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1 PDF (xxiv, 216 pages).
  • 1. Introduction
  • 1.1 The EDC in a nutshell
  • 1.2 Organization and reading guide
  • 2. A scenario illustrating the EDC in use
  • 3. Research activities and developments behind the EDC
  • 3.1 CoPlan: community-based planning tools and the Cole Neighborhood
  • 3.1.1 Tabletop games and simulations supported by physical media tools
  • 3.1.2 The Cole Neighborhood experience: a physical media application
  • 3.1.3 Lessons learned from CoPlan
  • 3.2 Domain-oriented design environments (DODEs)
  • 3.3 The research methodology of L3D
  • 3.4 The EDC: a socio-technical environment
  • 3.5 Conclusions
  • 4. Contributions of the EDC to human-centered informatics
  • 4.1 EDC and design
  • 4.1.1 Theoretical frameworks for design
  • 4.1.2 Design methodologies
  • 4.1.3 Differentiating design communities: communities of practice and communities of interest
  • 4.1.4 The importance of boundary objects for design communities
  • 4.1.5 The SER model: an evolutionary perspective for design
  • 4.2 EDC and creativity
  • 4.2.1 Individual and social creativity
  • 4.2.2 Impact of distances and diversity on creativity
  • 4.2.3 Supporting creativity with the EDC
  • 4.3 EDC and learning
  • 4.3.1 Multi-dimensional aspects of learning
  • 4.3.2 Conceptions of learning explored and supported by the EDC
  • 4.4 Conclusions
  • 5. Case studies in different application domains
  • 5.1 Campus planning
  • 5.2 Emergency management
  • 5.3 Energy sustainability
  • 5.4 Conclusions
  • 6. The evolving design of the EDC
  • 6.1 Hardware developments supporting face-to-face interaction with computational models
  • 6.1.1 Intersim: the original design for the EDC
  • 6.1.2 "Wizard-of-oz" experiments
  • 6.1.3 Smart boards: integrating touch and projection types
  • 6.1.4 EDC-PitA board
  • 6.2 Software architecture and evolution
  • 6.2.1 Early software efforts using agentsheets
  • 6.2.2 The squeak-based version of the EDC
  • 6.2.3 The current EDC system architecture
  • 6.2.4 The project builder: a component supporting meta-design
  • 6.2.5 Details of the software implementation
  • 6.3 Conclusion
  • 7. EDC-inspired developments
  • 7.1 Innovations in the classroom: teaching, learning, and research
  • 7.1.1 The EDC inspired developments: teaching, learning, and research
  • 7.1.2 Example 1: Mr. Rogers sustainable neighborhood
  • 7.1.3 Example-2: Managing urban dynamics and its environmental impacts on climate change
  • 7.2 EDC-inspired developments by others
  • 7.2.1 Caretta: integrating personal and shared spaces
  • 7.2.2 Community of soundscapes (CoS)
  • 7.3 Conclusions
  • 8. Lessons learned and contributions
  • 8.1 Formative evaluations and affordances
  • 8.2 Evaluation of the EDC as a creativity support environment
  • 8.3 Design requirements (DRs)
  • 8.4 Conclusions
  • 9. Looking ahead
  • 9.1 New developments in table-top computing
  • 9.2 EDC extensions
  • 9.2.1 Capturing more activities
  • 9.2.2 Supporting co-development by participants
  • 9.2.3 EDC-virtual: extending participation
  • 9.2.4 Engagement with real stakeholders and integration into regular work environments
  • 9.2.5 Supporting design projects from beginning to end
  • 9.3 Conclusions
  • 10. Conclusions
  • 11. Appendices
  • 11.1 Appendix 1: Abbreviations and places used in the book
  • 11.2 Appendix 2: Glossary of concepts
  • References
  • Author biographies.
The Envisionment and Discovery Collaboratory (EDC) is a long-term research platform exploring immersive socio-technical environments in which stakeholders can collaboratively frame and solve problems and discuss and make decisions in a variety of application domains and different disciplines. The knowledge to understand, frame, and solve these problems does not already exist, but is constructed and evolves in ongoing interactions and collaborations among stakeholders coming from different disciplines providing a unique and challenging environment to study, foster, and support human-centered informatics, design, creativity, and learning. At the social level, the EDC is focused on the collaborative construction of artifacts rather than the sharing of individually constructed items. It brings individuals together in face-to-face meetings, encouraging and supporting them to engage, individually and collectively, in action and reflection. At the technological level, the EDC integrates tabletop computing environments, tangible objects, sketching support, geographic information systems, visualization software, and an envisioned virtual implementation. This book is based on 20 years of research and development activities that brought together interdisciplinary teams of researchers, educators, designers, and practitioners from different backgrounds. The EDC originated with the merging of two research paradigms from disparate disciplines to build on the strengths, approaches, and perspectives of each. This book describes the artifacts and scenarios that were developed, with the goal of providing inspiration for human-centered informatics not focused on technologies in search of a purpose but on the development of systems supporting stakeholders to explore personally meaningful problems. These developments have inspired numerous research and teaching activities. The challenges, prototypical systems, and lessons learned represent important milestones in the development and evolution of the EDC that are relevant for future research activities and practices in human-centered informatics.
