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Showing 1 - 7 of 7 matches in All Departments
Due to the growing prevalence of artificial intelligence technologies, schools, museums, and art galleries will need to change traditional ways of working and conventional thought processes to fully embrace their potential. Integrating virtual and augmented reality technologies and wearable devices into these fields can promote higher engagement in an increasingly digital world. Virtual and Augmented Reality in Education, Art, and Museums is an essential research book that explores the strategic role and use of virtual and augmented reality in shaping visitor experiences at art galleries and museums and their ability to enhance education. Highlighting a range of topics such as online learning, digital heritage, and gaming, this book is ideal for museum directors, tour developers, educational software designers, 3D artists, designers, curators, preservationists, conservationists, education coordinators, academicians, researchers, and students.
The book presents some methodologies, in particular Neural Networks, for handling non-literal contents (emotion, empathy, irony, etc.), some generic applications – such as emphatic Conversational Agents or expressive Text-to-Speech – and some specific applications in the healthcare field.
Machine Learning (ML) and Deep Learning (DL) have become essential tools in healthcare. They are capable of processing enormous amounts of data to find patterns and are also adopted into methods that manage and make sense of healthcare data, either electronic healthcare records or medical imagery. This book explores how ML/DL can assist neurologists in identifying, classifying or predicting neurological problems that require neuroimaging. With the ability to model high dimensional datasets, supervised learning algorithms can help in relating brain images to behavioral or clinical observations and unsupervised learning can uncover hidden structures/patterns in images. Bringing together both AI experts as well as medical practitioners, chapters cover the majority of neuro problems that use neuroimaging for diagnosis, along with case studies and directions for future research.
This book explores the benefits to online teaching incorporating extended reality technologies both from a teacher's and from a students' perspective. As we are all aware, the COVID-19 pandemic has created a worldwide lock down which is clearly visible in individuals' shifting behaviour as they are keeping away from public contact, large events, weddings, places of worship, public transportation, restaurant, flights, shopping malls, etc. People across the world have adopted to Work From Home (WFH) concept using digital technology. They are teaching, learning, conducting meetings, seminars, etc., using digital medium. As people were not allowed to go out and buy things, online shopping was in demand and extensible reality helped in marketing the products and customers could also have a better shopping experience. Gaming industry has always brought in many new games for children and adults. Healthcare sector also leveraged the benefits of this technology to the fullest extent. The use of augmented and virtual reality in art and museum is also highlighted. Our book presents the different sectors that have benefitted using this technology during this time of crisis. This book will be very useful for students, professionals and researchers working in the area of virtual, augmented or mixed reality. Our aim is to bring out the use of this technology during the COVID-19 pandemic so that the readers are exposed to the various applications of this technology.
Augmenting Neurological Disorder Prediction and Rehabilitation Using Artificial Intelligence focuses on how the neurosciences can benefit from advances in AI, especially in areas such as medical image analysis for the improved diagnosis of Alzheimer's disease, early detection of acute neurologic events, prediction of stroke, medical image segmentation for quantitative evaluation of neuroanatomy and vasculature, diagnosis of Alzheimer's Disease, autism spectrum disorder, and other key neurological disorders. Chapters also focus on how AI can help in predicting stroke recovery, and the use of Machine Learning and AI in personalizing stroke rehabilitation therapy. Other sections delve into Epilepsy and the use of Machine Learning techniques to detect epileptogenic lesions on MRIs and how to understand neural networks.
This book explores the benefits to online teaching incorporating extended reality technologies both from a teacher's and from a students' perspective. As we are all aware, the COVID-19 pandemic has created a worldwide lock down which is clearly visible in individuals' shifting behaviour as they are keeping away from public contact, large events, weddings, places of worship, public transportation, restaurant, flights, shopping malls, etc. People across the world have adopted to Work From Home (WFH) concept using digital technology. They are teaching, learning, conducting meetings, seminars, etc., using digital medium. As people were not allowed to go out and buy things, online shopping was in demand and extensible reality helped in marketing the products and customers could also have a better shopping experience. Gaming industry has always brought in many new games for children and adults. Healthcare sector also leveraged the benefits of this technology to the fullest extent. The use of augmented and virtual reality in art and museum is also highlighted. Our book presents the different sectors that have benefitted using this technology during this time of crisis. This book will be very useful for students, professionals and researchers working in the area of virtual, augmented or mixed reality. Our aim is to bring out the use of this technology during the COVID-19 pandemic so that the readers are exposed to the various applications of this technology.
Due to the growing prevalence of artificial intelligence technologies, schools, museums, and art galleries will need to change traditional ways of working and conventional thought processes to fully embrace their potential. Integrating virtual and augmented reality technologies and wearable devices into these fields can promote higher engagement in an increasingly digital world. Virtual and Augmented Reality in Education, Art, and Museums is an essential research book that explores the strategic role and use of virtual and augmented reality in shaping visitor experiences at art galleries and museums and their ability to enhance education. Highlighting a range of topics such as online learning, digital heritage, and gaming, this book is ideal for museum directors, tour developers, educational software designers, 3D artists, designers, curators, preservationists, conservationists, education coordinators, academicians, researchers, and students.
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