Intelligent Interactive Assistance and Mobile Multimedia Computing


Book Description

This book constitutes the refereed papers of the International Conference on Intelligent Interactive Assistance and Mobile Multimedia Computing, IMC 2009, which was held in Rostock-Warnemünde, Germany, in November 2009. The 26 revised full papers presented together with 5 short papers and 3 invited talks were carefully reviewed and selected from 50 submissions. The papers are organized in topical sections on Innovative User Interfaces, Assistive Systems, Mobile Communication, Context Awareness, Semantics, System Development, Intelligence, and Security and Privacy.




Handbook of Research on Solving Modern Healthcare Challenges With Gamification


Book Description

While many fields such as e-learning, business, and marketing have taken advantage of the potential of gamification, the healthcare domain has just started to exploit this emerging trend, still in an ad-hoc fashion. Despite the huge potential of applying gamification on several topics of healthcare, there are scarce theoretical studies regarding methodologies, techniques, specifications, and frameworks. These applications must be examined further as they can be used to solve major healthcare-related challenges such as care plan maintenance, medication adherence, phobias treatment, or patient education. Handbook of Research on Solving Modern Healthcare Challenges With Gamification aims to share new approaches and methodologies to build e-health solutions using gamification and identifies new trends on this topic from pedagogical strategies to technological approaches. This book serves as a collection of knowledge that builds the theoretical foundations that can be helpful in creating sustainable e-health solutions in the future. While covering topics such as augmented and virtual reality, ethical issues in gamification, e-learning, telehealth services, and digital applications, this book is essential for research scholars, healthcare/computer science teachers and students pursuing healthcare/computer science-related subjects, enterprise developers, practitioners, researchers, academicians, and students interested in the latest developments and research solving healthcare challenges with modern e-health solutions using gamification.




The Future Home is Wise, Not Smart


Book Description

This book introduces the concept of the wise home. Whilst smart homes focus on automation technologies, forcing users to deal with complex and incomprehensible control and programming procedures, the wise home is different. By going beyond intelligence (or smartness) the wise home puts technology in the background and supports explicit (enhanced user-experience) as well as implicit (artificial intelligence) interaction adequate to the end-user’s needs. The theoretical basis of the wise home is explored and examples for its application for future living are presented based on empirical studies and field work carried out by the author. Principles of HCI and the meaning of the home from differing scientific perspective are discussed and a research model (based on the concept of user experience (UX)) and iterations is introduced. This has resulted in field deployment guides being produced through a systematic development process. The Future Home is Wise, not Smart will be essential reading to home system developers, designers and researchers, responsible for smart home deployment or Ambient Assisted Living (AAL) who will get insights on how to follow a novel approach in developing and adapting smart home systems to their users’ needs. Students with an interest in software design for pervasive systems will benefit by receiving information on how to develop and customise systems for the specific needs of living environments.




Intelligent Virtual Agents


Book Description

This volume, containing the proceedings of IVA 2003, held at Kloster Irsee, in Germany, September 15–17, 2003, is testimony to the growing importance of IntelligentVirtualAgents(IVAs) asaresearch?eld.Wereceived67submissions, nearly twice as many as for IVA 2001, not only from European countries, but from China, Japan, and Korea, and both North and South America. As IVA research develops, a growing number of application areas and pl- forms are also being researched. Interface agents are used as part of larger - plications, often on the Web. Education applications draw on virtual actors and virtual drama, while the advent of 3D mobile computing and the convergence of telephones and PDAs produce geographically-aware guides and mobile - tertainment applications. A theme that will be apparent in a number of the papers in this volume is the impact of embodiment on IVA research – a char- teristic di?erentiating it to some extent from the larger ?eld of software agents.




Research Anthology on Game Design, Development, Usage, and Social Impact


Book Description

Videogames have risen in popularity in recent decades and continue to entertain many all over the world. As game design and development becomes more accessible to those outside of the industry, their uses and impacts are further expanded. Games have been developed for medical, educational, business, and many more applications. While games have many beneficial applications, many challenges exist in current development processes as well as some of their impacts on society. It is essential to investigate the current trends in the design and development of games as well as the opportunities and challenges presented in their usage and social impact. The Research Anthology on Game Design, Development, Usage, and Social Impact discusses the emerging developments, opportunities, and challenges that are found within the design, development, usage, and impact of gaming. It presents a comprehensive collection of the recent research, theories, case studies, and more within the area. Covering topics such as academic game creation, gaming experience, and violence in gaming, this major reference work is a dynamic resource for game developers, instructional designers, educators and administrators of both K-12 and higher education, students of higher education, librarians, government officials, business leaders and executives, researchers, and academicians.




RFID Security


Book Description

This is an edited book covering fundamentals, security theories and protocols, and hardware implementations for cryptography algorithms and security techniques in RFID. It is the first book to comprehensively cover RFID security issues and solutions. Part 1 deals with RFID fundamentals. Part 2 addresses RFID security protocols and techniques. Finally, the book discusses hardware implementation of security algorithms and protocols dedicated to RFID platforms and chips.




Human Dynamics Research in Smart and Connected Communities


Book Description

This book addresses how accelerating advances in information and communication technology, mobile technology, and location-aware technology have fundamentally changed the ways how social, political, economic and transportation systems work in today’s globally connected world. It delivers on many exciting research questions related to human dynamics at both disaggregate and aggregate levels that attract the attention of researchers from a wide range of disciplines. Human Dynamics Research involves theoretical perspectives, space-time analytics, modeling human dynamics, urban analytics, social media and big data, travel dynamics, privacy issues, development of smart cities, and problems and prospects of human dynamics research. This book includes contributions on theoretical, technical, or application aspects of human dynamics research from different disciplines. Appealing to researchers, scholars and students across a wide range of topics and disciplines including: urban studies, space-time, mobility and the internet, social media, big data, behavioral geography and spatio-temporal-network visualization, this book offers a glimpse at the cutting edge of research on human dynamics.




Technology for Smart Futures


Book Description

This book explores the nexus of Sustainability and Information Communication Technologies that are rapidly changing the way we live, learn, and do business. The monumental amount of energy required to power the Zeta byte of data traveling across the globe’s billions of computers and mobile phones daily cannot be overstated. This ground-breaking reference examines the possibility that our evolving technologies may enable us to mitigate our global energy crisis, rather than adding to it. By connecting concepts and trends such as smart homes, big data, and the internet of things with their applications to sustainability, the authors suggest that emerging and ubiquitous technologies embedded in our daily lives may rightfully be considered as enabling solutions for our future sustainable development.




Multidisciplinary Perspectives on New Media Art


Book Description

New media has been gaining importance in the academic world as well as the artistic world through the concept of new media art. As the connections between art and communication technologies grow and further embrace a wide range of concepts, interpretations, and applications, the number of disciplines that will be touched will likewise continue to expand. Multidisciplinary Perspectives on New Media Art is a collection of innovative research on the methods and intersections between new media, artistic practices, and digital technologies. While highlighting topics including audience relationship, digital art, and computer animation, this book is ideally designed for academicians, researchers, high-level art students, and art professionals.




Ambient Assisted Living


Book Description

Addresses an Emerging Shift in Developing CountriesThe authors and contributors of Ambient Assisted Living have recognized that the demographic profile is changing in many developing countries and have factored in an inversion of the demographic pyramid. The technology of ambient assisted living (AAL), supports the elderly and disabled in their dai