Mostrando ítems 6251-6270 de 14272

    • Fuzzy C-Means Clustering with Histogram based Cluster Selection for Skin Lesion Segmentation using Non-Dermoscopic Images 

      Devi, Salam Shuleenda; Laskar, Rabul Hussain; Singh, Ngangbam Herojit (International Journal of Interactive Multimedia and Artificial Intelligence (IJIMAI), 03/2020)
      Purpose – Pre-screening of skin lesion for malignancy is highly demanded as melanoma being a life-threatening skin cancer due to unpaired DNA damage. In this paper, lesion segmentation based on Fuzzy C-Means clustering ...
    • Fuzzy cognitive modeling: Theoretical and practical considerations 

      Nápoles, Gonzalo; Salmerón, José L ; Froelich, Wojciech; Falćon, Rafael; León Espinosa, Maikel; Vanhoenshoven, Frank; Bello, Rafael; Vanhoof, Koen (Smart Innovation, Systems and Technologies, 2019)
      Fuzzy cognitive maps (FCMs) are knowledge-based neural systems comprised of causal relations and well-defined neural concepts Since their inception three decades ago, FCMs have been used to model a myriad of problems Despite ...
    • Fuzzy decision method to improve the information exchange in a vehicle sensor tracking system 

      Cueva-Fernandez, Guillermo; Pascual-Espada, Jordán; García-Díaz, Vicente; González-Crespo, Rubén (Applied Soft Computing, 10/2015)
      Internet of Things is based on the identification of real-world objects in a unique way that interconnects them by means of communication interfaces. Such a simple idea allows the emergence of a huge number of new applications ...
    • Fuzzy logic expert system for selecting robotic hands using kinematic parameters 

      Cobos-Guzmán, Salvador ; Verdú, Elena ; Herrera-Viedma, Enrique; González-Crespo, Rubén (Journal of Ambient Intelligence and Humanized Computing, 01/04/2020)
      Industry 4.0 is the current industrial revolution and robotics is an important factor for carrying out high dexterity manipulations. However, mechatronic systems are far from human capabilities and sophisticated robotic ...
    • Fuzzy Logic Models for Non-Programmed Decision-Making in Personnel Selection Processes Based on Gamification 

      Albadan, Javier; Gaona-García, Paulo Alonso; Montenegro, Carlos; González-Crespo, Rubén ; Herrera-Viedma, Enrique (Informática, 2018)
      Non-programmed decision-making is an activity that requires a number of methods to try to capture the rational behaviour of an aspirant in situations of uncertainty. Thus, there is a varied list of attributes, methods, and ...
    • Fuzzy system to adapt web voice interfaces dynamically in a vehicle sensor tracking application definition 

      Cueva-Fernandez, Guillermo; Pascual-Espada, Jordán; García-Díaz, Vicente; González-Crespo, Rubén; García-Fernandez, Nestor (Soft Computing, 08/2016)
      The Vitruvius platform is focused on vehicles and the possibility of working with their multiple sensors, and the real-time data they can provide. With Vitruvius, users can create software applications specialized for the ...
    • “El fútbol también puede ser inclusivo”: aprendizaje cooperativo en la enseñanza-aprendizaje de fútbol en educación física 

      Pérez-Torralba, Alberto; Guijarro, Eva ; Sierra-Rios, Juan Vicente; Evangelio, Carlos (Sport TK-Revista euroamericana de ciencias del deporte, 2022)
      Se presenta una propuesta de enseñanza-aprendizaje de fútbol a través de técnicas propias del Aprendizaje Cooperativo (AC). Los participantesserán 52 estudiantes de 5ºde Educación Primaria distribuidos en ...
    • Fútbol: efectos de una unidad didáctica en la iniciación temprana 

      Lapresa Ajamil, Daniel; Arana, Javier ; Amatria, Mario; Fernández Alejandro, Francisco Javier; Anguera, María Teresa (Apunts. Educacion Fisica y Deportes, 2017)
      La iniciación temprana en el fútbol, que ya es habitual, ha justificado propuestas de adaptación que pretenden facilitar el primer contacto del niño con este deporte. Los especialistas coinciden en señalar al fútbol 3 ...
    • G-Sep: A Deep Learning Algorithm for Detection of Long-Term Sepsis Using Bidirectional Gated Recurrent Unit 

      Rajmohan, R.; Kumar, T. Ananth; Julie, E. Golden; Robinson, Y.H.; Vimal, S.; Kadry, Seifedine; González-Crespo, Rubén (International Journal of Uncertainty Fuzziness and Knowledge-Based Systems, 2022)
      Sepsis is a common and deadly condition that must be treated eloquently within 19 hours. Numerous deep learning techniques, including Recurrent Neural Networks, Convolution Neural Networks, Long Short-Term Memory, and Gated ...
    • Gabriel García Márquez, cuentista completo 

      Gónzalez, José Luís (Nueva Revista, 03/2013)
      El medio siglo transcurrido desde el fenómeno del «boom» latinoamericano —movimiento literario, cultural y también político, según sus principales protagonistas— y la reciente oportunidad de tener reunida la narrativa breve ...
    • Gade4all: Developing Multi-platform Videogames based on Domain Specific Languages and Model Driven Engineering 

