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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction

Simulation-Based Usability Evaluation of Spoken and Multimodal Dialogue Systems (Hardcover, 1st ed. 2018): Stefan Hillmann Simulation-Based Usability Evaluation of Spoken and Multimodal Dialogue Systems (Hardcover, 1st ed. 2018)
Stefan Hillmann
R4,168 R3,367 Discovery Miles 33 670 Save R801 (19%) Ships in 10 - 15 working days

This book describes an extension of the user behaviour simulation (UBS) of an existing tool for automatic usability evaluation (AUE). This extension is based upon a user study with a smart home system. It uses technical-sociological methods for the execution of the study and the analysis of the collected data. A comparison of the resulting UBS with former UBSs, as well as the empirical data, shows that the new simulation approach outperforms the former simulation. The improvement affects the prediction of dialogue metrics that are related to dialogue efficiency and dialogue effectiveness. Furthermore, the book describes a parameter-based data model, as well as a related framework. Both are used to uniformly describe multimodal human-computer interactions and to provide such descriptions for usability evaluations. Finally, the book proposes a new two-stage method for the evaluation of UBSs. The method is based on the computation of a distance measures between two dialogue corpora and the pair-wise comparison of distances among several dialogue corpora.

Computational Linguistics and Talking Robots - Processing Content in Database Semantics (Hardcover, 2011 ed.): Roland Hausser Computational Linguistics and Talking Robots - Processing Content in Database Semantics (Hardcover, 2011 ed.)
Roland Hausser
R2,909 Discovery Miles 29 090 Ships in 18 - 22 working days

The practical task of building a talking robot requires a theory of how natural language communication works. Conversely, the best way to computationally verify a theory of natural language communication is to demonstrate its functioning concretely in the form of a talking robot, the epitome of human-machine communication. To build an actual robot requires hardware that provides appropriate recognition and action interfaces, and because such hardware is hard to develop the approach in this book is theoretical: the author presents an artificial cognitive agent with language as a software system called database semantics (DBS). Because a theoretical approach does not have to deal with the technical difficulties of hardware engineering there is no reason to simplify the system - instead the software components of DBS aim at completeness of function and of data coverage in word form recognition, syntactic-semantic interpretation and inferencing, leaving the procedural implementation of elementary concepts for later.

In this book the author first examines the universals of natural language and explains the Database Semantics approach. Then in Part I he examines the following natural language communication issues: using external surfaces; the cycle of natural language communication; memory structure; autonomous control; and learning. In Part II he analyzes the coding of content according to the aspects: semantic relations of structure; simultaneous amalgamation of content; graph-theoretical considerations; computing perspective in dialogue; and computing perspective in text. The book ends with a concluding chapter, a bibliography and an index.

The book will be of value to researchers, graduate students and engineers in the areas of artificial intelligence and robotics, in particular those who deal with natural language processing.

Mobile Services for Toy Computing (Hardcover, 1st ed. 2015): Patrick C K Hung Mobile Services for Toy Computing (Hardcover, 1st ed. 2015)
Patrick C K Hung
R3,595 R1,843 Discovery Miles 18 430 Save R1,752 (49%) Ships in 10 - 15 working days

The goal of this book is to crystallize the emerging mobile computing technologies and trends by focusing on the most promising solutions in services computing. The book will provide clear proof that mobile technologies are playing an increasingly important and critical role in supporting toy computing. The goal of this book is to bring together academics and practitioners to describe the use and synergy between the above-mentioned technologies. This book is intended for researchers and students working in computer science and engineering, as well as toy industry technology providers, having particular interests in mobile services.

Whole Body Interaction (Hardcover, 2011 Ed.): David England Whole Body Interaction (Hardcover, 2011 Ed.)
David England
R2,663 Discovery Miles 26 630 Ships in 18 - 22 working days

Whole Body Interaction is The integrated capture and processing of human signals from physical, physiological, cognitive and emotional sources to generate feedback to those sources for interaction in a digital environment (England 2009).

"Whole Body Interaction "looks at the challenges of Whole Body Interaction from the perspectives of design, engineering and research methods. How do we take physical motion, cognition, physiology, emotion and social context to push boundaries of Human Computer Interaction to involve the complete set of human capabilities? Through the use of various applications the authors attempt to answer this question and set a research agenda for future work.

