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The field of artificial intelligence has made tremendous advances
in the last few decades, but as smart as AI is now, it is getting
exponentially smarter and becoming more autonomous in its actions.
This raises a host of challenges to current legal doctrine,
including whether the output of AI entities should count as
'speech', the extent to which AI should be regulated under
antitrust and criminal law statutes, and whether AI should be
considered an independent agent and responsible for its actions
under the law of tort or agency. Containing chapters written by
leading U.S., EU, and International law scholars, the Research
Handbook presents current law, statutes, and regulations on the
role of law in an age of increasingly smart AI, addressing issues
of law that are critical to the evolution of AI and its role in
society. To provide a broad coverage of the topic, the Research
Handbook draws upon free speech doctrine, criminal law, issues of
data protection and privacy, legal rights for increasingly smart AI
systems, and a discussion of jurisdiction for AI entities that will
not be 'content' to stay within the geographical boundaries of any
nation state or be tied to a particular physical location. Using
numerous examples and case studies, the chapter authors discuss the
political and jurisdictional decisions that will have to be made as
AI proliferates into society and transforms our government and
social institutions. The Research Handbook will also introduce
designers of artificially intelligent systems to the legal issues
that apply to the make-up and use of AI from the technologies,
algorithms, and analytical techniques. This essential guide to the
U.S., EU, and other International law, regulations, and statutes
which apply to the emerging field of 'law and AI' will be a
valuable reference for scholars and students interested in
information and intellectual property law, privacy, and data
protection as well as to legal theorists and social scientists who
write about the future direction and implications of AI. The
Research Handbook will also serve as an important reference for
legal practitioners in different jurisdictions who may litigate
disputes involving AI, and to computer scientists and engineers
actively involved in the design and use of the next generation of
AI systems. Contributors include: W. Barfield, S. Bayern, S.J.
Blodgett-Ford, R.G.A. Bone, T. Burri, A. Chin, J.A. Cubert, M. de
Cock Buning, S. De Conca, S-.A. Elvy, A. Ezrachi, R. Leenes, Y.
Lev-Aretz, A.R. Lodder, R.P. Loui, T.M. Massaro, L.T. McCarty, J.O.
McGinnis, F. Moslein, H. Norton, N. Packin, U. Pagallo, S.
Quattrocolo, W. Samore, F. Shimpo, M.E. Stucke, R. van den Hoven
van Genderen, L. Vertinsky, A. von Ungern-Sternberg, J.F. Weaver,
Y-.H. Weng, I. Wildhaber
Elgar Advanced Introductions are stimulating and thoughtful
introductions to major fields in the social sciences and law,
expertly written by the world's leading scholars. Designed to be
accessible yet rigorous, they offer concise and lucid surveys of
the substantive and policy issues associated with discrete subject
areas. Woodrow Barfield and Ugo Pagallo present a succinct
introduction to the legal issues related to the design and use of
artificial intelligence (AI). Exploring human rights,
constitutional law, data protection, criminal law, tort law, and
intellectual property law, they consider the laws of a number of
jurisdictions including the US, the European Union, Japan, and
China, making reference to case law and statutes. Key features
include: a critical insight into human rights and constitutional
law issues which may be affected by the use of AI discussion of the
concept of legal personhood and how the law might respond as AI
evolves in intelligence an introduction to current laws and
statutes which apply to AI and an identification of the areas where
future challenges to the law may arise. This Advanced Introduction
is ideal for law and social science students with an interest in
how the law applies to AI. It also provides a useful entry point
for legal practitioners seeking an understanding of this emerging
field.
The proliferation of virtual and augmented reality technologies
into society raise significant questions for judges, legal
institutions, and policy makers. For example, when should
activities that occur in virtual worlds, or virtual images that are
projected into real space (that is, augmented reality), count as
protected First Amendment 'speech'? When should they instead count
as a nuisance or trespass? Under what circumstances would the
copying of virtual images infringe intellectual property laws, or
the output of intelligent virtual avatars be patentable inventions
or works of authorship eligible for copyright? And when should a
person (or computer) face legal consequences for allegedly harmful
virtual acts? The Research Handbook on the Law of Virtual and
Augmented Reality addresses these questions and others, drawing
upon free speech doctrine, criminal law, the law of data protection
and privacy, and of jurisdiction, as well as upon potential legal
rights for increasingly intelligent virtual avatars in VR worlds.
