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Affective Computing and Intelligent Interaction
  • Language: en
  • Pages: 651

Affective Computing and Intelligent Interaction

  • Type: Book
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  • Published: 2011-10-18
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  • Publisher: Springer

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.

The Patient Revolution
  • Language: en
  • Pages: 224

The Patient Revolution

In The Patient Revolution, author Krisa Tailor—a noted expert in health care innovation and management—explores, through the lens of design thinking, how information technology will take health care into the experience economy. In the experience economy, patients will shift to being empowered consumers who are active participants in their own care. Tailor explores this shift by creating a vision for a newly designed health care system that's focused on both sickness and wellness, and is driven by data and analytics. The new system seamlessly integrates health into our daily lives, and delivers care so uniquely personalized that no two people are provided identical treatments. Connected t...

New Perspectives on Affect and Learning Technologies
  • Language: en
  • Pages: 294

New Perspectives on Affect and Learning Technologies

This monograph integrates theoretical perspectives on affect and learning with recent research in affective computing with an emphasis on building new learning technologies. The "new perspectives" come from the intersection of several research themes: -Basic research on emotion, cognition, and motivation applied to learning environments -Pedagogical and motivational strategies that are sensitive to affective and cognitive processes -Multimodal Human Computer Interfaces, with a focus on affect recognition and synthesis -Recent advances in affect-sensitive Intelligent Tutoring Systems -Novel methodologies to investigate affect and learning -Neuroscience research on emotions and learning

SAS Data Analytic Development
  • Language: en
  • Pages: 624

SAS Data Analytic Development

Design quality SAS software and evaluate SAS software quality SAS Data Analytic Development is the developer’s compendium for writing better-performing software and the manager’s guide to building comprehensive software performance requirements. The text introduces and parallels the International Organization for Standardization (ISO) software product quality model, demonstrating 15 performance requirements that represent dimensions of software quality, including: reliability, recoverability, robustness, execution efficiency (i.e., speed), efficiency, scalability, portability, security, automation, maintainability, modularity, readability, testability, stability, and reusability. The tex...

Trade-Based Money Laundering
  • Language: en
  • Pages: 260

Trade-Based Money Laundering

Uncover the financial fraud that funds terrorist organizations Trade-Based Money Laundering is an authoritative examination of this burgeoning phenomenon, now coming under scrutiny in the War on Terror. This book walks you through the signs and patterns of trade-based money laundering (TBML) to help you recognize it when it occurs, and shows you how data and analytics can be used to detect it. You'll learn the common value transfer techniques including invoice fraud, over-and-under invoicing, and misrepresentation, and learn why analytic detection systems have yet to be implemented despite the existence of copious data. Case studies from around the world highlight the real-life implications ...

Leaders and Innovators
  • Language: en
  • Pages: 240

Leaders and Innovators

An integrated, strategic approach to higher-value analytics Leaders and Innovators: How Data-Driven Organizations Are Winning with Analytics shows how businesses leverage enterprise analytics to gain strategic insights for profitability and growth. The key factor is integrated, end-to-end capabilities that encompass data management and analytics from a business and IT perspective; with analytics running inside a database where the data reside, everyday analytical processes become streamlined and more efficient. This book shows you what analytics is, what it can do, and how you can integrate old and new technologies to get more out of your data. Case studies and examples illustrate real-world...

Warranty Fraud Management
  • Language: en
  • Pages: 400

Warranty Fraud Management

Cut warranty costs by reducing fraud with transparent processes and balanced control Warranty Fraud Management provides a clear, practical framework for reducing fraudulent warranty claims and other excess costs in warranty and service operations. Packed with actionable guidelines and detailed information, this book lays out a system of efficient warranty management that can reduce costs without upsetting the customer relationship. You'll dig into the whole spectrum of warranty fraud, from simple sloppy procedures to systematic organized crime, and get to know the fraudulent parties, the victims, as well as the objectives and methods of the fraudulent activities in different scenarios. You'l...

Gamification in the RhetComp Curriculum
  • Language: en
  • Pages: 334

Gamification in the RhetComp Curriculum

  • Type: Book
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  • Published: 2023-01-17
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  • Publisher: Vernon Press

Gamification is an up and coming popular trend in all levels and types of education, including public and private schools, higher education, the military, the private sector, and elsewhere. Gamification introduces aspects of game design like teamwork, competition, rewards and prizes, storytelling, and more into lesson plan units. In many cases, actual games, whether it be Scrabble, Hangman, Candy Crush, Dungeons & Dragons, and many others, are adapted into educational tools. This chapter collection will specifically look at the use of gamification techniques in Freshmen Writing courses and related Composition, Writing and Rhetoric classes. Each chapter will provide sample gamified lessons supported by relevant scholarship in both Gamification Theory and Writing Studies.

Artificial Intelligence & Games
  • Language: en
  • Pages: 390

Artificial Intelligence & Games

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...

Artificial Intelligence in Education
  • Language: en
  • Pages: 990

Artificial Intelligence in Education

  • Type: Book
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  • Published: 2013-06-22
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  • Publisher: Springer

This book constitutes the refereed proceedings of the 16th International Conference on Artificial Intelligence in Education, AIED 2013, held in Memphis, TN, USA in July 2013. The 55 revised full papers presented together with 73 poster presentations were carefully reviewed and selected from a total of 168 submissions. The papers are arranged in sessions on student modeling and personalization, open-learner modeling, affective computing and engagement, educational data mining, learning together (collaborative learning and social computing), natural language processing, pedagogical agents, metacognition and self-regulated learning, feedback and scaffolding, designed learning activities, educational games and narrative, and outreach and scaling up.