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1

Humble, P. N. "CHESS AS AN ART FORM." British Journal of Aesthetics 33, no. 1 (1993): 59–66. http://dx.doi.org/10.1093/bjaesthetics/33.1.59.

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2

van Reek, J., J. W. H. M. Uiterwijk, and H. J. van den Herik. "THE INNOVATED ART OF CHESS ANALYSIS." ICGA Journal 23, no. 4 (2000): 230–32. http://dx.doi.org/10.3233/icg-2000-23404.

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3

Myers, David. "What chess games and chess problems tell us about digital games and art." Digital Creativity 23, no. 3-4 (2012): 260–71. http://dx.doi.org/10.1080/14626268.2012.719197.

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4

Cseres, Jozef. "Marcel Duchamp's and John Cage's chess intermedia." Musicologica Brunensia, no. 1 (2023): 19–28. http://dx.doi.org/10.5817/mb2023-1-2.

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Chess played an important role in the life and art of both Marcel Duchamp and John Cage, it became a "becoming-chess" in the generative sense of an immanent transformation onto the being of a qualitatively new kind or with qualitatively new functions, in the sense of how Gilles Deleuze and Félix Guattari understood their concept of "becoming". The following paper reveals the chess realizations, appropriations and inspirations of two influential artists in the context of their large and intense work as well as in the broader interdisciplinary context of the art, philosophy, and aesthetics they helped form in the 20th century.
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5

Vidal Ortega, Carlos Federico. "Lezama Lima and Chess." LETRAS, no. 75 (December 7, 2023): 65–80. http://dx.doi.org/10.15359/rl.2-75.3.

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 In the early 20th Century, Alfonso Reyes’ and Pedro Henríquez Ureña’s intellectual contributions were pivotal to the cultural appropriation of the Baroque in Latin America. However, Lezama Lima also develops his concept of the Baroque in dialogue with European Art historians. Thus, the article examines chess in the poem “Un puente, un gran Puente” [A bridge, a great bridge] (1941) as an allegory of World War II. The theoretical framework includes Neo-Baroque procedures explained by Severo Sarduy.
 
 
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6

Balbekova, Irina Mikhailovna. "The phenomenon of the chess game in the art of the XX century." Философия и культура, no. 5 (May 2022): 1–11. http://dx.doi.org/10.7256/2454-0757.2022.5.37881.

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This article examines the history of the creation of game theory as a phenomenon of culture and art. Contribution of theorists and artists of the twentieth century in the formation of game theory, its place in modern art criticism and philosophy. The significance and influence of the personality of Marcel Duchamp, surrealist artists in creating a modern understanding of the game in art and in life. The subject of the research in this article is such concepts as the game and its place in art criticism in general, and the role and significance of the chess game in particular, using the example of the creativity and activity of Marcel Duchamp. The author's view on understanding the problem of the mutual influence of the chess game and artistic creativity is proposed. An attempt is made to explain the motivation for choosing a game as an artistic principle and method. How important is the use of the game in creating an artistic image, the creative image of the artist is also significant. The methodology of the study is based on the basic principles of the game theory of Roger Caillois and Johan Huising in relation to the chess strategy of Marcel Duchamp. The novelty of this work lies in drawing attention to the role and significance of the chess game on creativity, the influence on the aesthetic, artistic and philosophical views of the artist.
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7

Wang, Yizheng. "The Application Status and Development Trend of Cloud Computing Technology in Chess." Frontiers in Science and Engineering 3, no. 12 (2023): 64–69. http://dx.doi.org/10.54691/h9mbp134.

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With the rapid advancement of computer technology, renowned chess engines have timely updated and iterated, incorporating state-of-the-art technologies such as cloud computing, machine learning, deep learning, and neural networks. These technologies assist players in studying historical matches and improving their playing abilities and skills. This article focuses on the current status of integrating cloud computing technology with chess. It analyzes the developmental background and performance characteristics of different chess engines, explores the guiding principles and underlying logic of mainstream engines in analyzing chess games, and examines the current application status and future trends of cloud computing technology in chess. Furthermore, the article provides personal perspectives and suggestions regarding existing challenges and future directions of development.
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8

Olechnicki, Krzysztof. "The sociological paradox of chess: the transclass distinction of the game of kings." Acta Universitatis Lodziensis. Folia Sociologica, no. 75 (December 30, 2020): 49–64. http://dx.doi.org/10.18778/0208-600x.75.04.

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The article deals with the sociological paradox of chess. On the one hand, this game gives people who belong to its social world a kind of desirable distinction, but on the other hand this distinction is not connected with the class position. In Pierre Bourdieu’s terms, if we treat chess as part of the sports field, then class distinction should be interconnected with it. Why is chess extremely popular and widespread, and therefore egalitarian, although it seems to be an excellent instrument for increasing class advantage? What makes so many people play chess, and how does chess confer the transclass distinction upon them? In answering these questions I will focus on the accessibility and openness of chess, its social nature, the totality of chess experience and the impossibility of defining it within one field: sport, science or art, and – last but not least – on the possibility of manipulating chess’s illusio.
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9

Jon Edwards. "“THE ART OF CHEESS: THE CHESS COLLECTION OF E. B. COOK, CLASS OF 1850”." Princeton University Library Chronicle 59, no. 2 (1998): 258. http://dx.doi.org/10.25290/prinunivlibrchro.59.2.0258.

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10

Hyatt, Robert. "The history of Blitz/Cray-Blitz/Crafty." ICGA Journal 42, no. 2-3 (2020): 120–31. http://dx.doi.org/10.3233/icg-200167.

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This article is a series of anecdotes about the development of several programs that advanced the state of the art in computer chess. The best known is Cray Blitz, which won the 1983 and 1986 World Computer Chess Championships. However, in terms of overall impact, perhaps Crafty is the most important. As a high-performing open-source program, it has been used by countless number of researchers and hobbyists to develop computer chess programs for competitions, research, and for fun.
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11

Levy, David. "THE STATE OF THE ART IN MAN VS. "MACHINE" CHESS." ICGA Journal 26, no. 1 (2003): 3–8. http://dx.doi.org/10.3233/icg-2003-26103.

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12

Banham, Gary. "Duchamp's “mechanistic sculptures”: Art, nudes and the game of chess." Angelaki 4, no. 3 (1999): 181–90. http://dx.doi.org/10.1080/09697259908572068.

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13

Moisiienko, Anatolii. "ARTISTIC SYNTHESIS IN CHESS SONNET." Слово і Час, no. 4 (August 3, 2021): 76–96. http://dx.doi.org/10.33608/0236-1477.2021.04.76-96.

