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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
611

A calculation of colours: towards the automatic creation of graphical user interface colour schemes : a thesis presented in partial fulfilment of the requirements for the degree of Doctor of Philosophy in Computer Science at Massey University, Palmerston North, New Zealand

Moretti, Giovanni S. January 2010 (has links)
Interface colour scheme design is complex, but important. Most software allows users to choose the colours of single items individually and out of context, but does not acknowledge colour schemes or aid in their design. Creating colour schemes by picking individual colours can be time-consuming, error-prone, and frustrating, and the results are often mediocre, especially for those without colour design skills. Further, as colour harmony arises from the interactions between all of the coloured elements, anticipating the overall eff ect of changing the colour of any single element can be difficult. This research explores the feasibility of extending artistic colour harmony models to include factors pertinent to user interface design. An extended colour harmony model is proposed and used as the basis for an objective function that can algorithmically assess the colour relationships in an interface colour scheme. Its assessments have been found to agree well with human evaluations and have been used as part of a process to automatically create harmonious and usable interface colour schemes. A three stage process for the design of interface colour schemes is described. In the fi rst stage, the designer speci es, in broad terms and without requiring colour design expertise, colouring constraints such as grouping and distinguishability that are needed to ensure that the colouring of interface elements reflects their semantics. The second stage is an optimisation process that chooses colour relationships to satisfy the competing requirements of harmonious colour usage, any designer-specified constraints, and readability. It produces sets of coordinates that constitute abstract colour schemes: they de fine only relationships between coloured items, not real colours. In the third and fi nal stage, a user interactively maps an abstract scheme to one or more real colour schemes. The colours can be fi ne-tuned as a set (but not altered individually), to allow for such "soft" factors as personal, contextual and cultural considerations, while preserving the integrity of the design embodied in the abstract scheme. The colours in the displayed interface are updated continuously, so users can interactively explore a large number of colour schemes, all of which have readable text, distinguishable controls, and conform to the principles of colour harmony. Experimental trials using a proof-of-concept implementation called the Colour Harmoniser have been used to evaluate a method of holistic colour adjustment and the resulting colour schemes. The results indicate that the holistic controls are easy to understand and eff ective, and that the automatically produced colour schemes, prior to fi ne-tuning, are comparable in quality to many manually created schemes, and after fi ne-tuning, are generally better. By designing schemes that incorporate colouring constraints specifi ed by the user prior to scheme creation, and enabling the user to interactively fi ne-tune the schemes after creation, there is no need to specify or incorporate the subtle and not well understood factors that determine whether any particular set of colours is "suitable". Instead, the approach used produces broadly harmonious schemes, and defers to the developer in the choice of the fi nal colours.
612

Ανάπτυξη προγραμματιστικού περιβάλλοντος για τη μελέτη ασύγχρονων νευρωνικών δικτύων

Ανδριακοπούλου, Ειρήνη 14 February 2012 (has links)
Εκτός από τα Τεχνητά Νευρωνικά Δίκτυα, ένα άλλο παρεμφερές πρόβλημα είναι αυτό της μοντελοποίησης των δομικών και λειτουργικών χαρακτηριστικών διαφόρων τμημάτων του Κεντρικού Νευρικού Συστήματος καθώς και των διαφόρων εγκεφαλικών λειτουργιών. Στόχος αυτής της διπλωματικής είναι η δημιουργία ενός μοντέλου του φυσιολογικού νευρώνα και της συγκρότησης νευρωνικών δικτύων που εμπλέκονται σε κάποια εγκεφαλική λειτουργία. Στην ανάπτυξη του μοντέλου λήφθηκαν υπόψη τα ιδιαίτερα νευροανατομικά χαρακτηριστικά και νευροφυσιολογικά χαρακτηριαστικά και οι ιδιότητες που σχετίζονται με τις υπό μελέτη εγκεφαλικές καταστάσεις. Επίσης διερευνήθηκε η αλληλεπίδραση και η αναπτυσσόμενη δυναμική, τόσο σε κυτταρικό επίπεδο όσο και σε συστημικό επίπεδο, καθώς και η δυναμική αλληλεπίδραση νευρωνικών δικτύων. Πραγματοποιήθηκε μακροσκοπική προσέγγιση με τη χρήση μαθηματικών μοντέλων και αναπτύχθηκε ένα GUI περιβάλλον για τη διαχείριση του προγράμματος από το χρήστη. / Apart from the Artificial Neural Networks, another similar problem is the modeling of structural and functional characteristics of different parts of the Central Nervous System and the various brain functions. The aim of this diploma is to create a model of normal neuron and the establishment of neural networks involved in some brain function. In developing the model were taken into account the specific neuroanatomical and neurophysiological characteristics and properties related to the studied brain states. We also investigated the interaction and the growing momentum, both at the cellular level and system level, and the dynamic interaction of neural networks. An macroscopic approach using mathematical models and developed a GUI environment for the management of the program by the user.
613

