Current computer involvement in adolescent social networks (youth between the ages of 11 and 17) provides new opportunities to study group dynamics, interactions amongst peers, an...
Juan Fernando Mancilla-Caceres, Wen Pu, Eyal Amir,...
Many people believe that emotions and subjective feelings are one and the same and that a goal of human-centered computing is emotion recognition. The first belief is outdated; the...
Background: The inference of a genetic network is a problem in which mutual interactions among genes are deduced using time-series of gene expression patterns. While a number of m...
We view the task of change detection as a problem of object recognition from learning. The object is defined in a 3D space where the time is the 3rd dimension. We propose two com...
Video games are primarily designed for the players. However, video game spectating is also a popular activity, boosted by the rise of online video sites and major gaming tournamen...