Cognitive Aspects of Virtual Reality

Cognitive Aspects of Virtual Reality PDF Author: Ildikó Horváth
Publisher: Springer Nature
ISBN: 3031681304
Category :
Languages : en
Pages : 308

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Book Description

Cognitive Aspects of Virtual Reality

Cognitive Aspects of Virtual Reality PDF Author: Ildikó Horváth
Publisher: Springer Nature
ISBN: 3031681304
Category :
Languages : en
Pages : 308

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Book Description


Cognitive Infocommunications (CogInfoCom)

Cognitive Infocommunications (CogInfoCom) PDF Author: Péter Baranyi
Publisher: Springer
ISBN: 3319196081
Category : Technology & Engineering
Languages : en
Pages : 229

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Book Description
This book describes the theoretical foundations of cognitive infocommunications (CogInfoCom), and provides a survey on state-of-the-art solutions and applications within the field. The book covers aspects of cognitive infocommunications in research fields such as affective computing, BCI, future internet, HCI, HRI, sensory substitution, and virtual/augmented interactions, and also introduces newly proposed paradigms and initiatives under the field, including CogInfoCom channels, speechability and socio-cognitive ICT. The book focuses on describing the merging between humans and information and communications technology (ICT) at the level of cognitive capabilities with an approach towards developing future cognitive ICT.

Cognitive infocommunications

Cognitive infocommunications PDF Author: Anna Esposito
Publisher: Frontiers Media SA
ISBN: 2832519032
Category : Science
Languages : en
Pages : 141

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Book Description


Human-Machine Interface

Human-Machine Interface PDF Author: Rishabha Malviya
Publisher: John Wiley & Sons
ISBN: 1394200323
Category : Computers
Languages : en
Pages : 370

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Book Description
HUMAN-MACHINE INTERFACE The book contains the latest advances in healthcare and presents them in the frame of the Human-Machine Interface (HMI). The Human-Machine Interface (HMI) industry has witnessed the evolution from a simple push button to a modern touch-screen display. HMI is a user interface that allows humans to operate controllers for machines, systems, or instruments. Most medical procedures are improved by HMI systems, from calling an ambulance to ensuring that a patient receives adequate treatment on time. This book describes the scenario of biomedical technologies in the context of the advanced HMI, with a focus on direct brain-computer connection. The book describes several HMI tools and related techniques for analyzing, creating, controlling, and upgrading healthcare delivery systems, and provides details regarding how advancements in technology, particularly HMI, ensure ethical and fair use in patient care. Audience The target audience for this book is medical personnel and policymakers in healthcare and pharmaceutical professionals, as well as engineers and researchers in computer science and artificial intelligence.

Consumer Happiness: Multiple Perspectives

Consumer Happiness: Multiple Perspectives PDF Author: Tanusree Dutta
Publisher: Springer Nature
ISBN: 9813363746
Category : Technology & Engineering
Languages : en
Pages : 285

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Book Description
This book helps quench the quest of knowledge of academicians, researchers, and others interested in developing a complete and critical understanding of consumer happiness. The relentless search of happiness by humans is sought in different ways. Scientific discussion on happiness for long was considered a forte of Philosophers. Other disciplines seldom delved into this. But today not only science but neuroscience, marketing, and other varied fields have started delving into it and have developed a keen interest. The book has been conceptualized on this line of thinking and thus divided into two parts. The first part is customized towards understanding various perspectives of happiness and the relative importance of knowing the same. The first chapter of this section is on the biological perspective of happiness. The second is titled ‘Behavioural perspective’. The third chapter is an attempt to elucidate the cultural perspective of the concept of happiness. The fourth is on the role of technology in inducing happiness. Fifth and sixth are on theories of happiness and measuring happiness, respectively. Knowledge about the different perspective and theories has a wide range of benefits. It informs us about how the brain works, interprets, and reacts. This theoretical understanding helps us to move beyond the trial and error methods towards a more scientific underpinning of adoption of measures that would generate long-lasting happiness in consumers. The second part of the book is dedicated toward understanding consumer happiness from a neuroscience perspective, i.e. keeping consumer happy. This segment has ten chapters. The first is on differentiating the concept of happiness from satisfaction. The second is on sensory marketing and happiness. The third deals with the store design and shelving of products to generate happiness. Fourth and fifth chapters relate to persuading the consumers. While the fourth chapter is on developing persuasive messages and the fifth is on subliminal messaging sixth chapter is on pricing and seventh on advertising. The eighth chapter highlights the role of emotions and the ninth is on the different factors that induce happiness in consumers. The last chapter is about raising some unanswered questions and food for thought for readers. Together the contents of the book make for a complete understanding of the concept of happiness and how it is shaping the world of marketing. Addressing the ‘what’ and ‘how’ of consumer happiness in the same book makes the book comprehensive.