Visual IMML: um perfil UML para a modelagem de interfaces de usu?rio

Machado, Thais Lima 17 February 2006 (has links)
Made available in DSpace on 2014-12-17T15:47:48Z (GMT). No. of bitstreams: 1 ThaisLM.pdf: 1906269 bytes, checksum: 4f1de4c844201f3665e0b05a98f48baf (MD5) Previous issue date: 2006-02-17 / The software development processes proposed by the most recent approaches in Software Engineering make use old models. UML was proposed as the standard language for modeling. The user interface is an important part of the software and has a fundamental importance to improve its usability. Unfortunately the standard UML does not offer appropriate resources to model user interfaces. Some proposals have already been proposed to solve this problem: some authors have been using models in the development of interfaces (Model Based Development) and some proposals to extend UML have been elaborated. But none of them considers the theoretical perspective presented by the semiotic engineering, that considers that, through the system, the designer should be able to communicate to the user what he can do, and how to use the system itself. This work presents Visual IMML, an UML Profile that emphasizes the aspects of the semiotic engineering. This Profile is based on IMML, that is a declarative textual language. The Visual IMML is a proposal that aims to improve the specification process by using a visual modeling (using diagrams) language. It proposes a new set of modeling elements (stereotypes) specifically designed to the specification and documentation of user interfaces, considering the aspects of communication, interaction and functionality in an integrated manner / Os processos de desenvolvimento de software proposto pelas abordagens mais recentes da Engenharia de Software utilizam modelos e a UML foi proposta como a linguagem padr?o para a modelagem. A interface de usu?rio ? uma parte importante do software e fundamental para melhorar a usabilidade. Por?m a UML padr?o n?o oferece recursos adequados para a modelagem da interface de usu?rio. V?rias propostas v?m surgindo para solucionar esse problema. Alguns autores t?m utilizado modelos no desenvolvimento de interface (Desenvolvimento Baseado em Modelos) e v?rias propostas de extens?es da UML t?m sido elaboradas. No entanto, nenhuma delas considera a perspectiva te?rica proposta pela engenharia semi?tica que considera que atrav?s do sistema o designer deve comunicar para o usu?rio o que ele pode fazer e como ele utiliza o pr?prio sistema. Este trabalho apresenta um Perfil UML que enfatiza os aspectos da perspectiva da engenharia semi?tica. Esse Perfil est? baseado na IMML que ? uma linguagem textual declarativa. A Visual IMML, como ? denominada, ? uma proposta que vem melhorar o processo de especifica??o com a IMML atrav?s de uma modelagem visual (diagram?tica). Ela prop?e um conjunto de novos elementos de modelagem (estere?tipos) elaborados para a especifica??o e documenta??o de interfaces de usu?rio, considerando os aspectos de comunica??o, intera??o e funcionais de forma integrada
614

