1 - 9
- Lanham, Micheal, author.
- New York : Apress, [2021]
- Description
- Book — 1 online resource (xvii, 321 pages) : illustrations Digital: text file.PDF.
- Summary
-
- Chapter 1: Deep Learning PerceptronChapter Goal: In this chapter we introduce the basics of deep learning from the perceptron to multi-layer perceptron.No of pages: 30Sub -Topics1. Understanding deep learning and supervised learning.1. Using the perceptron for supervised learning.2. Constructing a multilayer perceptron.3. Discover the basics of activation, loss, optimization and back propagation for problems of regression and classification. Chapter 2: Unleashing Autoencoders and Generative Adversarial NetworksChapter Goal: This chapter introduces the autoencoder and GAN for simple content generation. Along the way we also learn about using convolutional network layers for better feature extraction.No of pages: 30Sub - Topics 1. Why we need autoencoders and how they function.2. Improving on the autoencoder with convolutional network layers.3. Generating content with the GAN.4. Explore methods for improving on the vanilla GAN. Chapter 3: Exploring the Latent SpaceChapter Goal: In this chapter we discover the latent space in AI. What it means to move through the AI latent space using variational autoencoders and conditional GANs.No of pages : 30 Sub - Topics: 1. Understanding variation and the variational autoencoder.2. Exploring the latent space with a VAE.3. Extending a GAN to be conditional.4. Generate interesting foods using a conditional GAN. Chapter 4: GANs, GANs and More GANsChapter Goal: In this chapter we begin uncovering the vast variations in GANs and their applications. We start with basics like the double convolution GAN and work up to the Stack and Progressive GANs.No of pages: 30Sub - Topics: 1. Look at samples from the many variations of GANs.2. Setup and use a DCGAN.3. Understand how a StackGAN works.4. Work with and use a ProGAN. Chapter 5: Image to Image Translation with GANs
- Covers: Pix2Pix and DualGAN, side projects for understanding with ResNET and UNET, advanced network architectures for image classification/generation
- Chapter 6: Translating Images with Cycle Consistency
- Covers: Cycle consistency loss and the CycleGAN, BiCycleGAN and StarGAN
- Chapter 7: Styling with GANs
- Covers: StyleGAN, Attention and the Self-attention GAN with a look at DeOldify
- Chapter 8: Developing DeepFakesChapter Goal: DeepFakes are taking the world by storm and in this chapter, we explore how to use a DeepFakes project. No of pages: 301. Learn how to isolate faces or other points of interest in images or video.2. Extract and replace faces from images or video.3. Use DeepFakes GAN to generate facial images based on input image.4. Put it all together and allow the user to generate their own DeepFake video. Chapter 9: Uncovering Adversarial Latent AutoencodersChapter Goal: GANs are not the only technique that allows for content manipulation and generations. In this chapter we look at the ALAE method for generating content.No of pages: 1. Look at how to extend autoencoders for adversarial learning.2. Understanding how AE can be used to explore the latent space in data.3. Use ALAE to generate conditional content.4. Revisit our previous foods example and see what new foods we can generate. Chapter 10: Video Content with First Order Model MotionChapter Goal: In this chapter we explore a new technique for animating static images called First Order Model Motion. At the end of this chapter we will use this technique to create avatars for Skype or Zoom.No of pages: 30 1. Discover the basic of First Order Model Motion, what it is and how it works.2. Be able to apply FOMM to a number of static image datasets for various applications.3. Use the project Avatarify for generating real-time avatars from static avatars.4. Use Avatarify real-time in applications like Zoom or Skype.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
2. Practical AI on the Google Cloud Platform utilizing Google's state-of-the-art AI cloud services [2021]
- Lanham, Micheal, author.
- First edition, first release. - Beijing : O'Reilly, [2021]
- Description
- Book — 1 online resource illustrations (black and white), maps (black and white) Digital: text file.
