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Advanced Research and Trends in New Technologies, Software, Human-Computer Interaction, and Communicability

Book Description

Emerging technologies, such as social networks and interactive web applications, have played a vital role in the way we communicate. These technologies are fundamental in reducing the digital gaps among users. Advanced Research and Trends in New Technologies, Software, Human-Computer Interaction, and Communicability presents scientific, theoretical, and practical insight on the software and technology of social networks and the factors that boost communicability. By highlighting different disciplines in the computer and social sciences, this reference is essential for practitioners, researchers, and scholars invested in the current studies, as well as for future generations in the field of ICT.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Book Series
  5. Editorial Advisory Board
  6. Preface
  7. Acknowledgment
  8. Chapter 1: Software and Emerging Technologies for Education, Culture, Entertainment, and Commerce
    1. ABSTRACT
    2. INTRODUCTION
    3. DUALITY BETWEEN THEORY AND PRACTICE
    4. CULTURAL FACTORS VS. HUMAN FACTORS
    5. ENTERTAINMENT: THE CONVERGENCE OF RESOURCES
    6. RHETORIC MISCELLANEOUS IN THE EDUCATION, CULTURE, ENTERTAINMENT AND TRADE QUARTET
    7. LESSONS LEARNED
    8. CONCLUSION
  9. Chapter 2: A Practical Setup for Projection-Based Augmented Maps
    1. ABSTRACT
    2. INTRODUCTION
    3. DESCRIPTION OF THE SYSTEM AND USER INTERACTION
    4. FIDUCIAL MARKERS DESIGN
    5. CALIBRATION PROCEDURE
    6. EXPERIMENTAL EVALUATION
    7. CALIBRATION ACCURACY
    8. USER EXPERIENCE
    9. CONCLUSION
  10. Chapter 3: A Study on Emotion Releasing Effect with Music and Color
    1. ABSTRACT
    2. INTRODUCTION
    3. MUSIC AND EMOTION PERCEPTION
    4. COLOR AND MUSIC EMOTION SYNESTHESIA
    5. THE MUSIC: COLOR SYNESTHESIA IMPLEMENTATION WITH COMPUTER MUSIC
    6. CONCLUSION
  11. Chapter 4: An Algorithm for Occlusion-Free Texture Mapping from Oriented Images
    1. ABSTRACT
    2. INTRODUCTION
    3. THE PROPOSED METHOD FOR TEXTURE MAPPING
    4. FINDINGS
    5. CONCLUSION AND FUTURE WORK
  12. Chapter 5: Anti-Models for Universitary Education
    1. ABSTRACT
    2. INTRODUCTION
    3. THE LOUSY CONFORMATION OF THE UNIVERSITY ORGANIZATIONAL CHARTS
    4. INSTRUMENTS OF INTERACTIVE DESIGN FOR THE SEARCH OF EDUCATIONAL QUALITY
    5. BEYOND DESIGN: A SYNCHRONIC AND DIACHRONIC ANALYSIS
    6. TOWARDS A FIRST TABLE FOR EVALUATION OF THE EXCELLENCE IN EDUCATION
    7. LESSONS LEARNED AND FUTURE WORKS
    8. CONCLUSION
    9. APPENDIX
  13. Chapter 6: Application of Verification Techniques to Security
