Computing Handbook, Third Edition


Book Description

Computing Handbook, Third Edition: Computer Science and Software Engineering mirrors the modern taxonomy of computer science and software engineering as described by the Association for Computing Machinery (ACM) and the IEEE Computer Society (IEEE-CS). Written by established leading experts and influential young researchers, the first volume of this popular handbook examines the elements involved in designing and implementing software, new areas in which computers are being used, and ways to solve computing problems. The book also explores our current understanding of software engineering and its effect on the practice of software development and the education of software professionals. Like the second volume, this first volume describes what occurs in research laboratories, educational institutions, and public and private organizations to advance the effective development and use of computers and computing in today’s world. Research-level survey articles provide deep insights into the computing discipline, enabling readers to understand the principles and practices that drive computing education, research, and development in the twenty-first century.




Computing Handbook


Book Description

This two volume set of the Computing Handbook, Third Edition (previously theComputer Science Handbook) provides up-to-date information on a wide range of topics in computer science, information systems (IS), information technology (IT), and software engineering. The third edition of this popular handbook addresses not only the dramatic growth of computing as a discipline but also the relatively new delineation of computing as a family of separate disciplines as described by the Association for Computing Machinery (ACM), the IEEE Computer Society (IEEE-CS), and the Association for Information Systems (AIS). Both volumes in the set describe what occurs in research laboratories, educational institutions, and public and private organizations to advance the effective development and use of computers and computing in today's world. Research-level survey articles provide deep insights into the computing discipline, enabling readers to understand the principles and practices that drive computing education, research, and development in the twenty-first century. Chapters are organized with minimal interdependence so that they can be read in any order and each volume contains a table of contents and subject index, offering easy access to specific topics. The first volume of this popular handbook mirrors the modern taxonomy of computer science and software engineering as described by the Association for Computing Machinery (ACM) and the IEEE Computer Society (IEEE-CS). Written by established leading experts and influential young researchers, it examines the elements involved in designing and implementing software, new areas in which computers are being used, and ways to solve computing problems. The book also explores our current understanding of software engineering and its effect on the practice of software development and the education of software professionals. The second volume of this popular handbook demonstrates the richness and breadth of the IS and IT disciplines. The book explores their close links to the practice of using, managing, and developing IT-based solutions to advance the goals of modern organizational environments. Established leading experts and influential young researchers present introductions to the current status and future directions of research and give in-depth perspectives on the contributions of academic research to the practice of IS and IT development, use, and management.




Software Engineering and Human-Computer Interaction


Book Description

This volume presents the thoroughly revised proceedings of the ICSE '94 Workshop on Joint Research Issues in Software Engineering and Human-Computer Interaction, held in Sorrento, Italy in May 1994. In harmony with the main objectives of the Workshop, this book essentially contributes to establishing a sound common platform for exchange and cooperation among researchers and design professionals from the SE and HCI communities. The book includes survey papers by leading experts as well as focused submitted papers. Among the topics covered are design, processes, user interface technology and SE environments, platform independence, prototyping, interactive behaviour, CSCW, and others.







Computer Human Interaction


Book Description

APCHI 2004 was the sixth Asia-Paci?c Conference on Computer-Human Int- action, and was the ?rst APCHI to be held in New Zealand. This conference series provides opportunities for HCI researchers and practitioners in the Asia- Paci?c and beyond to gather to explore ideas, exchange and share experiences, and further build the HCI networkin this region.APCHI 2004wasa truly int- national event, with presenters representing 17 countries. This year APCHI also incorporated the ?fth SIGCHI New Zealand Symposium on Computer-Human Interaction. A total of 69 papers were accepted for inclusion in the proceedings – 56 long papers and 13 short papers. Submissions were subject to a strict, double-blind peer-review process. The research topics cover the spectrum of HCI, including human factors and ergonomics,user interfacetools and technologies,mobile and ubiquitous computing, visualization, augmented reality, collaborative systems, internationalization and cultural issues, and more. APCHI also included a d- toral consortium, allowing 10 doctoral students from across the globe to meet and discuss their work in an interdisciplinary workshop with leading researchers and fellow students. Additionally, ?ve tutorials were o?ered in association with the conference.




Human-Computer Interaction. Advanced Interaction, Modalities, and Techniques


Book Description

The 3-volume set LNCS 8510, 8511 and 8512 constitutes the refereed proceedings of the 16th International Conference on Human-Computer Interaction, HCII 2014, held in Heraklion, Crete, Greece in June 2014. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences was carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas.




UIST


Book Description




Programming Paradigms in Graphics


Book Description

The papers in this volume are a good sampling and overview of current solutions to the problems of creating graphically based systems. This breadth of scope comes out of the closing discussion at the Fourth Eurographics Workshop on Object-Oriented Graphics. The fifth workshop, on Programming Paradigms in Graphics, set out to provide answers and alternatives to the shortcomings of object-oriented graphics. The presentations investigated the applicability, merits and problems of various programming paradigms in computer graphics for design, modelling and implementation. This book contains a revised selection of the best papers from the Fifth Eurograph ics Workshop on Programming Paradigms in Graphics, held 2-3 September 1995 in Maastricht, The ~etherlands. All papers at the workshop were subjected to a thorough review by at least three members of the international programme committee. The se lection for this book was based on further review and the papers also incorporate the relevant aspects of the discussions at the workshop. In past Eurographics workshops on Object-Oriented Graphics the prominent trend has been a discovery of the limits of object-orientation in graphics. The limitations of object-orientation were felt to lie in such areas as the expression of relationships between objects. This is an area of particular strength for the declarative languages, such as constraint-based languages. On the other hand, a notion of state has long been a problem in declarative languages and yet it is often seen as an essential aspect of graphical modelling, particularly in simulation and animation.