Download or read book Proceedings of the Paralinguistic Information and its Integration in Spoken Dialogue Systems Workshop written by Ramón López-Cózar Delgado and published by Springer Science & Business Media. This book was released on 2011-08-27 with total page 388 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume includes proceedings articles presented at the Workshop on Paralinguistic Information and its Integration in Spoken Dialogue Systems held in Granada, Spain. The material focuses on the three broad areas of spoken dialogue systems for robotics, emotions and spoken dialogue systems, and Spoken dialogue systems for real-world applications The workshop proceedings are part of the 3rd Annual International Workshop on Spoken Dialogue Systems, which brings together researchers from all over the world working in the field of spoken dialogue systems. It provides an international forum for the presentation of research and applications, and for lively discussions among researchers as well as industrialists.
Download or read book Advances in Safety Management and Human Factors written by Pedro Arezes and published by AHFE International (USA). This book was released on 2019-07-19 with total page 374 pages. Available in PDF, EPUB and Kindle. Book excerpt: The discipline of Safety Management and Human Factors is a cross-disciplinary area concerned with protecting the safety, health and welfare of people engaged in work or employment. Injury prevention is a common thread throughout every workplace, yet keeping employee safety and health knowledge current is a continual challenge for all employers. This books offers a platform to showcase research and for the exchange of information in safety management and human factors. Mastering Safety Management and Human Factors concepts is fundamental to the creation of products and systems that people are able to use, avoidance of stresses, and minimization of the risk for accidents.
Download or read book Cognitive infocommunications written by Anna Esposito and published by Frontiers Media SA. This book was released on 2023-06-21 with total page 141 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Cognitive Aspects of Virtual Reality written by Ildikó Horváth and published by Springer Nature. This book was released on with total page 308 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Situated Dialog in Speech Based Human Computer Interaction written by Alexander Rudnicky and published by Springer. This book was released on 2016-04-20 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides a survey of the state-of-the-art in the practical implementation of Spoken Dialog Systems for applications in everyday settings. It includes contributions on key topics in situated dialog interaction from a number of leading researchers and offers a broad spectrum of perspectives on research and development in the area. In particular, it presents applications in robotics, knowledge access and communication and covers the following topics: dialog for interacting with robots; language understanding and generation; dialog architectures and modeling; core technologies; and the analysis of human discourse and interaction. The contributions are adapted and expanded contributions from the 2014 International Workshop on Spoken Dialog Systems (IWSDS 2014), where researchers and developers from industry and academia alike met to discuss and compare their implementation experiences, analyses and empirical findings.
Download or read book Innovations in Big Data Mining and Embedded Knowledge written by Anna Esposito and published by Springer. This book was released on 2019-07-03 with total page 286 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book addresses the usefulness of knowledge discovery through data mining. With this aim, contributors from different fields propose concrete problems and applications showing how data mining and discovering embedded knowledge from raw data can be beneficial to social organizations, domestic spheres, and ICT markets. Data mining or knowledge discovery in databases (KDD) has received increasing interest due to its focus on transforming large amounts of data into novel, valid, useful, and structured knowledge by detecting concealed patterns and relationships. The concept of knowledge is broad and speculative and has promoted epistemological debates in western philosophies. The intensified interest in knowledge management and data mining stems from the difficulty in identifying computational models able to approximate human behaviors and abilities in resolving organizational, social, and physical problems. Current ICT interfaces are not yet adequately advanced to support and simulate the abilities of physicians, teachers, assistants or housekeepers in domestic spheres. And unlike in industrial contexts where abilities are routinely applied, the domestic world is continuously changing and unpredictable. There are challenging questions in this field: Can knowledge locked in conventions, rules of conduct, common sense, ethics, emotions, laws, cultures, and experiences be mined from data? Is it acceptable for automatic systems displaying emotional behaviors to govern complex interactions based solely on the mining of large volumes of data? Discussing multidisciplinary themes, the book proposes computational models able to approximate, to a certain degree, human behaviors and abilities in resolving organizational, social, and physical problems. The innovations presented are of primary importance for: a. The academic research community b. The ICT market c. Ph.D. students and early stage researchers d. Schools, hospitals, rehabilitation and assisted-living centers e. Representatives from multimedia industries and standardization bodies
Download or read book Encyclopedia of Computer Graphics and Games written by Newton Lee and published by Springer Nature. This book was released on 2024-01-19 with total page 2150 pages. Available in PDF, EPUB and Kindle. Book excerpt: Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA
Download or read book Accentuated Innovations in Cognitive Info Communication written by Ryszard Klempous and published by Springer Nature. This book was released on 2022-09-26 with total page 264 pages. Available in PDF, EPUB and Kindle. Book excerpt: Considering the emergence of artificial intelligence, virtual and augmented reality, 3D video and television, and holography, it is logical that we should also begin to create applications and businesses driven by these technologies. The 12 chapters of Accentuated Innovations in Cognitive Info-Communication focus on the research and development of state-of-the-art information in Cognitive Info-Communication. This interdisciplinary research area has emerged as a synergy between Info-Communication and Cognitive Sciences. It presents a synthetic, holistic combination of coherent technologies that will become increasingly important in the coming decade. It is a teaching and reference guide for VR, robotics, virtual classrooms and institutions, and medicine at the undergraduate and postgraduate levels. The discussed book is an immersive learning experience for students and teachers worldwide. In addition, it applies to other fields such as healthcare, performing arts, and television.
