Author: Kiran Lakkaraju
Publisher: Cambridge University Press
ISBN: 1108558984
Category : Computers
Languages : en
Pages : 433
Book Description
Within the rapidly-growing arena of 'virtual worlds', such as Massively Multiplayer Online Games (MMOs), individuals behave in particular ways, influence one another, and develop complex relationships. This setting can be a useful tool for modeling complex social systems, cognitive factors, and interactions between groups and within organizations. To study these worlds effectively requires a cross-disciplinary approach that integrates social science theories with big data analytics. This broad-based book offers a comprehensive and holistic perspective on the field. It brings together research findings from an international team of experts in computer science (artificial intelligence, game design, and social computing), psychology, and the social sciences to help researchers and practitioners better understand the fundamental processes underpinning social behavior in virtual worlds such as World of Warcraft, Rift, Eve Online, and Travian.
Social Interactions in Virtual Worlds
Author: Kiran Lakkaraju
Publisher: Cambridge University Press
ISBN: 1108558984
Category : Computers
Languages : en
Pages : 433
Book Description
Within the rapidly-growing arena of 'virtual worlds', such as Massively Multiplayer Online Games (MMOs), individuals behave in particular ways, influence one another, and develop complex relationships. This setting can be a useful tool for modeling complex social systems, cognitive factors, and interactions between groups and within organizations. To study these worlds effectively requires a cross-disciplinary approach that integrates social science theories with big data analytics. This broad-based book offers a comprehensive and holistic perspective on the field. It brings together research findings from an international team of experts in computer science (artificial intelligence, game design, and social computing), psychology, and the social sciences to help researchers and practitioners better understand the fundamental processes underpinning social behavior in virtual worlds such as World of Warcraft, Rift, Eve Online, and Travian.
Publisher: Cambridge University Press
ISBN: 1108558984
Category : Computers
Languages : en
Pages : 433
Book Description
Within the rapidly-growing arena of 'virtual worlds', such as Massively Multiplayer Online Games (MMOs), individuals behave in particular ways, influence one another, and develop complex relationships. This setting can be a useful tool for modeling complex social systems, cognitive factors, and interactions between groups and within organizations. To study these worlds effectively requires a cross-disciplinary approach that integrates social science theories with big data analytics. This broad-based book offers a comprehensive and holistic perspective on the field. It brings together research findings from an international team of experts in computer science (artificial intelligence, game design, and social computing), psychology, and the social sciences to help researchers and practitioners better understand the fundamental processes underpinning social behavior in virtual worlds such as World of Warcraft, Rift, Eve Online, and Travian.
Pattern Recognition. ICPR International Workshops and Challenges
Author: Alberto Del Bimbo
Publisher: Springer Nature
ISBN: 3030687996
Category : Computers
Languages : en
Pages : 749
Book Description
This 8-volumes set constitutes the refereed of the 25th International Conference on Pattern Recognition Workshops, ICPR 2020, held virtually in Milan, Italy and rescheduled to January 10 - 11, 2021 due to Covid-19 pandemic. The 416 full papers presented in these 8 volumes were carefully reviewed and selected from about 700 submissions. The 46 workshops cover a wide range of areas including machine learning, pattern analysis, healthcare, human behavior, environment, surveillance, forensics and biometrics, robotics and egovision, cultural heritage and document analysis, retrieval, and women at ICPR2020.
Publisher: Springer Nature
ISBN: 3030687996
Category : Computers
Languages : en
Pages : 749
Book Description
This 8-volumes set constitutes the refereed of the 25th International Conference on Pattern Recognition Workshops, ICPR 2020, held virtually in Milan, Italy and rescheduled to January 10 - 11, 2021 due to Covid-19 pandemic. The 416 full papers presented in these 8 volumes were carefully reviewed and selected from about 700 submissions. The 46 workshops cover a wide range of areas including machine learning, pattern analysis, healthcare, human behavior, environment, surveillance, forensics and biometrics, robotics and egovision, cultural heritage and document analysis, retrieval, and women at ICPR2020.
