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658 Uppsatser om Artificial Neural Networks - Sida 13 av 44

Vem är du? : En studie om företags granskande av Facebook profiler

Title: Who are you? A study on companies reviewing of Facebook profiles.  Social media has opened up new possibilities in recruitment situations in forms of background checks on social networks such as facebook. Even though there are many advantages, there are few recruitment workers who choose to embrace the possibilities with social networking..

Uppdelning av ett artificiellt neuralt nätverk

Artificiella neurala nätverk (ANN) har många användningsområden inom datavetenskap. Några av dessa är mönsterigenkänning, robotik, processkontroll, optimering och spel. Detta examensarbete kommer att handla om hur en alternativ lösning på den traditionella arkitekturen av hur ett neuralnät kan se ut. Jag kommer att undersöka om man kan ta ett stort och komplext neuralnät och bryta ned detta till mindre neuralnät utan att förlora kvaliteten på botarna i en spelmiljö kallad Open Nero. Detta för att försöka minska beräkningshastigheten av neuralnäten och förhoppningsvis även göra så botarna lär sig ett bra beteende snabbare. Mitt examensarbete kommer att visa att min lösning av arkitekturen för ett neuralt nätverk inte fungerar speciellt bra då botarna inte lärde sig tillräckligt fort.

KONSTEN ATT KONSUMERA - En kvalitativ studie om föreställningar, materialitet och identitet inom Every Day Carry

The purpose of this thesis is to study how today?s consumer society can be understood from ananalysis of the phenomenon Every Day Carry (EDC). The aim is thus to problematize the daily useof the artifacts that surrounds us and investigate how these can be understood as networks of humanand non-human actors, aswell as identity- and meaning-making practices in today?s consumersociety.The theoretical and methodical framework is built upon an eclectic variety of consumptiontheories,Michel Callon?s, John Law?s and Bruno Latour?s work on Actor-Network-Theory,Discourse analysis inspired by Michel Foucault, Ernesto Laclau and Chantal Mouffe and anethnographic methodology specifically adapted for online research. The empirical material consistsof photographs and commentaries from two EDC blogs aswell as commentaries regarding EDCfrom a commentary field on Youtube.com.

Downloading and filesharing through Peer-to-peer networks: the copyright versus the free access to the cultural products

The “peer to peer” (P2P) is a technology of downloading and filesharing between online - Internet - users by the mean of specified software. Since June 1999, the Napster software has made the happiness of millions of individuals who used it to obtain and share free audio files Mp3. Rapidly, the major recording companies have prosecuted the Napster Company and managed to force it to close down. They were arguing against it for it is supporting the development on a large scale traffic of files protected by copyright and thus was threatening the whole music and movies economic world. Since fast Internet connections multiplied, "peer to peer" software and networks improved, so that this mode of exchange became an unprecedented success. Today all cultural products, in particular films and music, are concerned with this free –of– charge distribution without any financial counterpart for the copyright holders. Two tools hold today the top ranks and concentrate large traffic: eDonkey and eMule.

VARN  Ett nätverksbaserat 2D-actionmultiplayerspel skrivet i Java.

VARN A network multiplayer 2D action game written in Java. All games that support any form of play across networks is in one way or another affected by the delay, or "ping", that occurs from the time it takes for information to travel over the wires. Not only does it take time, it varies depending on how far away the connected partner is and the current status of the network you are on. Through the years a lot of different methods have been developed to combat these delays. I have reviewed some of these methods and implemented a synchronization system in Java meant to be used in online action multiplayer games..

En heterotopologisk analys av den kulturella infrastrukturen i Göteborg: Rio Rio-båten på kollisionskurs med ett stadsplaneringsmaskineri på drift.

This essays overarching aim is to contribute to the theoretical discussion of transformation processes that are shaping the urban landscapes and further to problematize contemporary planning discourses in Sweden. Drawing on the concept of Foucault?s heterotopia and actor-network theory for spatial analysis, the paper seeks to analyze the complex urban landscape transformation process as an emergent property of human and non-human actor-networks seeking to transform and order space. With the district of Rosenlund in Gothenburg as a starting point, this thesis intends to examine how the cultural infrastructure - used by the residents and visitors of the city - are related to the city's planning and development processes. The case study is based on a boat (Rio Rio) in Rosenlund canal that is defined as a cultural infrastructure.

Trådlöst campus i Växjö

Internet Service Providers (ISP) har på senare år etablerat ett ökat antal Wi-Fi Hotspots på publika platser för att erbjuda Internettjänster så som e-post, Web och andra Internet-baserade program, till resande användare. Exempel på dessa platser är flygplatser, skolor, parker och städer. Växjö universitet har valt att bygga etttrådlöst nätverk på campus som man ska påbörja under sommaren 2005. Uppsatsen tar upp detta som fallstudie för diskussion av ämnet..