Uma ontologia para a descri??o da sem?ntica da IMML

Lira, Heremita Brasileiro 28 July 2006 (has links)
Made available in DSpace on 2014-12-17T15:47:56Z (GMT). No. of bitstreams: 1 HeremitaBL.pdf: 2830784 bytes, checksum: 9be09d8550fa0d1ce0a1a08185ccbdbd (MD5) Previous issue date: 2006-07-28 / This work presents an ontology to describe the semantics of IMML (Interactive Message Modeling Language) an XML-based User Interface Description Language. The ontology presents the description of all IMML elements including a natural language description and semantic rules and relationships. The ontology is implemented in OWL-DL, a standard language to ontology description that is recommended by W3C. Our main goal is to describe the semantic using languages and tools that can be processed by computers. As a consequence, we develop tools to the validation of a user interface specification and also to present the semantic description in different views / Este trabalho apresenta uma ontologia para a descri??o da sem?ntica da IMML (Interactive Message Modeling Language), uma linguagem baseada em XML para a descri??o de interfaces de usu?rios. A ontologia apresenta a descri??o dos elementos da IMML incluindo uma descri??o em linguagem natural e tamb?m as rela??es e regras sem?nticas. Esta ontologia est? implementada em OWL-DL, a linguagem padr?o para a constru??o de ontologias recomendada pelo W3C. A descri??o da sem?ntica na forma de uma ontologia permite que a mesma seja descrita em uma linguagem que pode ser processada por computadores. Como conseq??ncia, podemos construir ferramentas para validar semanticamente uma especifica??o e construir diferentes representa??es para a sem?ntica
615

Konzeption eines Assistenzsystems für die Entwicklung innermaschineller Verfahren für produktionstechnische Systeme / Conceptualization of an assistance system for process models of processing machines

Weber, Paul 05 June 2018 (has links) (PDF)
Ziel der vorliegenden Arbeit ist die Erstellung eines Konzeptes für ein softwarebasiertes Assistenzsystem für die Erstellung des innermaschinellen Verfahrens produktionstechnischer Systeme. Das Konzept wird dabei in Form eines Software-Mockups für die Benutzerschnittstelle des Systems präsentiert. Nach einer Recherche zum Stand von Wissenschaft und Technik, hinsichtlich des konstruktiven Entwicklungsprozesses von Verarbeitungsmaschinen, werden besonders die Arbeitsinhalte und Methoden der zum Prozess zugehörigen Konzeptphase untersucht. Dabei wird abschließend geprüft, inwiefern konkrete Rechnerunterstützungen für die Konzeptphase des allgemeinen Maschinenbaus auf den Bereich des Verarbeitungsmaschinenbaus übertragbar sind. Es folgt die Zusammenfassung verschiedener Vorgehensmodelle für die Softwareentwicklung sowie ein Überblick zu den Grundlagen der Softwareergonomie. Bei der folgenden Konzeptentwicklung werden die Rechercheergebnisse aufgegriffen. Angelehnt an die Arbeitsschritte des klassischen Phasenmodells der Softwareentwicklung werden zunächst Anforderungen und Spezifikationen für das zu entwickelnde Assistenzsystem aufgestellt. In einer sich anschließenden Entwurfsphase wird der zukünftige Systemaufbau umrissen. Zudem werden Entwürfe, in Form von Wireframes, für die Darstellung einzelner Funktionalitäten der künftigen Benutzerschnittstelle des Assistenzsystems erstellt. Diese werden verglichen und kombiniert, sodass eine gewählte Vorzugslösung für die Mockup-Erstellung bereitsteht. Abschließend werden, nach erfolgter Umsetzung des Mockups, für die Erstellung des innermaschinellen Verfahrens anhand eines konkreten Maschinenbeispiels, Möglichkeiten zur Konzepterweiterung und -umsetzung vorgeschlagen. / The aim of the following thesis is the development of a concept for a software-based assistance system which supports the creation of the process model of processing machines. The concept is presented as a software mockup that shows the user interface of the system. After an investigation on the state of science and technology, regarding the constructive development process of processing machines, especially the contents and methods of the concept phase, which is associated with the process, are examined. Finally, it is being checked which specific computer support for the concept phase of general mechanical engineering can be transferred to the field of processing machine construction. The summary of various proceed models for general software development follows as well as an overview on the basics of software ergonomics. During the subsequent concept development, the findings from the research are used. Based on the work steps of the phase model of software development, requirements and specifications for the concept, which has been developed, are initially set up. In the following design phase, the future system structure is outlined. In addition, drafts presented as wireframes are created for the presentation of individual functionalities of the future user interface of the assistance system. In the conclusion they are compared to and combined with each other so that a chosen preferred solution is available for mockup creation. Finally, after the realization of the mockup that shows the creation of the process model based on a tangible machine example, ways to expand and to implement the concept are proposed.
616