Aimed at students and researchers who are looking for new project ideas or to extend their existing work with new dimensions of interaction.

"

Pervasive Collaborative Networks - IFIP TC 5 WG 5.5 Ninth Working Conference on VIRTUAL ENTERPRISES, September 8-10, 2008,... Pervasive Collaborative Networks - IFIP TC 5 WG 5.5 Ninth Working Conference on VIRTUAL ENTERPRISES, September 8-10, 2008, Poznan, Poland (Hardcover, 2008 ed.)
Luis M. Camarinha-Matos, Willy Picard
R4,364 Discovery Miles 43 640 Ships in 18 - 22 working days

COLLABORATIVE NETWORKS Becoming a pervasive paradigm In recent years the area of collaborative networks is being consolidated as a new discipline (Camarinha-Matos, Afsarmanesh, 2005) that encompasses and gives more structured support to a large diversity of collaboration forms. In terms of applications, besides the "traditional" sectors represented by the advanced supply chains, virtual enterprises, virtual organizations, virtual teams, and their breading environments, new forms of collaborative structures are emerging in all sectors of the society. Examples can be found in e-government, intelligent transportation systems, collaborative virtual laboratories, agribusiness, elderly care, silver economy, etc. In some cases those developments tend to adopt a terminology that is specific of that domain; often the involved actors in a given domain are not fully aware of the developments in the mainstream research on collaborative networks. For instance, the grid community adopted the term "virtual organization" but focused mainly on the resource sharing perspective, ignoring most of the other aspects involved in collaboration. The European enterprise interoperability community, which was initially focused on the intra-enterprise aspects, is moving towards inter-enterprise collaboration. Collaborative networks are thus becoming a pervasive paradigm giving basis to new socio-organizational structures.

Engineering the User Interface - From Research to Practice (Hardcover, 1st Corrected ed. 2009, Corr. 3rd printing 2009): Miguel... Engineering the User Interface - From Research to Practice (Hardcover, 1st Corrected ed. 2009, Corr. 3rd printing 2009)
Miguel Redondo, Crescencio Bravo, Manuel Ortega
R4,166 Discovery Miles 41 660 Ships in 18 - 22 working days

Digital Divide (DD) is a term that defines the division between people, commu- ties, states, countries, etc. with respect to the access to the new Information and Communication Technologies (ICTs). Nowadays, it is essential to have tech- logical skills to work in a variety of jobs (i. e. administration, education, etc. ). Moreover, ICTs have become ubiquitous and they affect almost every aspect of our daily life. The way in which people face the task of using ICTs varies depending on a plethora of variables. The most analysed ones are the technological literacy and the educational level. These are two very important factors that strongly affect the success of the individuals in accessing ICTs. Unfortunately, these are not the only variables to consider. Some people suffer from mental and physical disabilities that are real impediments to access ICTs, and they must be studied in detail. How can we help disabled people to access ICTs? Can public telecentres deal with this task? Can the ICTs be used to improve the accessibility of disabled people? Which projects aim to reduce the digital divide? Are they addressed to disabled people? These are some of the questions that we will try to answer, at least partially, in this chapter. We believe that governments must invest to avert the DD, but they are not the only actors involved in this scenario.

Visualization in Medicine and Life Sciences III - Towards Making an Impact (Hardcover, 1st ed. 2016): Lars Linsen, Bernd... Visualization in Medicine and Life Sciences III - Towards Making an Impact (Hardcover, 1st ed. 2016)
Lars Linsen, Bernd Hamann, Hans-Christian Hege
R5,348 R4,757 Discovery Miles 47 570 Save R591 (11%) Ships in 10 - 15 working days

The book discusses novel visualization techniques driven by the needs in medicine and life sciences as well as new application areas and challenges for visualization within these fields. It presents ideas and concepts for visual analysis of data from scientific studies of living organs or to the delivery of healthcare. Target scientific domains include the entire field of biology at all scales - from genes and proteins to organs and populations - as well as interdisciplinary research based on technological advances such as bioinformatics, biomedicine, biochemistry, or biophysics. Moreover, they comprise the field of medicine and the application of science and technology to healthcare problems. This book does not only present basic research pushing the state of the art in the field of visualization, but it also documents the impact in the fields of medicine and life sciences.