    1. ABSTRACT
    2. INTRODUCTION
    3. INSIDER ATTACKS
    4. BELIEF LOGIC MODEL CHECKING OF THE JANITOR BENCHMARK
    5. CONCLUSION
  14. Chapter 7: Banking Online
    1. ABSTRACT
    2. INTRODUCTION
    3. THE UNIVERSE OF STUDY: BANKS AND CLIENTS
    4. ANALOGICAL AND DIGITAL INSTITUTIONAL COMMUNICABILITY
    5. SAFETY AND DESIGN
    6. RESULTS, LESSONS LEARNED AND FUTURE WORKS
    7. CONCLUSION
  15. Chapter 8: Building Recommendation Service with Social Networks and Semantic Databases
    1. ABSTRACT
    2. INTRODUCTION
    3. RECOMMENDATION SERVICE
    4. RESULTS
    5. DISCUSSION AND CONCLUSION
  16. Chapter 9: Cloud-Assisted Services for Mobile Applications
    1. ABSTRACT
    2. INTRODUCTION
    3. CLOUD SERVICES FOR MOBILE APPLICATIONS
    4. SOME PROTOTYPICAL CLOUD SERVICES FOR MOBILE APPLICATIONS
    5. CONCLUSION
  17. Chapter 10: Context-Aware Mobile System for Public Bus Transportation
    1. ABSTRACT
    2. INTRODUCTION
    3. PUBLIC BUS TRANSPORTATION APPLICATIONS
    4. CONTEXT-AWARE BUS TRACKING APPLICATION
    5. DISCUSSION AND CONCLUSION
  18. Chapter 11: Educational Social Networks as a Means for Better Social Cohesion in Education
    1. ABSTRACT
    2. INTRODUCTION
    3. EXTENDING ONLINE COLLABORATION WITH EDUCATIONAL SOCIAL NETWORK
    4. RESULTS (HYPOTHESIS TESTING)
    5. DISCUSSION
    6. CONCLUSION
  19. Chapter 12: Semantic Web Services-Based Knowledge Management Framework
    1. ABSTRACT
    2. INTRODUCTION
    3. SEMANTIC WEB ENABLED KNOWLEDGE MANAGEMENT SYSTEM
    4. INCORPORATING SERVICE ORIENTED ARCHITECTURE (SOA) CONCEPTS INTO KNOWLEDGE MANAGEMENT SYSTEM
    5. INTEGRATION OF SEMANTICS ENABLED SOA INTO SEMANTIC WEB ENABLED KNOWLEDGE MANAGEMENT SYSTEM
    6. CONCLUSION
  20. Chapter 13: Universality and Communicability in Computer Animation
    1. ABSTRACT
    2. INTRODUCTION
    3. CONTEXT FOR COMPUTER ANIMATION
    4. HUMAN AND TECHNICAL STRATEGIES FOR SKY, LAND AND PLANTS
    5. LESSONS LEARNED AND FUTURE WORKS
    6. CONCLUSION
    7. APPENDIX
  21. Chapter 14: Learning by Means of an Interactive Multimodal Environment
    1. ABSTRACT
    2. INTRODUCTION
    3. THE STANZA LOGO-MOTORIA
    4. VALIDATION PROTOCOL OF THE STANZA LOGO-MOTORIA
    5. DISCUSSION
    6. CONCLUSION
  22. Chapter 15: Learning Computer Vision through the Development of a Camera-Trackable Game Controller
    1. ABSTRACT
    2. INTRODUCTION
    3. DESIGN OF THE CONTROLLER AND OF THE RECOGNITION PIPELINE
    4. A PRACTICAL SANDBOX TO SIMPLIFY THE COMPLEXITY
    5. RECEPTION BY THE STUDENTS
    6. CONCLUSION AND FUTURE WORK
  23. Chapter 16: Multi-Photo Fusion through Projective Geometry
    1. ABSTRACT
    2. INTRODUCTION
    3. IMAGE REGISTRATION THROUGH PROJECTIVE TRANSFORMATIONS
