Human–computer interaction Books
Springer Nature Switzerland AG Brain-Computer Interface Research: A State-of-the-Art Summary 10
Book SynopsisThe Annual BCI Research Awards are international prizes that recognize the top new projects in brain–computer interface (BCI) research. This book contains concise descriptions of projects nominated for the 2020 BCI Research Award and interviews with nominees. Each article is authored by the researchers who developed the project, and articles have been updated with new progress achieved since their nomination. These chapters are complemented by an introduction by the editors together with a concluding chapter that reviews the annual Awards Ceremony, announces the winners, and ends with a brief discussion.One of the prominent trends in recent years has been the development of BCIs for restoring limb use and for aiding optical and auditory sensory perception. Many chapters in this book present emerging and novel research directions likely to become more prevalent in the near future. This year's book includes chapters based on interviews with BCI experts who were nominated for an award, including this year's first, second, and third place winners. These interview chapters are generally less technical than project descriptions, and provide individual perspectives from people actively working on new methods and systems.Table of Contents1 Enhancing gesture decoding performance using signals from human posterior parietal cortex.- Machine translation of cortical activity to text.- 2 Towards practical MEG-BCI with optically pumped magnetometers.- 3 EEG decoding of pain perception for a real-time reflex system in prostheses.- 4 A computer-brain interface that restores lost extremities touch and movement sensations.- 5 Restoring the sense of touch using a sensorimotor demultiplexing neural interface.- 6 A brain–spine interface complements deep-brain stimulation to both alleviate gait and balance deficits and increase alertness in a primate model of Parkinson’s disease.- 7 Speaker-independent auditory attention decoding without access to clean speech sources.- 8 A high-performance handwriting BCI.- 9 A neuromorphic brain computer interface for real-time detection of a new biomarker for epilepsy surgery.- 10 “Sono-optogenetics”: An ultrasound-mediated non-invasive optogenetic brain-computer interface.- 11 High-dimensional (8D) control of complex effectors such as an exoskeleton by a tetraplegic subject using chronic ECoG recordings using stable and robust over time adaptive direct neural decoder.
£49.49
Springer International Publishing AG Spaces of Interaction, Places for Experience
Book SynopsisSpaces of Interaction, Places for Experience is a book about Human-Computer Interaction (HCI), interaction design (ID) and user experience (UX) in the age of ubiquitous computing. The book explores interaction and experience through the different spaces that contribute to interaction until it arrives at an understanding of the rich and complex places for experience that will be the focus of the next period for interaction design. The book begins by looking at the multilayered nature of interaction and UX—not just with new technologies, but with technologies that are embedded in the world. People inhabit a medium, or rather many media, which allow them to extend themselves, physically, mentally, and emotionally in many directions. The medium that people inhabit includes physical and semiotic material that combine to create user experiences. People feel more or less present in these media and more or less engaged with the content of the media. From this understanding of people in media, the book explores some philosophical and practical issues about designing interactions. The book journeys through the design of physical space, digital space, information space, conceptual space and social space. It explores concepts of space and place, digital ecologies, information architecture, conceptual blending and technology spaces at work and in the home. It discusses navigation of spaces and how people explore and find their way through environments. Finally the book arrives at the concept of a blended space where the physical and digital are tightly interwoven and people experience the blended space as a whole. The design of blended spaces needs to be driven by an understanding of the correspondences between the physical and the digital, by an understanding of conceptual blending and by the desire to design at a human scale. There is no doubt that HCI and ID are changing. The design of “microinteractions” remains important, but there is a bigger picture to consider. UX is spread across devices, over time and across physical spaces. The commingling of the physical and the digital in blended spaces leads to new social spaces and new conceptual spaces. UX concerns the navigation of these spaces as much as it concerns the design of buttons and screens for apps. By taking a spatial perspective on interaction, the book provides new insights into the evolving nature of interaction design.Table of ContentsPreface.- Spaces of Interaction.- The Medium of Interaction.- Physical Space.- Digital Space.- Information Space.- Conceptual Space.- Social Space.- Navigating Space.- Blended Spaces.- Places for Experience.- References.- Author Biography.
£26.59
Springer International Publishing AG Distributed, Ambient and Pervasive Interactions. Smart Environments, Ecosystems, and Cities: 10th International Conference, DAPI 2022, Held as Part of the 24th HCI International Conference, HCII 2022, Virtual Event, June 26 – July 1, 2022,
Book SynopsisThe two-volume set, LNCS 13325 and 13326, are conference proceedings that constitutes the refereed proceedings of the 10th International Conference on Distributed, Ambient and Pervasive Interactions, DAPI 2022, held as part of the 24th International Conference, HCI International 2022, which took place during June-July 2022. The conference was held virtually due to the COVID-19 pandemic. The 58 papers of DAPI 2022 are organized in topical sections named for each volume: Part I: User Experience and Interaction Design for Smart Ecosystems; Smart Cities, Smart Islands, and Intelligent Urban Living; Smart Artifacts in Smart Environments; and Opportunities and Challenges for the Near Future Smart EnvironmentsPart II: Smart Living in Pervasive IoT Ecosystems; Distributed, Ambient, and Pervasive Education and Learning; Distributed, Ambient, and Pervasive Well-being and Healthcare; and Smart Creativity and Art.
£62.99
Springer International Publishing AG Advances in Computer Games: 17th International
Book SynopsisThis book constitutes the refereed post-conference proceedings of the 17th International Conference on Advances in Computer Games, ACG 2021, which was held as a virtual event during November 23–25, 2021. The 22 full papers included in this book were carefully reviewed and selected from 34 submissions. They were organized in topical sections as follows: learning in games; search in games; solving games; chess patterns; player modelling; and game systems.Table of ContentsLearning in Games.- Improving Counterfactual Regret Minimization Agents Training in the Card Game Cheat.- Deep Reinforcement Learning for Morpion Solitaire.- Expert Iteration for Risk.- Search in Games.- Sequential Halving Using Scores.- Cosine Annealing, Mixnet and Swish Activation for Computer Go.- A Heuristic Approach to the Game of Sylver Coinage.- Evaluating Interpretability Methods for DNNs in Game-Playing Agents.- Solving Games.- Quixo is Solved.- Solving Bicoloring-Graph Games on Rectangular Boards – Part 1: Partisan Col and Snort.- Solving Bicoloring-Graph Games on Rectangular Boards – Part 2: Impartial Col and Snort.- BoxOff is NP-Complete.
£52.24
Springer International Publishing AG Games and Learning Alliance: 11th International Conference, GALA 2022, Tampere, Finland, November 30 – December 2, 2022, Proceedings
Book SynopsisThis book constitutes the refereed proceedings of the 11th International Conference on Games and Learning Alliance, GALA 2022, held in Tampere, Finland, in November/December 2022. The 27 full papers and 9 short papers were carefully reviewed and selected from 61 submissions. The papers cover a broad spectrum of topics: Serious Games and Game Design; Serious Games for Instruction; Serious Game for Digital Literacy and Numeracy; Novel Approaches and Application Domains; Taxonomies and Evaluation Frameworks.Table of ContentsTurtle Heroes: Designing a Serious Game for a VR interactive Tunnel.- Comparison with Self vs Comparison with Others: The Influence of Learning Analytics Dashboard Design on Learner Dashboard Use.- Game Design for a Museum Visit: Insights into The Co-Design of AL-2049, A Game About Food Systems.- Supporting Knowledge Sharing for The Co-Design of Digital Learning Games.- A Serious Game for Using Socio-Economic and Trust Based Decision-Making Scenarios for Elicitation of Emotional Responses.- FLIGBY: The Serious Game Harnessing Flow Experience for Leadership.- 10 Commandments of The Serious Game Padawan: Lessons Learned After 4 Years of Professional Training.- Microcosmos 3.0 Perception of Teachers in Outdoor Hybrid Playing Based on Mobile Learning for Natural Sciences.- An Autoethnographic Perspective on Teaching Soft Skills Using Multiplayer Online Games.- Evaluating the Expectations and Motivational Drivers in An Undergraduate Geology Classroom Using the Magma Pop Serious Game.- A Serious Game to Improve Phishing Awareness.- More Than Meets the Eye – An Anti-Phishing Learning Game with a Focus on Phishing Emails.- Promoting Adaptive Number Knowledge Through Deliberate Practice in The Number Navigation Game.- Effects of a Game-Based Fraction Estimation Task on Math Anxiety.- Motivation and Emotions in a Health Literacy Game: Insights from Co-Occurrence Network Analysis.- Swarming as a Bird/Fish: Investigating the Effect of First-Person Perspective Simulation on Players’ Connectedness with Nature.- Design Of a Novel Serious Game for The Detection and Measurement of Obsessive-Compulsive Disorder.- The Role of Games in Overcoming the Barriers to Paediatric Speech Therapy Training.- Ludic Didactics for an Inspired, Motivating and Playful Education.- Out of the Maze: Investigating the Effects of Fluid Intelligence and Numeracy on Planning Skills Using Video Games.- A Virtual Ship Evacuation Serious Game: Assessment of Data and Passenger Training.- High-level Decision-Making Non-Player Vehicles.- Influence of a Mixed Reality Game on Students’ Personal Epistemology. An Empirical Study.- Experts’ Evaluation of a Proposed Taxonomy for Immersive Learning Systems.- A Design Space of Educational Authoring Tools for Augmented Reality.- The Effectiveness of Adaptive Digital Games for Learning: Calling for a Broader View on Assessment.- Gamification in Work Teams: A Q study on How Team Members Experience Gamification.
£49.49
Springer International Publishing AG Human-Computer Interaction: 8th Iberoamerican Workshop, HCI-COLLAB 2022, Havana, Cuba, October 13–15, 2022, Revised Selected Papers
Book SynopsisThis book constitutes the refereed proceedings of the 8th Iberoamerican Workshop on Human-Computer Interaction, HCI-COLLAB 2022, which took place in Havana, Cuba, in October 2022. The 15 full papers presented in this volume were carefully reviewed and selected from 53 submissions. The papers deal with topics such as emotional interfaces, usability, video games, computational thinking, collaborative systems, IoT, software engineering, ICT in education, augmented and mixed virtual reality for education, gamification, emotional interfaces, adaptive instructional systems, accessibility, use of video games in education, artificial intelligence in HCI and infotainment, among others.Table of ContentsAn approach to model haptic awareness in groupware systems.- An overview of Brazilian companies on the adoption of industry 4.0 practices.- Analysis of companies in Industry 4.0 to characterize their Users: the cases of Argentina and Mexico.- Bootstrapping safe IVIS development with an affordable testing suite.- Building a usability guide for the design of interactive mobile applications.- Building shared understanding with THUNDERS.- Driver Identification Using Machine Learning and Motor Activity as Data Source.- Evaluation and Redesign Proposal of an Infotainment System: A Case Study with a Parked Vehicle.- Model-driven User Interface Development: a Systematic Mapping.- Multi-label Search Model for Open Educational Resources Based on Learning Purpose.- Psychological Models and Instruments Employed to Identify Personality Traits of Software Developers: A Systematic Mapping Study.- Social Interventions to Encourage Collocated Collaboration: An Experimental Study.- Steps for Decreasing Noises in Interaction Process with Video Games.- Usability and User Experience are not Enough: Gaps to Fill to Design for and Assess Well-Being and Engagement.- Virtual Reality and Augmented Reality Applied to E- Commerce: a Literature Review.
