Добірка наукової літератури з теми "170201 Computer Perception, Memory and Attention"
Оформте джерело за APA, MLA, Chicago, Harvard та іншими стилями
Ознайомтеся зі списками актуальних статей, книг, дисертацій, тез та інших наукових джерел на тему "170201 Computer Perception, Memory and Attention".
Біля кожної праці в переліку літератури доступна кнопка «Додати до бібліографії». Скористайтеся нею – і ми автоматично оформимо бібліографічне посилання на обрану працю в потрібному вам стилі цитування: APA, MLA, «Гарвард», «Чикаго», «Ванкувер» тощо.
Також ви можете завантажити повний текст наукової публікації у форматі «.pdf» та прочитати онлайн анотацію до роботи, якщо відповідні параметри наявні в метаданих.
Статті в журналах з теми "170201 Computer Perception, Memory and Attention"
Karagün, Elif. "Perception- Attention - Memory Reaction Time of PE Teacher and Computer Teacher Candidates." Journal of Education and Training Studies 6, no. 11a (November 29, 2018): 98. http://dx.doi.org/10.11114/jets.v6i11a.3805.
Повний текст джерелаZhang, Hanzhong, Yinglong Wang, Chao Chen, Ruixia Liu, Shuwang Zhou, and Tianlei Gao. "Enhancing Knowledge of Propagation-Perception-Based Attention Recommender Systems." Electronics 11, no. 4 (February 11, 2022): 547. http://dx.doi.org/10.3390/electronics11040547.
Повний текст джерелаLeón, Samuel P., María del Carmen Carcelén Fraile, and Inmaculada García-Martínez. "Development of Cognitive Abilities through the Abacus in Primary Education Students: A Randomized Controlled Clinical Trial." Education Sciences 11, no. 2 (February 21, 2021): 83. http://dx.doi.org/10.3390/educsci11020083.
Повний текст джерелаChen, Yuhong, Weilong Peng, Keke Tang, Asad Khan, Guodong Wei, and Meie Fang. "PyraPVConv: Efficient 3D Point Cloud Perception with Pyramid Voxel Convolution and Sharable Attention." Computational Intelligence and Neuroscience 2022 (May 13, 2022): 1–9. http://dx.doi.org/10.1155/2022/2286818.
Повний текст джерелаWang, Yingxu. "Unveiling the Cognitive Mechanisms of Eyes." International Journal of Cognitive Informatics and Natural Intelligence 8, no. 1 (January 2014): 36–50. http://dx.doi.org/10.4018/ijcini.2014010103.
Повний текст джерелаScurry, Alexandra N., Daniela M. Lemus, and Fang Jiang. "Temporal Alignment but not Complexity of Audiovisual Stimuli Influences Crossmodal Duration Percepts." Multisensory Research 35, no. 2 (October 8, 2021): 131–49. http://dx.doi.org/10.1163/22134808-bja10062.
Повний текст джерелаRobinson, Peter, and Rana el Kaliouby. "Computation of emotions in man and machines." Philosophical Transactions of the Royal Society B: Biological Sciences 364, no. 1535 (December 12, 2009): 3441–47. http://dx.doi.org/10.1098/rstb.2009.0198.
Повний текст джерелаLuz María, Alonso-Valerdi, and Mercado-García Víctor Rodrigo. "Enrichment of Human-Computer Interaction in Brain-Computer Interfaces via Virtual Environments." Computational Intelligence and Neuroscience 2017 (2017): 1–12. http://dx.doi.org/10.1155/2017/6076913.
Повний текст джерелаMichalski, Radosław, Boleslaw K. Szymanski, Przemysław Kazienko, Christian Lebiere, Omar Lizardo, and Marcin Kulisiewicz. "Social Networks through the Prism of Cognition." Complexity 2021 (January 8, 2021): 1–13. http://dx.doi.org/10.1155/2021/4963903.
Повний текст джерелаKim, Si Jung, Teemu H. Laine, and Hae Jung Suk. "Presence Effects in Virtual Reality Based on User Characteristics: Attention, Enjoyment, and Memory." Electronics 10, no. 9 (April 29, 2021): 1051. http://dx.doi.org/10.3390/electronics10091051.
Повний текст джерелаДисертації з теми "170201 Computer Perception, Memory and Attention"
Krča, Michal. "Making better serious games for children with ADHD : Guidelines for designing motivational video game training." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12448.
Повний текст джерела(9728555), Patrick M. Teall. "Perception of Embodiment in Immersive Virtual Experiences: An Exploratory Study." Thesis, 2020.
Знайти повний текст джерелаThe technology availability and hype of virtual reality has intersected as of 2016, bringing a lot of attention to virtual reality (VR) games. The research into this technology has been ongoing since its early exploration in the 1970’s. Methods have been created to try to understand and predict what causes phenomena such as motion and simulator sickness in the human computer interaction devices. Heuristics have been developed to aid the design these applications and to avoid such discomforting circumstances. Concepts and their continued exploration have been growing to improve the experience of virtual reality technology and continue the expanding imagination of what is capable with this technology. All the tools are available to create highly immersive virtual experiences, but it is up to the interpretant, the user to decide how believable, immersive and enjoyable these experiences are. By conducting an interview study on a part of the VR gaming community, more can be understood about the success and failure of immersive design by exploring the experiences of certain highly immersive games. This study takes the opportunity to listen to gamers as a means of highlighting significant key challenges and characteristics creating immersive VR games. By evaluating transcripts via thematic analysis, themes were created to understand and categorize the various aspects that are most important to the immersion and embodiment in VR games. This study and themes drawn from it reflect on the experiences and feelings of experienced VR gamers in the context of role-playing games.
(8072891), Pallavi Mishra. "VISUAL CONSTRAINT OPTIMIZATION NETWORK." Thesis, 2019.
Знайти повний текст джерелаOne of the most important aspects of visual perception is inference of 3D shape from a 2D retinal image of the real world. The existence of several valid mapping functions from object to data makes this inverse problem ill-posed and therefore computationally difficult. In human vision, the retinal image is a 2D projection of the 3D real world. The visual system imposes certain constraints on the family of solutions in order to efficiently solve this inverse problem. This project specifically focuses on the aspect of minimization of standard deviation of all 3D angles (MSDA) for 3D perception. Our goal is to use a Deep Convolutional Neural Network based on biological principles derived from visual area V4 to solve 3D reconstruction using constrained minimization of MSDA. We conduct an experiment with novel shapes with human participants to collect data to test our model.
Blaschke, Stefan. "Zeitwahrnehmung in isochronen Sequenzen." Doctoral thesis, 2009. http://hdl.handle.net/11858/00-1735-0000-0006-AD6C-9.
Повний текст джерелаЧастини книг з теми "170201 Computer Perception, Memory and Attention"
Oury, Jacob D., and Frank E. Ritter. "Cognition and Operator Performance." In Human–Computer Interaction Series, 37–62. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-47775-2_3.
Повний текст джерела