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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
This book provides the readers with a timely guide to the application and integration of interdisciplinary principles from the fields of kinetic design, mechanics, energy and materials engineering in the fields of architecture and engineering design. It explores the potential integration of autoreactive solutions, unpowered kinetic systems triggered by changes in the surrounding latent energy conditions, within man-made artefacts with added functionality and efficiency. Related interdisciplinary parameters are explored discussing morphology, mechanics, energy and materials in detail. Each chapter examines the implications of autoreactivity in one specific field, providing a general overview and listing relevant motion design parameters and identifying for the reader those aspects that have a high potential to open up for new design directions. The book guides readers through a highly multidisciplinary field of design, offering an extraordinary resource of knowledge for professional architects, engineers and designers, as well as for university teachers, researchers and students. Interdisciplinary research is presented throughout the book as a powerful resource that can serve architecture and design, and a learning method to rethink innovative, optimal and sustainable solutions.
This book discusses human emotion recognition from face images using different modalities, highlighting key topics in facial expression recognition, such as the grid formation, distance signature, shape signature, texture signature, feature selection, classifier design, and the combination of signatures to improve emotion recognition. The book explains how six basic human emotions can be recognized in various face images of the same person, as well as those available from benchmark face image databases like CK+, JAFFE, MMI, and MUG. The authors present the concept of signatures for different characteristics such as distance and shape texture, and describe the use of associated stability indices as features, supplementing the feature set with statistical parameters such as range, skewedness, kurtosis, and entropy. In addition, they demonstrate that experiments with such feature choices offer impressive results, and that performance can be further improved by combining the signatures rather than using them individually. There is an increasing demand for emotion recognition in diverse fields, including psychotherapy, biomedicine, and security in government, public and private agencies. This book offers a valuable resource for researchers working in these areas.
This book consists of selected peer-reviewed articles from the International Conference on Computer Vision, High Performance Computing, Smart Devices and Networks (CHSN-2020), held at JNTU, Kakinada, India. The theme and areas of the conference include vast scope for latest concepts and trends in communication engineering, information theory and networks, signal, image and speech processing, wireless and mobile communication, Internet of Things, and cybersecurity for societal causes and humanitarian applications.
This book presents a collection of contributions in the field of Artificial Neural Networks (ANNs). The themes addressed are multidisciplinary in nature, and closely connected in their ultimate aim to identify features from dynamic realistic signal exchanges and invariant machine representations that can be exploited to improve the quality of life of their end users. Mathematical tools like ANNs are currently exploited in many scientific domains because of their solid theoretical background and effectiveness in providing solutions to many demanding tasks such as appropriately processing (both for extracting features and recognizing) mono- and bi-dimensional dynamic signals, solving strong nonlinearities in the data and providing general solutions for deep and fully connected architectures. Given the multidisciplinary nature of their use and the interdisciplinary characterization of the problems they are applied to - which range from medicine to psychology, industrial and social robotics, computer vision, and signal processing (among many others) - ANNs may provide a basis for redefining the concept of information processing. These reflections are supported by theoretical models and applications presented in the chapters of this book. This book is of primary importance for: (a) the academic research community, (b) the ICT market, (c) PhD students and early-stage researchers, (d) schools, hospitals, rehabilitation and assisted-living centers, and (e) representatives of multimedia industries and standardization bodies.
This book constitutes the proceedings of the third international conference AsiaHaptics 2018, held in Songdo, Korea. It presents the state-of-the-art of the diverse haptics (touch)-related research, including perception and illusion, development of haptics devices, and applications to a wide variety of fields such as education, medicine, telecommunication, navigation and entertainment. This book is a valuable resource not only for active haptics researchers, but also for general readers wishing to understand the status quo in this interdisciplinary area of science and technology.
Smart Homes (SH) offer a promising approach to assisted living for the ageing population. Yet the main obstacle to the rapid development and deployment of Smart Home (SH) solutions essentially arises from the nature of the SH field, which is multidisciplinary and involves diverse applications and various stakeholders. Accordingly, an alternative to a one-size-fits-all approach is needed in order to advance the state of the art towards an open SH infrastructure. This book makes a valuable and critical contribution to smart assisted living research through the development of new effective, integrated, and interoperable SH solutions. It focuses on four underlying aspects: (1) Sensing and Monitoring Technologies; (2) Context Interference and Behaviour Analysis; (3) Personalisation and Adaptive Interaction, and (4) Open Smart Home and Service Infrastructures, demonstrating how fundamental theories, models and algorithms can be exploited to solve real-world problems. This comprehensive and timely book offers a unique and essential reference guide for policymakers, funding bodies, researchers, technology developers and managers, end users, carers, clinicians, healthcare service providers, educators and students, helping them adopt and implement smart assisted living systems.
