Academic literature on the topic 'Humans'

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Journal articles on the topic "Humans"

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Pribram, Karl. "What makes humans humane." International Journal of Psychophysiology 69, no. 3 (September 2008): 137. http://dx.doi.org/10.1016/j.ijpsycho.2008.05.007.

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Ramaekers, Stefan, and Naomi Hodgson. "Humans Raising Humans?" Philosophy of Education 74 (2018): 466–80. http://dx.doi.org/10.47925/74.466.

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Shin, Sangkyu. "Infosphere, Humans as Inforgs, and Human Agency." Center for Asia and Diaspora 13, no. 2 (August 31, 2023): 6–39. http://dx.doi.org/10.15519/dcc.2023.08.13.2.6.

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This paper is an attempt to shed light on the nature of the information revolution we are facing by focusing on Floridi’s philosophy of information, specifically his book The Fourth Revolution. I will first briefly explain the concepts of hyperhistory and the infosphere, and then identify the core claim of the Fourth Revolution in anthropology, along with the concept of the “inforg.” Copernicus, Darwin, and Freud each contributed in different ways to the rupture of anthropocentrism and the decentering of the human subject. In Floridi’s Fourth Revolution, the decentering of the human subject is related to the fact that we understand ourselves as inforgs, or information organisms. Focusing on the role of technology in mediating the relationship between human perception (experience), action, and reality (the world), I argue that the decentering of the human subject in the Fourth Revolution can be found in a shift in our perception of human agency.
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Bradley, Robert H. "Humans Play, Humans Develop." Contemporary Psychology: A Journal of Reviews 32, no. 6 (June 1987): 516–17. http://dx.doi.org/10.1037/027203.

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LaBrie, Katie. "Connecting Humans and Non-Humans." Pathways 4, no. 1 (December 30, 2023): 45–55. http://dx.doi.org/10.29173/pathways53.

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A recent trend in public health campaigns has been to include non-human health data to capture all relevant variables related to human well-being. This specific approach is the foundation of the World Health Organization restructuring in the early 2000s as they adopted the “one health” framework. Politically, this movement is influential and draws significant health funding globally. "One health" is characterized by a multi-disciplinary collaboration between medical, veterinary, and health sciences. Similarly, the post-human turn in medical anthropology recognizes that viewing the non-human contributions to the cultural construction of health as symbolic does not adequately address how non-humans and nature independently contribute to human health realities. Ethnographic studies of the non-human perspective shed light on how humans are not the only beings that influence culturally constructed reality, nor are they exclusively in control of cultural phenomena. Theoretical trends in anthropology and public health seemingly converge; however, an artificial academic barrier between the sciences and social sciences remains. As these two disciplines are coming closer together through their data, breaking down structural barriers that prevent the successful integration of knowledge has potential to improve human health outcomes. Methodological concessions will have to occur on all sides to make the inclusion of the social sciences in public health possible. Doing so can bring academia closer to a comprehensive scientific understanding of human health.
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Hughes, David A., Richard Cordaux, and Mark Stoneking. "Humans." Current Biology 14, no. 10 (May 2004): R367—R369. http://dx.doi.org/10.1016/j.cub.2004.05.005.

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Wong, Kate. "Humane Humans ▪ Tree ID ▪ Diamonds on Display." Scientific American 301, no. 4 (October 2009): 98–99. http://dx.doi.org/10.1038/scientificamerican1009-98.

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Sturrock., Craig. "Green Economy: By Humans, For Humans." International Journal of Advanced Research 5, no. 5 (May 31, 2017): 432–39. http://dx.doi.org/10.21474/ijar01/4128.

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Gaines, Brian R. "Humans as Scientists: Scientists as Humans." Journal of Constructivist Psychology 26, no. 3 (July 2013): 210–17. http://dx.doi.org/10.1080/10720537.2013.787331.

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Ishiguro, Hiroshi, and Shuichi Nishio. "Building artificial humans to understand humans." Journal of Artificial Organs 10, no. 3 (September 20, 2007): 133–42. http://dx.doi.org/10.1007/s10047-007-0381-4.

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Dissertations / Theses on the topic "Humans"

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Ferguson, Elizabeth. "Humans." Pitzer College, 2009. http://ccdl.libraries.claremont.edu/u?/stc,58.

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Rotger, Moll Gemma. "Lifelike Humans: Detailed Reconstruction of Expressive Human Faces." Doctoral thesis, Universitat Autònoma de Barcelona, 2021. http://hdl.handle.net/10803/671306.

