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This book constitutes the thoroughly refereed post-proceedings of the Third International School and Symposium on Advanced Distributed Systems, ISSADS 2004, held in Guadalajara, Mexico in January 2004. The 25 revised full papers presented were carefully reviewed and selected from 46 submissions. Among the topics addressed are virtual characters, distributed toolkits, serial visual presentation, multi-agent architectures, MAS, agent-object hybrid languages, robot soccer agents, distributed querying, semantic search engines, coordination, distributed collaboration, virtual communities, peer-to-peer networks, P2P systems, distributed search mobile objects, load balancing, distributed algorithms, scheduling, and distributed information systems.
The concept of virtual worlds is strongly related to the current innovations of new media communication.ÿ As such, it is increasingly imperative to understand the criteria for creating virtual worlds as well as the evolution in system architecture, information visualization and human interaction. Meta-plasticity in Virtual Worlds: Aesthetics and Semantics Concepts provides in-depth coverage of the state-of-the-art among the best international research experiences of virtual world concept creations from a wide range of media culture fields, at the edge of artistic and scientific inquiry and emerging technologies. Written for professionals, researchers, artists and designers, this text is a perfect companion for those who want to improve their understanding of the strategic role of virtual worlds within the development of digital communication.
This book constitutes the proceedings of the 14th Mexican Conference on Pattern Recognition, MCPR 2022, which was held in planned to be held Ciudad Juárez, Mexico, in June 2022. The 33 papers presented in this volume were carefully reviewed and selected from 66 submissions. They are organized in the following topical sections: pattern recognition techniques; neural networks and deep learning; image and signal processing and analysis; natural language processing and recognition; robotics and remote sensing applications of pattern recognition; medical applications of pattern recognition.
"This book focuses on the integration of emotions into artificial environments such as computers and robotics"--Provided by publisher.
This volume contains papers from the 1997 Database and Expert Systems Applications (DEXA '97), 8th International Workshop.
Virtual Reality is not real life. Instead it is life-like creations using computer-generated scenarios. Human behavior is replicated in virtual scenarios, where every detail is controlled by computers, and in situations that can be repeated under the same conditions. Based on technology and design, the user can experience presence. In the virtual world, users are embodied in avatars that represent them and are the means to interact with the virtual environment. Avatars are graphical models that behave on behalf of the human behind them. The user avatar is a proxy that also backs interaction with others, allowing computer-mediated interactions. Analyses directed to understand people’s perceptions, personal and social behavior in computer mediated interactions, comprise a multidisciplinary area of study that involves, among others, computer science, psychology and sociology. In the last two decades a number of studies supported by Virtual Reality have been conducted to understand human behavior, in some cases the implications of the technology, or to reproduce artificial human behavior. This book presents a collection of studies from recognized researchers in the area.
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