6 resultados para Football culture, soccer, FIFA, World Cup

em Universidade do Minho


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[Excerpt] The 11th RoboCup International Symposium was held during July 9–10, 2007 at the Fox Theatre in Atlanta, GA, immediately after the 2007 Soccer, Rescue and Junior Competitions. The RoboCup community has observed an increasing interest from other communities over the past few years, e.g., the robotics community.RoboCupisseenasasignificantapproachtotheevaluationofnewlydeveloped methods to many difficult problems in robotics. Atlanta was also the location of a RoboCup@Space demonstration, which reflected the role of AI and robotics in space exploration. Prior to the symposium, space agencies had expressed an interest in cooperating with RoboCup. A first step in this direction was a successful demonstration at RoboCup 2007, which was accompanied with aninvitedtalkgivenbyaleadingscientistfromtheJapanAerospaceExploration Agency JAXA. [...]

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Tese de Doutoramento em Ciências da Comunicação - Especialidade em Comunicação Estratégica e Organizacional

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No último ano da primeira década do século XXI, quase a entrar na era da televisão digital, importa saber que modelo de TV existe em Portugal. A análise da programação informativa destinada a acompanhar o Campeonato do Mundo de Futebol 2010 ajudará, decerto, a encontrar respostas. Neste artigo, apresentamos um estudo que incidiu em formatos informativos sobre este grande evento mediático, emitidos nos canais generalistas e temáticos entre os dias 11 de Junho e 11 de Julho de 2010 (datas de arranque e fecho do Mundial de Futebol da África do Sul). Essa análise, que incidiu em 604 emissões, procurou conhecer as formas de integração do telespectador nas emissões televisivas e quem foi chamado aos estúdios televisivos para participar nos debates aí promovidos. Os dados apurados demonstram claramente que esta TV do Mundial continua pouco aberta à participação do público e circunscrita a um grupo restrito de convidados, a maior parte dos quais oriundos da classe jornalística. Não é possível falar-se numa terceira fase do audiovisual. A hiper-televisão pode esperar.

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RoboCup was created in 1996 by a group of Japanese, American, and European Artificial Intelligence and Robotics researchers with a formidable, visionary long-term challenge: “By 2050 a team of robot soccer players will beat the human World Cup champion team.” At that time, in the mid 90s, when there were very few effective mobile robots and the Honda P2 humanoid robot was presented to a stunning public for the first time also in 1996, the RoboCup challenge, set as an adversarial game between teams of autonomous robots, was fascinating and exciting. RoboCup enthusiastically and concretely introduced three robot soccer leagues, namely “Simulation,” “Small-Size,” and “Middle-Size,” as we explain below, and organized its first competitions at IJCAI’97 in Nagoya with a surprising number of 100 participants [RC97]. It was the beginning of what became a continously growing research community. RoboCup established itself as a structured organization (the RoboCup Federation www.RoboCup.org). RoboCup fosters annual competition events, where the scientific challenges faced by the researchers are addressed in a setting that is attractive also to the general public. and the RoboCup events are the ones most popular and attended in the research fields of AI and Robotics.RoboCup further includes a technical symposium with contributions relevant to the RoboCup competitions and beyond to the general AI and robotics.

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Dissertação de mestrado em Sistemas de Informação

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Football is considered nowadays one of the most popular sports. In the betting world, it has acquired an outstanding position, which moves millions of euros during the period of a single football match. The lack of profitability of football betting users has been stressed as a problem. This lack gave origin to this research proposal, which it is going to analyse the possibility of existing a way to support the users to increase their profits on their bets. Data mining models were induced with the purpose of supporting the gamblers to increase their profits in the medium/long term. Being conscience that the models can fail, the results achieved by four of the seven targets in the models are encouraging and suggest that the system can help to increase the profits. All defined targets have two possible classes to predict, for example, if there are more or less than 7.5 corners in a single game. The data mining models of the targets, more or less than 7.5 corners, 8.5 corners, 1.5 goals and 3.5 goals achieved the pre-defined thresholds. The models were implemented in a prototype, which it is a pervasive decision support system. This system was developed with the purpose to be an interface for any user, both for an expert user as to a user who has no knowledge in football games.