This paper presents an exploration of Long Short-Term Memory (LSTM) networks in the realm of text generation, focusing on the utilization of historical datasets for Shakespeare and Nietzsche. LSTMs, known for their effectiveness in handling sequential data, are applied here to model complex language patterns and structures inherent in historical texts. The study demonstrates that LSTM-based models, when trained on historical datasets, can not only generate text that is linguistically rich and contextually relevant but also provide insights into the evolution of language patterns over time. The finding presents models that are highly accurate and efficient in predicting text from works of Nietzsche, with low loss values and a training time of 100 iterations. The accuracy of the model is 0.9521, indicating high accuracy. The loss of the model is 0.2518, indicating its effectiveness. The accuracy of the model in predicting text from the work of Shakespeare is 0.9125, indicating a low error rate. The training time of the model is 100, mirroring the efficiency of the Nietzsche dataset. This efficiency demonstrates the effectiveness of the model design and training methodology, especially when handling complex literary texts. This research contributes to the field of natural language processing by showcasing the versatility of LSTM networks in text generation and offering a pathway for future explorations in historical linguistics and beyond.
With the advancing technology, the hardware gain of computers and the increase in the processing capacity of processors have facilitated the processing of instantaneous and real-time images. Face recognition processes are also studies in the field of image processing. Facial recognition processes are frequently used in security applications and commercial applications. Especially in the last 20 years, the high performances of artificial intelligence (AI) studies have contributed to the spread of these studies in many different fields. Education is one of them. The potential and advantages of using AI in education; can be grouped under three headings: student, teacher, and institution. One of the institutional studies may be the security of educational environments and the contribution of automation to education and training processes. From this point of view, deep learning methods, one of the sub-branches of AI, were used in this study. For object detection from images, a pioneering study has been designed and successfully implemented to keep records of students' entrance to the educational institution and to perform class attendance with images taken from the camera using image processing algorithms. The application of the study to real-life problems will be carried out in a school determined in the 2022-2023 academic year.
Human-Computer Interaction (HCI) has been the subject of research for many years, and recent studies have focused on improving its performance through various techniques. In the past decade, deep learning studies have shown high performance in various research areas, leading researchers to explore their application to HCI. Convolutional neural networks can be used to recognize hand gestures from images using deep architectures. In this study, we evaluated pre-trained high-performance deep architectures on the HG14 dataset, which consists of 14 different hand gesture classes. Among 22 different models, versions of the VGGNet and MobileNet models attained the highest accuracy rates. Specifically, the VGG16 and VGG19 models achieved accuracy rates of 94.64% and 94.36%, respectively, while the MobileNet and MobileNetV2 models achieved accuracy rates of 96.79% and 94.43%, respectively. We performed hand gesture recognition on the dataset using an ensemble learning technique, which combined the four most successful models. By utilizing these models as base learners and applying the Dirichlet ensemble technique, we achieved an accuracy rate of 98.88%. These results demonstrate the effectiveness of the deep ensemble learning technique for HCI and its potential applications in areas such as augmented reality, virtual reality, and game technologies.