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A global introduction to language technology and the areas of computer science where language technology plays a role. Surveyed in this volume are issues related to the parsing problem in the fields of natural languages, programming languages, and formal languages.Throughout the book attention is paid to the social forces which influenced the development of the various topics. Also illustrated are the development of the theory of language analysis, its role in compiler construction, and its role in computer applications with a natural language interface between men and machine. Parts of the ma
Artificial intelligence. Robotics. Simulation. Graphics --- Mathematical linguistics --- Computer programming --- Programming languages (Electronic computers) --- Computer languages --- Computer program languages --- Computer programming languages --- Machine language --- Electronic data processing --- Languages, Artificial --- Computers --- Electronic computer programming --- Electronic digital computers --- Programming (Electronic computers) --- Coding theory --- Programming --- Computer programming.
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Mathematical linguistics --- Computer science --- #TCPW P3.0 --- #TCPW P4.1 --- 681.3*F42 --- Grammars and other rewriting systems: decision problems; grammar types; parallel rewriting systems; parsing; thue systems (Mathematical logic and formal languages)--See also {681.3*D31} --- 681.3*F42 Grammars and other rewriting systems: decision problems; grammar types; parallel rewriting systems; parsing; thue systems (Mathematical logic and formal languages)--See also {681.3*D31} --- Computer science. --- Mathematical Logic and Formal Languages. --- Informatics --- Science --- Formal languages
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This book covers the latest advances in playful user interfaces – interfaces that invite social and physical interaction. These new developments include the use of audio, visual, tactile and physiological sensors to monitor, provide feedback and anticipate the behavior of human users. The decreasing cost of sensor and actuator technology makes it possible to integrate physical behavior information in human-computer interactions. This leads to many new entertainment and game applications that allow or require social and physical interaction in sensor- and actuator-equipped smart environments. The topics discussed include: human-nature interaction, human-animal interaction and the interaction with tangibles that are naturally integrated in our smart environments. Digitally supported remote audience participation in artistic or sport events is also discussed. One important theme that emerges throughout the book is the involvement of users in the digital-entertainment design process or even design and implementation of interactive entertainment by users themselves, including children doing so in educational settings.
Engineering. --- Computational Intelligence. --- User Interfaces and Human Computer Interaction. --- Mathematical Applications in Computer Science. --- Game Theory, Economics, Social and Behav. Sciences. --- Computer science. --- Mathematics. --- Ingénierie --- Informatique --- Mathématiques --- Engineering & Applied Sciences --- Computer Science --- User interfaces (Computer systems) --- Human-computer interaction. --- Computer-human interaction --- Human factors in computing systems --- Interaction, Human-computer --- Interfaces, User (Computer systems) --- User interfaces (Computer systems). --- Game theory. --- Computer science --- Computer mathematics. --- Computational intelligence. --- Intelligence, Computational --- Artificial intelligence --- Soft computing --- Computer mathematics --- Discrete mathematics --- Electronic data processing --- Games, Theory of --- Theory of games --- Mathematical models --- Mathematics --- Human-machine systems --- Human-computer interaction --- Construction --- Industrial arts --- Technology --- Human engineering --- User-centered system design --- Math --- Science --- Informatics --- Computer science—Mathematics.
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The book is about user interfaces to applications that have been designed for social and physical interaction. The interfaces are ‘playful’, that is, users feel challenged to engage in social and physical interaction because that will be fun. The topics that will be present in this book are interactive playgrounds, urban games using mobiles, sensor-equipped environments for playing, child-computer interaction, tangible game interfaces, interactive tabletop technology and applications, full-body interaction, exertion games, persuasion, engagement, evaluation, and user experience. Readers of the book will not only get a survey of state-of-the-art research in these areas, but the chapters in this book will also provide a vision of the future where playful interfaces will be ubiquitous, that is, present and integrated in home, office, recreational, sports and urban environments, emphasizing that in the future in these environments game elements will be integrated and welcomed.
Application program interfaces (Computer software). --- User interfaces (Computer systems). --- Video gamers -- Health. --- Application program interfaces (Computer software) --- Video gamers --- Engineering & Applied Sciences --- Computer Science --- Health and hygiene --- APIs (Computer software) --- Interfaces, Application program (Computer software) --- Engineering. --- Computer science --- Computer mathematics. --- Computational intelligence. --- Computational Intelligence. --- User Interfaces and Human Computer Interaction. --- Mathematical Applications in Computer Science. --- Mathematics. --- Computer mathematics --- Discrete mathematics --- Electronic data processing --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Construction --- Industrial arts --- Technology --- Intelligence, Computational --- Artificial intelligence --- Soft computing --- Mathematics --- Application software --- Computer science. --- Informatics --- Science --- Computer science—Mathematics.