Face Image Analysis by Unsupervised Learning (Hardcover, 2001 ed.): Marian Stewart Bartlett Face Image Analysis by Unsupervised Learning (Hardcover, 2001 ed.)
Marian Stewart Bartlett
R2,752 Discovery Miles 27 520 Ships in 18 - 22 working days

Face Image Analysis by Unsupervised Learning explores adaptive approaches to image analysis. It draws upon principles of unsupervised learning and information theory to adapt processing to the immediate task environment. In contrast to more traditional approaches to image analysis in which relevant structure is determined in advance and extracted using hand-engineered techniques, Face Image Analysis by Unsupervised Learning explores methods that have roots in biological vision and/or learn about the image structure directly from the image ensemble. Particular attention is paid to unsupervised learning techniques for encoding the statistical dependencies in the image ensemble. The first part of this volume reviews unsupervised learning, information theory, independent component analysis, and their relation to biological vision. Next, a face image representation using independent component analysis (ICA) is developed, which is an unsupervised learning technique based on optimal information transfer between neurons. The ICA representation is compared to a number of other face representations including eigenfaces and Gabor wavelets on tasks of identity recognition and expression analysis. Finally, methods for learning features that are robust to changes in viewpoint and lighting are presented. These studies provide evidence that encoding input dependencies through unsupervised learning is an effective strategy for face recognition. Face Image Analysis by Unsupervised Learning is suitable as a secondary text for a graduate-level course, and as a reference for researchers and practitioners in industry.

Gamification - Concepts, Methodologies, Tools, and Applications, Vol 1 (Hardcover): Irma Gamification - Concepts, Methodologies, Tools, and Applications, Vol 1 (Hardcover)
Irma
R17,696 Discovery Miles 176 960 Ships in 18 - 22 working days
Ubiquitous and Mobile Learning in the Digital Age (Hardcover, 2013 ed.): Demetrios G. Sampson, Pedro Isaias, Dirk Ifenthaler,... Ubiquitous and Mobile Learning in the Digital Age (Hardcover, 2013 ed.)
Demetrios G. Sampson, Pedro Isaias, Dirk Ifenthaler, J. Michael Spector
R4,233 R3,432 Discovery Miles 34 320 Save R801 (19%) Ships in 10 - 15 working days

This edited volume with selected expanded papers from CELDA (Cognition and Exploratory Learning in the Digital Age) 2011 (http://www.celda- -conf.org/) will focus on Ubiquitous and Mobile Informal and Formal Learning in the Digital Age, with sub-topics: Mobile and Ubiquitous Informal and Formal Learning Environments (Part I), Social Web Technologies for new knowledge representation, retrieval, creation and sharing in Informal and Formal Educational Settings (Part II), Virtual Worlds and Game- -based Informal and Formal Learning (Part III), Location- -based and Context- - Aware Environments for Formal and Informal Learning Integration (Part IV) There will be approximately twenty chapters selected for this edited volume from among peer- -reviewed papers presented at the CELDA (Cognition and Exploratory Learning in the Digital Age) 2011 Conference in Rio de Janeiro, Brazil in November, 2011.

Design for Emotion (Paperback): Trevor van Gorp, Edie Adams Design for Emotion (Paperback)
Trevor van Gorp, Edie Adams
R692 R643 Discovery Miles 6 430 Save R49 (7%) Ships in 10 - 15 working days

"Design for Emotion" introduces you to the why, what, when, where and how of designing for emotion. Improve user connection, satisfaction and loyalty by incorporating emotion and personality into your design process. The conscious and unconscious origins of emotions are explained, while real-world examples show how the design you create affects the emotions of your users.

This isn t just another design theory book - it s imminently practical. "Design for Emotion" introduces the A.C.T. Model (Attract/Converse/Transact) a tool for helping designers create designs that intentionally trigger emotional responses. This book offers a way to harness emotions for improving the design of products, interfaces and applications while also enhancing learning and information processing. "Design for Emotion" will help your designs grab attention and communicate your message more powerfully, to more people.

