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This monograph book is focused on the recent advances in smart,
multimedia and computer gaming technologies. The Contributions
include: *Smart Gamification and Smart Serious Games. *Fusion of
secure IPsec-based Virtual Private Network, mobile computing and
rich multimedia technology. *Teaching and Promoting Smart Internet
of Things Solutions Using the Serious-game Approach. *Evaluation of
Student Knowledge using an e-Learning Framework. *The iTEC Eduteka.
*3D Virtual Worlds as a Fusion of Immersing, Visualizing,
Recording, and Replaying Technologies. *Fusion of multimedia and
mobile technology in audio guides for Museums and Exhibitions: from
Bluetooth Push to Web Pull. The book is directed to researchers,
students and software developers working in the areas of education
and information technologies.
This book presents a broad range of deep-learning applications
related to vision, natural language processing, gene expression,
arbitrary object recognition, driverless cars, semantic image
segmentation, deep visual residual abstraction, brain-computer
interfaces, big data processing, hierarchical deep learning
networks as game-playing artefacts using regret matching, and
building GPU-accelerated deep learning frameworks. Deep learning,
an advanced level of machine learning technique that combines class
of learning algorithms with the use of many layers of nonlinear
units, has gained considerable attention in recent times. Unlike
other books on the market, this volume addresses the challenges of
deep learning implementation, computation time, and the complexity
of reasoning and modeling different type of data. As such, it is a
valuable and comprehensive resource for engineers, researchers,
graduate students and Ph.D. scholars.
This monograph book is focused on the recent advances in smart,
multimedia and computer gaming technologies. The Contributions
include: ·Smart Gamification and Smart Serious Games. ·Fusion of
secure IPsec-based Virtual Private Network, mobile computing and
rich multimedia technology. ·Teaching and Promoting Smart Internet
of Things Solutions Using the Serious-game Approach. ·Evaluation
of Student Knowledge using an e-Learning Framework. ·The iTEC
Eduteka. ·3D Virtual Worlds as a Fusion of Immersing, Visualizing,
Recording, and Replaying Technologies. ·Fusion of multimedia and
mobile technology in audio guides for Museums and Exhibitions: from
Bluetooth Push to Web Pull. The book is directed to researchers,
students and software developers working in the areas of education
and information technologies.
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