in Web Design and Evaluation presents research from academics and industry experts, covering various aspects of human computer interaction (HCI) Web design from theories to evaluation. This book highlights the use of methods from the HCI area in Web design, and how these methods can be used in a practical sense. ""Human Computer Interaction Research in Web Design and Evaluation"" is a comprehensive book on HCI and Web design that focuses on various areas of research including theories, analysis, design, and evaluation. This book not only features the human aspect of Web design, but also highlights the social and cultural issues in designing for a wider audience.
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.
The massive growth of the Internet has made an enormous amount of infor- tion available to us. However, it is becoming very difficult for users to acquire an - plicable one. Therefore, some techniques such as information filtering have been - troduced to address this issue. Recommender systems filter information that is useful to a user from a large amount of information. Many e-commerce sites use rec- mender systems to filter specific information that users want out of an overload of - formation [2]. For example, Amazon. com is a good example of the success of - commender systems [1]. Over the past several years, a considerable amount of research has been conducted on recommendation systems. In general, the usefulness of the recommendation is measured based on its accuracy [3]. Although a high - commendation accuracy can indicate a user's favorite items, there is a fault in that - ly similar items will be recommended. Several studies have reported that users might not be satisfied with a recommendation even though it exhibits high recommendation accuracy [4]. For this reason, we consider that a recommendation having only accuracy is - satisfactory. The serendipity of a recommendation is an important element when c- sidering a user's long-term profits. A recommendation that brings serendipity to users would solve the problem of "user weariness" and would lead to exploitation of users' tastes. The viewpoint of the diversity of the recommendation as well as its accuracy should be required for future recommender systems.
NewInternetdevelopmentsposegreaterandgreaterprivacydilemmas. Inthe- formation Society, the need for individuals to protect their autonomy and retain control over their personal information is becoming more and more important. Today, informationandcommunicationtechnologies-andthepeopleresponsible for making decisions about them, designing, and implementing them-scarcely consider those requirements, thereby potentially putting individuals' privacy at risk. The increasingly collaborative character of the Internet enables anyone to compose services and contribute and distribute information. It may become hard for individuals to manage and control information that concerns them and particularly how to eliminate outdated or unwanted personal information, thus leavingpersonalhistoriesexposedpermanently. Theseactivitiesraisesubstantial new challenges for personal privacy at the technical, social, ethical, regulatory, and legal levels: How can privacy in emerging Internet applications such as c- laborative scenarios and virtual communities be protected? What frameworks and technical tools could be utilized to maintain life-long privacy? DuringSeptember3-10,2009, IFIP(InternationalFederationforInformation Processing)workinggroups9. 2 (Social Accountability),9. 6/11. 7(IT Misuseand theLaw),11. 4(NetworkSecurity)and11. 6(IdentityManagement)heldtheir5th InternationalSummerSchoolincooperationwiththeEUFP7integratedproject PrimeLife in Sophia Antipolis and Nice, France. The focus of the event was on privacy and identity managementfor emerging Internet applications throughout a person's lifetime. The aim of the IFIP Summer Schools has been to encourage young a- demic and industry entrants to share their own ideas about privacy and identity management and to build up collegial relationships with others. As such, the Summer Schools havebeen introducing participants to the social implications of information technology through the process of informed discussion.
The book describes the main directions for the development of the digital society. The author angles its book to those who are interested to know what would replace search engines, and how social networks would evolve; what profit can be made of different forms of informational collaboration (crowdsourcing, collaborative filtering). And, the main thing, how it will influence the structure of the society and human pursuit for happiness. The author does not confine himself to a theory, he sets and solves practical questions: How talent, success and "stardom" are interconnected, how to make money in social networks, what is the business model for the development of entertainment and media, how to measure cultural values, and what is the subjective time of the individual and how to make it qualitative? There have been no answers to these questions before. Internet and social networks have provided tools and data that Alexander Dolgin was the first to use in economics.
Based on more than 10 years of teaching experience, Blanken and his coeditors have assembled all the topics that should be covered in advanced undergraduate or graduate courses on multimedia retrieval and multimedia databases. The single chapters of this textbook explain the general architecture of multimedia information retrieval systems and cover various metadata languages such as Dublin Core, RDF, or MPEG. The authors emphasize high-level features and show how these are used in mathematical models to support the retrieval process. For each chapter, there 's detail on further reading, and additional exercises and teaching material is available online.
