The following anthology delivers sound analysis to the theoretical classification of the current societal phenomenon - between innovative, world changing and yet disruptive technology, as well as societal and cultural transformation. Lifelogging, digital self-tracking and the real-time chronicling of man’s lifetime, is not only a relevant societal topic in the world of research and academic science these days, but can also be found in literature, cultural pages of the written press and the theatre. The spectrum of Lifelogging ranges from sleep, mood, sex and work logging to Thing and Deathlogging. This leads to several questions: How does one live in a data society? Is “measured” man automatically also “better” man? And if so, what is the cost? Do new categories of reality or principles of social classification develop as a result of Lifelogging? How does the “social view” on things change? The authors in this anthology provide insightful answers to these pressing questions.
In recent decades, organizational stress researchers have repeatedly called for more longitudinal studies. This book argues that tools and devices that have been developed for the private or organizational domains could be helpful when it comes to studying longitudinal phenomena, as they offer unobtrusive measurement and are frequently employed by many individuals in daily life. In particular, the book examines lifelogging, a research field that addresses the computer-based collection of individual experiences. Further, it highlights areas in organizational stress research that benefit from insights in the lifelogging literature and provides a summary of tools that can be used for stress measurement. It also offers an overview of the latest research and current developments on lifelogging and organizational stress for researchers interested in self-measurement of stress-related effects and for organizational stress researchers.
This book provides readers with an insight into information and knowledge in the Internet of Things, in particular an investigation of data management and processing, information extraction, technology, knowledge management, knowledge sharing, knowledge co-creation, knowledge integration, and the development of new intelligent services available anytime, anywhere, by anyone. The authors show how IoT enables communication and ubiquitous computing between global citizens, networked machines and physical objects, providing a promising vision of the future integrating the real world of knowledge agents and things with the virtual world of information.
This book delves into the very core of our digital existence, unearthing the essence of a digital persona. It's a realm where authenticity meets multiplicity, as we decipher the nuanced art of crafting and managing our online identities. We confront issues of privacy and ethics, exploring the profound impact of our digital footprints on our lives and society. The integration of AI paves the way for an intriguing future, with predictions that challenge our understanding of self in the digital age. Welcome to a world where your digital personality is more than just data; it's a reflection of who you are and who you can be. The main goal of this book is to enable more seamless and natural human–computer interaction. This will provide better personalized experience. Further, this will influence the performance of the user, wherein they will have the support of the machines to achieve their tasks in the most efficient way. This book is the first of a kind in introducing Digital Personality. It provides an overview of the character dimensions and how state-of-the-art technologies would accommodate such a research field. It includes novel representation of character from various perspectives. It also provides instances of applications of this emerging research field.
This book constitutes the refereed proceedings of the 10th International Conference on Entertainment Computing, ICEC 2011, held in Vancouver, Canada, in October 2011, under the auspices of IFIP. The 20 revised long papers, 18 short papers and 24 poster papers and demos presented were carefully reviewed and selected from 94 initial submissions. The papers cover all main domains of entertainment computing, from interactive music to games, taking a wide range of scientific domains from aesthetic to computer science. The papers are organized in topical sections on story, active games, player experience, camera and 3D, educational entertainment, game development, self and identity, social and mobile entertainment; plus the four categories: demonstrations, posters, workshosp, and tutorial.
Digital media provide humans with more access to information than ever before-a computer, tablet, or smartphone can all be used to access data online and users frequently have more than one device. However, as humans continue to venture into the digital frontier, it remains to be known whether access to seemingly unlimited information is actually helping us learn and solve complex problems, or ultimately creating more difficulty and confusion for individuals and societies by offering content overload that is not always meaningful. Throughout history, technology has changed the way humans interact with the world. Improvements in tools, language, industrial machines, and now digital information technology have shaped our minds and societies. There has always been access to more information than humans can handle, but the difference now lies in the ubiquity of the Internet and digital technology, and the incredible speed with which anyone with a computer can access and participate in seemingly infinite information exchange. Humans now live in a world where mobile digital technology is everywhere, from the classroom and the doctor's office to public transportation and even the dinner table. This paradigm shift in technology comes with tremendous benefits and risks. Interdisciplinary Research (IDR) Teams at the 2012 National Academies Keck Futures Initiative Conference on The Informed Brain in the Digital World explored common rewards and dangers to Humans among various fields that are being greatly impacted by the Internet and the rapid evolution of digital technology. Keynote speaker Clifford Nass of Stanford University opened the dialogue by offering insight into what we already know about how the "information overload" of the digital world may be affecting our brains. Nass presented the idea of the "media budget," which states that when a new media emerges, it takes time away from other media in a daily time budget. When additional media appear and there is no time left in a person's daily media budget, people begin to "double book" media time. Personal computers, tablets, and smartphones make it easy to use several media simultaneously, and according to Nass, this double-booking of media can result in chronic multitasking, which effects how people store and manage memory. Although current fast-paced work and learning environments often encourage multitasking, research shows that such multitasking is inefficient, decreases productivity, and may hinder cognitive function. National Academies Keck Future Initiative: The Informed Brain in a Digital World summarizes the happenings of this conference.