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The article focuses on one of the visual types of syncretic poetry — chess poems. Years ago Anatolii Moisiіenko initiated the chess poetry genre in Ukrainian literature; in a number of critical papers, he presented the specifics of construction and functioning of such artistic structures, which are basically characterized by the symbiosis of proper poetry and chess composition. In this article, the author uses Viktor Kapusta’s books of poems “The Checkered Continent” and “Unguaranteed Migrations” to analyze the chess sonnets of the poet who added a new page to the history of Ukrainian visual literary art by proposing a peer-to-peer combination of a strictly structured literary form and a chess problem. The aim is to conceptualize the figurative and compositional relations within the sonnet structure itself, which relies on the artistic palette of the chess game, with its diversity of geometric abstractions, local mise-en-scénes of unpredictable theatrical performances played out on the chess-board by wooden pieces — or on the chessboard of readers’ imagination. Attention is drawn to the transformational peculiarities of the sonnet line, read in a palindromic and pantorhymic way. The pantorhyme is the versificational and compositional basis for the chess sonnet sequence “Castling. A Herbarium of Stars”, which is analyzed here with regard to the transposition of some characteristics to the realm of chess composition. A diagrammed chess problem becomes a specific chess component of a sonnet sequence, where, for example, the variants of the solution (Black’s defensive moves and White’s attacking responses) correspond to the poetic lines making up the fourteen sonnets whereas the problem’s threat, like a principal poem, concentrates all the mentioned chess movements in a single variant.
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14

Wölflein, Georg, and Ognjen Arandjelović. "Determining Chess Game State from an Image." Journal of Imaging 7, no. 6 (2021): 94. http://dx.doi.org/10.3390/jimaging7060094.

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Identifying the configuration of chess pieces from an image of a chessboard is a problem in computer vision that has not yet been solved accurately. However, it is important for helping amateur chess players improve their games by facilitating automatic computer analysis without the overhead of manually entering the pieces. Current approaches are limited by the lack of large datasets and are not designed to adapt to unseen chess sets. This paper puts forth a new dataset synthesised from a 3D model that is an order of magnitude larger than existing ones. Trained on this dataset, a novel end-to-end chess recognition system is presented that combines traditional computer vision techniques with deep learning. It localises the chessboard using a RANSAC-based algorithm that computes a projective transformation of the board onto a regular grid. Using two convolutional neural networks, it then predicts an occupancy mask for the squares in the warped image and finally classifies the pieces. The described system achieves an error rate of 0.23% per square on the test set, 28 times better than the current state of the art. Further, a few-shot transfer learning approach is developed that is able to adapt the inference system to a previously unseen chess set using just two photos of the starting position, obtaining a per-square accuracy of 99.83% on images of that new chess set. The code, dataset, and trained models are made available online.
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15

PARKER, LUKE. "The Gambit: Chess and the Art of Competition in The Luzhin Defense." Russian Review 76, no. 3 (2017): 438–57. http://dx.doi.org/10.1111/russ.12138.

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16

Montero, Barbara, and C. D. A. Evans. "Intuitions without concepts lose the game: mindedness in the art of chess." Phenomenology and the Cognitive Sciences 10, no. 2 (2011): 175–94. http://dx.doi.org/10.1007/s11097-010-9192-9.

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17

Omelaenko, Nataliya V., and Alyona V. Pashina. "Concept “game” in the work of art of Stefan Zweig “Chess Novella”." Humanities and Social Sciences 79, no. 2 (2020): 206–14. http://dx.doi.org/10.18522/2070-1403-2020-79-2-206-214.

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18

Batarina, A. E. "The Reception of Chess in the Soviet Films of the 1970s–1980s." Art & Culture Studies, no. 2 (June 2022): 340–65. http://dx.doi.org/10.51678/2226-0072-2022-2-340-365.

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In this article, the author analyzes the image of chess in the Soviet films of the 1970s–1980s. The relevance of the topic is associated with the renewed interest in chess and its history in modern films and television series. The author focuses on the Soviet back story of films about chess players, which until recently remained on the periphery of research. The subject of the article is the reception of chess in three Soviet films of the selected period: Grandmaster, White Snow of Russia, and Capablanca. The choice of the films under analysis was motivated by their thematic unity, which consists in translating the image of chess not as a game, leisure activity, or a way of communication but as a sport. The novelty of the research lies in studying insufficiently explored material, comparing the film plot with historical events, and identifying conceptual patterns of how a personality is perceived in late Soviet art. The main characters of the films are professional chess players, two of them based on real people. The film Grandmaster depicts an image of a Soviet intellectual who finds a game of chess to be a form of self-reflection. White Snow of Russia is based on the facts from the life of the chess player Alexander Alekhine. As presented in the film, for the protagonist chess is a vocation and the only suitable mode of existence. Although the narrative is centered around the political aspects of Alexander Alekhine’s biography, he is portrayed as a typical character of late Soviet cinema, involved in a personal conflict. The third film is a biographical melodrama about the idealized historical figure of the Cuban chess player José Raúl Capablanca, which presents a mixture of real historical facts and fiction. In all three films, the filmmakers focus on the international sport of chess, which appears to be inseparable from politics. In Capablanca, the political theme is the least developed one, but it is still important for the plot. Through the analysis of the semantic layers and expressive means of the films, the author of the article points out specific features of the presentation of chess in the Soviet screen culture. This allows identifying three different patterns of the development of the image of chess: a way of self-knowledge and self-development for the character, a sport for the intelligentsia based on the triumph of reason, and an allegory of love relationships between a man and a woman.
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19

Alpert, Hannah, and Érika Roldán. "Art Gallery Problem with Rook and Queen Vision." Graphs and Combinatorics 37, no. 2 (2021): 621–42. http://dx.doi.org/10.1007/s00373-020-02272-8.

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AbstractHow many chess rooks or queens does it take to guard all squares of a given polyomino, the union of square tiles from a square grid? This question is a version of the art gallery problem in which the guards can “see” whichever squares the rook or queen attacks. We show that $$\lfloor {\frac{n}{2}} \rfloor $$ ⌊ n 2 ⌋ rooks or $$\lfloor {\frac{n}{3}} \rfloor $$ ⌊ n 3 ⌋ queens are sufficient and sometimes necessary to guard a polyomino with n tiles. We then prove that finding the minimum number of rooks or queens needed to guard a polyomino is NP-hard. These results also apply to d-dimensional rooks and queens on d-dimensional polycubes. Finally, we use bipartite matching theorems to describe sets of non-attacking rooks on polyominoes.
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20

Robinson, Emma L., Chris Huntingford, Valyaveetil Shamsudheen Semeena, and James M. Bullock. "CHESS-SCAPE: high-resolution future projections of multiple climate scenarios for the United Kingdom derived from downscaled United Kingdom Climate Projections 2018 regional climate model output." Earth System Science Data 15, no. 12 (2023): 5371–401. http://dx.doi.org/10.5194/essd-15-5371-2023.