This book takes a deep dive into ubiquitous computing for applications in health, business, education, tourism, and transportation. The rich interdisciplinary contents of the book appeal to readers from diverse disciplines who aspire to create new and innovative research initiatives and applications in ubiquitous computing. Topics include condition monitoring and diagnostics; multi-objective optimization in design, multi-objective optimization of machining parameters, and more. The book benefits researchers, advanced students, as well as practitioners interested in applications of ubiquitous computing. Features practical, tested applications in ubiquitous computing Includes applications such as health, business, education, electronics, tourism, and transportation Applicable to researchers, academics, students, and professionals
This book introduces state-of-the-art research on virtual reality, simulation and serious games for education and its chapters presented the best papers from the 4th Asia-Europe Symposium on Simulation and Serious Games (4th AESSSG) held in Turku, Finland, December 2018. The chapters of the book present a multi-facet view on different approaches to deal with challenges that surround the uptake of educational applications of virtual reality, simulations and serious games in school practices. The different approaches highlight challenges and potential solutions and provide future directions for virtual reality, simulation and serious games research, for the design of learning material and for implementation in classrooms. By doing so, the book is a useful resource for both students and scholars interested in research in this field, for designers of learning material, and for practitioners that want to embrace virtual reality, simulation and/or serious games in their education.
Perception of human beings has evolved from natural biosensor to powerful sensors and sensor networks. In sensor networks, trillions of devices are interconnected and sense a broad spectrum of contexts for human beings, laying the foundation of Internet of Things (IoT). However, sensor technologies have several limitations relating to deployment cost and usability, which render them unacceptable for practical use. Consequently, the pursuit of convenience in human perception necessitates a wireless, sensorless and contactless sensing paradigm. Recent decades have witnessed rapid developments in wireless sensing technologies, in which sensors detect wireless signals (such as acoustic, light, and radio frequency) originally designed for data transmission or lighting. By analyzing the signal measurements on the receiver end, channel characteristics can be obtained to convey the sensing results. Currently, significant effort is being devoted to employing the ambient Wi-Fi, RFID, Bluetooth, ZigBee, and television signals for smart wireless sensing, eliminating the need for dedicated sensors and promoting the prospect of the Artificial Intelligence of Things (AIoT). This book provides a comprehensive and in-depth discussion of wireless sensing technologies. Specifically, with a particular focus on Wi-Fi-based sensing for understanding human behavior, it adopts a top-down approach to introduce three key topics: human detection, localization, and activity recognition. Presenting the latest advances in smart wireless sensing based on an extensive review of state-of-the-art research, it promotes the further development of this area and also contributes to interdisciplinary research.
As communication resource technologies improve and adjust to the needs of the individual, the prevalence of distance learning increases, continuing the development of educational advancements. Second-Language Distance Learning and Teaching: Theoretical Perspectives and Didactic Ergonomics explores the construct of distance second language learning, its defined parameters, theoretical models, and model method validation. This reference work offers educators and practitioners a comprehensive and interdisciplinary perspective, while introducing the principles for understanding, designing, and running learning environments.
The contributions to this volume are drawn from the interdisciplinary research c- ried out within the Sonderforschungsbereich (SFB 378), a special long-term funding scheme of the German National Science Foundation (DFG). Sonderforschungsbe- ich 378 was situated at Saarland University, with colleagues from arti?cial intel- gence, computational linguistics, computer science, philosophy, psychology - and in its ?nal phases - cognitive neuroscience and psycholinguistics. The funding covered a period of 12 years, which was split into four phases of 3 years each, ending in December of 2007. Every sub-period culminated in an intensive reviewing process, comprising written reports as well as on-site p- sentations and demonstrations to the external reviewers. We are most grateful to these reviewers for their extensive support and critical feedback; they contributed 1 their time and labor freely to the DFG, the independent and self-organized ins- tution of German scientists. The ?nal evaluation of the DFG reviewers judged the overall performance and the actual work with the highest possible mark, i.e. "excellent".
