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Sociological and Philosophical Aspects of Human Interaction with Technology

Book Description

It is not possible to imagine our lives today without technology. From the moment we get up in the morning until the time that we go to bed at night, technology is present in almost every moment, even if we are not aware of it. Some of the most basic activities we need to perform regularly could not be carried out without technology. Sociological and Philosophical Aspects of Human Interaction with Technology: Advancing Concepts presents a careful blend of conceptual, theoretical and applied research in regards to the relationship between technology and humans. This book explores the importance of these interactions, aspects related with trust, communication, data protection, usability concerning organizational change, and e-learning. The advancement of these theories and practices will benefit from this publication as it provides a voice for the users.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Preface
  5. Section 1: Sociological
    1. Chapter 1: Involvement, Elaboration and the Sources of Online Trust
      1. ABSTRACT
      2. INTRODUCTION
      3. LITERATURE REVIEW
      4. INVOLVEMENT AND ELABORATION
      5. INVOLVEMENT, ELABORATION AND THE SOURCES OF INITIAL TRUST
      6. IMPLICATIONS
      7. SUMMARY AND CONCLUSION
    2. Chapter 2: Defining Trust and E-Trust
      1. ABSTRACT
      2. INTRODUCTION
      3. TRUST: A DECISION MAKING PROCESS
      4. TRUST IN DIGITAL ENVIRONMENTS
      5. E-TRUST AS AN ATTITUDE
      6. E-TRUST IN ARTIFICIAL DISTRIBUTED SYSTEMS: AAS
      7. NORMATIVE E-TRUST10
      8. CONCLUSION: OLD AND NEW PROBLEMS
    3. Chapter 3: Using the Social Web Environment for Pattern Engineering
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. ON THE INTEGRATION OF THE SOCIAL WEB ENVIRONMENT IN PATTERN ENGINEERING
      5. DIRECTIONS FOR FUTURE RESEARCH
      6. CONCLUSION
    4. Chapter 4: Organizational Communication
      1. ABSTRACT
      2. INTRODUCTION
      3. LITERATURE REVIEW
      4. METHOD
      5. ANALYSIS
      6. DISCUSSION
      7. CONCLUSION
      8. Appendix
    5. Chapter 5: User-Centred Systems Design as Organizational Change
      1. ABSTRACT
      2. INTRODUCTION
      3. THEORY AND RELATED RESEARCH
      4. METHOD
      5. CASE DETAILS
      6. RESULTS
      7. DISCUSSION
      8. FUTURE WORK
      9. CONCLUSION
    6. Chapter 6: Usability in the Context of e-Learning
      1. ABSTRACT
      2. INTRODUCTION
      3. NEW DEVELOPMENTS IN HUMAN COMPUTER INTERACTION: THE ROLE OF AFFECT
      4. USABILITY EVALUATION IN THE E-LEARNING CONTEXT
      5. TOWARDS A COMPREHENSIVE USABILITY FRAMEWORK FOR E-LEARNING
      6. PRACTICAL APPLICATIONS OF THE FRAMEWORK
      7. CONCLUSION AND FURTHER RESEARCH
    7. Chapter 7: Humans and Emerging RFID Systems
      1. ABSTRACT
      2. INTRODUCTION
      3. RFID APPLICATIONS
      4. TECHNOLOGICAL SOLUTIONS TO PRIVACY PROBLEMS
      5. LEGAL FRAMEWORK: DATA PROTECTION DIRECTIVES
      6. EVALUATION
      7. CONCLUSION
    8. Chapter 8: ‘Listening to the Voices of the Users’ in Product Based Software Development
      1. ABSTRACT
      2. INTRODUCTION
      3. USERS IN PRODUCT BASED SOFTWARE DEVELOPMENT
      4. RESEARCH DESIGN
      5. EMPIRICAL FINDINGS
      6. DISCUSSION
      7. CONCLUSION
    9. Chapter 9: Location-Based Mobile Storytelling
      1. ABSTRACT
      2. LOCATION-BASED MOBILE STORYTELLING
      3. BACKGROUND
      4. MECHANICS OF THE EXPERIENCE