The IFIP series publishes state-of-the-art results in the sciences and technologies of information and communication Proceedings and post-proceedings of referred international conferences in computer science and interdisciplinary fields are featured. These results often precede journal publication and represent the most current research. The principal aim of the IFIP series is to encourage education and the dissemination and exchange of information about all aspects of computing.
IT securiteers - The human and technical dimension working for the organisation. Current corporate governance regulations and international standards lead many organisations, big and small, to the creation of an information technology (IT) security function in their organisational chart or to the acquisition of services from the IT security industry. More often than desired, these teams are only useful for companies' executives to tick the corresponding box in a certification process, be it ISO, ITIL, PCI, etc. Many IT security teams do not provide business value to their company. They fail to really protect the organisation from the increasing number of threats targeting its information systems. IT Security Management provides an insight into how to create and grow a team of passionate IT security professionals. We will call them "securiteers." They will add value to the business, improving the information security stance of organisations.
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.
It is becoming increasingly necessary to systematically take into account human interaction and activity, and new technologies along with the completely renewed social and cultural environments that such digital environments and interfaces are calling for are now capable of delivering. ""Cross-Disciplinary Advances in Human Computer Interaction: User Modeling, Social Computing, and Adaptive Interfaces"" collects over 20 chapters covering the most recent in-depth issues within the field of human computer interaction (HCI). A necessary reference source for those in academia as well as the HCI industry, this book presents useful new approaches and methodologies for analysis, design, and evaluation.
The authors describe how the web is transforming from a one-way
information delivery channel to a socially rich communication
vehicle, resulting in the humanizing of the web and fulfilling the
web's original promise. They explain how the web continues to
change businesses, software design, the way we perceive people and
the skills required of us. The web's key challenges are defined as
six paradoxes and its role as an innovation ecosystem is
introduced, emphasizing the consideration of the social web as a
software platform, user experience, and business ecosystem. The
volume explores the challenges related to the search for
Zero-to-One innovations, breakthroughs, and the key strategies for
discovering these kinds of innovations for the social web (or
through the social web for non-web environments). It also envisions
the next generation of the web, including both transformations that
are already ongoing and visible as well as new expectations. An
important message for companies and organizations is to adopt a set
of core business values that will facilitate innovation processes
in this future humanized web. These business values are very
humane. Finally, the authors discuss key threats and opportunities
for this future.
Due to the increased global political importance of the nonprofit sector, its technological support and organizational characteristics have become important fields of research. In order to conduct effective work, nonprofits need to communicate and coordinate effectively. However, such settings are generally characterized by a lack of resources, an absence of formal hierarchical structures and differences in languages and culture among the activists. Modern technologies could help nonprofit networks in improving their working. In order to design appropriate technological support for such settings, it is important to understand their work practices, which widely differ from traditional business organizations. This book aims to strengthen the body of knowledge by providing user studies and concepts related to user centered technology design process for nonprofit settings. The examination of ethnographic studies and user centered evaluation of IT artifacts in practice will further the understanding of design requirements of these systems. This book includes chapters from leading scholars and practitioners on the technology design process examining human centered factors. The chapters will focus on developed and developing countries as they both have unique issues in technology design. The book will be useful or of interest to academics from a range of fields including information systems, human computer interaction, computer supported cooperative work and organizational science as well as for government officials and governmental organizations.
This book adheres to the vision that in the future compelling user experiences will be key differentiating benefits of products and services. Evaluating the user experience plays a central role, not only during the design process, but also during regular usage: for instance a video recorder that recommends TV programs that fit your current mood, a product that measures your current level of relaxation and produces advice on how to balance your life, or a module that alerts a factory operator when he is getting drowsy. Such systems are required to assess and interpret user experiences (almost) in real-time, and that is exactly what this book is about. How to achieve this? What are potential applications of psychophysiological measurements? Are real-time assessments based on monitoring of user behavior possible? If so, which elements are critical? Are behavioral aspects important? Which technology can be used? How important are intra-individual differences? What can we learn from products already on the market? The book gathers a group of invited authors from different backgrounds, such as technology, academy and business. This is a mosaic of their work, and that of Philips Research, in the assessment of user experience, covering the full range from academic research to commercial propositions..