This book systematically presents the wireless sensing technology, which has become a promising sensing paradigm in recent years. It includes the introduction of underlying sensing principles, wireless signals, sensing methodologies and enabled applications. Meanwhile, it provides case studies to demonstrate how wireless sensing is applied for representative human and object sensing applications. This book also provides a wireless sensing framework as a guidance to understand and design a wireless sensing system or prototype based on their needs. It also presents a critical investigation of the challenges in achieving wireless sensing in both signal-level and application-level contexts. Accordingly, it summarizes the typical solutions to tackle the related challenges. Researchers and advanced-level students in computer science or electrical engineering working on the design of a wireless system will find this book useful as a reference. Professionals working in the wireless sensing industry will also find this book valuable as a reference tool.
Presenting the latest technological developments in arts and culture, this volume demonstrates the advantages of a union between art and science. Electronic Visualisation in Arts and Culture is presented in five parts: Imaging and Culture New Art Practice Seeing Motion Interaction and Interfaces Visualising Heritage Electronic Visualisation in Arts and Culture explores a variety of new theory and technologies, including devices and techniques for motion capture for music and performance, advanced photographic techniques, computer generated images derived from different sources, game engine software, airflow to capture the motions of bird flight and low-altitude imagery from airborne devices. The international authors of this book are practising experts from universities, art practices and organisations, research centres and independent research. They describe electronic visualisation used for such diverse aspects of culture as airborne imagery, computer generated art based on the autoimmune system, motion capture for music and for sign language, the visualisation of time and the long term preservation of these materials. Selected from the EVA London conferences from 2009-2012, held in association with the Computer Arts Society of the British Computer Society, the authors have reviewed, extended and fully updated their work for this state-of-the-art volume.
Cooperative Control of Multi-Agent Systems: An Optimal and Robust Perspective reports and encourages technology transfer in the field of cooperative control of multi-agent systems. The book deals with UGVs, UAVs, UUVs and spacecraft, and more. It presents an extended exposition of the authors' recent work on all aspects of multi-agent technology. Modelling and cooperative control of multi-agent systems are topics of great interest, across both academia (research and education) and industry (for real applications and end-users). Graduate students and researchers from a wide spectrum of specialties in electrical, mechanical or aerospace engineering fields will use this book as a key resource.
This book highlights new trends and challenges in intelligent systems, which play an essential part in the digital transformation of many areas of science and practice. It includes papers offering a deeper understanding of the human-centred perspective on artificial intelligence, of intelligent value co-creation, ethics, value-oriented digital models, transparency, and intelligent digital architectures and engineering to support digital services and intelligent systems, the transformation of structures in digital business and intelligent systems based on human practices, as well as the study of interaction and co-adaptation of humans and systems. All papers were originally presented at the International KES Conference on Human Centred Intelligent Systems 2021 (KES HCIS 2021) held on June 14-16, 2021 in the KES Virtual Conference Centre.
This book presents the development of a gaming quality model to predict the gaming Quality of Experience (QoE) of players that could be used for planning the network service or quality monitoring of cloud gaming services. The author presents a model that is developed following a modular structure approach that keeps the different types of impairments separately. The book shows how such a modular structure allows developing a sustainable model as each component can be updated by advances in that specific research area or technology. The presented gaming quality model takes into account two modules of video quality and input quality. The latter considers the interactivity aspects of gaming. The video quality module offers a series of models that differ depending on the level of access to the video stream information, allowing high flexibility for service providers regarding the positions of measuring points within their system. In summary, the present book focuses on (1) creation of multiple image/video and cloud gaming quality datasets, (2) development of a gaming video classification, and (3) development of a series of gaming QoE models to predict the gaming QoE depending on the level of access to the video stream information.
This book presents a comprehensive guide to the design of playing robots and the related play experiences. Play is a natural activity for building and improving abilities, and it reveals important particularly for persons with disabilities. Many social, physical and cultural factors may hinder children with disabilities from fully enjoying play as their peers. Autonomous robots with specific characteristics can enhance the ludic experience, having implications for the character of the play and presenting opportunities related to autonomy and physical movement, the very nature of robots. Their introduction into play thus provides everybody, and in particular persons with disabilities, new possibilities for developing abilities, improving general status, participating in social contexts, as well as supporting professionals in monitoring progress. This book presents a framework for the design of playful activities with robots, developed over 20 years' experience at AIRLab - POLIMI. Part 1 introduces the play concepts and characteristics, and research results about play of children with different kinds of impairments. Part 2 focuses on implementing robots able to play. The design of playful activities is discussed, as well as the necessary characteristics for them to be useful in both general play and activities involving disability-related limitations. In Part 3, the defined framework is used to analyze possibilities involving robots available on the toy market, robots developed at research labs, and robots to be developed in the next future. The aim of the book is to give developers, caregivers, and users a set of methodological tools for selecting, exploring, and designing inclusive play activities where robots play a central role.