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El desenvolupament de personatges digitals semblants a les persones és una tasca difícil, ja que els humans estem acostumats a reconèixer-nos entre nosaltres i trobar els CGI poc humanitzats. Per complir els estàndards de les produccions de videojocs i pel·lícules digitals és necessari modelar i animar aquests personatges el més proper als éssers humans. Tanmateix, és una tasca difícil i cara, ja que requereix molts artistes i especialistes treballant en un sol personatge. Per tant, per complir aquests requisits, trobem la creació automàtica de cares detallades mitjançant setups de baix cost una opció interessant per estudiar. En aquest treball, desenvolupem tècniques noves per aconseguir cares detallades combinant diferents aspectes que destaquen a l’hora de desenvolupar personatges realistes, detalls de la pell, pèls i expressions facials i microexpressions. Examinem cadascuna de les àrees esmentades amb l’objectiu de recuperar-les automàticament sense interacció de l’usuari ni dades de aprenentatge. Estudiem els problemes buscant la seva robustesa, però també la simplicitat de la configuració, preferint solucions basades en una sola imatge amb il·luminació incontrolada i mètodes que es poden calcular fàcilment amb un ordinador portàtil estàndard. Una cara detallada amb arrugues i detalls de la pell és vital per desenvolupar un personatge realista. En aquest treball, introduïm el nostre mètode per descriure automàticament les arrugues facials de la imatge i transferir-les a la cara base recuperada. A continuació, avancem a la recuperació del cabell facial mitjançant la resolució d’un problema de parametrització amb un nou model de cabell facial. Per últim, desenvolupem una funció de mapatge que permet transferir expressions i microexpressions entre diferents malles facials, que proporciona animacions realistes a la nostra cara detallada. Cobrim tots els punts esmentats parant atenció als aspectes clau com (i) com descriure les arrugues facials d’una manera senzilla, (ii) com recuperar 3D a partir de deteccions 2D, (iii) com recuperar i modelar el cabell facial a partir de 2D a 3D, (iv) com transferir expressions entre models amb detalls de la pell i cabells facials, (v) com realitzar totes les accions descrites sense dades d’aprenentatge ni interacció de l’usuari. En aquest treball, presentem les nostres propostes per resoldre aquests aspectes amb una configuració eficient i senzilla. Validem el nostre treball amb diversos conjunts de dades tant sintètiques com reals, obtenint resultats remarcables fins i tot en casos tan difícils com oclusions per ulleres, barbes denses, inclús treballant amb diferents topologies facials com ciclops d’un sol ull.
Desarrollar personajes digitales similares a los humanos es un reto, ya que los humanos estamos acostumbrados a reconocernos entre nosotros y a encontrar a los CGI poco humanos. Para cumplir con los estándares de las producciones de videojuegos y películas digitales, es necesario modelar y animar a estos personajes de la manera más parecida posible a los humanos. Sin embargo, es una tarea ardua y costosa, ya que se requiere a muchos artistas y especialistas trabajando en un solo personaje. Por lo tanto, para cumplir con estos requisitos, encontramos la creación automática de CGIs detallados a través de setups económicos una opción interesante para estudiar. En este trabajo, desarrollamos técnicas novedosas para conseguir personajes detallados combinando diferentes aspectos que se destacan al desarrollar el realismo como detalles de la piel, pelos faciales, expresiones y microexpresiones. Examinamos cada una de las áreas mencionadas con el objetivo de recuperar cada una de las partes automáticamente sin interacción del usuario ni datos para el aprendizaje. Estudiamos los problemas buscando su robustez, pero también la simplicidad de la configuración, prefiriendo soluciones que requieren una sola imagen con iluminación no controlada y cálculos que pueden obtenerse con la comodidad de un ordenador portátil estándar. Una cara detallada con arrugas y detalles de la piel es vital para desarrollar un personaje realista. En este trabajo, presentamos nuestro método para describir automáticamente las arrugas faciales en la imagen y transferirlas a la cara base recuperada. Luego proponemos la recuperación del vello facial resolviendo un problema de ajuste de parámetros con un nuevo modelo de vello facial parametrizable. Por último, introducimos una función de mapeo que permite transferir expresiones y microexpresiones entre diferentes mallas, lo que proporciona animaciones realistas a nuestra cara detallada. Cubrimos todos los puntos mencionados con el enfoque puesto en aspectos clave como (i) cómo describir las arrugas faciales de una manera simple y directa, (ii) cómo recuperar 3D a partir de las detecciones 2D, (iii) cómo recuperar y modelar el vello facial de 2D a 3D, (iv) cómo transferir expresiones entre modelos que contienen tanto el detalle de la piel como el vello facial, (v) cómo realizar todas las acciones descritas sin datos de entrenamiento ni interacción del usuario. En este trabajo, presentamos nuestras propuestas para resolver estos aspectos con una configuración eficiente y simple. Validamos nuestro trabajo con varios conjuntos de datos, tanto sintéticos como reales, demostrando resultados notables incluso en casos desafiantes como oclusiones por gafas, barbas densas y, incluso, trabajando con diferentes topologías faciales como cíclopes de un solo ojo.
Developing human-like digital characters is a challenging task since humans are used to recognizing our fellows, and find the computed generated characters inadequately humanized. To fulfill the standards of the videogame and digital film productions it is necessary to model and animate these characters the most closely to human beings. However, it is an arduous and expensive task, since many artists and specialists are required to work in a single character. Therefore, to fulfill these requirements we found an interesting option to study the automatic creation of detailed characters through inexpensive setups. In this work, we develop novel techniques to bring detailed characters by combining different aspects that stand out when developing realistic characters, skin detail, facial hairs, expressions, and microexpressions. We examine each of the mentioned areas with the aim of automatically recover each of the parts without user interaction nor training data. We study the problems for their robustness but also for the simplicity of the setup, preferring single-image with uncontrolled illumination and methods that can be easily computed with the commodity of a standard laptop. A detailed face with wrinkles and skin details is vital to develop a realistic character. In this work, we introduce our method to automatically describe facial wrinkles on the image and transfer to the recovered base face. Then we advance to the facial hair recovery by resolving a fitting problem with a novel parametrization model. As of last, we develop a mapping function that allows transfer expressions and microexpressions between different meshes, which provides realistic animations to our detailed mesh. We cover all the mentioned points with the focus on key aspects as (i) how to describe skin wrinkles in a simple and straightforward manner, (ii) how to recover 3D from 2D detections, (iii) how to recover and model facial hair from 2D to 3D, (iv) how to transfer expressions between models holding both skin detail and facial hair, (v) how to perform all the described actions without training data nor user interaction. In this work, we present our proposals to solve these aspects with an efficient and simple setup. We validate our work with several datasets both synthetic and real data, prooving remarkable results even in challenging cases as occlusions as glasses, thick beards, and indeed working with different face topologies like single-eyed cyclops.
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Klein, Alex C. (Alex Charles). "Whole human design : designing for Humans, not Users." Thesis, Massachusetts Institute of Technology, 2018. https://hdl.handle.net/1721.1/122887.

