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1

Cimatti, Alessandro, Luke Hunsberger, Andrea Micheli, Roberto Posenato y Marco Roveri. "Dynamic controllability via Timed Game Automata". Acta Informatica 53, n.º 6-8 (1 de febrero de 2016): 681–722. http://dx.doi.org/10.1007/s00236-016-0257-2.

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2

Bertrand, Nathalie, Amélie Stainer, Thierry Jéron y Moez Krichen. "A game approach to determinize timed automata". Formal Methods in System Design 46, n.º 1 (16 de diciembre de 2014): 42–80. http://dx.doi.org/10.1007/s10703-014-0220-1.

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3

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

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4

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

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5

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

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6

Largouët, Christine, Omar Krichen y Yulong Zhao. "Extended Automata for Temporal Planning of Interacting Agents". International Journal of Monitoring and Surveillance Technologies Research 5, n.º 1 (enero de 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 Automata (PTGA). PTGA is an extension of Timed Automata that allows the representation of cost on actions and the definition of uncontrollable actions. The authors define a planning algorithm that computes the best strategy to achieve a goal. To experiment their approach, they extend the classical Transport Domain with timing constraints, cost on actions and uncontrollable actions. The planning algorithm is finally presented on a marine ecosystem management problem.
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7

Allamigeon, Xavier, Uli Fahrenberg, Stéphane Gaubert, Ricardo D. Katz y Axel Legay. "Tropical Fourier–Motzkin elimination, with an application to real-time verification". International Journal of Algebra and Computation 24, n.º 05 (agosto de 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 be dynamically deleted by reduction to mean payoff game problems. As a complement, we provide a coarser (polynomial time) deletion procedure which is enough to arrive at a simply exponential bound for the total execution time. These algorithms are illustrated by an application to real-time systems (reachability analysis of timed automata).
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8

Larsen, Kim G. "Playing Games with Timed Automata". Electronic Proceedings in Theoretical Computer Science 166 (26 de octubre de 2014): 2–3. http://dx.doi.org/10.4204/eptcs.166.2.

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9

Zhang, Rong. "Automatic Generation of Real-Time Animation Game Learning Levels Based on Artificial Intelligence Assistant". Scientific Programming 2022 (13 de octubre de 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 path and uses artificial intelligence genetic algorithms to obtain the clearance path that best meets the needs of the developer to recombine new levels. In addition, since the generated levels are regenerated from the clearance path, there are still too many blank areas. In order to make full use of these blank areas, this research provides a level complete system. The system has formulated its placement rules for existing animation game objects. These rules fill in these blank areas and produce a more complete level. The contributions of this search proved that the genetic algorithm can converge quickly due to the correction effect in the mutation. In the complete system, it has successfully achieved a complete and playable level. In the system running time, this research adjusted the method of selecting elites and the use of permutations and combinations to mate, so that the system’s operation can be stabilized on an average value.
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10

Yang, Cheng-Ta, Her-Tyan Yeh, Bing-Chang Chen y Guo-Xiang Jian. "Automatic tunable deployment for real-time strategy games". Engineering Computations 34, n.º 2 (18 de abril de 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 games, especially in those developed by large production teams. For small production teams, how to develop an AI system in less time and at a lower cost is extremely important. Research limitations/implication This study aimed to develop a system using player unit threat levels for NPC deployment and arrangement so that the further strategy would be adopted for NPCs in response to player actions. Originality/value The RTS games would become more challenging for players to play.
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11

Vidal, Eric Cesar Jr y 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, n.º 2 (9 de octubre de 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 interleaved planning-and-execution paradigm used in embedded continual planning systems and generalizes it to a non-embedded context, making the framework ideal for use with contemporary game architectures (e.g., multithreaded game engines, or games with subsystems communicating over a network).
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12

Faella, Marco, Salvatore La Torre y Aniello Murano. "Automata-theoretic decision of timed games". Theoretical Computer Science 515 (enero de 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 (mayo de 2006): 3–17. http://dx.doi.org/10.1016/j.entcs.2006.04.002.

