2 resultados para Librarian Award

em Archivo Digital para la Docencia y la Investigación - Repositorio Institucional de la Universidad del País Vasco


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Over the last decad , the paradigm of Total Quality Management (TQM) has been successfully forged in our business world. TQM may be defined as something that is both complex and ambiguous; nevertheless, some key elements or principles can be mentioned which are common to all of them: customer satisfaction, continuous improvement, commitment and leadership on the part of top management, involvement and support on the part of employees, teamwork, measurement via indicators and feedback. There are, in short, two main reasons for it having spread so widely: on the one hand, the successful diffusion of ISO 9000 standards for the implementation and certification of quality management systems, standards that have been associated to the TQM paradigm, and, on the other, the also successful diffusion of self evaluation models such as the EFQM promoted by the European Foundation for Quality Management and the Malcolm Baldrige National Quality Award in the USA, promoted by the Foundation for the Malcolm Baldrige National Quality Award. However, the quality movement is not without its problems as far as its mid and long term development is concerned. In this book some research findings related to these issues are presented.

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Deep neural networks have recently gained popularity for improv- ing state-of-the-art machine learning algorithms in diverse areas such as speech recognition, computer vision and bioinformatics. Convolutional networks especially have shown prowess in visual recognition tasks such as object recognition and detection in which this work is focused on. Mod- ern award-winning architectures have systematically surpassed previous attempts at tackling computer vision problems and keep winning most current competitions. After a brief study of deep learning architectures and readily available frameworks and libraries, the LeNet handwriting digit recognition network study case is developed, and lastly a deep learn- ing network for playing simple videogames is reviewed.