Intelligent Technologies for Interactive Entertainment: 10th EAI International Conference, INTETAIN 2018, Guimarães, Portugal, November 21-23, 2018, Proceedings ... Telecommunications Engineering Book 273)
معرفی کتاب «Intelligent Technologies for Interactive Entertainment: 10th EAI International Conference, INTETAIN 2018, Guimarães, Portugal, November 21-23, 2018, Proceedings ... Telecommunications Engineering Book 273)» نوشتهٔ Paulo Cortez, Luís Magalhães, Pedro Branco, Carlos Filipe Portela, Telmo Adão، منتشرشده توسط نشر Springer International Publishing : Imprint: Springer در سال 2019. این کتاب در 6 صفحه، فرمت pdf، زبان انگلیسی ارائه شده است.
This book constitutes the refereed proceedings of the 10th International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2018, held in Guimarães, Portugal, in November 2018. The 15 full papers were selected from 23 submissions and present developments in artificial intelligence for human interaction or entertainment; artificial intelligence in games, augmented reality and virtual reality; intelligent human-computer interaction; and other Intelligent interaction or entertainment applications covering a wide range of areas from smart cities to visual analytics and marketing. Preface 6 Organization 8 Contents 9 Artificial Intelligence and Autonomous Systems 11 Syntropic Counterpoints: Philosophical Content Generated Between Two Artificial Intelligence Clones 12 1 Introduction 12 2 Related Work 13 3 Our Approach 15 3.1 Sample Discussion Between Aristotle and Nietzsche AI Clones 15 3.2 Sample Discussion Between Machavelli and SunZu AI Clones 18 4 Conclusion and Future Direction 22 References 22 A Brief Overview on the Evolution of Drawing Machines 23 Abstract 23 1 What Is a Drawing Machine? 23 1.1 Drawing Machines Characteristics 24 2 500 Years of Drawing Machines 24 2.1 Renaissance - 19th Century 24 2.2 Automatons 24 3 20th Century 25 3.1 Cybernetic Art, Robot Art, Computational Art 26 3.2 Robotic Art 26 3.3 SQUAT 26 3.4 Edward Ihnatowicz 27 3.5 Harold Cohen 27 4 Machines as Extension of the Artist 28 4.1 21st Century 28 4.2 Angela Bulloch 29 4.3 Rebecca Horn 29 4.4 Leonel Moura 29 4.5 Hector 29 4.6 Sandy Noble’s 29 4.7 Sam van Doorn 30 4.8 Paul the Robot 30 4.9 Line-Us 31 5 Conclusion 32 References 33 Health-Centered Decision Support and Assessment Through Machine Reasoning 34 Compression-Based Classification of ECG Using First-Order Derivatives 35 1 Introduction 35 1.1 Compression-Based Measures 36 1.2 Extended-Alphabet Finite-Context Models 37 1.3 Lloyd-Max Quantization 38 2 Method 38 3 Experimental Results 40 3.1 Database 40 3.2 Results 40 4 Conclusions and Future Work 43 References 44 Predicting Postoperative Complications for Gastric Cancer Patients Using Data Mining 45 Abstract 45 1 Introduction 45 2 State-of-the-Art 46 2.1 Data Mining 46 2.2 Decision Support Systems and Clinical Decision Support Systems 47 2.3 Data Mining Techniques 47 2.4 Related Work 48 3 Methodologies, Material, Methods, and Results 49 3.1 Business Understanding 49 3.2 Data Understanding 49 3.3 Data Preparation 50 3.4 Modeling 50 3.5 Evaluation 51 4 Discussion 52 5 Conclusions and Future Work 53 Acknowledgments 53 References 53 A Many-Valued Empirical Machine for Thyroid Dysfunction Assessment 55 Abstract 55 1 Introduction 56 2 Theoretical Fundamentals 57 2.1 Knowledge Representation and Reasoning 57 2.2 Assessing a Qualitative Data Item in Terms of Its Quantitative Counterpart 58 2.3 Artificial Neural Networks 58 3 Case Study 59 3.1 Data Collection 59 3.2 Knowledge Base 62 3.3 Computational Model 63 4 Conclusions 64 Acknowledgments 64 References 64 Detecting Automatic Patterns of Stroke Through Text Mining 66 Abstract 66 1 Introduction 