Literatura académica sobre el tema "Human-computer interaction Mobile computing. Artificial intelligence"

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Artículos de revistas sobre el tema "Human-computer interaction Mobile computing. Artificial intelligence"

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Ramasubbareddy, Somula, Evakattu Swetha, Ashish Kumar Luhach y T. Aditya Sai Srinivas. "A Multi-Objective Genetic Algorithm-Based Resource Scheduling in Mobile Cloud Computing". International Journal of Cognitive Informatics and Natural Intelligence 15, n.º 3 (julio de 2021): 58–73. http://dx.doi.org/10.4018/ijcini.20210701.oa5.

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Mobile cloud computing is an emerging technology in recent years. This technology reduces battery consumption and execution time by executing mobile applications in remote cloud server. The virtual machine (VM) load balancing among cloudlets in MCC improves the performance of application in terms of response time. Genetic algorithm (GA) is popular for providing optimal solution for load balancing problems. GA can perform well in both homogeneous and heterogeneous environments. In this paper, the authors consider multi-objective genetic algorithm for load balancing in MCC (MOGALMCC) environment. In MOGALMCC, they consider distance, bandwidth, memory, and cloudlet server load to find optimal cloudlet before scheduling VM in another cloudlet. The framework MOGALMCC aims to improve response time as well as minimizes VM failure rate. The experiment result shows that proposed model performed well by reducing execution time and task waiting time at server.
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Tanaka, Kazuo. "Advanced Computational Intelligence in Control Theory and Applications". Journal of Advanced Computational Intelligence and Intelligent Informatics 3, n.º 2 (20 de abril de 1999): 67. http://dx.doi.org/10.20965/jaciii.1999.p0067.

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We are witnessing a rapidly growing interest in the field of advanced computational intelligence, a "soft computing" technique. As Prof. Zadeh has stated, soft computing integrates fuzzy logic, neural networks, evolutionary computation, and chaos. Soft computing is the most important technology available for designing intelligent systems and control. The difficulties of fuzzy logic involve acquiring knowledge from experts and finding knowledge for unknown tasks. This is related to design problems in constructing fuzzy rules. Neural networks and genetic algorithms are attracting attention for their potential in raising the efficiency of knowledge finding and acquisition. Combining the technologies of fuzzy logic and neural networks and genetic algorithms, i.e., soft computing techniques will have a tremendous impact on the fields of intelligent systems and control design. To explain the apparent success of soft computing, we must determine the basic capabilities of different soft computing frameworks. Give the great amount of research being done in these fields, this issue addresses fundamental capabilities. This special issue is devoted to advancing computational intelligence in control theory and applications. It contains nine excellent papers dealing with advanced computational intelligence in control theory and applications such as fuzzy control and stability, mobile robot control, neural networks, gymnastic bar action, petroleum plant control, genetic programming, Petri net, and modeling and prediction of complex systems. As editor of this special issue, I believe that the excellent research results it contains provide the basis for leadership in coming research on advanced computational intelligence in control theory and applications.
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Kiguchi, Kazuo, Keigo Watanabe y Toshio Fukuda. "Trajectory Planning of Mobile Robots Using DNA Computing". Journal of Advanced Computational Intelligence and Intelligent Informatics 8, n.º 3 (20 de mayo de 2004): 295–301. http://dx.doi.org/10.20965/jaciii.2004.p0295.

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DNA computers are attracting increasing attention as next-generation replacements for conventional electronic computers. Computation is realized using the chemical reaction of DNA. This paper presents optimal trajectory planning for mobile robots using DNA computing. The working area of a mobile robot is divided into many sections and the shortest trajectory avoiding obstacles in the work area is calculated by DNA computing. The location of obstacles is known in advance. In DNA computing, Watson-Crick pairing is used to find this trajectory. DNA sequences representing locations of obstacles are removed in this process. The shortest DNA molecule that begins with the start section and terminates with the goal section represents the shortest trajectory avoiding obstacles in the robot’s work area. The proposed algorithm is especially effective with a DNA molecular computer.
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Huang, Su-Zhen, Min Wu y Yong-Hua Xiong. "Mobile Transparent Computing to Enable Ubiquitous Operating Systems and Applications". Journal of Advanced Computational Intelligence and Intelligent Informatics 18, n.º 1 (20 de enero de 2014): 32–39. http://dx.doi.org/10.20965/jaciii.2014.p0032.

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Mobile devices have emerged as an indispensable part of our daily life, one that has resulted in an increased demand for mobile devices to be able to access the Internet and obtain a variety of network services. However, mobile devices are often constrained by limited storage, huge power consumption, and low processing capability. This paper presents a new computing mode, mobile transparent computing (MTC), which combines ubiquitous mobile networks with transparent computing, to address the above challenges and possibly to enable a new world of ubiquitous operating systems (OSes) and applications with the following characteristics: (1) Mobile devices with no OSes pre-installed are able to load and boot multiple OSes on demand through a transparent network; (2) All resources, including the operating system (OS), applications, and user data, are stored on a transparent server (TS) rather than a mobile terminal, and can be streamed to be executed on mobile devices in small execution blocks; (3) All the personalized services (applications and data) can be synchronized to any other devices with the same user credential. Specifically, we propose a Pre OS technique, which can achieve feature (1) in the MTC model by initializing the mobile device and driving a network interface card (NIC) prior to OS loading, thereby transferring the needed OS streaming block to the mobile device. Experimental results conducted on the tablet demo-board with the model OK6410 based on the ARM11 architecture demonstrate that the Pre OS is able to support remote boot and streaming execution for both Android and Linux OS with satisfactory performance.
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Bessghaier, Narjes, Makram Soui, Christophe Kolski y Mabrouka Chouchane. "On the Detection of Structural Aesthetic Defects of Android Mobile User Interfaces with a Metrics-based Tool". ACM Transactions on Interactive Intelligent Systems 11, n.º 1 (10 de marzo de 2021): 1–27. http://dx.doi.org/10.1145/3410468.

