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CHI '14 Extended Abstracts on Human Factors in Computing Systems

CHI '14 Extended Abstracts on Human Factors in Computing Systems
Author: Matt Jones
Publisher:
Total Pages:
Release: 2014-04-26
Genre: Computer science
ISBN: 9781450324748

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CHI'14: CHI Conference on Human Factors in Computing Systems Apr 26, 2014-May 01, 2014 Toronto, Canada. You can view more information about this proceeding and all of ACM�s other published conference proceedings from the ACM Digital Library: http://www.acm.org/dl.


Encyclopedia of Computer Science

Encyclopedia of Computer Science
Author: Anthony Ralston
Publisher: Wiley
Total Pages: 2064
Release: 2003-08-29
Genre: Computers
ISBN: 9780470864128

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The Encyclopedia of Computer Science is the definitive reference in computer science and technology. First published in 1976, it is still the only single volume to cover every major aspect of the field. Now in its Fourth Edition, this influential work provides an historical timeline highlighting the key breakthroughs in computer science and technology, as well as clear and concise explanations of the latest technology and its practical applications. Its unique blend of historical perspective, current knowledge and predicted future trends has earned it its richly deserved reputation as an unrivalled reference classic. What sets the Encyclopedia apart from other reference sources is the comprehensiveness of each of its entries. Encompassing far more than mere definitions, each article elaborates on a topic giving a remarkable breadth and depth of coverage. The visual impact of the volume is enhanced with a 16 page colour insert spotlighting advanced computer applications and computer-generated graphics technology. In addition, the text is enlivened with figures, tables, diagrams, illustrations and photographs. With contributions from over 300 international experts, the 4th Edition contains over 100 completely new articles ranging from artificial life to computer ethics, data mining to Java, mobile computing to quantum computing and software safety to the World Wide Web. In addition, each of the more than 600 articles have been extensively revised, expanded and updated to reflect the latest developments in computer science and technology. Intelligently and thoughtfully organised, all the articles are classified around 9 main themes Hardware Software Computer Systems Information and Data Mathematics of Computing Theory of Computation Methodologies Applications Computing Milieux Within each of these major headings are a wealth of articles that provide the reader with concise yet thorough coverage of the topic. In addition, cross-references are included at the beginning of each article, directing the reader immediately to related material. In addition the Encyclopedia contains useful appendices including: An expanded glossary of major terms in English, German, Spanish and Russian A revised list of abbreviations and acronyms An updated list of computer science and engineering research journals A list of articles from previous editions not included in the 4th edition A Name Index listing almost 3500 individuals cited in the text A comprehensive General Index with 7000 entries A chronology of significant milestones Computer Society & Academic Computer Science Department Listings Numerical Tables, Mathematical Notation and Units of Measure Highly-regarded as an essential resource for computer professionals, engineers, mathematicians, students and scientists, the Encyclopedia of Computer Science is a must-have reference for every college, university, business and high-school library.


Human Factors in Global Software Engineering

Human Factors in Global Software Engineering
Author: Rehman, Mobashar
Publisher: IGI Global
Total Pages: 381
Release: 2019-06-28
Genre: Computers
ISBN: 1522594507

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More software engineers are likely to work in a globally distributed environment, which brings benefits that include quick and better software development, less manpower retention, scalability, and less software development cost and sharing of knowledge from the global pool of employees. However, these work environments also introduce a physical separation between team members and project leaders, which can create problems in communication and ultimately lead to the failure of the project. Human Factors in Global Software Engineering is a collection of innovative research focusing on the challenges, issues, and importance of human factors in global software engineering organizations in order to help these organizations better manage their manpower and provide an appropriate culture and technology in order to make their software development projects successful. While highlighting topics including agile software, knowledge management, and human-computer interaction, this book is ideally designed for project managers, administrators, business professionals, researchers, practitioners, students, and academicians.


Human Factors in Software Development and Design

Human Factors in Software Development and Design
Author: Saeed, Saqib
Publisher: IGI Global
Total Pages: 376
Release: 2014-09-30
Genre: Computers
ISBN: 146666486X

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Computer programs and processes that take into account the goals and needs of the user meet with the greatest success, so it behooves software engineers to consider the human element inherent in every line of code they write. Human Factors in Software Development and Design brings together high quality research on the influence and impact of ordinary people on the software industry. With the goal of improving the quality and usability of computer technologies, this premier reference is intended for students and practitioners of software engineering as well as researchers, educators, and interested laymen.


Experience Design

Experience Design
Author: Marc Hassenzahl
Publisher: Springer Nature
Total Pages: 134
Release: 2022-05-31
Genre: Computers
ISBN: 3031021916

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In his In the blink of an eye, Walter Murch, the Oscar-awarded editor of The English Patient, Apocalypse Now, and many other outstanding movies, devises the Rule of Six -- six criteria for what makes a good cut. On top of his list is "to be true to the emotion of the moment," a quality more important than advancing the story or being rhythmically interesting. The cut has to deliver a meaningful, compelling, and emotion-rich "experience" to the audience. Because, "what they finally remember is not the editing, not the camerawork, not the performances, not even the story---it's how they felt." Technology for all the right reasons applies this insight to the design of interactive products and technologies -- the domain of Human-Computer Interaction, Usability Engineering, and Interaction Design. It takes an experiential approach, putting experience before functionality and leaving behind oversimplified calls for ease, efficiency, and automation or shallow beautification. Instead, it explores what really matters to humans and what it needs to make technology more meaningful. The book clarifies what experience is, and highlights five crucial aspects and their implications for the design of interactive products. It provides reasons why we should bother with an experiential approach, and presents a detailed working model of experience useful for practitioners and academics alike. It closes with the particular challenges of an experiential approach for design. The book presents its view as a comprehensive, yet entertaining blend of scientific findings, design examples, and personal anecdotes. Table of Contents: Follow me! / Crucial Properties of Experience / Three Good Reasons to Consider Experience / A Model of Experience / Reflections on Experience Design


Tabletops - Horizontal Interactive Displays

Tabletops - Horizontal Interactive Displays
Author: Christian Müller-Tomfelde
Publisher: Springer Science & Business Media
Total Pages: 464
Release: 2010-06-16
Genre: Computers
ISBN: 1849961131

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The objects displayed on a table can take multiple forms. In meetings, it is still very often printed paper although its content was originally created on a computer. The content can also be a “table”, but now in the mathematical sense, showing, e. g. , the budget of a project. Then, we have a “table” on the table. Most often, the computer-generated contents are subject of frequent changes or dynamic in nature. It is a logical consequence to avoid the detour and the inherent media break by transforming the surface of the table into a display able to show media that are active and can be computer-generated and computer-controlled. At the same time, it is desirable to maintain the inherent features and affordances of working with the objects and the contents while sitting or standing around a table. Electronic Meeting Rooms On the basis of these and other elaborate considerations, we started to design in 1992/1993 an electronic meeting room in Darmstadt at GMD-IPSI (later Fraunhofer IPSI). The setup of our custom-built DOLPHIN-System consisted of a “traditional” large rectangular wooden table with four physically integrated workstation-like computers with at screens. This set-up was complemented by linking a large ver- cal pen-operated interactive display, at that time the rst LiveBoard outside of Xerox PARC (two of which I was able to get to Darmstadt after my stay at Xerox PARC in 1990).