    4. AUTOMATIC DIGITAL IMAGE REGISTRATION
    5. CONCLUSION
  24. Chapter 17: Special Educational Needs Workshop Online
    1. ABSTRACT
    2. INTRODUCTION
    3. ON OUR GOALS
    4. THE BOARD GAME
    5. BEYOND A BOARD GAME AND CONCLUSION
  25. Chapter 18: Using Emotion Map System to Implement the Generative Chinese Style Music with Wu Xing Theory
    1. ABSTRACT
    2. INTRODUCTION
    3. WU XING MUSIC THEORY
    4. MUSIC PARAMETER DISCUSSION
    5. MUSIC PARAMETER WITH X-Y MAPPING FOR EMS/WXEMS
    6. RESULT
    7. CONCLUSION
  26. Chapter 19: Prediction of Change-Prone Classes Using Machine Learning and Statistical Techniques
    1. ABSTRACT
    2. INTRODUCTION
    3. LITERATURE REVIEW
    4. RESEARCH BACKGROUND
    5. RESEARCH METHODOLOGY
    6. RESULTS ANALYSIS
    7. CONCLUSION AND FUTURE WORK
  27. Chapter 20: Storyboard and Computer Animation for Children
    1. ABSTRACT
    2. INTRODUCTION
    3. NARRATION AND QUALITY CRITERIA FOR INTERNATIONAL ANIMATIONS
    4. RESULTS OF THE MAIN NARRATIVE COMPONENTS AIMED AT THE CHILDREN AND THE ADULT AUDIENCES
    5. LESSONS LEARNED
    6. CONCLUSION
    7. APPENDIX
  28. Chapter 21: New Generation of Artificial Intelligence for Real-Time Strategy Games
    1. ABSTRACT
    2. MOTIVATION
    3. ROLE OF AI IN COMPUTER GAMES
    4. AI GAME ENGINES
    5. CHALLANGES OF AI IN COMPUTER GAMES
    6. OPEN SOURCE RTS DEVELOPMENT TOOLS
    7. OMAR BRADLEY: AI WAR GENERAL
    8. CONCLUSION
  29. Chapter 22: Static Graphics for Dynamic Information
    1. ABSTRACT
    2. INTRODUCTION
    3. STATIC GRAPHICS, COMMERCIAL SOFTWARE AND NEWSPAPERS
    4. GRAPHIC REPRESENTATIONS: EVOLUTION
    5. CONFORMATION OF THE UNIVERSE OF STUDY, ASSESSMENT AND RESULTS
    6. LESSONS LEARNED
    7. CONCLUSION
    8. APPENDIX
  30. Chapter 23: Mashing-Up Weather Networks Data to Support Hydro-Meteorological Research
    1. ABSTRACT
    2. INTRODUCTION
    3. IT SOLUTIONS TO HMR NEEDS
    4. MASHING-UP MULTI-SOURCES WEATHER DATA
    5. THE 4/11/2011 FLASH-FLOOD EVENT IN GENOA
    6. CONCLUSION
  31. Chapter 24: Negative Exponent Fraction
    1. ABSTRACT
    2. INTRODUCTION
    3. BANK AND FINANCIAL MARKETING ONLINE
    4. LAYOUT ONLINE: STATIC IMAGE
    5. INTERACTIVE DESIGN, HUMAN VALUES AND FINANCIAL VALUES
    6. LESSONS LEARNED
    7. CONCLUSION
    8. APPENDIX
  32. Chapter 25: Co-Designing Novel Interior Design Services that Utilise Augmented Reality
    1. ABSTRACT
    2. INTRODUCTION
    3. KEY TECHNOLOGY: AUGMENTED REALITY
    4. USER-DRIVEN INNOVATION
    5. RESULTS
    6. REFLECTION: TECHNOLOGICAL FEASIBILITY CONCERNING AR
    7. CONCLUSION
  33. Chapter 26: Art, Future, and New Technologies
    1. ABSTRACT
    2. INTRODUCTION