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Thesis: S.M. in Engineering and Management, Massachusetts Institute of Technology, System Design and Management Program, 2018
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 134-136).
In the past ten years, the Human-Centered Design methodology has exploded--permeating our organizational and academic worlds and becoming one of the most sought-after skills. The user-first mantra has become widely accepted and internalized. Develop empathy! Find users in their natural habitat! Design for their needs, not yours! Despite its vast popularity, I believe there is a great flaw and irony in the way we practice Human-Centered Design today: without the human. Though a human perceives his/her life as a dynamic whole (Gestalt Theory), we reduce him/her to a 'user', a shard of his/her full Self. This thesis explores the foundations of a new methodology, Whole Human Design[superscript TM], that seeks to re-unify the human and equip us to design for users in the context of their whole humanness. To that end, this thesis first seeks a usable definition of the Human and our human needs, by exploring a wide range of philosophical and psychological perspectives-from material/atomistic definitions (like those found in Behaviorism) to Phenomenology-inspired definitions (Existentialism, Humanistic Psychology, Positive Psychology) to Religious perspectives. From there, based on an ethnographic research with 50 individuals, this thesis introduces a design framework, the Periodic Table of Human Elements[superscript TM], a tool to connect functional and latent needs of a user to his/her deeper human roots. Finally, in order to illustrate how this methodology can be practiced, this thesis presents a case study of how Whole Human Design was used to solve a $300B real-world problem, medication adherence.
by Alex C. Klein.
S.M. in Engineering and Management
S.M.inEngineeringandManagement Massachusetts Institute of Technology, System Design and Management Program
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Föhr, Stephanie. "Beyond human (self-) care : Exploring fermentation as a practice of caring with humans, non-humans and the planet Earth." Thesis, Linnéuniversitetet, Institutionen för design (DE), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96699.

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The present thesis deals with the playful exploration of fermentation as a practice of care. Fermentation has a lot of positive impacts and can be seen as a practice of care in relation to human self-care, caring with human others, relationships to non-human beings, like microorganisms, and caring with the planet Earth. Based on the question ‘What can game design do to explore fermentation as a practice beyond human (self-) care?’ I developed an Online Fermentation Game. The game functioned as a conversational framework to explore together with co-creators the possibilities of more careful and sustainability-oriented food practices on the example of fermentation. The game involved the step by step and hands-on fermentation of fruits and vegetables while exploring the complexity of care in relation to fermentation.  With this project, I aimed to offer a co-learning space to explore together with co-learners the possibilities of more careful and sustainable food practices on the example of fermentation in a playful way. To create a dialogue about more than human care in relation to food, in particular fermentation. To inspire the co-learners to question their relationships around food and discover which actors to care with. Beyond this project and in a larger context, I aim for a paradigm shift from the individualistic human benefit towards a notion of more than human care. This shift can make a huge difference regarding a more sustainability-oriented future of food. With this thesis project, I strived to make a small contribution to this long term vision. Starting from the human need for healthy food, the blind spot of acknowledging fermentation as a sustainability-oriented practice beyond human care, that the majority of other fermentation workshops is missing, was explored in a playful way. The global Coronavirus (COVID-19) pandemic that this project happened to be situated in challenged me in creating a safe and comfortable co-learning space. Therefore, this project focused on creating a digital- and home-based game experience. To hand over, other design practitioners and change agents can apply and transform the game as part of their fermentation projects. On a broader perspective, the concept of this explorative design game can be adapted inside but also outside the food sector. The project serves as inspiration for a playful and at the same time careful approach to design and change-making. Moreover, it shows an example of shifting community spaces provoked by crises.
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Campà, i. Molist Joan Enric. "El problema de la fundamentación filosófica de los Derechos Humanos: una genealogía y respuesta desde el pensamiento de Emmanuel Lévinas." Doctoral thesis, Universitat Autònoma de Barcelona, 2021. http://hdl.handle.net/10803/673263.