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14

Engels, Steve, Tiffany Tong y Fabian Chan. "Automatic Real-Time Music Generation for Games". Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 11, n.º 1 (24 de junio de 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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15

Baumgarten, Robin, Simon Colton y 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 sophisticated control over low-level actions that enable the AI-bot to synchronize bombing runs, and used a simulated annealing approach for assigning bombing targets to planes and opponent cities to missiles. We describe how our AI-bot operates, and the experimentation we have performed in order to determine an optimal configuration for it. With this configuration, our AI-bot beats Introversion's finite state machine automated player in 76.7% of 150 matches played. We briefly introduce the notion of ability versus enjoyability and discuss initial results of a survey we conducted with human players.
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16

Santos, Marco y 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, n.º 1 (9 de octubre de 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 this genre of games. To overcome such a challenge, we propose a system inspired in the swarm intelligence demonstrated by social insects, namely wasps, and describe its limitations and benefits, based on the evaluation of an implementation of the approach as a modification of the game Warcraft III The Frozen Throne (Blizzard Entertainment, 2003).
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17

Krishna, Shankara Narayanan, Lakshmi Manasa y Ashutosh Trivedi. "Improved Undecidability Results for Reachability Games on Recursive Timed Automata". Electronic Proceedings in Theoretical Computer Science 161 (24 de agosto de 2014): 245–59. http://dx.doi.org/10.4204/eptcs.161.21.

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18

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

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19

Dumnić, Slaviša, Đorđije Dupljanin, Vladimir Božović y Dubravko Ćulibrk. "PathGame: Crowdsourcing Time-Constrained Human Solutions for the Travelling Salesperson Problem". Computational Intelligence and Neuroscience 2019 (13 de mayo de 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 presented here, we have used PathGame to collect a dataset of over 16,000 tours, containing over 22,000,000 destinations. Our analysis of the data revealed new insights related to ways in which humans solve TSP and the time it takes them when forced to solve TSPs of large complexity quickly.
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20

Hatefi, Hassan, Ralf Wimmer, Bettina Braitling, Luis María Ferrer Fioriti, Bernd Becker y Holger Hermanns. "Cost vs. time in stochastic games and Markov automata". Formal Aspects of Computing 29, n.º 4 (9 de enero de 2017): 629–49. http://dx.doi.org/10.1007/s00165-016-0411-1.

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21

Fuentes Perez, Lizeth Joseline, Luciano Arnaldo Romero Calla, Anselmo Antunes Montenegro, Luis Valente y Esteban Walter Gonzales Clua. "Dynamic game difficulty balancing in real time using Evolutionary Fuzzy Cognitive Maps with automatic calibration". Journal on Interactive Systems 7, n.º 1 (18 de noviembre de 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 calibrating the weights in a solution for the problem of dynamic game difficulty balancing (DGB) using Evolutionary Fuzzy Cognitive Maps (E-FCM). The proposed algorithm adjusts the weights in real time, ensuring an equilibrium between the values generated according to the expert’s contribution (based on a static analysis) and the changes produced in the values of the concepts by the calibration process during the simulation (a dynamic analysis).
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22

Bulitko, V., M. Lustrek, J. Schaeffer, Y. Bjornsson y S. Sigmundarson. "Dynamic Control in Real-Time Heuristic Search". Journal of Artificial Intelligence Research 32 (13 de junio de 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 unacceptably suboptimal solutions. In this paper, we extend classic and modern real-time search algorithms with an automated mechanism for dynamic depth and subgoal selection. The new algorithms remain real-time and complete. On large computer game maps, they find paths within 7% of optimal while on average expanding roughly a single state per action. This is nearly a three-fold improvement in suboptimality over the existing state-of-the-art algorithms and, at the same time, a 15-fold improvement in the amount of planning per action.
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23

