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'Behavior' is an increasingly important concept in the scientific, societal, economic, cultural, political, military, living and virtual worlds. Behavior computing, or behavior informatics, consists of methodologies, techniques and practical tools for examining and interpreting behaviours in these various worlds. Behavior computing contributes to the in-depth understanding, discovery, applications and management of behavior intelligence. With contributions from leading researchers in this emerging field Behavior Computing: Modeling, Analysis, Mining and Decision includes chapters on: representation and modeling behaviors; behavior ontology; behaviour analysis; behaviour pattern mining; clustering complex behaviors; classification of complex behaviors; behaviour impact analysis; social behaviour analysis; organizational behaviour analysis; and behaviour computing applications. Behavior Computing: Modeling, Analysis, Mining and Decision provides a dedicated source of reference for the theory and applications of behavior informatics and behavior computing. Researchers, research students and practitioners in behavior studies, including computer science, behavioral science, and social science communities will find this state of the art volume invaluable.
'Behavior' is an increasingly important concept in the scientific, societal, economic, cultural, political, military, living and virtual worlds. Behavior computing, or behavior informatics, consists of methodologies, techniques and practical tools for examining and interpreting behaviours in these various worlds. Behavior computing contributes to the in-depth understanding, discovery, applications and management of behavior intelligence. With contributions from leading researchers in this emerging field Behavior Computing: Modeling, Analysis, Mining and Decision includes chapters on: representation and modeling behaviors; behavior ontology; behaviour analysis; behaviour pattern mining; clustering complex behaviors; classification of complex behaviors; behaviour impact analysis; social behaviour analysis; organizational behaviour analysis; and behaviour computing applications. Behavior Computing: Modeling, Analysis, Mining and Decision provides a dedicated source of reference for the theory and applications of behavior informatics and behavior computing. Researchers, research students and practitioners in behavior studies, including computer science, behavioral science, and social science communities will find this state of the art volume invaluable.
Brain and Behavior Computing offers insights into the functions of the human brain. This book provides an emphasis on brain and behavior computing with different modalities available such as signal processing, image processing, data sciences, statistics further it includes fundamental, mathematical model, algorithms, case studies, and future research scopes. It further illustrates brain signal sources and how the brain signal can process, manipulate, and transform in different domains allowing researchers and professionals to extract information about the physiological condition of the brain. Emphasizes real challenges in brain signal processing for a variety of applications for analysis, classification, and clustering. Discusses data sciences and its applications in brain computing visualization. Covers all the most recent tools for analysing the brain and it’s working. Describes brain modeling and all possible machine learning methods and their uses. Augments the use of data mining and machine learning to brain computer interface (BCI) devices. Includes case studies and actual simulation examples. This book is aimed at researchers, professionals, and graduate students in image processing and computer vision, biomedical engineering, signal processing, and brain and behavior computing.
Focusing on the vision-based and sensor-based recognition and analysis of human activity and behavior, this book gathers extended versions of selected papers presented at the International Conference on Activity and Behavior Computing (ABC 2020), held in Kitakyushu, Japan on August 26 – 29, 2020. The respective chapters cover action recognition, action understanding, gait analysis, gesture recognition, behavior analysis, emotion and affective computing, and related areas. The book addresses various challenges and aspects of human activity recognition in both the sensor-based and vision-based domains, making it a unique guide to the field.
This book presents the best-selected research papers presented at the 3rd International Conference on Activity and Behavior Computing (ABC 2021), during 20–22 October 2021. The book includes works related to the field of vision- and sensor-based human action or activity and behavior analysis and recognition. It covers human activity recognition (HAR), action understanding, gait analysis, gesture recognition, behavior analysis, emotion, and affective computing, and related areas. The book addresses various challenges and aspects of human activity recognition—both in sensor-based and vision-based domains. It can be considered as an excellent treasury related to the human activity and behavior computing.