£56.99
Springer International Publishing AG More than a Chatbot: Language Models Demystified
Book SynopsisRecent technological advances have resulted in a new generation of powerful text processing and generation tools, that produce text very similar to what a human could do. Such tools have the potential to change the way we work, learn and teach – and this book enables you to understand and be part of this exciting development. Did you wonder how tools like ChatGPT or Bard work, but do not have a technical background? Then this is the right book for you! To discuss and better understand what such technologies are capable of and how this will impact our lives and our society, a basic background knowledge about text processing and generation technologies is required. In particular, the book discusses the following questions: How did the field of automated text processing and generation evolve over the last years, and what happened to allow the incredible recent advances? Are chatbots such as ChatGPT or Bard truly understanding humans? What pitfalls exist and how are stereotypes of the society reflected in such models? What is the potential of such technology, and how will the digital society of the future look like in terms of human-chatbot-collaboration? The book is aimed for a general audience, briefly explaining mathematical or technical background when necessary. After having read this book, you will be confident to participate in public discussions about how this new generation of language models will impact society. You will be aware of the risks and pitfalls these technologies can bring along, and how to deal responsibly when making use of tools built from AI technology in general.Trade Review“Mascha Kurpicz-Briki’s book takes readers under the hood of today’s chatbots by explaining how LLMs work and looks through the hype. ... Her guide to how LLMs work steps through all of the need-to-know concepts underpinning natural language processing. And by the end of the journey, readers will have a clear understanding of what it takes for computers to process written text.” (James Tyrrell, T_HQ technology and business, techhq.com, December 20, 2023)Table of Contents1. Introduction.- 2. An Introduction to Machine Learning.- 3. Processing Written Language.- 4. Do Chatbots Have Emotions?.- 5. The True and the False.- 6. Stereotypes in Language Models.- 7. The Future of Humans and Language Models.
£23.74
Springer International Publishing AG Sketching in Human Computer Interaction
Book SynopsisSketching is a universal activity that first appears when we play as children, but later, it is often overlooked as a useful skill in adult work yet it can bring multiple benefits to research and practice in multiple domains.
£47.49
Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Mobile, Ubiquitous, and Intelligent Computing: MUSIC 2013
Book SynopsisMUSIC 2013 will be the most comprehensive text focused on the various aspects of Mobile, Ubiquitous and Intelligent computing. MUSIC 2013 provides an opportunity for academic and industry professionals to discuss the latest issues and progress in the area of intelligent technologies in mobile and ubiquitous computing environment. MUSIC 2013 is the next edition of the 3rd International Conference on Mobile, Ubiquitous, and Intelligent Computing (MUSIC-12, Vancouver, Canada, 2012) which was the next event in a series of highly successful International Workshop on Multimedia, Communication and Convergence technologies MCC-11 (Crete, Greece, June 2011), MCC-10 (Cebu, Philippines, August 2010).Table of ContentsA Novel Ranking Technique based on Page Queries; Gwangbum Pyun, Unil Yun.- Ranking Book Reviews based on User Discussion; Heungmo Ryang, Unil Yun.- The Blog Ranking Algorithm using Analysis of both Blog Influence and Characteristics of Blog posts; Jiwon Kim, Unil Yun.- Frequent Graph Mining based on Multiple Minimum Support Constraints; Gangin Lee, Unil Yun.- Design of Automatic Paper Identification System with QR code for Digital Forensics; Ha-Kyung Jennifer Lee, Young-Mi Yun, Kee-Hyung Yoon, Dong-Sub Cho.- Processing Continuous Range Queries with Non-Spatial Selections; HaRim Jung, Seongkyu Kim, Joon-Min Gil, Ung-Mo Kim.- DSPI : An Efficient Index for Processing Range Queries on Wireless Broadcast Stream; Kwanho IN, Seongkyu Kim, Ung-Mo Kim.- End-to-End High Speed Forward Error Correction using Graphics Processing Units; Shohidul Islam, Jongmyon Kim.- Direct Space: A Collaborative Framework for Supporting Group Workspaces over Wi-Fi Direct; Park Jone-Eun, Park Jong-Moon, Myung-Joon Lee.- Specification of Communication Based Train Control System Using AADL; Lichen zhang, Bingqing Xu.- An Agent Modeling for Overcoming the Heterogeneity in the IoT with Design Patterns; Euihyun Jung, Ilkwon Cho, Sun Moo Kang.
£161.99
Springer Fachmedien Wiesbaden Effects of Thermal Stimulation during Passive Driver Fatigue
Book SynopsisElisabeth Schmidt investigates the effect of thermal stimulation during passive driver fatigue in a series of driving simulator experiments. Thermal stimulation of the upper body resulted in significantly decreased subjective fatigue ratings as well as an increase in pupil diameter and skin conductance. The effects of different stimulus temperatures, durations, lower leg cooling and repetitive cooling were also examined. The studies show that thermal stimulation of the upper body causes physiological and subjective effects, which can be associated with a short-term sympathetic activation, whereas lower leg cooling does not cause physiological activation.Table of ContentsFatigue Induction in Simulated Driving.- Effect of Thermal Stimuli on Passive Fatigue.- Detection of Fatigue based on Physiological Measurements.- Driver Vitalization through Fatigue-Based Climate Control.
£53.99
BPB Publications Python GUI with PyQt: Learn to build modern and
Book Synopsis
£33.24
Springer Verlag, Singapore Dialogues with Social Robots: Enablements, Analyses, and Evaluation
Book SynopsisThis book explores novel aspects of social robotics, spoken dialogue systems, human-robot interaction, spoken language understanding, multimodal communication, and system evaluation. It offers a variety of perspectives on and solutions to the most important questions about advanced techniques for social robots and chat systems. Chapters by leading researchers address key research and development topics in the field of spoken dialogue systems, focusing in particular on three special themes: dialogue state tracking, evaluation of human-robot dialogue in social robotics, and socio-cognitive language processing. The book offers a valuable resource for researchers and practitioners in both academia and industry whose work involves advanced interaction technology and who are seeking an up-to-date overview of the key topics. It also provides supplementary educational material for courses on state-of-the-art dialogue system technologies, social robotics, and related research fields.Table of ContentsDigiSami and Digital Natives: Interaction Technology for the NorthSami Language.- A Comparative Study of Text Preprocessing Techniques for Natural Language Call Routing.- Compact and Interpretable Dialogue State Representation with Genetic Sparse Distributed Memory.- Incremental Human-machine Dialogue Simulation.- Active Learning for Example-based Dialog Systems.- Question Selection based on Expected Utility to Acquire Informationthrough Dialogue.- Separating Representation, Reasoning, and Implementation forInteraction Management: Lessons from Automated Planning.- SimpleDS: A Simple Deep Reinforcement Learning Dialogue System.- Breakdown Detector for Chat-oriented Dialogue.- User Involvement in Collaborative Decision-Making Dialog Systems.- Natural Language Dialog System Considering Speaker’s EmotionCalculated from Acoustic Features.- Salient Cross-lingual Acoustic and Prosodic Features for English and German Emotion Recognition.- Entropy-Driven Dialog for Topic Classification: Detecting and Tackling Uncertainty.- Evaluation of Question-Answering System about Conversational Agent’s Personality.- Fisher Kernels on Phase-based Features for Speech Emotion Recognition.- Internationalisation and Localisation of Spoken Dialogue Systems
£143.99
Apress Designing Our Future
a huge range and FREE tracked UK delivery on ALL orders.
£31.34
John Wiley & Sons Inc Human Factors in Systems Engineering
Book SynopsisThis book describes the full life cycle of a design from conception through abandonment, and shows what human factor inputs engineers and designers need at each stage of development.Table of ContentsSystems and Systems Engineering. Standards, Codes, Specifications, and Other Work Products. Human-Factors Methods. Human Physical Characteristics. Human Mental Characteristics. Personnel Selection and Training. System Requirements. Postscript. Appendices. Index.
£117.85
John Wiley & Sons Inc User and Task Analysis for Interface Design Wiley
Book SynopsisThis will be the first book devoted completely to task analysis. In a practical manner, the authors focus on the methodologies behind the task analysis. Every step of the process will be covered in detail with tons of figures and example products. Check lists and forms are provided so the reader can use them in their own testing procedures.Table of ContentsPreface xi About the book xiv Acknowledgments xviii Chapter 1: Introducing User and Task Analysis for Interface Design 1 Part 1: Understanding the Context of User and Task Analysis 21 Chapter 2: Thinking about Users 23 Chapter 3: Thinking about Tasks 51 Chapter 4: Thinking about the Users' Environment 91 Chapter 5: Making the Business Case for Site Visits 111 Part 2: Getting Ready For Site Visits 127 Chapter 6: Selecting Techniques 129 Chapter 7: Setting Up Site Visits 155 Chapter 8: Preparing for the Site Visits 193 Part 3: Conducting the Site Visit 241 Chapter 9: Conducting the Site Visit—Honing Your Observation Skills 243 Chapter 10: Conducting the Site Visit—Honing Your Interviewing Skills 273 Part 4: Making the Transition from Analysis to Design 295 Chapter 11: Analyzing and Presenting the Data You Have Collected 299 Chapter 12: Working toward the Interface Design 345 Chapter 13: Prototyping the Interface Design 375 Chapter 14: User and Task Analysis for Documentation and Training 405 Bibliography 439 Appendix A: Template for a Site Visit Plan 447 Appendix B: Resources 455 Appendix C: Guidelines for User-Interface Design 457 Index 479
£71.25
John Wiley & Sons Inc Systems That Support Decision Makers
Book SynopsisConcerns computer-based information systems that can affect the decision making behavior of their users. It tells the reader how to describe these systems and how to differentiate one from the other. Its main features are: a broad definition of Decision Support Systems (DSS), a process view of decision making, which leads to viewing DSS as interventions into the processes through which decisions are made, and a descriptive rather than a prescriptive approach.Table of ContentsA Framework for DSS Research and Practice. Describing DSS: A Three-Tiered Approach. System Restrictiveness. Decisional Guidance. Conclusion. Bibliography. Index.
