![]() |
![]() |
Your cart is empty |
||
Books > Computing & IT > Applications of computing > Artificial intelligence > Knowledge-based systems / expert systems
This double volume set ( LNAI 10863-10864) constitutes the refereed proceedings of the 25th International Workshop, EG-ICE 2018, held in Lausanne, Switzerland, in June 2018. The 58 papers presented in this volume were carefully reviewed and selected from 108 submissions. The papers are organized in topical sections on Advanced Computing in Engineering, Computer Supported Construction Management, Life-Cycle Design Support, Monitoring and Control Algorithms in Engineering, and BIM and Engineering Ontologies.
The goal of this book is to crystallize the emerging mobile computing technologies and trends into positive efforts to focus on the most promising solutions in services computing. Many toys built today are increasingly using these technologies together and it is important to understand the various research and practical issues. The book will provide clear proof that mobile technologies are playing an ever increasing important and critical role in supporting toy computing, which is a new research discipline in computer science. It is also expected that the book will further research new best practices and directions in 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 mainly intended for researchers and students working in computer science and engineering, and for toy industry technology providers, having particular interests in mobile services. The wide range of authors of this book will help the various communities understand both specific and common problems. This book facilities software developers and researchers to become more aware of this challenging research opportunity. As well, the book is soliciting shall provide valuable strategic outlook on the emerging toy industry.
This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as "Introduction to Serious Games", "Entertainment Technology", "Serious Game Design", "Game-based Learning", and "Applications of Serious Games".
The 3 volume-set LNCS 10901, 10902 + 10903 constitutes the refereed proceedings of the 20th International Conference on Human-Computer Interaction, HCI 2018, which took place in Las Vegas, Nevada, in July 2018. The total of 1171 papers and 160 posters included in the 30 HCII 2018 proceedings volumes was carefully reviewed and selected from 4346 submissions. HCI 2018 includes a total of 145 papers; they were organized in topical sections named: Part I: HCI theories, methods and tools; perception and psychological issues in HCI; emotion and attention recognition; security, privacy and ethics in HCI. Part II: HCI in medicine; HCI for health and wellbeing; HCI in cultural heritage; HCI in complex environments; mobile and wearable HCI. Part III: input techniques and devices; speech-based interfaces and chatbots; gesture, motion and eye-tracking based interaction; games and gamification.
These transactions publish research in computer-based methods of computational collective intelligence (CCI) and their applications in a wide range of fields such as the semantic Web, social networks, and multi-agent systems. TCCI strives to cover new methodological, theoretical and practical aspects of CCI understood as the form of intelligence that emerges from the collaboration and competition of many individuals (artificial and/or natural). The application of multiple computational intelligence technologies, such as fuzzy systems, evolutionary computation, neural systems, consensus theory, etc., aims to support human and other collective intelligence and to create new forms of CCI in natural and/or artificial systems. This twenty-eight issue is a special issue with 11 selected papers from the International Conference on Agents and Artificial Intelligence, ICAART 2016 and 2017 editions.
This two-volume set LNCS 10911 and 10912 constitutes the refereed proceedings of the 10th International Conference on Cross-Cultural Design, CCD 2018, held as part of HCI International 2018 in Las Vegas, NV, USA, in July 2018.The total of 1170 papers and 195 posters included in the 30 HCII 2018 proceedings volumes was carefully reviewed and selected from 4373 submissions.The 36 regular papers presented in this volume were organized in topical sections named: cross-cultural design methods and tools; cross-cultural product design; cultural Differences; and culture, emotions and design.
This book constitutes the thoroughly refereed proceedings of the 31st International Conference on Industrial, Engineering and Other Applications of Applied Intelligent Systems, IEA/AIE 2018, held in Montreal, QC, Canada, in June 2018. The 53 full papers and 33 short papers presented were carefully reviewed and selected from 146 submissions. They are organized in the following topical sections: constraint solving and optimization; data mining and knowledge discovery; evolutionary computation; expert systems and robotics; knowledge representation, machine learning; meta-heuristics; multi-agent systems; natural language processing; neural networks; planning, scheduling and spatial reasoning; rough sets, Internet of Things (IoT), ubiquitous computing and big data; data science, privacy, and security; inelligent systems approaches in information extraction; and artificial intelligence, law and justice.
