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Quality and Communicability for Interactive Hypermedia Systems: Concepts and Practices for Design

Book Description

Quality and Communicability for Interactive Hypermedia Systems: Concepts and Practices for Design explores ways to overcome obstacles to successful communication from theories of communicability to the various levels of design and integration. With a heuristic focus on how current system design affects user understanding, this reference source goes beyond simple usability and fills an important gap in present research by illustrating the importance of communicability in modern technological advancements.

Table of Contents

  1. Copyright
  2. Editorial Advisory Board
  3. List of Reviewers
  4. Preface
    1. ENDNOTES
  5. Acknowledgment
  6. 1. Communicability in Educational Simulations
    1. ABSTRACT
    2. INTRODUCTION
    3. WHAT WE MEAN BY SIMULATION
    4. SIMULATION IN EDUCATION
    5. CURRENT THINKING ON DIGITAL SIMULATION IN EDUCATION
    6. CASE STUDY #1: SIMPLE
      1. Building Simulations
      2. Virtual Town
      3. Interaction Style
      4. Other Applications of SIMPLE
    7. CASE STUDY #2: CYBERDAM
      1. Advantages and Consequences of Simulation Environments
      2. Scenarios for Simulation
      3. Successful Simulations and the Support Required To Build and Run Them
    8. COMMUNICABILITY IN SIMULATION ENGINES
    9. TAKING SIMULATION FURTHER
    10. FUTURE WORK
    11. CONCLUSION
    12. REFERENCES
    13. KEY TERMS AND DEFINITIONS
  7. 2. Venture to the Interior: Virtual Object Lessons
    1. ABSTRACT
    2. INTRODUCTION
    3. EDUCATION WITH TANGIBLE OBJECTS
    4. VIRTUAL OBJECTS OF KNOWLEDGE
      1. A Consideration of Virtual Reality
      2. Translation Artifacts Between Real and Virtual
      3. A Mixed Reality Environment
    5. FUTURE RESEARCH DIRECTIONS
    6. CONCLUSION
    7. REFERENCES
    8. KEY TERMS AND DEFINITIONS
  8. 3. The Anatomy of Web 2.0: The Web as a Platform to Promote Users' Participation and Collaboration
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
      1. From Web 1.0 to Web 2.0
    4. FOUNDATIONS OF WEB 2.0
    5. ARCHITECTURE OF PARTICIPATION
      1. User-Generated Content
      2. The Power of the Crowd
      3. Web as a Platform and the Perpetual Beta
      4. Network Effect
    6. SERVICES AND TECHNOLOGIES OF THE WEB 2.0
      1. Blogs
      2. Wikis
      3. Folksnomies and Collaborative Tagging Systems
        1. Two Examples: del.icio.us and Flickr.
      4. RSS and syndication
      5. Mashups
        1. A Real Example: Mashups in Emergency Management
      6. Social Network Sites
      7. Development Approaches
        1. AJAX
        2. Flex
        3. Toolkit-Based and Visual Editors Approaches
    7. FUTURE RESEARCH DIRECTIONS
    8. WEB 3.0: TOWARD A SOCIAL SEMANTIC WEB
    9. CONCLUSION
    10. ACKNOWLEDGMENT
    11. REFERENCES
    12. KEY TERMS AND DEFINITIONS
      1. Glossary
    13. ENDNOTES
  9. 4. Accessibility and Usability of Web Content and Applications
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
      1. Users with Special Needs
      2. Assistive Technologies
        1. Visual Disabilities
        2. Hearing Impairments
        3. Motor Disabilities
        4. Speech Disabilities
        5. Cognitive and Neurological Disabilities
    4. ACCESSIBILITY AND USABILITY OF WEB USER INTERFACES
      1. Accessibility
        1. Web Barriers
      2. Usability
      3. Integrating Usability and Accessibility of Web UIs
      4. General Guidelines
        1. Accessible Rich Internet Applications
      5. Accessibility Issues with Multimedia Objects
        1. Equivalent Information
        2. Flash Content
    5. A CASE STUDY: WEB INTERACTION OF TOTALLY BLIND PERSONS
      1. General Guidelines for Simplifying Interaction via Screen Reader
      2. Application Domains and Specific Guidelines
        1. Search Engine
        2. Wikis
      3. Examples
        1. Google Case: A More Usable Result Page
        2. Wikipedia Editing Page
    6. CONCLUSION
    7. REFERENCES
    8. KEY TERMS AND DEFINITIONS
  10. 5. A Diacritical Study in Web Design: Communicability Versus Statistical Manipulation