Washington, Peter, Haik Kalantarian, John Kent, Arman Husic, Aaron Kline, Emilie Leblanc, Cathy Hou et al. "Improved Digital Therapy for Developmental Pediatrics Using Domain-Specific Artificial Intelligence: Machine Learning Study". JMIR Pediatrics and Parenting 5, n.º 2 (8 de abril de 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 therapeutic smartphone game, GuessWhat, which was designed in large part for children with developmental and behavioral conditions, to gamify the secure collection of video data of children expressing a variety of emotions prompted by the game. Independently, we created a secure web interface to gamify the human labeling effort, called HollywoodSquares, tailored for use by any qualified labeler. We gathered and labeled 2155 videos, 39,968 emotion frames, and 106,001 labels on all images. With this drastically expanded pediatric emotion–centric database (>30 times larger than existing public pediatric emotion data sets), we trained a convolutional neural network (CNN) computer vision classifier of happy, sad, surprised, fearful, angry, disgust, and neutral expressions evoked by children. Results The classifier achieved a 66.9% balanced accuracy and 67.4% F1-score on the entirety of the Child Affective Facial Expression (CAFE) as well as a 79.1% balanced accuracy and 78% F1-score on CAFE Subset A, a subset containing at least 60% human agreement on emotions labels. This performance is at least 10% higher than all previously developed classifiers evaluated against CAFE, the best of which reached a 56% balanced accuracy even when combining “anger” and “disgust” into a single class. Conclusions This work validates that mobile games designed for pediatric therapies can generate high volumes of domain-relevant data sets to train state-of-the-art classifiers to perform tasks helpful to precision health efforts.
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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, n.º 2 (25 de junio de 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 with knowledge representation schemes for expressing the tropes of popular narrative. The story generator uses a higher-order logic for describing tropes, and an HTN planning algorithm based on Nau et al.’s SHOP.
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25

DOGARU, RADU y 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, n.º 08 (agosto de 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 an exhaustive search over the entire set of all possible local Boolean functions, our approach consists of exploring a deterministically structured parameter space built around parameter points corresponding to "interesting" local Boolean logic functions. The well-known "Game of Life" [Berlekamp et al., 1982] cellular automata is reconsidered here to exemplify our approach and its advantages. Starting from a piecewise-linear representation of the classic Conway logic function called the "Game of Life", and by introducing two new cell parameters that are allowed to vary continuously over a specified domain, we are able to draw a "map-like" picture consisting of planar regions which cover the cell parameter space. A total of 148 subdomains and their failure boundaries are precisely identified and represented by colored paving stones in this mosaic picture (see Fig. 1), where each stone corresponds to a specific local Boolean function in cellular automata parlance. Except for the central "paving stone" representing the "Game of Life" Boolean function, all others are mutations uncovered by exploring the entire set of 148 subdomains and determining their dynamic behaviors. Some of these mutations lead to interesting, "artificial life"-like behavior where colonies of identical miniaturized patterns emerge and evolve from random initial conditions. To classify these emergent behaviors, we have introduced a nonhomogeneity measure, called cellular disorder measure, which was inspired by the local activity theory from [Chua, 1998]. Based on its temporal evolution, we are able to partition the cell parameter space into a class U "unstable-like" region, a class E "edge of chaos"-like region, and a class P "passive-like" region. The similarity with the "unstable", "edge of chaos" and "passive" domains defined precisely and applied to various reaction–diffusion CNN systems [Dogaru & Chua, 1998b, 1998c] opens interesting perspectives for extending the theory of local activity [Chua, 1998] to discrete-time cellular systems with nonlinear couplings. To demonstrate the potential of emergent computation in generalized cellular automata with cells designed from mutations of the "Game of Life", we present a nontrivial application of pattern detection and reconstruction from very noisy environments. In particular, our example demonstrates that patterns can be identified and reconstructed with very good accuracy even from images where the noise level is ten times stronger than the uncorrupted image.
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26

Gafni, Ruti y 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 collected automatically. The findings demonstrate that none of the existing tests are ideal. Although the participants were familiar with the Text-based test, they found it the most frustrating and non-enjoyable. Half of the participants failed in the Arithmetic-based test. While most of the participants found the picture and game based test enjoyable, their response time for those tests was the largest. The age factor was encountered as influencing both the attitude of the user and the performance, while younger users are more tolerant, have a better success rate, and are faster, the elder users found the tests annoying and time-consuming.
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27