This work addresses the challenge of providing effective cutaneous haptic feedback in robotic teleoperation, with the objective of achieving the highest degree of transparency whilst guaranteeing the stability of the considered systems. On the one hand, it evaluates teleoperation systems that provide only cutaneous cues to the operator, thus guaranteeing the highest degree of safety. This cutaneous-only approach shows intermediate performance between no force feedback and full haptic feedback provided by a grounded haptic interface, and it is best suitable for those scenarios where the safety of the system is paramount, e.g., robotic surgery. On the other hand, in order to achieve a higher level of performance, this work also investigates novel robotic teleoperation systems with force reflection able to provide mixed cutaneous and kinesthetic cues to the operator. Cutaneous cues can compensate for the temporary reduction of kinesthetic feedback necessary to satisfy certain stability conditions. This state-of-the-art volume is oriented toward researchers, educators, and students who are interested in force feedback techniques for robotic teleoperation, cutaneous device design, cutaneous rendering methods and perception studies, as well as readers from different disciplines who are interested in applying cutaneous haptic technologies and methods to their field of interest.
This volume presents a collection of carefully selected contributions in the area of social media analysis. Each chapter opens up a number of research directions that have the potential to be taken on further in this rapidly growing area of research. The chapters are diverse enough to serve a number of directions of research with Sentiment Analysis as the dominant topic in the book. The authors have provided a broad range of research achievements from multimodal sentiment identification to emotion detection in a Chinese microblogging website. The book will be useful to research students, academics and practitioners in the area of social media analysis.
Mixed Reality is moving out of the research-labs into our daily lives. It plays an increasing role in architecture, design and construction. The combination of digital content with reality creates an exciting synergy that sets out to enhance engagement within architectural design and construction. State-of-the-art research projects on theories and applications within Mixed Reality are presented by leading researchers covering topics in architecture, design collaboration, construction and education. They discuss current projects and offer insight into the next wave of Mixed Reality possibilities.
This book examines the signal processing perspective in haptic teleoperation systems. This text covers the topics of prediction, estimation, architecture, data compression and error correction that can be applied to haptic teleoperation systems. The authors begin with an overview of haptic teleoperation systems, then look at a Bayesian approach to haptic teleoperation systems. They move onto a discussion of haptic data compression, haptic data digitization and forward error correction.
This volume presents a collection of research studies on sophisticated and functional computational instruments able to recognize, process, and store relevant situated interactional signals, as well as, interact with people, displaying reactions (under conditions of limited time) that show abilities of appropriately sensing and understanding environmental changes, producing suitable, autonomous, and adaptable responses to various social situations. These social robotic autonomous systems will improve the quality of life of their end-users while assisting them on several needs, ranging from educational settings, health care assistance, communicative disorders, and any disorder impairing either their physical, cognitive, or social functional activities. The multidisciplinary themes presented in the volume will be interesting for experts and students coming from different research fields and with different knowledge and backgrounds. The research reported is particularly relevant for academic centers, and Research & Development Institutions.
