With the development of deep convolutional neural networks (CNNs), salient object detection has become increasingly mature. Existing methods primarily enhance model performance by deepening and widening U-shaped netwo...
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Background: Recently, e-learning has become a very basic, integral part of technology-based learning. Wide trends are increasing day by day because of the demands and its usage based on working remotely due to highly ...
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Background: Recently, e-learning has become a very basic, integral part of technology-based learning. Wide trends are increasing day by day because of the demands and its usage based on working remotely due to highly penetrated mobile handheld devices and digital media. The smart campus infrastructure has played a vital role to its full extent towards Z millennium students in the 20th century. The teaching and learning accessibility depends on terms of various cost-based afforda-ble platforms, either with synchronous learning or asynchronous mode of learning. Methods: The current patent research explores the changeling leading to infrastructural reforms as per the need for digital media for e-learning during and after COVID-19 spreads. The perspectives in 2 forms of research study are: 1st working on infrastructural needs and demands for the smart campuses and online learning challenges and 2nd is working on platforms technology utilization for better accessible resources for all learners. This work studied different aspects during and after COVID-19, leading to the importance of uninterrupted internet access, phone, hardware and relia-bility, etc. In this work, the importance of gamification study and flipped classrooms for enhancing learner performance to highly engage them in learning environments focused research model on learner engagement on Gamified perceiving study with Smart PLS-SEM was investigated. Promoting sustainability in its entirety through knowledge transfer and contributions to address various challenges in the redesign of learners' syllabi to meet educational needs, emphasizing online learning to integrate various modes of learner platforms, personalized teaching and learn-ing, peer-to-peer communication for learner enhancement, and student engagement through gami-fication are studied. Results: Learners who are enrolled at the school, college, and university levels of education increased exponentially post-COVID-19. More than 90% responded to sch
With the rise of multi-modal large language models, accurately extracting and understanding textual information from video content-referred to as video-based optical character recognition (Video OCR)-has become a cruc...
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Test case generation using combinatorial testing requires an input model comprising parameters and their ranges of possible values, i.e., their domains, which might be appropriate for ordinary applications but not for...
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To address the problem that existing studies lack analysis of the relationship between attack-defense game behaviors and situation evolution from the game perspective after constructing an attack-defense model,this pa...
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To address the problem that existing studies lack analysis of the relationship between attack-defense game behaviors and situation evolution from the game perspective after constructing an attack-defense model,this paper proposes a network attack-defense game model(ADGM).Firstly,based on the assumption of incomplete information between the two sides of the game,the ADGM model is established,and methods of payoff quantification,equilibrium solution,and determination of strategy confrontation results are ***,drawing on infectious disease dynamics,the network attack-defense situation is defined based on the density of nodes in various security states,and the transition paths of network node security states are ***,the network zero-day virus attack-defense behaviors are analyzed,and comparative experiments on the attack-defense evolution trends under the scenarios of different strategy combinations,interference methods,and initial numbers are conducted using the NetLogo simulation *** experimental results indicate that this model can effectively analyze the evolution of the macro-level network attack-defense situation from the micro-level attack-defense *** instance,in the strategy selection experiment,when the attack success rate decreases from 0.49 to 0.29,the network destruction rate drops by 11.3%,in the active defense experiment,when the interference coefficient is reduced from 1 to 0.7,the network destruction rate decreases by 7%,and in the initial node number experiment,when the number of initially infected nodes increases from 10 to 30,the network destruction rate rises by 3%.
Fatigue driving is one of the main causes of traffic accidents. Effective fatigue driving detection technology can reduce traffic accidents caused by fatigue driving. Traditional fatigue driving detection methods usua...
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The growing popularity of Chinese social media platforms such as Sina Weibo has created a large number of user generated text content, which is of great value for understanding public emotions. However, the exist...
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Facial expression recognition (FER) plays a crucial role in human-computer interaction and emotion analysis. However, recognizing expressions in low-resolution images remains a significant challenge. This paper introd...
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Visual Commonsense Reasoning (VCR) is a cognitive task, challenging models to answer visual questions, and to explain the rationale behind their answers. While Large Language Models (LLMs) offer potential for this tas...
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Exploring robust and efficient association methods has always been an important issue in multi-object tracking (MOT). Although existing tracking methods have achieved impressive performance, congestion and frequent oc...
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