Chatterjee, Krishnendu, Andreas Pavlogiannis, Alexander Kößler y Ulrich Schmid. "Automated competitive analysis of real-time scheduling with graph games". Real-Time Systems 54, n.º 1 (1 de noviembre de 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 y Paulo Roberto Pereira Santiago. "Game Running Performance and Fitness in Women’s Futsal". International Journal of Sports Medicine 42, n.º 01 (28 de julio de 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 participated in a one-off friendly game (two 20-min half-times). A computerized automatic image recognition software (DVIDEOW; 30 Hz) allowed to determine game running performance variables. Fatigue index and best time in the court test and VO2max and its attached speed derived from laboratory-based test showed significant moderate-to-moderately high correlations (r=− 0.59–0.76; p<0.05) with some game running performance outputs, notably related to high-intensity running. In conclusion, the present study provided initial evidence on associations between two fitness tests and one-off game running performance in female futsal. Information derived from the work potentially help conditioning professionals working with female futsal athletes gain awareness about some properties of common testing tools.
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29

Dugan, Sarah, Sarah R. Li, Kathryn Eary, AnnaKate Spotts, Nicholas S. Schoenleb, Ben Connolly, Renee Seward, Michael A. Riley, T. Douglas Mast y Suzanne Boyce. "Articulatory response to delayed and real-time feedback based on regional tongue displacements". Journal of the Acoustical Society of America 152, n.º 4 (octubre de 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 articulatory biofeedback for the target word /ɑr/ (“are”) in a game with two conditions for feedback timing (delayed and concurrent, indicating whether the game object started moving after or during speech production) and for difficulty level (easy and hard target width, indicating the articulatory precision necessary for achieving the target). For each participant, two blocks of biofeedback for 20–50 productions were presented (randomizing whether the delayed or concurrent block was presented first) in one collection session, with the difficulty level randomized for each production within each block. Data from nine children with typical speech or residual speech sound disorder were analyzed, showing that response and preference of feedback condition vary among individuals.
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30

Schäpers, Björn, Tim Niemueller, Gerhard Lakemeyer, Martin Gebser y Torsten Schaub. "ASP-Based Time-Bounded Planning for Logistics Robots". Proceedings of the International Conference on Automated Planning and Scheduling 28 (15 de junio de 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 robot cooperation. Our results show a significant performance improvement, both, in terms of lowering computational requirements and better game metrics.
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31

Hawkin, John, Robert Holte y Duane Szafron. "Automated Action Abstraction of Imperfect Information Extensive-Form Games". Proceedings of the AAAI Conference on Artificial Intelligence 25, n.º 1 (4 de agosto de 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 stacks of 500 big blinds has approximately 1071 states, which is more than 1050 times more states than two-player limit Texas Hold'em. The main contribution of this paper is a technique that abstracts a game's action space by selecting one, or a small number, of the many values for each parameter. We show that strategies computed using this new algorithm for no-limit Leduc poker exhibit significant utility gains over epsilon-Nash equilibrium strategies computed with standard, hand-crafted parameter value abstractions.
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32

Boutekkouk, Fateh. "AI-Based Methods to Resolve Real-Time Scheduling for Embedded Systems". International Journal of Cognitive Informatics and Natural Intelligence 15, n.º 4 (octubre de 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 faults tolerance aware scheduling algorithms for ES. After that, we survey the most pertinent existing works of literature targeting the application of AI methods to resolve the RTS problem for ES notably Constraint Programming, Game theory, Machine learning, Fuzzy logic, Artificial Immune Systems, Cellular Automata, Evolutionary algorithms, Multi-agent Systems and Swarm Intelligence. We end this survey by a discussion putting the light on the main challenges and the future directions.
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33

Wölflein, Georg y Ognjen Arandjelović. "Determining Chess Game State from an Image". Journal of Imaging 7, n.º 6 (2 de junio de 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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34