Rising Stars in Human-Robot Interaction
Author: Bilge Mutlu
Publisher: Frontiers Media SA
ISBN: 2889767574
Category : Technology & Engineering
Languages : en
Pages : 220
Book Description
Publisher: Frontiers Media SA
ISBN: 2889767574
Category : Technology & Engineering
Languages : en
Pages : 220
Book Description
BEING SOCIAL IN ISOCIAL
Author: XIANHUI WANG
Publisher: American Academic Press
ISBN: 1631818953
Category : Philosophy
Languages : en
Pages : 212
Book Description
Over the past decade 3D collaborative virtual learning has gained increasing attention from researchers and practitioners in educational technology. Learners’ experience of presence in collaborative activities and social interactions among learners are identified as key constructs for the social dimensions of 3D collaborative virtual learning. 3D Collaborative Virtual Learning Environments (CVLEs) are beginning to be used to support learning in a variety of disciplines, including social skills learning for individuals with Autism Spectrum Disorder (ASD). This case study explores 11 youth with ASD’s experience of embodied social presence and reciprocal social interaction while learning social competence in a 3D CVLE-iSocial. The findings describe youth with ASD’s 1) levels of embodied presence, embodied copresence, and embodied social presence; and 2) verbal and nonverbal reciprocal social interactions across the variety of Naturalistic Practice activities in iSocial. In addition, the results of this case study inform future design by indicating associations of design features of iSocial 3D CVLE with youth with ASD’s experience of embodied social presence and characteristics of reciprocal social interaction.
Publisher: American Academic Press
ISBN: 1631818953
Category : Philosophy
Languages : en
Pages : 212
Book Description
Over the past decade 3D collaborative virtual learning has gained increasing attention from researchers and practitioners in educational technology. Learners’ experience of presence in collaborative activities and social interactions among learners are identified as key constructs for the social dimensions of 3D collaborative virtual learning. 3D Collaborative Virtual Learning Environments (CVLEs) are beginning to be used to support learning in a variety of disciplines, including social skills learning for individuals with Autism Spectrum Disorder (ASD). This case study explores 11 youth with ASD’s experience of embodied social presence and reciprocal social interaction while learning social competence in a 3D CVLE-iSocial. The findings describe youth with ASD’s 1) levels of embodied presence, embodied copresence, and embodied social presence; and 2) verbal and nonverbal reciprocal social interactions across the variety of Naturalistic Practice activities in iSocial. In addition, the results of this case study inform future design by indicating associations of design features of iSocial 3D CVLE with youth with ASD’s experience of embodied social presence and characteristics of reciprocal social interaction.
Applied Assistive Technologies and Informatics for Students with Disabilities
Author: Rajesh Kaluri
Publisher: Springer Nature
ISBN: 9819709148
Category :
Languages : en
Pages : 316
Book Description
Publisher: Springer Nature
ISBN: 9819709148
Category :
Languages : en
Pages : 316
Book Description
The Oxford Handbook of Networked Communication
Author: Brooke Foucault Welles
Publisher: Oxford University Press
ISBN: 0190908432
Category : Language Arts & Disciplines
Languages : en
Pages : 676
Book Description
Communication technologies, including the internet, social media, and countless online applications create the infrastructure and interface through which many of our interactions take place today. This form of networked communication creates new questions about how we establish relationships, engage in public, build a sense of identity, and delimit the private domain. The ubiquitous adoption of new technologies has also produced, as a byproduct, new ways of observing the world: many of our interactions now leave a digital trail that, if followed, can help us unravel the rhythms of social life and the complexity of the world we inhabit--and thus help us reconstruct the logic of social order and change. The analysis of digital data requires partnerships across disciplinary boundaries that--although on the rise--are still uncommon. Social scientists and computer scientists have never been closer in their goals of trying to understand communication dynamics, but there are not many venues where they can engage in an open exchange of methods and theoretical insights. This handbook brings together scholars across the social and technological sciences to lay the foundations of communication research in the networked age, and to provide a canon of how research should be conducted in the digital era. The contributors highlight the main theories currently guiding their research in digital communication, and discuss state-of-the-art methodological tools, including automated text analysis, the analysis of networks, and the use of natural experiments in virtual environments. Following a general introduction, the handbook covers network and information flow, communication and organizational dynamics, interactions and social capital, mobility and space, political communication and behavior, and the ethics of digital research.