This book constitutes the refereed proceedings of the 8th International Conference on Machines, Computations, and Universality, MCU 2018, held in Fontainebleau, France, in June 2018. The 9 revised full papers presented together with 5 invited talks were carefully reviewed and selected from numerous submissions. MCU explores computation in the setting of various discrete models (Turing machines, register machines, cellular automata, tile assembly systems, rewriting systems, molecular computing models, neural models, concurrent systems, etc.) and analog and hybrid models (BSS machines, infinite time cellular automata, real machines, quantum computing, etc.).
This book focuses on ubiquitous indoor localization services, specifically addressing the issue of floor plans. It combines computer vision algorithms and mobile techniques to reconstruct complete and accurate floor plans to provide better location-based services for both humans and vehicles via commodity smartphones in indoor environments (e.g., a multi-layer shopping mall with underground parking structures). After a comprehensive review of scene reconstruction methods, it offers accurate geometric information for each landmark from images and acoustics, and derives the spatial relationships of the landmarks and rough sketches of accessible areas with inertial and WiFi data to reduce computing overheads. It then presents the authors' recent findings in detail, including the optimization and probabilistic formulations for more solid foundations and better robustness to combat errors, several new approaches to promote the current sporadic availability of indoor location-based services, and a holistic solution for floor plan reconstruction, indoor localization, tracking, and navigation. The novel approaches presented are designed for different types of indoor environments (e.g., shopping malls, office buildings and labs) and different users. A valuable resource for researchers and those in start-ups working in the field, it also provides supplementary material for students with mobile computing and networking backgrounds.
This book constitutes the refereed post-conference proceedings of the International Conferences ICCASA and ICTCC 2017, held in November 2017 in Tam Ky City, Vietnam. The 23 revised full papers presented were carefully selected from 31 submissions. The papers of ICCASA cover a wide spectrum in the area of context-aware-systems. CAS is characterized by its self- facets such as self-organization, self-configuration, self-healing, self-optimization, self-protection used to dynamically control computing and networking functions. The papers of ICTCC cover formal methods for self-adaptive systems and discuss natural approaches and techniques for computation and communication.
This book constitutes the refereed proceedings of the First International Conference on Smart Technology, MTYMEX 2017, held in Monterrey, Mexico, in May 2017. The 19 full papers were selected from 30 submissions and cover smart technologies for education, health, robotics, internet of things, virtual augmented and mixed reality technologies, artificial intelligence, gaming, software development, and digital arts.
This book constitutes the refereed proceedings of the 9th International Conference on Internet Multimedia Computing and Service, ICIMCS 2017, held in Qingdao, China, in August 2017. The 20 revised full papers and 28 revised short papers presented were carefully reviewed and selected from 103 submissions. The papers are organized in topical sections on multimedia information fusion, image processing and object recognition, machine learning and representation learning, multimedia retrieval, poster papers.
The two-volume set LNICST 236-237 constitutes the post-conference proceedings of the 12th EAI International Conference on Communications and Networking, ChinaCom 2017, held in Xi'an, China, in September 2017. The total of 112 contributions presented in these volumes are carefully reviewed and selected from 178 submissions. The papers are organized in topical sections on wireless communications and networking, satellite and space communications and networking, big data network track, multimedia communications and smart networking, signal processing and communications, network and information security, advances and trends of V2X networks.
