To save content items to your account,
please confirm that you agree to abide by our usage policies.
If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account.
Find out more about saving content to .
To save content items to your Kindle, first ensure no-reply@cambridge.org
is added to your Approved Personal Document E-mail List under your Personal Document Settings
on the Manage Your Content and Devices page of your Amazon account. Then enter the ‘name’ part
of your Kindle email address below.
Find out more about saving to your Kindle.
Note you can select to save to either the @free.kindle.com or @kindle.com variations.
‘@free.kindle.com’ emails are free but can only be saved to your device when it is connected to wi-fi.
‘@kindle.com’ emails can be delivered even when you are not connected to wi-fi, but note that service fees apply.
In this chapter, we are interested in how AI may enhance our well-being – or do the opposite. A defintion of well-being and promotion of core vlaues will be discussed. It will then survey AI technologies and assess whether they enhance or diminish human well-being, using the different meanings of well-being
Freehand sketching meets a vital need in design for fluid, fast and flexible visual representations that designers build off of and learn from. Sketching more frequently during the design process correlates with positive design outcomes. Engineering designers receive minimal training on freehand sketching, and engineering students do not apply freehand sketching well during the design process. This study examines some of the underlying factors associated with using sketching more frequently. We examine how sketching skills, spatial visualization skills, sketching instruction and engineering design self-efficacy influence designers’ self-reported sketching behavior. We find that higher sketching skills are associated with using sketching in a variety of ways, and spatial visualization skills and design self-efficacy are associated with sketching more frequently. The relationships uncovered were emphasized by their longevity: spatial skills and sketching skills in students’ first semesters predicted sketching more frequently in a senior capstone design course. These long-lasting relationships suggest the need to invest in students’ spatial skills and sketching skills early in the degree program so that they can be leveraged for better design practice.
This Chapter will examine whether the Digital Content Directive (DCD) can sufficiently protect the consumer who concludes contracts through software on AI-driven online platforms (without being directly involved in the contractual process) against certain of the existing risks. More specifically, due to a technical error or some other factor, such contracts may be mistaken or unintended by the human consumer. Moreover, the consumer may end up dealing with an unreliable, fraudulent or even fictitious trader suffering loss as a result. The question arises as to whether the consumer will have a sufficient remedy in these cases, namely an available route to compensation. In this respect, the Digital Content Directive merits examination with the aim of ascertaining whether it responds to this need of the consumers who contract on AI-driven platforms. The main questions in this context will be whether such platforms qualify as ‘digital services’ within the meaning of said Directive and if yes, whether the provisions of the measure are suitably adjusted to the need of the substituted consumer for an available route to compensation in these cases. These questions may also pinpoint to a possible approach towards the liability of marketplaces for the non-conformity of goods and services offered by third party sellers through their systems. As it will be shown, though the DCD does contain tools that could prove useful to consumers in their attempt to claim and receive compensation, its application is not without problems that may prevent this result. Other measures, specifically the Digital Services Act (DSA) and the Unfair Commercial Practices Directive (UCPD) may offer some help, where the DCD could not do much.
AI-enhanced smart contracts exhibit a high degree of autonomy in their ability to create and execute transactions between and among humans and machines. AI should allow a broader use of of marts contracts in consumer transactions by allowing businesses to satisfy consumer protection law through the coding of smart contracts. AI should be used to advance the principles of fairness and economic efficiency in the drafting and enforcement of smart consumer contracts.
Society needs to influence and mould our expectations so AI is used for the collective good. we should be reluctant to throw away hard (and recently) won consumer rights and values on the altar of technological developments.
There’s a perception that computer science is constantly changing, and in some respects that’s true: There are always new languages, frameworks, and application domains rising up and old ones sinking down. All of this change that we see around us, though, is like the top part of an iceberg. The most visible elements of our field are built upon and supported by a deeper layer of knowledge that’s mostly invisible to the casual observer. This book is about what’s under the water, the fundamental things that make programming possible, even if we don’t see them right away.
Computers have always mixed with art and music. Even in the earliest days of computing, when machines were the size of entire rooms, artists and composers began to harness them to create original works that could only exist in the digital realm. “Generative art” or “algorithmic art” is a term for works created according to a process that evolves with no or limited guidance from a human creator. Rather than directly making choices, the artist instead focuses on the design and initialization of a system that produces the final work. The appeal of algorithmic art lies in its combination of detail, technical complexity, and variation. Generative art frequently incorporates ideas from biology, physics, and mathematics.
The application of AI in judicial decision-making has the potential for both courts and people seeking justice in consumer law contexts. This is especially true for AI assistant systems that help judges by pre-evaluating individual cases. Currently, the application of a human-out-of-the-loop robojudge is unrealistic in Europe as its use would not only be in conflict of fundamental rights enshrined in the ECHR
The flexible flat cable (FFC) assembly task is a prime challenge in electronic manufacturing. Its characteristics of being prone to deformation under external force, tiny assembly tolerance, and fragility impede the application of robotic assembly in this field. To achieve reliable and stable robotic automation assembly of FFC, an efficient assembly skill acquisition strategy is presented by combining a parallel robot skill learning algorithm with adaptive impedance control. The parallel robot skill learning algorithm is proposed to enhance the efficiency of FFC assembly skill acquisition, which reduces the risk of damaging FFC and tackles the uncertain influence resulting from deformation during the assembly process. Moreover, FFC assembly is also a complex contact-rich manipulation task. An adaptive impedance controller is designed to implement force tracking during the assembly process without precise environment information, and the stability is also analyzed based on the Lyapunov function. Experiments of FFC assembly are conducted to illustrate the efficiency of the proposed method. The experimental results demonstrate that the proposed method is robust and efficient.
Chapter analyses whether the Artficial Intelligence Act sufficiently addresses consumers’ interests and how the regulation blends into the existing system of consumer law. It focuses on prohibited practices and how so-called "generative AI systems" should be regulated.
Minecraft is the most popular video game in history. Created by Markus “Notch” Persson using Java, it has sold more than 250 million copies since its first release in 2011. Minecraft is a sandbox-style game with no plot or required goals: Players explore an open three-dimensional world made of cubic blocks, and can mine for resources, craft items, and build. Every Minecraft world is effectively infinite and procedurally generated. Rather than having a fixed map, the game automatically generates new terrain as the player explores the world. The idea of procedurally generated game worlds goes back to some of the earliest computer games, including the highly influential Rogue (1980), which sent the player on a crawl through a brutally difficult random dungeon and inspired an entire genre of successors.