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Smartphone users are striving for easy-to-learn and use mobile apps user interfaces. Accomplishing these qualities demands an iterative evaluation of the Mobile User Interface (MUI). Several studies stress the value of providing a MUI with a pleasing look and feel to engaging end-users. The MUI, therefore, needs to be free from all kinds of structural aesthetic defects. Such defects are indicators of poor design decisions interfering with the consistency of a MUI and making it more difficult to use. To this end, we are proposing a tool (Aesthetic Defects DEtection Tool (ADDET)) to determine the structural aesthetic dimension of MUIs. Automating this process is useful to designers in evaluating the quality of their designs. Our approach is composed of two modules. (1) Metrics assessment is based on the static analysis of a tree-structured layout of the MUI. We used 15 geometric metrics (also known as structural or aesthetic metrics) to check various structural properties before a defect is triggered. (2) Defects detection: The manual combination of metrics and defects are time-consuming and user-dependent when determining a detection rule. Thus, we perceive the process of identification of defects as an optimization problem. We aim to automatically combine the metrics related to a particular defect and optimize the accuracy of the rules created by assigning a weight, representing the metric importance in detecting a defect. We conducted a quantitative and qualitative analysis to evaluate the accuracy of the proposed tool in computing metrics and detecting defects. The findings affirm the tool’s reliability when assessing a MUI’s structural design problems with 71% accuracy.
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Agmon, Noa, Vikas Agrawal, David W. Aha, Yiannis Aloimonos, Donagh Buckley, Prashant Doshi, Christopher Geib et al. "Reports of the AAAI 2011 Conference Workshops". AI Magazine 33, n.º 1 (15 de marzo de 2012): 57–70. http://dx.doi.org/10.1609/aimag.v33i1.2390.

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The AAAI-11 workshop program was held Sunday and Monday, August 7–18, 2011, at the Hyatt Regency San Francisco in San Francisco, California USA. The AAAI-11 workshop program included 15 workshops covering a wide range of topics in artificial intelligence. The titles of the workshops were Activity Context Representation: Techniques and Languages; Analyzing Microtext; Applied Adversarial Reasoning and Risk Modeling; Artificial Intelligence and Smarter Living: The Conquest of Complexity; AI for Data Center Management and Cloud Computing; Automated Action Planning for Autonomous Mobile Robots; Computational Models of Natural Argument; Generalized Planning; Human Computation; Human-Robot Interaction in Elder Care; Interactive Decision Theory and Game Theory; Language-Action Tools for Cognitive Artificial Agents: Integrating Vision, Action and Language; Lifelong Learning; Plan, Activity, and Intent Recognition; and Scalable Integration of Analytics and Visualization. This article presents short summaries of those events.
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Goksel Canbek, Nil y Mehmet Emin Mutlu. "On the track of Artificial Intelligence: Learning with Intelligent Personal Assistants". International Journal of Human Sciences 13, n.º 1 (28 de enero de 2016): 592. http://dx.doi.org/10.14687/ijhs.v13i1.3549.

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<p>In a technology dominated world, useful and timely information can be accessed quickly via Intelligent Personal Assistants (IPAs). By the use of these assistants built into mobile operating systems, daily electronic tasks of a user can be accomplished 24/7. Such tasks like taking dictation, getting turn-by-turn directions, vocalizing email messages, reminding daily appointments, setting reminders, responding any factual questions and invoking apps can be completed by IPAs such as Apple’s <a href="http://searchconsumerization.techtarget.com/definition/Siri" target="_blank">Siri</a>, <a href="http://whatis.techtarget.com/definition/Google-Now" target="_blank">Google Now</a> and Microsoft Cortana. The mentioned assistants programmed within Artificial Intelligence (AI) do create an interaction between human and computer through a natural language used in digital communication. In this regard, the overall purpose of this study is to examine the potential use of IPAs that use advanced cognitive computing technologies and Natural Language Processing (NLP) for learning. To achieve this purpose, the working system of IPAs is reviewed briefly within the scope of AI that has recently become smarter to predict, comprehend and carry out multi-step and complex requests of users.</p>
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Meng, Max Q.-H. y Hong Zhang. "Perspectives of Computational Intelligence in Robotics and Automation". Journal of Advanced Computational Intelligence and Intelligent Informatics 8, n.º 3 (20 de mayo de 2004): 235–36. http://dx.doi.org/10.20965/jaciii.2004.p0235.

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As people attempt to build biomimetic robots and realize automation processes through artificial intelligence, computational intelligence plays a very important role in robotics and automation. This special issue contains several important papers that address various aspects of computational intelligence in robotics and automation. While acknowledging its limited coverage, this special issue offers a range of interesting contributions such as intelligent trajectory planning for flying and land mobile robots, fuzzy decision making, control of rigid and teleoperated robots, modeling of human sensations, and intelligent sensor fusion techniques. Let us scan through these contributions of this special issue. The first paper, "Planar Spline Trajectory Following for an Autonomous Helicopter," by Harbick et al., proposes a technique for planar trajectory following for an autonomous aerial robot. A trajectory is modeled as a planar spline. A behavior-based control system stabilizes the robot and enforces trajectory following of an autonomous helicopter with a reasonable trajectory tracking error on the order of the size of the helicopter (1.8m). In the second paper, "A Biologically Inspired Approach to Collision-Free Path Planning and Tracking Control of a Mobile Robot," by Yang et al., a novel biologically inspired neural network approach is proposed for dynamic collision-free path planning and stable tracking control of a nonholonomic mobile robot in a non-stationary environment, based on shunting equations derived from Hodgkin and Huxley's biological membrane equation. The third paper, "Composite Fuzzy Measure and Its Application to Decision Making," by Kaino and Kaoru, builds a composite fuzzy measure from fuzzy measures defined on fuzzy measurable spaces using composite fuzzy weights by the authors, with a successful application to an automobile factory capital investment decision making problem. In "Intelligent Control of a Miniature Climbing Robot," by Xiao et al., a fuzzy logic based intelligent optimal control system for a miniature climbing robot to achieve precision motion control, minimized power consumption, and versatile behaviors is presented with validation via experimental studies. The fifth paper, "Incorporating Motivation in a Hybrid Robot Architecture," by Stoytchev and Arkin, describes a hybrid mobile robot architecture capable of deliberative planning, reactive control, and motivational drives, which addresses three main challenges for robots living in human-inhabited environments: operating in dynamic and unpredictable environment, dealing with high-level human commands, and engaging human users. Experimental results for a fax delivery mission in a normal office environment are included. In the next paper, "Intelligent Scaling Control for Internet-based Teleoperation," by Liu et al., an adaptive scaling control scheme, with a neural network based time-delay prediction algorithm trained using the maximum entropy principle, is proposed with successful experimental studies on an Internet mobile robot platform. The next paper, "Feature Extraction of Robot Sensor Data Using Factor Analysis for Behavior Learning," by Fung and Liu, discusses important knowledge extraction of sensor data for robot behavior learning using a new approach based on the inter-correlation of sensor data via factor analysis and construction of logical perceptual space by hypothetical latent factors. Experimental results are included to demonstrate the process of logical perceptual space extraction from ultrasonic range data for robot behavior learning. "Trajectory Planning of Mobile Robots Using DNA Computing," by Kiguchi et al., presents an optimal trajectory planning method for mobile robots using Watson-Crick pairing to find the shortest trajectory in the robot working area with the DNA sequences representing the locations of the obstacles removed during the process. The proposed algorithm is especially suitable for computing on a DNA molecular computer. In the ninth paper, "Computational Intelligence for Modeling Human Sensations in Virtual Environments," by Lee and Xu, cascade neural networks with node-decoupled extended Kalman filter training for modeling human sensations in virtual environments are proposed, with a stochastic similarity measure based on hidden Markov models to calculate the relative similarity between model-generated sensations and actual human sensations. A new input selection technique, based on independent component analysis capable of reducing the data size and selecting the stimulus information, is developed and reported. The next paper, "Intelligent Sensor Fusion in Robotic Prosthetic Eye System," by Gu et al., is concerned with the design, sensing and control of a robotic prosthetic eye that moves horizontally in synchronization with the movement of the natural eye. It discusses issues on sensor failure detection and recovery and sensor data fusion techniques using statistical methods and artificial neural network based methods. Simulation and experimental results are included to demonstrate the effectiveness of the results. The final contribution in our collection is a paper by Sun et al., entitled "A Position Control of Direct-Drive Robot Manipulators with PMAC Motors Using Enhanced Fuzzy PD Control." It presents a simple and easy-to-implement position control scheme for direct-drive robot manipulators based on enhanced fuzzy PD control, incorporating two nonlinear tracking differentiators into a conventional PD controller. Experiments on a single-link manipulator directly driven by a permanent magnet AC (PMAC) motor demonstrate the validity of the proposed approach. The Guest Editors would like to thank the contributors and reviewers of this special issue for their time and effort in making this special issue possible. They would also like to express their sincere appreciation to the JACIII editorial board, especially Profs. Kaoru and Fukuda, Editors-in-Chief and Kenta Uchino, Managing Editor, for the opportunity and help they provided for us to put together this special issue.
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Jin, Lin y Changhong Yan. "Research on Key Technologies of Massive Videos Management Under the Background of Cloud Platform". Journal of Advanced Computational Intelligence and Intelligent Informatics 23, n.º 1 (20 de enero de 2019): 72–77. http://dx.doi.org/10.20965/jaciii.2019.p0072.