£147.25
John Wiley & Sons Inc Knowledge Structures for Communications in
Book SynopsisHumanless space exploration, as in the use of Rover in exploring Mars, has demonstrated the importance of human-computer communications. This book provides a comprehensive look at 'general automata' as a method of establishing the fundamentals for communication in human-computer systems (HCS).Trade Review"Essential teaching resource; exhaustive bibliography, including Koenig's 34 previously published works on GAM in HCS." (CHOICE, April 2007) "Readers have been provided with more than sufficient detail-led analysis and practical illustrations…" (Kybernetes, Volume 36, No.34, 2007)Table of ContentsPreface. 1. Introduction. 1.1 Considerations for Establishing Knowledge Structures for Computers. 1.2 Knowledge About Automata as a Subset of World Knowledge. 1.2.1 General Automata. 1.2.2 Extracting and Storing the Meanings of Sentences. 1.2.3 Associating Knowledge. 1.2.4 Establishing Conclusions and Inferences. Exercises. 2. A General Automaton. 2.1 Formal Analysis for a General Automaton. 2.1.1 General Analysis. 2.1.2 Graph Model. 2.1.3 Select Properties of the Graph Model. 2.2 An Application of the Disciplines to the Modeling of Natural Automata. 2.2.1 A Case Study. 2.2.2 Required State Changes. 2.2.3 Algorithm for Determining Required State Changes. Exercises. 3. A General Automaton: Detailed Analysis. 3.1 Distinguishable Receptors and Effectors. 3.2 Nonhomogeneous Environments. 3.3 Transformation Response Components. 3.4 Nonshared Environments Interpreted as Distinguishable. 3.4.1 Model for Performance in Both Shared and Nonshared Environments. 3.4.2 Model for Performance in Shared Environments. Exercises. 4. Processing of Knowledge About Automata. 4.1 Formulation of a Language Information Theory. 4.1.1 Class 1 Sentence. 4.1.2 Class 2 Sentence. 4.1.3 Class 3 Sentence. 4.1.4 Class 4 Sentence. 4.1.5 Class 5 Sentence. 4.1.6 Class 6 Sentence. 4.1.7 Class 7 Sentence. 4.2 Extracting and Storing the Meaning of Sentences by Computer. 4.2.1 Description of an Algorithm. 4.3 Knowledge Association. 4.3.1 Association by Combining Graphs Through Common Points. 4.3.2 Associations by Combining Graph (n + 1)-Tuples. 4.3.3 Computer Methods for Association of Knowledge. 4.4 Deductive Processes. 4.4.1 Deductive Processes Related to Association Through Common Points. 4.4.2 Deductive Processes Related to Association by Combining Graph Tuples. 4.4.3 Deductive Processes with Aristotelian Form A as a Premise. 4.5 Inferences. 4.5.1 Inferences Related to a Single Graph Tuple of Associated Knowledge. 4.5.2 Inferences Related to More than One Graph Tuple of Associated Knowledge. Exercises. 5. A General System of Interactive Automata. 5.1 Formal Analysis for a General System of Interactive Automata. 5.1.1 General Analysis. 5.1.2 Microsystem Model. 5.1.3 Macrosystem Model. 5.2 Example Applications. 5.2.1 A Two-Component System. 5.2.2 A System of Many Components. Exercises. 6. Processing of Knowledge About Systems of Automata. 6.1 A General System of Interactive Automata: Detailed Analysis. 6.1.1 The Microsystem Model. 6.1.2 The Macrosystem Model. 6.2 Knowledge Structures for Sentences Describing Systems of Interactive Automata. Exercises. 7. Changing Expressions of Knowledge for Communication from One Form and Style to Another. 7.1 Introduction. 7.2 Sets and Relations. 7.3 Establishing Open Expressions and Open Sentences. 7.4 Selecting Subsets of Open Expressions. 7.5 Applying the Results of the Above Analysis. 7.6 Summary and Conclusions. Exercises. 8. Electronic Security Through Pseudo Languages. 8.1 Introduction. 8.2 Defi nitions, Sets, and Relations. 8.3 Analysis for E-Security Through Pseudo Languages. 8.3.1 A Basic E-Security System. 8.3.2 A Two-Step Encryption System. 8.3.3 E-Signing. 8.4 Summary and Conclusions. Exercises. Appendix A: Analysis for an Effective Operation of a General Automaton. A.1 Introduction. A.2 Recursive Methods. A.3 Effective Operation Analysis. Exercises. Appendix B: Analysis for an Effective Operation of a General System of Interactive Automata. B.1 Introduction. B.2 Microsystem Graphs. B.3 Macrosystem Graphs. B.4 Example. Exercises. References. Index.
£67.46
LUP - University of Michigan Press My Life as a Night Elf Priest An Anthropological
Book SynopsisCompiles more than three years of participatory research in Warcraft play and culture in the US and China. Nardi introduces us to the history, structure, and culture of Warcraft; argues for applying activity theory and theories of aesthetic experience to
£23.70
John Wiley and Sons Ltd The Simulation of Human Intelligence
Book SynopsisThe contributions to this volume examine the implications of recent advances in artificial intelligence and ask whether machines with artificial intelligence can develop artifical minds.Table of ContentsAcknowledgements List of Contributors Introduction (Donald Broadbent, University of Oxford) 1. Setting the Scene: the Claim and the Issues (Roger Penrose, University of Oxford) 2. The Approach Through Symbols (Allen Newell, Carnegie Mellon University; Richard Young, MRC Applied Psychology Unit, Cambridge; Thad Polk, Carnegie Mellon University) 3. Sub-Symbolic Modeling of Hand-Eye Coordination (Dana H Ballard, University of Oxford) 4. Networks in the Brain (Edmund Rolls, University of Oxford) 5. Computational Vision (Mike Brady, University of Oxford) 6. The Handling of Natural Language (Gerald Gazdar, University of Sussex) 7. The Impact on Philosophy (Margaret A Boden, University of Sussex).
£33.20
Duke University Press Becoming Beside Ourselves
Book SynopsisPresents the investigation that the renowned cultural theorist and mathematician Brian Rotman began in his previous books Signifying Nothing and Ad Infinitum ...the Ghost in Turing's Machine: exploring certain signs and the conceptual innovations and subjectivities that they facilitate or foreclose.Trade Review“Becoming Beside Ourselves is a bold, provocative, and highly original argument about the relation between medial effects and changing manifestations of subjectivity. It traces a sweeping trajectory from what Brian Rotman calls the ‘lettered self,’ associated with alphabetic inscription and the codex printed book, to the subject as distributed assemblage associated with network culture. While others have made parts of this kind of argument before, Rotman’s analysis is unique in placing special emphasis on gesture and revealing its traces in orality and print. In a brilliant synthesis, he mixes evolutionary theory with a Deleuzian view of agent-as-assemblage, arguing that computational media both reveal and perform distributed cognition as a crucial aspect of human being-in-the-world. Essential reading for anyone interested in the interrelations between computational media, contemporary subjectivity, and human evolution.”—Katherine Hayles, University of California, Los Angeles“Brian Rotman’s exciting new text not only adds to his previous work on signifying technology (zero, infinity), it expands his study of abstraction to encompass the construction of subjectivity itself. Becoming Beside Ourselves will open up all kinds of unexplored terrains, from grammatology to psychoanalysis, from the history of technology to the study of culture and religion.”—Fredric Jameson, Duke UniversityTable of ContentsForeword: Machine Bodies, Ghosts, and Para-Selves: Confronting the Singularity with Brian Rotman / Timothy Lenoir ix Preface xxxi Acknowledgments xxxv Aura xxxvii Introduction: Lettered Selves and Beyond 1 Part I 1. The Alphabetic Body 13 2. Gesture and Non-Alphabetic Writing 33 Interlude 3. Technological Mathematics 57 Part II 4. Parallel Selves 81 5. Ghost Effects 107 Notes 139 References 151 Index 163
£22.79
Association for Computing Machinery The Handbook on Socially Interactive Agents
Book SynopsisWritten by international experts in their respective fields, the book summarizes research in the many important research communities pertinent for Socially Interactive Agents (SIAs), while discussing current challenges and future directions. The handbook provides easy access to modeling and studying SIAs for researchers and students.
£65.55
Morgan & Claypool Publishers The Handbook on Socially Interactive Agents
Book SynopsisWritten by international experts in their respective fields, the book summarizes research in the many important research communities pertinent for Socially Interactive Agents (SIAs), while discussing current challenges and future directions. The handbook provides easy access to modeling and studying SIAs for researchers and students.
£49.40
Morgan & Claypool Publishers Intelligent Computing for Interactive System Design
Book SynopsisProvides a comprehensive resource on what has become the dominant paradigm in designing novel interaction methods, involving gestures, speech, text, touch and brain-controlled interaction, embedded in innovative and emerging human-computer interfaces.
£54.00
Association for Computing Machinery 6504698 Intelligent Computing for Interactive System Design
Book SynopsisProvides a comprehensive resource on what has become the dominant paradigm in designing novel interaction methods, involving gestures, speech, text, touch and brain-controlled interaction, embedded in innovative and emerging human-computer interfaces.
£69.30
PublicAffairs,U.S. Meganets: How Digital Forces Beyond Our Control
Book SynopsisHow the autonomous digital forces jolting our lives - as uncontrollable as the weather and plate tectonics - are transforming life, society, culture, and politics.David Auerbach's exploration of the phenomenon he has identified as the meganet begins with a simple, startling revelation: There is no hand on the tiller of some of the largest global digital forces that influence our daily lives: from corporate sites such as Facebook, Amazon, Google, YouTube, Instagram, and Reddit to the burgeoning metaverse encompassing cryptocurrencies and online gaming to government systems such as China's Social Credit System and India's Aadhaar.As we increasingly integrate our society, culture and politics within a hyper-networked fabric, Auerbach explains how the interactions of billions of people with unfathomably large online networks have produced a new sort of beast: ever-changing systems that operate beyond the control of the individuals, companies, and governments that created them.Meganets, Auerbach explains, have a life of their own, actively resisting attempts to control them as they accumulate data and produce spontaneous, unexpected social groups and uprisings that could not have even existed twenty years ago. And they constantly modify themselves in response to user behavior, resulting in collectively authored algorithms none of us intend or control. These enormous invisible organisms exerting great force on our lives are the new minds of the world, increasingly commandeering our daily lives and inner realities.Auerbach's analysis of these gargantuan opaque digital forces yield important insights such as:- The conventional wisdom that the Googles and Facebook of this world are tightly run algorithmic entities is a myth. No one is really in control.- The efforts at reform - to get lies and misinformation off meganets - run into a brick wall because the companies and executives who run them are trapped by the persistent, evolving, and opaque systems they have created.- Bitcoin and other cryptocurrencies are uncontrollable and their embrace by elite financial institutions threatens the entire economy- We are asking the wrong questions in assuming that if only the Facebooks of this world could be better regulated or broken up that they would be better, more ethical citizens- Why questions such as making algorithms fair and bias-free and whether AI can be a tool for good or evil are wrong and misinformedAuerbach then comes full circle, showing that while we cannot ultimately control meganets we can tame them through the counterintuitive measures he describes in detail.
£22.50
Centre for the Study of Language & Information The Media Equation: How People Treat Computers,
Book SynopsisAccording to popular wisdom, humans never relate to a computer or a television program in the same way they relate to another human being. Or do they? The psychological and sociological complexities of the relationship could be greater than you think. In an extraordinary revision of received wisdom, Byron Reeves and Clifford Nass demonstrate convincingly in The Media Equation that interactions with computers, television, and new communication technologies are identical to real social relationships and to the navigation of real physical spaces. Using everyday language, the authors explain their novel ideas in a way that will engage general readers with an interest in cutting-edge research at the intersection of psychology, communication and computer technology. The result is an accessible summary of exciting ideas for modern times. As Bill Gates says, '(they) ... have shown us some amazing things'.Table of ContentsPart I. Introduction: 1. The media equation; Part II. Media and Manners: 2. Politeness; 3. Interpersonal distance; 4. Flattery; 5. Judging others and ourselves; Part III. Media and Personality: 6. Personality of characters; 7. Personality of interfaces; 8. Imitating a personality; Part IV. Media and emotion: 9. Good versus bad; 10. Negativity; 11. Arousal; Part V. Media and Social Roles: 12. Specialists; 13. Teammates; 14. Gender; 15. Voices; 16. Source orientation; Part VI. Media and Form: 17. Image size; 18. Fidelity; 19. Synchrony; 20. Motion; 21. Scene changes; 22. Subliminal images; Part VII. Final Words: 23. Conclusions about the media equation; References.
