Frontiers of Human-Centered Computing, Online Communities and Virtual Environments

Frontiers of Human-Centered Computing, Online Communities and Virtual Environments PDF

Author: Rae Earnshaw

Publisher: Springer Science & Business Media

Published: 2012-12-06

Total Pages: 482

ISBN-13: 1447102592

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Rae Earnshawand John A. Vince --_. . _----- 1 Introduction The USPresident's Information Technology Advisory Committee (PITAC)recently advised the US Senate of the strategic importance of investing in IT for the 21st century, particularlyin the areas of software,human-computer interaction, scalable information infrastructure, high-end computing and socioeconomic issues [1]. Research frontiers ofhuman-computer interaction include the desire that interac tion be more centered around human needs and capabilities, and that the human environment be considered in virtual environments and in other contextual infor mation-processing activities. The overall goal is to make users more effective in their information or communication tasks by reducing learning times, speeding performance, lowering error rates, facilitating retention and increasing subjective satisfaction. Improved designs can dramatically increase effectiveness for users, who range from novices to experts and who have diverse cultures with varying educational backgrounds. Their lives could be made more satisfying, their work safer, their learning easier and their health better.

Online Worlds: Convergence of the Real and the Virtual

Online Worlds: Convergence of the Real and the Virtual PDF

Author: William Sims Bainbridge

Publisher: Springer Science & Business Media

Published: 2009-12-08

Total Pages: 317

ISBN-13: 184882825X

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William Sims Bainbridge Virtual worlds are persistent online computer-generated environments where people can interact, whether for work or play, in a manner comparable to the real world. The most prominent current example is World of Warcraft (Corneliussen and Rettberg 2008), a massively multiplayer online game with 11 million s- scribers. Some other virtual worlds, notably Second Life (Rymaszewski et al. 2007), are not games at all, but Internet-based collaboration contexts in which people can create virtual objects, simulated architecture, and working groups. Although interest in virtual worlds has been growing for at least a dozen years, only today it is possible to bring together an international team of highly acc- plished authors to examine them with both care and excitement, employing a range of theories and methodologies to discover the principles that are making virtual worlds increasingly popular and may in future establish them as a major sector of human-centered computing.

Universal Access. Theoretical Perspectives, Practice, and Experience

Universal Access. Theoretical Perspectives, Practice, and Experience PDF

Author: Noelle Carbonell

Publisher: Springer Science & Business Media

Published: 2003-02-25

Total Pages: 531

ISBN-13: 3540008551

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This book constitutes the thoroughly refereed post-proceedings of the 7th ERCIM Workshop on User Interfaces for All, held in Paris, France, in October 2002. The 40 revised full papers presented were carefully reviewed and selected during two rounds of refereeing and revision. The papers are organized in topical sections on user interfaces for all: accessibility issues, user interfaces for all: design and assessment, towards an information society for all, novel interaction paradigms: new modalities and dialogue style, novel interaction paradigms: accessibility issues, and mobile computing: design and evaluation.

Research and Development in Digital Media

Research and Development in Digital Media PDF

Author: Rae Earnshaw

Publisher: Springer

Published: 2018-01-30

Total Pages: 86

ISBN-13: 3319730800

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This book presents an overview of the technical underpinnings in the field of digital media. This includes theory, imaging, big data, interaction, and the research and development that is needed in order to make digital media interfaces more natural and easy to use. Grant funding sources for R & D are detailed and current priority areas are summarized. Developments in the relevant commercial areas are also reviewed. This is Professor Earnshaw’s fifth book in the series on digital media and its applications and creative uses. These books explain the significance and importance of digital media and how it has developed and advanced.They also explore the impact digital media is having on a range of domains including art and design, the creative industries, visual analytics, big data, and digital humanities.The convergence of IT, telecommunications and media is bringing about a revolution in the way information is being collected, stored, accessed and distributed. Digital media is expected to play an increasing role in these processes. State of the art digital technologies are increasingly utilized in order to deliver to the user requirements and also to be effective and efficient in this delivery, given the increasing demands by users and other third parties involved in the content creation and service delivery pipeline. Research and Development in Digital Media will be invaluable for readers that want a summary of the technical research and development aspects of digital media, how such work is being funded, and the kind of changes in digital media provision that may result.

Research and Development in Art, Design and Creativity

Research and Development in Art, Design and Creativity PDF

Author: Rae Earnshaw

Publisher: Springer

Published: 2016-07-12

Total Pages: 87

ISBN-13: 3319330055

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This book details how research and development in art and design can be formulated, progressed, measured, and reviewed. It explores the challenges of interdisciplinary research and highlights its importance and significance for the future of research in art and design and its relationship to science and technology. The author looks at how creative processes and ideas are devised and how technology and its applications are changing these processes and the way in which research is developed and advanced. The use of digital environments in art and design, and the application of new frameworks, tools, and opportunities for the expression of new ideas and design are discussed. Research and Development in Art, Design and Creativity is an essential read for anyone interested in the concept of collaboration and communication and how this applies to art and its creation.