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La humanitat, sofrint la imperant necessitat de fonamentar filosòficament els drets humans, es troba obligat a rescatar i repensar les propostes d'un valuós firmament filosòfic. Davant de tal exigència, es presenta una genealogia del «principi de justícia», entès com a nucli dels drets humans, per desbancar les fonamentacions heretades. Seguidament, i ja situats en un escenari regnat per l'obsolescència teòrica i les seves terribles conseqüències, es presenta la fórmula ètica d'Emmanuel Lévinas per concebre els drets humans com a drets de l'altre humà; es proposa l'alteritat transcendental com la senda de coneixement i revelació de el contingut del entès, avui dia, com a drets humans.
La humanidad, sufriendo la imperante necesidad de fundamentar filosóficamente los derechos humanos, se halla obligado a rescatar y repensar las propuestas de un valioso firmamento filosófico. Ante tal exigencia, se presenta una genealogía del «principio de justicia», entendido como núcleo de los derechos humanos, para desbancar las fundamentaciones heredadas. Seguidamente, y ya ubicados en un escenario reinado por la obsolescencia teórica y sus terribles consecuencias, se presenta la fórmula ética de Emmanuel Lévinas para concebir los derechos humanos como derechos del otro humano; se propone la otredad transcendental como la senda de conocimiento y revelación del contenido de lo entendido, hoy día, como derechos humanos.
Enduring the prevailing necessity to philosophically fundament the human rights, humanity is obliged to salvage and reconsider the propositions of a valuable philosophical foundation. Confronted with such a demand, one «principle of justice» genealogy —understood as the human rights' core — is presented to supplant the inherited foundations. Following this —and already located in a scene ruled by theorical obsolescence and its terrible consequences", Emmanuel Lévinas' ethical formula is presented to conceive human rights as the rights of the other human; the transcendental otherness is proposed as the pathway of knowledge and the revelation of what is known at this time as Human Rights.
Universitat Autònoma de Barcelona. Programa de Doctorat en Filosofia
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Perrons, Christopher John. "Papovaviruses in humans." Thesis, University College London (University of London), 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.368850.

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Parriego, Beltran Mònica. "Multinucleació en embrions humans preimplantacionals." Doctoral thesis, Universitat Autònoma de Barcelona, 2016. http://hdl.handle.net/10803/382842.

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La presència de dos o més nuclis en una cèl·lula embrionària es defineix com a multinucleació i va ser descrita per primera vegada en embrions humans cultivats in vitro per Tesarik i col.laboradors al 1987 (Tesarik et al., 1987). Es considera que un embrió és multinucleat quan s’ha observat més d’un nucli en alguna de les seves cèl·lules en qualsevol moment del seu desenvolupament. Aquesta característica embrionària es considera patològica i s’associa a mal pronòstic reproductiu. La multinucleació pot generar-se per errors en el procés de divisió mitòtica o per fragmentació del nucli i pot donar lloc patrons de multinucleació diferents: binucleació (2 nuclis) o multi/micronucleació (>2 nuclis). Diversos autors han descrit una associació entre multinucleació i morfologia embrionària compromesa que es tradueix en una menor capacitat de desenvolupament d’aquests embrions quan es cultiven fins a l’estadi de blastocist (Alikani et al., 2000; Yakin et al., 2005). A més, aquests embrions exhibeixen una constitució cromosòmica anormal amb més freqüència. Per tot això, i malgrat s’han descrit naixements sans a partir de la transferència d’embrions multinucleats, la transferència d’aquests embrions en els cicles de Fecundació in vitro sol realitzar-se només quan no n’hi ha d’altres disponibles. En el nostre treball s’han analitzat les característiques de 763 cicles de FIV-ICSI amb i sense embrions multinucleats a la cohort. S’han comparat les característiques dels cicles i de les pacients dels dos grups. En segon lloc, s’han analitzat les característiques de 1312 embrions multinucleats. S’ha determinat la seva incidència, el moment d’aparició de la multinucleació i els patrons de multinucleació. S’ha analitzat els paràmetres morfocinètics dels embrions multinucleats comparant-los amb els d’embrions sense signes de multinucleació i s’ha avaluat la capacitat de desenvolupament fins a blastocist dels embrions multinucleats. S’han analitzat els resultats clínics dels embrions multinucleats que han estat transferits. A partir de les dades obtingudes de 199 cicles de Screening genètic preimplantacional s’ha determinat la constitució cromosòmica dels embrions multinucleats i s’ha comparat amb l’observada en embrions sense multinucleació Els nostres resultats han mostrat que, tot i les millores recents del cultiu in vitro, la multinucleació embrionària segueix essent un fenomen freqüent en els cicles de FIV. (23.6%). En els cicles de FIV, el nombre d’oòcits recuperats en la punció fol·licular s'associa a presència de multinucleació, però la presència d’embrions multinucleats en una cohort no té un efecte negatiu en el pronòstic del cicle. La tecnologia de monitorització dinàmica de la morfologia embrionària incorporada als laboratoris de reproducció assistida darrerament possibilita una millor detecció de la multinucleació i ha mostrat que embrions amb aquestes característiques mostren una morfocinètica alterada. Amb aquest treball, s’ha confirmat una menor capacitat per assolir l’estadi de blastocist i una major incidència d’anomalies cromosòmiques dels embrions multinucleats, tot i que els embrions multinucleats euploides que assoleixen l’estadi de blastocist tenen la mateixa capacitat d'implantació que els blastocists euploides no multinucleats. Per últim, s’ha pogut concloure que el cultiu dels embrions multinucleats fins a l'estadi de blastocist permet la selecció dels potencialment viables.
Abnormalities in the number of nuclei in cells from cleaving human embryos was demonstrated as early as 1987 (Tesarik et al., 1987) and it is known as multinucleation. Errors in the mitotic process or nuclear fragmentation can both lead to multinucleation. This phenomenon has been correlated with impaired cleavage, high rate of chromosomal abnormalities, diminished embryo developmental potential, lower implantation, clinical pregnancy and birth rate. In our study, we analyzed the characteristics of ICSI cycles with and without multinucleated embryos. Second, morphokinetic characteristics and developmental ability of multinucleated and non-multinucleated embryos were compared. And finally, data from 199 preimplantation genetic screening cycles was used to analyze the chromosomal constitution of multinucleated embryos. Our results have shown that although recent improvements in culture conditions have been introduced in assisted reproduction laboratories, multinucleation is still a common phenomenon in IVF cycles. Patients with multinucleated embryos had a higher number of oocytes retrieved when compared with patient without multinucleated embryos. Nevertheless, the presence of multinucleated embryos does not compromise the reproductive outcome of the ICSI cycle. Dynamic evaluation of embryo development performed with time-lapse technology allowed a better detection of the multinucleation phenomenon, and altered morphokinetics has been detected in these embryos. Data obtained has confirmed a diminished developmental ability to reach the blastocyst stage as well as increased incidence of chromosomal abnormalities has been confirmed from our results. Nevertheless, euploid blastocysts derived from multinucleated embryos have high implantation potential. Culture of multinucleated embryos to the blastocyst stage allows the selection of those potentially viable.
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Islas, Ramírez Omar Adair. "Learning Robot Interactive Behaviors in Presence of Humans and Groups of Humans." Thesis, Paris 6, 2016. http://www.theses.fr/2016PA066632/document.