£23.00
Morgan & Claypool Publishers A Framework for Scientific Discovery through
Book SynopsisAs science becomes increasingly computational, the limits of what is computationally tractable become a barrier to scientific progress. Many scientific problems, however, are amenable to human problem solving skills that complement computational power. By leveraging these skills on a larger scale---beyond the relatively few individuals currently engaged in scientific inquiry-there is the potential for new scientific discoveries. This book presents a framework for mapping open scientific problems into video games. The game framework combines computational power with human problem solving and creativity to work toward solving scientific problems that neither computers nor humans could previously solve alone. To maximize the potential contributors to scientific discovery, the framework designs a game to be played by people with no formal scientific background and incentivizes long-term engagement with a myriad of collaborative or competitive reward structures. The framework allows for the continual coevolution of the players and the game to each other: as players gain expertise through gameplay, the game changes to become a better tool. The framework is validated by being applied to proteomics problems with the video game Foldit. Foldit players have contributed to novel discoveries in protein structure prediction, protein design, and protein structure refinement algorithms. The coevolution of human problem solving and computer tools in an incentivized game framework is an exciting new scientific pathway that can lead to discoveries currently unreachable by other methods.
£42.46
ISTE Ltd and John Wiley & Sons Inc E-mail and Behavioral Changes: Uses and Misuses
Book SynopsisThis book is a study of the causes of spam, the behaviors associated to the generation of and the exposure to spam, as well as the protection strategies. The new behaviors associated to electronic communications are identified and commented. Have you ever felt overwhelmed by the number of e-mail and textual messages in your inbox, be it on your laptop, your Smartphone or your PC? This book should help you in finding a wealth of answers, tools and tactics to better surf the ICT wave in the professional environment, and develop proper protection strategies to mitigate your exposure to spam in any form.Table of ContentsAcknowledgements ix Preface xi Introduction xv Chapter 1. Electronic Mail 1 1.1. Electronic mail, what is it exactly? 1 1.2. The most used communication tool in the professional world 2 1.2.1. E-mail or telephone? 2 1.2.2. A growth that is not slowing down 3 1.2.3. A perfectly adapted tool for a business in touch 4 1.3. Characteristics and beginning of misuse 4 1.3.1. A remote and asynchronous means of communication 5 1.3.2. Almost instantaneous and interactive 6 1.3.3. Textual 7 1.3.4. Ubiquitous and mobile 8 1.3.5. Which allows numerous messages to be sent 8 1.3.6. On to the storing and archiving of messages 9 1.4. E-mail versus other communication tools 10 1.5. The structure of e-mail and its susceptibility to misuse 12 1.5.1. Structure 12 1.5.2. Envelope and body of the message: two possible targets 14 1.6. Other forms of electronic communication, other flaws 15 1.6.1. Instant messaging 15 1.6.2. Micro-blogging 16 1.6.3. Social networks 17 1.7. Conclusion 17 Chapter 2. From Role to Identity 19 2.1. Roles, boundaries and transitions 19 2.1.1. Spatial and temporal boundaries 20 2.2. Roles 21 2.2.1. Definition 21 2.2.2. Role boundaries 23 2.2.3. Transitions between roles 26 2.3. Identities 28 2.4. Conclusion 30 Chapter 3. Roles and the Digital World 33 3.1. When electronic communications disrupt space-time 33 3.1.1. The transformation of space 34 3.1.2. The transformation of time 34 3.1.3. The transformation of distance 35 3.1.4. Mobility and ubiquity 37 3.2. Role transformation 38 3.2.1. Role boundaries 38 3.2.2. Flexibility 38 3.2.3. Permeability 41 3.2.4. Role separation 41 3.2.5. Transitions between roles 42 3.3. Conclusion 43 Chapter 4. Challenges in Communication 45 4.1. Interpersonal communication: a subtle tool 45 4.2. Misunderstanding in communication 46 4.2.1. Sources of misunderstanding 47 4.2.2. The absence of an operating communication channel 47 4.2.3. The absence of a common vocabulary 48 4.2.4. Exclusive information context 48 4.2.5. Situations involving incomprehension 49 4.2.6. Distance communication 49 4.2.7. Asynchronous communication 50 4.2.8. Heterogeneous competence domains or levels 50 4.2.9. Man–machine communication 50 4.2.10. E-mail: the accumulation of obstacles to comprehension 50 4.3. From misunderstanding to a lack of respect 51 4.4. A challenge for digital managers: communicating with the absent other 53 4.4.1. A lower volume of communication 53 4.4.2. A drop in communication quality 54 4.5. Conclusion 55 Chapter 5. Defining Spam 57 5.1. What is spam? 57 5.2. Preface: the influence of role on users’ perceptions of messages 57 5.3. Classifying e-mails according to role management theory 61 5.3.1. Roles and direct and indirect idiosyncratic connections 61 5.3.2. Roles played, transitions and perception of e-mail 65 5.4. Message classification model 68 5.4.1. E-mails received from unknown sources 68 5.4.2. Commercial spam 69 5.4.3. Fraudulent spam 70 5.4.4. E-mail received from known (trusted) sources 70 5.5. Conclusion 73 Chapter 6. A Lack of Ethics that Disrupts E-mail Communication 75 6.1. There is a new behavior behind every technical asset 75 6.2. Ethics and Information and Communication Technologies 76 6.3. Glossary of misuses and some of their consequences 79 6.4. Conclusion 104 Chapter 7. The Deadly Sins of Electronic Mail 105 7.1. Carefree exuberance 105 7.2. Confused identity 107 7.3. Cold indifference 108 7.4. Impassioned anger 109 7.5. Lost truth 111 7.6. The door of secrets 112 7.6.1. The ethical approach 112 7.6.2. The managerial approach 113 7.7. Fraudulent temptation 114 7.8. What answers should be given to these questions? 115 Chapter 8. The Venial Sins of Electronic Mail 117 8.1. Information overload 117 8.2. Anonymous disrespect 118 8.3. Communication poverty 118 8.4. Misunderstanding 119 8.4.1. Poorly written messages 119 8.4.2. Misread messages 119 8.4.3. When faced with misunderstanding, is empathy a solution? 120 8.5. Culpable ambiguity 120 8.6. Humor, love, rumors, and all the rest 120 Chapter 9. Exposure to Spam and Protection Strategies 123 9.1. Risk behaviors 123 9.1.1. Dynamic factors of spam exposure 124 9.1.2. Static factors of spam exposure 131 9.1.3. Other risks of spam exposure 133 9.2. Protection strategies 134 9.2.1. Keeping separate e-mail accounts 134 9.2.2. Using complex addresses 136 9.2.3. Treating received spam appropriately 136 9.2.4. Checking our e-proximity and network 138 9.2.5. Filters 139 9.2.6. Modify our sensitivity to spam 142 9.3. Conclusion 142 Concluding Recommendations 145 Bibliography 151 Index 157
£125.06
ISTE Ltd and John Wiley & Sons Inc Radio-Frequency Human Exposure Assessment: From
Book SynopsisNowadays approximately 6 billion people use a mobile phone and they now take a central position within our daily lives. The 1990s saw a tremendous increase in the use of wireless systems and the democratization of this means of communication. To allow the communication of millions of phones, computers and, more recently, tablets to be connected, millions of access points and base station antennas have been extensively deployed. Small cells and the Internet of Things with the billions of connected objects will reinforce this trend. This growing use of wireless communications has been accompanied by a perception of risk to the public from exposure to radio frequency (RF) electromagnetic field (EMF). To address this concern, biomedical research has been conducted. It has also been important to develop and improve dosimetry methods and protocols that could be used to evaluate EMF exposure and check compliance with health limits. To achieve this, much effort has was made in the 1990s and 2000s. Experimental and numerical methods, including statistical methods, have been developed. This book provides an overview and description of the basic and advanced methods that have been developed for human RF exposure assessment. It covers experimental, numerical, deterministic and stochastic methods.Table of ContentsPreface vii Chapter 1. Human RF Exposure and Communication Systems 1 1.1 Introduction 1 1.2 Metric and limits relative to human exposure 3 1.3 European standards and regulation framework 36 1.4 Conclusion 39 Chapter 2. Computational Electromagnetics Applied to Human Exposure Assessment 41 2.1 Introduction 41 2.2 Finite difference in time domain to solve the Maxwell equations 42 2.3 FDTD and human exposure assessment 71 2.4 RF exposure assessment 103 2.5 Conclusion 117 Chapter 3. Stochastic Dosimetry 119 3.1 Motivations 119 3.2 The challenge of variability for numerical dosimetry 120 3.3 Stochastic dosimetry and polynomial chaos expansion 122 3.4 PC and numerical dosimetry 125 3.5 Calculation of the PC coefficients 131 3.6 Design of experiments 135 3.7 Predictive model validation 140 3.8 Surrogate modeling for dosimetry 142 3.9 SA and signature of the PC 150 3.10 Parsimonious quintile estimation 155 3.11 Conclusion 155 Conclusion 157 Bibliography 159 Index 179
£125.06
ISTE Ltd and John Wiley & Sons Inc Transformation of Collective Intelligences:
Book SynopsisThere is a great transformation of the production of knowledge and intelligibility. The "digital fold of the world" (with the convergence of NBIC) affects the collective assemblages of “thought”, of research. The aims of these assemblages are also controversial issues. From a general standpoint, these debates concern “performative science and performative society”. But one emerges and strengthens that has several names: transhumanism, post-humanism, speculative post-humanism. It appears as a great narration, a large story about the future of our existence, facing our entry into the Anthropocene. It is also presented as a concrete utopia with an anthropological and technical change. In this book, we proposed to show how collective intelligences stand in the middle of the coupling of ontological horizons and of the “process of bio-technical maturation”.Table of ContentsIntroduction ix Chapter 1. Elements of the General Configuration and Adaptive Landscape of Collective Intelligences 1 1.1. The intertwined narratives of tangible utopias and brilliant futures 1 1.2. Intelligence is “always already collective and machined” 5 1.3. Collective intelligences in the weaving of data 9 1.4. Semiotics and statistics 13 1.5. Data cities and human becomings: the new milieus of intelligence 17 1.5.1. Open Data (OD): a heterogeneous movement, the contribution to novel forms of knowledge in question 22 1.6. Coupling OD/big data/data mining 32 1.7. The semantic web as intellectual technology 34 1.8. Toward understanding onto-ethologies 42 1.9. Marketing intelligences: data and graphs in the heat of passions 50 1.10. Personal data: private property as an open and unstable process 59 1.11. The figures of the network 64 1.12. Machinic interfaces: social subjection and enslavement 67 1.13. Collective intelligences and anthropological concerns 70 1.14. Toward a new encyclopedic state: first overview 74 1.15. Controversies and boundaries 78 1.16. The milieus of intelligence and knowledge 84 1.17. Which criteria for writings? 86 1.18. Collective intelligences of usage and doxic collective intelligences: the status of short forms 90 1.19. Collective intelligences, self-organization, “swarm” intelligences 92 1.20. Short forms, relinkage, relaunching 99 1.21. Insomniac commentary as a catastrophic correction of short forms 100 1.22. Twitter as a Markovian Territory: a few remarks 103 Chapter 2. Post- and Transhumanist Horizons 107 2.1. Some bioanthropotechnical transformations 107 2.2. What to do with our brain? 113 2.3. About transhumanism and speculative posthumanism 122 2.4. Epigenetic and epiphylogenetic plasticity 125 2.5. Speculative uncertainties 127 2.6. Trans- and posthumanism as they present themselves 152 Chapter 3. Fragmented Encyclopedism 169 3.1. Collective intelligences and the encyclopedic problem 169 3.2. The political utopia in store 170 3.3. Encyclopedism and digital publishing modes 174 3.4. A new documentary process 176 3.5. Fragmented encyclopedism: education/interfaces 190 3.6. Encyclopedism and correlations 192 3.6.1. “Correlation is enough”: the Anderson controversy, and the J. Gray paradigm and their limits 192 3.7. “Perplication” in knowledge 198 3.7.1. Doxic tension in fragmented encyclopedism and format accordingly 198 3.8. Networks of the digital environment 199 3.8.1. Variations of speed and slowness at the center of encyclopedic pragmatics 200 3.9. Knowledge and thought in fragmented encyclopedism 201 3.10. What criteriology for encyclopedic writings? 202 3.11. Borders in fragmented encyclopedism: autoimmune disorders and disagreement 205 3.12. Fragmented encyclopedism: a habitat for controversies? 207 3.13. Encyclopedism according to the semantic and sociosemantic web (ontologies and web): mapping(s) and semantic levels 209 3.14. From ontologies to “onto-ethologies” and assemblages 212 3.15. Fragmented encyclopedism in the digital age: metalanguage and combinatorial 214 3.15.1. Encyclopedism and doxic immanence field: the proliferation of short forms 216 3.16. From fragmented encyclopedism to gaseous encyclopedism 217 Bibliography 219 Index 233Conclusion