- Summary
-
Working with AI is complicated and expensive for many developers. That's why cloud providers have stepped in to make it easier, offering free (or affordable) state-of-the-art models and training tools to get you started. With this book, you'll learn how to use Google's AI-powered cloud services to do everything from creating a chatbot to analyzing text, images, and video. Author Micheal Lanham demonstrates methods for building and training models step-by-step and shows you how to expand your models to accomplish increasingly complex tasks. If you have a good grasp of math and the Python language, you'll quickly get up to speed with Google Cloud Platform, whether you want to build an AI assistant or a simple business AI application. Learn key concepts for data science, machine learning, and deep learning Explore tools like Video AI and AutoML Tables Build a simple language processor using deep learning systems Perform image recognition using CNNs, transfer learning, and GANs Use Google's Dialogflow to create chatbots and conversational AI Analyze video with automatic video indexing, face detection, and TensorFlow Hub Build a complete working AI agent application.
- Lanham, Micheal, author.
- Birmingham, UK : Packt Publishing, 2020.
- Description
- Book — 1 online resource (1 volume) : illustrations
- Summary
-
- Table of Contents Understanding Rewards-Based Learning Dynamic Programming and the Bellman Equation Monte Carlo Methods Temporal Difference Learning Exploring SARSA Going Deep with DQN Going Deeper with DDQN Policy Gradient Methods Optimizing for Continuous Control All about Rainbow DQN Exploiting ML-Agents DRL Frameworks 3D Worlds From DRL to AGI.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Lanham, Micheal, author.
- Birmingham, UK : Packt Publishing, 2020.
- Description
- Book — 1 online resource (1 volume) : illustrations
- Summary
-
- Table of Contents Understanding Rewards-Based Learning Dynamic Programming and the Bellman Equation Monte Carlo Methods Temporal Difference Learning Exploring SARSA Going Deep with DQN Going Deeper with DDQN Policy Gradient Methods Optimizing for Continuous Control All about Rainbow DQN Exploiting ML-Agents DRL Frameworks 3D Worlds From DRL to AGI.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Lanham, Micheal, author.
- Birmingham, UK : Packt Publishing, 2019.
- Description
- Book — 1 online resource : illustrations
- Summary
-
- Table of Contents Deep Learning for Games Convolutional and Recurrent Networks GAN for Games Building a Deep Learning Gaming Chatbot Introducing DRL Unity ML-Agents Agent and the Environment Understanding PPO Rewards and Reinforcement Learning Imitation and Transfer Learning Building Multi-Agent Environments Debugging/Testing a Game with DRL Obstacle Tower Challenge and Beyond.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Lanham, Micheal, author.
- Birmingham, UK : Packt Publishing, 2017.
- Description
- Book — 1 online resource (1 volume) : illustrations
- Summary
-
- Getting started
- Mapping the player's location
- Making the avatar
- Spawning the catch
- Catching the prey in AR
- Storing the catch
- Creating the AR world
- Interacting with an AR world
- Finishing the game
- Troubleshooting.
(source: Nielsen Book Data)
- Lanham, Micheal, author.
- Birmingham, UK : Packt Publishing, 2017.
- Description
- Book — 1 online resource (1 volume) : illustrations
- Summary
-
- Getting started
- Mapping the player's location
- Making the avatar
- Spawning the catch
- Catching the prey in AR
- Storing the catch
- Creating the AR world
- Interacting with an AR world
- Finishing the game
- Troubleshooting.
(source: Nielsen Book Data)
8. Game audio development with Unity 5.X : design a blockbuster game soundtrack with Unity 5.X [2017]
- Lanham, Micheal, author.
- Birmingham, UK : Packt Publishing, 2017.