Foreword byBJ Fogg,

Founder & Director, "Stanford Persuasive Technology Lab"

""

Creative professionals who design consumer products, entertainment, software, websites, marketing, and communications are beginning to appreciate the importance of evoking emotions and personality to capture viewers attention and create satisfying experiences." Design for Emotion"addresses the basic questions around designing emotional experiences;"why, what, when," "where"and"how"do we design for emotion? With extensive real-world examples to help illustrate how emotion and personality are communicated through design, "Design for Emotion"isn't just another book on design theory - it's an imminently practical guide to applying and eliciting emotion in design. "

Design for Emotion: "

Explains the relationship between emotions and product personalitiesDetails the most important dimensions of a product's personalityExamines models for understanding users' relationships with productsExplores how to intentionally design product personalitiesProvides extensive examples from the worlds of product, web and application designIncludes a simple and effective model for creating more emotional designs

The book also featuresinterviews with Stephen P. Anderson, Aarron Walter, Marco van Hout, Patrick W. Jordan and Trish Miner, and case studies from Moni Wolf, Matt Pattison, Shayal Chhibber, Chris FryerandDamian Smith.Harness the power of emotional design to enhance products, websites and applications while improving user experience and increasing customer satisfaction."Design for Emotion"will help you communicate your client's message and brand values with the appropriate emotions and personality for their target audience."

Human-Computer Interaction - INTERACT '97 (Hardcover, 1997 ed.): Steve Howard, Judy Hammond, Gitte Lindgaard Human-Computer Interaction - INTERACT '97 (Hardcover, 1997 ed.)
Steve Howard, Judy Hammond, Gitte Lindgaard
R5,708 Discovery Miles 57 080 Ships in 18 - 22 working days

The theme of the 1997 INTERACT conference, 'Discovering New Worlds ofHCI', signals major changes that are taking place with the expansion of new technologies into fresh areas of work and leisure throughout the world and new pervasive, powerful systems based on multimedia and the internet. HCI has a vital role to play in these new worlds, to ensure that people using the new technologies are empowered rather than subjugated to the technology that they increasingly have to use. In addition, outcomes from HCI research studies over the past 20 years are now finding their way into many organisations and helping to improve and enhance work practices. These factors have strongly influenced the INTERACT'97 Committee when creating the conference programme, with the result that, besides the more traditional HCI research and education focus found in previous INTERACT conferences, one strand of the 1997 conference has been devoted to industry and another to multimedia. The growth in the IFIP TCI3 committee itself reflects the expansion ofHCI into new worlds. Membership oflFIP TC13 has risen to now include representatives of 24 IFIP member country societies from many parts of the world. In 1997, IFIP TCl3 breaks new ground by holding its sixth INTERACT conference in the Asia-Pacific region. This is a significant departure from previous INTERACT conferences, that were all held in Europe, and is especially important for the Asia-Pacific region, as HCI expands beyond its traditional base.

Human-Computer Interaction - Second IFIP TC 13 Symposium, HCIS 2010, Held as Part of WCC 2010, Brisbane, Australia, September... Human-Computer Interaction - Second IFIP TC 13 Symposium, HCIS 2010, Held as Part of WCC 2010, Brisbane, Australia, September 20-23, 2010, Proceedings (Hardcover, Edition.)
Peter Forbrig, Fabio Paterno, Annelise Mark Pejtersen
R1,445 Discovery Miles 14 450 Ships in 18 - 22 working days

The IFIP World Computer Congress (WCC) is one of the most important conferences in the area of computer science at the worldwide level and it has a federated structure, which takes into account the rapidly growing and expanding interests in this area. Informatics is rapidly changing and becoming more and more connected to a number of human and social science disciplines. Human-computer interaction is now a mature and still dynamically evolving part of this area, which is represented in IFIP by the Technical Committee 13 on HCI. In this WCC edition it was interesting and useful to have again a Symposium on Human-Computer Interaction in order to p- sent and discuss a number of contributions in this field. There has been increasing awareness among designers of interactive systems of the importance of designing for usability, but we are still far from having products that are really usable, and usability can mean different things depending on the app- cation domain. We are all aware that too many users of current technology often feel frustrated because computer systems are not compatible with their abilities and needs in existing work practices. As designers of tomorrow's technology, we have the - sponsibility of creating computer artifacts that would permit better user experience with the various computing devices, so that users may enjoy more satisfying expe- ences with information and communications technologies.

