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This volume contains the proceedings of the 1st International Conference on A?ective Computing and Intelligent Interaction (ACII 2005) held in Beijing, China, on 22–24 October 2005. Traditionally, the machine end of human–machine interaction has been very passive, and certainly has had no means of recognizing or expressing a?ective information. But without the ability to process such information, computers cannot be expected to communicate with humans in a natural way. The ability to recognize and express a?ect is one of the most important features of - man beings. We therefore expect that computers will eventually have to have the ability to process a?ect and to interact with human user...
This book explores technologies related to bodily interaction and creativity from a multi-disciplinary perspective. By taking such an approach, the collection offers a comprehensive view of digital technology research that both extends our notions of the body and creativity through a digital lens, and informs of the role of technology in practices central to the arts and humanities. Crucially, Digital Bodies foregrounds creativity, the interrogation of technologies and the notion of embodiment within the various disciplines of art, design, performance and social science. In doing so, it explores a potential or virtual new sense of the embodied self. This book will appeal to academics, practitioners and those with an interest in not only how digital technologies affect the body, but also how they can enhance human creativity.
This book constitutes the refereed proceedings of the Second International Conference on Affective Computing and Intelligent Interaction, ACII 2007, held in Lisbon, Portugal, in September 2007. The 57 revised full papers and 4 revised short papers presented together with the extended abstracts of 33 poster papers were carefully reviewed and selected from 151 submissions. The papers are organized in topical sections on affective facial expression and recognition, affective body expression and recognition, affective speech processing, affective text and dialogue processing, recognising affect using physiological measures, computational models of emotion and theoretical foundations, affective databases, annotations, tools and languages, affective sound and music processing, affective interactions: systems and applications, as well as evaluating affective systems.
This book provides an in-depth review of the historical and state-of-the-art use of technology by and for individuals with autism. The design, development, deployment, and evaluation of interactive technologies for use by and with individuals with autism have been rapidly increasing over the last few decades. There is great promise for the use of these technologies to enrich lives, improve the experience of interventions, help with learning, facilitate communication, support data collection, and promote understanding. Emerging technologies in this area also have the potential to enhance assessment and diagnosis of autism, to understand the nature and lived experience of autism, and to help r...
The two-volume set LNCS 6974 and LNCS 6975 constitutes the refereed proceedings of the Fourth International Conference on Affective Computing and Intelligent Interaction, ACII 2011, held in Memphis,TN, USA, in October 2011. The 135 papers in this two volume set presented together with 3 invited talks were carefully reviewed and selected from 196 submissions. The papers are organized in topical sections on recognition and synthesis of human affect, affect-sensitive applications, methodological issues in affective computing, affective and social robotics, affective and behavioral interfaces, relevant insights from psychology, affective databases, Evaluation and annotation tools.
This book constitutes the refereed proceedings of the 7th Pacific Rim International Conference on Artificial Intelligence, PRICAI 2002, held in Tokyo, Japan in August 2002. The 57 revised full papers presented together with 5 invited contributions and 26 posters were carefully reviewed and selected from 161 submissions. The papers are organized in topical sections on logic and AI foundations, representation and reasoning of actions, constraint satisfaction, foundations of agents, foundations of learning, reinforcement learning, knowledge acquisition and management, data mining and knowledge discovery, neural network learning, learning for robots, multi-agent applications, document analysis, Web intelligence, bioinformatics, intelligent learning environments, face recognition, and multimedia and emotion.
Behavioral, language, and reasoning are expressions of neural functions par excellence, as the brain must draw on sensory modalities to gather information on the rest of the body and on the outer world. Cortical areas processing the identity and location of the sensory inputs were once thought to be organized, with some branches dedicated to complex features. Yet current studies have uncovered synergistic effects at early-stage cognitions as well as higher-level association areas. A less hierarchical functional architecture of the brain has emerged such that, irrespective of sensory modality, inputs are assigned to the best suited cortical substrate.
This book constitutes the refereed proceedings of the 11th International Conference on User Modeling, UM 2007, held in Corfu, Greece in July 2007. Coverage includes evaluating user/student modeling techniques, data mining and machine learning for user modeling, user adaptation and usability, modeling affect and meta-cognition, as well as intelligent information retrieval, information filtering and content personalization.
This book constitutes the proceedings of the 4th International Conference on Intelligent Technologies for Interactive Entertainment (INTETAIN 11). The 20 full papers, 3 posters, 10 demos and 4 workshops presented were carefully selected from numerous submissions. The conference aims enhancing the understanding of recent and anticipated advances in interactive technologies, and their applications to entertainment, education, culture, and the arts. Interaction technologies are having relevant changes in the last years, and will influence the way users consume and interact with the media and applications, both locally and over the Internet. The explosion of natural, multimodal, and touch based interfaces, and their access to the general public, has made new interaction paradigms a reality.
Surface is one of the most intensely debated topics in recent arts, humanities and social science scholarship. The changing technologies which manufacture the actual and virtual surfaces of today are radically altering our perception of thresholds and borders. In contrast to the responses to preceding industrial revolutions, contemporary concerns with surface seem preoccupied with its function of mediation or passage, rather than with that of separation or boundary. In Surface and Apparition, each chapter explores a different meaning and function of the material and immaterial qualities of 'surface'. Case studies include various surfaces from computer screens, 'artisanal' engines and glass a...