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Abstract. In order to effectively model the potential impacts of future climate change, there is a requirement for climate data inputs which (a) are of high spatial and temporal resolution, (b) explore a range of future climate change scenarios, (c) are consistent with historical observations in the historical period, and (d) provide an exploration of climate model uncertainty. This paper presents a suite of climate projections for the United Kingdom that conform to these requirements: CHESS-SCAPE. CHESS-SCAPE is a 1 km resolution dataset containing 11 near-surface meteorological variables that can be used to as input to many different impact models. The variables are available at several time resolutions, from daily to decadal means, for the years 1980–2080. It was derived from the state-of-the art regional climate projections in the United Kingdom Climate Projections 2018 (UKCP18) regional climate model (RCM) 12 km ensemble, downscaled to 1 km using a combination of physical and empirical methods to account for local topographic effects. CHESS-SCAPE has four ensemble members, which were chosen to span the range of temperature and precipitation change in the UKCP18 ensemble, representing the ensemble climate model uncertainty. CHESS-SCAPE consists of projections for four emissions scenarios, given by the Representative Concentration Pathways 2.6, 4.5, 6.0 and 8.5, which were derived from the UKCP18 RCM RCP8.5 scenarios using time shifting and pattern scaling. These correspond to UK annual warming projections of between 0.9–1.9 K for RCP2.6 up to 2.8–4.3 K for RCP8.5 between 1980–2000 and 2060–2080. Little change in annual precipitation is projected, but larger changes in seasonal precipitation are seen with some scenarios projecting large increases in precipitation in the winter (up to 22 %) and large decreases in the summer (up to −39 %). All four RCP scenarios and ensemble members are also provided with bias correction, using the CHESS-met historical gridded dataset as a baseline. With high spatial and temporal resolution, an extensive range of warming scenarios and multiple ensemble members, CHESS-SCAPE provides a comprehensive data resource for modellers of climate change impacts in the UK. The CHESS-SCAPE data are available for download from the NERC EDS Centre for Environmental Data Analysis: https://doi.org/10.5285/8194b416cbee482b89e0dfbe17c5786c (Robinson et al., 2022).
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21

Gruzdeva, Irina A., Alisa O. Ovchinnikova, Ekaterina O. Borovaya, and Alexandra A. Barysheva. "DESIGN FEATURES OF ART PRODUCTS MADE BY LASER CUTTING METHOD." Technologies & Quality 63, no. 1 (2024): 58–63. http://dx.doi.org/10.34216/2587-6147-2024-1-63-58-63.

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The study uses a specific example to show the design of a three-dimensional artistic product, the elements of which are obtained using gas laser cutting. The sequence of technological stages of manufacturing such an artistic product is given. The main technological cutting parameters for sheet steel and brass are presented. In order to analyse the influence of the technological properties of the processed material and the thickness of the metal on the technological parameters and processing modes, different materials for laser cutting were chosen: steel and brass. It is shown that the achievements of modern science and technology can be applied in the jewellery industry and allow solving any problems of industrial jewellery design. The artistic products presented in the article are chess pieces and were made as part of a diploma design.
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22

Abuhamdeh, Sami, and Mihaly Csikszentmihalyi. "The Importance of Challenge for the Enjoyment of Intrinsically Motivated, Goal-Directed Activities." Personality and Social Psychology Bulletin 38, no. 3 (2011): 317–30. http://dx.doi.org/10.1177/0146167211427147.

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Although early interview-based analyses of the enjoyment of intrinsically motivated, goal-directed activities (e.g., chess, rock climbing, art making) suggested the importance of relatively difficult, “optimal” challenges, subsequent findings derived from a wider range of activities have not provided consistent support for this proposition. Two studies were conducted to clarify the relation between challenge and enjoyment. Study 1 focused on a single activity—Internet chess. The importance of challenge was evident at the subjective level (perceived challenge strongly predicted enjoyment) as well as the objective level (games against superior opponents were more enjoyable than games against inferior opponents, and close games were more enjoyable than blowouts). In Study 2, the experience sampling method was used to examine the enjoyment of challenge across a wide range of everyday activities. Activity motivation (intrinsically motivated, non-intrinsically motivated) and activity type (goal directed, non-goal directed) moderated the relation. Implications for theories of intrinsic motivation are discussed.
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23

Gaffar, Borjsaz. "Investigation of the Semantic Field of "Chess" in Masnavi Molavi from the Viewpoint of "Associative Collocation"." International Journal of Multicultural and Multireligious Understanding 10, no. 7 (2023): 727. http://dx.doi.org/10.18415/ijmmu.v10i7.5064.

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As we know, concepts, objects and phenomena around the poets' mind and eye can be of interest to him and all of these elements can be a platform for presenting his thoughts and emotions. Meanwhile, one of the semantic fields that is considered by the Persian poets is the presence of diverse variety of intellectual and practical games common in Iran's society at various times; among which, "Polo", "Backgammon", "Chess" and … are the ones that can be pointed out.One of the prominent features of Molavi's art in using the vocabulary, images and concepts of this "semantic field", is the careful observance of pillars and key principles, and in a better sense is the structure of chess game; As we know, the presence of at least two opponent, victory or defeat of one of the opponents and a pledge that the loser opponent must submit to the winner, are the essential conditions of this game. This is the fact that Masnavi confirms it.
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24

Gaffar, Borjsaz. "Investigation of the Semantic Field of "Chess" in Masnavi Molavi from the Viewpoint of "Associative Collocation"." International Journal of Multicultural and Multireligious Understanding 10, no. 8 (2023): 229. http://dx.doi.org/10.18415/ijmmu.v10i8.5077.

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As we know, concepts, objects and phenomena around the poets' mind and eye can be of interest to him and all of these elements can be a platform for presenting his thoughts and emotions. Meanwhile, one of the semantic fields that is considered by the Persian poets is the presence of diverse variety of intellectual and practical games common in Iran's society at various times; among which, "Polo", "Backgammon", "Chess" and … are the ones that can be pointed out.One of the prominent features of Molavi's art in using the vocabulary, images and concepts of this "semantic field", is the careful observance of pillars and key principles, and in a better sense is the structure of chess game; As we know, the presence of at least two opponent, victory or defeat of one of the opponents and a pledge that the loser opponent must submit to the winner, are the essential conditions of this game. This is the fact that Masnavi confirms it.
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25

Hidayah, Nur, Syamsul Arifin, Devangga Putra Adhitya Pratama, et al. "Community Empowerment Through Optimizing Local Wisdom as a Support for The Value of Economic Life." TGO Journal of Community Development 1, no. 2 (2023): 30–38. http://dx.doi.org/10.56070/jcd.2023.006.