Advances in Research on Networked Learning (Hardcover, 2004 ed.): Peter M. Goodyear, Sheena Banks, Vivien Hodgson, David... Advances in Research on Networked Learning (Hardcover, 2004 ed.)
Peter M. Goodyear, Sheena Banks, Vivien Hodgson, David McConnell
R2,788 Discovery Miles 27 880 Ships in 18 - 22 working days

Networked learning is learning in which information and communications technology (ICT) is used to promote connections: between one learner and other learners; between learners and tutors; between a learning community and its learning resources. Networked learning is an area which has great practical and theoretical importance. It is a rapidly growing area of educational practice, particularly in higher education and the corporate sector.

This volume brings together some of the best research in the field, and uses it to signpost some directions for future work. The papers in this collection represent a major contribution to our collective sense of recent progress in research on networked learning. In addition, they serve to highlight some of the largest or most important gaps in our understanding of studentsa (TM) perspectives on networked learning, patterns of interaction and online discourse, and the role of contextual factors. The range of topics and methods addressed in these papers attests to the vitality of this important field of work. More significant yet is the complex understanding of the field that they combine to create. In combination, they help explain some of the key relationships between teachersa (TM) and learnersa (TM) intentions and experiences, the affordances of text-based communications technologies and processes of informed and intelligent educational change.

The Engineering of Mixed Reality Systems (Hardcover, 2010 ed.): Emmanuel Dubois, Philip Gray, Laurence Nigay The Engineering of Mixed Reality Systems (Hardcover, 2010 ed.)
Emmanuel Dubois, Philip Gray, Laurence Nigay
R5,391 Discovery Miles 53 910 Ships in 18 - 22 working days

An increasing number of systems are exploiting mixed reality but to date there are no systematic methods, techniques or guidelines for the development of such systems. In bringing together contributions on a broad range of mixed reality development issues this book provides a sound theoretical foundation for a disciplined approach to mixed reality engineering.

Divided into three parts: interaction design, software design and implementation, the first section covers generic and specific mixed reality design elements and provides an overview of the design method; Part 2 addresses technical solutions for interaction techniques, development tools and a global view of the mixed reality software development process. The final section contains detailed case studies to highlight the application of mixed reality in a variety of fields including aviation, architecture, emergency management, games, and healthcare.

Software Product Lines in Action - The Best Industrial Practice in Product Line Engineering (Hardcover, 2007 ed.): Frank J. van... Software Product Lines in Action - The Best Industrial Practice in Product Line Engineering (Hardcover, 2007 ed.)
Frank J. van der Linden, Klaus Schmid, Eelco Rommes
R1,452 Discovery Miles 14 520 Ships in 18 - 22 working days

Software product lines represent perhaps the most exciting paradigm shift in software development since the advent of high-level programming languages. Nowhere else in software engineering have we seen such breathtaking improvements in cost, quality, time to market, and developer productivity, often registering in the order-of-magnitude range. Here, the authors combine academic research results with real-world industrial experiences, thus presenting a broad view on product line engineering so that both managers and technical specialists will benefit from exposure to this work. They capture the wealth of knowledge that eight companies have gathered during the introduction of the software product line engineering approach in their daily practice.

Speech Enhancement (Hardcover, 2005 ed.): Jacob Benesty, Shoji Makino, Jingdong Chen Speech Enhancement (Hardcover, 2005 ed.)
Jacob Benesty, Shoji Makino, Jingdong Chen
R2,880 Discovery Miles 28 800 Ships in 18 - 22 working days

A strong reference on the problem of signal and speech enhancement, describing the newest developments in this exciting field. The general emphasis is on noise reduction, because of the large number of applications that can benefit from this technology.