The book gives an introduction into the theory and practice of the transdisciplinary field of Character Computing, introduced by Alia El Bolock. The latest scientific findings indicate that “One size DOES NOT fit all” in terms of how to design interactive systems and predict behavior to tailor the interaction experience. Emotions are one of the essential factors that influence people’s daily experiences; they influence decision making and how different emotions are interpreted by different individuals. For example, some people may perform better under stress and others may break. Building upon Rosalind Picard’s vision, if we want computers to be genuinely intelligent and to interact naturally with us, we must give computers the ability to recognize, understand, even to have and express emotions and how different characters perceive and react to these emotions, hence having richer and truly tailored interaction experiences. Psychological processes or personality traits are embedded in the existing fields of Affective and Personality Computing. However, this book is the first that systematically addresses this including the whole human character; namely our stable personality traits, our variable affective, cognitive and motivational states as well as our morals, beliefs and socio-cultural embedding. The book gives an introduction into the theory and practice of the transdisciplinary field of Character Computing. The emerging field leverages Computer Science and Psychology to extend technology to include the whole character of humans and thus paves the way for researchers to truly place humans at the center of any technological development. Character Computing is presented from three main perspectives: ● Profiling and sensing the character ● Leveraging characters to build ubiquitous character-aware systems ● Investigating how to extend Artificial Intelligence to create artificial characters
We are in the era of computing. Computing is experiencing its most exciting moments in history, permeating nearly all areas of human activities. Computing is any activity that involves using computers. It includes designing and building hardware and software systems for a wide range of purposes. It has resulted in deep changes in infrastructures and development practices of computing. It is a critically important, integral component of modern life. Advancement in technology has led to several computing schemes such as cloud computing, grid computing, green computing, DNA computing, soft computing, organic computing, etc. This book covers the most important 70 computing techniques. It is divided into three volumes to cover all the topics. This is the third volume and it has 21 chapters. The book is a friendly introduction to various computing techniques. The presentation is clear, succinct, and informal, without proofs or rigorous definitions. The book provides researchers, students, and professionals a comprehensive introduction, applications, benefits, and challenges for each computing technology.
This book provides a broad survey of advanced pattern recognition techniques for human behavior analysis. Clearly structured, the book begins with concise coverage of the major concepts, before introducing the most frequently used techniques and algorithms in detail, and then discussing examples of real applications. Features: contains contributions from an international selection of experts in the field; presents a thorough introduction to the fundamental topics of human behavior analysis; investigates methods for activity recognition, including gait and posture analysis, hand gesture analysis, and semantics of human behavior in image sequences; provides an accessible psychological treatise on social signals for the analysis of social behaviors; discusses voice and speech analysis, combined audiovisual cues, and social interactions and group dynamics; examines applications in different research fields; each chapter concludes with review questions, a summary of the topics covered, and a glossary.
In this revolutionary book, a renowned computer scientist explains the importance of teaching children the basics of computing and how it can prepare them to succeed in the ever-evolving tech world. Computers have completely changed the way we teach children. We have Mindstorms to thank for that. In this book, pioneering computer scientist Seymour Papert uses the invention of LOGO, the first child-friendly programming language, to make the case for the value of teaching children with computers. Papert argues that children are more than capable of mastering computers, and that teaching computational processes like de-bugging in the classroom can change the way we learn everything else. He also shows that schools saturated with technology can actually improve socialization and interaction among students and between students and teachers. Technology changes every day, but the basic ways that computers can help us learn remain. For thousands of teachers and parents who have sought creative ways to help children learn with computers, Mindstorms is their bible.
Behavior Analysis with Machine Learning Using R introduces machine learning and deep learning concepts and algorithms applied to a diverse set of behavior analysis problems. It focuses on the practical aspects of solving such problems based on data collected from sensors or stored in electronic records. The included examples demonstrate how to perform common data analysis tasks such as: data exploration, visualization, preprocessing, data representation, model training and evaluation. All of this, using the R programming language and real-life behavioral data. Even though the examples focus on behavior analysis tasks, the covered underlying concepts and methods can be applied in any other domain. No prior knowledge in machine learning is assumed. Basic experience with R and basic knowledge in statistics and high school level mathematics are beneficial. Features: Build supervised machine learning models to predict indoor locations based on WiFi signals, recognize physical activities from smartphone sensors and 3D skeleton data, detect hand gestures from accelerometer signals, and so on. Program your own ensemble learning methods and use Multi-View Stacking to fuse signals from heterogeneous data sources. Use unsupervised learning algorithms to discover criminal behavioral patterns. Build deep learning neural networks with TensorFlow and Keras to classify muscle activity from electromyography signals and Convolutional Neural Networks to detect smiles in images. Evaluate the performance of your models in traditional and multi-user settings. Build anomaly detection models such as Isolation Forests and autoencoders to detect abnormal fish behaviors. This book is intended for undergraduate/graduate students and researchers from ubiquitous computing, behavioral ecology, psychology, e-health, and other disciplines who want to learn the basics of machine learning and deep learning and for the more experienced individuals who want to apply machine learning to analyze behavioral data.