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Au fil des dernières années les robots ont fait partie de notre quotidien. Même si nous ne les voyons pas, nous dépendons d'eux pour construire nos ordinateurs, téléphones mobiles, voitures, etcetera. Les robots sont utilisés aussi pour l'organisation des produits dans les usines. Un autre domaine de croissance est la robotique sociale. Nous pouvons voir des études tel que des robots d'aide aux enfants autistes. Il y a aussi des robots qui sont utilisés pour accueillir des personnes dans des hôtels ou dans centres commerciaux pour interagir avec les gens. Ainsi, le robot doit comprendre le comportement des personnes. Et, pour les robots mobiles, il faut savoir comment naviguer dans l'environnement humain. En ce qui concerne les environnements humains, ce travail explore la navigation acceptable socialement des robots en direction de personnes. Pour donner un exemple, quand un robot s'approche d'une personne, il ne doit pas traiter la personne comme un obstacle. Car si cette dernière est traitée comme un obstacle, le robot s'approcherait d'elle sans prendre en compte son espace personnel, ce qui la gênerait. Une personne est une entité qui doit être pris en compte sur la base des normes sociales que nous (en tant que personnes) utilisons tous les jours. Dans cette thèse, nous explorons comment un robot s'approche d'une personne. Celle-ci peut-être gênée si quelque chose ou quelqu'un envahit son espace personnel. La personne se sentira aussi menacée si elle est approchée par derrière. Ces normes sociales doivent être respectées par le robot. C'est pour cela que nous modélisons le comportement du robot à travers des algorithmes d'apprentissage. Nous faisons approcher (manuellement) un robot d'un personne plusieurs fois et le robot apprend à reproduire ce comportement. Un autre travail de cette thèse est la compréhension d'un groupe de personnes. Nous, en tant que humains, avons la capacité de le faire intuitivement. Toutefois, un robot nécessite impérativement un modèle mathématique. Enfin, nous abordons le sujet d'un robot qui s'approche d'un groupe de personnes. Nous utilisons des démonstrations pour faire apprendre le robot. Nous évaluons le bon déroulement du comportement du robot comme par exemple, en observant combien de fois le robot envahit l'espace personnel des personnes pendant la navigation
In the past years, robots have been a part of our every day lives. Even when we do not see them, we depend on them to build our computers, mobile phones, cars and more. They are also been used for organizing stocks in warehouses. And, with the growth of autonomous cars, we see them driving autonomously on highways and cities. Another area of growth is social robotics. We can see a lot of studies such as robots helping children with autism. Other robots are being used to receive people in hotels or to interact with people in shopping centers. In the latter examples, robots need to understand people behavior. In addition, in the case of mobile robots, they need to know how to navigate in human environments. In the context of human environments, this thesis explores socially acceptable navigation of robots towards people. To give an example, when a robot approaches one person, the robot shall by no means treat people as an obstacle because the robot get really close to the human and interfere with her personal space. The human is an entity that needs to be considered based on social norms that we (humans) use on a daily basis. In a first time, we explore how a robot can approach one person. A person is an entity that can be bothered if someone or something approaches invading her personal space. The person also will feel distressed when she is approached from behind. These social norms have to be respected by the robot. For this reason, we decided to model the behavior of the robot through learning algorithms. We manually approach a robot to a person several times and the robot learns how to reproduce this behavior. In a second time, we present how a robot can understand what is a group of people. We, humans, have the ability to do this intuitively. However, for a robot, a mathematical model is essential. Lastly, we address how a robot can approach a group of people. We use exemplary demonstrations to teach this behavior to the robot. We evaluate then the robot's movements by for example, observing if the robot invades people's personal space during the trajectory
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Islas, Ramírez Omar Adair. "Learning Robot Interactive Behaviors in Presence of Humans and Groups of Humans." Electronic Thesis or Diss., Paris 6, 2016. https://accesdistant.sorbonne-universite.fr/login?url=https://theses-intra.sorbonne-universite.fr/2016PA066632.pdf.