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With the rapid development of mobile internet and smart city, video surveillance is popular in areas such as transportation, schools, homes, and shopping malls. It is important subject to manage the massive videos quickly and accurately. This paper tries to use Hadoop cloud platform for massive video data storage, transcoding and retrieval. The key technologies of cloud computing and Hadoop are introduced firstly in the paper. Then, we analyze the functions of video management platform, such as user management, videos storage, videos transcoding, and videos retrieval. According to the basic functions and cloud computing, each module design process and figure are provided in the paper. The massive videos management system based on cloud platform will be better than the traditional videos management system in the aspects of storage capacity, transcoding performance and retrieval speed.
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Liu, Peter Xiaoping, Max Q.-H. Meng y Jason J. Gu. "Intelligent Scaling Control for Internet-Based Teleoperation". Journal of Advanced Computational Intelligence and Intelligent Informatics 8, n.º 3 (20 de mayo de 2004): 275–83. http://dx.doi.org/10.20965/jaciii.2004.p0275.

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In this paper we present an intelligent scaling control algorithm, which is based on the hierarchical decomposition and dynamic assignment of tasks between the human operator and the on-board controller of the remote robot, for mobile robot teleoperation over the Internet. This control scheme relies on the real-time estimation of concurrent roundtrip delays in order to assign tasks between the user and the robot optimally. For this purpose, we employ a linear neural network for which most conventional learning algorithms are infeasible since their required computation is usually too intensive to be practical. To get over this dilemma, we introduce a novel learning algorithm based on the maximum entropy principle. Compared to traditional schemes, the computing cost of this algorithm is very low, which makes it possible for the proposed neural network to be implemented on-line in real time. The scaling control scheme with the neural-network-based delay prediction algorithm is successfully implemented and tested on the developed platform for Internet mobile robots.
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Tesis sobre el tema "Human-computer interaction Mobile computing. Artificial intelligence"

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Wagy, Mark David. "Enabling Machine Science through Distributed Human Computing". ScholarWorks @ UVM, 2016. http://scholarworks.uvm.edu/graddis/618.

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Distributed human computing techniques have been shown to be effective ways of accessing the problem-solving capabilities of a large group of anonymous individuals over the World Wide Web. They have been successfully applied to such diverse domains as computer security, biology and astronomy. The success of distributed human computing in various domains suggests that it can be utilized for complex collaborative problem solving. Thus it could be used for "machine science": utilizing machines to facilitate the vetting of disparate human hypotheses for solving scientific and engineering problems. In this thesis, we show that machine science is possible through distributed human computing methods for some tasks. By enabling anonymous individuals to collaborate in a way that parallels the scientific method -- suggesting hypotheses, testing and then communicating them for vetting by other participants -- we demonstrate that a crowd can together define robot control strategies, design robot morphologies capable of fast-forward locomotion and contribute features to machine learning models for residential electric energy usage. We also introduce a new methodology for empowering a fully automated robot design system by seeding it with intuitions distilled from the crowd. Our findings suggest that increasingly large, diverse and complex collaborations that combine people and machines in the right way may enable problem solving in a wide range of fields.
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Ogletree, Xavian Alexander. "Human-AI Teaming for Dynamic Interpersonal Skill Training". Wright State University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=wright1621853024907269.

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Hamid, Muhammad Raffay. "A computational framework for unsupervised analysis of everyday human activities". Diss., Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/24765.

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Thesis (Ph.D.)--Computing, Georgia Institute of Technology, 2009.
Committee Chair: Aaron Bobick; Committee Member: Charles Isbell; Committee Member: David Hogg; Committee Member: Irfan Essa; Committee Member: James Rehg
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Jaques, Patricia Augustin. "Using an animated pedagogical agent to interact affectively with the student". reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2004. http://hdl.handle.net/10183/5886.