Download or read book Games and Learning Alliance written by Alessandro De Gloria and published by Springer. This book was released on 2014-10-25 with total page 416 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the Second International Conference on Games and Learning Alliance, GALA 2013, held in Paris, France, in October 2013. The 25 revised papers presented together with 9 poster papers were carefully reviewed and selected from numerous submissions. The papers advance the state of the art in the technologies and knowledge available to support development and deployment of serious games. They are organized in 3 research tracks on design, technology and application. Also included is the outcome of a GALA workshop on a widely applied instructional design model: 4C-ID.
Download or read book Cognitive Infocommunications Theory and Applications written by Ryszard Klempous and published by Springer. This book was released on 2018-08-25 with total page 465 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book gathers the chapters of Cognitive InfoCommunication research relevant to a variety of application areas, including data visualization, emotion expression, brain-computer interfaces or speech technologies. It provides an overview of the kind of cognitive capabilities that are being analyzed and developed. Based on this common ground, it may become possible to see new opportunities for synergy among disciplines that were heretofore viewed as being separate. Cognitive InfoCommunication begins by modeling human cognitive states and aptitudes in order to better understand what the user of a system is capable of comprehending and doing. The patterns of exploration and the specific tools that are described can certainly be of interest and of great relevance for all researchers who focus on modeling human states and aptitudes. This innovative research area provides answers to the latest challenges in influence of cognitive states and aptitudes in order to facilitate learning or generally improve performance in certain cognitive tasks such as decision making. Some capabilities are purely human, while others are purely artificial, but in general this distinction is rarely clear-cut. Therefore, when discussing new human cognitive capabilities, the technological background which makes them possible cannot be neglected, and indeed often plays a central role. This book highlights the synergy between various fields that are perfectly fit under the umbrella of CogInfoCom and contribute to understanding and developing new, human-artificial intelligence hybrid capabilities. These, merged capabilities are currently appearing, and the importance of the role they play in everyday life are unique to the cognitive entity generation that is currently growing up.
Download or read book Serious Games Development and Applications written by Minhua Ma and published by Springer. This book was released on 2014-10-03 with total page 235 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 5th International Conference on Serious Games Development and Applications, SGDA 2014, held in Berlin, Germany, in October 2014. The 14 revised full papers presented together with 4 short papers were carefully reviewed and selected from 31 submissions. The focus of the papers was on the following: games for health, games for medical training, serious games for children, music and sound effects, games for other purposes, and game design and theories.
Download or read book Physiological Computing Systems written by Hugo Plácido da Silva and published by Springer. This book was released on 2014-11-27 with total page 177 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the proceedings of the First International Conference on Physiological Computing Systems, PhyCS 2014, held in Lisbon, Portugal, in January 2014. The 10 papers presented in this volume were carefully reviewed and selected from 52 submissions. They are organized in topical sections named: methodologies and methods; devices; applications; and human factors.
Download or read book Statistical Language and Speech Processing written by Carlos Martín-Vide and published by Springer Nature. This book was released on 2019-09-27 with total page 326 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the proceedings of the 7th International Conference on Statistical Language and Speech Processing, SLSP 2019, held in Ljubljana, Slovenia, in October 2019. The 25 full papers presented together with one invited paper in this volume were carefully reviewed and selected from 48 submissions. They were organized in topical sections named: Dialogue and Spoken Language Understanding; Language Analysis and Generation; Speech Analysis and Synthesis; Speech Recognition; Text Analysis and Classification.
Download or read book Computational Approaches to Assistive Technologies for People with Disabilities written by N.J. Cercone and published by IOS Press. This book was released on 2013-07-16 with total page 276 pages. Available in PDF, EPUB and Kindle. Book excerpt: Assistive technologies have become increasingly important for people with disabilities in recent years. This book is the result of over a decade of research into computational approaches to assistive technology. Its chapters are based on a number of graduate theses, successfully completed over the past dozen or so years under the supervision of Kanlaya Naruedomkul of Mahidol University in Bangkok, Thailand and Nick Cercone of York University, Toronto, Canada. Some applications in the chapters use Thai language examples, but the techniques employed are not restricted to any single language. Each chapter is based on the Ph.D. work of a former or current student, suitably updated and presented for interested readers. The book is divided into four sections. Following an introduction, which includes a review of assistive technology products, part two covers applications, and includes chapters on alternative sign text MT for language learning, lexical simplification using word sense disambiguation and detecting and rating dementia through lexical analysis of spontaneous speech. Part three deals with theories and systems, and includes: granules for learning behavior, rough sets methods and applications for medical data and multimedia support systems as assistive technology for hearing impaired students. Part four presents a conclusion which includes a look into the future. Although this book is not a comprehensive treatise on assistive technology, it nevertheless provides a fascinating look at recent research, and will be of interest to all those whose work involves the application of assistive technologies for people with disabilities.
