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Showing 1 - 10 of
10 matches in All Departments
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Pattern Recognition, Computer Vision, and Image Processing. ICPR 2022 International Workshops and Challenges - Montreal, QC, Canada, August 21–25, 2022, Proceedings, Part I (1st ed. 2023)
Jean Jacques Rousseau, Bill Kapralos
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R3,046
Discovery Miles 30 460
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Ships in 10 - 15 working days
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This 4-volumes set constitutes the proceedings of the ICPR 2022
Workshops of the 26th International Conference on Pattern
Recognition Workshops, ICPR 2022, Montreal, QC, Canada, August
2023. The 167 full papers presented in these 4 volumes were
carefully reviewed and selected from numerous submissions. ICPR
workshops covered domains related to pattern recognition,
artificial intelligence, computer vision, image and sound analysis.
Workshops’ contributions reflected the most recent applications
related to healthcare, biometrics, ethics, multimodality, cultural
heritage, imagery, affective computing, etc.
In a time of ongoing pandemic when well-being is a priority this
volume presents latest works across disciplines associated to
Virtual Patients, Gamification and Simulation. Chapters herein
present international perspectives with authors from around the
globe contributing to this impactful third edition to the series
following a 2014 Springer book on Technologies for Inclusive
Well-Being and a 2017 Springer book Recent Advances in Technologies
for Inclusive Well-Being. Digital technologies are pervasive in
life and the contributions herein focus on specific attributes and
situations, especially in training and treatment programmes
spanning across ranges of diagnosis, conditions, ages, and targeted
impacts. This volume purposefully does not cover all (even if that
was possible) aspects on how virtual interactive space can align to
statial computing, which in turn can align with related embodied
entities (whatever the terms used e.g. Virtual, Augmented,
Extended, Mixed Realities) along with AI, Deep Learning etc. It
also doesn't cover what some may refer to as 'trendy terms' such as
360 degree, video, WebXR, cryptocurrency, blockchain, virtual
goods, AR museums, travel and teleportation...however, what is
covered in this book, and the prior volumes it builds upon (as
above), is a sharing and questioning of advancing technologies for
inclusive well-being through research and practices from an
avant-garde perspective.
In a time of ongoing pandemic when well-being is a priority this
volume presents latest works across disciplines associated to
Virtual Patients, Gamification and Simulation. Chapters herein
present international perspectives with authors from around the
globe contributing to this impactful third edition to the series
following a 2014 Springer book on Technologies for Inclusive
Well-Being and a 2017 Springer book Recent Advances in Technologies
for Inclusive Well-Being. Digital technologies are pervasive in
life and the contributions herein focus on specific attributes and
situations, especially in training and treatment programmes
spanning across ranges of diagnosis, conditions, ages, and targeted
impacts. This volume purposefully does not cover all (even if that
was possible) aspects on how virtual interactive space can align to
statial computing, which in turn can align with related embodied
entities (whatever the terms used e.g. Virtual, Augmented,
Extended, Mixed Realities) along with AI, Deep Learning etc. It
also doesn't cover what some may refer to as 'trendy terms' such as
360 degree, video, WebXR, cryptocurrency, blockchain, virtual
goods, AR museums, travel and teleportation...however, what is
covered in this book, and the prior volumes it builds upon (as
above), is a sharing and questioning of advancing technologies for
inclusive well-being through research and practices from an
avant-garde perspective.
This book presents current innovative, alternative and creative
approaches that challenge traditional mechanisms in and across
disciplines and industries targeting societal impact. A common
thread throughout the book is human-centered, uni and multi-modal
strategies across the range of human technologies, including
sensing and stimuli; virtual and augmented worlds; games for
serious applications; accessibility; digital-ethics and more.
Focusing on engaging, meaningful, and motivating activities that at
the same time offer systemic information on human condition,
performance and progress, the book is of interest to anyone seeking
to gain insights into the field, be they students, teachers,
practicing professionals, consultants, or family representatives.
By offering a wider perspective, it addresses the need for a core
text that evokes and provokes, engages and demands and stimulates
and satisfies.
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Pattern Recognition, Computer Vision, and Image Processing. ICPR 2022 International Workshops and Challenges - Montreal, QC, Canada, August 21–25, 2022, Proceedings, Part II (1st ed. 2023)
Jean Jacques Rousseau, Bill Kapralos
|
R2,352
Discovery Miles 23 520
|
Ships in 12 - 17 working days
|
This 4-volumes set constitutes the proceedings of the ICPR 2022
Workshops of the 26th International Conference on Pattern
Recognition Workshops, ICPR 2022, Montreal, QC, Canada, August
2023. The 167 full papers presented in these 4 volumes were
carefully reviewed and selected from numerous submissions. ICPR
workshops covered domains related to pattern recognition,
artificial intelligence, computer vision, image and sound analysis.