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Este trabalho propõe um agente pedagógico animado que possui o objetivo de fornecer suporte emocional ao aluno: motivando-o e encorajando-o, fazendo-o acreditar em suas próprias habilidades e promovendo um estado de espírito positivo no aluno, que é melhor para o seu aprendizado. Este suporte cuidadoso do agente, suas táticas afetivas, é expresso através de comportamentos emotivos e mensagens de encorajamento do personagem animado. Devido à tendência social humana de antropomorfizar software, nós acreditamos que um agente de software pode realizar esse papel afetivo. Para escolher as táticas afetivas adequadas, o agente deve conhecer as emoções do aluno. O agente proposto infere as seguintes emoções do aluno: alegria/tristeza, satisfação/frustração, raiva/gratidão e vergonha a partir do comportamento observável do aluno, isto é, as ações do aluno na interface do sistema educacional. A inferência das emoções é fundamentada psicologicamente na teoria cognitiva das emoções. Mais especificamente, nós usamos o modelo OCC o qual é baseado na abordagem cognitivista das emoções e é possível de ser implementado computacionalmente. Devido a natureza dinâmica da informação sobre o estado afetivo do aluno, nós adotamos uma abordagem BDI para implementar o modelo afetivo do usuário e o diagnóstico afetivo. Além disso, em nosso trabalho nós nos beneficiamos da capacidade de raciocínio do BDI para o agente deduzir o appraisal do aluno, que lhe permite inferir as emoções do aluno. Como um caso de estudo, o agente proposto é implementado como o Agente Mediador de MACES: um ambiente para ensino colaborativo à distância modelado com uma arquitetura multiagente e baseado psicologicamente na abordagem Sociocultural de Vygotsky.
This work proposes an animated pedagogical agent that has the role of providing emotional support to the student: motivating and encouraging him, making him believe in his self-ability, and promoting a positive mood in him, which fosters learning. This careful support of the agent, its affective tactics, is expressed through emotional behaviour and encouragement messages of the lifelike character. Due to human social tendency of anthropomorphising software, we believe that a software agent can accomplish this affective role. In order to choose the adequate affective tactics, the agent should also know the student’s emotions. The proposed agent recognises the student’s emotions: joy/distress, satisfaction/disappointment, anger/gratitude, and shame, from the student’s observable behaviour, i. e. his actions in the interface of the educational system. The inference of emotions is psychologically grounded on the cognitive theory of emotions. More specifically, we use the OCC model which is based on the cognitive approach of emotion and can be computationally implemented. Due to the dynamic nature of the student’s affective information, we adopted a BDI approach to implement the affective user model and the affective diagnosis. Besides, in our work we profit from the reasoning capacity of the BDI approach in order for the agent to deduce the student’s appraisal, which allows it to infer the student’s emotions. As a case study, the proposed agent is implemented as the Mediating Agent of MACES: an educational collaborative environment modelled as a multi-agent system and pedagogically based on the sociocultural theory of Vygotsky.
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Cheng, Heng-Tze. "Learning and Recognizing The Hierarchical and Sequential Structure of Human Activities". Research Showcase @ CMU, 2013. http://repository.cmu.edu/dissertations/293.

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The mission of the research presented in this thesis is to give computers the power to sense and react to human activities. Without the ability to sense the surroundings and understand what humans are doing, computers will not be able to provide active, timely, appropriate, and considerate services to the humans. To accomplish this mission, the work stands on the shoulders of two giants: Machine learning and ubiquitous computing. Because of the ubiquity of sensor-enabled mobile and wearable devices, there has been an emerging opportunity to sense, learn, and infer human activities from the sensor data by leveraging state-of-the-art machine learning algorithms. While having shown promising results in human activity recognition, most existing approaches using supervised or semi-supervised learning have two fundamental problems. Firstly, most existing approaches require a large set of labeled sensor data for every target class, which requires a costly effort from human annotators. Secondly, an unseen new activity cannot be recognized if no training samples of that activity are available in the dataset. In light of these problems, a new approach in this area is proposed in our research. This thesis presents our novel approach to address the problem of human activity recognition when few or no training samples of the target activities are available. The main hypothesis is that the problem can be solved by the proposed NuActiv activity recognition framework, which consists of modeling the hierarchical and sequential structure of human activities, as well as bringing humans in the loop of model training. By injecting human knowledge about the hierarchical nature of human activities, a semantic attribute representation and a two-layer attribute-based learning approach are designed. To model the sequential structure, a probabilistic graphical model is further proposed to take into account the temporal dependency of activities and attributes. Finally, an active learning algorithm is developed to reinforce the recognition accuracy using minimal user feedback. The hypothesis and approaches presented in this thesis are validated by two case studies and real-world experiments on exercise activities and daily life activities. Experimental results show that the NuActiv framework can effectively recognize unseen new activities even without any training data, with up to 70-80% precision and recall rate. It also outperforms supervised learning with limited labeled data for the new classes. The results significantly advance the state of the art in human activity recognition, and represent a promising step towards bridging the gap between computers and humans.
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Faur, Caroline. "Approche computationnelle du regulatory focus pour des agents interactifs : un pas vers une personnalité artificielle". Thesis, Université Paris-Saclay (ComUE), 2016. http://www.theses.fr/2016SACLS352/document.