Publisher: Oxford University Press
ISBN: 0190908432
Category : Language Arts & Disciplines
Languages : en
Pages : 676
Book Description
Communication technologies, including the internet, social media, and countless online applications create the infrastructure and interface through which many of our interactions take place today. This form of networked communication creates new questions about how we establish relationships, engage in public, build a sense of identity, and delimit the private domain. The ubiquitous adoption of new technologies has also produced, as a byproduct, new ways of observing the world: many of our interactions now leave a digital trail that, if followed, can help us unravel the rhythms of social life and the complexity of the world we inhabit--and thus help us reconstruct the logic of social order and change. The analysis of digital data requires partnerships across disciplinary boundaries that--although on the rise--are still uncommon. Social scientists and computer scientists have never been closer in their goals of trying to understand communication dynamics, but there are not many venues where they can engage in an open exchange of methods and theoretical insights. This handbook brings together scholars across the social and technological sciences to lay the foundations of communication research in the networked age, and to provide a canon of how research should be conducted in the digital era. The contributors highlight the main theories currently guiding their research in digital communication, and discuss state-of-the-art methodological tools, including automated text analysis, the analysis of networks, and the use of natural experiments in virtual environments. Following a general introduction, the handbook covers network and information flow, communication and organizational dynamics, interactions and social capital, mobility and space, political communication and behavior, and the ethics of digital research.
Emerging Developments and Technologies in Digital Government
Author: Guo, Yuanyuan
Publisher: IGI Global
ISBN:
Category : Political Science
Languages : en
Pages : 443
Book Description
As the digital government field continues to evolve rapidly, scholars and professionals must stay ahead of the curve by developing innovative solutions and gaining comprehensive insights. The global landscape of digital governance is undergoing transformative shifts, necessitating a deep understanding of historical developments, current practices, and emerging trends. This urgent demand for knowledge forms the crux of the problem that the book, Emerging Developments and Technologies in Digital Government, addresses with expert knowledge and insights. The book serves as an indispensable resource for academic scholars grappling with the complexities of digital government. It critically examines historical transitions from technology-centric paradigms to people-centric models, shedding light on the global impact of open data initiatives and the vital role of human-computer interaction in reshaping government websites. For professionals and researchers across disciplines such as library sciences, administrative management, sociology, and information technology, this book becomes a beacon, offering insights and tangible solutions to navigate the multifaceted dimensions of digital government.
Publisher: IGI Global
ISBN:
Category : Political Science
Languages : en
Pages : 443
Book Description
As the digital government field continues to evolve rapidly, scholars and professionals must stay ahead of the curve by developing innovative solutions and gaining comprehensive insights. The global landscape of digital governance is undergoing transformative shifts, necessitating a deep understanding of historical developments, current practices, and emerging trends. This urgent demand for knowledge forms the crux of the problem that the book, Emerging Developments and Technologies in Digital Government, addresses with expert knowledge and insights. The book serves as an indispensable resource for academic scholars grappling with the complexities of digital government. It critically examines historical transitions from technology-centric paradigms to people-centric models, shedding light on the global impact of open data initiatives and the vital role of human-computer interaction in reshaping government websites. For professionals and researchers across disciplines such as library sciences, administrative management, sociology, and information technology, this book becomes a beacon, offering insights and tangible solutions to navigate the multifaceted dimensions of digital government.
Virtual Reality
Author: Jae-Jin Kim
Publisher: BoD – Books on Demand
ISBN: 953307518X
Category : Computers
Languages : en
Pages : 690
Book Description
Technological advancement in graphics and other human motion tracking hardware has promoted pushing "virtual reality" closer to "reality" and thus usage of virtual reality has been extended to various fields. The most typical fields for the application of virtual reality are medicine and engineering. The reviews in this book describe the latest virtual reality-related knowledge in these two fields such as: advanced human-computer interaction and virtual reality technologies, evaluation tools for cognition and behavior, medical and surgical treatment, neuroscience and neuro-rehabilitation, assistant tools for overcoming mental illnesses, educational and industrial uses. In addition, the considerations for virtual worlds in human society are discussed. This book will serve as a state-of-the-art resource for researchers who are interested in developing a beneficial technology for human society.