This fascinating work explores the meaning of death in the digital age, showing readers the new ways digital technology allows humans to approach, prepare for, and handle their ultimate destiny. With DeadSocial (TM) one can create messages to be published to social networks after death. Facebook's "If I Die" enables users to create a video or text message for posthumous publication. Twitter _LIVESON accounts will keep tweeting even after the user is gone. There is no doubt that the digital age has radically changed options related to death, dying, grieving, and remembering, allowing people to say goodbye in their own time and their own unique way. Drawing from a range of academic perspectives, this book is the only serious study to focus on the ways in which death, dying, and memorialization appear in and are influenced by digital technology. The work investigates phenomena, devices, and audiences as they affect mortality, remembrances, grieving, posthumous existence, and afterlife experience. It examines the markets to which the providers of such services are responding, and it analyzes the degree to which digital media is changing views and expectations related to death. Ultimately, the contributors seek to answer an even more important question: how digital existences affect both real-world perceptions of life's end and the way in which lives are actually lived. Explains how new technologies and online accessibility are changing human attitudes to death and dying-and impacting the ways in which people live Explores the afterlife experience as it can play out in a variety of digital media, including Facebook and other social media, World of Warcraft and video games, YouTube and other video services, and Internet memorials Analyzes the myriad ways encounters with death and dying and the capacity for mourning are mediated by new technologies Places death and dying in the digital age in historical perspective, showing how beliefs about and approaches to death and dying have changed constantly over time
This book presents the technical program of the International Embedded Systems Symposium (IESS) 2009. Timely topics, techniques and trends in embedded system design are covered by the chapters in this volume, including modelling, simulation, verification, test, scheduling, platforms and processors. Particular emphasis is paid to automotive systems and wireless sensor networks. Sets of actual case studies in the area of embedded system design are also included. Over recent years, embedded systems have gained an enormous amount of proce- ing power and functionality and now enter numerous application areas, due to the fact that many of the formerly external components can now be integrated into a single System-on-Chip. This tendency has resulted in a dramatic reduction in the size and cost of embedded systems. As a unique technology, the design of embedded systems is an essential element of many innovations. Embedded systems meet their performance goals, including real-time constraints, through a combination of special-purpose hardware and software components tailored to the system requirements. Both the development of new features and the reuse of existing intellectual property components are essential to keeping up with ever more demanding customer requirements. Furthermore, design complexities are steadily growing with an increasing number of components that have to cooperate properly. Embedded system designers have to cope with multiple goals and constraints simul- neously, including timing, power, reliability, dependability, maintenance, packaging and, last but not least, price.
Make-believe plays a far stronger role in both the design and use of interfaces, games and services than we have come to believe. This edited volume illustrates ways for grasping and utilising that connection to improve interaction, user experiences, and customer value. Useful for designers, undergraduates and researchers alike, this new research provide tools for understanding and applying make-believe in various contexts, ranging from digital tools to physical services. It takes the reader through a world of imagination and intuition applied into efficient practice, with topics including the connection of human-computer interaction (HCI) to make-believe and backstories, the presence of imagination in gamification, gameworlds, virtual worlds and service design, and the believability of make-believe based designs in various contexts. Furthermore, it discusses the challenges inherent in applying make-believe as a basis for interaction design, as well as the enactive mechanism behind it. Whether used as a university textbook or simply used for design inspiration, Digital Make-Believe provides new and efficient insight into approaching interaction in the way in which actual users of devices, software and services can innately utilise it.
This book discusses the design of the new mobility assistive information and communication technologies (ICT) devices for the visually impaired. The book begins with a definition of the space concept, followed by the concept of interaction with a space during mobility and this interaction characteristics. The contributors will then examine the neuro-cognitive basis of space perception for mobility and different theories of space perception. The text presents the existing technologies for space perception (sense recovery with stem and iPS cells, implants, brain plasticity, sensory substitution devices, multi modal technologies, etc.), the newest technologies for mobility assistance design, the way the feedback on environment is conveyed to the end-user. Methods for formative and summative evaluations of the mobility devices will also be discussed. The book concludes with a look to the future trends in research and technology development for mobility assistive information and communication technologies.
This book aims to deconstruct ethnography to alert systems designers, and other stakeholders, to the issues presented by new approaches that move beyond the studies of 'work' and 'work practice' within the social sciences (in particular anthropology and sociology). The theoretical and methodological apparatus of the social sciences distort the social and cultural world as lived in and understood by ordinary members, whose common-sense understandings shape the actual milieu into which systems are placed and used. In Deconstructing Ethnography the authors show how 'new' calls are returning systems design to 'old' and problematic ways of understanding the social. They argue that systems design can be appropriately grounded in the social through the ordinary methods that members use to order their actions and interactions. This work is written for post-graduate students and researchers alike, as well as design practitioners who have an interest in bringing the social to bear on design in a systematic rather than a piecemeal way. This is not a 'how to' book, but instead elaborates the foundations upon which the social can be systematically built into the design of ubiquitous and interactive systems. |
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