Essays about: "effect of training"
Showing result 1 - 5 of 451 essays containing the words effect of training.
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1. Night Vision Goggle Simulation in a Mixed Reality Flight Simulator with Seamless Integrated Real World
University essay from Linköpings universitet/Medie- och Informationsteknik; Linköpings universitet/Tekniska fakultetenAbstract : Night vision goggles (NVGs) are optical devices used to enhance human vision at low light conditions such as nighttime. The image seen through the goggles is brightened but with the consequence of introduced visual limitations and illusions. READ MORE
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2. Effect of training and feeding on saliva concentrations of cartilage oligomeric matrix protein neo-epitope (COMP664) and neuropeptide Substance P in horses
University essay from SLU/Dept. of Biomedical Sciences and Veterinary Public HealthAbstract : Osteoarthritis (OA) is a low-grade inflammatory disease associated with subsequent lameness and chronic joint pain. Lameness caused by degenerative joint disorders is perceived as one of the most common clinical problems for the equine athlete, advocating the severity of OA as a welfare and clinical issue. READ MORE
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3. AI-based image generation: The impact of fine-tuning on fake image detection
University essay from Stockholms universitet/Institutionen för data- och systemvetenskapAbstract : Machine learning-based image generation models such as Stable Diffusion are now capable of generating synthetic images that are difficult to distinguish from real images, which gives rise to a number of legal and ethical concerns. As a potential measure of mitigation, it is possible to train neural networks to detect the digital artifacts present in the images synthesized by many generative models. READ MORE
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4. Exploring older adults' interaction with a gamified memory task. A pilot study to assess usability of the 'Brain Blossom' game
University essay from Institutionen för tillämpad informationsteknologiAbstract : The research employed a qualitative methodology to gather insights regarding the performance, as well as the emotional and physiological reactions of older adults engaging with the "Brain Blossom" game over three sessions. This was achieved by utilizing self-reported information, encompassing tools such as the Self Assessment Manikin scale and usability experience (UX) questionnaires. READ MORE
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5. DIFFERENTIAL OUTCOME TRAINING AND HUMANOID ROBOT FEEDBACK ON A VISUOSPATIAL GAMIFIED TASK: An experimental study investigating learning, affective social engagement cues and cognitive learning strategies
University essay from Institutionen för tillämpad informationsteknologiAbstract : By combining Differential Outcome Training (DOT), the usage of unique stimulus-response pairings, and feedback from a humanoid simulated robot (SDK) this study aims to improve learning performance of subjects on a visuospatial gamified memory task. This is achieved by using the SDK as an interface for an algorithm that provides audiovisual, reinforcing feedback promoting engangement in a new dyadic setup for a gamified task. READ MORE