Publisher: BoD – Books on Demand
ISBN: 953307518X
Category : Computers
Languages : en
Pages : 690
Book Description
Technological advancement in graphics and other human motion tracking hardware has promoted pushing "virtual reality" closer to "reality" and thus usage of virtual reality has been extended to various fields. The most typical fields for the application of virtual reality are medicine and engineering. The reviews in this book describe the latest virtual reality-related knowledge in these two fields such as: advanced human-computer interaction and virtual reality technologies, evaluation tools for cognition and behavior, medical and surgical treatment, neuroscience and neuro-rehabilitation, assistant tools for overcoming mental illnesses, educational and industrial uses. In addition, the considerations for virtual worlds in human society are discussed. This book will serve as a state-of-the-art resource for researchers who are interested in developing a beneficial technology for human society.
Advances in Virtual Agents and Affective Computing for the Understanding and Remediation of Social Cognitive Disorders
Author: Eric Brunet-Gouet
Publisher: Frontiers Media SA
ISBN: 2889197875
Category : Cognition disorders
Languages : en
Pages : 140
Book Description
Advances in modern sciences occur thanks to within-fields discoveries as well as confrontation of concepts and methods from separated, sometimes distant, domains of knowledge. For instance, the fields of psychology and psychopathology benefited from accumulated contributions from cognitive neurosciences, which, in turn, received insights from molecular chemistry, cellular biology, physics (neuroimaging), statistics and computer sciences (data processing), etc. From the results of these researches, one can argue that among the numerous cognitive phenomena supposedly involved in the emergence the human intelligence and organized behavior, some of them are specific to the social nature of our phylogenetic order. Scientific reductionism allowed to divide the social cognitive system into several components, i.e. emotion processing and regulation, mental state inference (theory of mind), agency, etc. New paradigms were progressively designed to investigate these processes within highly-controlled laboratory settings. Moreover, the related constructs were successful at better understanding psychopathological conditions such as autism and schizophrenia, with partial relationships with illness outcomes. Here, we would like to outline the parallel development of concepts in social neurosciences and in other domains such as computer science, affective computing, virtual reality development, and even hardware technologies. While several researchers in neurosciences pointed out the necessity to consider naturalistic social cognition (Zaki and Ochsner, Ann N Y Acad Sci 1167, 16-30, 2009), the second person perspective (Schilbach et al., Behav Brain Sci 36(4), 393-414, 2013) and reciprocity (de Bruin et al., Front Hum Neurosci 6, 151, 2012), both computer and software developments allowed more and more realistic real-time models of our environment and of virtual humans capable of some interaction with users. As noted at the very beginning of this editorial, a new convergence between scientific disciplines might occur from which it is tricky to predict the outcomes in terms of new concepts, methods and uses. Although this convergence is motivated by the intuition that it fits well ongoing societal changes (increasing social demands on computer technologies, augmenting funding), it comes with several difficulties for which the current Frontiers in’ topic strives to bring some positive answers, and to provide both theoretical arguments and experimental examples. The first issue is about concepts and vocabulary as the contributions described in the following are authored by neuroscientists, computer scientists, psychopathologists, etc. A special attention was given during the reviewing process to stay as close as possible to the publication standards in psychological and health sciences, and to avoid purely technical descriptions. The second problem concerns methods: more complex computerized interaction models results in unpredictable and poorly controlled experiments. In other words, the assets of naturalistic paradigms may be alleviated by the difficulty to match results between subjects, populations, conditions. Of course, this practical question is extremely important for investigating pathologies that are associated with profoundly divergent behavioral patterns. Some of the contributions of this topic provide description of strategies that allowed to solve these difficulties, at least partially. The last issue is about heterogeneity of the objectives of the researches presented here. While selection criteria focused on the use of innovative technologies to assess or improve social cognition, the fields of application of this approach were quite unexpected. In an attempt to organize the contributions, three directions of research can be identified: 1) how innovation in methods might improve understanding and assessment of social cognition disorders or pathology? 