You are previewing Handbook of Research on Interactive Information Quality in Expanding Social Network Communications.
O'Reilly logo
Handbook of Research on Interactive Information Quality in Expanding Social Network Communications

Book Description

In the era of technological ubiquity and online interaction, the importance of proper computer training cannot be understated. Following established standards and practices boosts the value of communication in digital environments for all users. The Handbook of Research on Interactive Information Quality in Expanding Social Network Communications examines the strategic elements involved in ICT training within the context of online networks. Combining scientific, theoretical, and practical perspectives on the importance of communicability in such networks, this book is an essential reference source for researchers, students, teachers, designers, ICT specialists, engineers, and computer programmers interested in social networking technologies.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Book Series
    1. Mission
    2. Coverage
  5. Editorial Advisory Board and List of Reviewers
    1. Editorial Advisory Board
  6. Epigraph
  7. Preface
  8. Acknowledgment
  9. Introduction
    1. REFERENCES
  10. Chapter 1: Phaneroscopy for Video Games
    1. ABSTRACT
    2. INTRODUCTION
    3. TEXTS, READING AND Z GENERATION
    4. VIDEO GAMES: OLDER GENERATION VERSUS NEW GENERATION?
    5. MULTIMEDIA AND VIDEO GAMES: STRUCTURE
    6. TOWARDS TO THE PHANEROSCOPY
    7. LESSONS LEARNED AND FUTURE RESEARCH
    8. CONCLUSION
    9. ACKNOWLEDGMENT
    10. REFERENCES
    11. ADDITIONAL READING
    12. KEY TERMS AND DEFINITIONS
  11. Chapter 2: Synechism in the Video Games Design
    1. ABSTRACT
    2. INTRODUCTION
    3. VIDEO GAMES AND INTERACTION
    4. METAPHOR: EXPLORATIONS GUIDED AND NON-GUIDED
    5. NARRATION AND PLAYABILITY
    6. LESSONS LEARNED AND FUTURE RESEARCH
    7. CONCLUSION
    8. ACKNOWLEDGMENT
    9. REFERENCES
    10. ADDITIONAL READING
    11. KEY TERMS AND DEFINITIONS
  12. Chapter 3: Lookable User Interfaces and 3D
    1. ABSTRACT
    2. INTRODUCTION
    3. THE USER INTERFACE: HOW SHALL WE DEFINE THE “USER INTERFACE” (UI)?
    4. 3D USER INTERFACES
    5. ON WIDE-FIELD PERSPECTIVE
    6. HUMAN VISION AND THE DEPTH CUES
    7. PERSPECTIVE DEFINED
    8. THE DIFFERENT TYPES OF PERSPECTIVE
    9. CAN 3D EVER BE “TRULY” REPRESENTED
    10. CURVILINEAR REALITIES
    11. ESCHER’S UNUSUAL 3D PERSPECTIVES AND OPTICAL DISTORTIONS
    12. PERSONAL VIRTUAL REALITY
    13. LOOKABLE USER INTERFACES
    14. “LOOKABILITY” EXPERIMENTS
    15. SPECTASIA
    16. CONCLUSION
    17. ACKNOWLEDGMENT
    18. REFERENCES
    19. KEY TERMS AND DEFINITIONS
  13. Chapter 4: Time-Windows
    1. ABSTRACT
    2. 1. INTRODUCTION: SEEING THROUGH THE WINDOW
    3. 2. METAPHORS OF SPATIAL ABSTRACTION
    4. 3 TIME-WINDOWS
    5. 4. CONCLUSION AND FURTHER RESEARCH
    6. REFERENCES
    7. ADDITIONAL READING
    8. KEY TERMS AND DEFINITIONS
  14. Chapter 5: Practical Metrics for Error Assessment with Interactive Museum Installations
    1. ABSTRACT
    2. INTRODUCTION
    3. A VIEWER-DEPENDENT DISPLAY SYSTEM
    4. TRACKING OF THE USER POSE