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Abstract:
Au fil des dernières années les robots ont fait partie de notre quotidien. Même si nous ne les voyons pas, nous dépendons d'eux pour construire nos ordinateurs, téléphones mobiles, voitures, etcetera. Les robots sont utilisés aussi pour l'organisation des produits dans les usines. Un autre domaine de croissance est la robotique sociale. Nous pouvons voir des études tel que des robots d'aide aux enfants autistes. Il y a aussi des robots qui sont utilisés pour accueillir des personnes dans des hôtels ou dans centres commerciaux pour interagir avec les gens. Ainsi, le robot doit comprendre le comportement des personnes. Et, pour les robots mobiles, il faut savoir comment naviguer dans l'environnement humain. En ce qui concerne les environnements humains, ce travail explore la navigation acceptable socialement des robots en direction de personnes. Pour donner un exemple, quand un robot s'approche d'une personne, il ne doit pas traiter la personne comme un obstacle. Car si cette dernière est traitée comme un obstacle, le robot s'approcherait d'elle sans prendre en compte son espace personnel, ce qui la gênerait. Une personne est une entité qui doit être pris en compte sur la base des normes sociales que nous (en tant que personnes) utilisons tous les jours. Dans cette thèse, nous explorons comment un robot s'approche d'une personne. Celle-ci peut-être gênée si quelque chose ou quelqu'un envahit son espace personnel. La personne se sentira aussi menacée si elle est approchée par derrière. Ces normes sociales doivent être respectées par le robot. C'est pour cela que nous modélisons le comportement du robot à travers des algorithmes d'apprentissage. Nous faisons approcher (manuellement) un robot d'un personne plusieurs fois et le robot apprend à reproduire ce comportement. Un autre travail de cette thèse est la compréhension d'un groupe de personnes. Nous, en tant que humains, avons la capacité de le faire intuitivement. Toutefois, un robot nécessite impérativement un modèle mathématique. Enfin, nous abordons le sujet d'un robot qui s'approche d'un groupe de personnes. Nous utilisons des démonstrations pour faire apprendre le robot. Nous évaluons le bon déroulement du comportement du robot comme par exemple, en observant combien de fois le robot envahit l'espace personnel des personnes pendant la navigation
In the past years, robots have been a part of our every day lives. Even when we do not see them, we depend on them to build our computers, mobile phones, cars and more. They are also been used for organizing stocks in warehouses. And, with the growth of autonomous cars, we see them driving autonomously on highways and cities. Another area of growth is social robotics. We can see a lot of studies such as robots helping children with autism. Other robots are being used to receive people in hotels or to interact with people in shopping centers. In the latter examples, robots need to understand people behavior. In addition, in the case of mobile robots, they need to know how to navigate in human environments. In the context of human environments, this thesis explores socially acceptable navigation of robots towards people. To give an example, when a robot approaches one person, the robot shall by no means treat people as an obstacle because the robot get really close to the human and interfere with her personal space. The human is an entity that needs to be considered based on social norms that we (humans) use on a daily basis. In a first time, we explore how a robot can approach one person. A person is an entity that can be bothered if someone or something approaches invading her personal space. The person also will feel distressed when she is approached from behind. These social norms have to be respected by the robot. For this reason, we decided to model the behavior of the robot through learning algorithms. We manually approach a robot to a person several times and the robot learns how to reproduce this behavior. In a second time, we present how a robot can understand what is a group of people. We, humans, have the ability to do this intuitively. However, for a robot, a mathematical model is essential. Lastly, we address how a robot can approach a group of people. We use exemplary demonstrations to teach this behavior to the robot. We evaluate then the robot's movements by for example, observing if the robot invades people's personal space during the trajectory
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Park, Sung Jun. "Social responses to virtual humans the effect of human-like characteristics /." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/29601.

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Thesis (Ph.D)--Psychology, Georgia Institute of Technology, 2010.
Committee Chair: Richard Catrambone; Committee Member: Gregory Corso; Committee Member: Jack Feldman; Committee Member: John T. Stasko; Committee Member: Wendy A. Rogers. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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Books on the topic "Humans"

1

Tuniz, Claudio, and Patrizia Tiberi Vipraio. Humans. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-31021-3.

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Horenstein, Henry. Humans. Heidelberg: Kehrer Verlag, 2004.

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E, Westlake Donald. Humans. New York: Mysterious Press, 1992.

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ill, Gonzalez Pedro Julio, ed. Humans. Woodbridge, Conn: Blackbirch Press, 1994.

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Dennis, Welch, ed. Humans. New York: Simon and Schuster, 1985.

