Introduction: What Improving Technology through Ethics Means -- An Ethnographer Among the Engineers: Doing STS at a Technical University -- Future Medicine: Towards a More Conscious and Ethical Communication -- Data Quality, Data Diversity and Data Provenance: An Ethical Perspective -- Ethics-aware Application of Digital Technologies in the Construction Industry -- Drawing Together: Technology Development for Public Service -- Addressing Big Data Poverty in Sub-Saharan Africa for Responsible AI Development -- Social and Technological Innovation: Cross-Fertilization Needed.
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Introduction -- Intercultural misunderstandings: An Indian-Dutch research project in the early 1970s -- Messy Tales from fieldwork for design -- Becoming an activist, becoming a researcher -- Another rant about technology -- Minutes to deportation: Confronting danger and threat in the levant -- "Would you say, I can get my money back?" -- Taking ethics seriously -- Designing AI tools to address power imbalances in digital labor platforms -- Breaking new ground: Stories from the wild -- Researching dark voices within the Veil of the Academy -- Designing with, for and without communities -- Becoming western: Reflections and stories of being in Western Academia.
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Computer Supported Cooperative Work (CSCW) is an interdisciplinary research area devoted to exploring the issues of designing computer-based systems that enhance the abilities to cooperate and integrate activities in an efficient and flexible manner for people in cooperative work situations. This volume is a rigorous selection of papers that represent both practical and theoretical approaches to CSCW from many leading researchers in the field. As an interdisciplinary area of research, CSCW brings together widely disparate research traditions and perspectives from computer, human, organisational and design sciences. The papers selected reflect a variety of approaches and cultures in the field. Audience: Of interest to a wide audience because of the huge practical impact of the issues and the interdisciplinary nature of the problems and solutions proposed. In particular: researchers and professionals in computing, sociology, cognitive science, human factors, and system design
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The experience of interacting with the newest Virtual Reality technologies is profoundly affected by the extent to which we feel ourselves to be 'present' in computer-generated worlds. This edited volume, featuring contributions from internationally renowned scholars, provides a comprehensive introduction to and overview of the topic of mediated presence and the emerging field of presence research.
This book provides an introduction and overview of the increasingly important topic of gamer psychology and behavior by presenting a range of theoretic perspectives and empirical evidence casting new light on understanding gamer behavior and designing interactive gaming experiences that maximize fun. This book aims to provide a snapshot on research approaches/advances in player psychology and behavior, discuss issues, solutions, challenges, and needs for player behavior research, and report gameplay experience and lessons as well as industry case studies from both social sciences and engineering perspectives. The nine chapters in this book, which are divided into three sections: Neuro-Psychology and Gaming; Player Behavior and Gameplay; Player Psychology and Motivations, do not represent all the topics in the psychology of gaming, however, they include a variety of topics in this field: the effects of violent video games on cognitive processes, the reward systems in the human brain and the concept of 'fun', goal-directed player behavior and game choices, psychological player profiling techniques, game design requirements and player psychology, motivational gamer profiles, and many more. This book is suitable for students and professionals with different disciplinary backgrounds such as computer science, design, software engineering, psychology, interactive media, and information systems. Students will be interested in the theory of gamer psychology and its impact on game design. Professionals will be interested in the fundamentals of gamer behavior and how interactive virtual environments can improve user experience
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The graphical user interface is a powerful new interface for mainstream computer users and a source of serious concern for those who cannot see. Fortunately, it will eventually be made as accessible to blind people as character-based forerunners. The systems that evolve will provide blind computer users with new capabilities not possible with character-based computers and access systems. However, the effects of previous inaccessibility, the current limited accessibility, and lingering doubts about the solvability of some of the access problems have slowed efforts to capitalize on the advantages and opportunities of these new systems. This article identifies potential new problems posed by graphic computing environments and describes some programs and strategies that are being developed to provide access to these environments.
Communication between humans: towards an interdisciplinary model of intercomprehension -- An extended framework for characterizing social robots -- A survey on current practices in user evaluation of companion robots -- Conducting Studies in Human-Robot Interaction -- Introduction to (re) using questionnaires in Human-Robot Interaction research -- Qualitative Interview Techniques for Human-Robot Interaction -- Design and development of the USUS Goals Evaluation Framework -- Testing for 'Anthropomorphization' – A Case for Mixed Methods in Human-Robot Interaction -- Evaluating the User Experience of Human-Robot Interaction -- Evaluating Human-Robot Interaction with ethology. .
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This paper discusses principles of educational multimedia user interface design. The purpose of these principles is to maximize the learning effectiveness of multimedia applications. The principles are based on the results of studies in psychology, computer science, instructional design, and graphics design. The principles help user interface designers make decisions about the learning materials, learners, tasks that the learners perform, and tests for measuring learning performance.
Multimodal analysis is a fast-growing field that goes beyond the largely linguistic accounts provided by conventional transcription techniques, and concerns itself with the full range of communicative practices and strategies with which human society engages. This has been very useful for researchers examining the communicative and semiotic activities of children under the age of three who are still developing as language users. The data presented here are provided by Dr Lesley Lancaster from Manchester Metropolitan University and are drawn from a project that examines the production of meaningful and intentional graphic signs by a group of children between 18 and 36 months. The multimodal transcript and analysis presented shows Jamie aged 30 months, in discussion with his father, making marks that record the attendees at a Halloween party to which they had recently been. The transcripts use a second-by-second time frame, and columns that record the different bodily and textual modes involved. An analysis of the process derived from the transcript is also presented, and some background to the issues faced by the researchers in devising it. The dataset will be of most use to researchers investigating human interaction using a multimodal framework, and will be of particular interest to those conducting research into the communicative and sign-making capacities of very young children.
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This book brings to life the classic thought experiment of a natural state. Provides data on the economic aspects of social conflict of 400.000 people living in a virtual anarchy; showing evil actions and rules exist from an economic perspective. Non-instrumental violence has economic effects and inciting people to fight are not overcome in time.
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