4,859 research outputs found

    Artificial intelligence research community and associations in Poland

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    In last years Artificial Intelligence presented a tremendous progress by offering a variety of novel methods, tools and their spectacular applications. Besides showing scientific breakthroughs it attracted interest both of the general public and industry. It also opened heated debates on the impact of Artificial Intelligence on changing the economy and society. Having in mind this international landscape, in this short paper we discuss the Polish AI research community, some of its main achievements, opportunities and limitations. We put this discussion in the context of the current developments in the international AI community. Moreover, we refer to activities of Polish scientific associations and their initiative of founding Polish Alliance for the Development of Artificial Intelligence (PP-RAI). Finally two last editions of PP-RAI joint conferences are summarized

    New platform for intelligent context-based distributed information fusion

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    Tesis por compendio de publicaciones[ES]Durante las últimas décadas, las redes de sensores se han vuelto cada vez más importantes y hoy en día están presentes en prácticamente todos los sectores de nuestra sociedad. Su gran capacidad para adquirir datos y actuar sobre el entorno, puede facilitar la construcción de sistemas sensibles al contexto, que permitan un análisis detallado y flexible de los procesos que ocurren y los servicios que se pueden proporcionar a los usuarios. Esta tesis doctoral se presenta en el formato de “Compendio de Artículos”, de tal forma que las principales características de la arquitectura multi-agente distribuida propuesta para facilitar la interconexión de redes de sensores se presentan en tres artículos bien diferenciados. Se ha planteado una arquitectura modular y ligera para dispositivos limitados computacionalmente, diseñando un mecanismo de comunicación flexible que permite la interacción entre diferentes agentes embebidos, desplegados en dispositivos de tamaño reducido. Se propone un nuevo modelo de agente embebido, como mecanismo de extensión para la plataforma PANGEA. Además, se diseña un nuevo modelo de organización virtual de agentes especializada en la fusión de información. De esta forma, los agentes inteligentes tienen en cuenta las características de las organizaciones existentes en el entorno a la hora de proporcionar servicios. El modelo de fusión de información presenta una arquitectura claramente diferenciada en 4 niveles, siendo capaz de obtener la información proporcionada por las redes de sensores (capas inferiores) para ser integrada con organizaciones virtuales de agentes (capas superiores). El filtrado de señales, minería de datos, sistemas de razonamiento basados en casos y otras técnicas de Inteligencia Artificial han sido aplicadas para la consecución exitosa de esta investigación. Una de las principales innovaciones que pretendo con mi estudio, es investigar acerca de nuevos mecanismos que permitan la adición dinámica de redes de sensores combinando diferentes tecnologías con el propósito final de exponer un conjunto de servicios de usuario de forma distribuida. En este sentido, se propondrá una arquitectura multiagente basada en organizaciones virtuales que gestione de forma autónoma la infraestructura subyacente constituida por el hardware y los diferentes sensores

    The IPTS Report No. 80, December 2003

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    Freegaming: Mobile, Collaborative, Adaptive and Augmented Exergaming

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    Seven HCI Grand Challenges

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    This article aims to investigate the Grand Challenges which arise in the current and emerging landscape of rapid technological evolution towards more intelligent interactive technologies, coupled with increased and widened societal needs, as well as individual and collective expectations that HCI, as a discipline, is called upon to address. A perspective oriented to humane and social values is adopted, formulating the challenges in terms of the impact of emerging intelligent interactive technologies on human life both at the individual and societal levels. Seven Grand Challenges are identified and presented in this article: Human-Technology Symbiosis; Human-Environment Interactions; Ethics, Privacy and Security; Well-being, Health and Eudaimonia; Accessibility and Universal Access; Learning and Creativity; and Social Organization and Democracy. Although not exhaustive, they summarize the views and research priorities of an international interdisciplinary group of experts, reflecting different scientific perspectives, methodological approaches and application domains. Each identified Grand Challenge is analyzed in terms of: concept and problem definition; main research issues involved and state of the art; and associated emerging requirements

    French Roadmap for complex Systems 2008-2009

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    This second issue of the French Complex Systems Roadmap is the outcome of the Entretiens de Cargese 2008, an interdisciplinary brainstorming session organized over one week in 2008, jointly by RNSC, ISC-PIF and IXXI. It capitalizes on the first roadmap and gathers contributions of more than 70 scientists from major French institutions. The aim of this roadmap is to foster the coordination of the complex systems community on focused topics and questions, as well as to present contributions and challenges in the complex systems sciences and complexity science to the public, political and industrial spheres

    Playing at a Distance

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    An essential exploration of video game aesthetic that decenters the human player and challenges what it means to play. Do we play video games or do video games play us? Is nonhuman play a mere paradox or the future of gaming? And what do video games have to do with quantum theory? In Playing at a Distance, Sonia Fizek engages with these and many more daunting questions, forging new ways to think and talk about games and play that decenter the human player and explore a variety of play formats and practices that require surprisingly little human action. Idling in clicker games, wandering in walking simulators, automating gameplay with bots, or simply watching games rather than playing them—Fizek shows how these seemingly marginal cases are central to understanding how we play in the digital age. Introducing the concept of distance, Fizek reorients our view of computer-mediated play. To “play at a distance,” she says, is to delegate the immediate action to the machine and to become participants in an algorithmic spectacle. Distance as a media aesthetic framework enables the reader to come to terms with the ambiguity and aesthetic diversity of play. Drawing on concepts from philosophy, media theory, and posthumanism, as well as cultural and film studies, Playing at a Distance invites a wider understanding of what digital games and gaming are in all their diverse experiences and forms. In challenging the common perception of video games as inherently interactive, the book contributes to our understanding of the computer's influence on practices of play—and prods us to think more broadly about what it means to play
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