Paolo Petta – författare
Multiagent System Technologies
15th German Conference, MATES 2017, Leipzig, Germany, August 23–26, 2017, Proceedings
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The 17 full papers presented in this volume were carefully reviewed and selected from 24 submissions for inclusion in the proceedings. Over these 15 years, the MATES conference series has been aiming at the promotion of and the cross-fertilization between theory and application of intelligent agents and multi-agent systems.
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This book presents 10 chapters on various aspects of intelligent information agents contributed by members of the respective AgentLink special interest group.
The papers are organized in three parts on agent-based information systems, adaptive information agents, and coordination of information agents. Also included are a comprehensive introduction and surveys for each of the three parts.
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Emotion pervades human life in general, and human communication in particular, and this sets information technology a challenge. Traditionally, IT has focused on allowing people to accomplish practical tasks efficiently, setting emotion to one side. That was acceptable when technology was a small part of life, but as technology and life become increasingly interwoven we can no longer ask people to suspend their emotional nature and habits when they interact with technology.
The European Commission funded a series of related research projects on emotion and computing, culminating in the HUMAINE project which brought together leading academic researchers from the many related disciplines. This book grew out of that project, and its chapters are arranged according to its working areas: theories and models; signals to signs; data and databases; emotion in interaction; emotion in cognition and action; persuasion and communication; usability; and ethics and good practice.
The fundamental aim of the book is to offer researchers an overview of the related areas, sufficient for them to do credible work on affective or emotion-oriented computing. The book serves as an academically sound introduction to the range of disciplines involved – technical, empirical and conceptual – and will be of value to researchers in the areas of artificial intelligence, psychology, cognition and user—machine interaction.
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This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design.
This special issue consists of two parts: the first one features original research papers on interactive digital storytelling in the applied context of edutainment; the second part contains a selection of revised and expanded best papers from the 4th eLearning Baltics (eLBa 2011) conference. The papers on digital storytelling have been split into sections on theory, technology, and case studies; the eLBA 2011 conference papers deal with technology and applications, case studies and mobile applications, and game-based learning and social media.