This open access book summarizes the first two decades of the NII Testbeds and Community for Information access Research (NTCIR). NTCIR is a series of evaluation forums run by a global team of researchers and hosted by the National Institute of Informatics (NII), Japan. The book is unique in that it discusses not just what was done at NTCIR, but also how it was done and the impact it has achieved. For example, in some chapters the reader sees the early seeds of what eventually grew to be the search engines that provide access to content on the World Wide Web, todays smartphones that can tailor what they show to the needs of their owners, and the smart speakers that enrich our lives at home and on the move. We also get glimpses into how new search engines can be built for mathematical formulae, or for the digital record of a lived human life. Key to the success of the NTCIR endeavor was early recognition that information access research is an empirical discipline and that evaluation therefore lay at the core of the enterprise. Evaluation is thus at the heart of each chapter in this book. They show, for example, how the recognition that some documents are more important than others has shaped thinking about evaluation design. The thirty-three contributors to this volume speak for the many hundreds of researchers from dozens of countries around the world who together shaped NTCIR as organizers and participants. This book is suitable for researchers, practitioners, and students--anyone who wants to learn about past and present evaluation efforts in information retrieval, information access, and natural language processing, as well as those who want to participate in an evaluation task or even to design and organize one.
Providing insights into methodologies for designing adaptive systems based on semantic data, and introducing semantic models that can be used for building interactive systems, this book showcases many of the applications made possible by the use of semantic models. Ontologies may enhance the functional coverage of an interactive system as well as its visualization and interaction capabilities in various ways. Semantic models can also contribute to bridging gaps; for example, between user models, context-aware interfaces, and model-driven UI generation. There is considerable potential for using semantic models as a basis for adaptive interactive systems. A variety of reasoning and machine learning techniques exist that can be employed to achieve adaptive system behavior. The advent and rapid growth of Linked Open Data as a large-scale collection of semantic data has also paved the way for a new breed of intelligent, knowledge-intensive applications. Semantic Models for Adaptive Interactive Systems includes ten complementary chapters written by experts from both industry and academia. Rounded off by a number of case studies in real world application domains, this book will serve as a valuable reference for researchers and practitioners exploring the use of semantic models within HCI.
Computer Vision for Assistive Healthcare describes how advanced computer vision techniques provide tools to support common human needs, such as mental functioning, personal mobility, sensory functions, daily living activities, image processing, pattern recognition, machine learning and how language processing and computer graphics cooperate with robotics to provide such tools. Users will learn about the emerging computer vision techniques for supporting mental functioning, algorithms for analyzing human behavior, and how smart interfaces and virtual reality tools lead to the development of advanced rehabilitation systems able to perform human action and activity recognition. In addition, the book covers the technology behind intelligent wheelchairs, how computer vision technologies have the potential to assist blind people, and about the computer vision-based solutions recently employed for safety and health monitoring. - Gives the state-of-the-art computer vision techniques and tools for assistive healthcare - Includes a broad range of topic areas, ranging from image processing, pattern recognition, machine learning to robotics, natural language processing and computer graphics - Presents a wide range of application areas, ranging from mobility, sensory substitution, and safety and security, to mental and physical rehabilitation and training - Written by leading researchers in this growing field of research - Describes the outstanding research challenges that still need to be tackled, giving researchers good indicators of research opportunities
Tracking the evolution of digital technology is no easy task; changes happen so fast that keeping pace presents quite a challenge. This is, nevertheless, the aim of the Digital Enlightenment Yearbook. This book is the third in the series which began in 2012 under the auspices of the Digital Enlightenment Forum. This year, the focus is on the relationship of individuals with their networks, and explores “Social networks and social machines, surveillance and empowerment”. In what is now the well-established tradition of the yearbook, different stakeholders in society and various disciplinary communities (technology, law, philosophy, sociology, economics, policymaking) bring their very different opinions and perspectives to bear on this topic. The book is divided into four parts: the individual as data manager; the individual, society and the market; big data and open data; and new approaches. These are bookended by a Prologue and an Epilogue, which provide illuminating perspectives on the discussions in between. The division of the book is not definitive; it suggests one narrative, but others are clearly possible. The 2014 Digital Enlightenment Yearbook gathers together the science, social science, law and politics of the digital environment in order to help us reformulate and address the timely and pressing questions which this new environment raises. We are all of us affected by digital technology, and the subjects covered here are consequently of importance to us all.