Virtual Reality and Augmented Reality

Virtual Reality and Augmented Reality PDF

Author: Bruno Arnaldi

Publisher: John Wiley & Sons

Published: 2018-03-15

Total Pages: 370

ISBN-13: 1119341094

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Virtual and Augmented Reality have existed for a long time but were stuck to the research world or to some large manufacturing companies. With the appearance of low-cost devices, it is expected a number of new applications, including for the general audience. This book aims at making a statement about those novelties as well as distinguishing them from the complexes challenges they raise by proposing real use cases, replacing those recent evolutions through the VR/AR dynamic and by providing some perspective for the years to come.

Intelligent Adaptation and Personalization Techniques in Computer-Supported Collaborative Learning

Intelligent Adaptation and Personalization Techniques in Computer-Supported Collaborative Learning PDF

Author: Thanasis Daradoumis

Publisher: Springer Science & Business Media

Published: 2012-03-14

Total Pages: 344

ISBN-13: 3642285856

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Adaptation and personalization have been extensively studied in CSCL research community aiming to design intelligent systems that adaptively support eLearning processes and collaboration. Yet, with the fast development in Internet technologies, especially with the emergence of new data technologies and the mobile technologies, new opportunities and perspectives are opened for advanced adaptive and personalized systems. Adaptation and personalization are posing new research and development challenges to nowadays CSCL systems. In particular, adaptation should be focused in a multi-dimensional way (cognitive, technological, context-aware and personal). Moreover, it should address the particularities of both individual learners and group collaboration. As a consequence, the aim of this book is twofold. On the one hand, it discusses the latest advances and findings in the area of intelligent adaptive and personalized learning systems. On the other hand it analyzes the new implementation perspectives for intelligent adaptive learning and collaborative systems that are brought by the advances in scripting languages, IMS LD, educational modeling languages and learning activity management systems. Given the variety of learning needs as well as the existence of different technological solutions, the book exemplifies the methodologies and best practices through several case studies and adaptive real-world collaborative learning scenarios, which show the advancement in the field of analysis, design and implementation of intelligent adaptive and personalized systems.

Agent Culture

Agent Culture PDF

Author: Sabine Payr

Publisher: CRC Press

Published: 2004-06-11

Total Pages: 338

ISBN-13: 0805848088

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This volume began with a workshop of the Austrian Research Institute for Artificial Intelligence held in 2001. Concerned with embodied agents as cultural objects and subjects, the book is divided into three parts. It begins by drawing attention to the cultural embeddedness of technology in general and agent design in particular, as a reminder that there cannot be an agent without culture. The section concludes that agent systems not only can be used to establish a shared understanding, but can also promote the diversity of understanding and identity. Part II consists of chapters dealing with design concepts and reflections on cross-cultural believability. It suggests how an agent's behavior may be adapted to the cultural context of application while maintaining consistency and describes an approach based on the OCC model--which is widely known and used in the embodied agents research community. Next, the section suggests that Affect Control Theory--an empirically-based, mathematically-elaborated perspective on microsociology--can be incorporated into agents in order to give them a capacity for normative role behaviors and emotional displays. Subsequent chapters pass on from more general considerations to the design and implementation of cross-cultural characters and present virtual character design from the perspective of the artist and the practitioner in stressing that corporate culture and audience culture(s) both guide the design choices, but the resulting culturally adapted agent is "handcrafted." It ends with a chapter that reports cross-cultural user studies made in the UK, Austria, and Croatia. Part III discusses the potential of agents as mediators in intercultural communication. It includes an overview of the ways in which embodied agents are and could be used to coach the acquisition of intercultural communication skills, followed by a chapter that suggests agents could be used to intentionally mold intercultural communication. The last chapter addresses the need for a shared sense of community in large-scale collaboration systems for multi-national organizations that transcends any one cultural orientation and that is truly multicultural.

Art, Design and Technology: Collaboration and Implementation

Art, Design and Technology: Collaboration and Implementation PDF

Author: Rae Earnshaw

Publisher: Springer

Published: 2017-05-30

Total Pages: 87

ISBN-13: 331958121X

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This book examines how digital technology is being used to assist the artists and designers. The computer is able to store data and reproduce designs, thus facilitating the speed-up of the iterative process towards a final design which meets the objectives of the designer and the requirements of the user. Collaborative design enables the sharing of information across digital networks to produce designed objects in virtual spaces. Augmented and virtual reality techniques can be used to preview designs before they are finalized and implemented. Art and design have shaped the values, social structures, communications, and the culture of communities and civilisations. The direct involvement of artists and designers with their creative works has left a legacy enabling subsequent generations to understand more about their skills, their motivations, and their relationship to the wider world, and to see it from a variety of perspectives. This in turn causes the viewers of their works to reflect upon their meaning for today and the lasting value and implications of what has been created. Art installations are harnessing modern technology to process information and to display it. Such environments have also proved useful in engaging users and visitors with real-time images and interactive art.