Download or read book Advances in Neural Networks ISNN 2012 written by Jun Wang and published by Springer. This book was released on 2012-07-23 with total page 691 pages. Available in PDF, EPUB and Kindle. Book excerpt: The two-volume set LNCS 7367 and 7368 constitutes the refereed proceedings of the 9th International Symposium on Neural Networks, ISNN 2012, held in Shenyang, China, in July 2012. The 147 revised full papers presented were carefully reviewed and selected from numerous submissions. The contributions are structured in topical sections on mathematical modeling; neurodynamics; cognitive neuroscience; learning algorithms; optimization; pattern recognition; vision; image processing; information processing; neurocontrol; and novel applications.
Download or read book Smart Universities written by Vladimir L. Uskov and published by Springer. This book was released on 2017-05-18 with total page 435 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents peer-reviewed contributions on smart universities by various international research, design and development teams. Smart university is an emerging and rapidly evolving area that creatively integrates innovative concepts; smart software and hardware systems; smart classrooms with state-of-the-art technologies and technical platforms; smart pedagogy based on modern teaching and learning strategies; smart learning and academic analytics; as well as various branches of computer science and computer engineering. The contributions are grouped into several parts: Part 1—Smart Universities: Literature Review and Creative Analysis, Part 2—Smart Universities: Concepts, Systems and Technologies, Part 3—Smart Education: Approaches and Best Practices, and Part 4—Smart Universities: Smart Long Life Learning. The book is a valuable source of research data and findings, design and development outcomes, and best practices for faculty, scholars, Ph.D students, administrators, practitioners and anyone interested in the rapidly growing areas of smart university and smart education.
Download or read book Cyborgization and Virtual Worlds written by Matthew E. Gladden and published by Mnemoclave. This book was released on 2017-09-05 with total page 38 pages. Available in PDF, EPUB and Kindle. Book excerpt: Whether it’s adding a night-vision cybereye or acquiring a full cyborg body, the process of cyborgization reshapes the way in which an individual relates to the physical environment around her. But how does it transform her ability to dive – or to be pulled – into virtual worlds? Cyborgization and Virtual Worlds: Portals to Altered Reality is a resource for designing campaigns grounded in near-future hard-SF settings in which synthetic bodies and VR cyberware offer characters entirely new ways of perceiving, interpreting, and manipulating the analog and digital worlds… It’s easy to know when you enter a virtual environment if the tools you’re using are a VR headset and haptic feedback gloves. If the virtual experience is too much for you, you can always just rip off the headset: the digital illusions instantly vanish, and you know that you’re back in the ‘real’ world. But what if the VR gear that you’re employing consists of cranial neural implants that directly stimulate your brain to create artificial sensory experiences? Or what if you’re wielding dual-purpose artificial eyes and roboprosthetic limbs that can either supply you with authentic sense data from the external environment or switch into iso mode, cut off all sensations from the real world, and pipe fabricated sense data into your brain? What signs could you look for to help you determine whether you’re in the real world or just a convincing virtual facsimile? This second volume in Mnemoclave’s Posthuman Cyberware Sourcebook series explores the two ways in which neuroprosthetic technologies immerse a cyborg in her environment and allow her to sense and manipulate the world: through embodiment and embedding. The process of cyborgization not only grants its human subject an augmented body with enhanced, reduced, or simply different capacities; it also embeds him in a particular part of the real physical world and provides the means by which he senses and manipulates that environment. And it may be the instrument through which he dives into virtual worlds, as well. Among the topics explored are: The paths of cyborgization • Different approaches to cyborgization, including the creation of full-body, partial, extended, sessile, and ‘hollow’ cyborgs • Differing types of neurocognitive interfaces that can exist between a piece of cyberware and its human host • The extent to which cyberware can be concealed from visual or remote electronic detection • The operational lifespan of cyberware and its potential health impacts on users Obstacles to characters’ acquisition of cyberware, including cost, legality, and required maintenance and customization • Problems like neurocoupling resection syndrome (NRS) that affect full-body cyborgs and other augmented individuals Cyberware and virtual worlds • Distinctions between virtual, augmented, and refracted reality • The mechanics by which cyborg characters can recognize and adjust to transitions between the real and virtual worlds • The use of digital avatars as cyberdoubles or cybermorphs within virtual worlds • Plot impacts of cyborg characters’ maximal, partial, temporary, or long-term immersion in VR environments The book is written especially for GMs who are designing adventures or campaigns set in near-future worlds with a cyberpunk, postcyberpunk, or biopunk atmosphere in which posthumanizing cyberware exists and societies are tilting ever further toward the dystopian. The text draws extensively on the best contemporary research regarding neurocybernetics and the bioengineering, economic, sociopolitical, and cultural aspects of human enhancement, to aid GMs who are looking to give their campaigns a hard sci-fi edge. The volume includes dozens of special textboxes with plot hooks, character traits, equipment descriptions, and ideas for successfully GM-ing the ontological puzzles and narrative twists that cyborgization and virtual reality make possible – to help you incorporate the material directly into your game, regardless of which rule system you’re using.