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This is the first book on brain-computer interfaces (BCI) that aims to explain how these BCI interfaces can be used for artistic goals. Devices that measure changes in brain activity in various regions of our brain are available and they make it possible to investigate how brain activity is related to experiencing and creating art. Brain activity can also be monitored in order to find out about the affective state of a performer or bystander and use this knowledge to create or adapt an interactive multi-sensorial (audio, visual, tactile) piece of art. Making use of the measured affective state is just one of the possible ways to use BCI for artistic expression. We can also stimulate brain activity. It can be evoked externally by exposing our brain to external events, whether they are visual, auditory, or tactile. Knowing about the stimuli and the effect on the brain makes it possible to translate such external stimuli to decisions and commands that help to design, implement, or adapt an artistic performance, or interactive installation. Stimulating brain activity can also be done internally. Brain activity can be voluntarily manipulated and changes can be translated into computer commands to realize an artistic vision. The chapters in this book have been written by researchers in human-computer interaction, brain-computer interaction, neuroscience, psychology and social sciences, often in cooperation with artists using BCI in their work. It is the perfect book for those seeking to learn about brain-computer interfaces used for artistic applications.
Neurosciences. --- Data transmission systems. --- Data communication systems --- Transmission of data --- Digital communications --- Electronic data processing --- Electronic systems --- Information theory --- Telecommunication systems --- Neural sciences --- Neurological sciences --- Neuroscience --- Medical sciences --- Nervous system --- Computer science. --- Information systems. --- User Interfaces and Human Computer Interaction. --- Computer Appl. in Arts and Humanities. --- Input/Output and Data Communications. --- Informatics --- Science --- User interfaces (Computer systems). --- Application software. --- Input-output equipment (Computers). --- Computer hardware --- Computer I/O equipment --- Computers --- Electronic analog computers --- Electronic digital computers --- Hardware, Computer --- I/O equipment (Computers) --- Input equipment (Computers) --- Input-output equipment (Computers) --- Output equipment (Computers) --- Computer systems --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Input-output equipment
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This book addresses the topic of playable cities, which use the ‘smartness’ of digital cities to offer their citizens playful events and activities. The contributions presented here examine various aspects of playable cities, including developments in pervasive and urban games, the use of urban data to design games and playful applications, architecture design and playability, and mischief and humor in playable cities. The smartness of digital cities can be found in the sensors and actuators that are embedded in their environment. This smartness allows them to monitor, anticipate and support our activities and increases the efficiency of the cities and our activities. These urban smart technologies can offer citizens playful interactions with streets, buildings, street furniture, traffic, public art and entertainment, large public displays and public events.
Sociology --- Mathematics --- Applied physical engineering --- Computer science --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- neuronale netwerken --- fuzzy logic --- cybernetica --- Smart City --- sociologie --- computers --- informatica --- steden --- wiskunde --- KI (kunstmatige intelligentie) --- ingenieurswetenschappen --- computerkunde --- Engineering. --- Computer science. --- Sociology, Urban. --- Computational Intelligence. --- User Interfaces and Human Computer Interaction. --- Mathematical Applications in Computer Science. --- Urban Studies/Sociology. --- Urban sociology --- Cities and towns --- Informatics --- Science --- Construction --- Industrial arts --- Technology --- Computational intelligence. --- User interfaces (Computer systems). --- Computer science—Mathematics. --- Computer mathematics. --- Intelligence, Computational --- Artificial intelligence --- Soft computing --- Computer mathematics --- Electronic data processing --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction
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This book explores the ways in which the broad range of technologies that make up the smart city infrastructure can be harnessed to incorporate more playfulness into the day-to-day activities that take place within smart cities, making them not only more efficient but also more enjoyable for the people who live and work within their confines. The book addresses various topics that will be of interest to playable cities stakeholders, including the human–computer interaction and game designer communities, computer scientists researching sensor and actuator technology in public spaces, urban designers, and (hopefully) urban policymakers. This is a follow-up to another book on Playable Cities edited by Anton Nijholt and published in 2017 in the same book series, Gaming Media and Social Effects.
Engineering. --- Computer science. --- Sociology, Urban. --- Computer games—Programming. --- Telecommunication. --- Computational Intelligence. --- User Interfaces and Human Computer Interaction. --- Mathematical Applications in Computer Science. --- Urban Studies/Sociology. --- Game Development. --- Communications Engineering, Networks. --- Electric communication --- Mass communication --- Telecom --- Telecommunication industry --- Telecommunications --- Communication --- Information theory --- Telecommuting --- Urban sociology --- Cities and towns --- Informatics --- Science --- Construction --- Industrial arts --- Technology --- Computational intelligence. --- User interfaces (Computer systems). --- Computer science—Mathematics. --- Computer mathematics. --- Electrical engineering. --- Electric engineering --- Engineering --- Computer mathematics --- Electronic data processing --- Mathematics --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Intelligence, Computational --- Artificial intelligence --- Soft computing
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