Infiltration of Waldheim

"Infiltration of Waldheim" är ett spel gjort av David Lindell (grafik), Andreas Persson (programmering) och Mathias Jönsson (ljud och musik). Målet vi hade med projektet var att ha en spelbar bana med minst en vapen typ samt fiender att eliminera, allt ackompanjerat med pampig musik och en massa ljudeffekter. Jag kommer i denna rapport beskriva arbetets gång samt reflektera över vad som har fungerat och vad som varit mindre bra under projektets gång. Mina planer för spelet var mest att lära mig mera om framförallt AI samt arbeta mera i 3d. Spelet ska mest vara för mig själv, men med lite putsning och mera innehåll eventuellt användas vid jobb ansökningar i framtiden..

On-line uppdragsplanering baserad på prediktionsreglering

Modern air battles are very dynamic and fast, and put extreme pressure on pilots. In some unpredictable situations, like new discovered threats or mission plan deviation because of enemy aircraft, the pilots might need to replan their predefined flight route. This is very difficult, if not impossible, to do since numerous factors affect it. A system that can help the pilots to do such a thing is needed. Previous work in this field has involved methods from artificial intelligence like A*-search.

Downloading and filesharing through Peer-to-peer networks: the copyright versus the free access to the cultural products

The ?peer to peer? (P2P) is a technology of downloading and filesharing between online - Internet - users by the mean of specified software. Since June 1999, the Napster software has made the happiness of millions of individuals who used it to obtain and share free audio files Mp3. Rapidly, the major recording companies have prosecuted the Napster Company and managed to force it to close down. They were arguing against it for it is supporting the development on a large scale traffic of files protected by copyright and thus was threatening the whole music and movies economic world.

Hur framställs hälsa i media? : En diskursanalys av Aftonbladet, Tara och Iform.

Health and fitness are two controversial and not easily defined topics that affect people in our modern society every day. We believe that we can find a link between individualism, globalization and the stress concerning weight and appearance ideals. Our bodies have turned into a popular subject for the media, and there is no indication that the interest will decline. As the world gets more artificial, "natural" ideals are getting more attention, such as the concept of a strong and healthy body. But there is also a downside, for example with health issues such as cardiovascular disease increasing following the birth of high-fat diets.

Webbdesign för iPhone

Detta kandidatarbete utgår ifrån vilka aspekter som är viktiga att tänka på när man anpassar av en webbsida till en mobil enhet och de problem som uppstår när en webbsida skalas ner till en låg skärmupplösning. Vi har behandlat användarvänlighet, designprinciper, grafiska element och tekniska aspekter för att svara på problemformuleringen. Slutsatsen vi kommit fram till är ett antal punkter inom områdena ovan..

Bilateral deficit vid excentrisk och koncentrisk muskelaktion : En jämförande studie mellan den summerade unilaterala och bilaterala kraftutvecklingen hos roddare visavi sprinters

AimThe main aim of the study was to investigate the difference in bilateral deficit between rowers and sprinters during maximal eccentric/concentric muscle actions.? Are there any significant differences in bilateral deficit between rowers and sprinters?? Do the amount of years in practice effect the bilateral deficit?MethodFourteen male subject participants divided in 2 equal sized groups (7 individuals in each group; rowers and sprinters) performed maximal unilateral/bilateral eccentric and concentric muscle actions in a leg press machine at a velocity of 0.2m/s. The range of motion in the knee joint was 70° ? 140°. Dependent t-tests have been performed within each group pre and post test.

Twittra, gilla, mäta - En studie av åtta företags arbete med sociala medier

This thesis investigates and analyses the social media strategy of eight companies. How the companies measure and evaluate their activity and investments in social media channels in general, and Facebook in particular is studied through qualitative interviews. The findings are then compared and analysed. Findings indicate that companies' social media presences to a large extent are dependent on individual employees with high levels of interest for the area and that companies that have integrated social media into their others operations see more value from their efforts..

Ett Oskarpt Beslut : om Oskarp Logik i speldesign

This paper examines possible applications of fuzzy logic on the field of artificial intelligence in digital games. It describes fuzzy logic in contrast to crisp logic. The paper will give several examples of possible applications of fuzzy logic-based decision making for game AI. These examples include the choosing of weapons for AI agents and the gas-break decision of an AI-controlled car. The paper will also analyze the impacts of game AI which makes decisions based on many factors.

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