Christogianni, Aikaterini, Kartheka Bojan, Elizabeta B. Mukaetova-Ladinska, VT. Sriramm, G. Murth y Gopukumar Kumarpilla. "Attention and Motor skill improvements in Mild Cognitive Impairment patients using COSMA Application". International Journal of Serious Games 9, n.º 4 (8 de noviembre de 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 in 48% of the COSMA games and the Control group which played only during the laboratory visits was faster in 20% of the COSMA games at the end of the study. Overall, these outcomes showed evidence that motor skill practice and learning retention are possible in people with MCI and that these skills are still able to improve with the regular practice of the COSMA games.
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35

Pita, James, Manish Jain, Fernando Ordóñez, Christopher Portway, Milind Tambe, Craig Western, Praveen Paruchuri y Sarit Kraus. "Using Game Theory for Los Angeles Airport Security". AI Magazine 30, n.º 1 (18 de enero de 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 latest in multi-agent algorithms into a deployed application. In particular, it describes a software assistant agent called ARMOR (Assistant for Randomized Monitoring over Routes) that casts this patrolling/monitoring problem as a Bayesian Stackelberg game, allowing the agent to appropriately weigh the different actions in randomization, as well as uncertainty over adversary types. ARMOR combines two key features: (i) It uses the fastest known solver for Bayesian Stackelberg games called DOBSS, where the dominant mixed strategies enable randomization; (ii) Its mixed-initiative based interface allows users to occasionally adjust or override the automated schedule based on their local constraints. ARMOR has been successfully deployed since August 2007 at the Los Angeles International Airport (LAX) to randomize checkpoints on the roadways entering the airport and canine patrol routes within the airport terminals. This paper examines the information, design choices, challenges, and evaluation that went into designing ARMOR.
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36

Phull, Nitika, Parminder Singh, Mohammad Shabaz y 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 (19 de mayo de 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 automate vehicle grouping and cluster head nomination. This will eliminate the need for cluster reformation on a regular basis. Furthermore, each vehicle’s social behavior will be exploited to establish clusters in the vehicular environment. For the development of clusters on the social behavior of the cars, a machine learning approach (K-means algorithm) is applied. The proposed system is tested against a variety of characteristics, including CH life time, average cluster member life time, average number of reaffiliation times, throughput, and packet loss rate, and the results indicate that the VANET performed very well with high accuracy in validation and testing, and overall in the range of 0.97 to 0.99.
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37

Iguchi, Yasunori, Motonori Doi, Yoshitsugu Manabe y 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, n.º 2 (2002): 271–79. http://dx.doi.org/10.3169/itej.56.271.

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38

Gandhi, Heer, Michael Collins, Michael Chuang y Priya Narasimhan. "Real-time tracking of game assets in american football for automated camera selection and motion capture". Procedia Engineering 2, n.º 2 (junio de 2010): 2667–73. http://dx.doi.org/10.1016/j.proeng.2010.04.049.

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39

Moan, Steven Le y Marius Pedersen. "A Three-Feature Model to Predict Colour Change Blindness". Vision 3, n.º 4 (10 de noviembre de 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 detection times. We also demonstrate the efficacy of the model to classify stimuli in terms of difficulty.
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40

Zhan, Ce, Wanqing Li, Philip Ogunbona y 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 avatars. To meet the specific requirements of such a system, a number of algorithms are studied, improved, and extended. In particular, Viola and Jones face-detection method is extended to detect small-scale key facial components; and fixed facial landmarks are used to reduce the computational load with little performance degradation in the recognition accuracy.
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41

Hung, Chang-Hung. "A Study of Automatic and Real-Time Table Tennis Fault Serve Detection System". Sports 6, n.º 4 (28 de noviembre de 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 using the stable principal component pursuit method. The experiment results show that YCbCr color space provides better performance than HSV color space in recognizing the ball color close to skin tone. It is also demonstrated that the positions of the ball and racket can be successfully located by using the methods of color segmentation and stable principal component pursuit. Lastly, it is hoped that this study will provide more useful information regarding how to identify illegal ball toss in tennis ball game using image processing techniques to other researchers.
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42

