Welcome to Loot.co.za!
Sign in / Register |Wishlists & Gift Vouchers |Help | Advanced search
|
Your cart is empty |
|||
Showing 1 - 4 of 4 matches in All Departments
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.
Health for all by the year 2000 AD was a national goal set by the Indian policy makers over 20 years ago in Alam Ata. Since then a lot of planning, effort and public expenditure has been devoted to improve the human health both in rural and urban parts of India. After the improvement in health status, the focus is shifting from mortality to morbidity. The main reason behind is that, better health conditions in terms of mortality and life expectancy do not show the whole picture of the population health. The simple example of this is Kerala in India, where Mortality is found very low but the reporting of morbidity is found very high, even highest in all states of India. Therefore morbidity is increasingly considered as a significant indicator of human well being and attracting the focus of social scientist. Study examined the Morbidity Prevalence among population groups by socio, economic and demographic factors in Uttar Pradesh which is highest populous state of India.
|
You may like...
I Shouldnt Be Telling You This
Jeff Goldblum, The Mildred Snitzer Orchestra
CD
|