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This volume presents important results of the Collaborative Research Center (Sonderforschungsbereich) "Situated Artificial Communicators," which was funded by grants from the German Research Foundation (Deutsche Forschungsgemeinschaft) for more than twelve years. The contributions focus on different aspects of human-human and human-machine interaction in situations which closely model everyday workplace demands. The authors are linguists, psycho- und neurolinguists, psychologists and computer scientists at Bielefeld University. They jointly tackle questions of information processing in task-oriented communication. The role of key notions such as context, integration (of multimodal information), reference, coherence, and robustness is explored in great depth. Some remarkable findings and recurrent phenomena reveal that communication is, to a large extent, a matter of joint activity. The interdisciplinary approach integrates theory, description and experimentation with simulation and evaluation.
This book brings together philosophical approaches to cooperation and collective agency with research into human-machine interaction and cooperation from engineering, robotics, computer science and AI. Bringing these so far largely unrelated fields of study together leads to a better understanding of collective agency in natural and artificial systems and will help to improve the design and performance of hybrid systems involving human and artificial agents. Modeling collective agency with the help of computer simulations promises also philosophical insights into the emergence of collective agency. The volume consists of four sections. The first section is dedicated to the concept of agency. The second section of the book turns to human-machine cooperation. The focus of the third section is the transition from cooperation to collective agency. The last section concerns the explanatory value of social simulations of collective agency in the broader framework of cultural evolution.
This indispensable text introduces the foundations of three-dimensional computer vision and describes recent contributions to the field. Fully revised and updated, this much-anticipated new edition reviews a range of triangulation-based methods, including linear and bundle adjustment based approaches to scene reconstruction and camera calibration, stereo vision, point cloud segmentation, and pose estimation of rigid, articulated, and flexible objects. Also covered are intensity-based techniques that evaluate the pixel grey values in the image to infer three-dimensional scene structure, and point spread function based approaches that exploit the effect of the optical system. The text shows how methods which integrate these concepts are able to increase reconstruction accuracy and robustness, describing applications in industrial quality inspection and metrology, human-robot interaction, and remote sensing.
This book constitutes the refereed proceedings of the 26th Symposium of the German Association for Pattern Recognition, DAGM 2004, held in Tübingen, Germany in August/September 2004. The 22 revised papers and 48 revised poster papers presented were carefully reviewed and selected from 146 submissions. The papers are organized in topical sections on learning, Bayesian approaches, vision and faces, vision and motion, biologically motivated approaches, segmentation, object recognition, and object recognition and synthesis.
This book constitutes the refereed proceedings of the 25th Symposium of the German Association for Pattern Recognition, DAGM 2003, held in Magdeburg, Germany in September 2003. The 74 revised papers presented were carefully reviewed and selected from more than 140 submissions. The papers address all current issues in pattern recognition and are organized in sections on image analyses, callibration and 3D shape, recognition, motion, biomedical applications, and applications.
As has been pointed out by several industrial game AI developers the lack of behavioral modularity across games and in-game tasks is detrimental for the development of high quality AI [605, 171]. An increasingly popular method for ad-hoc behavior authoring that eliminates the modularity limitations of FSMs and BTs is the utility-based AI approach which can be used for the design of control and decision making systems in games [425, 557]. Following this approach, instances in the game get assigned a particular utility function that gives a value for the importance of the particular instance [10, 169]. For instance, the importance of an enemy being present at a particular distance or the impor...
"Spatial Cognition" brings together psychology, computer science, linguistics and geography, discussing how people think about space (our internal cognitive maps and spatial perception) and how we communicate about space, for instance giving route directions or using spatial metaphors. The technological applications adding dynamism to the area include computer interfaces, educational software, multimedia, and in-car navigation systems. On the experimental level, themes as varied as gender differences in orientation and of course, wholly unrelated the role of the hippocampus in rodent navigation are described. Much detailed analysis and computational modeling of the structure of short term memory (STM) is discussed. The papers were presented at the 1998 annual meeting of the Cognitive Science Society of Ireland, Mind III. (Series B)
This book constitutes the refereed proceedings of the 28th Symposium of the German Association for Pattern Recognition, DAGM 2006. The book presents 32 revised full papers and 44 revised poster papers together with 5 invited papers. Topical sections include image filtering, restoration and segmentation, shape analysis and representation, recognition, categorization and detection, computer vision and image retrieval, machine learning and statistical data analysis, biomedical data analysis, and more.
This book constitutes the refereed proceedings of the 5th International Workshop on Machine Learning for Multimodal Interaction, MLMI 2008, held in Utrecht, The Netherlands, in September 2008. The 12 revised full papers and 15 revised poster papers presented together with 5 papers of a special session on user requirements and evaluation of multimodal meeting browsers/assistants were carefully reviewed and selected from 47 submissions. The papers cover a wide range of topics related to human-human communication modeling and processing, as well as to human-computer interaction, using several communication modalities. Special focus is given to the analysis of non-verbal communication cues and social signal processing, the analysis of communicative content, audio-visual scene analysis, speech processing, interactive systems and applications.