
Digital Interaction and Machine Intelligence
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Content
- Intro
- Preface
- Contents
- Machine Intelligence
- Neural Machine Translation for Turkish to English Using Deep Learning
- 1 Introduction
- 2 Related Work
- 3 Data Collection, Preprocessing and Test Environment
- 3.1 Data Collection
- 3.2 Preprocessing and Test Environment
- 4 Methodology
- 5 Results and Discussion
- 6 Conclusion and Future Work
- References
- Text Similarity Detection Using Machine Learning Algorithms with Character-Based Similarity Measures
- 1 Introduction
- 2 Literature Review
- 3 Methodology
- 3.1 Character-Based Similarity Methods
- 3.2 Classification Methods
- 4 Experiments
- 4.1 Data Collection and Preprocessing
- 4.2 Training and Model Hyperparameters
- 4.3 Results
- 5 Conclusion
- References
- Palm Tree Detection in Drone Images Using Deep Convolutional Neural Networks: Investigating the Effective Use of YOLO V3
- 1 Introduction and Literature Review
- 2 Research Dataset
- 3 Research Methodology
- 3.1 Training Strategy
- 4 Experiments, Results and Discussion
- 4.1 Evaluation Metrics
- 5 Conclusion
- References
- Training and Evaluation of Word Embedding Models for Azerbaijani Language
- 1 Introduction
- 2 Related Work
- 3 Word Embedding Models
- 3.1 Word2Vec
- 3.2 Glove
- 4 Data
- 5 Evaluation of Models
- 5.1 Intrinsic Evaluation
- 5.2 Extrinsic Evaluation
- 6 Conclusion
- References
- Determining Geo-location of Tweets Using Cognitive Intelligence
- 1 Introduction
- 2 Dataset Information
- 3 Experiments
- 3.1 Data Preprocessing and Modeling
- 3.2 Feature Engineering
- 3.3 Classification and Immediate Observation
- 4 Results and Discussions
- 5 Conclusion and Future Work
- References
- Prediction of Locations Using Unsupervised Learning Method to Open a Restaurant Branch
- 1 Introduction
- 2 Literature Survey
- 3 Methodology
- 3.1 Data Collection
- 3.2 Data Preparation
- 3.3 Data Analysis
- 3.4 Algorithm
- 4 Result and Discussion
- 5 Conclusion
- References
- A Framework to Support Creation of AI Applications for Low-Power WSN Nodes
- 1 Motivation
- 2 Embedded AI Use Cases
- 3 Concept Description
- 3.1 Device and Structure Configuration Process
- 3.2 Structure Edition Process
- 3.3 Code Generation Process
- 4 Current Status
- 5 Next Steps
- 6 Conclusions
- References
- Effectiveness of State-of-the-Art Super Resolution Algorithms in Surveillance Environment
- 1 Introduction
- 2 Background
- 3 Working Methodology of Selected SR Algorithms
- 3.1 Learning-Based Super Resolution
- 3.2 Self-similarity-Based Super Resolution
- 3.3 CNN Based Super Resolution
- 3.4 GAN Based Super Resolution
- 4 Implementation
- 5 Experimental Results and Discussions
- 6 Conclusion
- References
- Digital Interaction
- Interpersonal Distance in VR: Reactions of Older Adults to the Presence of a Virtual Agent
- 1 Theoretical Context
- 1.1 Serious Virtual Environments
- 1.2 Older Adults' Population
- 2 Method
- 2.1 Participants
- 2.2 Apparatus
- 2.3 Procedure
- 3 Results
- 4 Discussion
- 5 Implications and Further Directions
- References
- UX in Virtual Reality. Qualitative Assessment Based on a Range of Applications
- 1 Introduction
- 2 Background
- 3 Method
- 4 Results
- 4.1 Immersion
- 4.2 Level of Presence
- 4.3 Interactivity
- 4.4 Control Modes
- 4.5 Other Observations
- 5 Discussion and Conclusions
- 6 Limitations and Future Directions
- Appendix Topics Discussed in the Qualitative Interview
- References
- Patterns of Digital Users' Irrationality in the Moment of Digital Transformation of the Media
- 1 Our Hypothesis and Its Premises
- 2 Background of the Study
- 3 Method
- 3.1 Study Participants and Sample
- 3.2 Division of Respondents by the Intensity of Internet Use
- 4 Results
- 4.1 Insight 1. Digital Intensiveness is a Predictor of Mythical Thinking
- 4.2 Insight 2. Digital Intensiveness is a Predictor of Other Media Decrease in Importance
- 4.3 Insight 3. Digital Intensiveness is a Predictor of Feeling Empowered
- 5 Conclusions
- References
- All Factors Should Matter! Reference Checklist for Describing Research Conditions in Pursuit of Comparable IVR Experiments
- 1 Introduction
- 2 What Factors Matter and Why
- 3 Reference Checklist
- 4 Conclusions
- References
- A Learning Analytics Case Study: Relation of Students Learning Approach to Online Learning Environment Behaviours
- 1 Introduction
- 1.1 Learning Approaches
- 1.2 Online Learning
- 1.3 Learning Analytics
- 2 Method
- 2.1 Purpose of the Research
- 2.2 Research Questions
- 2.3 Research Design
- 2.4 Participants
- 2.5 Data Collection Tools
- 3 Results
- 4 Conclusion
- References
- Deploying Crowdsourcing for Workflow Driven Business Process-A Brief Proposal
- 1 Introduction
- 2 An Overview of Methods and Practice
- 2.1 Crowdsourcing Platforms
- 2.2 Workflow Management Systems
- 3 Integrating Crowdsourcing Interaction into Business Process Management Platforms
- 3.1 Delegation of the Task by the User to an External PCS
- 3.2 Proposed Workflow Systems Modifications
- 4 Conclusions
- References
- Exploration of Voice User Interfaces for Older Adults-A Pilot Study to Address Progressive Vision Loss
- 1 Introduction
- 2 Literature Review
- 3 Initial Exploratory Study
- 3.1 Methods
- 3.2 Results and Discussion
- 4 Follow-up In-depth Pilot Study
- 4.1 Methods
- 4.2 Results and Discussion
- 5 Conclusions
- References
- Copresence and Well-being in the Time of Covid-19: Is a Video Call Enough to be and Work Together?
- 1 Theoretical Context
- 1.1 Copresence
- 1.2 Mental Well-being
- 1.3 Research Questions and Hypotheses
- 2 Method
- 2.1 Sample and Data Collection
- 2.2 Scales
- 2.3 Data Analysis
- 3 Results
- 3.1 Descriptive Statistics
- 3.2 Validation of the Short Singapore Mental Wellbeing Scale in Polish
- 3.3 Predictors of Copresence
- 3.4 Predictors of Mental Well-being
- 4 Discussion
- References
- Technology Enables Struggling with Everyday Life's Chores: Working Women with Two or More Small Children Are Confident Technology Users
- 1 Introduction: Gender, Stress and Technology
- 2 Aim of the Study
- 3 Method (Fieldwork, Respondents, Dates and the Sample)
- 4 Results
- 5 Discussion
- References
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