£125.06
ISTE Ltd and John Wiley & Sons Inc Memory and Action Selection in Human-Machine
Book SynopsisThe first goal of this book is to extend Two Minds originating from behavioral economics to the domain of interaction, where the time dimension has to be dealt with rigorously; in human–machine interaction, it is of crucial importance how synchronization between conscious processes and unconscious processes is established for a sense of smoothness, and how memory processes and action selection processes are coordinated. The first half this book describes the theory in detail. The book begins by outlining the whole view of the theory consisting of action selection processes and memorization processes, and their interactions. Then, a detailed description for action selection processes theorized as a nonlinear dynamic human behavior model with real-time constraints is provided, followed by a description for memorization processes. Also, implications of the theory to human–machine interactions are discussed. The second goal of this book is to provide a methodology to study how Two Minds works in practice when people use interactive systems. The latter half of this book describes theory practices in detail. A new methodology called Cognitive Chrono-Ethnography (CCE) is introduced, which adds the time dimension to Hutchins’ Cognitive Ethnography, in order to practice "know the users" systematically by designing user studies based on a simulation of users’ mental operations controlled by Two Minds. The author then shows how CCE has been applied to understanding the ways in which people navigate in real physical environments by walking and by car, respectively, and explores the possibility of applying CCE to predict people’s future needs. This is not for understanding how people use interfaces at present but to predict how people want to use the interfaces in the future given they are currently using them in a certain way Finally, the book concludes by describing implications of human–machine interactions that are carried out while using modern artefacts for people's cognitive development from birth, on the basis of the theories of action selection and memorization.Table of ContentsIntroduction ix Part 1. Theoretical Foundation for Dealing with Action Selection and Memorization 1 Chapter 1. A Unified Theory of Action Selection and Memory 3 1.1. Organic self-consistent field theory 3 1.1.1. Self-consistent field theory in physics 3 1.1.2. “Organic” SCFT 4 1.1.3. Human beings considered in O-SCFT 4 1.1.4. Scale mix 5 1.2. Development of brain architecture model under the NDHBmodel/RT 6 1.2.1. O-PDP 6 1.2.2. The guideline for architecture selection 6 1.2.3. Development of cross-networks of neurons in the brain 7 Chapter 2. NDHB-Model/RT: Nonlinear Dynamic Human Behavior Model with Realtime Constraints 11 2.1. Maximum satisfaction architecture 11 2.1.1. Happiness goals 11 2.1.2. Society layers 12 2.1.3. Brain layers 12 2.1.4. Conditions to make people feel satisfaction 15 2.2. Brain information hydrodynamics 16 2.2.1. The time axis is central to information flow 17 2.2.2. Cerebrum formation process 17 2.2.3. Information flows in the brain 19 2.2.4. Emergence of emotion in BIH 20 2.2.5. Biorhythm of information flow 21 2.2.6. Role of language 21 2.2.7. Multiple personality disorder 21 2.3. Structured meme theory 22 2.3.1. Meme 22 2.3.2. Memes propagate by means of resonance 23 2.3.3. Characteristics of meme propagation 24 2.4. NDHB-model/RT 25 2.5. MHP/RT: Model human processor with real-time constraints 27 2.5.1. MHP/RT’s basic flow 28 2.5.2. Basic MHP/RT behaviors 30 2.6. Two Minds and emotions 36 2.6.1. Dynamics of consciousness–emotion interaction: an explanation by MHP/RT 37 2.6.2. Taxonomy of emotions: behavioral perspective 40 Chapter 3. Layered-structure of Memory and its Development 43 3.1. MHP/RT modules and their associated memories 43 3.1.1. Memory formation process 45 3.1.2. MD memory frames 46 3.1.3. Memory functions via resonance 49 3.1.4. Memory operates in pipelining 49 3.2. Hierarchical structure of human action selection 51 3.2.1. Three-layered structure of interneurons system 51 3.2.2. Formation process 51 3.3. Emotion initiation via memory processes 54 Chapter 4. Implication for Human–Machine Interaction: Autonomous System Interaction Design (ASID) based on NDHB-Model/RT 57 4.1. Users modeled by MHP/RT with MD memory frames 57 4.2. Autonomous systems versus linear systems 58 4.2.1. Linear systems 58 4.2.2. Autonomous systems 60 4.3. Needs that a society of information systems must meet 60 4.4. Outline of ASI 61 4.5. Conclusions 62 Part 2. Theoretically Motivated Methodology for Understanding Users 65 Chapter 5. Cognitive Chrono-ethnography 67 5.1. Understanding people’s behavior in real life 67 5.2. Cognitive chrono-ethnography 69 5.2.1. Requirements for the methodology (CCE) to study human beings’ behavior in real life 69 5.2.2. CCE procedure 70 5.2.3. Behavior selection shaping factors 72 Chapter 6. A CCE Study: Slow Self-paced Navigation 75 6.1. Introduction: navigation in a train station by following signs 75 6.2. Steps 1 and 2 of CCE 76 6.2.1. Attention, planning and working memory 77 6.2.2. An MHP/RT simulation of navigation behavior 78 6.3. Step 3 of CCE: monitor recruiting 82 6.3.1. Investigation of cognitive aging characteristics 82 6.4. Steps 4 and 5 of CCE: monitor behavior observation and individual model construction 83 6.4.1. Train stations, tasks and participants 84 6.4.2. Method 85 6.5. Step 6 of CCE: socioecological model construction 86 6.6. Discussion 87 6.6.1. Two modes of navigation 87 6.6.2. Web navigation 88 6.6.3. Nature of complicated navigation processes 90 6.7. Conclusions 90 Chapter 7. Fast Externally-paced Navigation 93 7.1. Introduction 93 7.2. Steps 1 and 2 of CCE 95 7.2.1. Designing a CCE study 96 7.3. Step 3 of CCE: monitor recruiting 98 7.3.1. Screening 99 7.3.2. Interview for the final selection 100 7.4. Steps 4 and 5 of CCE: monitor behavior observation and individual model construction 100 7.4.1. Data analysis 100 7.4.2. Information necessary for safe and enjoyable driving 102 7.4.3. Examples 103 7.5. Conclusions 105 Chapter 8. Designing for Future Needs 109 8.1. Introduction 109 8.2. Making inaccessible future needs accessible: t-translation invariant principle 110 8.3. A case study of CCE: why do fans repeat visits to the ballpark? 112 8.3.1. Steps 1 and 2 of CCE 112 8.3.2. Step 3 of CCE: monitor recruiting 115 8.3.3. Step 4 of CCE: field observation 115 8.3.4. Step 5 of CCE: conduct retrospective interviews 116 8.3.5. Step 6 of CCE: socioecological model construction 117 8.3.6. Results: developing from a pre-fan to a repeater 120 8.4. Discussion 122 8.4.1. Selection of elite monitors 122 8.4.2. CCE interview 122 8.4.3. Applicability of CCE 123 8.5. Conclusions 124 Conclusion 127 Bibliography 133 Index 137
£125.06
ISTE Ltd and John Wiley & Sons Inc Brain-Computer Interfaces 2: Technology and
Book SynopsisBrain–computer interfaces (BCI) are devices which measure brain activity and translate it into messages or commands, thereby opening up many possibilities for investigation and application. This book provides keys for understanding and designing these multi-disciplinary interfaces, which require many fields of expertise such as neuroscience, statistics, informatics and psychology. This second volume, Technology and Applications, is focused on the field of BCI from the perspective of its end users, such as those with disabilities to practitioners. Covering clinical applications and the field of video games, the book then goes on to explore user needs which drive the design and development of BCI. The software used for their design, primarily OpenViBE, is explained step by step, before a discussion on the use of BCI from ethical, philosophical and social perspectives. The basic notions developed in this reference book are intended to be accessible to all readers interested in BCI, whatever their background. More advanced material is also offered, for readers who want to expand their knowledge in disciplinary fields underlying BCI.Table of ContentsForeword xvJosé DEL R. MILLÁN Introduction xviiMaureen CLERC, Laurent BOUGRAIN and Fabien LOTTE Part 1. Fields of Application 1 Chapter 1. Brain–Computer Interfaces in Disorders of Consciousness 3Jérémie MATTOUT, Jacques LUAUTÉ, Julien JUNG and Dominique MORLET 1.1. Introduction 3 1.2. Altered states of consciousness: etiologies and clinical features 4 1.3. Functional assessment of patients with altered states of consciousness (passive paradigms) 6 1.4. Advanced approaches to assessing consciousness (active paradigms) 12 1.5. Toward the real-time use of functional markers 15 1.6. Conclusion and future outlook 19 1.7. Bibliography 21 Chapter 2. Medical Applications: Neuroprostheses and Neurorehabilitation 29Laurent BOUGRAIN 2.1. Motor deficiencies 30 2.2. Compensating for motor deficiency 32 2.3. Conclusions 39 2.4. Bibliography 39 Chapter 3. Medical Applications of BCIs for Patient Communication 43François CABESTAING and Louis MAYAUD 3.1. Introduction 43 3.2. Reactive interfaces for communication 49 3.3. Active interfaces for communication 53 3.4. Conclusions 59 3.5. Bibliography 60 Chapter 4. BrainTV: Revealing the Neural Bases of Human Cognition in Real Time 65Jean-Philippe LACHAUX 4.1. Introduction and motivation 65 4.2. Toward first person data accounting 66 4.3. Bringing subjective and objective data into the same space: conscious experience of the subject 69 4.4. Technical aspects: the contribution of brain–computer interfaces 70 4.5. The BrainTV system and its applications 75 4.6. BrainTV limitations 81 4.7. Extension to other types of recordings 82 4.8. Conclusions 82 4.9. Bibliography 83 Chapter 5. BCIs and Video Games: State of the Art with the OpenViBE2 Project 85Anatole LÉCUYER 5.1. Introduction 85 5.2. Video game prototypes controlled by BCI 88 5.3. Industrial prototypes: the potential for very different kinds of games 93 5.4. Discussion 96 5.5. Conclusion 98 5.6. Bibliography 98 Part 2. Practical Aspects of BCI Implementation 101 Chapter 6. Analysis of Patient Need for Brain–Computer Interfaces 103Louis MAYAUD, Salvador CABANILLES and Eric AZABOU 6.1. Introduction 103 6.2. Types of users 108 6.3. Interpretation of needs in BCI usage contexts 113 6.4. Conclusions 117 6.5. Bibliography 119 Chapter 7. Sensors: Theory and Innovation 123Jean-Michel BADIER, Thomas LONJARET and Pierre LELEUX 7.1. EEG electrodes 125 7.2. Invasive recording 128 7.3. Latest generation sensors 130 7.4. Magnetoencephalography 137 7.5. Conclusions 139 7.6. Bibliography 140 Chapter 8. Technical Requirements for High-quality EEG Acquisition 143Emmanuel MABY 8.1. Electrodes 144 8.2. Montages . 145 8.3. Amplifiers 147 8.4. Analog filters 152 8.5. Analog-to-digital conversion 152 8.6. Event synchronization with the EEG 155 8.7. Conclusions 159 8.8. Bibliography 160 Chapter 9. Practical Guide to Performing an EEG Experiment 163Emmanuel MABY 9.1. Study planning 163 9.2. Equipment 166 9.3. Experiment procedure 170 9.4. Bibliography 177 Part 3 . Step by Step Guide to BCI Design with OpenViBE 179 Chapter 10. OpenViBE and Other BCI Software Platforms 181Jussi LINDGREN and Anatole LECUYER 10.1. Introduction 181 10.2. Using BCI for control 183 10.3. BCI processing stages 184 10.4. Exploring BCI 187 10.5. Comparison of platforms 189 10.6. Choosing a platform 195 10.7. Conclusion 196 10.8. Bibliography 197 Chapter 11. Illustration of Electrophysiological Phenomena with OpenViBE 199Fabien LOTTE and Alison CELLARD 11.1. Visualization of raw EEG signals and artifacts 200 11.2. Visualization of alpha oscillations 201 11.3. Visualization of the beta rebound 203 11.4. Visualization of the SSVEP 206 11.5. Conclusions 208 11.6. Bibliography 209 Chapter 12. Classification of Brain Signals with OpenViBE 211Laurent BOUGRAIN and Guillaume SERRIÈRE 12.1. Introduction 211 12.2. Classification 212 12.3. Evaluation 216 12.4. Conclusions 224 12.5. Bibliography 224 Chapter 13. OpenViBE Illustration of a P300 Virtual Keyboard 227Nathanaël FOY, Théodore PAPADOPOULO and Maureen CLERC 13.1. Target/non-target classification 228 13.2. Illustration of a P300 virtual keyboard 235 13.3. Bibliography 240 Chapter 14. Recreational Applications of OpenViBE: Brain Invaders and Use-the-Force 241Anton ANDREEV, Alexandre BARACHANT, Fabien LOTTE and Marco CONGEDO 14.1. Brain Invaders 241 14.2. Implementation 248 14.3. Use-The-Force! 251 14.4. Conclusions 256 14.5. Bibliography 257 Part 4. Societal Challenges and Perspectives 259 Chapter 15. Ethical Reflections on Brain–Computer Interfaces 261Florent BOCQUELET, Gaëlle PIRET, Nicolas AUMONIER and Blaise YVERT 15.1. Introduction 262 15.2. The animal 264 15.3. Human beings 267 15.4. The human species 274 15.5. Conclusions 279 15.6. Bibliography 281 Chapter 16. Acceptance of Brain–machine Hybrids: How is Their Brain Perceived In Vivo? 289Bernard ANDRIEU 16.1. Ethical problem 289 16.2. The method 291 16.3. Ethics of experimentation: Matthew Nagle, the first patient 293 16.4. Body language in performance 296 16.5. Ethics of autonomous (re)socialization 297 16.6. Conclusions . 303 16.7. Bibliography 304 16.8. Appendix (verbatim video retranscriptions) 304 Chapter 17. Conclusion and Perspectives 311Maureen CLERC, Laurent BOUGRAIN and Fabien LOTTE 17.1. Introduction 311 17.2. Reinforcing the scientific basis of BCIs 314 17.3. Using BCI in practice 316 17.4. Opening up BCI technologies to new applications and fields 318 17.5. Concern about ethical issues 321 17.6. Conclusions 321 17.7. Bibliography 322 List of Authors 325 Index 329 Contents of Volume 1 333
