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Journal articles on the topic 'Timed game automata'

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1

Cimatti, Alessandro, Luke Hunsberger, Andrea Micheli, Roberto Posenato, and Marco Roveri. "Dynamic controllability via Timed Game Automata." Acta Informatica 53, no. 6-8 (2016): 681–722. http://dx.doi.org/10.1007/s00236-016-0257-2.

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Bertrand, Nathalie, Amélie Stainer, Thierry Jéron, and Moez Krichen. "A game approach to determinize timed automata." Formal Methods in System Design 46, no. 1 (2014): 42–80. http://dx.doi.org/10.1007/s10703-014-0220-1.

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Bouyer, Patricia, Nicolas Markey, and Ocan Sankur. "Robust reachability in timed automata and games: A game-based approach." Theoretical Computer Science 563 (January 2015): 43–74. http://dx.doi.org/10.1016/j.tcs.2014.08.014.

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Jovanović, Aleksandra, and Marta Kwiatkowska. "Parameter synthesis for probabilistic timed automata using stochastic game abstractions." Theoretical Computer Science 735 (July 2018): 64–81. http://dx.doi.org/10.1016/j.tcs.2017.05.005.

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Guha, Shibashis, Shankara Narayanan Krishna, Chinmay Narayan, and S. Arun-Kumar. "A Unifying Approach to Decide Relations for Timed Automata and their Game Characterization." Electronic Proceedings in Theoretical Computer Science 120 (July 26, 2013): 47–62. http://dx.doi.org/10.4204/eptcs.120.5.

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Largouët, Christine, Omar Krichen, and Yulong Zhao. "Extended Automata for Temporal Planning of Interacting Agents." International Journal of Monitoring and Surveillance Technologies Research 5, no. 1 (2017): 30–48. http://dx.doi.org/10.4018/ijmstr.2017010102.

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In this paper, the authors consider the planning problem for a system represented as a set of interacting agents evolving along time according to explicit timing constraints. Given a goal, the planning problem is to find the sequence of actions such that the system reaches the goal state in a limited time and in an optimal manner, assuming actions have a cost. In their approach, the planning problem is based on model-checking and controller synthesis techniques while the goal is defined using temporal logic. Each agent of the system is represented using the formalism of Priced Timed Game Autom
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Allamigeon, Xavier, Uli Fahrenberg, Stéphane Gaubert, Ricardo D. Katz, and Axel Legay. "Tropical Fourier–Motzkin elimination, with an application to real-time verification." International Journal of Algebra and Computation 24, no. 05 (2014): 569–607. http://dx.doi.org/10.1142/s0218196714500258.

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We introduce a generalization of tropical polyhedra able to express both strict and non-strict inequalities. Such inequalities are handled by means of a semiring of germs (encoding infinitesimal perturbations). We develop a tropical analogue of Fourier–Motzkin elimination from which we derive geometrical properties of these polyhedra. In particular, we show that they coincide with the tropically convex union of (non-necessarily closed) cells that are convex both classically and tropically. We also prove that the redundant inequalities produced when performing successive elimination steps can b
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Larsen, Kim G. "Playing Games with Timed Automata." Electronic Proceedings in Theoretical Computer Science 166 (October 26, 2014): 2–3. http://dx.doi.org/10.4204/eptcs.166.2.

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Zhang, Rong. "Automatic Generation of Real-Time Animation Game Learning Levels Based on Artificial Intelligence Assistant." Scientific Programming 2022 (October 13, 2022): 1–19. http://dx.doi.org/10.1155/2022/1557302.

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With the development of computer animation games, now many animation games use the automatic generation of animation game levels method to generate animation game content. Using the automatic generation levels of the animation game method can quickly generate many different levels, saving labor costs in manual production. And with the combination of other fields, more accurate results can be obtained. In this paper, the goal is to automatically generate the level of the animation game. This research proposed animation game objects and victory conditions to derive the concept of the clearance p
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Yang, Cheng-Ta, Her-Tyan Yeh, Bing-Chang Chen, and Guo-Xiang Jian. "Automatic tunable deployment for real-time strategy games." Engineering Computations 34, no. 2 (2017): 239–50. http://dx.doi.org/10.1108/ec-08-2015-0251.