    1. ABSTRACT
    2. INTRODUCTION
    3. HUMAN COMMUNICATION
    4. SEQUENTIAL COMMUNICATION: UNIDIRECTIONAL AND BIDIRECTIONAL
    5. WEB EVOLUTION: DESIGN AND USABILITY
    6. ACCESSIBILITY FOR ALL
    7. LINGUISTICS AND COMMUNICABILITY STUDY
    8. The Language Style for the different Channels of Interactive Communication
    9. PERSUASION AND VIRTUAL ORGANIZATIONS
    10. INTERACTIVE COMMUNICATION MEANS: THE EFFECTS
    11. FUTURE RESEARCH DIRECTIONS
    12. CONCLUSION
    13. REFERENCES
    14. KEY TERMS AND DEFINITIONS
  11. 6. How to Develop Intelligent Agents in an Easy Way with FAIA
    1. Abstract
    2. MOTIVATIONS
    3. CONTRIBUTIONS
    4. ORGANIZATION
    5. BACKGROUND
      1. Artificial Intelligence and Games
    6. FAIA: FRAMEWORK FOR INTELLIGENT AI AGENTS
      1. How to Develop an Agent
      2. How to Develop the Environment
    7. FAIA APPLICATION EXAMPLES
      1. Using FAIA for a Search Problem: the Pac-Man World
        1. Defining the Agent State
        2. Defining the Agent Perceptions
        3. Defining the Agent Operators
        4. Defining the Goal
        5. Defining the Agent and Selecting its Strategy
        6. Obtaining the Search Tree
      2. Using FAIA with Situation Calculus: the Wumpus World Problem
        1. Approach
        2. Agent Design and Implementation in Prolog
        3. Connecting the Simulator and the Agent
        4. WumpusAgentState class
        5. WumpusAgent Class
        6. SituationCalculusAction Class
        7. WumpusWorldEnvironment, WumpusWorldState and WumpusPerception Classes
        8. WumpusActionFactory Class
    8. CONCLUSION AND FUTURE WORK
    9. References
    10. KEY TERMS AND DEFINITIONS
    11. ENDNOTES
  12. 7. E-Governance Survey on Municipalities Web Sites
    1. ABSTRACT
    2. DESIGN AND CONTENTS
      1. Environment
      2. eGovernance
      3. Research Central Axis
      4. The Seven Design and Contents Concepts
      5. Aspects
        1. Sources of the Aspects
        2. Aspects' Source and Quantity
        3. Aspects Hierarchy
        4. Aspects Categorization
      6. Perfect Total Score
      7. Web Sites' Evaluation
      8. Founded Deficiencies
    3. E-GOVERNANCE MAINSTAINS
      1. Aspects Selection
      2. Perfect Score
      3. Mainstays Evaluation
      4. Total Score
    4. CONCLUSIONS
    5. REFERENCES
    6. KEY TERMS AND DEFINITIONS
  13. 8. Changing the Rules: Injecting Content into Computer Games
    1. ABSTRACT
    2. INTRODUCTION
    3. THE ROLE OF GAMES IN EDUCATION
    4. GAME BUILDING BLOCKS
    5. MODELLING DYNAMIC PHENOMENA IN GAMES
      1. Describe the System Under Study
      2. List Possible Game Actions
      3. Derive Possible Game Designs
      4. Refine the Game Design
    6. INTEGRATING A GAME IN THE CLASSROOM
    7. CONCLUSION AND REMARKS
    8. REFERENCES
    9. KEY TERMS AND DEFINITIONS
  14. 9. An Integrated Process for Aspect Mining and Refactoring
    1. ABSTRACT
    2. INTRODUCTION
    3. THE APPROACH
    4. A DYNAMIC APPROACH TO ASPECT MINING
      1. Dynamic Analysis Basics
        1. Methods for Collecting Data
        2. Dynamic Analysis Benefits and Limitations
      2. Association Rules Concepts
      3. Applying Association Rules to Discover Crosscutting Concerns
