Oliviero Stock – författare
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10 produkter
10 produkter
Inbunden, Engelska, 2005
1 659 kr
Skickas inom 10-15 vardagar
Intelligent Multimodal Information Presentation relates to the ability of a computer system to automatically produce interactive information presentations, taking into account the specifics about the user, such as needs, interests and knowledge, and engaging in a collaborative interaction that helps the retrieval of relevant information and its understanding on the part of the user.The volume includes descriptions of some of the most representative recent works on Intelligent Information Presentation and a view of the challenges ahead.
Häftad, Engelska, 2005
1 659 kr
Skickas inom 10-15 vardagar
Intelligent Multimodal Information Presentation relates to the ability of a computer system to automatically produce interactive information presentations, taking into account the specifics about the user, such as needs, interests and knowledge, and engaging in a collaborative interaction that helps the retrieval of relevant information and its understanding on the part of the user.The volume includes descriptions of some of the most representative recent works on Intelligent Information Presentation and a view of the challenges ahead.
Häftad, Engelska, 2005
558 kr
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From November 30 to December 2, 2005, INTETAIN 2005 was held in beautiful Madonna di Campiglio, on the majestic mountains of the Province of Trento, Italy.The ideato holdthe?rstinternationalconferencethat wouldhaveas topic "Intelligent Technologies for Interactive Entertainment" seemed to be timely. In thepreviouscoupleofyearstherehadbeenothermorespeci?c-ormoregeneric - events where some of the relevant themes had made it to the front stage. With INTETAIN we were aiming at establishing a conference where intelligent computational technologies are at the basis of any interactive application for entertainment. As "intelligent computational technologies" we mean adaptive media pres- tations, recommendation systems in media scalable crossmedia, a?ective user interfaces, intelligent speech interfaces, tele-presence in entertainment, colla- rative user models and group behavior, collaborative and virtual environments, crossdomain user models, animation and virtual characters, holographic int- faces, augmented, virtual and mixed reality, computer graphics and multimedia, pervasive multimedia, creative language environments, computational humor, and so on.We also believe that there is an important role for novel underlying inter- tive device technologies, for example, mobile devices, home entertainment c- ters,haptic devices, wallscreendisplays,holographicdisplays,distributed smart sensors, immersive screens and wearable devices. Interactive applications for entertainment include, but are certainly not l- ited to, intelligent interactive games, intelligent music systems, interactive c- ema, edutainment, interactive art, interactive museum guides, city and tourism explorer assistants, shopping assistants, interactive real TV, interactive social networks,interactive storytelling,personal diaries, websites and blogs, and c- prehensive assisting environments for special groups (challenged, children, the elderly).
Häftad, Engelska, 2006
558 kr
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The present book is a festschrift in honor of Luigia Carlucci Aiello. The 18 articles included are written by former students, friends, and international colleagues, who have cooperated with Luigia Carlucci Aiello, scientifically or in AI boards or committees. The contributions by reputed researchers span a wide range of AI topics and reflect the breadth and depth of Aiello's own work.
Häftad, Engelska, 1992
558 kr
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This volume presents the proceedings of the SixthInternational Workshop on Automated Natural LanguageGeneration held in Castel Ivano, Trento, Italy, April 5-7,1992. Besides an invited lecture by Nadia Magnenat-Thalmann,a well-known researcher in computer animation, on creatingand visualizing speech and emotion, the volume includes the17 thouroughly reviewed papers accepted for presentation,selected out of the submissions to the Workshop, as well as11 statements contributed to panels on multilinguality andgeneration or extending language generation to multiplemedia. The accepted papers by leading researchers fromJapan, North America and Europe fall in sections ongenerator system architecture, issues in realisation,issues in discourse structure, and beyond traditionalgeneration.