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Purpose Extensive efforts have been conducted on the real-time strategy (RTS) games. The purpose of this paper is the specific artificial intelligence (AI) challenges posed by RTS games; non-player character (NPC) is started out by collecting game-map resources to build up defenses and attack forces, to upgrade combat deployment. Design/methodology/approach The authors used weak AI fuzzy theory as the foundation for tunable development. With the fuzzy theory, the AI was more humanistic in its judgment process. Findings Well-developed AIs have been used brilliantly in various aspects in RTS gam
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Vidal, Eric Cesar Jr, and Alexander Nareyek. "A Real-Time Concurrent Planning and Execution Framework for Automated Story Planning for Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 7, no. 2 (2011): 98–105. http://dx.doi.org/10.1609/aiide.v7i2.12475.

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This paper presents a framework that facilitates communication between a planning system (“planner”) and a plan execution system (“executor”) to enable them to run concurrently, with the main emphasis on meeting the real-time requirements of the application domain. While the framework is applicable to general-purpose planning, its features are optimized for the requirements of automated story planning for games—with emphasis on monitoring player-triggered events and handling on-time (re-)generation of story assets such as characters, maps and scenarios. This framework subsumes the traditional
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Faella, Marco, Salvatore La Torre, and Aniello Murano. "Automata-theoretic decision of timed games." Theoretical Computer Science 515 (January 2014): 46–63. http://dx.doi.org/10.1016/j.tcs.2013.08.021.

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13

Bouyer, Patricia. "Weighted Timed Automata: Model-Checking and Games." Electronic Notes in Theoretical Computer Science 158 (May 2006): 3–17. http://dx.doi.org/10.1016/j.entcs.2006.04.002.

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14

Engels, Steve, Tiffany Tong, and Fabian Chan. "Automatic Real-Time Music Generation for Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 11, no. 1 (2021): 220–22. http://dx.doi.org/10.1609/aiide.v11i1.12775.

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Music composition can be a challenge for many small- to medium-sized game companies, largely due to the expense and difficulty in creating original music for each level of a game. To address this, we developed a tool that automatically generates original music, by training a music generator on pieces whose style the game designer wishes to imitate. The generator then creates original music in that style in real-time, and switches between styles when signaled by the game. This software has been refined to produce music that is coherent and imitates a composer’s larger music structure.
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Baumgarten, Robin, Simon Colton, and Mark Morris. "Combining AI Methods for Learning Bots in a Real-Time Strategy Game." International Journal of Computer Games Technology 2009 (2009): 1–10. http://dx.doi.org/10.1155/2009/129075.

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We describe an approach for simulating human game-play in strategy games using a variety of AI techniques, including simulated annealing, decision tree learning, and case-based reasoning. We have implemented an AI-bot that uses these techniques to form a novel approach for planning fleet movements and attacks in DEFCON, a nuclear war simulation strategy game released in 2006 by Introversion Software Ltd. The AI-bot retrieves plans from a case-base of recorded games, then uses these to generate a new plan using a method based on decision tree learning. In addition, we have implemented more soph
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Santos, Marco, and Carlos Martinho. "Wasp-Like Scheduling for Unit Training in Real-Time Strategy Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 7, no. 1 (2011): 195–200. http://dx.doi.org/10.1609/aiide.v7i1.12449.

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Gameplay in real-time strategy games seems somehow to be confined to a de facto standard where economical micro-management is equally important as combat strategy, if not more important. To enable stronger combat-oriented gameplay without sacrificing other key aspects of the genre, we propose an automated system for scheduling unit training, which we believe may allow the exploration of new paradigms of play. To be accepted by the player, such a system must, among other things, be efficient and reliable, which is a non-trivial task considering the highly dynamic nature of the environment in th
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Krishna, Shankara Narayanan, Lakshmi Manasa, and Ashutosh Trivedi. "Improved Undecidability Results for Reachability Games on Recursive Timed Automata." Electronic Proceedings in Theoretical Computer Science 161 (August 24, 2014): 245–59. http://dx.doi.org/10.4204/eptcs.161.21.

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Rutkowski, Michal. "Two-Player Reachability-Price Games on Single-Clock Timed Automata." Electronic Proceedings in Theoretical Computer Science 57 (July 4, 2011): 31–46. http://dx.doi.org/10.4204/eptcs.57.3.

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19

Dumnić, Slaviša, Đorđije Dupljanin, Vladimir Božović, and Dubravko Ćulibrk. "PathGame: Crowdsourcing Time-Constrained Human Solutions for the Travelling Salesperson Problem." Computational Intelligence and Neuroscience 2019 (May 13, 2019): 1–9. http://dx.doi.org/10.1155/2019/2351591.

