Sökning: "venkata"

Visar resultat 1 - 5 av 113 uppsatser innehållade ordet venkata.

  1. 1. Mutual Enhancement of Environment Recognition and Semantic Segmentation in Indoor Environment

    Master-uppsats,

    Författare :Venkata Vamsi Challa; [2024]
    Nyckelord :Semantic Segmentation; Scene Classification; Environment Recognition; Machine Learning; Deep Learning; Image Classification; Vision Transformers; SAM Segment Anything Model ; Image Segmentation; Contour-aware semantic segmentation;

    Sammanfattning : Background:The dynamic field of computer vision and artificial intelligence has continually evolved, pushing the boundaries in areas like semantic segmentation andenvironmental recognition, pivotal for indoor scene analysis. This research investigates the integration of these two technologies, examining their synergy and implicayions for enhancing indoor scene understanding. LÄS MER

  2. 2. A Prevention Technique for DDoS Attacks in SDN using Ryu Controller Application

    Master-uppsats, Blekinge Tekniska Högskola/Institutionen för datavetenskap

    Författare :Yashwanth Venkata Sai Kumar Adabala; Lakshmi Venkata Raghava Sudheer Devanaboina; [2024]
    Nyckelord :Software Defined Networking; SDN; IP Spoofing; Flooding; DDoS Attacks; Mininet; Snort IDS; Network Security;

    Sammanfattning : Software Defined Networking (SDN) modernizes network control, offering streamlined management. However, its centralized structure makes it more vulnerable to distributed Denial of Service (DDoS) attacks, posing serious threats to network stability. LÄS MER

  3. 3. Prototyping Tool for Large Scale Interactive Experiences

    Master-uppsats, Lunds universitet/Institutionen för designvetenskaper

    Författare :Venkata Satya Anurag Gargeya Unnava; Yiyang Liu; [2023]
    Nyckelord :Virtual Reality; Augmented Reality; Interactive Content; Large Scale Interactive Content; Visualizer; Simulations; Technology and Engineering;

    Sammanfattning : In the age where entertainment is the driving force behind the functioning of large industries, companies like SONY have figured out a way to market their entertainment content including movies, music, and games using large-scale interactive marketing and promotional content. Building and testing such content before it is released on large and complex devices is a continuously challenging task and there have been efforts both in academia and industry made to ameliorate this content production workflow. LÄS MER

  4. 4. Predicting Cryptocurrency Prices with Machine Learning Algorithms: A Comparative Analysis

    Kandidat-uppsats, Blekinge Tekniska Högskola/Institutionen för datavetenskap

    Författare :Harsha Nanda Gudavalli; Khetan Venkata Ratnam Kancherla; [2023]
    Nyckelord :Bitcoin; Cryptocurrency; Machine Learning;

    Sammanfattning : Background: Due to its decentralized nature and opportunity for substantial gains, cryptocurrency has become a popular investment opportunity. However, the highly unpredictable and volatile nature of the cryptocurrency market poses a challenge for investors looking to predict price movements and make profitable investments. LÄS MER

  5. 5. Effect of resolution on player performance and experience in virtual reality low-fidelity first-person shooting games

    Kandidat-uppsats, Blekinge Tekniska Högskola/Institutionen för datavetenskap

    Författare :Gauri Singh; Veera Venkata Sai Siva Ram Vangavolu; [2023]
    Nyckelord :Virtual Reality; FPS Games; Low-fidelity; Resolution;

    Sammanfattning : Background. With the increasing popularity of virtual reality(VR) in gaming              applications, it is important to understand the factors that influence the user experienceof players in VR games. One such factor is the resolution of the VR headsets, whichdetermines the clarity and sharpness of the applications on the screen. LÄS MER