The Handbook offers a comprehensive look at challenges to various
legal doctrines raised by the emergence - and increasing use of -
virtual and augmented reality worlds, and at how existing law in
the USA, Europe, and other jurisdictions might apply to these
emerging technologies, or evolve to address them. It also considers
what legal questions about virtual and augmented reality are likely
to be important, not just for judges and legal scholars, but also
for the established businesses and start-ups that wish to make use
of, and help shape, these important new technologies. This
comprehensive Research Handbook will be an invaluable reference to
those looking to keep pace with the dynamic field of virtual and
augmented reality, including students and researchers studying
intellectual property law as well as legal practitioners, computer
scientists, engineers, game designers, and business owners.
Contributors include: W. Barfield, P.S. Berman, M.J. Blitz, S.J.
Blodgett-Ford, J. Danaher, W. Erlank, J.A.T. Fairfield, J. Garon,
G. Hallevy, B. Lewis, H.Y.F. Lim, C. Nwaneri, S.R. Peppet, M.
Risch, A.L. Rossow, J. Russo, M. Supponen, A.M. Underhill, B.D.
Wassom, A. Williams, G. Yadin
Elgar Advanced Introductions are stimulating and thoughtful
introductions to major fields in the social sciences and law,
expertly written by the world's leading scholars. Designed to be
accessible yet rigorous, they offer concise and lucid surveys of
the substantive and policy issues associated with discrete subject
areas. Woodrow Barfield and Ugo Pagallo present a succinct
introduction to the legal issues related to the design and use of
artificial intelligence (AI). Exploring human rights,
constitutional law, data protection, criminal law, tort law, and
intellectual property law, they consider the laws of a number of
jurisdictions including the US, the European Union, Japan, and
China, making reference to case law and statutes. Key features
include: a critical insight into human rights and constitutional
law issues which may be affected by the use of AI discussion of the
concept of legal personhood and how the law might respond as AI
evolves in intelligence an introduction to current laws and
statutes which apply to AI and an identification of the areas where
future challenges to the law may arise. This Advanced Introduction
is ideal for law and social science students with an interest in
how the law applies to AI. It also provides a useful entry point
for legal practitioners seeking an understanding of this emerging
field.
"Fundamentals of Wearable Computers and Augmented Reality" presents
a broad coverage of the technologies and interface design issues
associated with wearable computers and augmented reality displays
both rapidly developing fields in computer science, engineering,
and human interface design. This book presents concepts related to
the use and underlying technologies of augmented reality and
wearable computer systems. There are many application areas for
this technology, such as medicine, manufacturing, training, and
recreation. Wearable computers will allow a much closer association
of information with the user than is possible with traditional
desktop computers.
This book addresses an important aspect of wearable computers and
augmented reality, either from the conceptual or from an
application framework. Given the wide coverage of topics on issues
related to the display of computer-generated images in the
environment, this book can be used as a text for computer science,
computer engineering, and interface design courses.
The proliferation of virtual and augmented reality technologies
into society raise significant questions for judges, legal
institutions, and policy makers. For example, when should
activities that occur in virtual worlds, or virtual images that are
projected into real space (that is, augmented reality), count as
protected First Amendment 'speech'? When should they instead count
as a nuisance or trespass? Under what circumstances would the
copying of virtual images infringe intellectual property laws, or
the output of intelligent virtual avatars be patentable inventions
or works of authorship eligible for copyright? And when should a
person (or computer) face legal consequences for allegedly harmful
virtual acts? The Research Handbook on the Law of Virtual and
Augmented Reality addresses these questions and others, drawing
upon free speech doctrine, criminal law, the law of data protection
and privacy, and of jurisdiction, as well as upon potential legal
rights for increasingly intelligent virtual avatars in VR worlds.
The Handbook offers a comprehensive look at challenges to various
legal doctrines raised by the emergence - and increasing use of -
virtual and augmented reality worlds, and at how existing law in
the USA, Europe, and other jurisdictions might apply to these
emerging technologies, or evolve to address them. It also considers
what legal questions about virtual and augmented reality are likely
to be important, not just for judges and legal scholars, but also
for the established businesses and start-ups that wish to make use
of, and help shape, these important new technologies. This
comprehensive Research Handbook will be an invaluable reference to
those looking to keep pace with the dynamic field of virtual and
augmented reality, including students and researchers studying
intellectual property law as well as legal practitioners, computer
scientists, engineers, game designers, and business owners.
Contributors include: W. Barfield, P.S. Berman, M.J. Blitz, S.J.
