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This book constitutes the refereed proceedings of the International Conference on Web Information Systems and Mining, WISM 2010, held in Sanya, China, on October 23-24, 2010. The 54 revised full papers presented in this volume were carefully reviewed and selected from 603 submissions. The papers are organized in topical sections on applications of web information systems, applications of web mining, distributed systems, e-government and e-commerce, geographic information systems, information security, intelligent networked systems, management information systems, mobile computing, web content mining, web information classification, web information retrieval, web services and e-learning, and XML and semi-structured data.
Most construction projects are large and costly. Collaborative working involves two or more stakeholders sharing their efforts and resources to complete the project more effectively and efficiently. Collaborative, integrative and multi-disciplinary teams can tackle the complex issues involved in creating a viable built environment. This tends to be looked at from three interrelated perspectives: the technological, organizational, and social; and of these the key issue is to improve productivity and enable innovation through the empowerment and motivation of people. This book provides insights for researchers and practitioners in the building and construction industry as well as graduate students, written by an international group of leading scholars and professionals into the potential use, development and limitations of current collaborative technologies and practices. Material is grouped into the themes of advanced technologies for collaborative working, virtual prototyping in design and construction, building information modelling, managing the collaborative processes, and human issues in collaborative working.
Creativity is one of the least understood aspects of intelligence and is often seen as `intuitive' and not susceptible to rational enquiry. Recently, however, there has been a resurgence of interest in the area, principally in artificial intelligence and cognitive science, but also in psychology, philosophy, computer science, logic, mathematics, sociology, and architecture and design. This volume brings this work together and provides an overview of this rapidly developing field. It addresses a range of issues. Can computers be creative? Can they help us to understand human creativity? How can artificial intelligence (AI) enhance human creativity? How, in particular, can it contribute to the...
Collaborative virtual environments (CVEs) are multi-user virtual realities which actively support communication and co-operation. This book offers a comprehensive reference volume to the state-of-the-art in the area of design studies in CVEs. It is an excellent mix of contributions from over 25 leading researcher/experts in multiple disciplines from academia and industry, providing up-to-date insight into the current research topics in this field as well as the latest technological advancements and the best working examples. Many of these results and ideas are also applicable to other areas such as CVE for design education. Overall, this book serves as an excellent reference for postgraduate students, researchers and practitioners who need a comprehensive approach to study the design behaviours in CVEs. It is also a useful and informative source of materials for those interested in learning more on using/developing CVEs to support design and design collaboration.
Creative AI defines art and media practices that have AI embedded into the process of creation, but also encompass novel AI approaches in the realisation and experience of such work, e.g. robotic art, distributed AI artworks across locations, AI performers, artificial musicians, synthetic images generated by neural networks, AI authors and journalist bots. This book builds on the discourse of AI and creativity and extends the notion of embedded and co-operative creativity with intelligent software. It does so through a human-centred approach in which AI is empowered to make the human experience more creative. It presents ways-of-thinking and doing by the creators themselves so as to add to t...
Spectroscopic Data Relative to Diatomic Molecules provides information pertinent to the electronic spectrum and spectroscopic properties of diatomic molecules. This book consists of a collection of tables that mainly deal with electronic spectra located in the infrared, the visible and the ultraviolet. Thermochemical data have been used in this book to make estimates of dissociation energies while results from electron diffraction experiments have been used to determine internuclear distances. This text provides information regarding potential energy curves, ionization potential, correlations with atomic states, electronic configuration, lifetimes, transition probabilities, astrophysical applications, and chemical physics. This book is a valuable resource for spectroscopists.
The Conference on Spatial Information Theory – COSIT – grew out of a series of workshops / NATO Advanced Study Institutes / NSF specialist meetings concerned with cognitive and applied aspects of representing large-scale space, particularly geographic space. In these meetings, the need for a well-founded theory of spatial information processing was identified. The COSIT conference series was established in 1993 as a biennial interdisciplinary European conference on the representation and processing of information about large-scale space, after a successful international conference on the topic had been organized by Andrew Frank et al. in Pisa, Italy, in 1992 (frequently referred to as â€...
Designing adaptive virtual worlds takes the design of places for education, entertainment, online communities, business, and cultural activities in 3D virtual worlds to a new level. The place metaphor provides a rich source of styles and examples for designing in 3D virtual worlds. This book is one of the first design books in the field showing how those styles can be captured in a design grammar so that unique places can be created through computational agents responding to the changing needs of the people in the virtual world. Applying the techniques introduced in this book has immediate implications on the design of games and functional places in existing virtual world platforms such as Second Life, OpenSim and Active Worlds as well as future virtual worlds in which the boundaries between digital and physical environments blur.
This book constitutes the refereed proceedings of the 6th International Conference on Electronic Commerce and Web Technologies, EC-Web 2005, held in Copenhagen, Denmark in August 2005. The 39 revised full papers presented were carefully reviewed and selected from 139 submissions. The papers are organized in topical sections on ontologies, process modelling, and quality of data in e-commerce, recommender systems, e-negotiation and agent mediated systems, business process/strategic issues and knowledge discovery, applications, case studies, and performance issues in e-commerce, Web usage mining, e-payment approaches, security and trust in e-commerce, and web services computing.
New computational design tools have evolved rapidly and been increasingly applied in the field of design in recent years, complimenting and even replacing the traditional design media and approaches. Design as both the process and product are changing due to the emergence and adoption of these new technologies. Understanding and assessing the impact of these new computational design environments on design and designers is important for advancing design in the contemporary context. Do these new computational environments support or hinder design creativity? How do those tools facilitate designers’ thinking? Such knowledge is also important for the future development of design technologies. ...