000 03955nam a2200169Ia 4500
008 140223b2008 xxu||||| |||| 00| 0 eng d
020 _a1599049410
_c0.00
082 _a004
_bSUG
100 _aSugumaran, Vijayan
245 _aIntelligent Information Technologies: Concepts, Methodologies, Tools and Applications Vol. - IV
260 _aHurshey USA
_bInformation Science Reference (IGI Global)
_c2008
300 _a1786p - 2396p + 17p
500 _aChapter 5.11. Modeling Malaria with Multi-Agent Systems Section 6. Managerial Impact Chapter 6.1. Data Mining and Decision Support for Business and Science Chapter 6.2. Computational Intelligence Applications in Business: A Cross-Section of the Field Chapter 6.3. Artificial Intelligence in Electricity Market Operations and Management Chapter 6.4. Channel Choices and Revenue Logics of Software Companies Developing Mobile Games Chapter 6.5. Agent-Based Modeling for Simulation of Complex Business Systems: Research Design and Validation Strategies Chapter 6.6. Using Agent Technology for Company Knowledge Management Section 7. Critical Issues Chapter 7.1. It's All in the Game: How to Use Simulation-Games for Competitive Intelligence and How to Support Them by ICT Chapter 7.2. Does a Functioning Mind Need a Functioning Body?: Some Perspectives from Postclassical Computation Chapter 7.3. Memory and Emotion in the Cognitive Architecture Chapter 7.4. Neuroglial Behaviour in Computer Science Chapter 7.5. Ethics of Workplace Surveillance Games Chapter 7.6. Lessons Learned in Designing Ubiquitous Augmented Reality User Interfaces Chapter 7.7. Accessing Learning Content in a Mobile System: Does Mobile Mean Always Connected? Chapter 7.8. Culture-Based Language Learning Objects: A CALL Approach for a Ubiquitous World Chapter 7.9. Leveraging Pervasive and Ubiquitous Service Computing Chapter 7.10. Trust and Privacy Permissions for an Ambient World Chapter 7.11. Modeling the Free/Open Source Software Community: A Quantitative Investigation Chapter 7.12. "You're In Our World Now." Ownership and Access in the Proprietary Community of an MMOG Section 8. Emerging Trends Chapter 8.1. Literacy by Way of Automatic Speech Recognition Chapter 8.2. Financial Markets in the Internet Age Chapter 8.3. Game Mods: Customizable Learning in a K16 Setting Chapter 8.4. Once More Unto the Breach: Towards Artificial Homeostasis Chapter 8.5. Forecasting the Stock Market with ANNs and Autonomous Agents Chapter 8.6. Facial and Body Feature Extraction for Emotionally-Rich HCI Chapter 8.7. Developments in Structural Optimization and Applications to Intelligent Structural Vibration Control Chapter 8.8. Facial Expression and Gesture Analysis for Emotionally-Rich Man-Machine Interation Chapter 8.9. Dynamic Pattern Recognition in Sport by Means of Artificial Neural Networks Chapter 8.10. From Planning Tools to Intelligent Assistants: Meme Media and Logic Programming Technologies Chapter 8.11. Explaining Algorithms: A New Perspective Chapter 8.12. Games and Advertisement: Beyond Banners and Billboards Chapter 8.13. Mobile Games: Emerging Content Business Area Chapter 8.14. Toward an Organization: Oriented Design Methodology for Agent Societies Chapter 8.15. Engineering Emotionally Intelligent Agents Chapter 8.16. Evolutionary Computation as a Paradigm for Engineering Emergent Behaviour in Multi-Agent Systems Chapter 8.17. Human-Based Models for Ambient Intelligence Environments Chapter 8.18. Towards a Design Process for Integrating Product Recommendation Services in E-Markets Chapter 8.19. Neo-Symbiosis: The Next Stage in the Evolution of Human Information Interaction Chapter 8.20. Towards Cognitive Machines: Multiscale Measures and Analysis
600 _aInformation Technology
890 _aUSA
995 _ASUG
_B006728
_CNVV-NVV
_D10070.55
_E0
_F049
_GIN514
_H0
_I0.00
_J14959 31%
_L20080122
_UC
_W20080208
_XKushal Books
_ZReference
999 _c81894
_d81894