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Case-Based Reasoning in Design (Hardcover): Mary Lou Maher, M. Bala Balachandran, Dong Mei Zhang Case-Based Reasoning in Design (Hardcover)
Mary Lou Maher, M. Bala Balachandran, Dong Mei Zhang
R3,891 Discovery Miles 38 910 Ships in 12 - 17 working days

Case-based reasoning in design is becoming an important approach to computer-support for design as well as an important component in understanding the design process. Design has become a major focus for problem solving paradigms due to its complexity and open-ended nature. This book presents a clear description of how case-based reasoning can be applied to design problems, including the representation of design cases, indexing and retrieving design cases, and the range of paradigms for adapting design cases. With a focus on design, this book differs from others that provide a generalist view of case-based reasoning.
This volume provides two important contributions to the area:
* a general description of the issues and alternatives in applying case-based reasoning to design, and
* a description of specific implementations of case-based design.
Through this combination, the reader will learn about both the general issues and the practical problems in supporting design through case-based reasoning. This book was prepared to fill a gap in the literature on the unique problems that design introduces to computational paradigms developed in computer science. It also addresses the needs of computational support for design problem solving from both theoretical and practical perspectives.

Modeling Creativity and Knowledge-Based Creative Design (Paperback): John S. Gero, Mary Lou Maher Modeling Creativity and Knowledge-Based Creative Design (Paperback)
John S. Gero, Mary Lou Maher
R1,384 Discovery Miles 13 840 Ships in 12 - 17 working days

Over the last decade research into design processes utilizing ideas and models drawn from artificial intelligence has resulted in a better understanding of design -- particularly routine design -- as a process. Indeed, most of the current research activity directly or indirectly deals only with routine design. Not surprisingly, many practicing designers state that the level of understanding represented by these models is only of mild interest because they fail to embody any ideas about creativity. This volume provides a set of chapters in the areas of modeling creativity and knowledge-based creative design that examines the potential role and form of computer-aided design which supports creativity. It aims to define the state-of-the-art of computational creativity in design as well as to identify research directions. Published at a time when the field of computational creativity in design is still immature, it should influence the directions of growth and assist the field in reaching maturity.

Issues and Applications of Case-Based Reasoning to Design (Paperback): Mary Lou Maher, Pearl Pu Issues and Applications of Case-Based Reasoning to Design (Paperback)
Mary Lou Maher, Pearl Pu
R1,456 Discovery Miles 14 560 Ships in 12 - 17 working days

Design is believed to be one of the most interesting and challenging problem-solving activities ever facing artificial intelligence (AI) researchers. Knowledge-based systems using rule-based and model-based reasoning techniques have been applied to build design automation and/or design decision support systems. Although such systems have met with some success, difficulties have been encountered in terms of formalizing such generalized design experiences as rules, logic, and domain models. Recently, researchers have been exploring the idea of using case-based reasoning (CBR) techniques to complement or replace other approaches to design support. CBR can be considered as an alternative to paradigms such as rule-based and model-based reasoning. Rule-based expert systems capture knowledge in the form of if-then rules which are usually identified by a domain expert. Model-based reasoning aims at formulating knowledge in the form of principles to cover the various aspects of a problem domain. These principles, which are more general than if-then rules, comprise a model which an expert system may use to solve problems. Model-based reasoning (MBR) is sometimes called reasoning from first principles. Instead of generalizing knowledge into rules or models, CBR is an experience-based method. Thus, specific cases, corresponding to prior problem-solving experiences, comprise the main knowledge sources in a CBR system. This volume includes a collection of chapters that describe specific projects in which case-based reasoning is the focus for the representation and reasoning in a particular design domain. The chapters provide a broad spectrum of applications and issues in applying and extending the concept of CBR to design. Each chapter provides its own introduction to CBR concepts and principles.