Workshops’ contributions reflected the most recent applications
related to healthcare, biometrics, ethics, multimodality, cultural
heritage, imagery, affective computing, etc.
This book presents current innovative, alternative and creative
approaches that challenge traditional mechanisms in and across
disciplines and industries targeting societal impact. A common
thread throughout the book is human-centered, uni and multi-modal
strategies across the range of human technologies, including
sensing and stimuli; virtual and augmented worlds; games for
serious applications; accessibility; digital-ethics and more.
Focusing on engaging, meaningful, and motivating activities that at
the same time offer systemic information on human condition,
performance and progress, the book is of interest to anyone seeking
to gain insights into the field, be they students, teachers,
practicing professionals, consultants, or family representatives.
By offering a wider perspective, it addresses the need for a core
text that evokes and provokes, engages and demands and stimulates
and satisfies.
|
Pattern Recognition, Computer Vision, and Image Processing. ICPR 2022 International Workshops and Challenges - Montreal, QC, Canada, August 21–25, 2022, Proceedings, Part IV (1st ed. 2023)
Jean Jacques Rousseau, Bill Kapralos
|
R4,449
Discovery Miles 44 490
|
Ships in 10 - 15 working days
|
This 4-volumes set constitutes the proceedings of the ICPR 2022
Workshops of the 26th International Conference on Pattern
Recognition Workshops, ICPR 2022, Montreal, QC, Canada, August
2023. The 167 full papers presented in these 4 volumes were
carefully reviewed and selected from numerous submissions. ICPR
workshops covered domains related to pattern recognition,
artificial intelligence, computer vision, image and sound analysis.
Workshops’ contributions reflected the most recent applications
related to healthcare, biometrics, ethics, multimodality, cultural
heritage, imagery, affective computing, etc.
|
Pattern Recognition, Computer Vision, and Image Processing. ICPR 2022 International Workshops and Challenges - Montreal, QC, Canada, August 21–25, 2022, Proceedings, Part III (1st ed. 2023)
Jean Jacques Rousseau, Bill Kapralos
|
R2,346
Discovery Miles 23 460
|
Ships in 12 - 17 working days
|
This 4-volumes set constitutes the proceedings of the ICPR 2022
Workshops of the 26th International Conference on Pattern
Recognition Workshops, ICPR 2022, Montreal, QC, Canada, August
2023. The 167 full papers presented in these 4 volumes were
carefully reviewed and selected from numerous submissions. ICPR
workshops covered domains related to pattern recognition,
artificial intelligence, computer vision, image and sound analysis.
Workshops’ contributions reflected the most recent applications
related to healthcare, biometrics, ethics, multimodality, cultural
heritage, imagery, affective computing, etc.
As audiences are increasingly no longer solely listeners but also
active producer-consumers, and as video games and other interactive
systems increasingly permeate our daily lives, understanding
interactivity and its impact on the audience has never been more
important. A collection of newly commissioned chapters on
interactivity in music and sound edited by preeminent scholars in
the field, this book marks the beginning of a journey into
understanding the ways in which we interact with sound, and offers
a new set of analytical tools for the growing field of interactive
audio. What does it mean to interact with sound? How does
interactivity alter our experience as creators and listeners? What
makes interactive audio different from non-interactive audio? Where
does interacting with audio fit into our understanding of sound and
music? What does the future hold for interactive media when it
comes to our musical and sonic experiences? And how do we begin to
approach interactive audio from a theoretical perspective? The
Oxford Handbook of Interactive Audio answers these questions by
exploring the full range of interactive audio in video games,
performance, education, environmental design, toys, and artistic
practice. Examining these questions from a range of approaches -
technological, emotional, psychological, and physical - the book
provides a thorough overview of the fascinating experience of
interactive sound.
As audiences are increasingly no longer solely listeners but also
active producer-consumers, and as video games and other interactive
systems increasingly permeate our daily lives, understanding
interactivity and its impact on the audience has never been more
important. A collection of newly commissioned chapters on
interactivity in music and sound edited by preeminent scholars in
the field, this book marks the beginning of a journey into
understanding the ways in which we interact with sound, and offers
a new set of analytical tools for the growing field of interactive
audio. What does it mean to interact with sound? How does
interactivity alter our experience as creators and listeners? What
makes interactive audio different from non-interactive audio? Where
does interacting with audio fit into our understanding of sound and
music? What does the future hold for interactive media when it
comes to our musical and sonic experiences? And how do we begin to
approach interactive audio from a theoretical perspective? The
Oxford Handbook of Interactive Audio answers these questions by
exploring the full range of interactive audio in video games,
performance, education, environmental design, toys, and artistic
practice. Examining these questions from a range of approaches -
technological, emotional, psychological, and physical - the book
provides a thorough overview of the fascinating experience of
interactive sound.
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