首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 15 毫秒
1.
Extracting significant features from high-dimension and small sample size biological data is a challenging problem. Recently, Micha? Draminski proposed the Monte Carlo feature selection (MC) algorithm, which was able to search over large feature spaces and achieved better classification accuracies. However in MC the information of feature rank variations is not utilized and the ranks of features are not dynamically updated. Here, we propose a novel feature selection algorithm which integrates the ideas of the professional tennis players ranking, such as seed players and dynamic ranking, into Monte Carlo simulation. Seed players make the feature selection game more competitive and selective. The strategy of dynamic ranking ensures that it is always the current best players to take part in each competition. The proposed algorithm is tested on 8 biological datasets. Results demonstrate that the proposed method is computationally efficient, stable and has favorable performance in classification.  相似文献   

2.
3.
In this paper, a low-cost robot capable of playing ping-pong against human opponent using a vision system to detect the ball is presented. In the subsequent sections, the three main subsystems of the robot, i.e., the vision system, mechanical structure, and the control systems, are described. A prototype has been designed with lightweight and resistant materials to increase the response time and accurateness of the shot. One of the important features of this system is that it uses only one camera to detect the ball, thus reducing the computational time and hardware requirements. To detect the location of the ball, the robot combines the information about the ball and about the shadow it casts on the table. The expert module control defines the game strategy. Orienting the bat in order to return the ball to the desired position on the table does this. In these experiments, the success rate in returning balls was greater than 80%.  相似文献   

4.
5.
6.
Game trees are an important model of decision-making situations, both in artificial intelligence and decision analysis, but many of the properties of game trees are not well understood. One of these properties is known as biasing: when a minimax search is done to an odd search depth, all moves tend to look good, and when it is done to an even search depth, all modes tend to look bad.One explanation sometimes proposed for biasing is that whenever a player makes a move his position is ‘strengthened’, and that the evaluation function used in the minimax search reflects this. However, the mathematical results in this paper suggest that biasing may instead be due to the errors made by the evaluation function.  相似文献   

7.
In this paper, we propose a DEA approach aimed at deriving a common set of weights (CSW) to be used to the ranking of decision making units (DMUs). The idea of this approach is to minimize the deviations of the CSW from the DEA profiles of weights without zeros of the efficient DMUs. This minimization reduces in particular the differences between the DEA profiles of weights that are chosen, so the CSW proposed is a representative summary of such DEA weights profiles. We use several norms to the measurement of such differences. As a result, the CSWs derived are actually different summaries of the chosen DEA profiles of weights like their average profile of their median profile. This approach is illustrated with an application to the ranking of professional tennis players.  相似文献   

8.
This paper presents us with a framework for the automatic player position detection (APPD) in the game of basketball. Court players are detected in the images broadcasted via television stations. In them, at any point of time, the view is from only one camera. This makes the detection process much more difficult. The player detection is based on the mixture of non-oriented pictorial structures. The detection of body parts is performed by the Support Vector Machine (SVM) algorithm. The results of these detections are combined together with constraints on their locations, which specify the position of one body part with respect to the parent body part. In order to train the whole model, we used a latent form of SVM called the latent SVM (LSVM). Such approach generated the statistical accuracy of about 82 %, which represents one of the best results in basketball player detection framework. Beside players, the algorithm detected a certain number of false positive objects. These are mostly people from the audience and the referees as well. This paper contains a simple and robust solution to remove them all, based on the play court boundaries and the histogram comparison. Separating players in different teams is done by k-means clustering. The inputs to this algorithm are saturation histograms calculated on the jerseys. A spatial transformation is determined by the detected play court boundaries and the actual court measures. Using this transformation, points representing the location of detected players in TV images are mapped to the actual location of players on the court, which was the main goal of our research. The proposed solution is sound and efficient. In addition, it is backed up by the experimental results obtained using the model of the actual footage of basketball games.  相似文献   

9.
Sensor-based synthetic actors in a tennis game simulation   总被引:1,自引:0,他引:1  
  相似文献   

10.
《Computer》2006,39(2):14-16
For years, playing video on the Web has generally required using one of the three applications: Apple's QuickTime, Microsoft's Windows Media Player, or Real Networks' RealPlayer. Now, though, the Big Three players face a challenger that initially became well-known for uses that had nothing to do with video: Adobe (formerly Macromedia) Flash. Even before Adobe's $3.4 billion buyout of Macromedia, Flash - once just a Web site animation tool $was expanding into online video. Now that Flash has access to Adobe's clout and resources, as well as new technology, proponents hope this process will accelerate. However, Flash is considerably smaller than its competitors and offers faster download speeds. It is also tightly integrated with the well-regarded Flash multimedia-development environment. Nonetheless, Flash's strengths are already making the technology a prominent part of the online-video landscape, a process that could continue if Adobe keeps improving it. The new Flash 8 environment, released in August 2005, includes Flash Player 8 and Flash Professional 8, a set of content-creation tools. According to analysts, Flash is likely to become increasingly successful in the on-demand streaming segment of the video-player market but probably won't expand into other areas unless major features are added.  相似文献   