        1. Association Rule Mining from Execution Traces
        2. Post–Processing Filters
          1. Redundant Rules Filter
          2. Utility Methods Filter
          3. Identification Filters
        3. Concept Filter
        4. Recurrent Consequent Filter
      4. Example: Observer Pattern
    5. A RULE-BASED APPROACH TO ASPECT REFACTORING
      1. Analysis of Possible Refactorings
      2. Refactoring for the Observer Example
    6. STUDY CASE: JHOTDRAW
      1. Aspect Mining Phase
      2. Aspect Refactoring Phase
    7. RELATED WORK
    8. CONCLUSION
    9. REFERENCES
  15. 10. The Imaginary 20th Century: Re-Constructing Imagination
    1. ABSTRACT
    2. INTRODUCTION
    3. CHALLENGES OF THE PROJECT
    4. WHAT IS IMAGINATION?
    5. CHOICE OF MATERIAL
    6. A DATABASE NOVEL
    7. THE AESTHETIC CONCEPT
    8. CONCLUSION
    9. REFERENCES
    10. ADDITIONAL READING
    11. KEY TERMS AND DEFINITIONS
  16. 11. Communicability Era: New Professionals for Interactive Systems
    1. ABSTRACT
    2. INTRODUCTION
    3. EDUCATION, COMMUNICATION AND NEW TECHNOLOGIES
      1. Communication vs. Information: A Terminological Study
    4. COMMUNICABILITY ANALYST
      1. Intersection of the Sciences
      2. Media Era: Mythology
    5. COMMUNICABILITY EVALUATION: ADVANTAGES
    6. SOFTWARE QUALITY AND DESIGN
    7. SOFTWARE METRICS
    8. SCIENCES, SEMIOTICS AND EDUCATIONAL COMMERCE
    9. FUTURE RESEARCH DIRECTIONS
    10. CONCLUSION
    11. REFERENCES
    12. KEY TERMS AND DEFINITIONS
  17. Final Remarks
    1. ENDNOTES
  18. 1. Descriptive Statistics for the Communicability Studies
    1. INTRODUCTION
    2. DEFINITIONS AND GOALS
    3. FREQUENCY MEASUREMENTS
      1. Absolute Frequency and Relative Frequency
      2. Grouping of Data
    4. MEASURES OF CENTRAL TENDENCIES
      1. The Average
      2. The Median
      3. The Mode
    5. DISPERSION MEASURES
      1. The Range
      2. The Medium Deviation
      3. The Variance and standard Deviation
    6. CATEGORY
    7. THE ROUNDING OF THE FIGURES
    8. THE SAMPLING
    9. EXAMPLES ONLINE
      1. Statistics, Surnames and Professional Future
      2. Star Enunciator and University
      3. Magazines and Newspapers
    10. REFERENCES
  19. 2. eGovernance Survey on Municipalities Web Sites
    1. INTRODUCTION
      1. 1.1 Category: Technical Aspect
      2. 1.2 Category: Banner
      3. 1.3 Category: Browsers
      4. 1.4 Category: General Characteristics
      5. 1.5 Category: Main Menu's Categories
      6. 1.6 Category: Colors/design
      7. 1.7 Category: Multimedia Contents
      8. 1.8 Category: Legal stuff
      9. 1.9 Category: downloads
      10. 1.10 Category: Published documents
      11. 1.11 Category: Forms
      12. 1.12 Category: Administrative Transactions
      13. 1.13 Category: Icons
      14. 1.14 Category: Images and Size
      15. 1.15 Category: site's Information
      16. 1.16 Category: Links
      17. 1.17 Category: Lists
      18. 1.18 Category: Main Menu
      19. 1.20 Category: Navigators
      20. 1.21 Category: Resources
      21. 1.22 Category: Technology
      22. 1.23 Category: Text
  20. ADDITIONAL READING
  21. Compilation of References
  22. About the Contributors