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L'essor de l'informatique affective ouvre aujourd'hui la porte à la création de dispositifs artificiels dotés d'une forme d'intelligence sociale et émotionnelle. L’étude de l'interaction homme-machine dans ce contexte offre de nombreuses pistes de recherche. Parmi celles-ci se trouve la question de la personnalité : comment il est possible de modéliser certaines caractéristiques d’une personnalité artificielle ? Comment ces caractéristiques influencent le déroulement de l'interaction entre l'homme et la machine ? Cette question globale soulève plusieurs questions de recherche : Comment définir la personnalité ? Sur quels modèles et théories issus de la psychologie peut-on s'appuyer pour développer une personnalité artificielle ? Quelle méthodologie adopter pour aborder l’implémentation d'un concept psychologique complexe ? Qu'apporte le développement informatique d'une personnalité à l'interaction homme-machine ? Au domaine de la psychologie de la personnalité ? Comment évaluer expérimentalement ces apports ? Pour aborder ces questions, nos travaux se positionnent dans une optique pluridisciplinaire, au croisement de l’informatique et de la psychologie. Au regard de sa pertinence pour une approche computationnelle, nous avons modélisé la régulation du Soi comme une composante de la personnalité. Ce concept est approché à partir de la théorie du regulatory focus. Sur cette base théorique, un cadre de travail conceptuel et un modèle computationnel sont proposés. Un questionnaire mesurant le regulatory focus a également été développé et validé. Ces propositions théoriques sont mises en œuvre dans deux implémentations data-driven (dimensionnelle vs socio-cognitive) dotant des agents de regulatory focus en utilisant de l’apprentissage automatique. Deux études utilisateurs (interaction unique avec agent artificiel vs sessions répétées avec agent animé), présentées dans un cadre ludique, ont permis d’étudier la perception du regulatory focus chez un agent et son impact sur l'interaction. Nos résultats encouragent l’utilisation du regulatory focus en informatique affective et ouvrent des perspectives sur les liens théoriques et méthodologiques entre informatique et psychologie
The development of affective computing is leading to the design of artificial devices endowed with a form of social and emotional intelligence. The study of human-computer interaction in this context offers many research tracks. Among them is the question of personality: how to model some characteristics of an artificial personality? How these characteristics will influence the course of interaction with users? This goal rises several research questions: how to define personality? On which models and theories from psychology should we rely to define some artificial personality? Which methodology will help to address the implementation of such a complex psychological concept? What could artificial personality bring to the field of human-computer interaction? And to the psychology of personality? How to experimentally evaluate these contributions? To address these issues, this thesis takes a multidisciplinary approach, at the crossing of computing science and psychology. Given its relevance to a computational approach, we modeled self-regulation as a component of personality. This concept is approached from the regulatory focus theory. On this theoretical basis, a conceptual framework and a computational model are proposed. Our theoretical proposals led to two data-driven implementations (dimensional vs. socio-cognitive) which endowed our artificial agents with regulatory focus by using machine-learning. A French questionnaire measuring regulatory focus was designed and validated. Two user studies (brief interaction with artificial agents vs. repeated sessions with animated agents), where the regulatory focus of agents is conveyed via game strategies, enabled the study of regulatory focus perception and its impact on the interaction. Our results support the use of regulatory focus in affective computing and open perspectives on the theoretical and methodological links between computer science and psychology
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Prates, Jonathan Simon. "Gerenciamento de diálogo baseado em modelo cognitivo para sistemas de interação multimodal". Universidade do Vale do Rio dos Sinos, 2015. http://www.repositorio.jesuita.org.br/handle/UNISINOS/3348.

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Os Sistemas de Interação Multimodal possibilitam uma utilização mais amigável dos sistemas de computação. Eles permitem que os usuários recebam informações e indiquem suas necessidades com maior facilidade, amparados por recursos de interação cada vez mais diversos. Neste contexto, um elemento central é o diálogo que se estabelece entre os usuários e estes sistemas. Alguns dos desafios observados na área de Interação Multimodal estão ligados à integração dos diversos estímulos a serem tratados, enquanto outros estão ligados à geração de respostas adequadas a estes estímulos. O gerenciamento do diálogo nestes sistemas envolve atividades diversas associadas tanto com a representação dos assuntos tratados, como com a escolha de alternativas de resposta e com o tratamento de modelos que representam tarefas e usuários. A partir das diversas abordagens conhecidas para estas implementações, são observadas demandas de modelos de diálogo que aproximem os resultados das interações que são geradas pelos sistemas daquelas interações que seriam esperados em situações de interação em linguagem natural. Uma linha de atuação possível para a obtenção de melhorias neste aspecto pode estar ligada à utilização de estudos da psicologia cognitiva sobre a memória de trabalho e a integração de informações. Este trabalho apresenta os resultados obtidos com um modelo de tratamento de diálogo para sistemas de Interação Multimodal baseado em um modelo cognitivo, que visa proporcionar a geração de diálogos que se aproximem de situações de diálogo em linguagem natural. São apresentados os estudos que embasaram esta proposta e a sua justificativa para uso no modelo descrito. Também são demonstrados resultados preliminares obtidos com o uso de protótipos para a validação do modelo. As avaliações realizadas demonstram um bom potencial para o modelo proposto.
Multimodal interaction systems allow a friendly use of computing systems. They allow users to receive information and indicate their needs with ease, supported by new interaction resources. In this context, the central element is the dialogue, established between users and these systems. The dialogue management of these systems involves various activities associated with the representation of subjects treated, possible answers, tasks model and users model treatment. In implementations for these approaches, some demands can be observed to approximate the results of the interactions by these systems of interaction in natural language. One possible line of action to obtain improvements in this aspect can be associated to the use of cognitive psychology studies on working memory and information integration. This work presents results obtained with a model of memory handling for multimodal dialogue interaction based on a cognitive model, which aims to provide conditions for dialogue generation closer to situations in natural language dialogs. This research presents studies that supported this proposal and the justification for the described model’s description. At the end, results using two prototypes for the model’s validation are also shown.
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Siddiqui, Mohammad Faridul Haque. "A Multi-modal Emotion Recognition Framework Through The Fusion Of Speech With Visible And Infrared Images". University of Toledo / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1556459232937498.

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Hoopes, Daniel Matthew. "The ContexTable: Building and Testing an Intelligent, Context-Aware Kitchen Table". BYU ScholarsArchive, 2004. https://scholarsarchive.byu.edu/etd/12.

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The purpose of this thesis was to design and evaluate The ContexTable, a context-aware system built into a kitchen table. After establishing the current status of the field of context-aware systems and the hurdles and problems being faced, a functioning prototype system was designed and built. The prototype makes it possible to explore established, untested theory and novel solutions to problems faced in the field.
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Lagarde, Matthieu, Philippe Gaussier y Pierre Andry. "Apprentissage de nouveaux comportements: vers le développement épigénétique d'un robot autonome". Phd thesis, Université de Cergy Pontoise, 2010. http://tel.archives-ouvertes.fr/tel-00749761.