£125.06
Morgan & Claypool Publishers Frontiers of Multimedia Research
Book SynopsisThe field of multimedia is unique in offering a rich and dynamic forum for researchers from “traditional” fields to collaborate and develop new solutions and knowledge that transcend the boundaries of individual disciplines. Despite the prolific research activities and outcomes, however, few efforts have been made to develop books that serve as an introduction to the rich spectrum of topics covered by this broad field. A few books are available that either focus on specific subfields or basic background in multimedia. Tutorial-style materials covering the active topics being pursued by the leading researchers at frontiers of the field are currently lacking.In 2015, ACM SIGMM, the special interest group on multimedia, launched a new initiative to address this void by selecting and inviting 12 rising-star speakers from different subfields of multimedia research to deliver plenary tutorial-style talks at the ACM Multimedia conference for 2015. Each speaker discussed the challenges and state-of-the-art developments of their prospective research areas in a general manner to the broad community. The covered topics were comprehensive, including multimedia content understanding, multimodal human-human and human-computer interaction, multimedia social media, and multimedia system architecture and deployment.Following the very positive responses to these talks, the speakers were invited to expand the content covered in their talks into chapters that can be used as reference material for researchers, students, and practitioners. Each chapter discusses the problems, technical challenges, state-of-the-art approaches and performances, open issues, and promising direction for future work. Collectively, the chapters provide an excellent sampling of major topics addressed by the community as a whole. This book, capturing some of the outcomes of such efforts, is well positioned to fill the aforementioned needs in providing tutorial-style reference materials for frontier topics in multimedia.At the same time, the speed and sophistication required of data processing have grown. In addition to simple queries, complex algorithms like machine learning and graph analysis are becoming common. And in addition to batch processing, streaming analysis of real-time data is required to let organizations take timely action. Future computing platforms will need to not only scale out traditional workloads, but support these new applications too.This book, a revised version of the 2014 ACM Dissertation Award winning dissertation, proposes an architecture for cluster computing systems that can tackle emerging data processing workloads at scale. Whereas early cluster computing systems, like MapReduce, handled batch processing, our architecture also enables streaming and interactive queries, while keeping MapReduce's scalability and fault tolerance. And whereas most deployed systems only support simple one-pass computations (e.g., SQL queries), ours also extends to the multi-pass algorithms required for complex analytics like machine learning. Finally, unlike the specialized systems proposed for some of these workloads, our architecture allows these computations to be combined, enabling rich new applications that intermix, for example, streaming and batch processing.We achieve these results through a simple extension to MapReduce that adds primitives for data sharing, called Resilient Distributed Datasets (RDDs). We show that this is enough to capture a wide range of workloads. We implement RDDs in the open source Spark system, which we evaluate using synthetic and real workloads. Spark matches or exceeds the performance of specialized systems in many domains, while offering stronger fault tolerance properties and allowing these workloads to be combined. Finally, we examine the generality of RDDs from both a theoretical modeling perspective and a systems perspective.This version of the dissertation makes corrections throughout the text and adds a new section on the evolution of Apache Spark in industry since 2014. In addition, editing, formatting, and links for the references have been added.Table of Contents Preface PART I: MULTIMEDIA CONTENT ANALYSIS 1. Deep Learning for Video Classification and Captioning 2. Audition for Multimedia Computing 3. Multimodal Analysis of Free-standing Conversational Groups 4. Encrypted Domain Multimedia Content Analysis 5. Efficient Similarity Search PART II: HUMAN-CENTERED MULTIMEDIA COMPUTING 6. Social-Sensed Multimedia Computing 7. Situation Recognition Using Multimodal Data 8. Hawkes Processes for Events in Social Media 9. Utilizing Implicit User Cues for Multimedia Analytics PART III: MULTIMEDIA COMMUNICATION AND SYSTEMS 10. Multimedia Fog Computing: Minions in the Cloud and Crowd 11. Cloud Gaming Bibliography Index Editor Biography
£71.20
Morgan & Claypool Publishers Frontiers of Multimedia Research
Book SynopsisThe field of multimedia is unique in offering a rich and dynamic forum for researchers from “traditional” fields to collaborate and develop new solutions and knowledge that transcend the boundaries of individual disciplines. Despite the prolific research activities and outcomes, however, few efforts have been made to develop books that serve as an introduction to the rich spectrum of topics covered by this broad field. A few books are available that either focus on specific subfields or basic background in multimedia. Tutorial-style materials covering the active topics being pursued by the leading researchers at frontiers of the field are currently lacking.In 2015, ACM SIGMM, the special interest group on multimedia, launched a new initiative to address this void by selecting and inviting 12 rising-star speakers from different subfields of multimedia research to deliver plenary tutorial-style talks at the ACM Multimedia conference for 2015. Each speaker discussed the challenges and state-of-the-art developments of their prospective research areas in a general manner to the broad community. The covered topics were comprehensive, including multimedia content understanding, multimodal human-human and human-computer interaction, multimedia social media, and multimedia system architecture and deployment.Following the very positive responses to these talks, the speakers were invited to expand the content covered in their talks into chapters that can be used as reference material for researchers, students, and practitioners. Each chapter discusses the problems, technical challenges, state-of-the-art approaches and performances, open issues, and promising direction for future work. Collectively, the chapters provide an excellent sampling of major topics addressed by the community as a whole. This book, capturing some of the outcomes of such efforts, is well positioned to fill the aforementioned needs in providing tutorial-style reference materials for frontier topics in multimedia.At the same time, the speed and sophistication required of data processing have grown. In addition to simple queries, complex algorithms like machine learning and graph analysis are becoming common. And in addition to batch processing, streaming analysis of real-time data is required to let organizations take timely action. Future computing platforms will need to not only scale out traditional workloads, but support these new applications too.This book, a revised version of the 2014 ACM Dissertation Award winning dissertation, proposes an architecture for cluster computing systems that can tackle emerging data processing workloads at scale. Whereas early cluster computing systems, like MapReduce, handled batch processing, our architecture also enables streaming and interactive queries, while keeping MapReduce's scalability and fault tolerance. And whereas most deployed systems only support simple one-pass computations (e.g., SQL queries), ours also extends to the multi-pass algorithms required for complex analytics like machine learning. Finally, unlike the specialized systems proposed for some of these workloads, our architecture allows these computations to be combined, enabling rich new applications that intermix, for example, streaming and batch processing.We achieve these results through a simple extension to MapReduce that adds primitives for data sharing, called Resilient Distributed Datasets (RDDs). We show that this is enough to capture a wide range of workloads. We implement RDDs in the open source Spark system, which we evaluate using synthetic and real workloads. Spark matches or exceeds the performance of specialized systems in many domains, while offering stronger fault tolerance properties and allowing these workloads to be combined. Finally, we examine the generality of RDDs from both a theoretical modeling perspective and a systems perspective.This version of the dissertation makes corrections throughout the text and adds a new section on the evolution of Apache Spark in industry since 2014. In addition, editing, formatting, and links for the references have been added.Table of Contents Preface PART I: MULTIMEDIA CONTENT ANALYSIS 1. Deep Learning for Video Classification and Captioning 2. Audition for Multimedia Computing 3. Multimodal Analysis of Free-standing Conversational Groups 4. Encrypted Domain Multimedia Content Analysis 5. Efficient Similarity Search PART II: HUMAN-CENTERED MULTIMEDIA COMPUTING 6. Social-Sensed Multimedia Computing 7. Situation Recognition Using Multimodal Data 8. Hawkes Processes for Events in Social Media 9. Utilizing Implicit User Cues for Multimedia Analytics PART III: MULTIMEDIA COMMUNICATION AND SYSTEMS 10. Multimedia Fog Computing: Minions in the Cloud and Crowd 11. Cloud Gaming Bibliography Index Editor Biography
£89.25
Morgan & Claypool Publishers The VR Book: Human-Centered Design for Virtual
Book SynopsisThis is a strong foundation of human-centric virtual reality design for anyone and everyone involved in creating VR experiences. Without a clear understanding of the human side of virtual reality (VR), the experience will always fail. The VR Book bridges this gap by focusing on human-centered design. Creating compelling VR applications is an incredibly complex challenge. When done well, these experiences can be brilliant and pleasurable, but when done badly, they can result in frustration and sickness. Whereas limitations of technology can cause bad VR execution, problems are oftentimes caused by a lack of understanding human perception, interaction, design principles, and real users. This book focuses on the human elements of VR, such as how users perceive and intuitively interact with various forms of reality, causes of VR sickness, creating useful and pleasing content, and how to design and iterate upon effective VR applications. This book is not just for VR designers, it is for managers, programmers, artists, psychologists, engineers, students, educators, and user experience professionals. It is for the entire VR team, as everyone contributing should understand at least the basics of the many aspects of VR design. The industry is rapidly evolving, and The VR Book stresses the importance of building prototypes, gathering feedback, and using adjustable processes to efficiently iterate towards success. It contains extensive details on the most important aspects of VR, more than 600 applicable guidelines, and over 300 additional references.Table of Contents Introduction Perception Cybersickness Interaction Content Creation Iterative Design Conclusions and the Future
£68.00
Morgan & Claypool Publishers The VR Book: Human-Centered Design for Virtual