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Human strategies for solving the travelling salesperson problem (TSP) continue to draw the attention of the researcher community, both to further understanding of human decision-making and inspiration for the design of automated solvers. Online games represent an efficient way of collecting large amounts of human solutions to the TSP, and PathGame is a game focusing on non-Euclideanclosed-form TSP. To capture the instinctive decision-making process of the users, PathGame requires users to solve the problem as quickly as possible, while still favouring more efficient tours. In the initial study
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Hatefi, Hassan, Ralf Wimmer, Bettina Braitling, Luis María Ferrer Fioriti, Bernd Becker, and Holger Hermanns. "Cost vs. time in stochastic games and Markov automata." Formal Aspects of Computing 29, no. 4 (2017): 629–49. http://dx.doi.org/10.1007/s00165-016-0411-1.

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Fuentes Perez, Lizeth Joseline, Luciano Arnaldo Romero Calla, Anselmo Antunes Montenegro, Luis Valente, and Esteban Walter Gonzales Clua. "Dynamic game difficulty balancing in real time using Evolutionary Fuzzy Cognitive Maps with automatic calibration." Journal on Interactive Systems 7, no. 1 (2016): 1. http://dx.doi.org/10.5753/jis.2016.668.

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Fuzzy Cognitive Maps (FCM) is a paradigm used to represent knowledge in a simple and concise way, expressing the grade of relation that exists between concepts and causal relationships. Due to its flexibility, FCM has been successfully applied in numerous applications in diverse research fields, such as, robotics, medical diagnosis, decision problems in information technology, games, and so forth. However, one critical drawback is the determination of the weights in the representation graph, which is generally done by an expert. The present paper proposes a semi-automated method for calibratin
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22

Bulitko, V., M. Lustrek, J. Schaeffer, Y. Bjornsson, and S. Sigmundarson. "Dynamic Control in Real-Time Heuristic Search." Journal of Artificial Intelligence Research 32 (June 13, 2008): 419–52. http://dx.doi.org/10.1613/jair.2497.

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Real-time heuristic search is a challenging type of agent-centered search because the agent's planning time per action is bounded by a constant independent of problem size. A common problem that imposes such restrictions is pathfinding in modern computer games where a large number of units must plan their paths simultaneously over large maps. Common search algorithms (e.g., A*, IDA*, D*, ARA*, AD*) are inherently not real-time and may lose completeness when a constant bound is imposed on per-action planning time. Real-time search algorithms retain completeness but frequently produce unacceptab
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Washington, Peter, Haik Kalantarian, John Kent, et al. "Improved Digital Therapy for Developmental Pediatrics Using Domain-Specific Artificial Intelligence: Machine Learning Study." JMIR Pediatrics and Parenting 5, no. 2 (2022): e26760. http://dx.doi.org/10.2196/26760.

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Background Automated emotion classification could aid those who struggle to recognize emotions, including children with developmental behavioral conditions such as autism. However, most computer vision emotion recognition models are trained on adult emotion and therefore underperform when applied to child faces. Objective We designed a strategy to gamify the collection and labeling of child emotion–enriched images to boost the performance of automatic child emotion recognition models to a level closer to what will be needed for digital health care approaches. Methods We leveraged our prototype
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24

Horswill, Ian. "Dear Leader’s Happy Story Time: A Party Game Based on Automated Story Generation." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 12, no. 2 (2021): 39–45. http://dx.doi.org/10.1609/aiide.v12i2.12902.

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Players in Dear Leader’s Happy Story Time are placed in the role of contestants in a reality TV show where they are forced to audition for roles in the upcoming film of the host, a deranged billionaire who has inexplicably been elected president. The stories are produced by a story generator that combines stock plots and characters to produce kitsch story outlines. The players then collaborate to improvise a camp performance of the outline. The game design provides a context for experimenting with automatic story generation within a narrative game, as well as an opportunity for experimenting w
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25

DOGARU, RADU, and LEON O. CHUA. "MUTATIONS OF THE "GAME OF LIFE": A GENERALIZED CELLULAR AUTOMATA PERSPECTIVE OF COMPLEX ADAPTIVE SYSTEMS." International Journal of Bifurcation and Chaos 10, no. 08 (2000): 1821–66. http://dx.doi.org/10.1142/s0218127400001201.

