Essays about: "internet for entertainment"

Showing result 1 - 5 of 54 essays containing the words internet for entertainment.

  1. 1. Evaluating the Viability of Synthetic Pre-training Data for Face Recognition Using a CNN-Based Multiclass Classifier

    University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Author : Lars Bergström; Dag Hjelm; [2023]
    Keywords : ;

    Abstract : Today, face recognition is becoming increasingly accurate and faster with deep learning methods such as convolutional neural networks (CNNs), and is now widely used in areas such as security and entertainment. Typically, these CNNs are trained using real-face datasets like CASIA-WebFace, which was put together using web-crawling of IMDB. READ MORE

  2. 2. A Low Noise Digitally Controlled Oscillator for a Wi-Fi 6 All-Digital PLL

    University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Author : Tommy Lundberg; [2023]
    Keywords : Digitally Controlled Oscillator; All-Digital Phase Locked Loop; Oscillator; Low Phase Noise; Class-C oscillator; Dual-Core; Dynamic BiasingCircuit; Digitalt Styrd Oscillator; Digital PLL; Lågt Fasbrus; Klass-C Oscillator; Dubbelkärnig; Dynamisk Bias-Krets;

    Abstract : Following the rise of Internet of Things (IoT), or just the technological advancements and expectations in a world where the things are or will be connected, new demands are put on Integrated Circuit (IC) for wireless connectivity. The use cases seem endless; smart home, healthcare, entertainment, and science are all areas that can benefit from connectivity of low power electronics. READ MORE

  3. 3. 'This Game Changed my Life' : Online Stories of ‘Emersion’ about Playing Video Games during Difficult Times in Life

    University essay from Malmö universitet/Institutionen för konst, kultur och kommunikation (K3)

    Author : Sergio J. Abuin; [2023]
    Keywords : video games; videogames; personal crises; difficult times; immersion; netnography; stories; posts; online; offline; uses and gratifications; Reddit; Persona 5; videojocs; video jocs; temps dificils; immersió; historia; videojuegos; video juegos; crisis; tiempos difíciles; inmersión; netnografia; historias;

    Abstract : This thesis aims to explore the video game medium in depth, to relate it to the stories foundon Internet communities about users’ gameplay experiences during burdensome moments inlife. To achieve that, the phenomena is explored through the lenses of Uses & Gratificationstheory by means of a netnography on the ‘/Persona 5’ official subReddit; interpreting, codingand analyzing all narratives that fit the criteria with the help of a proposed ‘USE’ system. READ MORE

  4. 4. Helping Children Becoming Digital Creators Through Design

    University essay from Göteborgs universitet/HDK-Valand - Högskolan för konst och design

    Author : Leonie Magnusson; [2022-05-27]
    Keywords : Child Culture Design; Child culture;

    Abstract : In 2022, acting in the digital world has become a large part of children’s culture in the west. There are plenty of big companies that approach children as customers and consumers by producing digital entertainment content to tie them to their brands. READ MORE

  5. 5. Penetration Testing of an In-Vehicle Infotainment System

    University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Author : Philip Andersson; [2022]
    Keywords : Cybersecurity; Penetration testing; In-Vehicle Infotainment system; Android Automotive; ISO SAE 21434; Cybersäkerhet; Penetrationstestning; Infotainmentsystem i fordon; Android Automotive; ISO SAE 21434;

    Abstract : With the growing demand for smart and luxurious vehicles, the automotive industry has moved toward developing technologies to enhance the in-vehicle user experience. As a result, most vehicles today have a so-called In-Vehicle Infotainment (IVI) system, or simply an infotainment system, which provides a combination of information and entertainment in one system. READ MORE