The Humane Interface

New Directions for Designing Interactive Systems

Author: Jef Raskin

Publisher: Addison-Wesley Professional


Category: Computers

Page: 233

View: 786

Cognetics and the locus of attention - Meanings, modes, monotony, and myths - Quantification - Unification - Navigation and other aspects of humane interfaces - Interface issues outside the user interface.

Interactive Systems. Design, Specification, and Verification

10th International Workshop, DSV-IS 2003, Funchal, Madeira Island, Portugal, June 11-13, 2003, Revised Papers

Author: DSV-IS 2003

Publisher: Springer Science & Business Media


Category: Computers

Page: 427

View: 581

This book constitutes the thoroughly refereed post-proceedings of the 10th International Workshop on Design, Specification, and Verification of Interactive Systems, DSV-IS 2003, held in Funchal, Madeira Island, Portugal, in June 2003. The 26 revised full papers and 5 revised short papers presented together with an invited paper have passed through two rounds of reviewing, selection, and improvement. The papers are organized in topical sections on test and evaluation, Web and groupware, tools and technologies, task modeling, model-based design, mobile and multiple devices, UML, and specification languages.

Communicability, Computer Graphics, and Innovative Design for Interactive Systems

First International Symposium, CCGIDIS 2011, Córdoba, Spain, June 28-29, 2011, Revised Selected Papers

Author: Francisco Cipolla Ficarra

Publisher: Springer


Category: Computers

Page: 145

View: 652

This book constitutes the refereed proceedings of the First International Symposium on Communicability, Computer Graphics and Innovative Design for Interactive Systems, held in Córdoba, Spain, in June 2011. The 13 revised full papers presented were carefully reviewed and selected from various submissions. They examine latest breakthroughs and future trends within the communicability, computer graphics, and innovative design of interactive systems.

The Art and Science of Interface and Interaction Design

Author: Christa Sommerer

Publisher: Springer Science & Business Media


Category: Mathematics

Page: 190

View: 154

Artists and creators in interactive art and interaction design have long been conducting research on human-machine interaction. Through artistic, conceptual, social and critical projects, they have shown how interactive digital processes are essential elements for their artistic creations. Resulting prototypes have often reached beyond the art arena into areas such as mobile computing, intelligent ambiences, intelligent architecture, fashionable technologies, ubiquitous computing and pervasive gaming. Many of the early artist-developed interactive technologies have influenced new design practices, products and services of today's media society. This book brings together key theoreticians and practitioners of this field. It shows how historically relevant the issues of interaction and interface design are, as they can be analyzed not only from an engineering point of view but from a social, artistic and conceptual, and even commercial angle as well.

Total Interaction

Theory and Practice of a New Paradigm for the Design Disciplines

Author: Gerhard M. Buurman

Publisher: Walter de Gruyter


Category: Architecture

Page: 367

View: 714

Interactivity is the catchword for a wide range of innovative solutions that concept designers and engineers are developing in every area of technology and culture. For the authors interaction is more than a technological or aesthetic concept, it is a new means to ally humans and technology in a dynamic and reciprocal form of "living in technology". This publication gathers together scientists and contributors from diverse fields of activity, providing a fascinating, up-to-date survey of the technological and conceptual equipment of experts engaged in aesthetic disciplines and product design. The editor, Professor Gerhard M. Buurman, is Head of Interactiondesign at the University of Art, Media and Design (HGKZ) in Zurich. Unter dem Stichwort der Interaktivität arbeiten heute Designer, Ingenieure und Konzepter an innovativen Lösungen für alle Bereiche der Technik und Kultur. Interaktivität beschreibt eine dynamische und wechselseitig wirkende Kooperation von Mensch und Technik und sie bedingt ein neues Denken unter der realistischen Annahme von einem «Leben in Technik». Das Buch führt Wissenschaftler und Menschen aus ganz unterschiedlichen Praxisbereichen zusammen und gibt einen spannenden und aktuellen Überblick über das technologische und konzeptionelle Rüstzeug von Experten, die im Bereich der ästhetischen Disziplinen arbeiten und Produkte gestalten. Der Herausgeber Professor Gerhard M. Buurman ist Head of Interactiondesign an der HGKZ.

Machine Dreaming and Consciousness

Author: J. F. Pagel

Publisher: Academic Press


Category: Psychology

Page: 230

View: 529

Machine Dreaming and Consciousness is the first book to discuss the questions raised by the advent of machine dreaming. Artificial intelligence (AI) systems meeting criteria of primary and self-reflexive consciousness are often utilized to extend the human interface, creating waking experiences that resemble the human dream. Surprisingly, AI systems also easily meet all human-based operational criteria for dreaming. These “dreams are far different from anthropomorphic dreaming, including such processes as fuzzy logic, liquid illogic, and integration instability, all processes that may be necessary in both biologic and artificial systems to extend creative capacity. Today, multi-linear AI systems are being built to resemble the structural framework of the human central nervous system. The creation of the biologic framework of dreaming (emotions, associative memories, and visual imagery) is well within our technical capacity. AI dreams potentially portend the further development of consciousness in these systems. This focus on AI dreaming raises even larger questions. In many ways, dreaming defines our humanity. What is humanly special about the states of dreaming? And what are we losing when we limit our focus to its technical and biologic structure, and extend the capacity for dreaming into our artificial creations? Machine Dreaming and Consciousness provides thorough discussion of these issues for neuroscientists and other researchers investigating consciousness and cognition. Addresses the function and role of dream-like processing in AI systems Describes the functions of dreaming in the creative process of both humans and machines Presents an alternative approach to the philosophy of machine consciousness Provides thorough discussion of machine dreaming and consciousness for neuroscientists and other researchers investigating consciousness and cognition

Understanding Information Retrieval Systems

Management, Types, and Standards

Author: Marcia J. Bates

Publisher: CRC Press


Category: Business & Economics

Page: 752

View: 684

In order to be effective for their users, information retrieval (IR) systems should be adapted to the specific needs of particular environments. The huge and growing array of types of information retrieval systems in use today is on display in Understanding Information Retrieval Systems: Management, Types, and Standards, which addresses over 20 typ

Understanding Interaction: The Relationships Between People, Technology, Culture, and the Environment

Volume 1: Evolution, Technology, Language and Culture

Author: Bert Bongers

Publisher: CRC Press


Category: Computers

Page: 292

View: 206

Understanding Interaction explores the interaction between people and technology in the broader context of the relations between the human-made and the natural environments. It is not just about digital technologies – our computers, smartphones, the Internet – but all our technologies, such as mechanical, electrical, and electronic. Our ancestors started creating mechanical tools and shaping their environments millions of years ago, developing cultures and languages, which in turn influenced our evolution. Volume 1 looks into this deep history, starting from the tool-creating period (the longest and most influential on our physical and mental capacities) to the settlement period (agriculture, domestication, villages and cities, written language), the industrial period (science, engineering, reformation, and renaissance), and finally the communication period (mass media, digital technologies, and global networks). Volume 2 looks into humans in interaction – our physiology, anatomy, neurology, psychology, how we experience and influence the world, and how we (think we) think. From this transdisciplinary understanding, design approaches and frameworks are presented to potentially guide future developments and innovations. The aim of the book is to be a guide and inspiration for designers, artists, engineers, psychologists, media producers, social scientists, etc., and, as such, be useful for both novices and more experienced practitioners. Image Credit: Still of interactive video pattern created with a range of motion sensors in the Facets kaleidoscopic algorithm (based underwater footage of seaweed movement) by the author on 4 February 2010, for a lecture at Hyperbody at the Faculty of Architecture, TU Delft, NL.