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Community Service (PKM) is an annual program carried out by each university which is an application of the Higher Education Chess Dharma. While the Real Work Lecture (KKN) is an annual program carried out by each university which is an application of the Higher Education Chess Dharma. With the implementation of PKM and KKN, it provides extraordinary benefits for students and the community because the results obtained from the implementation of PKM and KKN are enormous, such as an experience gained by students in the form of how to live with the community properly and much more. The implementation of PKM and KKN with "Building Competitive Villages Based on Local Potential, Technology & Green Economy" is oriented towards community empowerment, aiming for students to be able to think critically, analyze problems carefully, and find the best solutions in dealing with various problems related to the scientific field theoretically and practically. From PKM and KKN activities, students are able to develop science, technology, and art in community life.
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26

Roschenko, Olena, and Ke Chen. "«Othello» G. Verdi – A. Boito as a game of chess." Aspects of Historical Musicology 29, no. 29 (2022): 68–90. http://dx.doi.org/10.34064/khnum2-29.04.

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In the opera Otello by G. Verdi – A. Boito, which contains many actual and virtual readings, the original musicological interpretation reveals the signs of a chess game. The metaphor of the chess game is based on a two-level analysis: the study of opera characters on the basis of establishing their functional correspondence to the chess game pieces and the identification of metaphorically represented chess situations in opera drama. The proposed analysis of Othello has made it possible to carry out an original musicological interpretation of the opera as a game of chess, which allows us to understand it not only in terms of spontaneous feeling, but also artistic intellectualism as a principle of musical drama. As a result, the penultimate opera by G. Verdi is interpreted as a phantasmagoric game of chess, appearing as one of the possible ways of forming/disclosing the artistic meaning of the work. Statement of the problem. G. Verdi’s opera Otello by A. Boito is one of those masterpieces in the history of world art, the number of artistic readings of which tends to infinity, due to the infinity of the artistic and philosophical meanings always inherent in the work. After all, each generation, each opera theatre that has the characteristics of a director’s theatre, during the twentieth and early twenty-first centuries, has offered an original interpretation of the work, in which it interacts in a unique way with the «canon of interpretation» that ensures the continuity of meaningful connections with the original. Each reading of the original text does not exclude the emergence of an interpretive set in its understanding. In addition to the realised creative interpretations, i. e. the interpretations that have taken place, numerous potential interpretations of Verdi’s Otello surround this work as a kind of «cloud» full of virtual interpretations of the immortal masterpiece. Recent research and publications Among such virtual readings of Virdia’s Otello, scientific (musicological) versions can also claim a prominent place, which, under certain conditions, can become the basis for an original director’s reading of the opera. In the history of opera, there are many masterpieces based on the principles of playful thinking and the properties of the tragic carnival. This phenomenon should be explained by the fact that the game concept is conditioned by the genre nature of the opera, where the game appears as an expression of its general operatic atmosphere, extending to its characters as the embodiment of the meaningful features of the homo ludus hypostasis. Meaningful multilayeredness as a genre feature of romantic opera fully allows us to liken the musical drama by G. Verdi – A. Boito to a virtuoso game of chess, in which the «moves» are predefined, and the «stake» is the life and death of the opera characters. Objectives, methods and novetly of the research. The methodology of the study involves the following types of analysis: – typological, used to divide the characters according to their functions observed in Shakespeare’s tragedy and opera by G. Verdi; – structural-functional, the essence of which is, firstly, the reasoned comparison of opera characters to chess pieces in terms of the commonality of their inherent functions; secondly, the identification of signs of chess situations in the scenes of musical drama; – terminological, the specificity of which is based in this study on the need to use a chess glossary to define game combinations in opera and the functions of opera characters; – comparative, carried out with the aim of motivating changes in the systems of characters in Shakespeare’s tragedy and opera by G. Verdi – A. Boito. The scientific novelty of the study lies in the fact that for the first time in musicology, the opera Othello by J. Verdi and A. Boito was metaphorically interpreted as a chess game, which is noted in the establishment of a system of correspondences between opera characters and chess pieces, opera scenes and chess combinations. Resalts and Conclusions. In the opera Otello by G. Verdi and A. Boito, which contains many actual and virtual readings, the original musicological interpretation reveals signs of a game organised like chess. The chess game metaphor is based on a two-level analysis. Firstly, the study of nine opera characters of Othello, organised into a hierarchical system based on their functional correspondence to the role of Shakespeare’s theatre and chess game figures («pawn» – Rodrigo; «Rook» is presented by the «royal trinity» of Montano, Lodovico, and Herald; «Knight» (Emilia); «Bishop» (Cassio); «King» (Othello); «Queen» (Desdemona). Secondly, in the drama of the opera Othello, such metaphorically represented chess situations as «eternal chess», double attack, garde, blockade, etiquette, zugwang, checkmate, and endgame are identified. The analysis of «Othello» by G. Verdi – A. Boito allowed for an original musicological interpretation of the opera as a game of chess. The game concept of the opera allows us to understand it not only in terms of spontaneous feeling, but also artistic intellectualism as a principle of late romantic musical drama. Thus, Verdi’s penultimate opera is interpreted as a phantasmagoric game of chess, appearing as one of the possible ways of forming/disclosing the artistic meaning of the work.
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27

Beresnev, Ilya. "The Evolution of Pugilism: Current Issues in the Development of Modern Martial Arts." Chelovek 34, no. 2 (2023): 127. http://dx.doi.org/10.31857/s023620070025540-1.

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Pugilism, associated with emergency defense or attack, reveals the physical capabilities of an unarmed person. Such a fight is dictated by natural necessity, and the actions of the fighters depend on the qualities developed spontaneously throughout their lives. Modern boxing is the result of an evolution that required «cultural inventions»: a set of rules that took into account humanistic attitudes; gaming; special equipment. Interaction with art in the 20th century was the source of the emergence of a postmodern hybrid sport — chessboxing, which combines rounds of chess and boxing. In the 21st century, there was a need for the revival of bare-knuckle fights.
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28

Perolat, Julien, Bart De Vylder, Daniel Hennes, et al. "Mastering the game of Stratego with model-free multiagent reinforcement learning." Science 378, no. 6623 (2022): 990–96. http://dx.doi.org/10.1126/science.add4679.

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We introduce DeepNash, an autonomous agent that plays the imperfect information game Stratego at a human expert level. Stratego is one of the few iconic board games that artificial intelligence (AI) has not yet mastered. It is a game characterized by a twin challenge: It requires long-term strategic thinking as in chess, but it also requires dealing with imperfect information as in poker. The technique underpinning DeepNash uses a game-theoretic, model-free deep reinforcement learning method, without search, that learns to master Stratego through self-play from scratch. DeepNash beat existing state-of-the-art AI methods in Stratego and achieved a year-to-date (2022) and all-time top-three ranking on the Gravon games platform, competing with human expert players.
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Zhukov, V. L., and A. B. Kirillova. "ANTHROPOGENESIS OF IMAGES OF DESIGN OBJECTS FOR ACCESSORIES OF CHESS ART RELEVANT TO THE WORK OF H. F. LOVECRAFT." Design. Materials. Technology, no. 4 (2021): 48–60. http://dx.doi.org/10.46418/1990-8997_2021_4(64)_48_60.

