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This book constitutes the refereed proceedings of the Second International Conference on Affective Computing and Intelligent Interaction, ACII 2007. It covers affective facial expression and recognition, affective body expression and recognition, affective speech processing, affective text and dialogue processing, recognizing affect using physiological measures, computational models of emotion and theoretical foundations, and affective sound and music processing.
It is our pleasure to present to you the Proceedings of AIAI 2007, the 4th IFIP Conference on Artificial Intelligence Applications & Innovations being held from 19* till 21'''of September, in Peania, Athens, GREECE. Relying on a solid theoretical background and exploiting the outcomes of exhaustive research efforts, artificial intelligence technology has been widely applied to various areas aiming at the development of intelligent systems that resemble to an extent human thinking and decision-making. These efforts are supported by the ever-expanding abundance of information and computing power. Typical applications of AI include the personalized access and interactivity to multimodal informa...
This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.
Emotion pervades human life in general, and human communication in particular, and this sets information technology a challenge. Traditionally, IT has focused on allowing people to accomplish practical tasks efficiently, setting emotion to one side. That was acceptable when technology was a small part of life, but as technology and life become increasingly interwoven we can no longer ask people to suspend their emotional nature and habits when they interact with technology. The European Commission funded a series of related research projects on emotion and computing, culminating in the HUMAINE project which brought together leading academic researchers from the many related disciplines. This...
As has been pointed out by several industrial game AI developers the lack of behavioral modularity across games and in-game tasks is detrimental for the development of high quality AI [605, 171]. An increasingly popular method for ad-hoc behavior authoring that eliminates the modularity limitations of FSMs and BTs is the utility-based AI approach which can be used for the design of control and decision making systems in games [425, 557]. Following this approach, instances in the game get assigned a particular utility function that gives a value for the importance of the particular instance [10, 169]. For instance, the importance of an enemy being present at a particular distance or the impor...
This book contains the best papers of the Sixth International Conference on Enterprise Information Systems (ICEIS 2004), held in Porto (Portugal) and organized by INSTICC (Institute for Systems and Technologies of Information, Communication and Control) in collaboration with PORTUCALENSE UNIVERSITY, who hosted the event. Following the route started in 1999, ICEIS has become a major point of contact between research scientists, engineers and practitioners on the area of business applications of information systems. This conference has received an increased interest every year, from especially from the international academic community, and it is now one of the world largest conferences in its area. This year, five simultaneous tracks were held, covering different aspects related to enterprise computing, including: “Databases and Information Systems Integration”, “Artificial Intelligence and Decision Support Systems”, “Information Systems Analysis and Specification”, “Software Agents and Internet Computing” and “Human-Computer Interaction”. The sections of this book reflect the conference tracks.
This book contains papers presented at the Noblesse Workshop on Non-linear model based image analysis held in Glasgow, 1-3 July 1998. Current models have mainly been developed for image coding purposes. They are rather simple and far away from being optimal and do not contribute to more complex tasks like those needed in image databases. This book meets the challenging tasks in multimedia applications by discussing new sophisticated model-based schemes for a high-level description of images and image sequences. Novel results are covered in the papers presented in this book, opening new potential fields of application like the support for building databases in multimedia applications, image archiving and image sequence coding, including such topics as:- 3D Image Models; Image/Video Restoration; Segmentation and Object Oriented Coding; Colour Image Processing; Database Retrieval; Image Models; Video Pre- and Post processing.
"This collection compiles research to drive further evolution and innovation of these next-generation technologies and their applications, of which the scientific, technological, and commercial communities have only begun to scratch the surface. It is an essential reference acquisition for any library seeking to cover the leading edge of technological innovations"--Provided by publisher.