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La problématique de l'apprentissage de comportements sur un robot autonome soulève de nombreuses questions liées au contrôle moteur, à l'encodage du comportement, aux stratégies comportementales et à la sélection de l'action. Utiliser une approche développementale présente un intérêt tout particulier dans le cadre de la robotique autonome. Le comportement du robot repose sur des mécanismes de bas niveau dont les interactions permettent de faire émerger des comportements plus complexes. Le robot ne possède pas d'informations a priori sur ses caractéristiques physiques ou sur l'environnement, il doit apprendre sa propre dynamique sensori-motrice. J'ai débuté ma thèse par l'étude d'un modèle d'imitation bas niveau. Du point de vue du développement, l'imitation est présente dès la naissance et accompagne, sous de multiples formes, le développement du jeune enfant. Elle présente une fonction d'apprentissage et se révèle alors être un atout en terme de temps d'acquisition de comportements, ainsi qu'une fonction de communication participant à l'amorce et au maintien d'interactions non verbales et naturelles. De plus, même s'il n'y a pas de réelle intention d'imiter, l'observation d'un autre agent permet d'extraire suffisamment d'informations pour être capable de reproduire la tâche. Mon travail a donc dans un premier temps consisté à appliquer et tester un modèle développemental qui permet l'émergence de comportements d'imitation de bas niveau sur un robot autonome. Ce modèle est construit comme un homéostat qui tend à équilibrer par l'action ses informations perceptives frustres (détection du mouvement, détection de couleur, informations sur les angles des articulations d'un bras de robot). Ainsi, lorsqu'un humain bouge sa main dans le champ visuel du robot, l'ambigüité de la perception de ce dernier lui fait confondre la main de l'humain avec l'extrémité de son bras. De l'erreur qui en résulte émerge un comportement d'imitation immédiate des gestes de l'humain par action de l'homéostat. Bien sûr, un tel modèle implique que le robot soit capable d'associer au préalable les positions visuelles de son effecteur avec les informations proprioceptives de ses moteurs. Grace au comportement d'imitation, le robot réalise des mouvements qu'il peut ensuite apprendre pour construire des comportements plus complexes. Comment alors passer d'un simple mouvement à un geste plus complexe pouvant impliquer un objet ou un lieu ? Je propose une architecture qui permet à un robot d'apprendre un comportement sous forme de séquences temporelles complexes (avec répétition d'éléments) de mouvements. Deux modèles différents permettant l'apprentissage de séquences ont été développés et testés. Le premier apprend en ligne le timing de séquences temporelles simples. Ce modèle ne permettant pas d'apprendre des séquences complexes, le second modèle testé repose sur les propriétés d'un réservoir de dynamiques, il apprend en ligne des séquences complexes. A l'issue de ces travaux, une architecture apprenant le timing d'une séquence complexe a été proposée. Les tests en simulation et sur robot ont montré la nécessité d'ajouter un mécanisme de resynchronisation permettant de retrouver les bons états cachés pour permettre d'amorcer une séquence complexe par un état intermédiaire. Dans un troisième temps, mes travaux ont consisté à étudier comment deux stratégies sensorimotrices peuvent cohabiter dans le cadre d'une tâche de navigation. La première stratégie encode le comportement à partir d'informations spatiales alors que la seconde utilise des informations temporelles. Les deux architectures ont été testées indépendamment sur une même tâche. Ces deux stratégies ont ensuite été fusionnées et exécutées en parallèle. La fusion des réponses délivrées par les deux stratégies a été réalisée avec l'utilisation de champs de neurones dynamiques. Un mécanisme de "chunking" représentant l'état instantané du robot (le lieu courant avec l'action courante) permet de resynchroniser les dynamiques des séquences temporelles. En parallèle, un certain nombre de problème de programmation et de conception des réseaux de neurones sont apparus. En effet, nos réseaux peuvent compter plusieurs centaines de milliers de neurones. Il devient alors difficile de les exécuter sur une seule unité de calcul. Comment concevoir des architectures neuronales avec des contraintes de répartition de calcul, de communications réseau et de temps réel ? Une autre partie de mon travail a consisté à apporter des outils permettant la modélisation, la communication et l'exécution en temps réel d'architecture distribuées. Pour finir, dans le cadre du projet européen Feelix Growing, j'ai également participé à l'intégration de mes travaux avec ceux du laboratoire LASA de l'EPFL pour l'apprentissage de comportements complexes mêlant la navigation, le geste et l'objet. En conclusion, cette thèse m'a permis de développer à la fois de nouveaux modèles pour l'apprentissage de comportements - dans le temps et dans l'espace, de nouveaux outils pour maîtriser des réseaux de neurones de très grande taille et de discuter à travers les limitations du système actuel, les éléments importants pour un système de sélection de l'action.
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Libros sobre el tema "Human-computer interaction Mobile computing. Artificial intelligence"

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Jarek, Wilkiewicz, Nahapetian Ani y SpringerLink (Online service), eds. Mobile Computing, Applications, and Services: Third International Conference, MobiCASE 2011, Los Angeles, CA, USA, October 24-27, 2011. Revised Selected Papers. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012.

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Guang, Yang y SpringerLink (Online service), eds. Mobile Computing, Applications, and Services: Second International ICST Conference, MobiCASE 2010, Santa Clara, CA, USA, October 25-28, 2010, Revised Selected Papers. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012.

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Blueprint for affective computing: A sourcebook. Oxford: Oxford University Press, 2010.

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1960-, Paternò Fabio, ed. Human computer interaction with mobile devices: 4th international symposium, Mobile HCI 2002, Pisa, Italy, September 18-20, 2002 : proceedings. Berlin: Springer, 2002.

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Brewster, Stephen y Mark Dunlop. Mobile Human-Computer Interaction - MobileHCI 2004 00: 6th International Symposium, MobileHCI, Glasgow, UK, September 13-16, 2004. Proceedings. Berlin: Springer-Verlag Berlin Heidelberg, 2004.

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ACII (Conference) (2011 Memphis, TN). Affective computing and intelligent interaction: Fourth International Conference, ACII 2011, Memphis, TN, USA, October 9-12, 2011, proceedings, part I. Heidelberg: Springer, 2011.

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ICMI (Conference) (8th 2006 Banff, Alta.). Artifical [i.e. artificial] intelligence for human computing: ICMI 2006 and IJCAI 2007 international workshops, Banff, Canada, November 3, 2006 and Hyderabad, India, January 6, 2007 : revised seleced [i.e. selected] and invited papers. Berlin: Springer, 2007.

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service), SpringerLink (Online, ed. Contextual Computing: Models and Applications. Berlin, Heidelberg: Springer-Verlag Berlin Heidelberg, 2011.

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Kirke, Alexis. Guide to Computing for Expressive Music Performance. London: Springer London, 2013.

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Multimedia interaction and intelligent user interfaces: Principles, methods and applications. London: Springer, 2010.

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Capítulos de libros sobre el tema "Human-computer interaction Mobile computing. Artificial intelligence"

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Toala, Ramón, Dalila Durães y Paulo Novais. "Human-Computer Interaction in Intelligent Tutoring Systems". En Distributed Computing and Artificial Intelligence, 16th International Conference, 52–59. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-23887-2_7.

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Karoui, Kamel. "Mobile Agents". En Mobile Computing, 296–304. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-054-7.ch027.

