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1
Machine Learning in Python : essential techniques for predictive analysis / Michael Bowles
Indianapolis, IN : Wiley, 2015
361 p. : illustrations
Ký hiệu phân loại (DDC): 006.31
Learn a simpler and more effective way to analyze data and predict outcomes with Python Machine Learning in Python shows you how to successfully analyze data using only two core machine learning algorithms, and how to apply them using Python. By focusing on two algorithm families that effectively predict outcomes, this book is able to provide full descriptions of the mechanisms at work, and the examples that
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2
Understanding Digital Image Processing / Vipin Tyagi
Boca Raton, FL : Taylor & Francis Group, 2018
368 p. : illustrations ; 24 cm.
Ký hiệu phân loại (DDC): 006.42
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3
Virtual reality headsets : a theoretical and pragmatic approach / Philippe Fuchs, Jean-Franc̦ois Jégo, Judith Guez,...
Boca Raton : CRC Press, Taylor & Francis Group, 2017
197 p. ; cm.
Ký hiệu phân loại (DDC): 006.8
The purpose of virtual reality is to make possible a sensorimotor and cognitive activity for a user in a digitally created artificial world. Recent advances in computer technology have led to a new generation of VR devices such as VR headsets. Accordingly, virtual reality poses many new scientific challenges for researchers and professionals. The aim of this book, a manual meant for both designers and users of virtual reality, is to present the current state of knowledge on the use of VR headsets in the most complete way possible. The book is divided into 13 chapters. The objective of the first chapter is to give an introduction to VR and clarify its scope. The next chapter presents a theoretical approach to virtual reality through our Immersion and Interaction methodology also known as "3Io model''. Then, a chapter about human senses is necessary to understand the sensorimotor immersion, especially vision. These chapters are followed by several chapters which present the different visual interfaces and the VR headsets currently available on the market. These devices can impart comfort and health problems due to sensorimotor discrepancies. A chapter is devoted to these problems, followed by a chapter that gives a detailed discussion of methods and 32 solutions to dispel, or at least to decrease, VR sickness. The following three chapters present different VR applications that use VR headsets (behavioural sciences, industrial uses and Digital Art) and the final chapter provides conclusions and discusses future VR challenges.
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