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Bisberg, Alexander J., and Rogelio E. Cardona-Rivera. "SCOPE: Selective Cross-Validation over Parameters for Elo." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 15, no. 1 (2019): 116–22. http://dx.doi.org/10.1609/aiide.v15i1.5233.

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It is crucial to develop reusable methods for explaining and evaluating esports given their popularity and diversity. Quantifying skill in an esport has the potential to improve win prediction, matchmaking, and storytelling for these games. Arpad Elo’s skill modeling system for chess has been adapted to many games and sports. In each instance, the modeler is challenged with tuning parameters to optimize for some metric, usually accuracy. Often these approaches are one-off and lack consistency. We propose SCOPE, a framework that uses grid search cross-validation to select optimal parameters for Elo based on accuracy, calibration, or log loss. We demonstrate this method on a season of Call of Duty World League, a first-person shooter esport, and we demonstrate comparable performance to other more complex, state-of-the-art methods.
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31

Rowe, M. W. "The Definition of ‘Game’." Philosophy 67, no. 262 (1992): 467–79. http://dx.doi.org/10.1017/s0031819100040663.

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Besides its intrinsic interest, the definition of ‘game’ is important for three reasons. Firstly, in Wittgenstein's Philosophical Investigations ‘game’ is the paradigm family resemblance concept. If he is wrong in thinking that ‘game’ cannot be defined, then the persuasive force of his argument against definition generally will be considerably weakened. This, in its turn, will have important consequences for our understanding of concepts and philosophical method. Secondly, Wittgenstein's later writings are full of analogies drawn from games—chess alone is mentioned scores of times—and a proper understanding of ‘game’ can lead us to exercise more caution when considering the parallels between games and non-games. Thirdly, games and play are intriguingly and closely related to art and ritual, and an analysis of games can throw considerable light on both of the latter.
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Banerjee, Amitav. "COVID-19 endgame: Do we go for a win or a draw? Lessons from chess and the art of war." Medical Journal of Dr. D.Y. Patil Vidyapeeth 14, no. 3 (2021): 247. http://dx.doi.org/10.4103/mjdrdypu.mjdrdypu_170_21.

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33

Iqbal, Saood, Abdul Shahid, Muhammad Roman, Zahid Khan, Shaha Al-Otaibi, and Lisu Yu. "TKFIM: Top-K frequent itemset mining technique based on equivalence classes." PeerJ Computer Science 7 (March 8, 2021): e385. http://dx.doi.org/10.7717/peerj-cs.385.

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Frequently used items mining is a significant subject of data mining studies. In the last ten years, due to innovative development, the quantity of data has grown exponentially. For frequent Itemset (FIs) mining applications, it imposes new challenges. Misconceived information may be found in recent algorithms, including both threshold and size based algorithms. Threshold value plays a central role in generating frequent itemsets from the given dataset. Selecting a support threshold value is very complicated for those unaware of the dataset’s characteristics. The performance of algorithms for finding FIs without the support threshold is, however, deficient due to heavy computation. Therefore, we have proposed a method to discover FIs without the support threshold, called Top-k frequent itemsets mining (TKFIM). It uses class equivalence and set-theory concepts for mining FIs. The proposed procedure does not miss any FIs; thus, accurate frequent patterns are mined. Furthermore, the results are compared with state-of-the-art techniques such as Top-k miner and Build Once and Mine Once (BOMO). It is found that the proposed TKFIM has outperformed the results of these approaches in terms of execution and performance, achieving 92.70, 35.87, 28.53, and 81.27 percent gain on Top-k miner using Chess, Mushroom, and Connect and T1014D100K datasets, respectively. Similarly, it has achieved a performance gain of 97.14, 100, 78.10, 99.70 percent on BOMO using Chess, Mushroom, Connect, and T1014D100K datasets, respectively. Therefore, it is argued that the proposed procedure may be adopted on a large dataset for better performance.
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Szebenyi, Doletha, Richard Cerione, Michael Cook, et al. "MacCHESS: Structural Biology at Cornell's High-Energy Synchrotron Source." Acta Crystallographica Section A Foundations and Advances 70, a1 (2014): C787. http://dx.doi.org/10.1107/s2053273314092122.

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"MacCHESS (""Macromolecular diffraction at CHESS"") is an NIH funded facility at the Cornell High Energy Synchrotron Source; we provide a user facility with an exceptional level of support, as well as pursuing research to benefit the entire structural biology community. CRYSTALLOGRAPHY: High-flux monochromatic beamlines outfitted with state-of-the-art equipment are available. BSL-2 biohazards can be handled. Research activities include on-line confocal microscopy, working with multiple small crystals, use of graphene to reduce background, etc. BIOSAXS: A dedicated beamline features: a dual SAXS/WAXS setup using 2 Pilatus detectors; an integrated computer-controlled flow system including robotic sample loading from 96-well trays, custom-made disposable, transparent sample cells, and a convenient graphical interface; a well-equipped wet lab for sample monitoring and final preparation; an in-line SEC-MALS/DLS-SAXS option. Microfluidic "lab-on-a-chip" units are under development. Periodic workshops are held to educate users in the intricacies of BioSAXS. PRESSURE CRYOCOOLING: Cryocooling crystals under pressure reduces both cooling-induced degradation and the need for penetrating cryoprotectants, and can stabilize mobile ligands and possibly reaction intermediates. We offer pressure-cryocooling as a service to CHESS users, while continuing to develop the method. Several sample mounting techniques are now available, and the technique has promise for use with biological samples other than crystals. FMI: To request beamtime, fill out a simple on-line proposal form at http://www.chess.cornell.edu. Mail-in service is available, and remote data collection is supported for experienced crystallography users. We welcome a chance to collaborate on "non-standard" experiments. For more information, contact User Administrator Kathy Dedrick (kd73@cornell.edu)."
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35

Sun, Yuxiang, Bo Yuan, Tao Zhang, Bojian Tang, Wanwen Zheng, and Xianzhong Zhou. "Research and Implementation of Intelligent Decision Based on a Priori Knowledge and DQN Algorithms in Wargame Environment." Electronics 9, no. 10 (2020): 1668. http://dx.doi.org/10.3390/electronics9101668.

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The reinforcement learning problem of complex action control in a multi-player wargame has been a hot research topic in recent years. In this paper, a game system based on turn-based confrontation is designed and implemented with state-of-the-art deep reinforcement learning models. Specifically, we first design a Q-learning algorithm to achieve intelligent decision-making, which is based on the DQN (Deep Q Network) to model complex game behaviors. Then, an a priori knowledge-based algorithm PK-DQN (Prior Knowledge-Deep Q Network) is introduced to improve the DQN algorithm, which accelerates the convergence speed and stability of the algorithm. The experiments demonstrate the correctness of the PK-DQN algorithm, it is validated, and its performance surpasses the conventional DQN algorithm. Furthermore, the PK-DQN algorithm shows effectiveness in defeating the high level of rule-based opponents, which provides promising results for the exploration of the field of smart chess and intelligent game deduction.
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Cui, Guo Wen, and Xin Qiang Li. "Simulation Analysis of Mind Sports Games Based on Artificial Intelligence." Advanced Materials Research 989-994 (July 2014): 2065–69. http://dx.doi.org/10.4028/www.scientific.net/amr.989-994.2065.