Book SynopsisVirtual reality (VR) can provide our minds with direct access to digital media in a way that seemingly has no limits. However, creating compelling VR experiences is an incredibly complex challenge. When VR is done well, the results are brilliant and pleasurable experiences that go beyond what we can do in the real world. When VR is done badly, not only is the system frustrating to use, but it can result in sickness. There are many causes of bad VR; some failures come from the limitations of technology, but many come from a lack of understanding perception, interaction, design principles, and real users. This book discusses these issues by emphasizing the human element of VR. The fact is, if we do not get the human element correct, then no amount of technology will make VR anything more than an interesting tool confined to research laboratories. Even when VR principles are fully understood, the first implementation is rarely novel and almost never ideal due to the complex nature of VR and the countless possibilities that can be created. The VR principles discussed in this book will enable readers to intelligently experiment with the rules and iteratively design towards innovative experiences.Table of Contents Introduction Perception Cybersickness Interaction Content Creation Iterative Design Conclusions and the Future
£81.75
Morgan & Claypool Publishers The Handbook of Multimodal-Multisensor
Book SynopsisThe Handbook of Multimodal-Multisensor Interfaces provides the first authoritative resource on what has become the dominant paradigm for new computer interfaces— user input involving new media (speech, multi-touch, gestures, writing) embedded in multimodal-multisensor interfaces. These interfaces support smart phones, wearables, in-vehicle and robotic applications, and many other areas that are now highly competitive commercially. This edited collection is written by international experts and pioneers in the field. It provides a textbook, reference, and technology roadmap for professionals working in this and related areas. This first volume of the handbook presents relevant theory and neuroscience foundations for guiding the development of high-performance systems. Additional chapters discuss approaches to user modeling and interface designs that support user choice, that synergistically combine modalities with sensors, and that blend multimodal input and output. This volume also highlights an in-depth look at the most common multimodal-multisensor combinations—for example, touch and pen input, haptic and non-speech audio output, and speech-centric systems that co-process either gestures, pen input, gaze, or visible lip movements. A common theme throughout these chapters is supporting mobility and individual differences among users. These handbook chapters provide walk-through examples of system design and processing, information on tools and practical resources for developing and evaluating new systems, and terminology and tutorial support for mastering this emerging field. In the final section of this volume, experts exchange views on a timely and controversial challenge topic, and how they believe multimodal-multisensor interfaces should be designed in the future to most effectively advance human performance.Table of Contents Introduction Theory and Neuroscience Foundations Theoretical Foundations of Multimodal Interfaces and Systems The Impact of Multimodal-Multisensory Learning on Human Performance and Brain Activation Patterns Approaches to Design and User Modeling Multisensory Haptic Interactions: Understanding the Sense and Designing for It A Background Perspective on Touch as a Multimodal Understanding and Supporting Modality Choices Using Cognitive Models to Understand Multimodal Processes: The Case for Speech and Gesture Production Multimodal Feedback in HCI: Haptics, Non-Speech Audio, and Their Applications Multimodal Technologies for Seniors: Challenges and Opportunities Common Modality Combinations Gaze Informed Multimodal Interaction Multimodal Speech and Pen Interfaces Multimodal Gesture Recognition Audio and Visual Modality Combination in Speech Processing Applications Multidisciplinary Challenge Topic: Perspectives on Learning with Multimodal Technology Contributors’ Brief Biographies: Editors, Authors and Challenge Discussants Index
£79.20
Morgan & Claypool Publishers The Handbook of Multimodal-Multisensor
Book SynopsisThe Handbook of Multimodal-Multisensor Interfaces provides the first authoritative resource on what has become the dominant paradigm for new computer interfaces— user input involving new media (speech, multi-touch, gestures, writing) embedded in multimodal-multisensor interfaces. These interfaces support smart phones, wearables, in-vehicle and robotic applications, and many other areas that are now highly competitive commercially. This edited collection is written by international experts and pioneers in the field. It provides a textbook, reference, and technology roadmap for professionals working in this and related areas. This first volume of the handbook presents relevant theory and neuroscience foundations for guiding the development of high-performance systems. Additional chapters discuss approaches to user modeling and interface designs that support user choice, that synergistically combine modalities with sensors, and that blend multimodal input and output. This volume also highlights an in-depth look at the most common multimodal-multisensor combinations—for example, touch and pen input, haptic and non-speech audio output, and speech-centric systems that co-process either gestures, pen input, gaze, or visible lip movements. A common theme throughout these chapters is supporting mobility and individual differences among users. These handbook chapters provide walk-through examples of system design and processing, information on tools and practical resources for developing and evaluating new systems, and terminology and tutorial support for mastering this emerging field. In the final section of this volume, experts exchange views on a timely and controversial challenge topic, and how they believe multimodal-multisensor interfaces should be designed in the future to most effectively advance human performance.Table of Contents Introduction Theory and Neuroscience Foundations Theoretical Foundations of Multimodal Interfaces and Systems The Impact of Multimodal-Multisensory Learning on Human Performance and Brain Activation Patterns Approaches to Design and User Modeling Multisensory Haptic Interactions: Understanding the Sense and Designing for It A Background Perspective on Touch as a Multimodal Understanding and Supporting Modality Choices Using Cognitive Models to Understand Multimodal Processes: The Case for Speech and Gesture Production Multimodal Feedback in HCI: Haptics, Non-Speech Audio, and Their Applications Multimodal Technologies for Seniors: Challenges and Opportunities Common Modality Combinations Gaze Informed Multimodal Interaction Multimodal Speech and Pen Interfaces Multimodal Gesture Recognition Audio and Visual Modality Combination in Speech Processing Applications Multidisciplinary Challenge Topic: Perspectives on Learning with Multimodal Technology Contributors’ Brief Biographies: Editors, Authors and Challenge Discussants Index
£96.75
Morgan & Claypool Publishers The Handbook of Multimodal-Multisensor
Book SynopsisThe Handbook of Multimodal-Multisensor Interfaces provides the first authoritative resource on what has become the dominant paradigm for new computer interfaces: user input involving new media (speech, multi-touch, hand and body gestures, facial expressions, writing) embedded in multimodal-multisensor interfaces that often include biosignals. This edited collection is written by international experts and pioneers in the field. It provides a textbook, reference, and technology roadmap for professionals working in this and related areas. This second volume of the handbook begins with multimodal signal processing, architectures, and machine learning. It includes recent deep learning approaches for processing multisensorial and multimodal user data and interaction, as well as context-sensitivity. A further highlight is processing of information about users' states and traits, an exciting emerging capability in next-generation user interfaces. These chapters discuss real-time multimodal analysis of emotion and social signals from various modalities, and perception of affective expression by users. Further chapters discuss multimodal processing of cognitive state using behavioral and physiological signals to detect cognitive load, domain expertise, deception, and depression. This collection of chapters provides walk-through examples of system design and processing, information on tools and practical resources for developing and evaluating new systems, and terminology and tutorial support for mastering this rapidly expanding field. In the final section of this volume, experts exchange views on the timely and controversial challenge topic of multimodal deep learning. The discussion focuses on how multimodal-multisensor interfaces are most likely to advance human performance during the next decade.Table of Contents 1. Multimodal Machine Learning 2. Classifying Multimodal Data 3. Learning for Multimodal and Context-sensitive Interfaces 4. Deep Learning for Multisensorial and Multimodal Interaction 5. Multimodal User State and Trait Recognition 6. Multimodal-Multisensor Affect Detection 7. Multimodal Analysis of Social Signals 8. Real-time Sensing of Affect and Social Signals in a Multimodal Framwork 9. How do Users Perceive Multimodal Expressions of Affects? 10. Multimodal Behavior and Physiological Signals as Indicators of Cognitive Load 11. Multimodal Learning Analytics 12. Multimodal Assessment of Depression and Related Disorders Based on Behavioral Signals 13. Multimodal Deception Detection 14. Perspectives on Strategic Fusion 15. Perspectives on Predictive Power of Multimodal Deep Learning
£79.20
Morgan & Claypool Publishers The Handbook of Multimodal-Multisensor
Book SynopsisThe Handbook of Multimodal-Multisensor Interfaces provides the first authoritative resource on what has become the dominant paradigm for new computer interfaces: user input involving new media (speech, multi-touch, hand and body gestures, facial expressions, writing) embedded in multimodal-multisensor interfaces that often include biosignals. This edited collection is written by international experts and pioneers in the field. It provides a textbook, reference, and technology roadmap for professionals working in this and related areas. This second volume of the handbook begins with multimodal signal processing, architectures, and machine learning. It includes recent deep learning approaches for processing multisensorial and multimodal user data and interaction, as well as context-sensitivity. A further highlight is processing of information about users' states and traits, an exciting emerging capability in next-generation user interfaces. These chapters discuss real-time multimodal analysis of emotion and social signals from various modalities, and perception of affective expression by users. Further chapters discuss multimodal processing of cognitive state using behavioral and physiological signals to detect cognitive load, domain expertise, deception, and depression. This collection of chapters provides walk-through examples of system design and processing, information on tools and practical resources for developing and evaluating new systems, and terminology and tutorial support for mastering this rapidly expanding field. In the final section of this volume, experts exchange views on the timely and controversial challenge topic of multimodal deep learning. The discussion focuses on how multimodal-multisensor interfaces are most likely to advance human performance during the next decade.Table of Contents 1. Multimodal Machine Learning 2. Classifying Multimodal Data 3. Learning for Multimodal and Context-sensitive Interfaces 4. Deep Learning for Multisensorial and Multimodal Interaction 5. Multimodal User State and Trait Recognition 6. Multimodal-Multisensor Affect Detection 7. Multimodal Analysis of Social Signals 8. Real-time Sensing of Affect and Social Signals in a Multimodal Framwork 9. How do Users Perceive Multimodal Expressions of Affects? 10. Multimodal Behavior and Physiological Signals as Indicators of Cognitive Load 11. Multimodal Learning Analytics 12. Multimodal Assessment of Depression and Related Disorders Based on Behavioral Signals 13. Multimodal Deception Detection 14. Perspectives on Strategic Fusion 15. Perspectives on Predictive Power of Multimodal Deep Learning
£95.20
Morgan & Claypool Publishers The Handbook of Multimodal-Multisensor
