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Titlebook: Augmented Cognition; 13th International C Dylan D. Schmorrow,Cali M. Fidopiastis Conference proceedings 2019 Springer Nature Switzerland AG

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Considerations for Human-Machine Teaming in Cybersecuritye stakes are high for performance during these tasks: failures to reason about the environment and make decisions can let attacks go unnoticed or worsen the effects of attacks. Opportunities exist to address these challenges by more tightly integrating computer agents with human operators. In this p
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Do We Need “Teaming” to Team with a Machine? human-machine interaction? In this paper, we consider behaviors that would allow next-generation machine analytic assistants (MAAs) to provide context-sensitive, proactive support for human analytic work – e.g., awareness and understanding of a user’s current goals and activities, the ability to ge
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Automating Crime Informatics to Inform Public Policysuccess. However, there are only a certain number and type of factors that can be addressed by government action; which are most important?.In this paper we address this question by “reverse engineering” the crime prediction problem. Intuition suggests that the collection of factors most informative
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Visualizing Parameter Spaces of Deep-Learning Machinesn (MLPs). MLPs are the archetypal “deep-learning” machines, digital imitations of biological brains. MLP parameter spaces are data structures holding the neuron interconnect-weights “learned” by these machines during training. These structures are abstractions of biological systems and are not gener
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Geometrically Intuitive Rendering of High-Dimensional Data intuitive data visualization has been become increasingly difficult. In particular, when the data being analyzed have many dimensions (e.g., feature vectors having many attributes), conventional methods, when they can be used at all, often make representational compromises that produce non-intuitiv
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Enacting Virtual Reality: The Philosophy and Cognitive Science of Optimal Virtual Experiences. This article deems the object-centric approach both philosophically and theoretically problematic and builds up to an alternative, “action-predicated” approach, whose aim is to simulate virtual experiences with a primary emphasis on pragmatic functionality instead. Section . lays out the rational
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FUN,: The Physio-Behavioural Adaptive Video Gamelts point to the creation of an accurate player’s preference profiles during a baseline mission, with profile matching both a “ground truth” Fun Trace – a continuous, subjective rating of a player’s fun – and a self-reported profile with an accuracy of . and . respectively. This, however, did not tr
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