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The concept of mobile agent is not new; it comes from the idea of OS process migration firstly presented by Xerox in the 1980’s. The term mobile agent was introduced by White & Miller (1994), which supported the mobility as a new feature in their programming language called Telescript. This new research topic has emerged from a successful meeting of several sub-sciences: computer networks, software engineering, object- oriented programming, artificial intelligence, human-computer interaction, distributed and concurrent systems, mobile systems, telematics, computer-supported cooperative work, control systems, mining, decision support, information retrieval and management, and electronic commerce. It is also the fruit of exceptional advances in distributed systems field (Hirano 1997; Holder, Ben-Shaul, & Gazit 1999; Lange et al., 1999). The main idea of the mobile agent technology is to replace the old approach of the client-server Remote Procedure Call (RPC) paradigm, by a new one consisting of transporting and executing programs around a network. The results of the programs execution are then returned back to the sending entity. Figure 1 illustrates this new approach. Mobile agents are dynamic, non-deterministic, unpredictable, proactive, and autonomous entities. They can decide to exercise some degree of activities without being invoked by external entities. They can watch out for their own set of internal responsibilities. Agents can interact with their environment and other entities. They can support method invocation as well as more complex degree of interaction as for example the observable events reaction within their environment. They can decide to move from one server to another in order to accomplish the system global behavior.
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Haleem, P. P. Abdul. "Energy Conservation in the Era of Ubiquitous Computing". En Advanced Methodologies and Technologies in Artificial Intelligence, Computer Simulation, and Human-Computer Interaction, 1142–51. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7368-5.ch083.

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Widespread availability and affordability of devices and easy accessibility of internet has accelerated the pace of ubiquitous computing. Connectivity to the internet has resulted in an exponential growth in terms of content and traffic available on the internet. When the barriers such as type of devices, location, time, and format have become meaningless in the era of ubiquitous computing; the issue of energy consumption and resultant carbon emission is a matter of concern. Energy consumption is an issue in ubiquitous computing, as the majority of the devices involved will be mobile devices that depend on the limited power offered by the battery inside the device. Carbon emission is a concern due to the combined impact made by the devices hooked over to the internet. This chapter discusses the issues related to energy consumption for various activities when the services offered by the internet are availed. The chapter also discusses the challenges to be overcome to achieve conservation of energy consumed by the internet and devices.
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O’Grady, Michael J. y Gregory M. P. O’Hare. "Intelligent User Interfaces for Mobile Computing". En Human Computer Interaction, 2614–26. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-87828-991-9.ch172.

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In this chapter, the practical issue of realizing a necessary intelligence quotient for conceiving intelligent user interfaces (IUIs) on mobile devices is considered. Mobile computing scenarios differ radically from the normal fixed workstation environment that most people are familiar with. It is in this dynamicity and complexity that the key motivations for realizing IUIs on mobile devices may be found. Thus, the chapter initially motivates the need for the deployment of IUIs in mobile contexts by reflecting on the archetypical elements that comprise the average mobile user’s situation or context. A number of broad issues pertaining to the deployment of AI techniques on mobile devices are considered before a practical realisation of this objective through the intelligent agent paradigm is presented. It is the authors hope that a mature understanding of the mobile computing usage scenario, augmented with key insights into the practical deployment of AI in mobile scenarios, will aid software engineers and HCI professionals alike in the successful utilisation of intelligent techniques for a new generation of mobile services.
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Hemmatazad, Nolan. "Social Computing". En Advanced Methodologies and Technologies in Artificial Intelligence, Computer Simulation, and Human-Computer Interaction, 1200–1210. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7368-5.ch088.

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Broadly speaking, social computing encapsulates the idea of making technologies more aware of, and more in alignment with, the social needs of their users. This allows for the introduction of new modes of communication and collaboration among users, the ability to establish and grow communities of various constitutions, as well as for more dynamic and large-scale content creation, dissemination, and evaluation. This chapter serves the ternary purpose of establishing a broad definition of social computing as it stands today and as it is expected to evolve in the near future, providing an overview of the practical applications of social computing, and examining the present and historic research themes that have made an impression on social computing as an area of academic intrigue. The chapter is intended to be accessible to casual readers, practitioners, and academicians alike, with little technical depth and broad focus throughout, for the purpose of establishing an initial acquaintance with the field.
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Rodriguez, Juan Manuel, Alejandro Zunino, Antonela Tommasel y Cristian Mateos. "Recurrent Neural Networks for Predicting Mobile Device State". En Advanced Methodologies and Technologies in Artificial Intelligence, Computer Simulation, and Human-Computer Interaction, 1028–43. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7368-5.ch075.

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Nowadays, mobile devices are ubiquitous in modern life as they allow users to perform virtually any task, from checking e-mails to playing video games. However, many of these operations are conditioned by the state of mobile devices. Therefore, knowing the current state of mobile devices and predicting their future states is a crucial issue in different domains, such as context-aware applications or ad-hoc networking. Several authors have proposed to use different machine learning methods for predicting some aspect of mobile devices' future states. This chapter aims at predicting mobile devices' battery charge, whether it is plugged to A/C, and screen and WiFi state. To fulfil this goal, the current state of a mobile device can be regarded as the consequence of the previous sequence of states, meaning that future states can be predicted by known previous ones. This chapter focuses on using recurrent neural networks for predicting future states.
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Wang, Yingxu. "The Theoretical Framework of Cognitive Informatics". En Human Computer Interaction, 33–59. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-87828-991-9.ch004.

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Cognitive Informatics (CI) is a transdisciplinary enquiry of the internal information processing mechanisms and processes of the brain and natural intelligence shared by almost all science and engineering disciplines. This article presents an intensive review of the new field of CI. The structure of the theoretical framework of CI is described encompassing the Layered Reference Model of the Brain (LRMB), the OAR model of information representation, Natural Intelligence (NI) vs. Artificial Intelligence (AI), Autonomic Computing (AC) vs. imperative computing, CI laws of software, the mechanism of human perception processes, the cognitive processes of formal inferences, and the formal knowledge system. Three types of new structures of mathematics, Concept Algebra (CA), Real-Time Process Algebra (RTPA), and System Algebra (SA), are created to enable rigorous treatment of cognitive processes of the brain as well as knowledge representation and manipulation in a formal and coherent framework. A wide range of applications of CI in cognitive psychology, computing, knowledge engineering, and software engineering has been identified and discussed.
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Savastano, Marco, Eleonora Pantano y Saverino Verteramo. "Ubiquitous Computing, Contactless Points, and Distributed Stores". En Advanced Methodologies and Technologies in Artificial Intelligence, Computer Simulation, and Human-Computer Interaction, 1211–21. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7368-5.ch089.