Blodgett-Ford, J. Danaher, W. Erlank, J.A.T. Fairfield, J. Garon,
G. Hallevy, B. Lewis, H.Y.F. Lim, C. Nwaneri, S.R. Peppet, M.
Risch, A.L. Rossow, J. Russo, M. Supponen, A.M. Underhill, B.D.
Wassom, A. Williams, G. Yadin
The Intelligent Transportation System (ITS) Program is a
cooperative effort by government, private industry, and academia to
apply advanced technology to the task of resolving the problems of
surface transportation. The objective is to improve travel
efficiency and mobility, enhance safety, conserve energy, provide
economic benefits, and protect the environment. The current demand
for mobility has exceeded the available capacity of the roadway
system. Because the highway system cannot be expanded, except in
minor ways, the available capacity must be used more efficiently to
handle the increased demand.
ITS applies advanced information processing, communication,
sensing, and computer control technologies to the problems of
surface transportation. Considerable research and development
efforts will be required to produce these new technologies and to
convert technologies developed in the defense and space programs to
solve surface transportation problems.
ITS has been subdivided into six interlocking technology areas.
This book addresses human factors concerns for four of these areas:
*" Advanced Traveler Information Systems" are a variety of systems
that provide real time, in-vehicle information to drivers regarding
navigation and route guidance, motorist services, roadway signing,
and hazard warnings.
*" Advanced Vehicle Control Systems" refer to systems that aid
drivers in controlling their vehicle particularly in emergency
situations and ultimately taking over some or all of the driving
tasks.
*" Commercial Vehicle Operations" address the application of ITS
technologies to the special needs of commercial roadway vehicles
including automated vehicle identification, location,
weigh-in-motion, clearance sensing, and record keeping.
*" Advanced Traffic Management Systems" monitor, control and
manage traffic on streets and highways to reduce congestion using
vehicle route diversion, automated signal timing, changeable
message signs, and priority control systems.
Two technical areas are not specifically addressed in individual
chapters, but many aspects of them are covered in associated
chapters:
*" Advanced Rural Transportation Systems" include systems that
apply ITS technologies to the special needs of rural systems and
include emergency notification and response, vehicle location, and
traveler information.
*" Advanced Public Transportation Systems" enhance the
effectiveness, attractiveness and economics of public
transportation and include fleet management, automated fare
collection, and real-time information systems.
The Intelligent Transportation System (ITS) Program is a
cooperative effort by government, private industry, and academia to
apply advanced technology to the task of resolving the problems of
surface transportation. The objective is to improve travel
efficiency and mobility, enhance safety, conserve energy, provide
economic benefits, and protect the environment. The current demand
for mobility has exceeded the available capacity of the roadway
system. Because the highway system cannot be expanded, except in
minor ways, the available capacity must be used more efficiently to
handle the increased demand.
ITS applies advanced information processing, communication,
sensing, and computer control technologies to the problems of
surface transportation. Considerable research and development
efforts will be required to produce these new technologies and to
convert technologies developed in the defense and space programs to
solve surface transportation problems.
ITS has been subdivided into six interlocking technology areas.
This book addresses human factors concerns for four of these areas:
*" Advanced Traveler Information Systems" are a variety of systems
that provide real time, in-vehicle information to drivers regarding
navigation and route guidance, motorist services, roadway signing,
and hazard warnings.
*" Advanced Vehicle Control Systems" refer to systems that aid
drivers in controlling their vehicle particularly in emergency
situations and ultimately taking over some or all of the driving
tasks.
*" Commercial Vehicle Operations" address the application of ITS
technologies to the special needs of commercial roadway vehicles
including automated vehicle identification, location,
weigh-in-motion, clearance sensing, and record keeping.
*" Advanced Traffic Management Systems" monitor, control and
manage traffic on streets and highways to reduce congestion using
vehicle route diversion, automated signal timing, changeable
message signs, and priority control systems.
Two technical areas are not specifically addressed in individual
chapters, but many aspects of them are covered in associated
chapters:
*" Advanced Rural Transportation Systems" include systems that
apply ITS technologies to the special needs of rural systems and
include emergency notification and response, vehicle location, and
traveler information.
*" Advanced Public Transportation Systems" enhance the
effectiveness, attractiveness and economics of public
transportation and include fleet management, automated fare
collection, and real-time information systems.
