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Cross-Disciplinary Advances in Human Computer Interaction: User Modeling, Social Computing, and Adaptive Interfaces

Panayiotis Zaphiris (City University of London, UK) and Chee Siang Ang (City University of London, UK)
Indexed In: SCOPUS
Release Date: January, 2009 | Copyright: © 2009 | Pages: 472

Publication Status: E-Book and Print Version Available for Purchase
ISBN13: 9781605661421
EISBN13: 9781605661438
DOI: 10.4018/978-1-60566-142-1

Description:

It is becoming increasingly necessary to systematically take into account human interaction and activity, and new technologies along with the completely renewed social and cultural environments that such digital environments and interfaces are calling for are now capable of delivering.

Cross-Disciplinary Advances in Human Computer Interaction: User Modeling, Social Computing, and Adaptive Interfaces collects over 20 chapters covering the most recent in-depth issues within the field of human computer interaction (HCI). A necessary reference source for those in academia as well as the HCI industry, this book presents useful new approaches and methodologies for analysis, design, and evaluation.

Coverage:

The many academic areas covered in this publication include, but are not limited to:

  • Community telecommunication networks
  • Cultural e-services
  • Cultural impact on public mobile phone usage
  • Culturally-relative information ethics
  • Decision premises for technochange
  • De-construction of wireless device usage
  • Discourses on user participation
  • Emotional digitalization
  • End-user computing satisfaction instrument
  • Environmental global information ethics
  • GSM-based SMS time reservation system
  • Human-centered design of IS
  • Information systems research methodology
  • IS investment appraisal
  • Modeling sociotechnical change in IS
  • Software verification
  • Successes and failures of SAP implementation
  • Tacit knowledge in organizational environments
  • Video game industry representation of gender and race
  • Webpage development success prediction

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This book points out that beyond the technical aspects, we need to systematically take into account human interaction and activity, and the completely renewed social and cultural environments that such digital environments and interfaces are calling for and technologies are now capable of delivering.

– Panayiotis Zaphiris, City University London, UK

This book collects recent work in the field, 24 chapters in all, on major themes including computer mediated communication, online communities, computer-augmented environments, and computer-based learning.

– Book News Inc. (March 2009)

Panayiotis Zaphiris is a senior lecturer at the Centre for Human-Computer Interaction Design, School of Informatics of City University London (UK). Before joining City University, he was a researcher at the Institute of Gerontology at Wayne State University (USA), where he also got his PhD in Human-Computer Interaction. He also holds an MSc in Systems Engineering and a BSc in Electrical Engineering from the University of Maryland. His research interests lie in human-computer interaction with an emphasis in inclusive design and social aspect of computing. He is also interested in internet-related research, such as Web usability, online communities, e-learning, computer aided leanguage learning (CALL) and social network analysis of online computer-mediated human-to-hman interactions. Panayiotis was the principal investigator of the JISC Information Visualisation Foundation Student an a co-investigator on the DRC Formal Investigation into Web Site Accessibility (managing the automatic testing of 1000 websites) and the JISC Usability Studies for JISC Services and Information Environment projects.
Chee Siang Ang is a research fellow in the Centre for Human-Computer Interaction (HCI) Design. He is interested in human interactions and social tendencies in the virtual world, particularly second life, from a sociological, psychological and HCI perspective. His main research interests include the psychology and sociology of computer games, virtual worlds or 3D computer-mediated communication (CMC), learning theories particularly in gaming, digital media such as interactive narrative and simulation.

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Editorial Advisory Board
Associate Editors:
  • Daniel Cunliffe, University of Glamorgan, UK
  • Claude Ghaoui, Liverpool John Moores University, UK
  • Epaminondas Kapetanios, Plirosoft GmbH, Switzerland
  • Tom McEwan, Napier University, UK
  • Mats Edenius, Uppsala University, Sweden
  • Anabela Sarmento, Instituto Politécnico do Porto, Portugal

    International Editorial Advisory Board:

  • Willem-Paul Brinkman, Brunel University, UK
  • Bendik Bygstad, Norwegian School of Information Technology, Norway
  • Anita Greenhill, University of Manchester, UK
  • Sunil Hazari, State University of West Georgia, USA
  • Carolyn Jacobson, Marymount University, USA
  • Lynette Kvasny, Pennsylvania State University, USA
  • Seamas Kelly, University College Dublin, Ireland
  • Deborah Lafky, Claremont Graduate University, USA
  • António Lucas Soares, University of Porto and INESC Porto, Portugal
  • Diane Murphy, Marymount University, USA
  • Michael Waltemathe, Ruhr-Universitat Bochum, Germany