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Mind sports games is rose in recent years, which is the comprehensive sports event taking the chess sports as the main part, and it is a perfect combination of human intelligence and sports art. Due to a simple history of mind sports games, there exists some problems that are the imbalance of development, lack of funds, and event organization difficulty, which has restricted the rapid development of mind sports games. Aiming at the problems of mind sports games encountering in the development, the paper first proposes the coupling development mechanism for the organization of mind sports games and its development mechanism, and then establishes the model of development mechanism based on the coupling reduction mechanism, and the model has been made simulation analysis. At last, the results show that the application of this coupling model can find the bottleneck of the development of mind sports games, so as to open the breakthrough point for its development, and to improve its development level.
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37

Egri-Nagy, Attila, and Antti Törmänen. "The Game Is Not over Yet—Go in the Post-AlphaGo Era." Philosophies 5, no. 4 (2020): 37. http://dx.doi.org/10.3390/philosophies5040037.

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The game of Go was the last great challenge for artificial intelligence in abstract board games. AlphaGo was the first system to reach supremacy, and subsequent implementations further improved the state of the art. As in chess, the fall of the human world champion did not lead to the end of the game. Now, we have renewed interest in the game due to new questions that emerged in this development. How far are we from perfect play? Can humans catch up? How compressible is Go knowledge? What is the computational complexity of a perfect player? How much energy is really needed to play the game optimally? Here, we investigate these and related questions with respect to the special properties of Go (meaningful draws and extreme combinatorial complexity). Since traditional board games have an important role in human culture, our analysis is relevant in a broader context. What happens in the game world could forecast our relationship with AI entities, their explainability, and usefulness.
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Souchleris, Konstantinos, George K. Sidiropoulos, and George A. Papakostas. "Reinforcement Learning in Game Industry—Review, Prospects and Challenges." Applied Sciences 13, no. 4 (2023): 2443. http://dx.doi.org/10.3390/app13042443.

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This article focuses on the recent advances in the field of reinforcement learning (RL) as well as the present state–of–the–art applications in games. First, we give a general panorama of RL while at the same time we underline the way that it has progressed to the current degree of application. Moreover, we conduct a keyword analysis of the literature on deep learning (DL) and reinforcement learning in order to analyze to what extent the scientific study is based on games such as ATARI, Chess, and Go. Finally, we explored a range of public data to create a unified framework and trends for the present and future of this sector (RL in games). Our work led us to conclude that deep RL accounted for roughly 25.1% of the DL literature, and a sizable amount of this literature focuses on RL applications in the game domain, indicating the road for newer and more sophisticated algorithms capable of outperforming human performance.
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39

Gopika, S. S. "Artificial Intelligence in Accounting And Finance." Recent trends in Management and Commerce 5, no. 2 (2024): 59–62. http://dx.doi.org/10.46632/rmc/5/2/12.

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The intelligence of computers or software, as opposed to the intellect of living things, mainly people, is known as artificial intelligence (AI). It is a branch of computer science that focuses on creating and researching intelligent machines. These devices could be referred to as AIs. Artificial Intelligence is widely applied in government, industry, and academia. Advanced web search engines like Google Search, recommendation systems used by YouTube, Amazon, and Netflix, human speech-based interaction like Google Assistant, Siri, and Alexa, self-driving cars like Waymo, generative and creative tools like ChatGPT and AI art, and superhuman play and analysis in strategy games like chess and Go are a few high-profile applications. In the fields of finance and accounting, artificial intelligence has had a big impact. In reality, because they save time and offer deep insights, AI-enabled finance and accounting systems are the means for businesses to remain successful competitors in a market that is becoming more and more competitive.
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40

Beresnev, I. M. "SYNTHESIS OF BODY AND MIND AS ANTITHESIS TO ARTIFICIAL INTELLIGENCE." Bulletin of Udmurt University. Series Philosophy. Psychology. Pedagogy 32, no. 2 (2022): 119–27. http://dx.doi.org/10.35634/2412-9550-2022-32-2-119-127.

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The fears associated with the creation of artificial intelligence and the prospects for its use are reflected in the search for new forms of human identity. Hypodynamia, due to the development of technology, and a significant involvement of a person in the processes of the virtual world, bring to life hybrid sports - chessboxing - a combination of boxing and chess, bodily and intellectual practice, personifying different ways of thinking: creative, practical and logical. To identify the properties inherent and inseparable from a person, a comparative analysis of such phenomena as sports, games and performance art is used. The article analyzes the prerequisites for the emergence of chessboxing as a creative act and performative practice; new meanings of the phenomenon produced in the process of institutionalization of chessboxing as a sport discipline are considered. It is shown that hybrid sport, which combines competitive elements of different content and method of training, preserves the inseparability of connections between mind and body in a person, thereby not allowing to separate the way of human thinking from its existence in an organic body. The question is relevant: to what extent are such synthetic practices opposed to the idea of creating and developing artificial intelligence? The purpose of the study is to identify the characteristics of human intelligence that are reproduced in such practice as chessboxing.
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Aditya, Jordy Lambang, and Lutvi Arif Wibowo. "Perancangan Mesin Bubut Kayu Mini." Jurnal Permadi: Perancangan, Manufaktur, Material dan Energi 3, no. 2 (2021): 114–28. http://dx.doi.org/10.52005/permadi.v3i2.53.

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A mini wood lathe is a fairly simple machine, and one of the tools to shape various kinds of wood into a work of art is like making a chess piece. The most important parts are the electric motor, fixed head, loose head, retainers and propulsion unit, but until now there are still many wood industry entrepreneurs who still use makeshift tools so that the results are not optimal. Realizing these conditions, an effort is needed to create a mini wood lathe that is good and can be used to improve their production process. From the planning calculations carried out, and obtained a dimension of this mini wood lathe is 350mm high, 950mm long and 300mm wide which includes a cylindrical shaft with a diameter of 25mm which is also connected as a fixed head using a 13mm drill chuck, transmission pulley bearings, V-belt, 1.5 HP dynamo motor with a motor speed of 1500 rpm, with a workpiece capacity of 200mm diameter and 800mm length, and a frame as a holder for these components.
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42

Finnsson, Hilmar, and Yngvi Björnsson. "Learning Simulation Control in General Game-Playing Agents." Proceedings of the AAAI Conference on Artificial Intelligence 24, no. 1 (2010): 954–59. http://dx.doi.org/10.1609/aaai.v24i1.7651.