11.
As player demographics broaden it has become important to understand variation in player types. Improved player models can help game designers create games that accommodate a range of playing styles, and may also facilitate the design of systems that detect the currently-expressed player type and adapt dynamically in real-time. Existing approaches can model players, but most focus on tracking and classifying behaviour based on simple functional metrics such as deaths, specific choices, player avatar attributes, and completion times. We describe a novel approach which seeks to leverage expert domain knowledge using a theoretical framework linking behaviour and game design patterns. The aim is to derive features of play from sequences of actions which are intrinsically informative about behaviour—which, because they are directly interpretable with respect to psychological theory of behaviour, we name ‘Behavlets’. We present the theoretical underpinning of this approach from research areas including psychology, temperament theory, player modelling, and game composition. The Behavlet creation process is described in detail; illustrated using a clone of the well-known game Pac-Man, with data gathered from 100 participants. A workshop-based evaluation study is also presented, where nine game design expert participants were briefed on the Behavlet concepts and requisite models, and then attempted to apply the method to games of the well-known first/third-person shooter genres, exemplified by ‘Gears of War’, (Microsoft). The participants found 139 Behavlet concepts mapping from behavioural preferences of the temperament types, to design patterns of the shooter genre games. We conclude that the Behavlet approach has significant promise, is complementary to existing methods and can improve theoretical validity of player models.  相似文献   

12.
Audiovisual integration for tennis broadcast structuring   总被引:2,自引:2,他引:0  
This paper focuses on the integration of multimodal features for sport video structure analysis. The method relies on a statistical model which takes into account both the shot content and the interleaving of shots. This stochastic modelling is performed in the global framework of Hidden Markov Models (HMMs) that can be efficiently applied to merge audio and visual cues. Our approach is validated in the particular domain of tennis videos. The model integrates prior information about tennis content and editing rules. The basic temporal unit is the video shot. Visual features are used to characterize the type of shot view. Audio features describe the audio events within a video shot. Two sets of audio features are used in this study: the first one is extracted from a manual segmentation of the soundtrack and is more reliable. The second one is provided by an automatic segmentation and classification process. As a result of the overall HMM process, typical tennis scenes are simultaneously segmented and identified. The experiments illustrate the improvement of HMM-based fusion over indexing using only the best single media, when both media are of similar quality.
Ewa KijakEmail:
  相似文献   

13.
ABSTRACT

While video games provide different Player Experiences (PE), some genres can provide particularly unique PEs driven by their particular features. Such is the case of MOBA (Multiplayer Online Battle Arena) games, currently led in number of players and popularity by League of Legends. In spite of this popularity, PE in MOBA games remains largely unexplored. We aim to explore this gap by presenting a PE study that focuses in League of Legends and its player base. After surveying more than 400 players in the database of the largest eSports organisation in Spain, a series of tests were run from multiple perspectives using the PENS (Player Experience of Need Satisfaction) model and the SPGQ (Social Presence in Gaming Questionnaire) as response variables. Among our findings, we show how PE differs across different levels of competence (or rank) inside the game. When looking at how team play impact PE, results show how PENS dimensions remain unaffected while empathy is driven by playing with known teammates. Role selection, on the other hand, has an arguably insignificant impact in PE. Last but not least, an invariant behavioural engagement across all dimensions shows how players perceive team collaboration as an essential factor for success.  相似文献   

14.
中国的播放机产业已经发展了二十年的时间,但是中国的播放机产业几乎全部都是引进生产型的企业,没有技术创新型的企业诞生,主要原因是企业没有技术积累,这也最终导致中国本土播放机产业高清时代(High-Definition Era)举步维艰的原因。  相似文献   

15.
16.
17.
语音识别在MP3播放器上的应用   总被引:1,自引:0,他引:1  
介绍了基于DSP的语音识别在MP3播放器上的应用。对语音识别部分软硬件进行了设计,通过对语音信号的识别,实现语音控制MP3播放器的操作。  相似文献   

18.
Most applications for immersive virtual environments (VEs) allow slow-or medium-speed user interaction. Examples of this kind of interaction include changing an object's position, triggering an action, or setting a control parameter. To broaden the application range for VR systems, we need to integrate technologies that allow for faster VE-user movements. This raises the question, What response times can we achieve with VR systems built from standard recent hardware components? To answer this question, we created a table tennis simulation as this game involves fast user movements and has moderate space requirements. In this article we report on the realization of our immersive table tennis simulation, V-Pong.  相似文献   

19.
李月香  尹旭  袁涛 《电子技术应用》2007,33(5):21-22,28
将具有语音处理功能的低成本的SPCE061A单片机作为无线语音播放器的核心器件,通过对语音资料的压缩和解压缩,采用信息容量较少的低频段数据传输,实现了非广播频段的准实时语音广播。  相似文献   

20.
以设计和开发藏文Flv播放器为目的,采用了Flex技术来开发该播放器.对Flex技术进行了研究阐述,同时对藏文字体的特点作了详细的分析;对藏文Flv播放器的结构进行设计,详细分析该播放器的功能;利用Flex技术,开发了一款藏文Flv播放器,该播放器实现了藏文字体在播放器界面上正常显示和视频文件的正常播放.实验结果表明,利用Flex技术开发的藏文Flv播放器能够给用户带来更丰富、体验性更强的用户界面.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号