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This book analyzes the multimodal verbal and nonverbal behavior of humans in both an artificial game, based on the well-known Mafia and Resistance games, as well as selected other settings. This book develops statistical results linking different types of facial expressions (e.g. smile, pursed lips, raised eyebrows), vocal features (e.g., pitch, loudness) and linguistic features (e.g., dominant language, turn length) with both unary behaviors (e.g. is person X lying?) to binary behaviors (Is person X dominant compared to person Y? Does X trust Y? Does X like Y?). In addition, this book describes machine learning and computer vision-based algorithms that can be used to predict deception, as well as the visual focus of attention of people during discussions that can be linked to many binary behaviors. It is written by a multidisciplinary team of both social scientists and computer scientists. Meetings are at the very heart of human activity. Whether you are involved in a business meeting or in a diplomatic negotiation, such an event has multiple actors, some cooperative and some adversarial. Some actors may be deceptive, others may have complex relationships with others in the group. This book consists of a set of 11 chapters that describe the factors that link human behavior in group settings and attitudes to facial and voice characteristics. Researchers working in social sciences (communication, psychology, cognitive science) with an interest in studying the link between human interpersonal behavior and facial/speech/linguistic characteristics will be interested in this book. Computer scientists, who are interested in developing machine learning and deep learning based models of human behavior in group settings will also be interested in purchasing this book.
Machine learning. --- Computer science. --- Communication. --- Optical data processing. --- Machine Learning. --- Computer Science, general. --- Media and Communication. --- Image Processing and Computer Vision. --- Optical computing --- Visual data processing --- Bionics --- Electronic data processing --- Integrated optics --- Photonics --- Computers --- Communication, Primitive --- Mass communication --- Sociology --- Informatics --- Science --- Learning, Machine --- Artificial intelligence --- Machine theory --- Optical equipment
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Mass communications --- Computer science --- Programming --- Computer. Automation --- computervisie --- communicatie --- computers --- programmeren (informatica) --- computerkunde
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This book analyzes the multimodal verbal and nonverbal behavior of humans in both an artificial game, based on the well-known Mafia and Resistance games, as well as selected other settings. This book develops statistical results linking different types of facial expressions (e.g. smile, pursed lips, raised eyebrows), vocal features (e.g., pitch, loudness) and linguistic features (e.g., dominant language, turn length) with both unary behaviors (e.g. is person X lying?) to binary behaviors (Is person X dominant compared to person Y? Does X trust Y? Does X like Y?). In addition, this book describes machine learning and computer vision-based algorithms that can be used to predict deception, as well as the visual focus of attention of people during discussions that can be linked to many binary behaviors. It is written by a multidisciplinary team of both social scientists and computer scientists. Meetings are at the very heart of human activity. Whether you are involved in a business meeting or in a diplomatic negotiation, such an event has multiple actors, some cooperative and some adversarial. Some actors may be deceptive, others may have complex relationships with others in the group. This book consists of a set of 11 chapters that describe the factors that link human behavior in group settings and attitudes to facial and voice characteristics. Researchers working in social sciences (communication, psychology, cognitive science) with an interest in studying the link between human interpersonal behavior and facial/speech/linguistic characteristics will be interested in this book. Computer scientists, who are interested in developing machine learning and deep learning based models of human behavior in group settings will also be interested in purchasing this book.
Mass communications --- Computer science --- Programming --- Computer. Automation --- computervisie --- communicatie --- computers --- programmeren (informatica) --- computerkunde
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The rapid developments of new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in the last decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called "persuasive games", that is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors. This volume offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players. The purpose is to better understand when and how digital games can be used for persuasion, by further exploring persuasive games and some other kinds of persuasive playful interaction as well. The book critically integrates what has been accomplished in separate research traditions to offer a multidisciplinary approach to understanding persuasive gaming that is closely linked to developments in the industry by including the exploration of relevant case studies.
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Interpersonal communication has been studied in terms of both communication functions and specialized contexts. This handbook comprehensively covers the field including research on processes of social influence, the role of communication in the development, maintenance and decline of close personal relationships, nonverbal communication, cognitive approaches, communication and conflict, bargaining and negotiation, health communication, organizational socialization and supervisor-subordinate communication, social networks, and technologically-mediated interpersonal communication. Two chapters are dedicated to research methods in the field. The handbook includes chapters by widely recognized and respected scholars in the field.
Interpersonal communication. --- Communication. --- Communication interpersonnelle --- Communication --- Communication, Primitive --- Mass communication --- Sociology --- Interpersonal relations --- Social Interaction, Fundamental Communication Processes, Communication Functions, Communication Contexts, Technologically-Mediated Communication.
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