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Active Robot Vision
  • Language: en
  • Pages: 208

Active Robot Vision

One of the series in Machine Perception and Artificial Intelligence, this book covers subjects including the Harvard binocular head; heads, eyes, and head-eye systems; a binocular robot head with torsional eye movements; and escape and dodging behaviours for reactive control.

Virtual Space
  • Language: en
  • Pages: 326

Virtual Space

Containing the edited research papers resulting from an ambitious, cross-disciplinary research project, this volume examines the spatiality of virtual inhabited 3D worlds - virtual reality and cyberspace. (Three other volumes look at Interaction, Staging and Methodology.) It is about the communication spaces emerging at the Internet and supported by special 3D interfaces. It is also about the virtual spaces created by virtual reality hardware (CAVEs, panoramic screens, head mounted display systems etc.) and software. Virtual Space: Spatiality in Virtual Inhabited 3D Worlds is interdisciplinary. It deals with philosophical, psychological, communicational, technological and aesthetic aspects of space. While philosophy raises the question concerning the ontology of space - what is space - psychology deals with our perception of space. Communication theory looks at the way in which space supports communication (i.e. that space is a medium for communication), and finally aesthetic analyses exemplify the use of virtual space in virtual cities, in museums and in art.

Image Analysis
  • Language: en
  • Pages: 1196

Image Analysis

The excellently received call for papers of the 13th Scandinavian Conference on Image Analysis, June 29-July 2 (SCIA 2003) resulted in the selected articles of this proceedings. Additionally the volume also contains invited contributions from - Ivar Austvoll, Stavanger University College (NO), - Lars B? a? ath, Halmstad University (SE), - Ewert Bengtsson, Uppsala University (SE), - Rasmus Larsen, Technical University of Denmark (DK), - Jussi Parkkinen, University of Joensuu (FI), - Pietro Perona, California Institute of Technology (US) which brings the total number of articles to 152. The theme of the papers are dominated by the categories - Feature extraction - Depth and surface - Medical image processing - Shape analysis - Segmentation and spatial grouping - Coding and representation - Motion analysis - Texture analysis - Color analysis - Indexing and categorization which also represent the topical groupings of this book. The particularly strong response to the feature extraction, depth and surface, and medical image processing themes makes us believe that these areas are c- rently expansive, partly because of the rich set of problems which remain to be addressed.

Virtual Applications
  • Language: en
  • Pages: 262

Virtual Applications

3D Virtual Applications: Applications with Virtual Inhabited 3D Worlds deals with the use of virtual inhabited 3D spaces in different domains of society. (Other volumes deal with interaction, production methodology and space.) From focusing on virtual reality (a reality into which users and objects from the real world should be moved) we are increasingly focusing on augmented reality (i.e. on moving computers out into the reality of real users, objects and activities). This book deals with the use of virtual inhabited 3D spaces in both contexts. Based on the structuring of the application domains, this book looks at the use of VR and augmented reality in the following major application domai...

Entertainment Computing - ICEC 2005
  • Language: en
  • Pages: 562

Entertainment Computing - ICEC 2005

  • Type: Book
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  • Published: 2005-09-28
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  • Publisher: Springer

First of all, we appreciate the hard work of all the authors who contributed to ICEC 2005 by submitting their papers. ICEC 2005 attracted 95 technical paper submissions, 8 poster submissions and 7 demo submissions, in total 110. This number is nearly equal to ICEC 2004. Based on a thorough review and selection process carried out by 76 international experts from academia and industry as members of the senior and international program committees, a high-quality program was compiled. The program committee consisted of experts from all over the world: 1 from Austria, 3 from Bulgaria, 2 from Canada, 4 from China, 1 from Finland, 4 from France, 10 from Germany, 1 from Greece, 1 from Ireland, 1 fr...

Gesture and Sign Language in Human-Computer Interaction
  • Language: en
  • Pages: 332

Gesture and Sign Language in Human-Computer Interaction

This book presents the thoroughly refereed post-workshop proceedings of an International Workshop on Gesture and Sign Language in Human-Computer Interaction held in Bielefeld, Germany, in 1997. The book presents 25 revised papers together with two invited lectures. Recently, gesture and sign language have become key issues for advanced interface design in the humanization of computer interaction: AI, neural networks, pattern recognition, and agent techniques are having a significant impact on this area of research and development. The papers are organized in sections on semiotics for gesture movement, hidden Markov models, motion analysis and synthesis, multimodal interfaces, neural network methods, and applications.

Language, Vision and Music
  • Language: en
  • Pages: 447

Language, Vision and Music

Language, vision and music: what common cognitive patterns underlie our competence in these disparate modes of thought? Language (natural & formal), vision and music seem to share at least the following attributes: a hierarchical organisation of constituents, recursivity, metaphor, the possibility of self-reference, ambiguity, and systematicity. Can we propose the existence of a general symbol system with instantiations in these three modes or is the only commonality to be found at the level of such entities as cerebral columnar automata? Answers are to be found in this international collection of work which recognises that one of the basic features of consciousness is its MultiModality, that there are possibilities to model this with contemporary technology, and that cross-cultural commonalities in the experience of, and creativity within, the various modalities are significant. With the advent of Intelligent MultiMedia this aspect of consciousness implementation in mind/brain acquires new significance. (Series B)

Seventh Scandinavian Conference on Artificial Intelligence
  • Language: en
  • Pages: 184

Seventh Scandinavian Conference on Artificial Intelligence

  • Type: Book
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  • Published: 2001
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  • Publisher: IOS Press

The 7th Scandanavian Conference on Artificial Intelligence, held at the Maersk McKinney Moller Institute for Production Technology at the University of Southern Denmark, Odense, in Feb 2001 continued a tradition established by SCAI of being an important conference in Europe. It attracted submissions from all over the world. Contents include: robotics; sensor/motor intelligence; evolutionary robotics; behaviour-based systems; multi-agent systems; applications of AI in bioinformatics; soft computing and heuristic algorithms, where paradigms from nature are used to build learning and optimization systems; and control and optimization.

HCI Beyond the GUI
  • Language: en
  • Pages: 481

HCI Beyond the GUI

  • Type: Book
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  • Published: 2008-06-13
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  • Publisher: Elsevier

As technology expands and evolves, one-dimensional, graphical user interface (GUI) design becomes increasingly limiting and simplistic. Designers must meet the challenge of developing new and creative interfaces that adapt to meet human needs and technological trends. HCI Beyond the GUI provides designers with this know how by exploring new ways to reach users that involve all of the human senses. Dr. Kortum gathers contributions from leading human factors designers to present a single reference for professionals, researchers, and students. Explores the human factors involved in the design and implementation of the nontraditional interfaces, detailing design strategies, testing methodologies, and implementation techniques Provides an invaluable resource for practitioners who design interfaces for children, gamers and users with accessibility needs Offers extensive case studies, examples and design guidelines

Vision as Process
  • Language: en
  • Pages: 452

Vision as Process

Human and animal vision systems have been driven by the pressures of evolution to become capable of perceiving and reacting to their environments as close to instantaneously as possible. Casting such a goal of reactive vision into the framework of existing technology necessitates an artificial system capable of operating continuously, selecting and integrating information from an environment within stringent time delays. The YAP (Vision As Process) project embarked upon the study and development of techniques with this aim in mind. Since its conception in 1989, the project has successfully moved into its second phase, YAP II, using the integrated system developed in its predecessor as a basi...