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Sawyer, Robert J. Humans. New York: Tor, 2003.

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Turda, Marius, ed. Crafting Humans. Göttingen: V&R Unipress, 2013. http://dx.doi.org/10.14220/9783737000598.

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Savin-Baden, Maggi, ed. Postdigital Humans. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-65592-1.

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Lopp, Michael. Managing Humans. Berkeley, CA: Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-7116-2.

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Lopp, Michael. Managing Humans. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4315-1.

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Book chapters on the topic "Humans"

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Lelas, Srđan. "Humans." In Science and Modernity, 99–114. Dordrecht: Springer Netherlands, 2000. http://dx.doi.org/10.1007/978-94-010-9036-0_7.

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Chevreux, Laurent, Wim Plaizier, Christian Schuh, Wayne Brown, and Alenka Triplat. "Humans." In Corporate Plasticity, 111–13. Berkeley, CA: Apress, 2014. http://dx.doi.org/10.1007/978-1-4302-6748-5_28.

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Gee, James Paul. "Humans." In What Is a Human?, 11–27. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-50382-6_2.

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Boles, David B. "Humans." In Cognitive Evolution, 62–88. 1 Edition. | New York, NY : Routledge, 2019.: Routledge, 2019. http://dx.doi.org/10.4324/9780429028038-6.

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Wallace, Jeff. "Humans." In D.H. Lawrence, Science and the Posthuman, 152–201. London: Palgrave Macmillan UK, 2005. http://dx.doi.org/10.1057/9780230287631_7.

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Boles, David B. "Humans." In Cognitive Evolution, 65–92. 2nd ed. New York: Routledge, 2022. http://dx.doi.org/10.4324/9781003137863-6.

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Zumpe, Doris, and Richard P. Michael. "Humans." In Notes on the Elements of Behavioral Science, 289–311. Boston, MA: Springer US, 2001. http://dx.doi.org/10.1007/978-1-4615-1239-4_17.

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Al Kindi, Mohammed Hilal. "Humans." In Evolution of Land and Life in Oman: an 800 Million Year Story, 171–212. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-60152-6_6.

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Edge, Charles, Chip Pearson, and Amy Larson Pearson. "Humans." In The Startup Players Handbook, 207–76. Berkeley, CA: Apress, 2023. http://dx.doi.org/10.1007/978-1-4842-9315-7_7.

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Tuniz, Claudio, and Patrizia Tiberi Vipraio. "History, Prehistory and Deep Time." In Humans, 1–6. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-31021-3_1.

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Conference papers on the topic "Humans"

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Azaria, Amos. "Irrational, but Adaptive and Goal Oriented: Humans Interacting with Autonomous Agents." In Thirty-First International Joint Conference on Artificial Intelligence {IJCAI-22}. California: International Joint Conferences on Artificial Intelligence Organization, 2022. http://dx.doi.org/10.24963/ijcai.2022/813.

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Autonomous agents that interact with humans are becoming more and more prominent. Currently, such agents usually take one of the following approaches for considering human behavior. Some methods assume either a fully cooperative or a zero-sum setting; these assumptions entail that the human's goals are either identical to that of the agent, or their opposite. In both cases, the agent is not required to explicitly model the human’s goals and account for humans' adaptation nature. Other methods first compose a model of human behavior based on observing human actions, and then optimize the agent’s actions based on this model. Such methods do not account for how the human will react to the agent's actions and thus, suffer an overestimation bias. Finally, other methods, such as model free reinforcement learning, merely learn which actions the agent should take at which states. While such methods can, theoretically, account for human adaptation nature, since they require extensive interaction with humans, they usually run in simulation. By not considering the human’s goals, autonomous agents act selfishly, lack generalization, require vast amounts of data, and cannot account for human’s strategic behavior. Therefore, we call for pursuing solution concepts for autonomous agents interacting with humans that consider the human’s goals and adaptive nature.
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Kanaya, T., A. Hiromori, H. Yamaguchi, and T. Higashino. "HumanS: A Human Mobility Sensing Simulator." In 2012 5th International Conference on New Technologies, Mobility and Security (NTMS). IEEE, 2012. http://dx.doi.org/10.1109/ntms.2012.6208740.

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Moses, Robert W., Dennis Bushnell, David R. Komar, Sang Choi, Ronald Litchford, Franklin Chang-Diaz, and Mark Carter. "Maintaining Human Health for Humans-Mars." In 2018 AIAA SPACE and Astronautics Forum and Exposition. Reston, Virginia: American Institute of Aeronautics and Astronautics, 2018. http://dx.doi.org/10.2514/6.2018-5360.

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Lanquepin, Vincent, Kevin Carpentier, Domitile Lourdeaux, Margaux Lhommet, Camille Barot, and Kahina Amokrane. "HUMANS." In VRIC 2013: Virtual Reality International Conference - Laval Virtual. New York, NY, USA: ACM, 2013. http://dx.doi.org/10.1145/2466816.2466826.

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Bertacco, Valeria. "Humans for EDA and EDA for humans." In the 49th Annual Design Automation Conference. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2228360.2228492.

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Ruttkay, Z. M., D. Reidsma, and A. Nijholt. "Human computing, virtual humans and artificial imperfection." In the 8th international conference. New York, New York, USA: ACM Press, 2006. http://dx.doi.org/10.1145/1180995.1181033.