Designing Map Interfaces - Patterns for Building Effective Map Apps (Paperback): Michael Gaigg Designing Map Interfaces - Patterns for Building Effective Map Apps (Paperback)
Michael Gaigg
R926 Discovery Miles 9 260 Ships in 18 - 22 working days

Create useful and usable map apps that your users will love. Turn your next map app project into a success with Designing Map Interfaces: Patterns for Building Effective Map Apps. Whether you're configuring an out-of-the-box solution, building an app using one of the readily available app builder tools, or working on a custom app project, this book will guide you toward developing more useful and usable apps. Current courses for application development focus on technology and architecture rather than the tenets of interface design. This book teaches GIS professionals, developers, and designers the principles and best practices that will help them create stunning consumer-grade apps. Designing Map Interfaces provides a language for planning and building map apps. The elements of this language are made up of user interface (UI) patterns. Each pattern describes a solution to an observed and recurring problem in UI design. This book explains when to use the pattern, why it is important, and what to consider--and in turn will help readers make educated decisions on what, why, when, and how to solve problems to make their apps work. Throughout the book, patterns are illustrated through real-world examples. Key topics include: getting started with design, selecting the right layout, interacting with the map, dealing with complex data, designing for mobile devices, building single-purpose apps, and common mistakes and how to avoid them. This book is aimed at anyone that configures (solution engineers, GIS professionals) or builds (developer community, designers) map apps, especially the fast-growing group of users who employ application builders and tools that create apps to publish their own data and maps on the web. Designing Map Interfaces fills the gap that documentation lacks--practical tips on how to assemble a meaningful UI. This book is the essential guide to designing map interfaces that are usable and efficient, and look good in the process.

Computer and Information Science (Hardcover, 1st ed. 2020): Roger Lee Computer and Information Science (Hardcover, 1st ed. 2020)
Roger Lee
R2,670 Discovery Miles 26 700 Ships in 18 - 22 working days

This book gathers the outcomes of the 18th IEEE/ACIS International Conference on Computer and Information Science (ICIS 2019), which was held on June 12-14, 2019 in Beijing, China. The aim of the conference was to bring together researchers and scientists, businesspeople and entrepreneurs, teachers, engineers, computer users, and students to discuss the various fields of computer science and to share their experiences and exchange new ideas and information in a meaningful way. Further, they presented research results on all aspects (theory, applications and tools) of computer and information science, and discussed the practical challenges encountered in their work and the solutions they adopted to overcome them. The book highlights the best papers from those accepted for presentation at the conference. They were chosen based on review scores submitted by members of the program committee and underwent further rigorous rounds of review. From this second round, 15 of the conference's most promising papers were selected for this Springer (SCI) book and not the conference proceedings. We eagerly await the important contributions that we know these authors will make to the field of computer and information science.

Technology for Creativity and Innovation - Tools, Techniques and Applications (Hardcover, New): Anabela Mesquita Technology for Creativity and Innovation - Tools, Techniques and Applications (Hardcover, New)
Anabela Mesquita
R4,612 Discovery Miles 46 120 Ships in 18 - 22 working days

It is widely accepted that organizations and individuals must be innovative and continually create new knowledge and ideas to deal with rapid change. Innovation plays an important role in not only the development of new business, process and products, but also in competitiveness and success of any organization. Technology for Creativity and Innovation: Tools, Techniques and Applications provides empirical research findings and best practices on creativity and innovation in business, organizational, and social environments. It is written for educators, academics and professionals who want to improve their understanding of creativity and innovation as well as the role technology has in shaping this discipline.

Applications of Cognitive Computing Systems and IBM Watson - 8th IBM Collaborative Academia Research Exchange (Hardcover, 1st... Applications of Cognitive Computing Systems and IBM Watson - 8th IBM Collaborative Academia Research Exchange (Hardcover, 1st ed. 2017)
Danish Contractor, Aaditya Telang
R2,427 Discovery Miles 24 270 Ships in 18 - 22 working days