2) within the framework of cognitive behavioral psychotherapies (CBT), how should we consider the use of virtual reality or augmented reality? 3) which are the benefits of these techniques for investigating severe mental disorders (schizophrenia or autism) and performing cognitive training? The first challenging question is insightfully raised in the contribution of Timmermans and Schilbach (2014) giving orientations for investigating alterations of social interaction in psychiatric disorders by the use of dual interactive eye tracking with virtual anthropomorphic avatars. Joyal, Jacob and collaborators (2014) bring concurrent and construct validities of a newly developed set of virtual faces expressing six fundamental emotions. The relevance of virtual reality was exemplified with two contributions focusing on anxiety related phenomena. Jackson et al. (2015) describe a new environment allowing to investigate empathy for dynamic FACS-coded facial expressions including pain. Based on a systematic investigation of the impact of social stimuli modalities (visual, auditory), Ruch and collaborators are able to characterize the specificity of the interpretation of laughter in people with gelotophobia (2014). On the issue of social anxiety, Aymerich-Franch et al. (2014) presented two studies in which public speaking anxiety has been correlated with avatars’ similarity of participants’ self-representations. The second issue focuses on how advances in virtual reality may benefit to cognitive and behavioral therapies in psychiatry. These interventions share a common framework that articulates thoughts, feelings or emotions and behaviors and proposes gradual modification of each of these levels thanks to thought and schema analysis, stress reduction procedures, etc. They were observed to be somehow useful for the treatment of depression, stress disorders, phobias, and are gaining some authority in personality disorders and addictions. The main asset of new technologies is the possibility to control the characteristics of symptom-eliciting stimuli/situations, and more precisely the degree to which immersion is enforced. For example, Baus and Bouchard (2014) provide a review on the extension of virtual reality exposure-based therapy toward recently described augmented reality exposure-based therapy in individuals with phobias. Concerning substance dependence disorders, Hone-Blanchet et collaborators (2014) present another review on how virtual reality can be an asset for both therapy and craving assessment stressing out the possibilities to simulate social interactions associated with drug seeking behaviors and even peers’ pressure to consume. The last issue this Frontiers’ topic deals with encompasses the questions raised by social cognitive training or remediation in severe and chronic mental disorders (autistic disorders, schizophrenia). Here, therapies are based on drill and practice or strategy shaping procedures, and, most of the time, share an errorless learning of repeated cognitive challenges. Computerized methods were early proposed for that they do, effortlessly and with limited costs, repetitive stimulations. While, repetition was incompatible with realism in the social cognitive domain, recent advances provide both immersion and full control over stimuli. Georgescu and al. (2014) exhaustively reviews the use of virtual characters to assess and train non-verbal communication in high-functioning autism (HFA). Grynszpan and Nadel (2015) present an original eye-tracking method to reveal the link between gaze patterns and pragmatic abilities again in HFA. About schizophrenia, Oker and collaborators (2015) discuss and report some insights on how an affective and reactive virtual agents might be useful to assess and remediate several defects of social cognitive disorders. About assessment within virtual avatars on schizophrenia, Park et al., (2014) focused on effect of perceived intimacy on social decision making with schizophrenia patients. Regarding schizophrenia remediation, Peyroux and Franck (2014) presented a new method named RC2S which is a cognitive remediation program to improve social cognition in schizophrenia and related disorders. To conclude briefly, while it is largely acknowledged that social interaction can be studied as a topic of its own, all the contributions demonstrate the added value of expressive virtual agents and affective computing techniques for the experimentation. It also appears that the use of virtual reality is at the very beginning of a new scientific endeavor in cognitive sciences and medicine.