Book SynopsisThe Handbook of Multimodal-Multisensor Interfaces provides the first authoritative resource on what has become the dominant paradigm for new computer interfaces-user input involving new media (speech, multi-touch, hand and body gestures, facial expressions, writing) embedded in multimodal-multisensor interfaces.This three-volume handbook is written by international experts and pioneers in the field. It provides a textbook, reference, and technology roadmap for professionals working in this and related areas.This third volume focuses on state-of-the-art multimodal language and dialogue processing, including semantic integration of modalities. The development of increasingly expressive embodied agents and robots has become an active test bed for coordinating multimodal dialogue input and output, including processing of language and nonverbal communication. In addition, major application areas are featured for commercializing multimodal-multisensor systems, including automotive, robotic, manufacturing, machine translation, banking, communications, and others. These systems rely heavily on software tools, data resources, and international standards to facilitate their development. For insights into the future, emerging multimodal-multisensor technology trends are highlighted in medicine, robotics, interaction with smart spaces, and similar areas. Finally, this volume discusses the societal impact of more widespread adoption of these systems, such as privacy risks and how to mitigate them. The handbook chapters provide a number of walk-through examples of system design and processing, information on practical resources for developing and evaluating new systems, and terminology and tutorial support for mastering this emerging field. In the final section of this volume, experts exchange views on a timely and controversial challenge topic, and how they believe multimodal-multisensor interfaces need to be equipped to most effectively advance human performance during the next decade.Table of Contents Preface Figure Credits Introduction: Toward the Design, Construction, and Deployment of Multimodal-Multisensor Interfaces MULTIMODAL LANGUAGE AND DIALOGUE PROCESSING Multimodal Integration for Interactive Conversational Systems Multimodal Conversational Interaction with Robots Situated Interaction Software Platforms and Toolkits for Building Multimodal Systems and Applications Challenge Discussion: Advancing Multimodal Dialogue Nonverbal Behavior in Multimodal Performances MULTIMODAL BEHAVIOR Ergonomics for the Design of Multimodal Interfaces Early Integration for Movement Modeling in Latent Spaces Standardized Representations and Markup Languages for Multimodal Interaction Multimodal Databases EMERGING TRENDS AND APPLICATIONS Medical and Health Systems Automotive Multimodal Human-Machine Interface Embedded Multimodal Interfaces in Robotics: Applications, Future Trends, and Societal Implications Multimodal Dialogue Processing for Machine Translation Commercialization of Multimodal Systems Privacy Concerns of Multimodal Sensor Systems Index Biographies Volume 3 Glossary
£95.20
Morgan & Claypool Publishers The Handbook of Multimodal-Multisensor Interfaces, Volume 3: Language Processing, Software, Commercialization, and Emerging Directions
Book SynopsisThe Handbook of Multimodal-Multisensor Interfaces provides the first authoritative resource on what has become the dominant paradigm for new computer interfaces-user input involving new media (speech, multi-touch, hand and body gestures, facial expressions, writing) embedded in multimodal-multisensor interfaces.This three-volume handbook is written by international experts and pioneers in the field. It provides a textbook, reference, and technology roadmap for professionals working in this and related areas.This third volume focuses on state-of-the-art multimodal language and dialogue processing, including semantic integration of modalities. The development of increasingly expressive embodied agents and robots has become an active test bed for coordinating multimodal dialogue input and output, including processing of language and nonverbal communication. In addition, major application areas are featured for commercializing multimodal-multisensor systems, including automotive, robotic, manufacturing, machine translation, banking, communications, and others. These systems rely heavily on software tools, data resources, and international standards to facilitate their development. For insights into the future, emerging multimodal-multisensor technology trends are highlighted in medicine, robotics, interaction with smart spaces, and similar areas. Finally, this volume discusses the societal impact of more widespread adoption of these systems, such as privacy risks and how to mitigate them. The handbook chapters provide a number of walk-through examples of system design and processing, information on practical resources for developing and evaluating new systems, and terminology and tutorial support for mastering this emerging field. In the final section of this volume, experts exchange views on a timely and controversial challenge topic, and how they believe multimodal-multisensor interfaces need to be equipped to most effectively advance human performance during the next decade.Table of Contents Preface Figure Credits Introduction: Toward the Design, Construction, and Deployment of Multimodal-Multisensor Interfaces MULTIMODAL LANGUAGE AND DIALOGUE PROCESSING Multimodal Integration for Interactive Conversational Systems Multimodal Conversational Interaction with Robots Situated Interaction Software Platforms and Toolkits for Building Multimodal Systems and Applications Challenge Discussion: Advancing Multimodal Dialogue Nonverbal Behavior in Multimodal Performances MULTIMODAL BEHAVIOR Ergonomics for the Design of Multimodal Interfaces Early Integration for Movement Modeling in Latent Spaces Standardized Representations and Markup Languages for Multimodal Interaction Multimodal Databases EMERGING TRENDS AND APPLICATIONS Medical and Health Systems Automotive Multimodal Human-Machine Interface Embedded Multimodal Interfaces in Robotics: Applications, Future Trends, and Societal Implications Multimodal Dialogue Processing for Machine Translation Commercialization of Multimodal Systems Privacy Concerns of Multimodal Sensor Systems Index Biographies Volume 3 Glossary
£111.20
Rutgers University Press Simulating Good and Evil: The Morality and
Book SynopsisSimulating Good and Evil shows that the moral panic surrounding violent videogames is deeply misguided, and often politically motivated, but that games are nevertheless morally important. Simulated actions are morally defensible because they take place outside the real world and do not inflict real harms. Decades of research purporting to show that videogames are immoral has failed to produce convincing evidence of this. However, games are morally important because they simulate decisions that would have moral weight if they were set in the real world. Videogames should be seen as spaces in which players may experiment with moral reasoning strategies without taking any actions that would themselves be subject to moral evaluation. Some videogame content may be upsetting or offensive, but mere offense does not necessarily indicate a moral problem. Upsetting content is best understood by applying existing theories for evaluating political ideologies and offensive speech. Trade Review"A thoughtful and challenging read. Schulzke leaves no stone unturned as he asks us to consider what values we bring to games with as players, consumers, and enthusiasts." -- Aaron Trammell * Editor-in-Chief of Analog Game Studies *"A thoughtful and challenging read. Schulzke leaves no stone unturned as he asks us to consider what values we bring to games with as players, consumers, and enthusiasts." -- Aaron Trammell * Editor-in-Chief of Analog Game Studies *Table of ContentsContents Introduction 1 The Conceptual Terrain of Simulation 2 The Moral Panic Surrounding Videogames 3 Imaginary Transgressions 4 Digital Morality 5 The Many Faces of Moral Reflection 6 Persuasive Games and Ideological Manipulation 7 Speaking Through Games Conclusion Acknowledgements Bibliography Index
£27.20
Rutgers University Press Simulating Good and Evil: The Morality and
Book SynopsisSimulating Good and Evil shows that the moral panic surrounding violent videogames is deeply misguided, and often politically motivated, but that games are nevertheless morally important. Simulated actions are morally defensible because they take place outside the real world and do not inflict real harms. Decades of research purporting to show that videogames are immoral has failed to produce convincing evidence of this. However, games are morally important because they simulate decisions that would have moral weight if they were set in the real world. Videogames should be seen as spaces in which players may experiment with moral reasoning strategies without taking any actions that would themselves be subject to moral evaluation. Some videogame content may be upsetting or offensive, but mere offense does not necessarily indicate a moral problem. Upsetting content is best understood by applying existing theories for evaluating political ideologies and offensive speech. Trade Review"A thoughtful and challenging read. Schulzke leaves no stone unturned as he asks us to consider what values we bring to games with as players, consumers, and enthusiasts." -- Aaron Trammell * Editor-in-Chief of Analog Game Studies *"A thoughtful and challenging read. Schulzke leaves no stone unturned as he asks us to consider what values we bring to games with as players, consumers, and enthusiasts." -- Aaron Trammell * Editor-in-Chief of Analog Game Studies *Table of ContentsContents Introduction 1 The Conceptual Terrain of Simulation 2 The Moral Panic Surrounding Videogames 3 Imaginary Transgressions 4 Digital Morality 5 The Many Faces of Moral Reflection 6 Persuasive Games and Ideological Manipulation 7 Speaking Through Games Conclusion Acknowledgements Bibliography Index
£107.20
Le Penseur Spatial Augmented Reality - The development of
Book Synopsis
£33.99
BIS Publishers B.V. Save the Humans: How to Survive
Book SynopsisSmart Phones, Healthcare Robots, Wearable Computers and Self Driving Cars. They are arriving or already exists. We are becoming increasingly intimate with the machines that constantly count, control and watch the way we live. How can the growing world population of more than 7 billion people create a humane life for everyone? Let's find the errors and the holes in the technosphere that will give us space for free and creative thinking. What's at stake here is the remains of human agency. Let's use the brain pixels that are not taken yet. And Save the Humans!
£12.34
Association of Computing Machinery,U.S. Pick, Click, Flick!: The Story of Interaction
Book SynopsisThis book provides a comprehensive study of the many ways to interact with computers and computerized devices. An "interaction technique" starts when the user performs an action that causes an electronic device to respond, and includes the direct feedback from the device to the user. Examples include physical buttons and switches, on-screen menus and scrollbars operated by a mouse, touchscreen widgets, gestures such as flick-to-scroll, text entry on computers and touchscreens, interactions with conversational agents such as Apple Siri, Google Assistant, Amazon Alexa, and Microsoft Cortana, and adaptations of all of these for people with disabilities.Beginning with a history of the invention and development of interaction techniques, the author goes on to describe the various approaches in use today, continuing with a discussion of the state-of-the-art research that is driving the development of novel approaches for the future. The book features summaries of interviews with some of the original inventors of interaction techniques, including David Canfield Smith (the desktop and icons), Larry Tesler (copy/paste), Ted Selker (IBM TrackPoint), Loren Brichter (Pull-to-Refresh), and many others. The author also describes how to use, model, implement, and evaluate new interaction techniques.Pick, Click, Flick! is written for anyone interested in interaction techniques, including computer scientists and designers working on human-computer interaction, as well as implementers and consumers who want to understand and get the most out of their digital devices.
£46.80
Association of Computing Machinery,U.S. Pick, Click, Flick!: The Story of Interaction
Book SynopsisThis book provides a comprehensive study of the many ways to interact with computers and computerized devices. An "interaction technique" starts when the user performs an action that causes an electronic device to respond, and includes the direct feedback from the device to the user. Examples include physical buttons and switches, on-screen menus and scrollbars operated by a mouse, touchscreen widgets, gestures such as flick-to-scroll, text entry on computers and touchscreens, interactions with conversational agents such as Apple Siri, Google Assistant, Amazon Alexa, and Microsoft Cortana, and adaptations of all of these for people with disabilities.Beginning with a history of the invention and development of interaction techniques, the author goes on to describe the various approaches in use today, continuing with a discussion of the state-of-the-art research that is driving the development of novel approaches for the future. The book features summaries of interviews with some of the original inventors of interaction techniques, including David Canfield Smith (the desktop and icons), Larry Tesler (copy/paste), Ted Selker (IBM TrackPoint), Loren Brichter (Pull-to-Refresh), and many others. The author also describes how to use, model, implement, and evaluate new interaction techniques.Pick, Click, Flick! is written for anyone interested in interaction techniques, including computer scientists and designers working on human-computer interaction, as well as implementers and consumers who want to understand and get the most out of their digital devices.
£62.10