This book presents reports and methods that demonstrate the ease with which cognitive applications can be built using IBM Watson application program interfaces (APIs). It includes application reports from two IBM Watson API-based competitions - Hackathon (24 hours) and a Challenge task (~3 months). It also features a selection of papers presented at I-CARE 2016, the IBM Collaborative Academia Research Exchange event, from the areas of "Theory and Cognitive Computing", "Data Platforms and Systems," and "Societal Applications." IBM has a long tradition of research collaboration with colleagues in academia, and I-CARE is an annual event initiated in 2009 to promote collaborative innovation and learning, and explore new ways of fostering a culture of innovation. I-CARE's main goal is to "amalgamate" the thought leadership in Indian academia with that in industry, and foster a symbiotic environment for establishing a rich research culture in India. The 8th edition of I-CARE presents a collection of thought-provoking ideas and novel Indian research projects related to three crucial areas: cognitive computing, systems and platforms that support large-scale data processing and practical systems that are designed for the public good.

Cases on Teaching Critical Thinking through Visual Representation Strategies (Hardcover): Leonard J. Shedletsky, Jeffrey S.... Cases on Teaching Critical Thinking through Visual Representation Strategies (Hardcover)
Leonard J. Shedletsky, Jeffrey S. Beaudry
R5,450 Discovery Miles 54 500 Ships in 18 - 22 working days

One of the most important aspects of a comprehensive education involves teaching students to analyze arguments and form their own opinions based on available information. Visual and graphical mapping strategies are useful in helping students to consider problems from a variety of perspectives. Cases on Teaching Critical Thinking through Visual Representation Strategies brings together research from scholars and professionals in the field of education to provide new insights into the use of visual aids for student development in reasoning and critical thinking. This essential reference source will enable academics, researchers, and practitioners in fields such as education, business, and technology to more effectively foster students critical thinking skills."

Toward Super-Creativity - Improving Creativity in Humans, Machines, and Human - Machine Collaborations (Hardcover): Silvio... Toward Super-Creativity - Improving Creativity in Humans, Machines, and Human - Machine Collaborations (Hardcover)
Silvio Manuel Brito
R3,052 Discovery Miles 30 520 Ships in 18 - 22 working days
20 Years of Computational Neuroscience (Hardcover, 2012): James M. Bower 20 Years of Computational Neuroscience (Hardcover, 2012)
James M. Bower
R5,013 R4,692 Discovery Miles 46 920 Save R321 (6%) Ships in 10 - 15 working days

When funding agencies and policy organizations consider the role of modeling and simulation in modern biology, the question is often posed, what has been accomplished ? This book will be organized around a symposium on the 20 year history of the CNS meetings, to be held as part of CNS 2010 in San Antonio Texas in July 2010. The book, like the symposium is intended to summarize progress made in Computational Neuroscience over the last 20 years while also considering current challenges in the field. As described in the table of contents, the chapter's authors have been selected to provide wide coverage of the applications of computational techniques to a broad range of questions and model systems in neuroscience. The proposed book will include several features that establish the history of the field. For each article, its author will select an article originally appearing in a CNS conference proceedings from 15 - 20 years ago. These short (less than 6 page) articles will provide illustrations of the state of the field 20 years ago. The new articles will describe what has been learned about the subject in the following 20 years, and pose specific challenges for the next 20 years. The second historical mechanism will be the reproduction of the first 12 years of posters from the CNS meeting. These posters in and of themselves have become famous in the field (they hang in the halls of the NIH in Bethesda Maryland) and were constructed as allegories for the state and development of computational neuroscience. The posters were designed by the book's editor, who will, for the first time, provide a written description of each poster.

Epoch Synchronous Overlap Add (ESOLA) - A Concatenative Synthesis Procedure for Speech (Hardcover, 1st ed. 2018): Asoke Kumar... Epoch Synchronous Overlap Add (ESOLA) - A Concatenative Synthesis Procedure for Speech (Hardcover, 1st ed. 2018)
Asoke Kumar Datta
R1,427 Discovery Miles 14 270 Ships in 18 - 22 working days

This book presents details of a text-to-speech synthesis procedure using epoch synchronous overlap add (ESOLA), and provides a solution for development of a text-to-speech system using minimum data resources compared to existing solutions. It also examines most natural speech signals including random perturbation in synthesis. The book is intended for students, researchers and industrial practitioners in the field of text-to-speech synthesis.

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