- Description
- Book — 1 online resource (1 volume) : illustrations
- Summary
-
Create 'AAA' quality game audio with new features and tools built for Unity About This Book * Explore the basics of audio development in Unity to create spatial sound, mixing, effects, composition, adaptive audio and more. * Leverage the Audio Mixer of Unity 5.x to create blockbuster sound and music for your game. * Learn about developing professional audio for games with FMOD Studio and composing original music with Reaper. * Build amazing audio synchronized graphic visualizations with Unity. * Understand how real-time character lip syncing can be implemented. Who This Book Is For The ideal target audience for this book will be game developers, both Indie as well as semi pro. No prior knowledge of Unity and audio development is assumed, What You Will Learn * Develop game audio and other audio effects with Unity * Getting familiar with the new Audio Mixer introduced in Unity 5 * Implement dynamic and adaptive audio using various tools and strategies * Explore interesting ways to incorporate audio into a game with sound visualization * Use 3rd party professional audio development tools like FMOD * Compose original music and record vocals * Understand and troubleshoot audio performance issues In Detail Game Audio is one of the key components in making a game successful and it is quite popular in the gaming industry. So if you are a game developer with an eye on capturing the gamer market then this book is the right solution for you. In this book, we will take you through a step by step journey which will teach you to implement original and engaging soundtracks and SFX with Unity 5.x. You will be firstly introduced to the basics of game audio and sound development in Unity. After going through the core topics of audio development: audio sources, spatial sound, mixing, effects, and more; you will then have the option of delving deeper into more advanced topics like dynamic and adaptive audio. You will also learn to develop dynamic and adaptive audio using the Unity Audio Mixer. Further, you will learn how professional third party tools like FMOD are used for audio development in Unity. You will then go through the creation of sound visualization techniques and creating your own original music using the simple yet powerful audio workstation Reaper. Lastly, you will go through tips, techniques and strategies to help you optimize game audio performance or troubleshoot issues. At the end of the book, you'll have gained the skills to implement professional sound and music. Along with a good base knowledge audio and music principles you can apply across a range of other game development tools. Style and approach This book will have a step by step practical approach where downloadable free games will be given with the book and readers will be free to work with them.
(source: Nielsen Book Data)
- UnityによるARゲーム開発 : 作りながら学ぶオーグメンテッドリアリティ 入門
- Augmented reality game development. Japanese
- Lanham, Micheal, author.
- Shohan 初版. - Tōkyō-to Shinjuku-ku : Orairī Japan, 2017 東京都新宿区 : オライリー・ジャパン, 2017.
- Description
- Book — 1 online resource (344 pages) : illustrations
- Summary
-
"ARアプリ開発の入門書。本書ではスマホゲー ム『Foody GO』を実際に作りながら位置情報ベースのARゲー ムについて学びます。『Foody GO』はモンスターを探して捕まえレストランに 連れていってアイテムとして売るというアドベ ンチャーゲームです。モバイル端末のGPSから現 在位置を取得しゲームの世界観に合わせたマッ プを描画してその上に自分のアバターとモンス ターをアニメーション付きで表示します。Android やiPhoneで遊べる実践的なスマホゲームを自分で 作ることができるので、読者はUnityによるARゲー ム開発と関連技術を体系的かつ体験的に学べま す。日本語版では、ARKitやTangoによるARビューの 実装についての解説を巻末付録として収録しま した。" -- Provided by publisher. "ARアプリ開発の入門書。本書ではスマホゲー ム『Foody GO』を実際に作りながら位置情報ベースのARゲー ムについて学びます。『Foody GO』はモンスターを探して捕まえレストランに 連れていってアイテムとして売るというアドベ ンチャーゲームです。モバイル端末のGPSから現 在位置を取得しゲームの世界観に合わせたマッ プを描画してその上に自分のアバターとモンス ターをアニメーション付きで表示します。Android やiPhoneで遊べる実践的なスマホゲームを自分で 作ることができるので、読者はUnityによるARゲー ム開発と関連技術を体系的かつ体験的に学べま す。日本語版では、ARKitやTangoによるARビューの 実装についての解説を巻末付録として収録しま した。" -- Provided by publisher.
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