xi, 773 p. : ill. (some col.).
  • pt. 1. Green communications
  • pt. 2. Green computing
  • pt. 3. Green networking
  • pt. 4. Green innovation.
xvii, 210 p. : ill., map ; 24 cm.
  • A: Methodological Foundations and Operational Consequences of Social Multi-Criteria Evaluation: Introduction.- Dealing with a Complex World with Multiple Dimensions, Values and Scales.- Operationalizing Technical and Social Incommensurability in an SMCE Framework.- B: Consistency in Social Multi-Criteria Evaluation: Basic Methodological Concepts.- Basic Discrete Multi-Criteria Methods.- Lessons Learned from Social Choice Literature.- C: Mathematical Procedures for Searching for Technical and Social Compromise Solutions: Searching for the "Technical Compromise Solution".- Searching for the "Social Compromise Solution".- Conclusions.
  • (source: Nielsen Book Data)9783540737025 20160528
SAL3 (off-campus storage)
1 online resource (296 pages) : illustrations.
  • Enhancing education for the knowledge society era with learning ecosystems / Francisco J. García-Peñalvo [and 7 others]
  • Tools interoperability for learning management systems / Nikolas Galanis [and 3 others]
  • Technological ecosystem maps for IT governance: application to a higher education institution / Rafael Molina-Carmona [and 5 others]
  • Gamification ecosystems: current state and perspectives / Velimir Stavljanin, Miroslav Minovic
  • Long-term analysis of the development of the open ACS community framework / Michael Aram, Stefan Koch, Gustaf Neumann
  • Need of the research community: open source solution for research knowledge management / Dhananjay S. Deshpande, Pradeep R. Kulkarni, Pravin S. Metkewar
  • Software engineering for technological ecosystems / Rajeshwar Vayyavur
  • Knowledge structuring for sustainable development and the Hozo tool / Jenny S. Huang, Kouji Kozaki, Terukazu Kumazawa
  • Trying to go open: knowledge management in an academic journal / Özgün Imre.
Over the past decade, diverse organizations have been turning to open source software for their technological needs, in both internal processes management and public interaction. Turning the data generated by organizations ranging from universities to large corporations into usable information has plagued users for years, making open source solutions one of the primary goals of these institutions. Open Source Solutions for Knowledge Management and Technological Ecosystems addresses the issues surrounding the search for each organization's unique data management needs, defining the tools necessary to fulfill them within their technological ecosystem, along with the selection, interoperability, and integration of these tools. This book is ideal for managers, business professionals, software engineers, information technology professionals, and students of business and IT.
(source: Nielsen Book Data)9781522509059 20161213
1 online resource (xxxiv, 659 pages) : illustrations. Digital: text file; PDF.
  • Foreword - Tom MacTavish. - Foreword - Ben Shneiderman.- Foreword - Peter Simlinger.- Preface.- Glossary of Key Terms.- Introduction.- The Green Machine.- The Health Machine.- The Money Machine.- The Story Machine.- The Travel Machine.- The Innovation Machine.- The Driving Machine.- The Learning Machine.- The Happiness Machine.- The Marriage Machine.- Conclusion.
  • (source: Nielsen Book Data)9781447143239 20160619
Mobile Persuasion Design presents ten conceptual design projects (or 'Machines') for new mobile application's (smartphone or tablet with Web portals) that combine theories of persuasion and information design to change people's behaviour. Areas such as the environment, health, learning and happiness are explored, looking at ways of marrying people's wants and needs to make simple, usable and desirable mobile applications. A user-centred design approach has been used, adopting user experience (UX) methods, in-depth case studies and market analysis to see what a modern user needs from their mobile application. By applying concepts like persuasion theory and information architecture, try to find ways to satisfy these needs and positively change their user habits. In 2011, the Green, Health, and Money Machines won design awards in an international competition hosted by the International Institute for Information Design, Vienna.
(source: Nielsen Book Data)9781447143239 20160619


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