Cyborgization and Virtual Worlds

Cyborgization and Virtual Worlds PDF Author: Matthew E. Gladden
Publisher: Mnemoclave
ISBN: 1944373195
Category : Games & Activities
Languages : en
Pages : 38

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Book Description
Whether it’s adding a night-vision cybereye or acquiring a full cyborg body, the process of cyborgization reshapes the way in which an individual relates to the physical environment around her. But how does it transform her ability to dive – or to be pulled – into virtual worlds? Cyborgization and Virtual Worlds: Portals to Altered Reality is a resource for designing campaigns grounded in near-future hard-SF settings in which synthetic bodies and VR cyberware offer characters entirely new ways of perceiving, interpreting, and manipulating the analog and digital worlds… It’s easy to know when you enter a virtual environment if the tools you’re using are a VR headset and haptic feedback gloves. If the virtual experience is too much for you, you can always just rip off the headset: the digital illusions instantly vanish, and you know that you’re back in the ‘real’ world. But what if the VR gear that you’re employing consists of cranial neural implants that directly stimulate your brain to create artificial sensory experiences? Or what if you’re wielding dual-purpose artificial eyes and roboprosthetic limbs that can either supply you with authentic sense data from the external environment or switch into iso mode, cut off all sensations from the real world, and pipe fabricated sense data into your brain? What signs could you look for to help you determine whether you’re in the real world or just a convincing virtual facsimile? This second volume in Mnemoclave’s Posthuman Cyberware Sourcebook series explores the two ways in which neuroprosthetic technologies immerse a cyborg in her environment and allow her to sense and manipulate the world: through embodiment and embedding. The process of cyborgization not only grants its human subject an augmented body with enhanced, reduced, or simply different capacities; it also embeds him in a particular part of the real physical world and provides the means by which he senses and manipulates that environment. And it may be the instrument through which he dives into virtual worlds, as well. Among the topics explored are: The paths of cyborgization • Different approaches to cyborgization, including the creation of full-body, partial, extended, sessile, and ‘hollow’ cyborgs • Differing types of neurocognitive interfaces that can exist between a piece of cyberware and its human host • The extent to which cyberware can be concealed from visual or remote electronic detection • The operational lifespan of cyberware and its potential health impacts on users Obstacles to characters’ acquisition of cyberware, including cost, legality, and required maintenance and customization • Problems like neurocoupling resection syndrome (NRS) that affect full-body cyborgs and other augmented individuals Cyberware and virtual worlds • Distinctions between virtual, augmented, and refracted reality • The mechanics by which cyborg characters can recognize and adjust to transitions between the real and virtual worlds • The use of digital avatars as cyberdoubles or cybermorphs within virtual worlds • Plot impacts of cyborg characters’ maximal, partial, temporary, or long-term immersion in VR environments The book is written especially for GMs who are designing adventures or campaigns set in near-future worlds with a cyberpunk, postcyberpunk, or biopunk atmosphere in which posthumanizing cyberware exists and societies are tilting ever further toward the dystopian. The text draws extensively on the best contemporary research regarding neurocybernetics and the bioengineering, economic, sociopolitical, and cultural aspects of human enhancement, to aid GMs who are looking to give their campaigns a hard sci-fi edge. The volume includes dozens of special textboxes with plot hooks, character traits, equipment descriptions, and ideas for successfully GM-ing the ontological puzzles and narrative twists that cyborgization and virtual reality make possible – to help you incorporate the material directly into your game, regardless of which rule system you’re using.

Intelligent Computing

Intelligent Computing PDF Author: Kohei Arai
Publisher: Springer Nature
ISBN: 3030801292
Category : Technology & Engineering
Languages : en
Pages : 1108

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Book Description
This book is a comprehensive collection of chapters focusing on the core areas of computing and their further applications in the real world. Each chapter is a paper presented at the Computing Conference 2021 held on 15-16 July 2021. Computing 2021 attracted a total of 638 submissions which underwent a double-blind peer review process. Of those 638 submissions, 235 submissions have been selected to be included in this book. The goal of this conference is to give a platform to researchers with fundamental contributions and to be a premier venue for academic and industry practitioners to share new ideas and development experiences. We hope that readers find this volume interesting and valuable as it provides the state-of-the-art intelligent methods and techniques for solving real-world problems. We also expect that the conference and its publications is a trigger for further related research and technology improvements in this important subject.