Case-Based Reasoning in Design (Paperback): Mary Lou Maher, M. Bala Balachandran, Dong Mei Zhang Case-Based Reasoning in Design (Paperback)
Mary Lou Maher, M. Bala Balachandran, Dong Mei Zhang
R1,442 Discovery Miles 14 420 Ships in 12 - 17 working days

Case-based reasoning in design is becoming an important approach to computer-support for design as well as an important component in understanding the design process. Design has become a major focus for problem solving paradigms due to its complexity and open-ended nature. This book presents a clear description of how case-based reasoning can be applied to design problems, including the representation of design cases, indexing and retrieving design cases, and the range of paradigms for adapting design cases. With a focus on design, this book differs from others that provide a generalist view of case-based reasoning.
This volume provides two important contributions to the area:
* a general description of the issues and alternatives in applying case-based reasoning to design, and
* a description of specific implementations of case-based design.
Through this combination, the reader will learn about both the general issues and the practical problems in supporting design through case-based reasoning. This book was prepared to fill a gap in the literature on the unique problems that design introduces to computational paradigms developed in computer science. It also addresses the needs of computational support for design problem solving from both theoretical and practical perspectives.

Modeling Creativity and Knowledge-Based Creative Design (Hardcover): John S. Gero, Mary Lou Maher Modeling Creativity and Knowledge-Based Creative Design (Hardcover)
John S. Gero, Mary Lou Maher
R3,906 Discovery Miles 39 060 Ships in 12 - 17 working days

Over the last decade research into design processes utilizing ideas and models drawn from artificial intelligence has resulted in a better understanding of design -- particularly routine design -- as a process. Indeed, most of the current research activity directly or indirectly deals only with routine design. Not surprisingly, many practicing designers state that the level of understanding represented by these models is only of mild interest because they fail to embody any ideas about creativity.
This volume provides a set of chapters in the areas of modeling creativity and knowledge-based creative design that examines the potential role and form of computer-aided design which supports creativity. It aims to define the state-of-the-art of computational creativity in design as well as to identify research directions. Published at a time when the field of computational creativity in design is still immature, it should influence the directions of growth and assist the field in reaching maturity.

Issues and Applications of Case-Based Reasoning to Design (Hardcover): Mary Lou Maher, Pearl Pu Issues and Applications of Case-Based Reasoning to Design (Hardcover)
Mary Lou Maher, Pearl Pu
R3,906 Discovery Miles 39 060 Ships in 12 - 17 working days

Design is believed to be one of the most interesting and challenging problem-solving activities ever facing artificial intelligence (AI) researchers. Knowledge-based systems using rule-based and model-based reasoning techniques have been applied to build design automation and/or design decision support systems. Although such systems have met with some success, difficulties have been encountered in terms of formalizing such generalized design experiences as rules, logic, and domain models. Recently, researchers have been exploring the idea of using case-based reasoning (CBR) techniques to complement or replace other approaches to design support.
CBR can be considered as an alternative to paradigms such as rule-based and model-based reasoning. Rule-based expert systems capture knowledge in the form of if-then rules which are usually identified by a domain expert. Model-based reasoning aims at formulating knowledge in the form of principles to cover the various aspects of a problem domain. These principles, which are more general than if-then rules, comprise a model which an expert system may use to solve problems. Model-based reasoning (MBR) is sometimes called reasoning from first principles. Instead of generalizing knowledge into rules or models, CBR is an experience-based method. Thus, specific cases, corresponding to prior problem-solving experiences, comprise the main knowledge sources in a CBR system.
This volume includes a collection of chapters that describe specific projects in which case-based reasoning is the focus for the representation and reasoning in a particular design domain. The chapters provide a broad spectrum of applications and issues in applying and extending the concept of CBR to design. Each chapter provides its own introduction to CBR concepts and principles.

