Sökning: "Representation Learning"
Visar resultat 1 - 5 av 245 avhandlingar innehållade orden Representation Learning.
1. Modularization of the Learning Architecture : Supporting Learning Theories by Learning Technologies
Sammanfattning : This thesis explores the role of modularity for achieving a better adaptation of learning technology to pedagogical requirements. In order to examine the interrelations that occur between pedagogy and computer science, a theoretical framework rooted in both fields is applied. LÄS MER
2. Representation learning for natural language
Sammanfattning : Artificial neural networks have obtained astonishing results in a diverse number of tasks. One of the reasons for the success is their ability to learn the whole task at once (endto-end learning), including the representations for data. LÄS MER
3. Att göra skillnad : Representation, identitet och lärande i ungdomars arbete och berättande med film
Sammanfattning : The purpose of this thesis is to describe and analyse teenagers’ collective work and communication with film, with a focus on aspects related to representation, identity work and learning. These are held together thematically through the notion of difference, which is regarded as the motivation behind all text making and also as a possible social result of communication. LÄS MER
4. Representation Learning and Information Fusion : Applications in Biomedical Image Processing
Sammanfattning : In recent years Machine Learning and in particular Deep Learning have excelled in object recognition and classification tasks in computer vision. As these methods extract features from the data itself by learning features that are relevant for a particular task, a key aspect of this remarkable success is the amount of data on which these methods train. LÄS MER
5. Plug & Play? Stakeholders’ co-meaningmaking of gamification implementations in workplace learning environments
Sammanfattning : This dissertation discusses the implementation process of gamification in organisations’ workplace learning environments, focusing on four stakeholder groups: Administrators, Leaders, Providers and Users. These stakeholder groups are represented across the dissertation’s five articles, which present the results of my investigation of the groups’ meaning attributions to the gamification implementations in their organisations’ learning environments. LÄS MER