    3. COMPUTER ART AND USERS OF NEW TECHNOLOGIES
    4. THE SUMMIT VERSUS THE BASIS OF THE PYRAMID OF POTENTIAL CONSUMERS OF COMPUTER IMAGES
    5. THE INTERSECTION OF THE FORMAL SCIENCES AND THE FACTUAL SCIENCES IN CASTE
    6. LESSONS LEARNED
    7. CONCLUSION
  34. Chapter 27: Reality-Based 3D Modelling from Images and Laser Scans
    1. ABSTRACT
    2. INTRODUCTION
    3. IMAGES OR LASER SCANS?
    4. WHEN ARE LASER SCANS BETTER THAN IMAGES?
    5. THE OPPOSITE SITUATION: AN IMAGE-BASED PROJECT
    6. A COMBINED PROJECT
    7. CONCLUSION
  35. Chapter 28: Differences between Role of Strong Ties and Weak Ties in Information Diffusion on Social Network Sites
    1. ABSTRACT
    2. INTRODUCTION
    3. RELATED WORK
    4. INFORMATION DIFFUSION
    5. COMPARISON AMONG WEAK TIES AND STRONG TIES
    6. EVALUATE THE LIKELIHOOD OF INFORMATION SHARING VIA TIES
    7. CONCLUSION AND FUTURE WORK
  36. Chapter 29: Degree of Similarity of Web Applications
    1. ABSTRACT
    2. INTRODUCTION
    3. THE DEGREE OF SIMILARITY
    4. THE ALGORITHM
    5. IMPLEMENTATION
    6. CONCLUSION
  37. Chapter 30: Museum Information and Communicability Evaluation
    1. ABSTRACT
    2. INTRODUCTION
    3. FAILINGS IN SOFTWARE ENGINEERING IN EUROPE
    4. FAILINGS OF INTERACTIVE DESIGN IN THE FIRST COMMERCIAL PRODUCTS
    5. TOWARDS MICE: MUSEUM INFORMATION AND COMMUNICABILITY EVALUATION
    6. ELABORATING A COMMON LANGUAGE FOR THE EVALUATION IN MICE
    7. DIACRONIC EVOLUTION AND EVALUATION
    8. LESSONS LEARNED
    9. CONCLUSION
    10. APPENDIX
  38. Chapter 31: Rough Set Analysis and Short-Medium Term Tourist Services Demand Forecasting
    1. ABSTRACT
    2. INTRODUCTION
    3. ROUGH SETS THEORY: SOME BASIC DEFINITIONS
    4. ROUGH SETS AND TOURISM
    5. DATA SET AND SOFTWARE PACKAGES
    6. MAIN RESULTS
    7. CONCLUSION AND FUTURE RESEARCH MAIN RESULTS
  39. Chapter 32: The Promotion of European Tourism in the Emerging Countries
    1. ABSTRACT
    2. INTRODUCTION
    3. NAVIGATION
    4. TRANSITION
    5. STRATEGY IN THE DIFFUSION OF CONTENTS AND CONFORMATION OF THE UNIVERSE OF STUDY
    6. A FIRST ANALYSIS TECHNIQUE TO DETECT THE POSSIBLE POTENTIAL TOURISTS SEIZED WITH THE PYRAMIDAL SYSTEM
    7. LESSONS LEARNED
    8. CONCLUSION
    9. APPENDIX 1: RANDOM SAMPLE – MESSAGES
    10. APPENDIX 2: COMMENTS
  40. Chapter 33: “Cozinha da Madeira”
    1. ABSTRACT
    2. INTRODUCTION
    3. CASE STUDY: “COZINHA DA MADEIRA”
    4. EXPERIENCE PROTOTYPING
    5. DISCUSSION
    6. CONCLUSION
  41. Chapter 34: Story Objects
    1. ABSTRACT
    2. INTRODUCTION
    3. FOSTERING INTER-GENERATIONAL COMMUNICATION
    4. CONCLUSION AND FURTHER RESEARCH
  42. Chapter 35: Teaching Human–Computer Interaction in the Capital of Culture
    1. ABSTRACT
