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Although the effort to involve women in engineering has risen in recent years with the creation of new initiatives and the promotion of inclusion in technical disciplines, the active participation of women in engineering professions is continuously lower than expected. While the need for engineers appears to be constantly increasing, women still do not fill most of this role and have a long way to go to even reach an equal split in the field. This gender gap has a significant impact how women in the STEM fields are perceived as well as their experiences in their education and careers. When it comes to Latin American women in IT, their contribution to science can go unnoticed, their participa...
This book includes a selection of papers from the 2017 International Conference on Software Process Improvement (CIMPS’17), presenting trends and applications in software engineering. Held from 18th to 20th October 2017 in Zacatecas, Mexico, the conference provided a global forum for researchers and practitioners to present and discuss the latest innovations, trends, results, experiences and concerns in various areas of software engineering, including but not limited to software processes, security in information and communication technology, and big data. The main topics covered are organizational models, standards and methodologies, software process improvement, knowledge management, software systems, applications and tools, information and communication technologies and processes in non-software domains (mining, automotive, aerospace, business, health care, manufacturing, etc.) with a demonstrated relationship to software engineering challenges.
This book contains a selection of papers from the 2021 International Conference on Software Process Improvement (CIMPS’21), held between the 20th and 22th of October in Torreón Coahuila, México as virtual venue. The CIMPS’21 is a global forum for researchers and practitioners that present and discuss the most recent innovations, trends, results, experiences and concerns in the several perspectives of Software Engineering with clear relationship but not limited to software processes, Security in Information and Communication Technology and Big Data Field. The main topics covered are: Organizational Models, Standards and Methodologies, Software Process Improvement, Knowledge Management, Software Systems, Applications and Tools, Information and Communication Technologies and Processes in non-software domains (Mining, automotive, aerospace, business, health care, manufacturing, etc.) with a demonstrated relationship to Software Engineering Challenges.
Virtual Reality is clearly interdisciplinary research. It has, not only Information Technology importance but social, educational, economical importance too. It combines multiple disciplines for the development of virtual reality systems in which the user has the immersive feeling of being in the real world. Virtual reality has several applications in almost all fields of real life. The most typical fields for the application of virtual reality are health-care, engineering and game industry. This book may be a solid basis for the novice and advanced engineers who would like to develop user friendly Virtual Environments for education, rehabilitation and other applications of Virtual Reality. Our book provides a resource for wide variety of people including academicians, designers, developers, educators, engineers, practitioners, researchers, and graduate students.
Smart cities operate under more resource-efficient management and economy than ordinary cities. As such, advanced business models have emerged around smart cities, which led to the creation of smart enterprises and organizations that depend on advanced technologies. This book includes 21 selected and peer-reviewed articles contributed in the wide spectrum of artificial intelligence applications to smart cities. Chapters refer to the following areas of interest: vehicular traffic prediction, social big data analysis, smart city management, driving and routing, localization, safety, health, and life quality.
This book constitutes the proceedings of the 5th Iberoamerican Workshop on Human-Computer Interaction, HCI-Collab 2019, held in Puebla, Mexico, in June 2019. The 31 full papers presented in this volume were carefully reviewed and selected from 55 submissions. The papers describe models, design patterns, implementations, evaluations of existing applications, and systemic reviews; all of which are very important aspects within HCI.
This book includes a selection of papers from the 2018 World Conference on Information Systems and Technologies (WorldCIST'18), held in Naples, Italy on March27-29, 2018. WorldCIST is a global forum for researchers and practitioners to present and discuss recent results and innovations, current trends, professional experiences and the challenges of modern information systems and technologies research together with their technological development and applications. The main topics covered are: A) Information and Knowledge Management; B) Organizational Models and Information Systems; C) Software and Systems Modeling; D) Software Systems, Architectures, Applications and Tools; E) Multimedia Systems and Applications; F) Computer Networks, Mobility and Pervasive Systems; G) Intelligent and Decision Support Systems; H) Big Data Analytics and Applications; I) Human–Computer Interaction; J) Ethics, Computers & Security; K) Health Informatics; L) Information Technologies in Education; M) Information Technologies in Radiocommunications; N) Technologies for Biomedical Applications.
This highly informative and carefully presented book covers the most recent advances as well as comprehensive reviews addressing novel and state-of-the-art topics from active researchers in innovative advanced materials and hybrid materials, concerning not only their synthesis, preparation, and characterization but especially focusing on the applications of such materials with outstanding performance.
Virtual Reality is not real life. Instead it is life-like creations using computer-generated scenarios. Human behavior is replicated in virtual scenarios, where every detail is controlled by computers, and in situations that can be repeated under the same conditions. Based on technology and design, the user can experience presence. In the virtual world, users are embodied in avatars that represent them and are the means to interact with the virtual environment. Avatars are graphical models that behave on behalf of the human behind them. The user avatar is a proxy that also backs interaction with others, allowing computer-mediated interactions. Analyses directed to understand people’s perceptions, personal and social behavior in computer mediated interactions, comprise a multidisciplinary area of study that involves, among others, computer science, psychology and sociology. In the last two decades a number of studies supported by Virtual Reality have been conducted to understand human behavior, in some cases the implications of the technology, or to reproduce artificial human behavior. This book presents a collection of studies from recognized researchers in the area.