This book explores and evaluates accounts and models of autistic reasoning and cognition from a computational standpoint. The author investigates the limitations and peculiarities of autistic reasoning and sets out a remediation strategy to be used by a wide range of psychologists and rehabilitation personnel and will also be appreciated by computer scientists who are interested in the practical implementation of reasoning.
The author subjects the Theory of Mind (ToM) model to a formal analysis to investigate the limitations of autistic reasoning and proposes a formal model...
This book explores and evaluates accounts and models of autistic reasoning and cognition from a computational standpoint. The author investigates t...
Since the publication of the companion volume Researching Learning in Virtual Worlds in 2010, there has been a growth not only in the range and number of educational initiatives taking place in virtual worlds, but also in the depth of analysis of the nature of that education. Understanding Learning in Virtual Worlds reflects those changes through a collection of chapters that are extended versions of research presented at the second Researching Learning in Virtual Environments conference (ReLIVE 11), an international conference hosted by the Open University UK. Included in this book are...
Since the publication of the companion volume Researching Learning in Virtual Worlds in 2010, there has been a growth not only in the range and number...
Personality Capture and Emulation is the gateway to an amazing future that actually may be achieved, enabling the preservation and simulation of human personalities at progressively higher levels of fidelity. This challenge is no longer the province merely of uninhibited visionaries, but has become a solid field of research, drawing upon a wide range of information technologies in human-centered computing and cyber-human systems. Even at modest levels of accomplishment, research in this emerging area requires convergence of cognitive, social, and cultural sciences, in cooperation...
Personality Capture and Emulation is the gateway to an amazing future that actually may be achieved, enabling the preservation and simulatio...
Tackling globalization is a great challenge it is both extremely beneficial and essentially problematic.
This comprehensive, multidisciplinary study confronts this ambivalence through the use ofcomputer simulation. It discusses the findings of social interaction and social simulation through the use of understandable global examples. Readers can use this book as a tool to outline significant aspects of intercultural simulation and highlight the issues that need to be considered in the reader s analysis.
The author leads the reader via sequential narration from a colloquial...
Tackling globalization is a great challenge it is both extremely beneficial and essentially problematic.
This edited collection will provide an overview of the field of physiological computing, i.e. the use of physiological signals as input for computer control. It will cover a breadth of current research, from brain-computer interfaces to telemedicine.
This edited collection will provide an overview of the field of physiological computing, i.e. the use of physiological signals as input for computer c...
Providing a comprehensive introduction into an overview of the field of pervasive healthcare applications, this volume incorporates a variety of timely topics ranging from medical sensors and hardware infrastructures, to software platforms and applications and addresses issues of user experience and technology acceptance.
The recent developments in the area of information and communication technologies have laid the groundwork for new patient-centred healthcare solutions. While the majority of computer-supported healthcare tools designed in the last decades focused mainly on...
Providing a comprehensive introduction into an overview of the field of pervasive healthcare applications, this volume incorporates a variety of ti...
Rapid advancement of interactive technologies during the past two decades has made access to information easier though at the expense of a clear digital divide. There is a generation who grew up with these technologies and another generation who find many modern electronic systems counter intuitive and have no use for them in their daily life. This digital divide becomes more prominent in developing countries as state-of-the-art interactive systems were not and are still not affordable to a large number of users.
Inclusive Human Machine Interaction for India presents an...
Rapid advancement of interactive technologies during the past two decades has made access to information easier though at the expense of a clear di...
Information architecture has changed dramatically since the mid-1990s and earlier conceptions of the world and the internet being different and separate have given way to a much more complex scenario in the present day. In the post-digital world that we now inhabit the digital and the physical blend easily and our activities and usage of information takes place through multiple contexts and via multiple devices and unstable, emergent choreographies. Information architecture now is steadily growing into a channel- or medium-specific multi-disciplinary framework, with contributions coming...
Information architecture has changed dramatically since the mid-1990s and earlier conceptions of the world and the internet being different and sep...
Ethnography is now a fundamental feature of design practice, taught in universities worldwide and practiced widely in commerce. Despite its rise to prominence a great many competing perspectives exist and there are few practical texts to support the development of competence. Doing Design Ethnographyelaborates the ethnomethodological perspective on ethnography, a distinctive approach that provides canonical 'studies of work' in and for design. It provides an extensive treatment of the approach, with a particular slant on providing a pedagogical text that will support the...
Ethnography is now a fundamental feature of design practice, taught in universities worldwide and practiced widely in commerce. Despite its rise to...
'Entertainment media' are entertainment products and services that rely on digital technology and include traditional media (such as movies, TV, computer animation etc) as well as emerging services for wireless and broadband, electronic toys, video games, edutainment, and location-based entertainment (from PC game rooms to theme parks).
Whilst most of the digital entertainment industry is found in the developed countries such as USA, Europe, and Japan, the decreasing costs of computer and programming technologies enables developing countries to really benefit from entertainment media...
'Entertainment media' are entertainment products and services that rely on digital technology and include traditional media (such as movies, TV, co...