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This book constitutes the refereed proceedings of the Second International Conference on Augmented and Virtual Reality, AVR 2015, held in Lecce, Italy, in September 2015. The 32 papers and 8 short papers presented were carefully reviewed and selected from 82 submissions. The SALENTO AVR 2015 conference brings together a community of researchers from academia and industry, computer scientists, engineers, and physicians in order to share points of views, knowledge, experiences, and scientific and technical results related to state-of-the-art solutions and technologies on virtual and augmented reality applications for medicine, cultural heritage, education, industrial sectors, as well as the demonstration of advanced products and technologies.
The 4th International Conference on Vocational Education and Technology is an international forum specially designed by the Faculty of Engineering and Vocational, Universitas Pendidikan Ganesha to bring together academics, researchers and professionals to present their ideas and experiences in a scientific event. IConVET 2021 welcomes paper submissions for innovative work from researchers from diverse backgrounds including students, teachers, researchers, practitioners and the general public in Education, Vocational and Technology. The IConVET-2021 theme is "Digital Transformation on TVET in The New Normal Era”. This 4th International Conference on Vocational and Technology is attended by ...
Buku ini membahas mengenai cara kustomisasi sistem operasi linux, khsususnya Ubuntu 16.04 LTS, dengan kustomisasi sistem operasi ini dapat digunakan untuk melakukan konfigurasi secara cepat sesuai kebutuhan pada saat melakukan instalasi sistem operasi.
Artificial Intelligence atau biasa disebut Kecerdasan Buatan adalah kecerdasan yang ditambahkan kepada suatu sistem yang bisa diatur dalam konteks ilmiah didefinisikan sebagai kecerdasan entitas ilmiah. Kecerdasan buatan diartikan sebagai “kemampuan sistem untuk menafsirkan data eksternal dengan benar, untuk belajar dari data tersebut, dan menggunakan pembelajaran tersebut untuk mencapai tujuan dan tugas tertentu melalui adaptasi yang fleksibel” . Kecerdasan dibuat dan dimasukkan ke dalam suatu mesin (komputer) agar dapat melakukan pekerjaan seperti yang dapat dilakukan manusia. Penerapan Artificial Intelligence antara lain sistem pakar, permainan komputer (games), logika fuzzy, jaringan saraf tiruan dan robotika.
The aim of this edited book is to provide a point of reference for the latest advancements in the different fields of interactive media applied in Digital Cultural Heritage research, ranging from visual data acquisition, classification, analysis and synthesis, 3D modelling and reconstruction, to new forms of interactive media presentation, visualization and immersive experience provision via extended reality, collaborative spaces, serious games and digital storytelling. This volume, is structured around 4 sections, focusing on different types of technologies and applications in Cultural Heritage, namely: Cutting-Edge Applications of Extended Reality in Cultural Heritage Preservation, Cultura...
Ethnic settlers organizations and their relationships with the community where they have settled; research report.
Traditional rites for the youth in Sesetan Village, Bali Province.
Archaeological heritage in Bali Province.