The book presents the history of time-domain representation and the extent of its development along with that of spectral domain representation in the cognitive and technology domains. It discusses all the cognitive experiments related to this development, along with details of technological developments related to both automatic speech recognition (ASR) and text to speech synthesis (TTS), and introduces a viable time-domain representation for both objective and subjective analysis, as an alternative to the well-known spectral representation. The book also includes a new cohort study on the use of lexical knowledge in ASR. India has numerous official dialects, and spoken-language technology development is a burgeoning area. In fact TTS and ASR taken together constitute the most important technology for empowering people. As such, the book describes time domain representation in such a way that it can be easily and seamlessly incorporated into ASR and TTS research and development. In short, it is a valuable guidebook for the development of ASR and TTS in all the Indian Standard Dialects using signal domain parameters.
Amid recent interest in Clifford algebra for dual quaternions as a more suitable method for Computer Graphics than standard matrix algebra, this book presents dual quaternions and their associated Clifford algebras in a new light, accessible to and geared towards the Computer Graphics community. Collating all the associated formulas and theorems in one place, this book provides an extensive and rigorous treatment of dual quaternions, as well as showing how two models of Clifford algebras emerge naturally from the theory of dual quaternions. Each chapter comes complete with a set of exercises to help readers sharpen and practice their knowledge. This book is accessible to anyone with a basic knowledge of quaternion algebra and is of particular use to forward-thinking members of the Computer Graphics community. .
This book offers a snapshot of cutting-edge applications of digital phenotyping and mobile sensing for studying human behavior and planning innovative e-healthcare interventions. The respective chapters, written by authoritative researchers, cover both theoretical perspectives and good scientific and professional practices related to the use and development of these technologies. They share novel insights into established applications of mobile sensing, such as predicting personality or mental and behavioral health on the basis of smartphone usage patterns, and highlight emerging trends, such as the use of machine learning, big data and deep learning approaches, and the combination of mobile sensing with AI and expert systems. Important issues relating to privacy and ethics are analyzed, together with selected case studies. This thoroughly revised and extended second edition provides researchers and professionals with extensive information on the latest developments in the field of digital phenotyping and mobile sensing. It gives a special emphasis to trends in diagnostics systems and AI applications, suggesting important future directions for research in public health and social sciences.
This research monograph brings AI to the field of Customer Relationship Management (CRM) to make a customer experience with a product or service smart and enjoyable. AI is here to help customers to get a refund for a canceled flight, unfreeze a banking account or get a health test result. Today, CRM has evolved from storing and analyzing customers' data to predicting and understanding their behavior by putting a CRM system in a customers' shoes. Hence advanced reasoning with learning from small data, about customers' attitudes, introspection, reading between the lines of customer communication and explainability need to come into play. Artificial Intelligence for Customer Relationship Management leverages a number of Natural Language Processing (NLP), Machine Learning (ML), simulation and reasoning techniques to enable CRM with intelligence. An effective and robust CRM needs to be able to chat with customers, providing desired information, completing their transactions and resolving their problems. It introduces a systematic means of ascertaining a customers' frame of mind, their intents and attitudes to determine when to provide a thorough answer, a recommendation, an explanation, a proper argument, timely advice and promotion or compensation. The author employs a spectrum of ML methods, from deterministic to statistical to deep, to predict customer behavior and anticipate possible complaints, assuring customer retention efficiently. Providing a forum for the exchange of ideas in AI, this book provides a concise yet comprehensive coverage of methodologies, tools, issues, applications, and future trends for professionals, managers, and researchers in the CRM field together with AI and IT professionals.