Martin, Robert D., Ruben S. Solis, Robert O. Reid y Mathew K. Howard. "Reducing Trajectory Modeling Response Time In Texas". International Oil Spill Conference Proceedings 1999, n.º 1 (1 de marzo de 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 Christi Bay download the latest water level measurements from a real time tide gage network. The models use this data to produce a 2-day forecast of the currents for the two bay systems. In the event of a spill, the trajectory modeling team retrieves the recently generated current forecasts for immediate input to the trajectory model. Model automation saves two hours in computer run-time alone for these two bays. Along similar lines for the offshore environment, Texas A&M University is developing an automated gridded wind forecasts and a wind-driven, shelf circulation (spectral) model to predict near-surface current patterns and velocities along the inner Texas shelf on an operational basis.
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43

Carlà, Matteo Mario, Francesco Boselli, Federico Giannuzzi, Gloria Gambini, Tomaso Caporossi, Umberto De Vico, Luigi Mosca et al. "An Overview of Intraoperative OCT-Assisted Lamellar Corneal Transplants: A Game Changer?" Diagnostics 12, n.º 3 (17 de marzo de 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 techniques, in order to assess whether this technology could be a real step forward. In deep anterior lamellar keratoplasty (DALK), iOCT is useful to evaluate the needle depth into the corneal stroma, the big bubble dissection plane, and residual stromal bed, thus aiding the standardization of the technique and the reduction of failures. In Descemet stripping automated endothelial keratoplasty (DSAEK), iOCT allowed for clear visibility of fluid at the graft/host interface, allowing for immediate rescue maneuvers and granting the best graft apposition. In Descemet membrane endothelial keratoplasty (DMEK), iOCT can track the lenticule unfolding in real time and assess graft orientation even in severe hazy corneas, thus optimizing surgical times, as well as avoiding the use of potentially hazardous exterior markers (such as the “S” stamp) and preventing unnecessary manipulation of the graft. Overall, the role of iOCT appeared crucial in several complicated cases, overcoming the difficulties of poor visualization in a fast, non-invasive way, thus raising this approach as possible gold standard for challenging conditions. Further improvements in the technology may enable autonomous centering and tracking, overcoming the current constraint of instrument-induced shadowing.
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44

Staniszewski, Michał, Paweł Foszner, Karol Kostorz, Agnieszka Michalczuk, Kamil Wereszczyński, Michał Cogiel, Dominik Golba, Konrad Wojciechowski y Andrzej Polański. "Application of Crowd Simulations in the Evaluation of Tracking Algorithms". Sensors 20, n.º 17 (2 de septiembre de 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-game domain to create simulated video data with automatic annotations. Presented approach highly outperforms existing solutions in the size of the data and variety of annotations possible to create. With proposed system, a potential user can generate a sequence of random images involving different times of day, weather conditions, and scenes for use in tracking evaluation. In the design of the proposed tool, the concept of crowd simulation is used and developed. The system is validated by comparisons to existing methods.
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45