Publisher: Frontiers Media SA
ISBN: 2889197875
Category : Cognition disorders
Languages : en
Pages : 140
Book Description
Advances in modern sciences occur thanks to within-fields discoveries as well as confrontation of concepts and methods from separated, sometimes distant, domains of knowledge. For instance, the fields of psychology and psychopathology benefited from accumulated contributions from cognitive neurosciences, which, in turn, received insights from molecular chemistry, cellular biology, physics (neuroimaging), statistics and computer sciences (data processing), etc. From the results of these researches, one can argue that among the numerous cognitive phenomena supposedly involved in the emergence the human intelligence and organized behavior, some of them are specific to the social nature of our phylogenetic order. Scientific reductionism allowed to divide the social cognitive system into several components, i.e. emotion processing and regulation, mental state inference (theory of mind), agency, etc. New paradigms were progressively designed to investigate these processes within highly-controlled laboratory settings. Moreover, the related constructs were successful at better understanding psychopathological conditions such as autism and schizophrenia, with partial relationships with illness outcomes. Here, we would like to outline the parallel development of concepts in social neurosciences and in other domains such as computer science, affective computing, virtual reality development, and even hardware technologies. While several researchers in neurosciences pointed out the necessity to consider naturalistic social cognition (Zaki and Ochsner, Ann N Y Acad Sci 1167, 16-30, 2009), the second person perspective (Schilbach et al., Behav Brain Sci 36(4), 393-414, 2013) and reciprocity (de Bruin et al., Front Hum Neurosci 6, 151, 2012), both computer and software developments allowed more and more realistic real-time models of our environment and of virtual humans capable of some interaction with users. As noted at the very beginning of this editorial, a new convergence between scientific disciplines might occur from which it is tricky to predict the outcomes in terms of new concepts, methods and uses. Although this convergence is motivated by the intuition that it fits well ongoing societal changes (increasing social demands on computer technologies, augmenting funding), it comes with several difficulties for which the current Frontiers in’ topic strives to bring some positive answers, and to provide both theoretical arguments and experimental examples. The first issue is about concepts and vocabulary as the contributions described in the following are authored by neuroscientists, computer scientists, psychopathologists, etc. A special attention was given during the reviewing process to stay as close as possible to the publication standards in psychological and health sciences, and to avoid purely technical descriptions. The second problem concerns methods: more complex computerized interaction models results in unpredictable and poorly controlled experiments. In other words, the assets of naturalistic paradigms may be alleviated by the difficulty to match results between subjects, populations, conditions. Of course, this practical question is extremely important for investigating pathologies that are associated with profoundly divergent behavioral patterns. Some of the contributions of this topic provide description of strategies that allowed to solve these difficulties, at least partially. The last issue is about heterogeneity of the objectives of the researches presented here. While selection criteria focused on the use of innovative technologies to assess or improve social cognition, the fields of application of this approach were quite unexpected. In an attempt to organize the contributions, three directions of research can be identified: 1) how innovation in methods might improve understanding and assessment of social cognition disorders or pathology? 2) within the framework of cognitive behavioral psychotherapies (CBT), how should we consider the use of virtual reality or augmented reality? 3) which are the benefits of these techniques for investigating severe mental disorders (schizophrenia or autism) and performing cognitive training? The first challenging question is insightfully raised in the contribution of Timmermans and Schilbach (2014) giving orientations for investigating alterations of social interaction in psychiatric disorders by the use of dual interactive eye tracking with virtual anthropomorphic avatars. Joyal, Jacob and collaborators (2014) bring concurrent and construct validities of a newly developed set of virtual faces expressing six fundamental emotions. The relevance of virtual reality was exemplified with two contributions focusing on anxiety related phenomena. Jackson et al. (2015) describe a new environment allowing to investigate empathy for dynamic FACS-coded facial expressions including pain. Based on a systematic investigation of the impact of social stimuli modalities (visual, auditory), Ruch and collaborators are able to characterize the specificity of the interpretation of laughter in people with gelotophobia (2014). On the issue of social anxiety, Aymerich-Franch et al. (2014) presented two studies in which public speaking anxiety has been correlated with avatars’ similarity of participants’ self-representations. The second issue focuses on how advances in virtual reality may benefit to cognitive and behavioral therapies in psychiatry. These interventions share a common framework that articulates thoughts, feelings or emotions and behaviors and proposes gradual modification of each of these levels thanks to thought and schema analysis, stress reduction procedures, etc. They were observed to be somehow useful for the treatment of depression, stress disorders, phobias, and are gaining some authority in personality disorders and addictions. The main asset of new technologies is the possibility to control the characteristics of symptom-eliciting stimuli/situations, and more precisely the degree to