      5. SYSTEM CONFIGURATION
      6. CONCLUSION
      7. Appendix
  6. Section 2: Philosophical Aspects
    1. Chapter 10: The Case for Open Access Networks
      1. ABSTRACT
      2. INTRODUCTION
      3. DEVELOPMENT OF THE NETWORK SOCIETY
      4. NET NEUTRALITY
      5. STANDARDS-SETTING
      6. NON-PROPRIETARY TECHNOLOGIES AND SOFTWARE
      7. CONCLUSION
    2. Chapter 11: Counter-Surveillance Strategies Adopted by Child Pornographers
      1. ABSTRACT
      2. INTRODUCTION
      3. THEORETICAL FRAMEWORK
      4. RESEARCH METHODOLOGY
      5. FINDINGS
      6. DISCUSSION
      7. CONCLUSION
    3. Chapter 12: A Multi-Facet Analysis of Factors Affecting the Adoption of Multimedia Messaging Service (MMS)
      1. ABSTRACT
      2. INTRODUCTION
      3. THEORETICAL BACKGROUND
      4. CONCEPTUAL MODEL AND HYPOTHESES DEVELOPMENT
      5. RESULTS
      6. DISCUSSION
      7. IMPLICATIONS
      8. LIMITATIONS AND FUTURE RESEARCH
    4. Chapter 13: The Benefits of (Automated) Dialogue
      1. ABSTRACT
      2. INTRODUCTION
      3. IMPLICATIONS OF LITERATURE REVIEW AND AIMS FOR THIS STUDY
      4. THE SYSTEMS
      5. EXPERIMENT DESIGN
      6. PARTICIPANT SAMPLE
      7. RESULTS
      8. DISCUSSION
      9. CONCLUSION
      10. Appendix:
    5. Chapter 14: On User Experience Measurement Needs
      1. ABSTRACT
      2. INTRODUCTION
      3. RELATED RESEARCH
      4. THE EMPIRICAL STUDY AND RESULTS
      5. DISCUSSION
  7. Section 3: The Case of Design in Technology, Concept and Learning
    1. Chapter 15: A Motive Analysis as a First Step in Designing Technology for the use of Intuition in Criminal Investigation
      1. ABSTRACT
      2. INTRODUCTION
      3. A SUDDEN INTUITIVE FEELING
      4. CRIMINAL INVESTIGATION, TECHNOLOGY AND INTUITION
      5. MOTIVE ANALYSIS
      6. RESULTS FROM THE MOTIVE ANALYSIS: WHAT EXPLANATORY POSITIONS DID THE CRIMINAL INVESTIGATORS TAKE?
      7. DISCUSSION
      8. CONCLUSION
    2. Chapter 16: Designing Ubiquitous Content for Daily Lifestyle
      1. ABSTRACT
      2. INTRODUCTION
      3. RELATED WORKS
      4. DESIGN THEORY FOR UBIQUITOUS CONTENTS
      5. UBIQUITOUS CONTENTS
      6. CONCLUSION
    3. Chapter 17: Asymmetrical Learning Create and Sustain Users’ Drive to Innovate, When Involved in Information Systems Design
      1. ABSTRACT
      2. INTRODUCTION
      3. THE DESIGNER-USER RELATIONSSHIP IS MUTUAL, BUT ASYMMETRICAL LEARNING
      4. USER-DRIVE FUNDAMENTALS
      5. USER-DRIVEN INNOVATION: PRINCIPLES
      6. THE FEEDBACK-PROJECT: AN EXAMPLE OF USER-DRIVEN INNOVATION IN SYSTEMS DESIGN
      7. CONCLUSION
  8. Section 4: Application of the Technologies in Specific Fields
    1. Chapter 18: Internet-Enabled User Interfaces for Distance Learning
      1. ABSTRACT
      2. INTRODUCTION
      3. DEVELOPMENT SYSTEMS
      4. MIXED REALITY CLASSROOM-BASED EDUCATION SYSTEMS
      5. SYSTEM DESIGN
      6. FINDINGS AND ANALYSIS
      7. THE USER STUDY OF PLANT SYSTEM
      8. CONCLUSION AND FUTURE WORKS
    2. Chapter 19: In-Vehicle Avatars to Elicit Social Response and Change Driving Behaviour
      1. ABSTRACT
      2. INTRODUCTION
      3. LITERATURE REVIEW
      4. HYPOTHESES
      5. EXPERIMENTAL DESIGN
      6. HARDWARE AND SOFTWARE SETUP
      7. SIMULATOR SCENARIO
      8. AVATAR’S APPEARANCE AND EYE GAZE
      9. PARTICIPANTS
      10. PROCEDURE
      11. RESULTS AND DISCUSSIONS
      12. GAZE DURATION FOR A SUBSET OF PARTICIPANTS
      13. CONCLUSION
      14. LIMITATIONS
  9. Compilation of References
  10. About the Contributors