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This book constitutes the refereed proceedings of the Second IFIP WG 5.5/SOCOLNET Doctoral Conference on Computing, Electrical and Industrial Systems, DoCEIS 2011, held in Costa de Caparica, Portugal, in February 2011. The 67 revised full papers were carefully selected from numerous submissions. They cover a wide spectrum of topics ranging from collaborative enterprise networks to microelectronics. The papers are organized in topical sections on collaborative networks, service-oriented systems, computational intelligence, robotic systems, Petri nets, sensorial and perceptional systems, sensorial systems and decision, signal processing, fault-tolerant systems, control systems, energy systems, electrical machines, and electronics.
'Affective computing' is a branch of computing concerned with the theory and construction of machines which can detect, respond to, and simulate human emotional states. This book presents an interdisciplinary exploration of this rapidly expanding field, aimed at those in psychology, computational neuroscience, computer science, and AI.
An exploration of the nature of sound perception. The volume addresses: the perception of single and multiple sounds; the quest for speech units; the intelligibility of fluent speech; and hearing research in perspective.
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This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. This volume contains a selection of 12 outstanding contributions from Edutainment 2010, the 5th Int. Conference on E-Learning and Games, held in China in August 2009. The main focus of these papers is on e-learning system and applications, game techniques for learning, and virtual reality techniques for entertainment. In addition, 10 regular papers are included, which focus on virtual reality and game systems for learning and animation and interaction for entertainment.
PRESENTS A COLLECTION OF PHYSICS DEMONSTRATIONS THAT ILLUSTRATE KEY CONCEPTS USING EASILY ACCESSIBLE MATERIALS, WITH INFORMATION PROVIDING A THEORETICAL BACKGROUND FOR EACH DEMONSTRATION.
The definitive book on sensory branding, shows how companies appeal to consumers’ five senses to sell products. Did you know that the gratifying smell that accompanies the purchase of a new automobile actually comes from a factory-installed aerosol can containing “new car” aroma? Or that Kellogg’s trademarked “crunch” is generated in sound laboratories? Or that the distinctive click of a just-opened jar of Nescafé freeze-dried coffee, as well as the aroma of the crystals, has been developed in factories over the past decades? Or that many adolescents recognize a pair of Abercrombie & Fitch jeans not by their look or cut but by their fragrance? In perhaps the most creative and au...
Photogrammetry is the use of photography for surveying primarily and is used for the production of maps from aerial photographs. Along with remote sensing, it represents the primary means of generating data for Geographic Information Systems (GIS). As technology develops, it is becoming easier to gain access to it. The cost of digital photogrammetr