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The aim of General Game Playing (GGP) is to create intelligent agents that can automatically learn how to play many different games at an expert level without any human intervention. One of the main challenges such agents face is to automatically learn knowledge-based heuristics in real-time, whether for evaluating game positions or for search guidance. In recent years, GGP agents that use Monte-Carlo simulations to reason about their actions have become increasingly more popular. For competitive play such an approach requires an effective search-control mechanism for guiding the simulation playouts. In here we introduce several schemes for automatically learning search guidance based on both statistical and reinforcement learning techniques. We compare the different schemes empirically on a variety of games and show that they improve significantly upon the current state-of-the-art in simulation-control in GGP. For example, in the chess-like game Skirmish, which has proved a particularly challenging game for simulation-based GGP agents, an agent employing one of the proposed schemes achieves 97% winning rate against an unmodified agent.
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43

Classen, Albrecht. "Sherry C. M. Lindquist and Asa Simon Mittman. With a Preface by China Miéville, Medieval Monsters: Terrors, Aliens, Wonders. New York: The Morgan Library & Museum, 2018, 175 pp., more than 90 colored ill." Mediaevistik 31, no. 1 (2018): 284. http://dx.doi.org/10.3726/med012018_284.

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This wonderfully illustrated book accompanied an exhibition that took place at the Morgan Library & Museum, New York, from June 8 to September 23, 2018, authored by two well established and respected art historian*s, who provide us with a sweeping view of the world of monsters and many other related creatures in medieval fantasy. While previous research mostly focused on monsters in the narrow sense of the word, i.e., grotesque and oversized human-like creatures normally threatening ordinary people in their existence, Lindquist and Mittman pursue a much broader perspective and incorporate also many other features in human imagination, including wonders, aliens, Jews, Muslims, strangers in general, the femme fatale, sirens, undines, mermaids (but there is no reference to the Melusine figure, though she would fit much better into the general framework), devils, and evil spirits. However, I do not understand why ‘gargoyles’ have been left out here. This vast approach allows them also to address the beasts from the Physiologus tradition, then natural wonders, giants, and then, quite surprisingly, religious scenes in psalters (148), depictions of nobles playing chess (150; where are the wild men alleged surrounding the players?), the whore of Babylon (153), figures from the Apocalypse, and anything else that smacks of wonder.
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Koyyalagunta, Divya, Anna Sun, Rachel Lea Draelos, and Cynthia Rudin. "Playing Codenames with Language Graphs and Word Embeddings." Journal of Artificial Intelligence Research 71 (June 23, 2021): 319–46. http://dx.doi.org/10.1613/jair.1.12665.

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Although board games and video games have been studied for decades in artificial intelligence research, challenging word games remain relatively unexplored. Word games are not as constrained as games like chess or poker. Instead, word game strategy is defined by the players’ understanding of the way words relate to each other. The word game Codenames provides a unique opportunity to investigate common sense understanding of relationships between words, an important open challenge. We propose an algorithm that can generate Codenames clues from the language graph BabelNet or from any of several embedding methods – word2vec, GloVe, fastText or BERT. We introduce a new scoring function that measures the quality of clues, and we propose a weighting term called DETECT that incorporates dictionary-based word representations and document frequency to improve clue selection. We develop BabelNet-Word Selection Framework (BabelNetWSF) to improve BabelNet clue quality and overcome the computational barriers that previously prevented leveraging language graphs for Codenames. Extensive experiments with human evaluators demonstrate that our proposed innovations yield state-of-the-art performance, with up to 102.8% improvement in precision@2 in some cases. Overall, this work advances the formal study of word games and approaches for common sense language understanding.
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45

Zhou, Kun, Wenyong Wang, Teng Hu, and Kai Deng. "Application of Improved Asynchronous Advantage Actor Critic Reinforcement Learning Model on Anomaly Detection." Entropy 23, no. 3 (2021): 274. http://dx.doi.org/10.3390/e23030274.

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Anomaly detection research was conducted traditionally using mathematical and statistical methods. This topic has been widely applied in many fields. Recently reinforcement learning has achieved exceptional successes in many areas such as the AlphaGo chess playing and video gaming etc. However, there were scarce researches applying reinforcement learning to the field of anomaly detection. This paper therefore aimed at proposing an adaptable asynchronous advantage actor-critic model of reinforcement learning to this field. The performances were evaluated and compared among classical machine learning and the generative adversarial model with variants. Basic principles of the related models were introduced firstly. Then problem definitions, modelling processes and testing were detailed. The proposed model differentiated the sequence and image from other anomalies by proposing appropriate neural networks of attention mechanism and convolutional network for the two kinds of anomalies, respectively. Finally, performances with classical models using public benchmark datasets (NSL-KDD, AWID and CICIDS-2017, DoHBrw-2020) were evaluated and compared. Experiments confirmed the effectiveness of the proposed model with the results indicating higher rewards and lower loss rates on the datasets during training and testing. The metrics of precision, recall rate and F1 score were higher than or at least comparable to the state-of-the-art models. We concluded the proposed model could outperform or at least achieve comparable results with the existing anomaly detection models.
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46

Leng, Xiaodan, Gordon L. Shaw, and Eric L. Wright. "Coding of Musical Structure and the Trion Model of Cortex." Music Perception 8, no. 1 (1990): 49–62. http://dx.doi.org/10.2307/40285485.

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Guided by the Mountcastle organizational principle for the column as the basic neuronal network in the cortex, we developed the trion model. An essential feature of the model is that it is highly structured in time and in spatial connections. Simulations of a network of trions have shown that large numbers of quasi-stable, periodic spatial-temporal firing patterns can be excited. These patterns can be readily enhanced by only a small change in connection strengths, and the patterns evolve in certain natural sequences from one to another. With only somewhat different parameters than those used for studying memory and pattern recognition, much more flowing and intriguing patterns emerged from the simulations. The results were striking when these probabilistic evolutions were mapped onto pitches and instrument timbres to produce music: For example, different simple mappings of the same evolution give music having the "flavor" of a minuet, a waltz, certain folk music, or styles of specific periods of Western art music. A theme can be learned so that evolutions have this theme and its variations recur. We suggest that we have found a viable cortical model for the coding of certain aspects of musical structure in human composition and perception. Further, we propose that the trion model is relevant for examining creativity in those higher cognitive functions of mathematics and chess that are similar to music.
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47

Classen, Albrecht. "Falconry in the Mediterranean Context During the Pre-Modern Era, ed. Charles Burnett and Baudouin Van den Abele. Bibliotheca Cynegetica, 9. Geneva: Droz, 2021, 352, 17 color and 14 b/w ill." Mediaevistik 34, no. 1 (2021): 300–302. http://dx.doi.org/10.3726/med.2021.01.31.

