Saikat Gochhait – författare
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This book presents a clear constructive representation for policy framework, effect, and integrities of various platforms that are vocal about digital entertainment. It provides a holistic representation of all the platforms, whether they are application based or AI based or web portal based.
Digital Entertainment incorporates Internet-based gaming, remote gaming, online applications for TV, music, and films fans, and types of consumer-to-consumer (C2C) stimulation that includes human–PC or human–human or human–mobile collaboration through the Internet (or remote).
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The book presents the results of studies on selected problems (such as predictive model of transcription initiation and termination, protein recognition codes, protein structure prediction, feature selection for disease prediction, information retrieval from medical imaging) of Bioinformatics and Information Retrieval. Information Retrieval is one of the contemporary answers to new challenges in threat evaluation of composite systems. This book provides a practical course in computational data analysis suitable for students or researchers with no previous exposure to computer programming. It describes in detail the theoretical basis for statistical analysis techniques used throughout the textbook, from basic principles. It presents walk-throughs of data analysis tasks using different tools to help in taking decisions in healthcare management.
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The book showcases research on digital entertainment solutions in different sectors. In recent years, digital media have evolved to include bandwidth-rich, smart, and connected platforms accessed via computers, tablets, smart phones, social media, and video game consoles. The high connectivity and vast processing capacity of these platforms have allowed for platform-agnostic, streaming, always-on, entertainment-on-demand consumption of digital content in a way distinct from traditional models of entertainment consumption. Moving beyond the unilateral delivery of content, with fixed positions of the entertainers and the entertained, digital entertainment is now dynamically generated by users and providers, blurring the boundary between producers and consumers of entertainment. With the increasing accessibility of multimodal media that surround audiences with sensory-rich information, digital entertainment is becoming more immersive.
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