66 2 Background 67 2.1 Natural Language Processing 67 2.2 Text Mining 67 2.3 Admission Notes 68 2.4 Strokes 68 2.5 Related Work 69 3 Material and Tools 69 3.1 Material Used 69 3.2 KH Coder 69 3.3 Dictionary 70 4 Data Study 70 5 Results 71 6 Discussion and Future Work 74 Acknowledgements 75 References 75 A Preliminary Evaluation of a Computer Vision-Based System to Detect Effects of Aromatherapy During High School Classes via Movement Analysis 76 1 Introduction 76 2 Experimental and Computational Details 77 2.1 Participants, Testing Procedure and Equipment 77 2.2 Data Processing 77 2.3 Movement Features Extraction 78 3 Results 79 4 Discussions and Conclusion 79 References 79 Computational Inference Applied to Social Profiling 81 Virtual Agents for Professional Social Skills Training: An Overview of the State-of-the-Art 82 1 Introduction 82 2 IVAs for Social Skills Training 83 3 A Selection of Existing Applications 85 4 Overview 87 4.1 Input 88 4.2 Output 88 4.3 Internal 88 4.4 Feedback 89 4.5 Evaluation 89 4.6 Formalism 90 5 Conclusion 90 References 90 A Machine Learning Approach to Detect Violent Behaviour from Video 92 1 Introduction 92 2 Related Work 93 3 Materials and Methods 94 3.1 Video Data 94 3.2 Machine Learning Approach 94 3.3 Evaluation 97 4 Results 98 4.1 Computational Environment 98 4.2 Violent Action Detection Results 98 5 Conclusions 99 References 100 Detection and Prevention of Bullying on Online Social Networks: The Combination of Textual, Visual and Cognitive 102 Abstract 102 1 Introduction 102 2 Internet as a Threat 104 2.1 Bullying Is also Cyberbullying 104 3 Related Work 106 4 Proposed Solution 108 5 Conclusion and Future Work 110 References 110 Exploring Novel Methodology for Classifying Cognitive Workload 112 1 Introduction 112 2 Related Work 113 3 Methodology 114 4 Results 116 4.1 Feature Exploration 116 4.2 Classification Model 117 5 Discussion 118 6 Conclusions 119 References 120 Virtual Environments, Entertainment and Games 122 Scene Reconstruction for Storytelling in 360 Videos 123 1 Introduction 123 2 Related Work 124 2.1 3D Scene Reconstruction 124 2.2 Person Detection and Tracking 125 3 System Architecture 126 3.1 Pre-processing 127 3.2 Reconstruction 128 3.3 Person Detection and Tracking 128 4 Preliminary Results 129 5 Conclusions and Future Work 130 References 130 User Behaviour Analysis and Personalized TV Content Recommendation 133 Abstract 133 1 Introduction 133 2 Related Work 135 2.1 Recommender Systems 135 2.2 TV Centred Recommender Systems 136 3 Data Analysis 136 4 Recommendation Model 137 4.1 Technologies 137 4.2 Recommendation Model Development 138 5 Result Analysis and Evaluation 140 6 Conclusion and Future Work 141 Acknowledgement 141 References 141 Virtual and Augmented Reality Interfaces in Shared Game Environments: A Novel Approach 143 Abstract 143 1 Introduction 143 2 State of the Art 144 3 Shared Reality Environment Analysis 145 4 The Proposed System 146 4.1 System Architecture 147 4.2 Game Play 148 4.3 Interfaces 148 5 Tests and Results Analysis 150 6 Conclusions 151 References 152 Microbial Integration on Player Experience of Hybrid Bio-digital Games 154 Abstract 154 1 Introduction 154 2 Related Works 155 2.1 Microbe-Integrated Systems 155 2.2 Player Expectations 155 2.3 Human vs. Algorithmic Control 156 3 Player Experience Study 156 3.1 Objectives and Hypothesis 156 3.2 Mould Rush Game 156 4 Materials and Methods 158 4.1 Study Design 158 4.2 Running the Study 159 5 Results 159 5.1 Mean GEQ Scores 159 5.2 Participant Interviews 160 6 Discussion 161 6.1 Mean GEQ Scores and Interview Data 161 6.2 Bio-ethics 163 6.3 Limitations of the Study 163 6.4 Wider Implications 163 6.5 Further Work 164 7 Conclusion 