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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.
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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Catan
(16)
R1,150
R887
Discovery Miles 8 870
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