which immersion is enforced. For example, Baus and Bouchard (2014) provide a review on the extension of virtual reality exposure-based therapy toward recently described augmented reality exposure-based therapy in individuals with phobias. Concerning substance dependence disorders, Hone-Blanchet et collaborators (2014) present another review on how virtual reality can be an asset for both therapy and craving assessment stressing out the possibilities to simulate social interactions associated with drug seeking behaviors and even peers’ pressure to consume. The last issue this Frontiers’ topic deals with encompasses the questions raised by social cognitive training or remediation in severe and chronic mental disorders (autistic disorders, schizophrenia). Here, therapies are based on drill and practice or strategy shaping procedures, and, most of the time, share an errorless learning of repeated cognitive challenges. Computerized methods were early proposed for that they do, effortlessly and with limited costs, repetitive stimulations. While, repetition was incompatible with realism in the social cognitive domain, recent advances provide both immersion and full control over stimuli. Georgescu and al. (2014) exhaustively reviews the use of virtual characters to assess and train non-verbal communication in high-functioning autism (HFA). Grynszpan and Nadel (2015) present an original eye-tracking method to reveal the link between gaze patterns and pragmatic abilities again in HFA. About schizophrenia, Oker and collaborators (2015) discuss and report some insights on how an affective and reactive virtual agents might be useful to assess and remediate several defects of social cognitive disorders. About assessment within virtual avatars on schizophrenia, Park et al., (2014) focused on effect of perceived intimacy on social decision making with schizophrenia patients. Regarding schizophrenia remediation, Peyroux and Franck (2014) presented a new method named RC2S which is a cognitive remediation program to improve social cognition in schizophrenia and related disorders. To conclude briefly, while it is largely acknowledged that social interaction can be studied as a topic of its own, all the contributions demonstrate the added value of expressive virtual agents and affective computing techniques for the experimentation. It also appears that the use of virtual reality is at the very beginning of a new scientific endeavor in cognitive sciences and medicine.
AI-Assisted Special Education for Students With Exceptional Needs
Author: Kumar, Ashish
Publisher: IGI Global
ISBN:
Category : Education
Languages : en
Pages : 351
Book Description
AI-Assisted Special Education for Students With Exceptional Needs is a comprehensive and insightful exploration of the intersection between special education and artificial intelligence (AI). This book delves into the fundamental principles, historical background, and current challenges faced in providing effective education to students with special needs. It compares traditional education methods with special education practices and highlights the limitations of conventional classrooms in addressing the diverse learning difficulties of exceptional students. The book also explores the impact of AI-based special education on both educators and students, providing valuable insights and strategies for stakeholders to adopt and implement these technologies effectively. Legal aspects surrounding the right to education for disabled individuals are discussed, ensuring a comprehensive understanding of the legal framework supporting special education initiatives. Real-world case studies and success stories serve as inspiration, illustrating the transformative potential of AI in special education. Featuring contributions from academicians and professionals from esteemed organizations, this book provides hands-on chapters that cover topics such as research challenges, data analysis, machine learning, intelligent learning environments, IoT wearable devices, comprehensive systems with intelligent teacher assistance, parental and societal roles, and the prospects of AI-assisted special education. Whether educator, mentor, training professional, researcher, or student, AI-Assisted Special Education for Students With Exceptional Needs offers a wealth of knowledge and practical insights.
Publisher: IGI Global
ISBN:
Category : Education
Languages : en
Pages : 351
Book Description
AI-Assisted Special Education for Students With Exceptional Needs is a comprehensive and insightful exploration of the intersection between special education and artificial intelligence (AI). This book delves into the fundamental principles, historical background, and current challenges faced in providing effective education to students with special needs. It compares traditional education methods with special education practices and highlights the limitations of conventional classrooms in addressing the diverse learning difficulties of exceptional students. The book also explores the impact of AI-based special education on both educators and students, providing valuable insights and strategies for stakeholders to adopt and implement these technologies effectively. Legal aspects surrounding the right to education for disabled individuals are discussed, ensuring a comprehensive understanding of the legal framework supporting special education initiatives. Real-world case studies and success stories serve as inspiration, illustrating the transformative potential of AI in special education. Featuring contributions from academicians and professionals from esteemed organizations, this book provides hands-on chapters that cover topics such as research challenges, data analysis, machine learning, intelligent learning environments, IoT wearable devices, comprehensive systems with intelligent teacher assistance, parental and societal roles, and the prospects of AI-assisted special education. Whether educator, mentor, training professional, researcher, or student, AI-Assisted Special Education for Students With Exceptional Needs offers a wealth of knowledge and practical insights.