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This paper presents a novel approach for studying the relationship between the properties of isolated cells and the emergent behavior that occurs in cellular systems formed by coupling such cells. The novelty of our approach consists of a method for precisely partitioning the cell parameter space into subdomains via the failure boundaries of the piecewise-linear CNN (cellular neural network) cells [Dogaru & Chua, 1999a] of a generalized cellular automata [Chua, 1998]. Instead of exploring the rule space via statistically defined parameters (such as λ in [Langton, 1990]), or by conducting a
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Gafni, Ruti, and Idan Nagar. "CAPTCHA – Security affecting User Experience." Issues in Informing Science and Information Technology 13 (2016): 063–77. http://dx.doi.org/10.28945/3468.

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CAPTCHA - Completely Automated Public Turing test to tell Computers and Humans Apart - is a test with the aim to distinguish between malicious automatic software and real users in the era of Cyber security threats. Various types of CAPTCHA tests were developed, in order to address accessibility while implementing security. This research focuses on the users’ attitudes and experiences related to use of the different kinds of tests. A questionnaire accompanied by experiencing five different CAPTCHA tests was performed among 212 users. Response times for each test and rate of success were collect
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Chatterjee, Krishnendu, Andreas Pavlogiannis, Alexander Kößler, and Ulrich Schmid. "Automated competitive analysis of real-time scheduling with graph games." Real-Time Systems 54, no. 1 (2017): 166–207. http://dx.doi.org/10.1007/s11241-017-9293-4.

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Palucci Vieira, Luiz Henrique, Francimara Budal Arins, Luiz Guilherme Antonacci Guglielmo, Ricardo Dantas de Lucas, Lorival José Carminatti, and Paulo Roberto Pereira Santiago. "Game Running Performance and Fitness in Women’s Futsal." International Journal of Sports Medicine 42, no. 01 (2020): 74–81. http://dx.doi.org/10.1055/a-1202-1496.

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AbstractThe study aimed to verify possible associations between game-play running performance and outcomes derived from fitness (running) tests in female futsal players. Sixteen women professional elite futsal players from a 1st division league team (19.2±2 years-old, 4.3±2.1 years of experience) participated. Firstly, a graded incremental treadmill test was adopted to determine maximal oxygen uptake (VO2max). Following 72 h of laboratory protocol, players were asked to perform a repeated-sprint test on a court (8×40 m with two 180° change-of-directions). Twenty-four hours after, players parti
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Dugan, Sarah, Sarah R. Li, Kathryn Eary, et al. "Articulatory response to delayed and real-time feedback based on regional tongue displacements." Journal of the Acoustical Society of America 152, no. 4 (2022): A199. http://dx.doi.org/10.1121/10.0016021.

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Speech is one of the most complex motor tasks, due to its rapid timing and necessary precision. The difficulty of measuring articulatory movement in real time has made it difficult to investigate motion-based biofeedback for speech. Previously, we demonstrated the use of an automatic measure of tongue movement accuracy from ultrasound imaging. Using this measure for articulatory biofeedback in a simplified, game-like display may benefit the learning of speech movement patterns. To better understand real-time articulatory biofeedback and improve the design of this display, this study presented
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Schäpers, Björn, Tim Niemueller, Gerhard Lakemeyer, Martin Gebser, and Torsten Schaub. "ASP-Based Time-Bounded Planning for Logistics Robots." Proceedings of the International Conference on Automated Planning and Scheduling 28 (June 15, 2018): 509–17. http://dx.doi.org/10.1609/icaps.v28i1.13927.

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Manufacturing industries are undergoing a major paradigm shift towards more autonomy. Automated planning and scheduling then becomes a necessity. The Planning and Execution Competition for Logistics Robots in Simulation held at ICAPS is based on this scenario and provides an interesting testbed. However, the posed problem is challenging as also demonstrated by the somewhat weak results in 2017. The domain requires temporal reasoning and dealing with uncertainty. We propose a novel planning system based on Answer Set Programming and the Clingo solver to tackle these problems and incentivize rob
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Hawkin, John, Robert Holte, and Duane Szafron. "Automated Action Abstraction of Imperfect Information Extensive-Form Games." Proceedings of the AAAI Conference on Artificial Intelligence 25, no. 1 (2011): 681–87. http://dx.doi.org/10.1609/aaai.v25i1.7880.