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Curiously, while many historians are looking for new ways of identifying medieval globalism, focusing on trade, slavery, medicine, political contacts, and travel, the international interest in falconry during the pre-modern period has not yet attracted the same interest, at least in that context. However, hunting with falcons and other birds of prey has always been one of the major pleasure activities for the nobility both in the Middle East and in Europe. In fact, that sport probably originated from Persia, if not India or Mongolia, and became, very similar to playing chess, one of the central cultural modalities for the aristocracy to seek entertainment and to represent their own social class in a most impressive fashion. Falconry was the type of hunting exclusively for kings and other rulers, which explains why the trade of various types of falcons from northern Europe – especially the gyrfalcon – to the far south and east, even to the Arabic world (Mamluk Egypt), was quite common. The high cost for those precious birds of prey did not matter in those social circles. Falconry has already been studied numerous times, especially with regard to the famous book on the art of hunting with birds by Emperor Frederick II, and to the many references to falcons in medieval literature. The global perspective, however, has not yet been taken into consideration carefully enough.
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48

Chen, C., B. S. Yang, and S. Song. "LOW COST AND EFFICIENT 3D INDOOR MAPPING USING MULTIPLE CONSUMER RGB-D CAMERAS." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLI-B1 (June 2, 2016): 169–74. http://dx.doi.org/10.5194/isprsarchives-xli-b1-169-2016.

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Driven by the miniaturization, lightweight of positioning and remote sensing sensors as well as the urgent needs for fusing indoor and outdoor maps for next generation navigation, 3D indoor mapping from mobile scanning is a hot research and application topic. The point clouds with auxiliary data such as colour, infrared images derived from 3D indoor mobile mapping suite can be used in a variety of novel applications, including indoor scene visualization, automated floorplan generation, gaming, reverse engineering, navigation, simulation and etc. State-of-the-art 3D indoor mapping systems equipped with multiple laser scanners product accurate point clouds of building interiors containing billions of points. However, these laser scanner based systems are mostly expensive and not portable. Low cost consumer RGB-D Cameras provides an alternative way to solve the core challenge of indoor mapping that is capturing detailed underlying geometry of the building interiors. Nevertheless, RGB-D Cameras have a very limited field of view resulting in low efficiency in the data collecting stage and incomplete dataset that missing major building structures (e.g. ceilings, walls). Endeavour to collect a complete scene without data blanks using single RGB-D Camera is not technic sound because of the large amount of human labour and position parameters need to be solved. To find an efficient and low cost way to solve the 3D indoor mapping, in this paper, we present an indoor mapping suite prototype that is built upon a novel calibration method which calibrates internal parameters and external parameters of multiple RGB-D Cameras. Three Kinect sensors are mounted on a rig with different view direction to form a large field of view. The calibration procedure is three folds: 1, the internal parameters of the colour and infrared camera inside each Kinect are calibrated using a chess board pattern, respectively; 2, the external parameters between the colour and infrared camera inside each Kinect are calibrated using a chess board pattern; 3, the external parameters between every Kinect are firstly calculated using a pre-set calibration field and further refined by an iterative closet point algorithm. Experiments are carried out to validate the proposed method upon RGB-D datasets collected by the indoor mapping suite prototype. The effectiveness and accuracy of the proposed method is evaluated by comparing the point clouds derived from the prototype with ground truth data collected by commercial terrestrial laser scanner at ultra-high density. The overall analysis of the results shows that the proposed method achieves seamless integration of multiple point clouds form different RGB-D cameras collected at 30 frame per second.
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49

Chen, C., B. S. Yang, and S. Song. "LOW COST AND EFFICIENT 3D INDOOR MAPPING USING MULTIPLE CONSUMER RGB-D CAMERAS." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLI-B1 (June 2, 2016): 169–74. http://dx.doi.org/10.5194/isprs-archives-xli-b1-169-2016.

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Driven by the miniaturization, lightweight of positioning and remote sensing sensors as well as the urgent needs for fusing indoor and outdoor maps for next generation navigation, 3D indoor mapping from mobile scanning is a hot research and application topic. The point clouds with auxiliary data such as colour, infrared images derived from 3D indoor mobile mapping suite can be used in a variety of novel applications, including indoor scene visualization, automated floorplan generation, gaming, reverse engineering, navigation, simulation and etc. State-of-the-art 3D indoor mapping systems equipped with multiple laser scanners product accurate point clouds of building interiors containing billions of points. However, these laser scanner based systems are mostly expensive and not portable. Low cost consumer RGB-D Cameras provides an alternative way to solve the core challenge of indoor mapping that is capturing detailed underlying geometry of the building interiors. Nevertheless, RGB-D Cameras have a very limited field of view resulting in low efficiency in the data collecting stage and incomplete dataset that missing major building structures (e.g. ceilings, walls). Endeavour to collect a complete scene without data blanks using single RGB-D Camera is not technic sound because of the large amount of human labour and position parameters need to be solved. To find an efficient and low cost way to solve the 3D indoor mapping, in this paper, we present an indoor mapping suite prototype that is built upon a novel calibration method which calibrates internal parameters and external parameters of multiple RGB-D Cameras. Three Kinect sensors are mounted on a rig with different view direction to form a large field of view. The calibration procedure is three folds: 1, the internal parameters of the colour and infrared camera inside each Kinect are calibrated using a chess board pattern, respectively; 2, the external parameters between the colour and infrared camera inside each Kinect are calibrated using a chess board pattern; 3, the external parameters between every Kinect are firstly calculated using a pre-set calibration field and further refined by an iterative closet point algorithm. Experiments are carried out to validate the proposed method upon RGB-D datasets collected by the indoor mapping suite prototype. The effectiveness and accuracy of the proposed method is evaluated by comparing the point clouds derived from the prototype with ground truth data collected by commercial terrestrial laser scanner at ultra-high density. The overall analysis of the results shows that the proposed method achieves seamless integration of multiple point clouds form different RGB-D cameras collected at 30 frame per second.
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50

Pudov, Gleb. "On a Type of Russian Chests Called «Baul» of the 18th-19th Centuries. History and Art Style." Bulletin of Baikal State University 30, no. 4 (2020): 560–65. http://dx.doi.org/10.17150/2500-2759.2020.30(4).560-565.

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The study of specific types of chests is one of the most prolific areas of the research of Russian chest production. However, today they receive insufficient attention from researches. This paper deals with the history of one of the types of Russian chests called «baul». The issues of their appearance in Russia, their connection with European items (in particular, Scandinavian ones) are considered and specific museum works are analyzed. The comparative method is used to identify the artistic features of Russian «bauls». Items of Russian and foreign museum collections were used. The author draws several conclusions: the chest called «baul» is an independent type of Russian chests; the «baul» as a type of chest was most likely borrowed by Russian craftsmen from Western Europe; despite of the obvious similarity that can be seen in its form and design, Russian and foreign products have their own art style; Russian masters were participants in the pan-European cultural process.
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