This major work on knowledge representation is based on the writings of Charles S. Peirce, a logician, scientist, and philosopher of the first rank at the beginning of the 20th century. This book follows Peirce's practical guidelines and universal categories in a structured approach to knowledge representation that captures differences in events, entities, relations, attributes, types, and concepts. Besides the ability to capture meaning and context, the Peircean approach is also well-suited to machine learning and knowledge-based artificial intelligence. Peirce is a founder of pragmatism, the uniquely American philosophy. Knowledge representation is shorthand for how to represent human symbolic information and knowledge to computers to solve complex questions. KR applications range from semantic technologies and knowledge management and machine learning to information integration, data interoperability, and natural language understanding. Knowledge representation is an essential foundation for knowledge-based AI. This book is structured into five parts. The first and last parts are bookends that first set the context and background and conclude with practical applications. The three main parts that are the meat of the approach first address the terminologies and grammar of knowledge representation, then building blocks for KR systems, and then design, build, test, and best practices in putting a system together. Throughout, the book refers to and leverages the open source KBpedia knowledge graph and its public knowledge bases, including Wikipedia and Wikidata. KBpedia is a ready baseline for users to bridge from and expand for their own domain needs and applications. It is built from the ground up to reflect Peircean principles. This book is one of timeless, practical guidelines for how to think about KR and to design knowledge management (KM) systems. The book is grounded bedrock for enterprise information and knowledge managers who are contemplating a new knowledge initiative. This book is an essential addition to theory and practice for KR and semantic technology and AI researchers and practitioners, who will benefit from Peirce's profound understanding of meaning and context.
Research on students' media use outside of education is just slowly taking off. Influences of information and communication technologies (ICT) on human information processing are widely assumed and particularly effects of dis- and misinformation are a current threat to democracies. Today, higher education competes with a very diverse (online) media landscape and domain-specific content from sources of varying quality, ranging from high-quality videographed lectures by top-level university lecturers, popular-scientific video talks, collaborative wikis, anonymous forum comments or blog posts to YouTube remixes of discipline factoids and unverified twitter feeds. Self-organizing learners need more knowledge, skills, and awareness on how to critically evaluate quality and select trustworthy sources, how to process information, and what cognitive, affective, attitudinal, behavioral, and neurological effects it can have on them in the long term. The PLATO program takes on the ambitious goal of uniting strands of research from various disciplines to address these questions through fundamental analyses of human information processing when learning with the Internet. This innovative interdisciplinary approach includes elements of ICT innovations and risks, learning analytics and large-scale computational modelling aimed to provide us with a better understanding of how to effectively and autonomously acquire reliable knowledge in the Information Age, how to design ICTs, and shape social and human-machine interactions for successful learning. This volume will be of interest to researchers in the fields of educational sciences, educational measurement and applied branches of the involved disciplines, including linguistics, mathematics, media studies, sociology of knowledge, philosophy of mind, business, ethics, and educational technology.
This book provides the reader with the knowledge necessary for comprehension of the field of Intelligent Audio Analysis. It firstly introduces standard methods and discusses the typical Intelligent Audio Analysis chain going from audio data to audio features to audio recognition. Further, an introduction to audio source separation, and enhancement and robustness are given. After the introductory parts, the book shows several applications for the three types of audio: speech, music, and general sound. Each task is shortly introduced, followed by a description of the specific data and methods applied, experiments and results, and a conclusion for this specific task. The books provides benchmark results and standardized test-beds for a broader range of audio analysis tasks. The main focus thereby lies on the parallel advancement of realism in audio analysis, as too often today's results are overly optimistic owing to idealized testing conditions, and it serves to stimulate synergies arising from transfer of methods and leads to a holistic audio analysis.
This book presents explorable XR environments-their rationale, concept, architectures as well as methods and tools for spatial-temporal composition based on domain knowledge, including geometrical, presentational, structural and behavioral elements. Explorable XR environments enable monitoring, analyzing, comprehending, examining and controlling users' and objects' behavior and features as well as users' skills, experience, interests and preferences. The E-XR approach proposed in this book relies on two main pillars. The first is knowledge representation technologies, such as logic programming, description logics and the semantic web, which permit automated reasoning and queries. The second is imperative programming languages, which are a prevalent solution for building XR environments. Potential applications of E-XR are in a variety of domains, e.g., education, training, medicine, design, tourism, marketing, merchandising, engineering and entertainment. The book's readers will understand the emerging domain of explorable XR environments with their possible applications. Special attention is given to an in-depth discussion of the field with taxonomy and classification of the available related solutions. Examples and design patterns of knowledge-based composition and exploration of XR behavior are provided, and an extensive evaluation and analysis of the proposed approach is included. This book helps researchers in XR systems, 3D modeling tools and game engines as well as lecturers and students who search for clearly presented information supported by use cases. For XR and game programmers as well as graphic designers, the book is a valuable source of information and examples in XR development. Professional software and web developers may find the book interesting as the proposed ideas are illustrated by rich examples demonstrating design patterns and guidelines in object-oriented, procedural and declarative programming. |
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