Data will not help you if you can't see it where you need it. Or
can't collect it where you need it. Upon these principles, wearable
technology was born. And although smart watches and fitness
trackers have become almost ubiquitous, with in-body sensors on the
horizon, the future applications of wearable computers hold so much
more. A trusted reference for almost 15 years, Fundamentals of
Wearable Computers and Augmented Reality goes beyond smart clothing
to explore user interface design issues specific to wearable tech
and areas in which it can be applied. Upon its initial publication,
the first edition almost instantly became a trusted reference,
setting the stage for the coming decade, in which the explosion in
research and applications of wearable computers and augmented
reality occurred. Written by expert researchers and teachers, each
chapter in the second edition has been revised and updated to
reflect advances in the field and provide fundamental knowledge on
each topic, solidifying the book's reputation as a valuable
technical resource as well as a textbook for augmented reality and
ubiquitous computing courses. New Chapters in the Second Edition
Explore: Haptics Visual displays Use of augmented reality for
surgery and manufacturing Technical issues of image registration
and tracking Augmenting the environment with wearable audio
interfaces Use of augmented reality in preserving cultural heritage
Human-computer interaction and augmented reality technology
Spatialized sound and augmented reality Augmented reality and
robotics Computational clothing From a technology perspective, much
of what is happening now with wearables and augmented reality would
not have been possible even five years ago. In the fourteen years
since the first edition burst on the scene, the capabilities and
applications of both technologies are orders of magnitude faster,
smaller, and cheaper. Yet the book's overarching mission remains
the same: to supply the fundamental information and basic knowledge
about the design and use of wearable computers and augmented
reality with the goal of enhancing people's lives.
Data will not help you if you can't see it where you need it. Or
can't collect it where you need it. Upon these principles, wearable
technology was born. And although smart watches and fitness
trackers have become almost ubiquitous, with in-body sensors on the
horizon, the future applications of wearable computers hold so much
more. A trusted reference for almost 15 years, Fundamentals of
Wearable Computers and Augmented Reality goes beyond smart clothing
to explore user interface design issues specific to wearable tech
and areas in which it can be applied. Upon its initial publication,
the first edition almost instantly became a trusted reference,
setting the stage for the coming decade, in which the explosion in
research and applications of wearable computers and augmented
reality occurred. Written by expert researchers and teachers, each
chapter in the second edition has been revised and updated to
reflect advances in the field and provide fundamental knowledge on
each topic, solidifying the book's reputation as a valuable
technical resource as well as a textbook for augmented reality and
ubiquitous computing courses. New Chapters in the Second Edition
Explore: Haptics Visual displays Use of augmented reality for
surgery and manufacturing Technical issues of image registration
and tracking Augmenting the environment with wearable audio
interfaces Use of augmented reality in preserving cultural heritage
Human-computer interaction and augmented reality technology
Spatialized sound and augmented reality Augmented reality and
robotics Computational clothing From a technology perspective, much
of what is happening now with wearables and augmented reality would
not have been possible even five years ago. In the fourteen years
since the first edition burst on the scene, the capabilities and
applications of both technologies are orders of magnitude faster,
smaller, and cheaper. Yet the book's overarching mission remains
the same: to supply the fundamental information and basic knowledge
about the design and use of wearable computers and augmented
reality with the goal of enhancing people's lives.
The field of artificial intelligence has made tremendous advances
in the last few decades, but as smart as AI is now, it is getting
exponentially smarter and becoming more autonomous in its actions.
This raises a host of challenges to current legal doctrine,
including whether the output of AI entities should count as
'speech', the extent to which AI should be regulated under
antitrust and criminal law statutes, and whether AI should be
considered an independent agent and responsible for its actions
under the law of tort or agency. Containing chapters written by
leading U.S., EU, and International law scholars, the Research
Handbook presents current law, statutes, and regulations on the
role of law in an age of increasingly smart AI, addressing issues
of law that are critical to the evolution of AI and its role in
society. To provide a broad coverage of the topic, the Research
Handbook draws upon free speech doctrine, criminal law, issues of
data protection and privacy, legal rights for increasingly smart AI
systems, and a discussion of jurisdiction for AI entities that will
not be 'content' to stay within the geographical boundaries of any
nation state or be tied to a particular physical location. Using
numerous examples and case studies, the chapter authors discuss the
political and jurisdictional decisions that will have to be made as
AI proliferates into society and transforms our government and
social institutions. The Research Handbook will also introduce
designers of artificially intelligent systems to the legal issues
that apply to the make-up and use of AI from the technologies,
algorithms, and analytical techniques. This essential guide to the
U.S., EU, and other International law, regulations, and statutes
which apply to the emerging field of 'law and AI' will be a
valuable reference for scholars and students interested in
information and intellectual property law, privacy, and data
protection as well as to legal theorists and social scientists who
write about the future direction and implications of AI. The
Research Handbook will also serve as an important reference for
legal practitioners in different jurisdictions who may litigate
disputes involving AI, and to computer scientists and engineers
actively involved in the design and use of the next generation of
AI systems. Contributors include: W. Barfield, S. Bayern, S.J.
