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Books > Computing & IT
In recent decades, there has been an increasing interest in using
machine learning and, in the last few years, deep learning methods
combined with other vision and image processing techniques to
create systems that solve vision problems in different fields.
There is a need for academicians, developers, and industry-related
researchers to present, share, and explore traditional and new
areas of computer vision, machine learning, deep learning, and
their combinations to solve problems. Computer Vision and Image
Processing in the Deep Learning Era is designed to serve
researchers and developers by sharing original, innovative, and
state-of-the-art algorithms and architectures for applications in
the areas of computer vision, image processing, biometrics, virtual
and augmented reality, and more. It integrates the knowledge of the
growing international community of researchers working on the
application of machine learning and deep learning methods in vision
and robotics. Covering topics such as brain tumor detection, heart
disease prediction, and medical image detection, this premier
reference source is an exceptional resource for medical
professionals, faculty and students of higher education, business
leaders and managers, librarians, government officials,
researchers, and academicians.
This comprehensive book systematically introduces Dynamic Data
Driven Simulation (DDDS) as a new simulation paradigm that makes
real-time data and simulation model work together to enable
simulation-based prediction/analysis.The text is significantly
dedicated to introducing data assimilation as an enabling technique
for DDDS. While data assimilation has been studied in other science
fields (e.g., meteorology, oceanography), it is a new topic for the
modeling and simulation community.This unique reference text
bridges the two study areas of data assimilation and modelling and
simulation, which have been developed largely independently from
each other.
The Handbook on Socially Interactive Agents provides a
comprehensive overview of the research fields of Embodied
Conversational Agents Intelligent Virtual Agents and Social
Robotics. Socially Interactive Agents (SIAs) whether virtually or
physically embodied are autonomous agents that are able to perceive
an environment including people or other agents reason decide how
to interact and express attitudes such as emotions engagement or
empathy. They are capable of interacting with people and one
another in a socially intelligent manner using multimodal
communicative behaviors with the goal to support humans in various
domains.Written by international experts in their respective fields
the book summarizes research in the many important research
communities pertinent for SIAs while discussing current challenges
and future directions. The handbook provides easy access to
modeling and studying SIAs for researchers and students and aims at
further bridging the gap between the research communities involved.
In two volumes the book clearly structures the vast body of
research. The first volume starts by introducing what is involved
in SIAs research in particular research methodologies and ethical
implications of developing SIAs. It further examines research on
appearance and behavior focusing on multimodality. Finally social
cognition for SIAs is investigated using different theoretical
models and phenomena such as theory of mind or pro-sociality. The
second volume starts with perspectives on interaction examined from
different angles such as interaction in social space group
interaction or long-term interaction. It also includes an extensive
overview summarizing research and systems of human-agent platforms
and of some of the major application areas of SIAs such as
education aging support autism and games.
Artificial Intelligence for Sustainable Value Creation provides a
detailed and insightful exploration of both the possibilities and
the challenges that accompany widespread Artificial Intelligence.
Providing a cutting edge analysis of the impact of AI in business
and society, the editors offer an opportunity to assess what is
known about managing other forms of information systems, strategy,
and marketing, and to re-examine this knowledge in situations
involving AI. This comprehensive book explores how human- centric
AI systems create value inside organizations, distinguishing three
main components: ethical value, societal value, and business value.
Using a multidisciplinary perspective, this discerning book
addresses the interests of a wide spectrum of practitioners,
students, and researchers alike who are interested in identifying
the value generated by AI systems in management.
Applying mechanisms and principles of human intelligence and
converging the brain and artificial intelligence (AI) is currently
a research trend. The applications of AI in brain simulation are
countless. Brain-inspired intelligent systems will improve
next-generation information processing by applying theories,
techniques, and applications inspired by the information processing
principles from the brain. Exploring Future Opportunities of
Brain-Inspired Artificial Intelligence focuses on the convergence
of AI with brain-inspired intelligence. It presents research on
brain-inspired cognitive machines with vision, audition, language
processing, and thinking capabilities. Covering topics such as data
analysis tools, knowledge representation, and super-resolution,
this premier reference source is an essential resource for
engineers, developers, computer scientists, students and educators
of higher education, librarians, researchers, and academicians.