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Multi-agent decision problems can often be formulated as extensive-form games. We focus on imperfect information extensive-form games in which one or more actions at many decision points have an associated continuous or many-valued parameter. A stock trading agent, in addition to deciding whether to buy or not, must decide how much to buy. In no-limit poker, in addition to selecting a probability for each action, the agent must decide how much to bet for each betting action. Selecting values for these parameters makes these games extremely large. Two-player no-limit Texas Hold'em poker with st
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Boutekkouk, Fateh. "AI-Based Methods to Resolve Real-Time Scheduling for Embedded Systems." International Journal of Cognitive Informatics and Natural Intelligence 15, no. 4 (2021): 1–44. http://dx.doi.org/10.4018/ijcini.290308.

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Artificial Intelligence is becoming more attractive to resolve nontrivial problems including the well known real time scheduling (RTS) problem for Embedded Systems (ES). The latter is considered as a hard multi-objective optimization problem because it must optimize at the same time three key conflictual objectives that are tasks deadlines guarantee, energy consumption reduction and reliability enhancement. In this paper, we firstly present the necessary background to well understand the problematic of RTS in the context of ES, then we present our enriched taxonomies for real time, energy and
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33

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-
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Christogianni, Aikaterini, Kartheka Bojan, Elizabeta B. Mukaetova-Ladinska, VT. Sriramm, G. Murth, and Gopukumar Kumarpilla. "Attention and Motor skill improvements in Mild Cognitive Impairment patients using COSMA Application." International Journal of Serious Games 9, no. 4 (2022): 25–42. http://dx.doi.org/10.17083/ijsg.v9i4.517.

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Serious games have grown rapidly to provide cognitive stimulation for people with cognitive impairment. In this endeavour, we have created the COSMA games. In this two-arm study with patients with mild cognitive impairment (MCI), we investigated information processing speed and cognitive skills with 28 days of use of COSMA games, a brain stimulation gaming platform. We measured reaction times during neuropsychological assessment with the Cambridge Neuropsychological Test Automated Battery and the COSMA games. Results showed that people with MCI who played COSMA for 28 days at home were faster
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35

Pita, James, Manish Jain, Fernando Ordóñez, et al. "Using Game Theory for Los Angeles Airport Security." AI Magazine 30, no. 1 (2009): 43. http://dx.doi.org/10.1609/aimag.v30i1.2173.

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Security at major locations of economic or political importance is a key concern around the world, particularly given the threat of terrorism. Limited security resources prevent full security coverage at all times, which allows adversaries to observe and exploit patterns in selective patrolling or monitoring, e.g. they can plan an attack avoiding existing patrols. Hence, randomized patrolling or monitoring is important, but randomization must provide distinct weights to different actions based on their complex costs and benefits. To this end, this paper describes a promising transition of the
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Phull, Nitika, Parminder Singh, Mohammad Shabaz, and F. Sammy. "Enhancing Vehicular Ad Hoc Networks’ Dynamic Behavior by Integrating Game Theory and Machine Learning Techniques for Reliable and Stable Routing." Security and Communication Networks 2022 (May 19, 2022): 1–11. http://dx.doi.org/10.1155/2022/4108231.

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VANETs (vehicular ad hoc networks) have evolved as a platform for enabling intelligent inter-vehicle communication while also improving traffic safety and performance. VANETs are a difficult research topic because of the road dynamics, high mobility of cars, their unlimited power supply, and the growth of roadside wireless infrastructures. In wireless networks, game theory approaches have been widely used to investigate the interactions between competitive and cooperative behavior. In this research, we propose a technique for vehicular ad hoc networks that uses a game theory approach to automa
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Iguchi, Yasunori, Motonori Doi, Yoshitsugu Manabe, and Kunihiro Chihara. "Automatic Multi-Camera Control and Switching for Sports Game Broadcasting Based on Real-Time Video Analysis." Journal of the Institute of Image Information and Television Engineers 56, no. 2 (2002): 271–79. http://dx.doi.org/10.3169/itej.56.271.

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Gandhi, Heer, Michael Collins, Michael Chuang, and Priya Narasimhan. "Real-time tracking of game assets in american football for automated camera selection and motion capture." Procedia Engineering 2, no. 2 (2010): 2667–73. http://dx.doi.org/10.1016/j.proeng.2010.04.049.