This book contains the thoroughly refereed technical papers presented in six workshops collocated with the International Conference on Software Technologies: Applications and Foundations, STAF 2017, held in Marburg, Germany, in July 2017. The 15 full and 22 short papers presented were carefully reviewed and selected from 37 submissions. The events whose papers are included in this volume are: BigMDE 2017: 5th International Workshop on Scalable Model Driven Engineering GCM 2017: 8th International Workshop on Graph Computation Models GRAND 2017: 1st International Workshop on Grand Challenges in Modeling MORSE 2017: 4th International Workshop on Model-driven Robot Software Engineering OCL 2017: 17th International Workshop in OCL and Textual Modeling STAF Projects Showcase 2017: 3rd event dedicated to international and national project dissemination and cooperation
This book constitutes the refereed proceedings of the 16th Ibero-American Conference on Artificial Intelligence, IBERAMIA 2018, held in Trujillo, Peru,in November 2018. The 41 papers presented were carefully reviewed and selected from 92 submissions. The papers are organized in the following topical sections: Knowledge Engineering, Knowledge Representation and Reasoning under Uncertainty., Multiagent Systems., Game Theory and Economic Paradigms, Game Playing and Interactive Entertainment, Ambient Intelligence, Machine Learning Methods, Cognitive Modeling,General AI, Knowledge Engineering, Computational Sustainability and AI, Heuristic Search and Optimization and much more.
This book constitutes the proceedings of the 31st Australasian Joint Conference on Artificial Intelligence, AI 2018, held in Wellington, New Zealand, in December 2018. The 50 full and 26 short papers presented in this volume were carefully reviewed and selected from 125 submissions. The paper were organized in topical sections named: agents, games and robotics; AI applications and innovations; computer vision; constraints and search; evolutionary computation; knowledge representation and reasoning; machine learning and data mining; planning and scheduling; and text mining and NLP.
This volume constitutes the refereed proceedings of the Second International Conference on Intelligent Information Technologies, ICIIT 2017, held in Chennai, India, in December 2017. The 20 full papers and 7 short papers presented were carefully reviewed and selected from 117 submissions. They feature research on the Internet of Things (IoT) and are organized in the following topical sections: IoT enabling technologies; IoT security; social IoT; web of things; and IoT services and applications.
This book constitutes the proceedings of the 11th International Conference on Swarm Intelligence, ANTS 2018, held in Rome, Italy, in October 2018. The 24 full papers and 12 short papers presented in this volume were carefully reviewed and selected from 69 submissions. They are devoted to the field of swarm intelligence as a whole, without any bias towards specific research directions.
The two-volume set LNCS 10704 and 10705 constitutes the thoroughly refereed proceedings of the 24th International Conference on Multimedia Modeling, MMM 2018, held in Bangkok, Thailand, in February 2018. Of the 185 full papers submitted, 46 were selected for oral presentation and 28 for poster presentation; in addition, 5 papers were accepted for Multimedia Analytics: Perspectives, Techniques, and Applications, 12 extended abstracts for demonstrations ,and 9 accepted papers for Video Browser Showdown 2018. All papers presented were carefully reviewed and selected from 185 submissions.
This book constitutes the thoroughly refereed proceedings of the 9th International Conference on Intelligent Human Computer Interaction, IHCI 2017, held in Evry, France, in December 2017. The 15 papers presented together with three invited papers were carefully reviewed and selected from 25 submissions. The conference is forum for the presentation of technological advances and research results at the crossroads of human-computer interaction, artificial intelligence, signal processing and computer vision. This book is open access under a CC BY license.
This volume, the 36th issue of Transactions on Large-Scale Data- and Knowledge-Centered Systems, contains eight revised, extended papers selected from the 3rd International Conference on Future Data and Security Engineering, FDSE 2016, and the 10th International Conference on Advanced Computing and Applications, ACOMP 2016, which were held in Can Tho City, Vietnam, in November 2016. Topics covered include big data analytics, massive dataset mining, security and privacy, cryptography, access control, deep learning, crowd sourcing, database watermarking, and query processing and optimization.