This incisive book provides a much-needed examination of the legal
issues arising from the data economy, particularly in the light of
the expanding role of algorithms and artificial intelligence in
business and industry. In doing so, it discusses the pressing
question of how to strike a balance in the law between the
interests of a variety of stakeholders, such as AI industry,
businesses and consumers. Investigating issues at the intersection
of trade secrets and personal data as well as the potential legal
conflicts to which this can give rise, Gintare Surblyte-Namaviciene
examines what kinds of changes to the legal framework the growing
data economy may require. Through an analysis of the way in which
EU competition law may tackle algorithm-related problems the book
also identifies a regulatory gap in the case of algorithmic
manipulation in the business-to-consumer relationship. The book
further argues that control by public bodies over terms and
conditions often used in the data economy may be necessary for the
sake of consumer protection. Scholars in competition law and
regulatory governance, particularly those with an interest in the
impacts of technology, will find this to be critical reading. It
will also be beneficial to practitioners and policy makers working
at the intersections of regulation and technology.
The medical domain is home to many critical challenges that stand
to be overcome with the use of data-driven clinical decision
support systems (CDSS), and there is a growing set of examples of
automated diagnosis, prognosis, drug design, and testing. However,
the current state of AI in medicine has been summarized as "high on
promise and relatively low on data and proof." If such problems can
be addressed, a data-driven approach will be very important to the
future of CDSSs as it simplifies the knowledge acquisition and
maintenance process, a process that is time-consuming and requires
considerable human effort. Diverse Perspectives and
State-of-the-Art Approaches to the Utilization of Data-Driven
Clinical Decision Support Systems critically reflects on the
challenges that data-driven CDSSs must address to become mainstream
healthcare systems rather than a small set of exemplars of what
might be possible. It further identifies evidence-based, successful
data-driven CDSSs. Covering topics such as automated planning,
diagnostic systems, and explainable artificial intelligence, this
premier reference source is an excellent resource for medical
professionals, healthcare administrators, IT managers, pharmacists,
students and faculty of higher education, librarians, researchers,
and academicians.
The Handbook on Socially Interactive Agents provides a
comprehensive overview of the research fields of Embodied
Conversational Agents Intelligent Virtual Agents and Social
Robotics. Socially Interactive Agents (SIAs) whether virtually or
physically embodied are autonomous agents that are able to perceive
an environment including people or other agents reason decide how
to interact and express attitudes such as emotions engagement or
empathy. They are capable of interacting with people and one
another in a socially intelligent manner using multimodal
communicative behaviors with the goal to support humans in various
domains.Written by international experts in their respective fields
the book summarizes research in the many important research
communities pertinent for SIAs while discussing current challenges
and future directions. The handbook provides easy access to
modeling and studying SIAs for researchers and students and aims at
further bridging the gap between the research communities involved.
In two volumes the book clearly structures the vast body of
research. The first volume starts by introducing what is involved
in SIAs research in particular research methodologies and ethical
implications of developing SIAs. It further examines research on
appearance and behavior focusing on multimodality. Finally social
cognition for SIAs is investigated using different theoretical
models and phenomena such as theory of mind or pro-sociality. The
second volume starts with perspectives on interaction examined from
different angles such as interaction in social space group
interaction or long-term interaction. It also includes an extensive
overview summarizing research and systems of human-agent platforms
and of some of the major application areas of SIAs such as
education aging support autism and games.
Unlock your creativity with easy digital illustration techniques.
Learn how to create professional-looking art and illustration in
Procreate, the industry-leading digital painting app for iPad. In
this step-by-step guide you will learn how to create unique art,
make seamless patterns, and master all the elements of the
software: from layers to selections, how to use brushes, how to
tile patterns and everything you need to know to take your art to
new digital highs. Artist and illustrator Ruth Burrows takes a
beginner-friendly, jargon-free approach to explaining how to get
the most from Procreate, delivering not a heavy technical manual
but rather, an inspirational workbook that encourages you to play,
make mistakes and seek out your own way of using the app. The Basic
Tools section introduces essential features and takes you on a
quick tour of Procreate.You will learn by doing and if you're
unsure of anything later on, you can dip back into this section to
refresh your memory. The Projects section takes you a bit further
on your 'learning by doing' journey. The first few projects explain
techniques step-by-step. There are screenshots of the actual
interface so you can see exactly how things work and where things
are. The later projects are more art based and look in detail at
how the author uses Procreate to make her highly commercial art. By
the end of this book, you will be creating digital illustrations
that will feel as natural and intuitive as drawing with pencil and
paper. As well as mastering the art techniques, you will also find
practical advice on how to monetize your artwork, from tips on
licensing to how to have your art printed on products, and more.