Designing for Gesture and Tangible Interaction (Paperback): Mary Lou Maher, Lina Lee Designing for Gesture and Tangible Interaction (Paperback)
Mary Lou Maher, Lina Lee
R1,192 Discovery Miles 11 920 Ships in 10 - 15 working days

Interactive technology is increasingly integrated with physical objects that do not have a traditional keyboard and mouse style of interaction, and many do not even have a display. These objects require new approaches to interaction design, referred to as post-WIMP (Windows, Icons, Menus, and Pointer) or as embodied interaction design. This book provides an overview of the design opportunities and issues associated with two embodied interaction modalities that allow us to leave the traditional keyboard behind: tangible and gesture interaction. We explore the issues in designing for this new age of interaction by highlighting the significance and contexts for these modalities. We explore the design of tangible interaction with a reconceptualization of the traditional keyboard as a Tangible Keyboard, and the design of interactive three-dimensional (3D) models as Tangible Models. We explore the design of gesture interaction through the design of gesture-base commands for a walk-up-and-use information display, and through the design of a gesture-based dialogue for the willful marionette. We conclude with design principles for tangible and gesture interaction and a call for research on the cognitive effects of these modalities.

Motivated Reinforcement Learning - Curious Characters for Multiuser Games (Paperback, Softcover reprint of hardcover 1st ed.... Motivated Reinforcement Learning - Curious Characters for Multiuser Games (Paperback, Softcover reprint of hardcover 1st ed. 2009)
Kathryn E Merrick, Mary Lou Maher
R2,766 Discovery Miles 27 660 Ships in 10 - 15 working days

Motivated learning is an emerging research field in artificial intelligence and cognitive modelling. Computational models of motivation extend reinforcement learning to adaptive, multitask learning in complex, dynamic environments - the goal being to understand how machines can develop new skills and achieve goals that were not predefined by human engineers. In particular, this book describes how motivated reinforcement learning agents can be used in computer games for the design of non-player characters that can adapt their behaviour in response to unexpected changes in their environment.

This book covers the design, application and evaluation of computational models of motivation in reinforcement learning. The authors start with overviews of motivation and reinforcement learning, then describe models for motivated reinforcement learning. The performance of these models is demonstrated by applications in simulated game scenarios and a live, open-ended virtual world.

Researchers in artificial intelligence, machine learning and artificial life will benefit from this book, as will practitioners working on complex, dynamic systems - in particular multiuser, online games.

Ambient Intelligence - Second International Joint Conference, AmI 2011, Amsterdam, The Netherlands, November 16-18, 2011,... Ambient Intelligence - Second International Joint Conference, AmI 2011, Amsterdam, The Netherlands, November 16-18, 2011, Proceedings (Paperback, 2011)
David Keyson, Mary Lou Maher, Norbert Streitz, Adrian David Cheok, Juan Carlos Augusto, …
R1,498 Discovery Miles 14 980 Ships in 10 - 15 working days

This book constitutes the refereed proceedings of the Second International Joint Conference on Ambient Intelligence, AmI 2011, held in Amsterdam, The Netherlands, in November 2011. The 58 revised full papers presented were carefully reviewed and selected from numerous submissions. The papers cover a wide range of topics such as haptic interfaces, smart sensing, smart environments, novel interaction technologies, affecting human behaviour, privacy and trust, landscape and ambient assisted living.

Designing Adaptive Virtual Worlds (Hardcover, Digital original): Ning Gu, Mary Lou Maher Designing Adaptive Virtual Worlds (Hardcover, Digital original)
Ning Gu, Mary Lou Maher
R1,869 R1,663 Discovery Miles 16 630 Save R206 (11%) Ships in 12 - 17 working days

Designing adaptive virtual worlds takes the design of places for education, entertainment, online communities, business, and cultural activities in 3D virtual worlds to a new level. The place metaphor provides a rich source of styles and examples for designing in 3D virtual worlds. This book is one of the first design books in the field showing how those styles can be captured in a design grammar so that unique places can be created through computational agents responding to the changing needs of the people in the virtual world. Applying the techniques introduced in this book has immediate implications on the design of games and functional places in existing virtual world platforms such as Second Life, OpenSim and Active Worlds as well as future virtual worlds in which the boundaries between digital and physical environments blur.

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