164 Acknowledgements 164 References 165 Author Index 166 Front Matter ....Pages i-x Front Matter ....Pages 1-1 Syntropic Counterpoints: Philosophical Content Generated Between Two Artificial Intelligence Clones (Predrag K. Nikolić, Hua Yang)....Pages 3-13 A Brief Overview on the Evolution of Drawing Machines (António Coelho, Pedro Branco, João Martinho Moura)....Pages 14-24 Front Matter ....Pages 25-25 Compression-Based Classification of ECG Using First-Order Derivatives (João M. Carvalho, Susana Brás, Armando J. Pinho)....Pages 27-36 Predicting Postoperative Complications for Gastric Cancer Patients Using Data Mining (Hugo Peixoto, Alexandra Francisco, Ana Duarte, Márcia Esteves, Sara Oliveira, Vítor Lopes et al.)....Pages 37-46 A Many-Valued Empirical Machine for Thyroid Dysfunction Assessment (Sofia Santos, M. Rosário Martins, Henrique Vicente, M. Gabriel Barroca, Fernando Calisto, César Gama et al.)....Pages 47-57 Detecting Automatic Patterns of Stroke Through Text Mining (Miguel Vieira, Filipe Portela, Manuel Filipe Santos)....Pages 58-67 A Preliminary Evaluation of a Computer Vision-Based System to Detect Effects of Aromatherapy During High School Classes via Movement Analysis (Ksenia Kolykhalova, David O’Sullivan, Stefano Piana, Hyungsook Kim, Yonghyun Park, Antonio Camurri)....Pages 68-72 Front Matter ....Pages 73-73 Virtual Agents for Professional Social Skills Training: An Overview of the State-of-the-Art (Kim Bosman, Tibor Bosse, Daniel Formolo)....Pages 75-84 A Machine Learning Approach to Detect Violent Behaviour from Video (David Nova, André Ferreira, Paulo Cortez)....Pages 85-94 Detection and Prevention of Bullying on Online Social Networks: The Combination of Textual, Visual and Cognitive (Carlos Silva, Ricardo Santos, Ricardo Barbosa)....Pages 95-104 Exploring Novel Methodology for Classifying Cognitive Workload (Seth Siriya, Martin Lochner, Andreas Duenser, Ronnie Taib)....Pages 105-114 Front Matter ....Pages 115-115 Scene Reconstruction for Storytelling in 360\(^\circ \) Videos (Gonçalo Pinheiro, Nelson Alves, Luis Magalhães, Luís Agrellos, Miguel Guevara)....Pages 117-126 User Behaviour Analysis and Personalized TV Content Recommendation (Ana Carolina Ribeiro, Rui Frazão, Jorge Oliveira e Sá)....Pages 127-136 Virtual and Augmented Reality Interfaces in Shared Game Environments: A Novel Approach (Francesco De Pace, Federico Manuri, Andrea Sanna, Davide Zappia)....Pages 137-147 Microbial Integration on Player Experience of Hybrid Bio-digital Games (Raphael Kim, Siobhan Thomas, Roland van Dierendonck, Antonios Kaniadakis, Stefan Poslad)....Pages 148-159 Back Matter ....Pages 161-161 This book constitutes the refereed proceedings of the 10th International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2018, held in Guimarães, Portugal, in November 2018. The 15 full papers were selected from 23 submissions and present developments in artificial intelligence for human interaction or entertainment; artificial intelligence in games, augmented reality and virtual reality; intelligent human-computer interaction; and other Intelligent interaction or entertainment applications covering a wide range of areas from smart cities to visual analytics and marketing. -- Provided by publisher This book constitutes the refereed proceedings of the 9th International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2017, held in Funchal, Portugal, in June 2017. The 15 full papers were selected from 19 submissions and present developments and insights in art, design, science and engineering regarding novel entertainment-focused devices, paradigms, and reconfiguration of entertainment experiences.
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