You may have to Search all our reviewed books and magazines, click the sign up button below to create a free account.
Through the application of cutting-edge techniques like Big Data, Data Mining, and Data Science, it is possible to extract insights from massive datasets. These methodologies are crucial in enabling informed decision-making and driving transformative advancements across many fields, industries, and domains. This book offers an overview of latest tools, methods and approaches while also highlighting their practical use through various applications and case studies.
formation. The basic ideas underlying knowledge visualization and information vi- alization are outlined. In a short preview of the contributions of this volume, the idea behind each approach and its contribution to the goals of the book are outlined. 2 The Basic Concepts of the Book Three basic concepts are the focus of this book: "data", "information", and "kno- edge". There have been numerous attempts to define the terms "data", "information", and "knowledge", among them, the OTEC Homepage "Data, Information, Kno- edge, and Wisdom" (Bellinger, Castro, & Mills, see http://www.syste- thinking.org/dikw/dikw.htm): Data are raw. They are symbols or isolated and non-interpreted facts. Data rep- sent a fact or statement of event without any relation to other data. Data simply exists and has no significance beyond its existence (in and of itself). It can exist in any form, usable or not. It does not have meaning of itself.
Linking the two areas together, this book presents the latest research and development, so as to highlight the potential of information visualisation as an enabling technology in the design of new generations of virtual environments. This will be an invaluable source of reference for courses in information visualisation, user interface design, virtual environments, HCI, and information retrieval, as well as a useful resource for consultants and practitioners. The book contains 144 colour images of intriguing and influential works in information visualisation.
Cooperation among systems has gained substantial importance in recent years: electronic commerce virtual enterprises and the middleware paradigm are just some examples in this area. CoopIS is a multi-disciplinary conference, which deals with all aspects of cooperation. The relevant disciplines are: collaborative work, distributed databases, distributed computing, electronic commerce, human-computer interaction, multi-agent systems, information retrieval, and workflow systems. The CoopIS series provides a forum for well-known researchers who are drawn by the stature and the tradition of these conference series and has a leading role in shaping the future of the cooperative information systems...
This four volume set provides the complete proceedings of the 10th International Conference on Human-Computer Interaction held June, 2003 in Crete, Greece. A total of 2,986 individuals from industry, academia, research institutes, and governmental agencies from 59 countries submitted their work for presentation at the conference. The papers address the latest research and development efforts, as well as highlight the human aspects of design and use of computing systems. Those accepted for presentation thoroughly cover the entire field of human-computer interaction, including the cognitive, social, ergonomic, and health aspects of work with computers. The papers also address major advances in knowledge and effective use of computers in a variety of diversified application areas, including offices, financial institutions, manufacturing, electronic publishing, construction, health care, and disabled and elderly people.
Increasing user awareness in various information and communication technology (ICT) activities is one of the most challenging tasks for organizations. One popular way to engage users in various domains is gamification, which is the use of game elements and digital game design techniques in non-game applications. By using game elements, applications become more attractive and provide benefits such as increased user activity and sociability, quality, and productivity of actions. Gamification is introduced in various stages of the software development lifecycle starting with the first phase of eliciting requirements to the final phases of testing and evaluation of the system to be. In parallel, the introduction of game elements in non-games raises a number of security and privacy issues. This book presents innovative research efforts and technical solutions related to gamification and improving user engagement in all stages of the development process.
This book outlines the development currently underway in the technology of new media and looks further to examine the unforeseen effects of this phenomenon on our culture, our philosophies, and our spiritual outlook.
This groundbreaking book defines the emerging field of information visualization and offers the first-ever collection of the classic papers of the discipline, with introductions and analytical discussions of each topic and paper. The authors' intention is to present papers that focus on the use of visualization to discover relationships, using interactive graphics to amplify thought. This book is intended for research professionals in academia and industry; new graduate students and professors who want to begin work in this burgeoning field; professionals involved in financial data analysis, statistics, and information design; scientific data managers; and professionals involved in medical, bioinformatics, and other areas. Features Full-color reproduction throughout Author power team - an exciting and timely collaboration between the field's pioneering, most-respected names The only book on Information Visualization with the depth necessary for use as a text or as a reference for the information professional Text includes the classic source papers as well as a collection of cutting edge work
Digital libraries (DLs) are major advances in information technology that frequently fall short of expectations [7, 28]. Covi & Kling [7] argue that understanding the wider context of technology use is essential to understanding digital library use and its - plementation in different social worlds. Recent health informatics research also - gues that social and organisational factors can determine the success or failure of healthcare IT developments [8, 11, 12]. Heathfield [11] suggests that this is due to the complex, autonomous nature of the medical discipline and the specialized (clinician or software engineer) approach to system development. Negative reactions to these systems is often du...
Compiled by world- class leaders in the field of collaborative information retrieval and search (CIS), this book centres on the notion that information seeking is not always a solitary activity and working in collaboration to perform information-seeking tasks should be studied and supported. Covering aspects of theories, models, and applications the book is divided in three parts: · Best Practices and Studies: providing an overview of current knowledge and state-of-the-art in the field. · New Domains: covers some of the new and exciting opportunities of applying CIS · New Thoughts: focuses on new research directions by scholars from academia and industry from around the world. Collaborative Information Seeking provides a valuable reference for student, teachers, and researchers interested in the area of collaborative work, information seeking/retrieval, and human-computer interaction.