    2. INTRODUCTION
    3. PROPOSED METHODOLOGY FOR TEACHING HCI
    4. CONCLUSION
  43. Chapter 36: Design and Behaviour Computer Animation for Children
    1. ABSTRACT
    2. INTRODUCTION
    3. COMPUTER GRAPHICS AND COMPUTER-AIDED DESIGN: 3D EVOLUTION
    4. MODELLING AND COMPUTER BEHAVIOUR ANIMATION
    5. LEARNING AND COGNITIVE COMPANIONSHIP
    6. EVALUATION AND RESULTS
    7. LESSONS LEARNED AND FUTURE WORKS
    8. CONCLUSION
    9. APPENDIX: LIST OF THE EPISODES OF CHUGGINTOWN
  44. Chapter 37: Generic Textile Structure Editor
    1. ABSTRACT
    2. INTRODUCTION
    3. DATA STRUCTURE
    4. THE EDITOR
    5. CREATING STRUCTURES
    6. EVALUATION
    7. CONCLUSION
  45. Chapter 38: Bi-Manual 3D Painting
    1. ABSTRACT
    2. INTRODUCTION
    3. STATE OF THE ART
    4. 3D PAINTING MANUAL INTERACTIONS
    5. ACHIEVED PROTOTYPES
    6. CAVE 3D PAINTING WITH ISIVR
    7. 3D PAINTING ON STAGE FOR AN AUDIENCE
    8. CONCLUSION AND PERSPECTIVES
  46. Chapter 39: Towards a Cyber-Destructors Assessment Method
    1. ABSTRACT
    2. INTRODUCTION
    3. SOCIAL NETWORKS: TOWARDS A FIRST ANALYSIS OF THE FUNCTIONING OF THE MEDIEVAL BROTHERHOOD
    4. SOCIAL SCIENCES AND FORMAL SCIENCES FOR THE ANALYSIS
    5. LESSONS LEARNED AND FUTURE WORKS
    6. CONCLUSION
    7. APPENDIX: EXAMPLES
  47. Chapter 40: (Re)Engineering Cultural Heritage Contexts using Creative Human Computer Interaction Techniques and Mixed Reality Methodologies
    1. ABSTRACT
    2. INTRODUCTION
    3. WHAT ARE THE REQUIREMENTS FOR EFFECTIVE DIGITAL INTERVENTION WITHIN THE CULTURAL HERITAGE SECTOR?
    4. WHAT ARE THE AFFORDANCES OF MIXED AND AUGMENTED REALITY?
    5. WHAT MOBILE AND LOCATION BASED TECHNOLOGY IS CURRENTLY BEING UTILISED WITHIN CULTURAL HERITAGE APPLICATIONS?
    6. KEY PROJECTS
    7. CASE STUDY ONE
    8. CASE STUDY TWO
    9. DESIGN GUIDELINES
    10. CONCLUSION
  48. Chapter 41: Knowledge and Background of the Multimedia Culture
    1. ABSTRACT
    2. INTRODUCTION
    3. THE IMPORTANCE OF THE MULTIMEDIA INTERACTIVE SYSTEMS IN THE EVOLUTION OF THE STOP MOTION ANIMATIONS
    4. THE CONTEXT
    5. THE WEALTH OF THE BACKGROUND IN MULTIMEDIA CULTURE
    6. RESULTS
    7. LESSONS LEARNED
    8. CONCLUSION
  49. Chapter 42: “E-Culture System”
    1. ABSTRACT
    2. INTRODUCTION
    3. THE SELECTED PROBLEM AND VIEWPOINT OF DEALING WITH IT
    4. BACKGROUND AND MODELS DEVELOPMENT
    5. RESULTS OBTAINED IN THE SYSTEMIC RETROPROSPECTIVATION PROCESS IN ORDER OF ACHIEVING THE GENERAL/BASIC MODEL OF “E-CULTURE SYSTEM”
    6. FINDINGS
    7. CONCLUSION
  50. Chapter 43: Human Factors in Computer Science, New Technologies, and Scientific Information
    1. ABSTRACT
    2. INTRODUCTION
    3. TOWARDS A NEW LANGUAGES FOR HUMAN FACTORS IN ICT