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The new technologies modify both customer behavior and corporate approach to the retail process by changing both the way consumers access and consumption of information. In this scenario, a huge number of “contactless technologies” are emerging as the most promising direction for supporting automatic payment and self-checkout. Similarly, ubiquitous retailing is acquiring importance in the current competitive scenario, based on ubiquitous computing (or ubiquitous access to information). As a consequence, these innovations are removing the boundaries of the physical space and pushing retailers to redefine the traditional business model and practices. The aim of this chapter is to provide a comprehensive framework of this new competitive scenario, starting from the most innovative technologies in retail domain with emphasis on the new ubiquitous ones, and sheds lights on the future of the (technology-enriched) places of shopping.
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Yasuda, Gen'ichi. "A Bio-Inspired, Distributed Control Approach to the Design of Autonomous Cooperative Behaviors in Multiple Mobile Robot Systems". En Advanced Methodologies and Technologies in Artificial Intelligence, Computer Simulation, and Human-Computer Interaction, 1058–70. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7368-5.ch077.

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This chapter deals with the design and implementation of bio-inspired control architectures for intelligent multiple mobile robot systems. Focusing on building control systems, this chapter presents a non-centralized, behavior-based methodology for autonomous cooperative control, inspired by the adaptive and self-organizing capabilities of biological systems, which can generate robust and complex behaviors through limited local interactions. With autonomous behavior modules for discrete event distributed control, a modular, Petri net-based behavioral control software has been implemented in accordance with a hierarchical distributed hardware structure. The behavior modules with respective pre-conditions and post-conditions can be dynamically connected in response to status events from action control modules at the lower level to achieve the specified overall task. The approach involving planning, control, and reactivity can integrate high-level command input with the behavior modules through the distributed autonomous control architecture.
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Rojo, Lorenzo Fernández, Luis Paya, Francisco Amoros y Oscar Reinoso. "Using Global Appearance Descriptors to Solve Topological Visual SLAM". En Advanced Methodologies and Technologies in Artificial Intelligence, Computer Simulation, and Human-Computer Interaction, 1127–40. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7368-5.ch082.

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Mobile robots have extended to many different environments, where they have to move autonomously to fulfill an assigned task. With this aim, it is necessary that the robot builds a model of the environment and estimates its position using this model. These two problems are often faced simultaneously. This process is known as SLAM (simultaneous localization and mapping) and is very common since when a robot begins moving in a previously unknown environment it must start generating a model from the scratch while it estimates its position simultaneously. This chapter is focused on the use of computer vision to solve this problem. The main objective is to develop and test an algorithm to solve the SLAM problem using two sources of information: (1) the global appearance of omnidirectional images captured by a camera mounted on the mobile robot and (2) the robot internal odometry. A hybrid metric-topological approach is proposed to solve the SLAM problem.
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Actas de conferencias sobre el tema "Human-computer interaction Mobile computing. Artificial intelligence"

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He, Naifeng, Yifan Su, jilu Guo, Xiaoliang Fan, Zihong Liu y Bolun Wang. "Dynamic path planning of mobile robot based on artificial potential field". En 2020 International Conference on Intelligent Computing and Human-Computer Interaction (ICHCI). IEEE, 2020. http://dx.doi.org/10.1109/ichci51889.2020.00063.

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XIA, He, Jiedu WU, Xunbin SHEN y Fan YANG. "The Application of Artificial Intelligence in Emotion Recognition". En 2020 International Conference on Intelligent Computing and Human-Computer Interaction (ICHCI). IEEE, 2020. http://dx.doi.org/10.1109/ichci51889.2020.00021.

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Zhao, Mengze. "Analysis on the Connection Between Nonplayer Character And Artificial Intelligence". En 2020 International Conference on Intelligent Computing and Human-Computer Interaction (ICHCI). IEEE, 2020. http://dx.doi.org/10.1109/ichci51889.2020.00030.

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Zhang, Na, Xiaobing Zhu y Yahong Gou. "The role of artificial intelligence and autonomous systems in the decision-making center of the US mosaic war". En 2020 International Conference on Intelligent Computing and Human-Computer Interaction (ICHCI). IEEE, 2020. http://dx.doi.org/10.1109/ichci51889.2020.00012.

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Jung, Soon Ki, Anand Paul y Ganesh Kumar P. "Session details: Volume I: Artificial intelligence and agents, distributed systems, and information systems: Smart human computer interaction track". En SAC 2016: Symposium on Applied Computing. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/3252762.

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Paul, Anand, Soon Ki Jung y Wenmin Wang. "Session details: Volume I: Artificial intelligence and agents, distributed systems, and information systems: Smart human computer interaction track". En SAC 2015: Symposium on Applied Computing. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/3251662.

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Paul, Anand, Jia-Ji Wu y Bo-Wei Chen. "Session details: Volume I: Artificial intelligence & agents, distributed systems, and information systems: smart human computer interaction track". En SAC 2014: Symposium on Applied Computing. New York, NY, USA: ACM, 2014. http://dx.doi.org/10.1145/3255873.

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Daoud, Mohammad Khalaf y Mohammed Otair. "The Role of Artificial Intelligence and the Internet of Things in the Development of Medical Radiology (An Experimental Study on Magnetic Resonance Imaging)". En 2020 International Conference on Intelligent Computing and Human-Computer Interaction (ICHCI). IEEE, 2020. http://dx.doi.org/10.1109/ichci51889.2020.00011.

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Shimata, Ryo, Yoshihiro Mitani y Tsumoru Ochiai. "A study of pupil detection and tracking by image processing techniques for a human eye-computer interaction system". En 2015 IEEE/ACIS 16th International Conference on Software Engineering, Artificial Intelligence, Networking and Parallel/Distributed Computing (SNPD). IEEE, 2015. http://dx.doi.org/10.1109/snpd.2015.7176256.

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Ma, Xiaojuan. "Towards Human-Engaged AI". En Twenty-Seventh International Joint Conference on Artificial Intelligence {IJCAI-18}. California: International Joint Conferences on Artificial Intelligence Organization, 2018. http://dx.doi.org/10.24963/ijcai.2018/809.

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Engagement, the key construct that describes the synergy between human (users) and technology (computing systems), is gaining increasing attention in academia and industry. Human-Engaged AI (HEAI) is an emerging research paradigm that aims to jointly advance the capability and capacity of human and AI technology. In this paper, we first review the key concepts in HEAI and its driving force from the integration of Artificial Intelligence (AI) and Human-Computer Interaction (HCI). Then we present an HEAI framework developed from our own work.
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