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Kansei Engineering and Soft Computing: Theory and Practice offers readers a comprehensive review of kansei engineering, soft computing techniques, and the fusion of these two fields from a variety of viewpoints. It explores traditional technologies, as well as solutions to real-world problems through the concept of kansei and the effective utilization of soft computing techniques. This publication is an essential read for professionals, researchers, and students in the field of kansei information processing and soft computing providing both theoretical and practical viewpoints of research in humanized technology.
This collection stems from the International Association of Societies of Design Research (IASDR) congress in 2021, promoting the research of design in its many fields of application. Today's design finds itself at a critical moment where the conventional ‘modes’ of doing, thinking and application are increasingly challenged by the troubled ideology of globalisation, climate change, migration patterns and the rapid restructuring of locally driven manufacturing sectors. The volume presents a selection of papers on state-of-the-art design research work. As rapid technological development has been pushing and breaking new ground in society, the broad field of design is facing many unpreceden...
The proceedings contain papers accepted for the 17th ISPE International Conference on Concurrent Engineering, which was held in Cracow, Poland, September 6-10, 2010. Concurrent Engineering (CE) has a history of over twenty years. At first, primary focus was on bringing downstream information as much upstream as possible, by introducing parallel processing of processes, in order to prevent errors at the later stage which would sometimes cause irrevocable damage and to reduce time to market. During the period of more than twenty years, numerous new concepts, methodologies and tools have been developed. During this period the background for engineering/manufacturing has changed extensively. Now, industry has to work with global markets. The globalization brought forth a new network of experts and companies across many different domains and fields in distributed environments. These collaborations integrated with very high level of profesionalism and specialisation, provided the basis for innovations in design and manufacturing and succeeded in creating new products on a global market.
This book constitutes the refereed proceedings of the 17th International Conference on Entertainment Computing, ICEC 2018, held at the 24th IFIP World Computer Congress, WCC 2018, in Poznan, Poland, in September 2018. The 15 full papers, 13 short papers, and 23 poster, demostration, and workshop papers presented were carefully reviewed and selected from 65 submissions. They cover a large range of topics in the following thematic areas: digital games and interactive entertainment; design, human-computer interaction, and analysis of entertainment systems; interactive art, performance and cultural computing; entertainment devices, platforms and systems; theoratical foundations and ethical issues; entertainment for purpose and persuasion; computational methodologies for entertainment; and media studies, communication, business, and information systems.
Why did we need to reflect on and write about smart-home technologies for the older person? What is a smart-home techology? In the face of smart-home promises to help the elderly person, and before these technologies are more widely used, we need to examine the ethical issues.
Multimedia is the common name for media that combine more than one type of individual medium to create a single unit. Interactive media are the means of communication in which the outputs depend on the inputs made by the user. This book contains 11 chapters that are divided into two sections: Interactive Multimedia and Education and Interactive Multimedia and Medicine. The authors of the chapters deal with different topics within these disciplines, such as the importance of cloud storage, development of play tools for children, use of gaming on multimedia devices designed for the elderly, development of a reading, writing, and spelling program based on Luria's theories, as well as development of mobile applications called BloodHero dedicated to the increase in blood donors, etc.
This two-volume set (LNAI 11055 and LNAI 11056) constitutes the refereed proceedings of the 10th International Conference on Collective Intelligence, ICCCI 2018, held in Bristol, UK, in September 2018 The 98 full papers presented were carefully reviewed and selected from 240 submissions. The conference focuses on knowledge engineering and semantic web, social network analysis, recommendation methods and recommender systems, agents and multi-agent systems, text processing and information retrieval, data mining methods and applications, decision support and control systems, sensor networks and internet of things, as well as computer vision techniques.