    5. VIEWER-DEPENDENT RENDERING
    6. EVALUATING A VIEWER-DEPENDENT DISPLAY
    7. POSE ACCURACY
    8. REPROJECTION ACCURACY
    9. OTHER EVALUATIONS
    10. FUTURE WORK
    11. CONCLUSION
    12. REFERENCES
    13. KEY TERMS AND DEFINITIONS
  15. Chapter 6: Improved Interaction for Mid-Air Projection Screen Technology
    1. ABSTRACT
    2. INTRODUCTION
    3. IMPROVED INTERACTION FOR MID-AIR SCREEN
    4. TACTILE FEEDBACK FOR MID-AIR SCREENS
    5. NOVEL MID-AIR USER INTERFACES
    6. CONCLUSION
    7. REFERENCES
    8. ADDITIONAL READING
    9. KEY TERMS AND DEFINITIONS
  16. Chapter 7: Methodology for Transformation of Behavioural Cues into Social Signals in Human-Computer Interaction
    1. ABSTRACT
    2. INTRODUCTION
    3. CAN WE TEACH THE COMPUTER TO UNDERSTAND HUMAN SOCIAL INTELLIGENCE?
    4. PROBLEM STATEMENT AND PROPOSED SOLUTION
    5. EXPERIMENTAL DESIGN
    6. METHODOLOGY FOR TRANSFORMATION OF BEHAVIOURAL CUES INTO SOCIAL SIGNALS
    7. RESULTS
    8. DISCUSSION
    9. LIMITATION AND FUTURE WORK
    10. CONCLUSION
    11. ACKNOWLEDGMENT
    12. REFERENCES
    13. ADDITIONAL READING
    14. KEY TERMS AND DEFINITIONS
  17. Chapter 8: Methods of Skull Implants Modeling with Use of CAx and Haptic Systems
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. MODELING METHODS OF SKULL BONE IMPLANTS
    5. FUTURE TRENDS
    6. CONCLUSION
    7. REFERENCES
    8. KEY TERMS AND DEFINITIONS
  18. Chapter 9: Efficient Prefix Scan for the GPU-Based Implementation of Random Forest
    1. ABSTRACT
    2. INTRODUCTION
    3. RELATED WORK
    4. THE DIFFERENCES BETWEEN THE CPU AND THE GPU ARHITECTURES
    5. PREFIX SCAN
    6. RANDOM FOREST TUNED FOR THE GPU IMPLEMENTATION
    7. FUTURE RESEARCH DIRECTIONS
    8. CONCLUSION
    9. REFERENCES
    10. ADDITIONAL READING
    11. KEY TERMS AND DEFINITIONS
  19. Chapter 10: The Future of Supercomputers and High-Performance Computing
    1. ABSTRACT
    2. INTRODUCTION
    3. HARDWARE ARCHITECTURES FOR HPC
    4. HPC APPLICATION DEVELOPMENT AND PROGRAMMING
    5. BEYOND SILICON
    6. CONCLUSION
    7. REFERENCES
    8. KEY TERMS AND DEFINITIONS
  20. Chapter 11: Self as Computer
    1. ABSTRACT
    2. INTRODUCTION
    3. HUMANISTIC COMPUTING
    4. CENTRAL SYSTEMS
    5. SOCIAL NETWORKS AND SURVEILLANCE
    6. HUMAN RIGHTS
    7. THOUGHT OWNERSHIP
    8. DEMOCRACY
    9. SELF-CENTRIC DATA
    10. THE PURPOSE OF COMPUTERS
    11. FUNDAMENTAL TRENDS
    12. A SOLUTION IGNORED
    13. SELF AND TECHNO-SELF
    14. ATOMIC NETWORKS
    15. KEYMAIL
    16. CONCLUSION
    17. REFERENCES
    18. KEY TERM AND DEFINITIONS
  21. Chapter 12: Microblogging as an Assisted Learning Tool in Problem-Based Learning (PBL) in Bahrain
    1. ABSTRACT
    2. INTRODUCTION AND AIMS
    3. BACKGROUND
    4. MICROBLOGGING AS AN EDUCATIONAL TOOL
    5. RESEARCH DESIGN
    6. DISCUSSION
    7. CONCLUSION
    8. REFERENCES
    9. KEY TERMS AND DEFINTIONS
  22. Chapter 13: Ubiquitous Learning Supporting Systems
    1. ABSTRACT
    2. INTRODUCTION
    3. THE UBIQUITOUS LEARNING
    4. UBIQUITOUS LEARNING CHALLENGES
    5. OUR CONTRIBUTIONS TO THE UBIQUITOUS LEARNING SUPPORTING SYSTEMS FIELD
    6. CONCLUSION AND FUTURE WORKS
