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In the great digital era, we are witnessing many rapid scientific and technological developments in human-centered, seamless computing environments, interfaces, devices and systems with applications ranging from business and communication to entertainment and learning. These developments are collectively best characterized as Active Media Technology (AMT), a new area of intelligent information technology and computer science that emphasizes the proactive, seamless roles of interfaces and systems as well as new media in all aspects of digital life. An AMT based computer system offers services that enable the rapid design, implementation, deploying and support of customized solutions. This boo...
The two volume set LNAI 3801 and LNAI 3802 constitute the refereed proceedings of the annual International Conference on Computational Intelligence and Security, CIS 2005, held in Xi'an, China, in December 2005. The 338 revised papers presented - 254 regular and 84 extended papers - were carefully reviewed and selected from over 1800 submissions. The first volume is organized in topical sections on learning and fuzzy systems, evolutionary computation, intelligent agents and systems, intelligent information retrieval, support vector machines, swarm intelligence, data mining, pattern recognition, and applications. The second volume is subdivided in topical sections on cryptography and coding, cryptographic protocols, intrusion detection, security models and architecture, security management, watermarking and information hiding, web and network applications, image and signal processing, and applications.
This book constitutes the refereed proceedings of the 6th International Symposium on Intelligence Computation and Applications, ISICA 2012, held in Wuhan, China, in October 2012. The 72 revised full papers presented were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on artificial life, adaptive behavior, agents, and ant colony optimization; combinatorial and numerical optimization; communications and computer networks; data mining; evolutionary multi-objective and dynamic optimization; intelligent computation, intelligent learning systems; neural networks; real-world applications.
Results of the International Conference on Intelligent Computing, ICIC 2006: Lecture Notes in Computer Science (LNCS), Lecture Notes in Artificial Intelligence (LNAI), Lecture Notes in Bioinformatics (LNBI), Lecture Notes in Control and Information Sciences (LNCIS). 142 revised full papers are organized in topical sections: Blind Source Separation; Intelligent Sensor Networks; Intelligent Control and Automation; and Data Fusion, Knowledge Discovery, and Data Mining. Includes a Special Session on Smart and Intelligent Home Technology.
This book constitutes the refereed proceedings of the 4th International Conference on Web-Age Information Management, WAIM 2003, held in Chengdu, China in August 2003. The 30 revised full papers and 16 revised short papers presented together with 2 invited contributions were carefully reviewed and selected from 258 submissions. The papers are organized in topical sections on Web; XML; text management; data mining; bioinformatics; peer-to-peer systems; service networks; time series, similarity, and ontologies; information filtering; queries and optimization; multimedia and views; and systems demonstrations.
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. This volume contains a selection of 12 outstanding contributions from Edutainment 2010, the 5th Int. Conference on E-Learning and Games, held in China in August 2009. The main focus of these papers is on e-learning system and applications, game techniques for learning, and virtual reality techniques for entertainment. In addition, 10 regular papers are included, which focus on virtual reality and game systems for learning and animation and interaction for entertainment.
The volume includes a set of selected papers extended and revised from the International Conference on Teaching and Computational Science (WTCS 2009) held on December 19- 20, 2009, Shenzhen, China. WTCS 2009 best papers Volume 1 is to provide a forum for researchers, educators, engineers, and government officials involved in the general areas of Intelligent Ubiquitous Computing and Education to disseminate their latest research results and exchange views on the future research directions of these fields. 128 high-quality papers are included in the volume. Each paper has been peer-reviewed by at least 2 program committee members and selected by the volume editor Prof.Wu. On behalf of the WTCS 2009, we would like to express our sincere appreciation to all of authors and referees for their efforts reviewing the papers. Hoping you can find lots of profound research ideas and results on the related fields of Intelligent Ubiquitous Computing and Education.
This book constitutes the refereed proceedings of the 6th International Conference on E-learning and Games, Edutainment 2011, held in Taipeh, Taiwan, in September 2011. The 42 full papers were carefully reviewed and selected from 130 submissions. The papers are organized in topical sections on: augemented and mixed reality in education; effectiveness of virtual reality for education; ubiquituous games and ubiquitous technology & learning; future classroom; e-reader and multi-touch; learning performance and achievement; learning by playing; game design and development; game-based learning/training; interactions in games; digital museum and technology, and behavior in games; educational robots and toys; e-learning platforms and tools; game engine/rendering/animations; game-assisted language learning; learning with robots and robotics education; e-portfolio and ICT-enhanced learning; game-based testing and assessment; trend, development and learning process of educational mini games; VR and edutainment.
Being infrastructure-less and without central administration control, wireless ad-hoc networking is playing a more and more important role in extending the coverage of traditional wireless infrastructure (cellular networks, wireless LAN, etc). This book includes state-of the-art techniques and solutions for wireless ad-hoc networks. It focuses on the following topics in ad-hoc networks: vehicular ad-hoc networks, security and caching, TCP in ad-hoc networks and emerging applications. It is targeted to provide network engineers and researchers with design guidelines for large scale wireless ad hoc networks.
With the widespread interest in digital entertainment and the advances in the tech- logies of computer graphics, multimedia and virtual reality technologies, a new area–– “Edutainment”––has been accepted as a union of education and computer entertainment. Edutainment is recognized as an effective way of learning through a medium, such as a computer, software, games or VR applications, that both educates and entertains. The Edutainment conference series was established and followed as a special event for the new interests in e-learning and digital entertainment. The main purpose of Edutainment conferences is the discussion, presentation, and information exchange of scientific and ...