LAGO : Linguagem de Acesso Global ao sistema AMPLO

Luzzardi, Paulo Roberto Gomes January 1991 (has links)
Este trabalho descreve LAGO - Linguagem de Acesso Global ao sistema AMPLO AMPLO é um ambiente de projeto de sistemas digitais que consiste de uma base de dados orientada a objetos e diversas ferramentas de projeto, como editores de texto, editores gráficos, compiladores e simuladores de sistemas digitais. LAGO é a interface de alto nível de AMPLO, sendo responsável pelo controle de acesso aos recursos do sistema. Através desta interface, os usuários de AMPLO podem ativar funções de administração, gerência de projeto, projeto propriamente dito e consulta a base de dados. O acesso as diversas funções do sistema esta vinculado a classificação do usuário. Um - administrador geral - responsável pelo cadastro de usuários e de grupos de usuários. Grupos de usuários são criados Para realizar projetos, sob a liderança de um - administrador de grupo - Este indicado pelo administrador geral quando da criação do grupo e realiza funções de gerência de grupo e da base de dados associada ao grupo. Usuários - projetistas - tem acesso as funções de ativação de ferramentas (editores de texto, editores gráficos, compiladores e simuladores) e as func6es de administração de tarefas (uma tarefa corresponde a uma transação longa, a nível de banco de dados, por exemplo, a criação de objetos em varias sess6es de edição). A cada tarefa esta associada uma base de dados temporária, privativa do projetista, removida após o término da tarefa. Portanto, a base de dados de AMPLO e dividida em três níveis: base de dados pública, bases de dados por projeto e bases de dados dos projetistas. Permanentemente, LAGO oferece facilidades de consulta a base de dados. Estas funções de consulta estão disponíveis quando o usuário inicializa o sistema ou, posteriormente, pela seleção de uma função de consulta. A navegação pelos objetos da base de dados rode ser feita de forma gráfica ou textual. Na forma gráfica, os objetos são apresentados através de arvores representando os diversos tipos de relacionamentos existentes. Na forma textual, LAGO apresenta listas com nomes de objetos. / This work describes LAGO - a language for accessing the AMPLO system. AMPLO is a design environment of digital systems which is composed of an object oriented data base and of several design tools, such as text editors, graphics editors, compilers and simulators of digital systems LAGO is the high-level interface of AMPLO, and it is responsible for controlling the access to the system's resources. With this interface, the users of AMPLO may activate administratation and, design management functions, data base queries, and design tasks. The access to the several system functions is in accordance to the user classification. A "general administrator" is responsible for creating users and groups of users. Groups of users create designs, under the leadership of a "group administrator", who is indicated by the general administrator when the group is created. The "grou p administrator" has private functions for managing the group and the data base associated to the group. Designers activate design tools as text editors, graphic editors, compilers and simulators. Also they can use task management functions (a task corresponds to a long transaction at the data base level, like the creation of objects in several editing sessions, for example). A temporary data base which is a designer private data base is associated to each task, and is removed at the end of the task. Thus, the data base of AMPLO is divided into three levels: p ublic data base, group data base and designer data base LAGO permanently, offers facilities of data base ueries. These q uery functions are available when the user inicializes the system and later on, when the query function is selected. The navigation through the data base objects can be done in a gra p hical or textual form. In the graphical form, the objects are presented by trees representing the several types of relationships. In the textual form, LAGO presents lists with the name of objects.
617

