Author: Mathieu Lafourcade
Publisher: John Wiley & Sons
Release Date: 2015-06-29
Human brains can be seen as knowledge processors in a distributed system. Each of them can achieve, conscious or not, a small part of a treatment too important to be done by one. These are also "hunter / gatherers" of knowledge. Provided that the number of contributors is large enough, the results are usually better quality than if they were the result of the activity of a single person, even if it is a domain expert. This type of activity is done via online games.
This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world. The topics that will be present in this book includes future of serious games and immersive technologies and their impact on society; online and mobile games; achievement systems in serious games; persuasive technology and games for saving and money management; malware analytics for social networking; serious games for mental health interventions; educational implications of social network games; learning and acquiring subject knowledge using serious games in classrooms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games. The major part of this book comprises of papers that have been presented at the Serious Games and Social Connect 2012 conference held in Singapore (October 4, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.
This book constitutes the refereed proceedings of the Second International Conference on Serious Games Development and Applications, SGDA 2011, held in Lisbon, Portugal in September 2011. The 13 revised full papers presented were carefully reviewed and selected for publication. Among the topics addressed are virtual reality, computer assisted learning, computer graphics, tutoring systems, e-learning, e-culture, and guiding systems.
Author: Erik Cambria
Publisher: Springer Science & Business Media
Release Date: 2012-07-28
In this book common sense computing techniques are further developed and applied to bridge the semantic gap between word-level natural language data and the concept-level opinions conveyed by these. In particular, the ensemble application of graph mining and multi-dimensionality reduction techniques is exploited on two common sense knowledge bases to develop a novel intelligent engine for open-domain opinion mining and sentiment analysis. The proposed approach, termed sentic computing, performs a clause-level semantic analysis of text, which allows the inference of both the conceptual and emotional information associated with natural language opinions and, hence, a more efficient passage from (unstructured) textual information to (structured) machine-processable data.
Author: Erik Cambria
Release Date: 2015-12-11
This volume presents a knowledge-based approach to concept-level sentiment analysis at the crossroads between affective computing, information extraction, and common-sense computing, which exploits both computer and social sciences to better interpret and process information on the Web. Concept-level sentiment analysis goes beyond a mere word-level analysis of text in order to enable a more efficient passage from (unstructured) textual information to (structured) machine-processable data, in potentially any domain. Readers will discover the following key novelties, that make this approach so unique and avant-garde, being reviewed and discussed: • Sentic Computing's multi-disciplinary approach to sentiment analysis-evidenced by the concomitant use of AI, linguistics and psychology for knowledge representation and inference • Sentic Computing’s shift from syntax to semantics-enabled by the adoption of the bag-of-concepts model instead of simply counting word co-occurrence frequencies in text • Sentic Computing's shift from statistics to linguistics-implemented by allowing sentiments to flow from concept to concept based on the dependency relation between clauses This volume is the first in the Series Socio-Affective Computing edited by Dr Amir Hussain and Dr Erik Cambria and will be of interest to researchers in the fields of socially intelligent, affective and multimodal human-machine interaction and systems.
The two-volume set LNCS 7649 + 7650 constitutes the refereed proceedings of the 11th International Semantic Web Conference, ISWC 2012, held in Boston, MA, USA, in November 2012. The International Semantic Web Conference is the premier forum for Semantic Web research, where cutting edge scientific results and technological innovations are presented, where problems and solutions are discussed, and where the future of this vision is being developed. It brings together specialists in fields such as artificial intelligence, databases, social networks, distributed computing, Web engineering, information systems, human-computer interaction, natural language processing, and the social sciences. Volume 1 contains a total of 41 papers which were presented in the research track. They were carefully reviewed and selected from 186 submissions. Volume 2 contains 17 papers from the in-use track which were accepted from 77 submissions. In addition, it presents 8 contributions to the evaluations and experiments track and 7 long papers and 8 short papers of the doctoral consortium.