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Swartout, Bill. "Virtual humans." In the 20th IEEE/ACM international Conference. New York, New York, USA: ACM Press, 2005. http://dx.doi.org/10.1145/1101908.1101910.

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Tcha-Tokey, Katy, Colin T. Schmidt, Erik Geslin, and Simon Richir. "Improving humans." In AH '20: 11th Augmented Human International Conference. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3396339.3396401.

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Badler, Norman I., Nadia Magenat-Thalmann, Laurie McCulloch, Evan Marc Hirsch, and Phil LoPiccolo. "Digital humans." In ACM SIGGRAPH 2002 conference abstracts and applications. New York, New York, USA: ACM Press, 2002. http://dx.doi.org/10.1145/1242073.1242121.

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Waibel, Alexander. "Connecting Humans with Humans: Multimodal, Multilingual, Multiparty Mediation." In ICMI '19: INTERNATIONAL CONFERENCE ON MULTIMODAL INTERACTION. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3340555.3353961.

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Reports on the topic "Humans"

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Tatham, Steve, and Keir Giles. Training Humans for the Human Domain. Fort Belvoir, VA: Defense Technical Information Center, November 2015. http://dx.doi.org/10.21236/ada623748.

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Forero-Alvarado, Santiago, Nicolás Moreno-Arias, and Juan J. Ospina-Tejeiro. Humans Against Virus or Humans Against Humans: A Game Theory Approach to the COVID-19 Pandemic. Banco de la República, May 2021. http://dx.doi.org/10.32468/be.1160.

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Externalities and private information are key characteristics of an epidemic like the Covid-19 pandemic. We study the welfare costs stemming from the incomplete information environment that these characteristics foster. We develop a framework that embeds a game theory approach into a macro SIR model to analyze the role of information in determining the extent of the health-economy trade-off of a pandemic. We apply the model to the Covid-19 epidemic in the US and find that the costs of keeping health information private are between USD $5.9$ trillion and USD $6.7$ trillion. We then find an optimal policy of disclosure and divulgation that, combined with testing and containment measures, can improve welfare. Since it is private information about individuals' health what produces the greatest welfare losses, finding ways to make such information known as precisely as possible, would result in significantly fewer deaths and significantly higher economic activity.
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Ruhl, Nathan. Are Humans Natural? Rowan University, June 2018. http://dx.doi.org/10.31986/issn.2689-0690_rdw.oer.1006.

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Swartout, William, Jonathan Gratch, Randall Hill, Eduard Hovy, Stacy Marsella, Jeff Rickel, and David Traum. Toward Virtual Humans. Fort Belvoir, VA: Defense Technical Information Center, October 2004. http://dx.doi.org/10.21236/ada461202.

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Steele, Robert D. Human Intelligence: All Humans, All Minds, All the Time. Fort Belvoir, VA: Defense Technical Information Center, May 2010. http://dx.doi.org/10.21236/ada522234.

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David, Aharon. Controlling Aircraft—From Humans to Autonomous Systems: The Fading Humans. 400 Commonwealth Drive, Warrendale, PA, United States: SAE International, July 2023. http://dx.doi.org/10.4271/epr2023014.

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<div class="section abstract"><div class="htmlview paragraph">While being the first to fly, the Wright Brothers were also the first and last complete “one stop shop” of aviation: the only case in human flight in which the same individuals personally carried out the research, development, testing, manufacturing, operation, maintenance, air control, flight simulation, training, setup, operation, and more. Since then, these facets gradually fragmented and drifted away from the aircraft. This report discusses the phenomenon of aircraft operation’s “fading humans,” including the development of flight instruments to support it, its growing automation, the emerging artificial intelligence paradigm, and the lurking cyber threats that all over the place.</div><div class="htmlview paragraph"><b>Controlling Aircraft – From Humans to Autonomous Systems: The Fading Humans</b> examines the “fading” process itself, including its safety aspects, current mitigation efforts, ongoing research, and the unsettled topics that still remain.</div><div class="htmlview paragraph"><a href="https://www.sae.org/publications/edge-research-reports" target="_blank">Click here to access the full SAE EDGE</a><sup>TM</sup><a href="https://www.sae.org/publications/edge-research-reports" target="_blank"> Research Report portfolio.</a></div></div>
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Goakar, Darshana, LGK Prasad, and M. R. Rao. Cannabinoid Analysis in Humans. ImmunAG, LLP., August 2018. http://dx.doi.org/10.31013/cahwtpp112020.

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Ruhl, Nathan, and Sirena Pimenta. Are Humans Natural? Part 4: Human-Nature Relational Values through Time. Rowan University, February 2020. http://dx.doi.org/10.31986/issn.2689-0690_rdw.oer.1017.

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Bissacco, Alessandro, Ming-Hsuan Yang, and Stefano Soatto. Detecting Humans via Their Pose. Fort Belvoir, VA: Defense Technical Information Center, January 2007. http://dx.doi.org/10.21236/ada478673.

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Breazeal, Cynthia. Affective Interaction Between Humans and Robots. Fort Belvoir, VA: Defense Technical Information Center, January 2005. http://dx.doi.org/10.21236/ada434147.

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