Proceedings of the International Conference on Advanced Intelligent Systems and Informatics 2019

Proceedings of the International Conference on Advanced Intelligent Systems and Informatics 2019 PDF Author: Aboul Ella Hassanien
Publisher: Springer Nature
ISBN: 3030311295
Category : Technology & Engineering
Languages : en
Pages : 1093

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Book Description
This book presents the proceedings of the 5th International Conference on Advanced Intelligent Systems and Informatics 2019 (AISI2019), which took place in Cairo, Egypt, from October 26 to 28, 2019. This international and interdisciplinary conference, which highlighted essential research and developments in the fields of informatics and intelligent systems, was organized by the Scientific Research Group in Egypt (SRGE). The book is divided into several sections, covering the following topics: machine learning and applications, swarm optimization and applications, robotic and control systems, sentiment analysis, e-learning and social media education, machine and deep learning algorithms, recognition and image processing, intelligent systems and applications, mobile computing and networking, cyber-physical systems and security, smart grids and renewable energy, and micro-grid and power systems.

Pattern Recognition and Machine Intelligence

Pattern Recognition and Machine Intelligence PDF Author: Pradipta Maji
Publisher: Springer Nature
ISBN: 3031451708
Category : Computers
Languages : en
Pages : 892

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Book Description
The LNCS volume constitutes the refereed proceedings of 10th International Conference, PReMI 2023, in Kolkata, India, in December 2023. The 91 full papers, presented together with abstracts of 6 keynote and invited talks, were carefully reviewed and selected from more than 300 submissions. The conference presents topics covering different aspects of pattern recognition and machine intelligence with real life state-of-the-art applications.

Multimedia Computing Systems and Virtual Reality

Multimedia Computing Systems and Virtual Reality PDF Author: Rajeev Tiwari
Publisher: CRC Press
ISBN: 1000541134
Category : Computers
Languages : en
Pages : 230

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Book Description
Most events and activities in today's world are ordinarily captured using photos, videos and other multimedia content. Such content has some limitation of storing data and fetching them effectively. Three-dimensional continuous PC animation is the most proper media to simulate these occasions and activities. This book focuses on futuristic trends and innovations in multimedia systems using big data, IoT and cloud technologies. The authors present recent advancements in multimedia systems as they relate to various application areas such as healthcare services and agriculture-related industries. The authors also discuss human-machine interface design, graphics modelling, rendering/animation, image/graphics techniques/systems and visualization. They then go on to explore multimedia content adaptation for interoperable delivery. Finally, the book covers cultural heritage, philosophical/ethical/societal/international issues, standards-related virtual technology and multimedia uses. This book is intended for computer engineers and computer scientists developing applications for multimedia and virtual reality and professionals working in object design and visualization, transformation, modelling and animation of the real world. Features: Focuses on futuristic trends and innovations in multimedia systems using big data, IoT and cloud technologies Offers opportunity for state-of-the-art approaches, methodologies and systems, and innovative use of multimedia-based emerging technology services in different application areas Discusses human-machine interface design, graphics modelling, rendering/animation, image/graphics techniques/systems and visualization Covers cultural heritage, philosophical/ethical/societal/international issues, standards-related virtual technology and multimedia uses Explores multimedia content adaptation for interoperable delivery and recent advancements in multimedia systems in context to various application areas such as healthcare services and agriculture-related fields Rajeev Tiwari is a Senior Associate Professor in the School of Computer Science at the University of Petroleum and Energy Studies, Dehradun, India. Neelam Duhan is an Associate Professor in the Department of Computer Engineering at J. C. Bose University of Science and Technology, YMCA, Faridabad, India. Mamta Mittal has 18 years of teaching experience, and her research areas include data mining, big data, machine learning, soft computing and data structure. Abhineet Anand is a Professor in the Computer Science and Engineering Department at Chitkara University, Punjab, India. Muhammad Attique Khan is a lecturer of the Computer Science Department at HITEC University, Taxila, Pakistan.