Design of an Autonomous Underwater Vehicle with Vision Capabilities

Jebelli, Ali January 2016 (has links)
In the past decade, the design and manufacturing of intelligent multipurpose underwater vehicles has increased significantly. In the wide range of studies conducted in this field, the flexibility and autonomy of these devices with respect to their intended performance had been widely investigated. This work is related to the design and manufacturing of a small and lightweight autonomous underwater vehicle (AUV) with vision capabilities allowing detecting and contouring obstacles. It is indeed an exciting challenge to build a small and light submarine AUV, while making tradeoffs between performance and minimum available space as well as energy consumption. In fact, due to the ever-increasing in equipment complexity and performance, designers of AUVs are facing the issues of limited size and energy consumption. By using a pair of thrusters capable to rotate 360o on their axis and implementing a mass shifter with a control loop inside the vehicle, this later can efficiently adapt its depth and direction with minimal energy consumption. A prototype was fabricated and successfully tested in real operating conditions (in both pool and ocean). It includes the design and embedding of accurate custom multi-purpose sensors for multi-task operation as well as an enhanced coordinated system between a high-speed processor and accustomed electrical/mechanical parts of the vehicle, to allow automatic controlling its movements. Furthermore, an efficient tracking system was implemented to automatically detect and bypass obstacles. Then, fuzzy-based controllers were coupled to the main AUV processor system to provide the best commands to safely get around obstacles with minimum energy consumption. The fabricated prototype was able to work for a period of three hours with object tracking options and five hours in a safe environment, at a speed of 0.6 m/s at a depth of 8 m.
618

Desenvolvimento de uma toolbox para aplicação de inteligência computacional em sistemas de controle clássico / Development of a toolbox for application of computational intelligence in classic control systems

Dantas, Emmanuel Ramon Marques 27 December 2013 (has links)
Made available in DSpace on 2016-08-31T13:33:39Z (GMT). No. of bitstreams: 1 EmmanuelRMD_DISSERT.pdf: 3141928 bytes, checksum: 608c0b50b8f95185573646571b1dde6f (MD5) Previous issue date: 2013-12-27 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / A new tool based on the use of computational intelligence applied in control systems is presented. This type of application has attracted the interest of researchers due the advantages in relation to others methods for controlling settings, especially when the system has a complex dynamics to be adjusted by traditional methods. The proposed computational tool GACT (Genetic Algorithm Control Tool) was developed to work as a Toolbox of MATLAB® software for use in control systems and is based on the joint application of Genetic Algorithms (GA) and the classical control theory. The GACT based on the advancement of the operating systems that are no longer fully handled by command lines, and now have an interactive graphical user interface. That is, the referred Toolbox allows the implementation of an intelligent control system in a way more simplified and interactive. The graphical user interface (GUI) was designed using the software GUIDE, integrated with MATLAB® in order to connect with the source code and block diagrams of the system to be controlled at the SIMULINK® / Uma nova ferramenta baseada no uso da inteligência computacional aplicada em sistemas de controle é apresentada. Esse tipo de aplicação tem despertado o interesse de pesquisadores por apresentar vantagens em relação aos outros métodos de ajustes para controladores, principalmente quando o sistema apresenta uma dinâmica complexa de ser ajustada pelos métodos tradicionais. A ferramenta computacional proposta GACT (Genetic Algorithm Control Tool) foi desenvolvida para funcionar como uma Toolbox do software MATLAB® para aplicação em sistemas de controle e fundamenta-se na aplicação conjunta de Algoritmos Genéticos (GA do inglês Genetic Algorithm) com a teoria de controle clássico. O GACT baseia-se no avanço dos sistemas operacionais que deixaram de ser totalmente manuseados por linhas de comando e passaram a ter uma interface gráfica interativa. Ou seja, a referida Toolbox possibilita a implementação de um sistema de controle inteligente de maneira mais simplificada e interativa. A interface gráfica foi concebida através do software GUIDE, integrado ao MATLAB® de maneira a relacionar-se com os códigos fontes e os diagramas de blocos do sistema a ser controlado no SIMULINK®
619