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Moan, Steven Le, and Marius Pedersen. "A Three-Feature Model to Predict Colour Change Blindness." Vision 3, no. 4 (2019): 61. http://dx.doi.org/10.3390/vision3040061.

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Change blindness is a striking shortcoming of our visual system which is exploited in the popular `Spot the difference’ game, as it makes us unable to notice large visual changes happening right before our eyes. Change blindness illustrates the fact that we see much less than we think we do. In this paper, we introduce a fully automated model to predict colour change blindness in cartoon images based on image complexity, change magnitude and observer experience. Using linear regression with only three parameters, the predictions of the proposed model correlate significantly with measured detec
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Zhan, Ce, Wanqing Li, Philip Ogunbona, and Farzad Safaei. "A Real-Time Facial Expression Recognition System for Online Games." International Journal of Computer Games Technology 2008 (2008): 1–7. http://dx.doi.org/10.1155/2008/542918.

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Multiplayer online games (MOGs) have become increasingly popular because of the opportunity they provide for collaboration, communication, and interaction. However, compared with ordinary human communication, MOG still has several limitations, especially in communication using facial expressions. Although detailed facial animation has already been achieved in a number of MOGs, players have to use text commands to control the expressions of avatars. In this paper, we propose an automatic expression recognition system that can be integrated into an MOG to control the facial expressions of avatar
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Hung, Chang-Hung. "A Study of Automatic and Real-Time Table Tennis Fault Serve Detection System." Sports 6, no. 4 (2018): 158. http://dx.doi.org/10.3390/sports6040158.

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Calling a table tennis fault serve has never been easy for umpires, since they can only rely on their intuition. This study presents an algorithm that is able to automatically find the positions of the ball and racket in the images captured by high-speed camera. The trajectory of ball toss is analyzed and the result can be used as the objective basis for the umpire to decide if the serve is legal. This algorithm mainly consists of YCbCr color space processing, morphological processing method, circle Hough transform application, separation of moving and static components in an image sequence us
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Martin, Robert D., Ruben S. Solis, Robert O. Reid, and Mathew K. Howard. "Reducing Trajectory Modeling Response Time In Texas." International Oil Spill Conference Proceedings 1999, no. 1 (1999): 1175–77. http://dx.doi.org/10.7901/2169-3358-1999-1-1175.

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ABSTRACT Oil spill trajectory models are one of the few tools that can help response teams stay ahead of an oil slick, but the process of trajectory modeling requires many time-consuming steps. Hydrodynamic modeling, used to generate the current forecasts required by trajectory models, can consume hours of operator and computer run-time. The Texas General Land Office and the Texas Water Development Board have automated the daily operation of hydrodynamic models to produce current forecasts for two Texas bays. Each midnight, computers running the hydrodynamic models for Galveston Bay and Corpus
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Carlà, Matteo Mario, Francesco Boselli, Federico Giannuzzi, et al. "An Overview of Intraoperative OCT-Assisted Lamellar Corneal Transplants: A Game Changer?" Diagnostics 12, no. 3 (2022): 727. http://dx.doi.org/10.3390/diagnostics12030727.

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Intraoperative optical coherence tomography (iOCT) is a noninvasive imaging technique that gives real-time dynamic feedback on surgical procedures. iOCT was first employed in vitreoretinal surgery, but successively served as a guidance in several anterior segment surgical approaches: keratoplasty, implantable Collamer lens (ICL) implantation, and cataract surgery. Among all of those approaches, the unbeatable features of iOCT are fully exploited in anterior and posterior lamellar keratoplasty, and the purpose of this review is to focus on the advantages and shortfalls of iOCT in these techniqu
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Staniszewski, Michał, Paweł Foszner, Karol Kostorz, et al. "Application of Crowd Simulations in the Evaluation of Tracking Algorithms." Sensors 20, no. 17 (2020): 4960. http://dx.doi.org/10.3390/s20174960.

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Tracking and action-recognition algorithms are currently widely used in video surveillance, monitoring urban activities and in many other areas. Their development highly relies on benchmarking scenarios, which enable reliable evaluations/improvements of their efficiencies. Presently, benchmarking methods for tracking and action-recognition algorithms rely on manual annotation of video databases, prone to human errors, limited in size and time-consuming. Here, using gained experiences, an alternative benchmarking solution is presented, which employs methods and tools obtained from the computer-
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Presley, Jennifer. "Data Journey: Digitalization Projects Deliver Returns for Operators." Journal of Petroleum Technology 75, no. 01 (2023): 24–29. http://dx.doi.org/10.2118/0123-0024-jpt.