Inbunden, Engelska, 1992
1 659 kr
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This book addresses the question of whether and how currentcomputational approaches to communication can or might beable to accommodate the range ofcomplexities thatcharacterize both human-human and human-machinecommunication. The chapters in the book are based on papers presented at aNATO Advanced Research Workshop held in Italy in late 1990where an international group of computer scientists andcognitive scientists met to discuss theoretical and appliedissues concerning communication. The initial chapters aremore theoretical in nature with an emphasis on formalapproaches to communication. The middle chapters focus onparticular application issues, such as the generation ofmultimedia documents and the role of planning in buildingsystems to support human-human or human-machine interaction. The final few chapters consider more general issues relatingto communication, such as the influence of social structureon, and the role of affect in communication.
Häftad, Engelska, 2000
558 kr
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This book constitutes the refereed proceedings of the first International Conference on Adaptive Hypermedia and Adaptive Web-Based Systems, AH 2000, held in Trento, Italy, in August 2000.The 22 revised full papers presented together with 35 short papers were carefully reviewed and selected from 55 submissions. Among the topics covered are hypertext, user modeling, machine learning, natural language generation, information retrieval, intelligent tutoring systems, cognitive science, web-based education, etc.
Inbunden, Engelska, 2007
1 061 kr
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Personal Experience with Active Cultural Heritage, PEACH, is a large, interdisciplinary development project that explores the use of novel technologies for physical museum visits. Led by teams from ITC-irst, Trento and DFKI, Saarbrücken, the research is at the forefront of work on intelligent user interfaces, but also covers other areas of artificial intelligence, microsystems and human-computer interaction. This book is structured into 13 chapters, including reports on mobile guides, infrastructure and user modeling, the use of stationary devices, collaborative storytelling, 3D modelling, evaluation and usability, and future perspectives.The book editors and authors are leading experts on the underlying AI technologies and their application, and no other book has comparable technical insight and breadth. It represents a coherent survey of the relevant technologies and environment, and will be of benefit to AI researchers engaged with interface design, and practitioners in the area of cultural heritage support and marketing.
Häftad, Engelska, 2010
1 076 kr
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Personal Experience with Active Cultural Heritage, PEACH, is a large, interdisciplinary development project that explores the use of novel technologies for physical museum visits. Led by teams from ITC-irst, Trento and DFKI, Saarbrücken, the research is at the forefront of work on intelligent user interfaces, but also covers other areas of artificial intelligence, microsystems and human-computer interaction. This book is structured into 13 chapters, including reports on mobile guides, infrastructure and user modeling, the use of stationary devices, collaborative storytelling, 3D modelling, evaluation and usability, and future perspectives.The book editors and authors are leading experts on the underlying AI technologies and their application, and no other book has comparable technical insight and breadth. It represents a coherent survey of the relevant technologies and environment, and will be of benefit to AI researchers engaged with interface design, and practitioners in the area of cultural heritage support and marketing.
Häftad, Engelska, 2012
1 659 kr
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Castel Ivano, originally built in 1375, is one of many beautiful and impressive castles strategically placed atop hills in Trentino's Valsugana in Northern Italy. It was in this castle on a series of brilliant sunny crisp November days in 1990 that an international group of computer scientists and cognitive scientists met at a workshop to discuss theoretical and applied issues concerning communi cation from an Artificial Intelligence and Cognitive Science perspective. About forty people, representing nine countries, participated in the workshop, either as speakers, discussants, or observers. The main motivationfor the workshop wasto address the questionofwhether and how current computational approaches to communication can or might be able to accommodate the range of complexities that characterize both human human and human-machine communication. The chapters in this book are based on the papers that were presented at the workshop. They are presented in an order that is determined primarily by the specificity of the topics they address. The initial chapters are more theoretical in nature with an emphasis on formal approaches to communication. The middle chapters focus on particular application issues, such as the generation ofmultimedia documents and the role of planning in building systems to support human-human or human-machine interaction. The final few chapters consider more general issues relating to com munication, such as the influence ofsocial structure on, and the role of affect in communication.