Blodgett-Ford, R.G.A. Bone, T. Burri, A. Chin, J.A. Cubert, M. de
Cock Buning, S. De Conca, S-.A. Elvy, A. Ezrachi, R. Leenes, Y.
Lev-Aretz, A.R. Lodder, R.P. Loui, T.M. Massaro, L.T. McCarty, J.O.
McGinnis, F. Moslein, H. Norton, N. Packin, U. Pagallo, S.
Quattrocolo, W. Samore, F. Shimpo, M.E. Stucke, R. van den Hoven
van Genderen, L. Vertinsky, A. von Ungern-Sternberg, J.F. Weaver,
Y-.H. Weng, I. Wildhaber
Algorithms are a fundamental building block of artificial
intelligence - and, increasingly, society - but our legal
institutions have largely failed to recognize or respond to this
reality. The Cambridge Handbook of the Law of Algorithms, which
features contributions from US, EU, and Asian legal scholars,
discusses the specific challenges algorithms pose not only to
current law, but also - as algorithms replace people as decision
makers - to the foundations of society itself. The work includes
wide coverage of the law as it relates to algorithms, with chapters
analyzing how human biases have crept into algorithmic
decision-making about who receives housing or credit, the length of
sentences for defendants convicted of crimes, and many other
decisions that impact constitutionally protected groups. Other
issues covered in the work include the impact of algorithms on the
law of free speech, intellectual property, and commercial and human
rights law.
It is predicted that robots will surpass human intelligence within
the next fifty years. The ever increasing speed of advances in
technology and neuroscience, coupled with the creation of super
computers and enhanced body parts and artificial limbs, is paving
the way for a merger of both human and machine. Devices which were
once worn on the body are now being implanted into the body, and as
a result, a class of true cyborgs, who are displaying a range of
skills beyond those of normal humans-beings, are being created.
There are cyborgs which can see colour by hearing sound, others
have the ability to detect magnetic fields, some are equipped with
telephoto lenses to aid their vision or implanted computers to
monitor their heart, and some use thought to communicate with a
computer or to manipulate a robotic arm. This is not
science-fiction, these are developments that are really happening
now, and will continue to develop in the future. However, a range
of legal and policy questions has arisen alongside this rise of
artificial intelligence. Cyber-Humans provides a deep and unique
perspective on the technological future of humanity, and describes
how law and policy will be particularly relevant in creating a fair
and equal society and protecting the liberties of different life
forms which will emerge in the 21st century. Dr Woodrow (Woody)
Barfield previously headed up the Sensory Engineering Laboratory,
holding the position of Industrial and Systems Engineering
Professor at the University of Washington. His research revolves
around the design and use of wearable computers and augmented
reality systems and holds both JD and LLM degrees in intellectual
property law and policy. He has published over 350 articles and
major presentations in the areas of computer science, engineering
and law. He currently lives in Chapel Hill, NC, USA.
This sweeping introduction to the science of virtual environment
technology masterfully integrates research and practical
applications culled from a range of disciplines, including
psychology, engineering, and computer science. With contributions
from the field's foremost researchers and theorists, the book
focuses in particular on how virtual technology and interface
design can better accommodate human cognitive, motor, and
perceptual capabilities. Throughout, it brings the reader
up-to-date with the latest design strategies and cutting-edge
virtual environments, and points to promising avenues for future
development. The book is divided into three parts. The first part
introduces the reader to the subject by defining basic terms,
identifying key components of the virtual environment, and
reviewing the origins and elements of virtual environments. The
second part focuses of current technologies used to present visual,
auditory, tactile, and kinesthetic information. The book concludes
with an in-depth analysis of how environments and human perception
are integrated to create effective virtual systems. Comprehensive
and splendidly written, Virtual Environmentsand Advanced Interface
Design will be the "bible" on the subject for years to come.
Students and researchers in computer science, psychology, and
cognitive science will all want to have a copy on their shelves.
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