    7. REFERENCES
    8. ADDITIONAL READING
    9. KEY TERMS AND DEFINITIONS
  23. Chapter 14: Data Mining Applications in Computer-Supported Collaborative Learning
    1. ABSTRACT
    2. INTRODUCTION
    3. THE KNOWLEDGE DISCOVERY PROCESS
    4. APPLICATIONS OF DATA MINING IN CSCL
    5. CONCLUSION
    6. REFERENCES
    7. KEY TERMS AND DEFINITIONS
  24. Chapter 15: Model for Effective Collaborative Learning in Virtual Worlds with Intelligent Agents
    1. ABSTRACT
    2. INTRODUCTION
    3. STATE OF THE ART
    4. COLLABORATION AND TEAM LEARNING IN VIRTUAL WORLDS
    5. PROPOSAL FOR COLLABORATIVE LEARNING IN VIRTUAL WORLDS
    6. CAPABILITIES OF 3D VIRTUAL ENVIRONMENTS TO SUPPORT TEAM COLLABORATION
    7. SOLUTIONS AND RECOMMENDATIONS
    8. FUTURE RESEARCH DIRECTIONS
    9. CONCLUSION
    10. REFERENCES
    11. ADDITIONAL READING
    12. KEY TERMS AND DEFINITIONS
  25. Chapter 16: Quality Analysis of VoIP in Real-Time Interactive Systems over Lossy Networks
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. TEST-BED SETUP AND DESIGN
    5. METHODOLOGY AND EXPERIMENTAL SETUP
    6. EXPERIMENTAL TESTS AND RESULTS
    7. CONCLUSION AND FUTURE WORK
    8. ACKNOWLEDGMENT
    9. REFERENCES
    10. KEY TERMS AND DEFINITIONS
  26. Chapter 17: An Integrative Method for the Evaluation of Network Attack Effectiveness Based on Grey System Theory
    1. ABSTRACT
    2. BACKGROUND
    3. THE INTEGRATIVE METHOD FOR THE EVALUATION OF NETWORK ATTACK EFFECTIVENESS BASED ON GREY SYSTEM THEORY
    4. RESULTS AND EVALUATION
    5. FUTURE TRENDS
    6. CONCLUSION
    7. REFERENCES
    8. KEY TERMS AND DEFINITIONS
  27. Chapter 18: Vision of Best Practices for IMS Implementation
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. BEST PRACTICES FOR THE IMPLEMENTATION OF IMS
    5. SOLUTIONS AND RECOMMENDATIONS
    6. FUTURE RESEARCH DIRECTIONS
    7. CONCLUSION
    8. REFERENCES
    9. KEY TERMS AND DEFINITIONS
  28. Chapter 19: The Role of Electronic Commerce in the Global Business Environments
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. ROLE OF ELECTRONIC COMMERCE IN GLOBAL BUSINESS
    5. FUTURE RESEARCH DIRECTIONS
    6. CONCLUSION
    7. REFERENCES
    8. ADDITIONAL READING
    9. KEY TERMS AND DEFINITIONS
  29. Chapter 20: E-Commerce for Italian Textile Manufacturers
    1. ABSTRACT
    2. INTRODUCTION
    3. STATE OF THE ART
    4. MARKETING VERSUS SCIENCES: FROM BUSINESSES TO PEOPLE
    5. MARKETING AND NARCISSISM
    6. CONSEQUENCES OF OVERBLOWN NARCISSISM
    7. SOFTWARE ENGINEERING IN TEXTILE INDUSTRY: MODELS AND ANTIMODELS
    8. DESTRUCTIVE STRATEGIES OF ICT BASED ON MARKETING
    9. VIRTUAL PARADES
    10. PECULIAR BUSINESSMEN FROM THE UNIVERSITY CLASSROOMS
    11. LESSONS LEARNED
    12. CONCLUSION
    13. ACKNOWLEDGMENT
    14. REFERENCES
    15. ADDITIONAL READING
    16. KEY TERMS AND DEFINITIONS
  30. Conclusion
    1. ENDNOTE
  31. Appendix 1: Social or Anti-Social Networking?
    1. INTRODUCTION
    2. BAD EXAMPLES
    3. REFERENCES
  32. Appendix 2: A Set of the Good Online Information
    1. INTRODUCTION
    2. GOOD EXAMPLES
    3. References
  33. Appendix 3: Additional Reading
  34. Compilation of References
  35. About the Contributors