LAGO : Linguagem de Acesso Global ao sistema AMPLO

Luzzardi, Paulo Roberto Gomes January 1991 (has links)
Este trabalho descreve LAGO - Linguagem de Acesso Global ao sistema AMPLO AMPLO é um ambiente de projeto de sistemas digitais que consiste de uma base de dados orientada a objetos e diversas ferramentas de projeto, como editores de texto, editores gráficos, compiladores e simuladores de sistemas digitais. LAGO é a interface de alto nível de AMPLO, sendo responsável pelo controle de acesso aos recursos do sistema. Através desta interface, os usuários de AMPLO podem ativar funções de administração, gerência de projeto, projeto propriamente dito e consulta a base de dados. O acesso as diversas funções do sistema esta vinculado a classificação do usuário. Um - administrador geral - responsável pelo cadastro de usuários e de grupos de usuários. Grupos de usuários são criados Para realizar projetos, sob a liderança de um - administrador de grupo - Este indicado pelo administrador geral quando da criação do grupo e realiza funções de gerência de grupo e da base de dados associada ao grupo. Usuários - projetistas - tem acesso as funções de ativação de ferramentas (editores de texto, editores gráficos, compiladores e simuladores) e as func6es de administração de tarefas (uma tarefa corresponde a uma transação longa, a nível de banco de dados, por exemplo, a criação de objetos em varias sess6es de edição). A cada tarefa esta associada uma base de dados temporária, privativa do projetista, removida após o término da tarefa. Portanto, a base de dados de AMPLO e dividida em três níveis: base de dados pública, bases de dados por projeto e bases de dados dos projetistas. Permanentemente, LAGO oferece facilidades de consulta a base de dados. Estas funções de consulta estão disponíveis quando o usuário inicializa o sistema ou, posteriormente, pela seleção de uma função de consulta. A navegação pelos objetos da base de dados rode ser feita de forma gráfica ou textual. Na forma gráfica, os objetos são apresentados através de arvores representando os diversos tipos de relacionamentos existentes. Na forma textual, LAGO apresenta listas com nomes de objetos. / This work describes LAGO - a language for accessing the AMPLO system. AMPLO is a design environment of digital systems which is composed of an object oriented data base and of several design tools, such as text editors, graphics editors, compilers and simulators of digital systems LAGO is the high-level interface of AMPLO, and it is responsible for controlling the access to the system's resources. With this interface, the users of AMPLO may activate administratation and, design management functions, data base queries, and design tasks. The access to the several system functions is in accordance to the user classification. A "general administrator" is responsible for creating users and groups of users. Groups of users create designs, under the leadership of a "group administrator", who is indicated by the general administrator when the group is created. The "grou p administrator" has private functions for managing the group and the data base associated to the group. Designers activate design tools as text editors, graphic editors, compilers and simulators. Also they can use task management functions (a task corresponds to a long transaction at the data base level, like the creation of objects in several editing sessions, for example). A temporary data base which is a designer private data base is associated to each task, and is removed at the end of the task. Thus, the data base of AMPLO is divided into three levels: p ublic data base, group data base and designer data base LAGO permanently, offers facilities of data base ueries. These q uery functions are available when the user inicializes the system and later on, when the query function is selected. The navigation through the data base objects can be done in a gra p hical or textual form. In the graphical form, the objects are presented by trees representing the several types of relationships. In the textual form, LAGO presents lists with the name of objects.
620

Fruit and Vegetable Identification Using Machine Learning

Olsson, Adam, Femling, Frida January 2018 (has links)
This report describes an approach of creating a system identifying fruit and vegetables in the retail market using images captured with a video camera at- tached to the system. The system helps the customers to label desired fruits and vegetables with a price according to its weight. The purpose of the sys- tem is to minimize the number of human computer interactions, speed up the identification process and improve the usability of the graphical user interface compared to existing systems. To accomplish creating a system improving these properties, an idea of implementing machine learning to identify the products aroused. Instead of assigning the responsibility to the user, who usually iden- tify the products manually, the responsibility is given to a computer. To classify an object, different convolutional neural networks have been tested and retrained. The networks have been retrained on data sets collected from ImageNet. To improve the accuracy, the networks have also been retrained on images where the background environment is similar to the environment the networks are supposed to perform in. The networks tested in this report are MobileNet and Inception. The networks have different propagation time and varies in accuracy. MobileNet performs the classification about seven times faster than Inception, but Inception gives more accurate results. To improve the systems further, usability testing has been performed on the graphical user interface of existing system and resulted system. To test the usability, a heuristic evaluation has been performed in combination of a second test produced by the authors. The tests concluded that the resulted system was more user friendly compared to existing systems. The hardware of the system constitutes of a Raspberry Pi, camera, display, load cell and a case. The software includes Python-code to label an image, a graphical user interface to interact with the user and a server created with Node.js. The graphical user interface has been programmed with JavaScript supplemented with the React library. To conclude, implementing convolutional neural networks to classify images and developing a new user interface resulted in a faster identification process together with fewer usability flaws.

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