Presley, Jennifer. "Data Journey: Digitalization Projects Deliver Returns for Operators". Journal of Petroleum Technology 75, n.º 01 (1 de enero de 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 the third revolution. The data and our abilities to decipher and extract value from these seemingly random and disparate patterns of numbers and letters to create actionable intelligence is rapidly transforming the way business is conducted. Data are everywhere and in everything. But on the grand scale of time, the collection, analysis, and application of digital data is relatively young. Billy Bean and the Major League Baseball team Oakland Athletics, for example, demonstrated the importance of data‑driven decision making in the early 2000s by leveraging the power of data analytics to go from last place contender to chasing the championship in what has become known as Moneyball. Some 20 years later, the power of data and digital continues to evolve, with the bright lights of Qatar’s Lusail Stadium, for example, shining down last month on the final football match of the FIFA World Cup; every movement made by Al Rihla was captured, stored, and analyzed. But Al Rihla was not a player; it was the football created by Adidas and used in each of the more than 60 matches held throughout the tournament with an internal sensor for real‑time ball tracking capabilities. High‑speed cameras and antennas surrounding the football pitch provided additional support, feeding data into FIFA’s enhanced football intelligence service. The data collected during the matches were analyzed on a variety of metrics like possession time, line breaks, pressure on the ball, and forced turnovers, and then shared with teams with the goal of improving the game and its players. Winning the “beautiful game” is not as simple as it looks, as there’s more to kicking the ball into the opposing team’s net to score a goal as many times as possible in 90 minutes. These data offer an inside look into the processes of success or failure. Simple, too, is the production of oil and gas when explained on paper: drill a hole into the ground, route what flows to the surface into a pipeline, and then get paid for the effort invested in delivering that resource to the market when the price is right. It is more complicated than that, and data are playing an important role in delivering production increases and more. Data powered the shale gale that swept across the US oil and gas industry. David Millwee, vice president of drilling performance for Patterson‑UTI Drilling, credits data for helping to deliver the yearly increases in the lateral footage drilled.
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46

Kumar, Adarsh, Deepak Kumar Sharma, Anand Nayyar, Saurabh Singh y Byungun Yoon. "Lightweight Proof of Game (LPoG): A Proof of Work (PoW)’s Extended Lightweight Consensus Algorithm for Wearable Kidneys". Sensors 20, n.º 10 (19 de mayo de 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 automated patient medication, or patient self-driven trusted and high satisfaction capabilities. However, data-centric processes are having a huge set of challenges such as security, technology, governance, adoption, deployment, integration etc. This work has explored the feasibility to integrate resource-constrained devices-based wearable kidney systems in the Industry 4.0 network and facilitates data collection, liquidity, storage, retrieval and exchange systems. Thereafter, a Healthcare 4.0 processes-based wearable kidney system is proposed that is having the blockchain technology advantages. Further, game theory-based consensus algorithms are proposed for resource-constrained devices in the kidney system. The overall system design would bring an example for the transition from the specialization or departmental-centric approach to data and patient-centric approach that would bring more transparency, trust and healthy practices in the healthcare sector. Results show a variation of 0.10 million GH/s to 0.18 million GH/s hash rate for the proposed approach. The chances of a majority attack in the proposed scheme are statistically proved to be minimum. Further Average Packet Delivery Rate (ADPR) lies between 95% to 97%, approximately, without the presence of outliers. In the presence of outliers, network performance decreases below 80% APDR (to a minimum of 41.3%) and this indicates that there are outliers present in the network. Simulation results show that the Average Throughput (AT) value lies between 120 Kbps to 250 Kbps.
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47

Poliansky, Roy, Moshe Sipper y Achiya Elyasaf. "From Requirements to Source Code: Evolution of Behavioral Programs". Applied Sciences 12, n.º 3 (2 de febrero de 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 viable and effective genetic operators, a genetic representation, and evaluation methods. The simplicity of the COBP paradigm, its straightforward syntax, the ability to use verification and formal-method techniques to validate program correctness, and a program comprising small independent chunks all allow us to effectively generate behavioral programs using GP. To demonstrate our approach we evolve complete programs from scratch of a highly competent O player for the game of tic-tac-toe. The evolved programs are well structured, consisting of multiple, explainable modules that specify the different behavioral aspects of the program and are similar to our handcrafted program. To validate the correctness of our individuals, we utilize the mathematical characteristics of COBP to analyze program behavior under all possible execution paths. Our analysis of an evolved program proved that it plays as expected more than 99% of the times.
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48

