· Use of Multi-attribute Decision Making for Combining Audio-Lingual and Visual-Facial Modalities in Emotion Recognition.
. Cooperative Learning assisted by Automatic Classification within Social Networking Services.
. Improving Peer-to-Peer Communication in e-Learning by Development of an Advanced Messaging System.
· Fuzzy-based Digital Video Stabilization in Static Scenes.
· Development of Architecture, Information Archive and Multimedia Formats for Digital e-Libraries.
· Layered Ontological Image for Intelligent Interaction to extend User Capabilities on Multimedia Systems in a Folksonomy Driven Environment.
Each of the subsequent chapters reveals leading edge research and innovative solution that employ AI techniques with an applied perspective. The problems include classification of spatial images, early smoke detection in outdoor space from video images, emergent segmentation from image analysis, intensity modification in images, multi-agent modeling and analysis of stress. They all are novel pieces of work and demonstrate how AI research contributes to solutions for difficult real world problems that benefit the research community, industry and society.
·Smart Gamification and Smart Serious Games.
·Fusion of secure IPsec-based Virtual Private Network, mobile computing and rich multimedia technology.
·Teaching and Promoting Smart Internet of Things Solutions Using the Serious-game Approach.
·Evaluation of Student Knowledge using an e-Learning Framework.
·The iTEC Eduteka.
·3D Virtual Worlds as a Fusion of Immersing, Visualizing, Recording, and Replaying Technologies.
·Fusion of multimedia and mobile technology in audio guides for Museums and Exhibitions: from Bluetooth Push to Web Pull.
The book is directed to researchers, students and software developers working in the areas of education and information technologies.
Many concepts of the agent technology, such as intelligence, autonomy and cooperation, have had a direct positive impact on many of the requests imposed on modern e-learning systems and educational processes.
This book presents the state-of-the-art of e-learning and tutoring systems and discusses their capabilities and benefits that stem from integrating software agents.
We hope that the presented work will be of a great use to our colleagues and researchers interested in the e-learning and agent technology.
Today’s economy is driven by technologies and knowledge. Digital technologies can free, shift and multiply choices, and often intrude on the territory of other industries by providing new ways of conducting business operations and creating value for customers and companies. The topics covered in this volume include software agents, multi-agent systems, agent modeling, mobile and cloud computing, big data analysis, business intelligence, artificial intelligence, social systems, computer embedded systems and nature inspired manufacturing, etc., all of which contribute to the modern Digital Economy.
The results presented here will be of theoretical and practical value to researchers and industrial practitioners working in the fields of artificial intelligence, collective computational intelligence, innovative business models, the new digital and knowledge economy and, in particular, agent and multi-agent systems, technologies, tools and applications.
This volume highlights new trends and challenges in agent, new digital and knowledge economy research and includes 28 papers classified in the following specific topics: business process management, agent-based modeling and simulation, anthropic-oriented computing, learning paradigms, business informatics and gaming, digital economy, and advances in networked virtual enterprises. Published papers were selected for presentation at the 10th KES Conference on Agent and Multi-Agent Systems: Technologies and Applications (KES-AMSTA 2016) held in Puerto de la Cruz, Tenerife, Spain.
Presented results would be of theoretical and practical value to researchers and industrial practitioners working in the fields of artificial intelligence, collective computational intelligence, innovative business models, new digital and knowledge economy and, in particular, agent and multi-agent systems, technologies, tools and applications.
This overview incorporates every aspect of recurrent neural networks. It outlines the wide variety of complex learning techniques and associated research projects. Each chapter addresses architectures, from fully connected to partially connected, including recurrent multilayer feedforward. It presents problems involving trajectories, control systems, and robotics, as well as RNN use in chaotic systems. The authors also share their expert knowledge of ideas for alternate designs and advances in theoretical aspects.
The dynamical behavior of recurrent neural networks is useful for solving problems in science, engineering, and business. This approach will yield huge advances in the coming years. Recurrent Neural Networks illuminates the opportunities and provides you with a broad view of the current events in this rich field.
In the first truly comprehensive book addressing intelligent technologies for the disabled, top experts from around the world provide an overview of this dynamic, rapidly evolving field. They present state-of-the-art information on the latest, innovative technologies and their applications in various systems designed to better the lives of the disabled.
From the underlying principles to the design, practical applications, and assessment of results, Intelligent Systems and Technologies in Rehabilitation Engineering offers broad, pragmatic coverage of the field. It incorporates the most recent advances in sensory and limb prostheses, myoelectric control systems, circulatory systems, assistive technologies, and applications of virtual reality.
Rapid progress demands a concerted effort to keep up with the latest developments so they can begin to serve their purpose and improve the lives of the disabled. By incorporating details of the latest and most important advances into one volume, Intelligent Systems and Technologies in Rehabilitation Engineering makes that undertaking essentially effortless.
The contents of the book are highly multidisciplinary since the modeling of emotions in robotic socially believable systems requires a holistic perspective on topics coming from different research domains such as computer science, engineering, sociology, psychology, linguistic, and information communication. The book is of interest both to experts and students since last research works on a so complex multidisciplinary topic are described in a neat and didactical scientific language.
Organised by the KES International organisation, SEB'10 formed a welcome opportunity for researchers in subjects related to sustainability, renewable energy technology, and applications in the built environment to mix with other scientists, industrialists and stakeholders in the field.
SEB'10 attracted papers on a range of renewable energy and sustainability related topics and in addition the conference explored two innovative themes:-
· The application of intelligent sensing, control, optimisation and modelling techniques to sustainability
· The technology of sustainable buildings.
These techniques could ultimately be applied to the intelligent building
SEB’10 attracted about 100 submissions from around the world. These were subjected to a two-stage blind peer-review process. With the objective of producing a high quality conference, the best 30% of these were selected for presentation at the conference and publication in this volume of proceedings.
The papers in this volume are grouped into the five themes under which they were presented: Building Sustainability, Sustainable Power Generation, Sustainable Energy Policy and Strategy, Energy Monitoring and Management and Solar Energy Technology.
These proceedings form an interesting and informative collection of papers, useful as a resource for further research, and a valuable source of information for those interested in the subject.
Smart education and smart e-Learning are emerging and rapidly growing areas. They represent the innovative integration of smart systems, technologies and objects, smart environments, smart pedagogy, smart learning and academic analytics, various branches of computer science and computer engineering, and state-of-the-art smart educational software and/or hardware systems.
It contains a total of 48 peer-reviewed book chapters that are grouped into several parts: Part 1 – Smart Pedagogy, Part 2 – Smart e-Learning, Part 3 – Systems and Technologies for Smart Education, Part 4 – Smart Teaching, and Part 5 – Smart Education: National Initiatives and Approaches.
The book offers a valuable source of research data, information on best practices, and case studies for educators, researchers, Ph.D. students, administrators, and practitioners—and all those who are interested in innovative areas of smart education and smart e-Learning.
This research volume on Virtual, Augmented Reality and Serious Games for Healthcare 1 offers an insightful introduction to the theories, development and applications of virtual, augmented reality and digital games technologies in medical and clinical settings and healthcare in general. It is divided into six sections: section one presents a selection of applications in medical education and healthcare management; Section two relates to the nursing training, health literacy and healthy behaviour; Section three presents the applications of Virtual Reality in neuropsychology; Section four includes a number of applications in motor rehabilitation; Section five aimed at therapeutic games for various diseases; and the final section presents the applications of Virtual Reality in healing and restoration.
This book is directed to the healthcare professionals, scientists, researchers, professors and the students who wish to explore the applications of virtual, augmented reality and serious games in healthcare further.