The conference attracted a substantial number of researchers and practitioners from all over the world who submitted their papers for ten main tracks covering the methodology and applications of agent and multi-agent systems, one workshop (TRUMAS 2012) and five special sessions on specific topics within the field. The 66 revised papers presented were carefully reviewed and selected for inclusion in the book. The papers are organized in topical sections on virtual organizations, knowledge and learning agents, intelligent workflow, cloud computing and intelligent systems, self-organization, ICT-based alternative and augmentative communication, multi-agent systems, mental and holonic models, assessment methodologies in multi-agent and other paradigms, business processing agents, Trumas 2012 (first international workshop), conversational agents and agent teams, digital economy, and multi-agent systems in distributed environments.
The volume highlights new trends and challenges in agent and multi-agent research and includes 38 papers classified in the following specific topics: learning paradigms, agent-based modeling and simulation, business model innovation and disruptive technologies, anthropic-oriented computing, serious games and business intelligence, design and implementation of intelligent agents and multi-agent systems, digital economy, and advances in networked virtual enterprises. Published papers have been presented at the 9th KES Conference on Agent and Multi-Agent Systems – Technologies and Applications (KES-AMSTA 2015) held in Sorrento, Italy.
Presented results should be of value to the research community working in the fields of artificial intelligence, collective computational intelligence, robotics, dialogue systems and, in particular, agent and multi-agent systems, technologies, tools and applications.
The volume highlights new trends and challenges in agent and multi-agent research and includes 30 papers classified in five specific topics: Modeling and logic agents, Knowledge based agent systems, Cognitive and cooperative multi-agent systems, Agent-based Modeling and Simulation, and Learning Paradigms and Applications: Agent-based Approach. The published papers have been presented at the 8th KES Conference on Agent and Multi-Agent Systems – Technologies and Applications (KES-AMSTA 2014) held in Chania on the island of Crete in Greece in June 2014.
The presented results will be of value to the research community working in the fields of artificial intelligence, collective computational intelligence, robotics, dialogue systems and, in particular, agent and multi-agent systems, technologies and applications.
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.
Image data hiding scheme based on vector quantization and image graph coloring
The copyright protection system for Android platform
Reversible data hiding
ICA-based image and video watermarking
Content-based invariant image watermarking
Single bitmap block truncation coding of color images using cat swarm optimization
Genetic-based wavelet packet watermarking for copyright protection
Lossless text steganography in compression coding
Fast and low-distortion capacity acoustic synchronized acoustic-to-acoustic steganography scheme
Video watermarking with shot detection.
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.
Even though it has been the subject of interest for some time, feature selection remains one of actively pursued avenues of investigations due to its importance and bearing upon other problems and tasks.
This volume points to a number of advances topically subdivided into four parts: estimation of importance of characteristic features, their relevance, dependencies, weighting and ranking; rough set approach to attribute reduction with focus on relative reducts; construction of rules and their evaluation; and data- and domain-oriented methodologies.
·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.