Albrecht, Jay M. y Brad N. Strand. "Basic First Aid Qualifications and Knowledge Among Youth Sport Coaches". Journal of Coaching Education 3, n.º 3 (diciembre de 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 determine whether the coaches had the basic first aid (FA) and cardiopulmonary resuscitation/automated external defibrillation (CPR/AED) training to serve their young athletes in the event of an emergent or non-emergent injury or sudden illness. Additionally, coaches were asked whether they had the confidence to manage a basic emergency injury or illness situation should such an occurrence arise during the course of a sports season involving regular practices or game competition. Major findings of this study revealed that only 19% and 46% of the 154 youth sport coaches surveyed were formally trained with basic first aid and cardiopulmonary resuscitation certifications, respectively. Additional findings indicated that youth sport coaches holding one or two of the suggested certifications possessed more knowledge and confidence than those youth sport coaches who did not hold certification to use that knowledge when faced with FA injury or illness situation. In consideration of these findings, recommendations should be made to encourage or mandate youth sport coaches involved with organized youth sport to become FA and CPR/AED certified.
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49

Fedorov, D. B. "AUTOMATIC METHOD DETERMINATION OF PARAMETERS STRATEGY OF DIVERGENCE OF VESSELS BY THEIR COURSES CHANGE". Shipping & Navigation 30, n.º 1 (1 de diciembre de 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 at their external management. Actuality of development of method of automatic determination of parameters of strategy of divergence of vessels by the change of their courses is determined to these. The analysis of the last achievements and publications is resulted in work, the decision of the considered problem and selection of parts unsolved before is begun in which. It is shown that for the decision of problem of warning of collisions of vessels was used method of nonlinear integral invariance, methods of theory of optimum discrete processes, and also methods of differential game theory. The method of warning of collision of vessels by displacement on a line parallel of way of ship and method of flexible strategies of divergence of vessels got development, allowing to form optimum strategy of divergence of ship with a few dangerous targets taking into account substantial factors. The publication contains analytical dependence of values of courses of deviation of vessels providing their divergence on minimum - possible distance of rapprochement, without taking into account inertia. It is specified, that for optimum of maneuver of divergence is needed, that increases of courses and were minimum, and as the criterion of optimum the sum of their squares is chosen. It is shown that without taking into account inertia of ship at a turn distance of the shortest rapprochement appears less minimum-possible distance on a size which depends on the increase of relative coordinates of vessels in times of turn and relative course of their deviation. Procedure of progressive approximations is offered for the calculation of courses of deviation of vessels taking into account their inertia and the algorithm of calculation of course of deviation is represented. Set by the values by the increases of courses from - 60° to 60°, the courses of deviation of the second ship settle accounts, which the courses of deviation of the first ship taking into account the dynamics of vessels and increase of his course are determined on. Every maneuver of divergence is characterized by the criterion of optimum, thus the maneuver of divergence gets out as optimum, at which the criterion of optimum is minimum. A situation is resulted in the publication, for which the computer imitation program expected the optimum courses of deviation of vessels. By the computer program, playing of maneuver of divergence of vessels with the got courses of deviation was produced.
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50

Vidal-Balea, Aida, Óscar Blanco-Novoa, Paula Fraga-Lamas y 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, n.º 5 (7 de marzo de 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 monitoring pediatric healthcare applications. Specifically, such a framework allows for building collaborative applications and shared experiences for AR devices, providing functionalities for connecting with other AR devices and enabling real-time visualization and simultaneous interaction with virtual objects. Since all the communications involved in AR interactions are handled by AR devices, the proposed collaborative framework is able to operate autonomously through a Local Area Network (LAN), thus requiring no cloud or external servers. In order to demonstrate the potential of the proposed framework, a practical use case application is presented. Such an application has been designed to motivate pediatric patients and to encourage them to increase their physical activity through AR games. The presented games do not require any previous configuration, as they use ARCore automatic surface detection technology. Moreover, the AR mobile gaming framework allows multiple players to engage in the same AR experience, so children can interact and collaborate among them sharing the same AR content. In addition, the proposed AR system provides a remote web application that is able to collect and to visualize data on patient use, aiming to provide healthcare professionals with qualified data about the mobility and mood of their patients through an intuitive and user-friendly web tool. Finally, to determine the performance of the proposed AR system, this article presents its evaluation in terms of latency and processing time. The results show that both times are low enough to provide a good user experience.
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