نتایج جستجو برای: battleship potemkin
تعداد نتایج: 117 فیلتر نتایج به سال:
Learning how to detect objects from many classes in a wide variety of viewpoints is a key goal of computer vision. Existing approaches, however, require excessive amounts of training data. Implementors need to collect numerous training images not only to cover changes in the same object’s shape due to the viewpoint variation, but also to accommodate the variability in appearance among instances...
The battleship “G. Averof” was a legendary warship of the Greek fleet during the first half of the 20th century with an active history in three wars (Balkans, World War I and II). Nowadays, “G. Averoff” is a Museum operated by the Greek Navy, and the world's only surviving heavily armored cruiser of the early 20th century. In the Department of Geography at Harokopio University of Athens – in co...
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In artificial intelligence systems, various machine learning algorithms are used as learning algorithms. The most used artificial intelligence approaches are symbolic rule-based systems and subsymbolic neural networks. The main objective of this work is to study the game strategy emergence by using subsymbolic approach neural networks. From the viewpoint of artificial intelligence, games in gen...
Using the online educational game Battleship Numberline, we have collected over 8 million number line estimates from hundreds of thousands of players. Using random assignment, we evaluate the effects of various adaptive sequencing algorithms on player engagement and learning.
Bu makalede Sovyetler Birliği Dışişleri Halk Komiseri Yardımcısı Vladimir Petrovich Potemkin’in 23 Kasım 1938’de Cumhurbaşkanı İsmet İnönü’yle yaptığı görüşme, Montreux sonrası Türk Sovyet ilişkileri çerçevesinde değerlendirilmektedir. Mustafa Kemal Atatürk’ün 21 1938 tarihli cenaze töreni için Moskova tarafından, heyeti başkanı olarak görevlendirilen Potemkin, cenazenin ardından bir süre daha ...
The concept of Serious Gaming refers to the adoption of classical entertainment games for purposes other than entertainment, including learning and instruction. In this paper we report on a Serious Gaming field experiment where typical board games (such as battleship, master mind and domino) were employed with the shifted purpose of triggering and sustaining primary school students’ reasoning a...
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