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Data are the backbone of what Klaus Schwab—the founder and executive chairman of the World Economic Forum—proclaimed to be the Fourth Industrial Revolution. This 21st‑century revolution is one of connectivity, advanced analytics, automation, and manufacturing technology. While the road to this high‑tech revolution started long ago with the use of water and steam to power mechanized production, it was electricity’s ability to power mass production that delivered us from the first to the second industrial revolution. Electronics and information systems necessary to automate production ushered in
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Kumar, Adarsh, Deepak Kumar Sharma, Anand Nayyar, Saurabh Singh, and Byungun Yoon. "Lightweight Proof of Game (LPoG): A Proof of Work (PoW)’s Extended Lightweight Consensus Algorithm for Wearable Kidneys." Sensors 20, no. 10 (2020): 2868. http://dx.doi.org/10.3390/s20102868.

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In healthcare, interoperability is widely adopted in the case of cross-departmental or specialization cases. As the human body demands multiple specialized and cross-disciplined medical experiments, interoperability of business entities like different departments, different specializations, the involvement of legal and government monitoring issues etc. are not sufficient to reduce the active medical cases. A patient-centric system with high capability to collect, retrieve, store or exchange data is the demand for present and future times. Such data-centric health processes would bring automate
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Poliansky, Roy, Moshe Sipper, and Achiya Elyasaf. "From Requirements to Source Code: Evolution of Behavioral Programs." Applied Sciences 12, no. 3 (2022): 1587. http://dx.doi.org/10.3390/app12031587.

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Automatically generating executable code has a long history of arguably modest success, mostly limited to the generation of small programs of up to 200 lines of code, and genetic improvement of existing code. We present the use of genetic programming (GP) in conjunction with context-oriented behavioral programming (COBP), the latter being a programming paradigm with unique characteristics that facilitate automatic coding. COBP models a program as a set of behavioral threads (b-threads), each aligned to a single behavior or requirement of the system. To evolve behavioral programs we design viab
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Albrecht, Jay M., and Brad N. Strand. "Basic First Aid Qualifications and Knowledge Among Youth Sport Coaches." Journal of Coaching Education 3, no. 3 (2010): 3–18. http://dx.doi.org/10.1123/jce.3.3.3.

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The inception of organized youth sport in the United States began during the mid to late 1800s. With continual growth of organized youth sport throughout the twentieth century and into the twenty-first, youth sport has not been without important, and at times, serious implications. One of the implications involves injury in youth sport and the basic need for qualified youth sport coaches to care for injury situations that might arise during the course of regular season practices and games.One hundred fifty-four youth sport coaches from seven different youth sport organizations were surveyed to
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Fedorov, D. B. "AUTOMATIC METHOD DETERMINATION OF PARAMETERS STRATEGY OF DIVERGENCE OF VESSELS BY THEIR COURSES CHANGE." Shipping & Navigation 30, no. 1 (2020): 135–43. http://dx.doi.org/10.31653/2306-5761.30.2020.135-143.

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In the publication is specified, that providing of safe divergence of vessels at sailing in the straitened waters is one of most the issue of the day of accident-free of navigation. Therefore, straitened districts of sailing with especially intensive motion for the control of process of navigation by the stations of traffic control of vessels which for providing of safe divergence of vessels must dispose by modern facilities of warning of collision of vessels, reducing influencing of human factor of operator by the use of methods of automatic determination of strategy of divergence of vessels
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Vidal-Balea, Aida, Óscar Blanco-Novoa, Paula Fraga-Lamas, and Tiago M. Fernández-Caramés. "Developing the Next Generation of Augmented Reality Games for Pediatric Healthcare: An Open-Source Collaborative Framework Based on ARCore for Implementing Teaching, Training and Monitoring Applications." Sensors 21, no. 5 (2021): 1865. http://dx.doi.org/10.3390/s21051865.

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Augmented Reality (AR) provides an alternative to the traditional forms of interaction between humans and machines, and facilitates the access to certain technologies to groups of people with special needs like children. For instance, in pediatric healthcare, it is important to help children to feel comfortable during medical procedures and tests that may be performed on them. To tackle such an issue with the help of AR-based solutions, this article presents the design, implementation and evaluation of a novel open-source collaborative framework that enables to develop teaching, training, and
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