Creativity has been integral to the development of the modern
State, and yet it is becoming increasingly sidelined, especially as
a result of the development of new machinic technologies including
3D printing. Arguing that inner creativity has been endangered by
the rise of administrative regulation, James Griffin explores a
number of reforms to ensure that upcoming regulations do take
creativity into account. The State of Creativity examines how the
State has become distanced from individual processes of creativity.
This book investigates how the failure to incorporate creativity
into administrative regulation is, in fact, adversely impacting the
regulation of new technologies such as 3D and 4D printing and
augmented reality, by focusing on issues concerning copyright and
patents. This is an important read for intellectual property law
scholars, as well as those studying computer science who wish to
gain a more in-depth understanding of the current laws surrounding
digital technologies such as 3D printing in our modern world. Legal
practitioners wanting to remain abreast of developments surrounding
3D printing will also benefit from this book.
In today's digital society, organizations must utilize technology
in order to engage their audiences. Innovative game-like
experiences are an increasingly popular way for businesses to
interact with their customers; however, correctly implementing this
technology can be a difficult task. To ensure businesses have the
appropriate information available to successfully utilize
gamification in their daily activities, further study on the best
practices and strategies for implementation is required. The
Handbook of Research on Gamification Dynamics and User Experience
Design considers the importance of gamification in the context of
organizations' improvements and seeks to investigate game design
from the experience of the user by providing relevant academic
work, empirical research findings, and an overview of the field of
study. Covering topics such as digital ecosystems, distance
learning, and security awareness, this major reference work is
ideal for policymakers, technology developers, managers, government
officials, researchers, scholars, academicians, practitioners,
instructors, and students.
Ready Player One meets the action of battle royale video games in
this middle-grade sci-fi perfect for fans of Fortnite. To
twelve-year-old Reyna Cheng, gaming is everything, so she's
thrilled to have the opportunity to attend a gaming summer camp
courtesy of Dayhold - the world's biggest VR battle royale game.
Reyna is an up-and-coming junior amateur gamer but despite her
rising popularity and skills online, no one knows that behind her
male avatar is a twelve-year-old Chinese American girl. Gaming is
still a boys' club and to protect her true identity against trolls
and their harassment, she plays as the mysterious TheRuiNar. When
Reyna qualifies for the Dayhold Junior Tournament, she knows she's
got what it takes to win the championship title and the $10,000
prize. It's a chance to make a step forward towards her
professional esports dreams and to help her family with the costs
of her mother's hospital bills. But when she's blackmailed and her
identity is threatened to be revealed by an anonymous troll, Reyna
has to confront the toxic gaming community head-on. With her dreams
and the cash prize on the line, it's game on! Gaming has never been
more popular with the tournament in the book reflecting real
tournaments such as the Fortnite World Cup Fantastic representation
of a Chinese-American character from an own voices author
Exhilirating, heartracing experience - Reyna's perspective lets you
feel like you're playing the game yourself! REVIEWS OF LAST GAMER
STANDING Emotional depth and nuanced representation level up this
action-packed, futuristic page-turner. - Kirkus Reviews Combining
ruthless online rivalry and real-life dilemmas, Zhao (How We Fall
Apart) pushes her inspirational heroine to the limit in the pursuit
of success, validation, and financial security. An insular-feeling
first-person narration underlines how Reyna's intense focus in the
high-pressure environment can leave her feeling isolated. -
Publishers Weekly A fantastic and relevant addition to children's
literature, in a world where e-sports is just as popular as
traditional sports, younger readers and gamers everywhere will love
this gem of a book. - The Quiet Pond
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