    4. SCIENTIFIC MARKETING
    5. ORIGINS AND EVOLUTION OF THE INTERRELATION BETWEEN COMMUNICATORS AND SCIENTISTS
    6. RHETORICAL QUESTIONS AND EXAMPLES
    7. LESSONS LEARNED AND FUTURE WORKS
    8. CONCLUSION
  51. Chapter 44: Communication Technologies for Older Adults in Retirement Communities
    1. ABSTRACT
    2. INTRODUCTION
    3. PROJECT OVERVIEW
    4. DESIGN OVERVIEW
    5. DESIGN DEVELOPMENT
    6. CONCLUSION
  52. Chapter 45: Home Automation by Brain-Computer Interface
    1. ABSTRACT
    2. INTRODUCTION
    3. OBJECTIVES
    4. MATERIALS AND METHODS
    5. CONCLUSION
  53. Chapter 46: The Excellence of the Video Games
    1. ABSTRACT
    2. INTRODUCTION
    3. TOWARDS A CLASSIFICATION OF THE VIDEO GAMES
    4. SIMCITY AND THE SIMS: A NEW ERA FOR VIDEO GAMES
    5. LESSONS LEARNED
    6. CONCLUSION
  54. Chapter 47: Using Genetic Algorithm for Scheduling Tasks of Computational Grids in the Gridsim Simulator
    1. ABSTRACT
    2. INTRODUCTION
    3. RELATED WORK
    4. THE NEW SCHEDULER BASED ON GENETIC ALGORITHM
    5. RESULTS AND DISCUSSION
    6. CONCLUSION
  55. Chapter 48: Web Divide and Paper Unite
    1. ABSTRACT
    2. INTRODUCTION
    3. TOURIST INFORMATION: ORIENTATION AND ACCESIBILITY
    4. CORPUS OF ANALYSIS, EVALUATION AND RESULTS
    5. LEARNED LESSONS AND FUTURE WORKS
    6. CONCLUSION
  56. Chapter 49: Generic Model of a Multi-Agent System to Assist Ubiquitous Learning
    1. ABSTRACT
    2. INTRODUCTION
    3. THEORETICAL FRAMEWORKS
    4. RELATED WORK
    5. GENERIC MODEL APPLICATIONS TO SUPPORT UBIQUITOUS LEARNING
    6. CONCLUSION AND FUTURE WORK
  57. Chapter 50: MLW and Bilingualism
    1. ABSTRACT
    2. INTRODUCTION
    3. EARLY BILINGUALISM AND ITS CONSEQUENCES
    4. THE LINGUISTIC REASONING MODEL USED
    5. CASE STUDIES
    6. IMPLICATIONS, DERIVATIONS AND APPLICATIONS
    7. APPENDIX A: CONSTRUCTION OF E
    8. APPENDIX B: MLW AND CONSTRUCTION OF E
  58. Chapter 51: Revision of the Groupware Users Interface Development Methods
    1. ABSTRACT
    2. INTRODUCTION
    3. GROUPWARE
    4. GROUPWARE USER INTERFACE
    5. GROUPWARE USER INTERFACE CONSTRUCTION METHODOLOGY
    6. METHODOLOGICAL PROPOSAL ANALYSIS FOR CSCW
    7. CONCLUSION
  59. Chapter 52: Web Attacks and the ASCII Files
    1. ABSTRACT
    2. INTRODUCTION
    3. FAILURE OF THE UNIVERSITY EDUCATION SYSTEM AND ACTIVATION OF THE DESTROYING MECHANISMS OF THE SCIENCES
    4. STRATEGIES OF THE CYBER DESTRUCTORS: THE ASCII FILES
    5. THE ANALYSIS AND THE RESULTS OF THE MESSAGES ALLEGEDLY NEUTRAL IN A SCIENTIFIC WEBSITE
    6. LESSONS LEARNED AND FUTURE RESEARCH
    7. CONCLUSION
    8. APPENDIX
  60. Compilation of References
  61. About the Contributors
  62. Final Remarks