This problem reduces to discrimination of waveforms from good and bad machines. For example, consider the problem of testing a machine for normal or abnormal operation by observing the output voltage of a microphone over a period of time. Many important applications of pattern recognition can be characterized as either waveform classification or classification of geometric figures. 1.1 Formulation of Pattern Recognition Problems Although many approaches have been proposed to formulate more complex decision-making processes, these are outside the scope of this book. The purpose of this book is to cover the mathematical models of these practical problems and to provide the fundamental mathematical tools necessary for solving them. However, because of the complex nature of the problem, most pattern recognition research has been concentrated on more realistic problems, such as the recognition of Latin characters and the classification of waveforms. The goal of pattern recognition is to clarify these complicated mechanisms of decision-making processes and to automate these functions using computers. It is felt that the decision-making processes of a human being are somewhat related to the recognition of patterns for example, the next move in a chess game is based upon the present pattern on the board, and buying or selling stocks is decided by a complex pattern of information. The domain for this function is all the real numbers R while the range of this function is all the integers I.This book presents and discusses the fundamental mathematical tools for statistical decision-making processes in pattern recognition. The floor function also called the greatest integer function or integer value, gives the largest integer less than or equal to x. Two commonly used step functions are floor function and ceiling function. The graph looks staircase, they are a class of functions that have a graph that looks similar to a staircase. It is a piecewise function with a finite number of pieces. These functions are used a lot in the Electrical and Electronics engineering fields as they are used in Signals and systems. Represent this as a piecewise function and tell the price charged if Anil played the game for 13 minutes and Raju played for 20 minutes. Over 15 minutes costs Rs.15 plus Rs.1 per minute above 15 minutes.Over 6 and up to 15 minutes costs Rs.15.Question 2: An arcade game charges the following prices depending on the length of time: Question 1: Find the value of the following function at x = -2,10. Average and Instantaneous Rate of ChangeĪbsolute Value Function Evaluating Piecewise Functions. ![]()
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