This volume in the Lecture Notes of Artificial Intelligence represents the first book on human computing. We introduced the notion of human computing in 2006 and organized two events that were meant to explain this notion and the research conducted worldwide in the context of this notion. The first of these events was a Special Session on Human Computing that took place during the Eighth International ACM Conference on Multimodal Interfaces (ICMI 2006), held in Banff, Canada, on November 3, 2006. The theme of the conference was multimodal collaboration and our Special Session on Human...
This volume in the Lecture Notes of Artificial Intelligence represents the first book on human computing. We introduced the notion of human computing ...
For generations, humans have fantasized about the ability to create devices that can see into a person's mind and thoughts, or to communicate and interact with machines through thought alone. Such ideas have long captured the imagination of humankind in the form of ancient myths and modern science fiction stories. Recent advances in cognitive neuroscience and brain imaging technologies have started to turn these myths into a reality, and are providing us with the ability to interface directly with the human brain. This ability is made possible through the use of sensors that monitor physical...
For generations, humans have fantasized about the ability to create devices that can see into a person's mind and thoughts, or to communicate and inte...
Parsing technology is concerned with finding syntactic structure in language. In parsing we have to deal with incomplete and not necessarily accurate formal descriptions of natural languages. Robustness and efficiency are among the main issuesin parsing. Corpora can be used to obtain frequency information about language use. This allows probabilistic parsing, an approach that aims at both robustness and efficiency increase. Approximation techniques, to be applied at the level of language description, parsing strategy, and syntactic representation, have the same objective. Approximation at the...
Parsing technology is concerned with finding syntactic structure in language. In parsing we have to deal with incomplete and not necessarily accurate ...
For generations, humans have fantasized about the ability to create devices that can see into a person's mind and thoughts, or to communicate and interact with machines through thought alone. Such ideas have long captured the imagination of humankind in the form of ancient myths and modern science fiction stories. Recent advances in cognitive neuroscience and brain imaging technologies have started to turn these myths into a reality, and are providing us with the ability to interface directly with the human brain. This ability is made possible through the use of sensors that monitor physical...
For generations, humans have fantasized about the ability to create devices that can see into a person's mind and thoughts, or to communicate and inte...
This book constitutes the refereed conference proceedings of the 10th International Conference on Advances in Computer Entertainment, ACE 2013, held in Boekelo, The Netherlands, in November 2013. The 19 full paper and 16 short papers presented together 42 extended abstracts were carefully reviewed and selected from a total of 133 submissions in all categories. The papers cover topics across a wide spectrum of disciplines including new devices; evaluation and user studies; games as interface to serious applications; creating immersion; interfaces; new experiences; procedural approaches and AI;...
This book constitutes the refereed conference proceedings of the 10th International Conference on Advances in Computer Entertainment, ACE 2013, held i...
The book is about user interfaces to applications that have been designed for social and physical interaction. The interfaces are 'playful', that is, users feel challenged to engage in social and physical interaction because that will be fun. The topics that will be present in this book are interactive playgrounds, urban games using mobiles, sensor-equipped environments for playing, child-computer interaction, tangible game interfaces, interactive tabletop technology and applications, full-body interaction, exertion games, persuasion, engagement, evaluation and user experience. Readers of the...
The book is about user interfaces to applications that have been designed for social and physical interaction. The interfaces are 'playful', that is, ...
'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...
This book covers the latest advances in playful user interfaces - interfaces that invite social and physical interaction. The topics discussed include: human-nature interaction, human-animal interaction and the interaction with tangibles that are naturally integrated in our smart environments.
This book covers the latest advances in playful user interfaces - interfaces that invite social and physical interaction. The topics discussed include...
Written by top researchers on user interfaces for game and play environments, this book will broaden the understanding of all readers on the role of games and entertainment in domestic, work and public spaces.
Written by top researchers on user interfaces for game and play environments, this book will broaden the understanding of all readers on the role of g...