      Nuñez-Valdez, Edward Rolando; Sanjuan, Oscar; Pelayo García-Bustelo, B. Cristina; Cueva-Lovelle, Juan Manuel; Infante Hernandez, Guillermo (International Journal of Interactive Multimedia and Artificial Intelligence (IJIMAI), 06/2013)
      The development of applications for mobile devices is a constantly growing market which and more and more enterprises support the development of applications for this kind of devices. In that sense, videogames for mobile ...
    • Galaxy And Mass Assembly (GAMA): extended intragroup light in a group at z=0.2 from deep Hyper Suprime-Cam images 

      Martinez-Lombilla, Cristina; Brough, Sarah; Montes, Mireia; Baena-Galle, Roberto; Akhlaghi, Mohammad; Infante-Sainz, Raul; Driver, Simon P.; Holwerda, Benne W.; Pimbblet, Kevin A.; Robotham, Aaron S. G. (Monthly Notices of the Royal Astronomical Society, 2023)
      We present a pilot study to assess the potential of Hyper Suprime-Cam Public Data Release 2 (HSC-PDR2) images for the analysis of extended faint structures within groups of galaxies. We examine the intragroup light (IGL) ...
    • Galdós y Beethoven, 2020: claves de una interacción simbólica 

      Vela González, Marta (Revista de Occidente, 10/2020)
      Artículo publicado en la Revista de Occidente, número 473.
    • Gambling activity in the old-age general population 

      del Pino-Gutierrez, Amparo; Granero, Roser; Fernández-Aranda, Fernando; Mena-Moreno, Teresa; Mestre-Bach, Gemma; Gómez-Peña, Mónica; Moragas, Laura; Aymamí, Neus; Giroux, Isabelle; Grall-Bronnec, Marie; Sauvaget, Anne; Codina, Ester; Vintró-Alcaraz, Cristina; Lozano-Madrid, María; Agüera, Zaida; Sánchez-González, Jéssica; Casalé, Gemma; Baenas, Isabel; Sánchez, Isabel; López González, Hibai; Menchón, José M.; Jiménez-Murcia, Susana (Cambridge University Press, 2022)
      Old age constitutes a vulnerable stage for developing gambling-related problems. The aims of the study were to identify patterns of gambling habits in elderly participants from the general population, and to assess ...
    • Gambling-related offenses and treatment outcome 

      Mestre-Bach, Gemma; Vintró-Alcaraz, Cristina; Granero, Roser; Fernandez-Aranda, Fernando; Jimenez-Murcia, Susana (Journal of Behavioral Addictions, 2022)
      [Resumen no disponible]
    • Game Jam como recurso educativo en el módulo de Empresa e Iniciativa Emprendedora del CFGS de Desarrollo de Aplicaciones Multiplataforma 

      Masip-Felisart, Marta (2022)
      El presente trabajo de fin de máster tiene como objetivo utilizar el recurso-metodología de la Jam, o Game Jam, para diseñar una propuesta de enseñanza-aprendizaje dentro de la formación profesional. El cometido consiste ...
    • Game Space and Game Situation as Mediators of the External Load in the Tasks of School Handball 

      Feu, Sebastián; Garcia-Ceberino, Juan Manuel; Gracia Gamero, Maria; Gonzalez-Espinosa, Sergio; Antunez, Antonio (International Journal of Environmental Research and Public Health, 2023)
      The teacher's didactic intervention also requires knowledge and control of learning tasks' workloads. The objectives of the study were as follows: (i) to quantify the subjective external load-eTL of tasks framed in didactic ...
    • Game-Based Learning for Learners With Disabilities-What Is Next? A Systematic Literature Review From the Activity Theory Perspective 

      Tlili, Ahmed; Denden, Mouna; Duan, Anqi; Padilla-Zea, Natalia ; Huang, Ronghuai; Sun, Tianyue; Burgos, Daniel (Frontiers in psychology, 2022)
      The design, implementation, and outcome of game-based learning for learners with disabilities have not been sufficiently examined systematically. Particularly, learner-based and contextual factors, as well as the essential ...
    • Games math. Adaptive video game to evaluate basic mathematic concepts 

      Sarría, Íñigo ; González-Crespo, Rubén ; Magreñán, Á. Alberto ; Narváez, Sandra Patricia ; Orcos, Lara (08/2017)
      Video games are interesting tools which can help teachers to motivate students so as to reinforce the main concepts related to Euclidean geometry, such as the types of angles, lines, and terms related with the circle and ...
    • Game·Tel: An approach to multi-format and multi-device accessible engineering education 

      Anido, Luis; Burgos, Daniel ; Caeiro, Manuel; Torrente, Javier; Fernández, Manuel; González, Javier; ...et al. (2011 Frontiers in Education Conference (FIE), 2011)
      Game·Tel is an open source software system that supports personalized learning, focusing on serious games and simulations, making these and traditional content accessible and adaptive to the student and educational context. ...