Author: Nancy Ide
Release Date: 2017-05-31
Genre: Language Arts & Disciplines
This handbook offers a thorough treatment of the science of linguistic annotation. Leaders in the field guide the reader through the process of modeling, creating an annotation language, building a corpus and evaluating it for correctness. Essential reading for both computer scientists and linguistic researchers.Linguistic annotation is an increasingly important activity in the field of computational linguistics because of its critical role in the development of language models for natural language processing applications. Part one of this book covers all phases of the linguistic annotation process, from annotation scheme design and choice of representation format through both the manual and automatic annotation process, evaluation, and iterative improvement of annotation accuracy. The second part of the book includes case studies of annotation projects across the spectrum of linguistic annotation types, including morpho-syntactic tagging, syntactic analyses, a range of semantic analyses (semantic roles, named entities, sentiment and opinion), time and event and spatial analyses, and discourse level analyses including discourse structure, co-reference, etc. Each case study addresses the various phases and processes discussed in the chapters of part one.
Author: R. Harkavy
Release Date: 2016-04-30
Genre: Political Science
This book is designed to help the reader better understand the conduct of war by focusing on the 'how' not the 'why' of warfare. It examines a number of crucial dimensions of contemporary armed conflict such as: the strategies, operations, tactics, doctrines and weapons of conventional and low-intensity war; military geography; the cultural underpinnings of strategies and tactics; arms resupply, security assistance, and foreign intervention.
Author: Alvin I. Goldman
Publisher: Oxford University Press
Release Date: 2012-03-13
This is the most up-to-date collection of essays by the leading proponent of process reliabilism, refining and clarifying that theory and critiquing its rivals. The volume features important essays on the internalism/externalism debate, epistemic value, the intuitional methodology of philosophy, and social epistemology.
Author: Alvin I. Goldman
Publisher: Oxford University Press
Release Date: 2011
An outstanding voice in the field, the jazz critic for The Village Voice leads readers through the first century of the music in a voluminous, expert account of the great jazz artists past and present and their distinctive contributions. UP.
Search computing, which has evolved from service computing, focuses on building the answers to complex search queries by interacting with a constellation of cooperating search services, using the ranking and joining of results as the dominant factors for service composition. The field is multi-disciplinary in nature and takes advantage of contributions from other research areas such as knowledge representation, human-computer interfaces, psychology, sociology, economics, and legal sciences. This book is the third in the Search Computing series and contains a collection of 16 papers, which in most cases were contributed to several workshops during 2011 organized by members of the Search Computing project in the context of major international conferences: ExploreWeb at ICWE 2011, Very Large Data Search and DBRank at VLDB 2011, DATAVIEW at ECOWS 2011, and OrdRing at ISWC 2011. The papers provide very useful insights on search computing problems and issues. The book has been divided into four parts focussing on: extraction and integration; query and visualization paradigms; exploring linked data; and games, social search and economics.
This book constitutes the proceedings of the 14th International Conference on Principles and Practice in Multi-Agent Systems, PRIMA 2011, held in Wollongong, Australia, in November 2011. The 39 papers presented together with 3 invited talks were carefully reviewed and selected from numerous submissions. They focus on practical aspects of multiagent systems and are organised in topical sections on coalitions and teamwork, learning, mechanisms and voting, modeling and simulation, negotiation and coalitions, optimization, sustainability, agent societies and frameworks, argumentation, and applications.
This book constitutes the proceedings of the 18th Collaboration Researchers' International Working Group Conference on Collaboration and Technology, held in Raesfeld, Germany, in September 2012. The 9 revised papers presented together with 12 short papers were carefully reviewed and selected from numerous submissions. They are grouped into five themes that represent collaborative learning, social media analytics, conceptual and design models, formal modeling and technical approaches and collaboration support in emergency scenarios.
Evaluates a controversial theory about the educational potential of computer games, revealing how specific games can teach children how to develop creative thinking processes akin to those of today's successful professionals. Reprint. 15,000 first printing.