This two-volume set LNCS 10907 and 10908 constitutes the refereed proceedings of the 12th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2018, held as part of HCI International 2018 in Las Vegas, NV, USA, in July 2018.The total of 1170 papers and 195 posters included in the 30 HCII 2018 proceedings volumes was carefully reviewed and selected from 4373 submissions. The 49 papers presented in this volume were organized in topical sections named: design for all, accessibility and usability; alternative I/O techniques, multimodality and adaptation; non-visual interaction; and designing for cognitive disabilities.
This book introduces the concept of software architecture as one of the cornerstones of software in modern cars. Following a historical overview of the evolution of software in modern cars and a discussion of the main challenges driving that evolution, Chapter 2 describes the main architectural styles of automotive software and their use in cars' software. In Chapter 3, readers will find a description of the software development processes used to develop software on the car manufacturers' side. Chapter 4 then introduces AUTOSAR - an important standard in automotive software. Chapter 5 goes beyond simple architecture and describes the detailed design process for automotive software using Simulink, helping readers to understand how detailed design links to high-level design. Next, Chapter 6 presents a method for assessing the quality of the architecture - ATAM (Architecture Trade-off Analysis Method) - and provides a sample assessment, while Chapter 7 presents an alternative way of assessing the architecture, namely by using quantitative measures and indicators. Subsequently Chapter 8 dives deeper into one of the specific properties discussed in Chapter 6 - safety - and details an important standard in that area, the ISO/IEC 26262 norm. Lastly, Chapter 9 presents a set of future trends that are currently emerging and have the potential to shape automotive software engineering in the coming years. This book explores the concept of software architecture for modern cars and is intended for both beginning and advanced software designers. It mainly aims at two different groups of audience - professionals working with automotive software who need to understand concepts related to automotive architectures, and students of software engineering or related fields who need to understand the specifics of automotive software to be able to construct cars or their components. Accordingly, the book also contains a wealth of real-world examples illustrating the concepts discussed and requires no prior background in the automotive domain.
This two volume set of LNCS 11029 and LNCS 11030 constitutes the refereed proceedings of the 29th International Conference on Database and Expert Systems Applications, DEXA 2018, held in Regensburg, Germany, in September 2018. The 35 revised full papers presented together with 40 short papers were carefully reviewed and selected from 160 submissions. The papers of the first volume discuss a range of topics including: Big data analytics; data integrity and privacy; decision support systems; data semantics; cloud data processing; time series data; social networks; temporal and spatial databases; and graph data and road networks. The papers of the second volume discuss a range of the following topics: Information retrieval; uncertain information; data warehouses and recommender systems; data streams; information networks and algorithms; database system architecture and performance; novel database solutions; graph querying and databases; learning; emerging applications; data mining; privacy; and text processing.
This book constitutes the refereed proceedings of the 17th International Conference on Entertainment Computing, ICEC 2018, held at the 24th IFIP World Computer Congress, WCC 2018, in Poznan, Poland, in September 2018. The 15 full papers, 13 short papers, and 23 poster, demostration, and workshop papers presented were carefully reviewed and selected from 65 submissions. They cover a large range of topics in the following thematic areas: digital games and interactive entertainment; design, human-computer interaction, and analysis of entertainment systems; interactive art, performance and cultural computing; entertainment devices, platforms and systems; theoratical foundations and ethical issues; entertainment for purpose and persuasion; computational methodologies for entertainment; and media studies, communication, business, and information systems. |
![]() ![]() You may like...
Composite Sampling - A Novel Method to…
Ganapati P. Patil, Sharad D. Gore, …
Hardcover
R3,038
Discovery Miles 30 380
Advances in Computer Algebra - In Honour…
Carsten Schneider, Eugene Zima
Hardcover
R2,903
Discovery Miles 29 030
Modeling and Simulation with Compose and…
Stephen L. Campbell, Ramine Nikoukhah
Hardcover
R3,445
Discovery Miles 34 450
Advances in Time Series Analysis and…
Ignacio Rojas, Hector Pomares, …
Hardcover
R2,944
Discovery Miles 29 440
|