966 resultados para Player piano rolls


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B-Raf is one of the more commonly mutated proto-oncogenes implicated in the development of cancers. In this review, we consider the mechanisms and clinical impacts of B-Raf mutations in cancer and discuss the implications for the patient in melanoma, thyroid cancer and colorectal cancer, where B-Raf mutations are particularly common.

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Due to their unobtrusive nature, vision-based approaches to tracking sports players have been preferred over wearable sensors as they do not require the players to be instrumented for each match. Unfortunately however, due to the heavy occlusion between players, variation in resolution and pose, in addition to fluctuating illumination conditions, tracking players continuously is still an unsolved vision problem. For tasks like clustering and retrieval, having noisy data (i.e. missing and false player detections) is problematic as it generates discontinuities in the input data stream. One method of circumventing this issue is to use an occupancy map, where the field is discretised into a series of zones and a count of player detections in each zone is obtained. A series of frames can then be concatenated to represent a set-play or example of team behaviour. A problem with this approach though is that the compressibility is low (i.e. the variability in the feature space is incredibly high). In this paper, we propose the use of a bilinear spatiotemporal basis model using a role representation to clean-up the noisy detections which operates in a low-dimensional space. To evaluate our approach, we used a fully instrumented field-hockey pitch with 8 fixed high-definition (HD) cameras and evaluated our approach on approximately 200,000 frames of data from a state-of-the-art real-time player detector and compare it to manually labeled data.

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Video games provide unique interactive player experiences (PX) often categorised into different genres. Prior research has looked at different game genres, but rarely through a PX lens. Especially, PX in the emerging area of massive online battle arena (MOBA) games is not well understood by researchers in the field. We address this knowledge gap by presenting a PX study of different game genres, which we followed up with a second semi-structured interview study about PX in MOBA games. Among the results of our analyses are that games that are likely played with other players, such as MOBA games, stimulate less immersion and presence for players. Additionally, while challenge and frustration are significantly higher in this genre, players get a sense of satisfaction from teamwork, competition and mastery of complex gameplay interactions. Our study is the first to contribute a comprehensive insight into key motivators of MOBA players and how PX in this genre is different from other genres.

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This study sought to examine how measures of player experience used in videogame research relate to Metacritic Professional and User scores. In total, 573 participants completed an online survey, where they responded the Player Experience of Need Satisfaction (PENS) and the Game Experience Questionnaire (GEQ) in relation to their current favourite videogame. Correlations among the data indicate an overlap between the player experience constructs and the factors informing Metacritic scores. Additionally, differences emerged in the ways professionals and users appear to allocate game ratings. However, the data also provide clear evidence that Metacritic scores do not reflect the full complexity of player experience and may be misleading in some cases.

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Video game play is becoming an increasingly social experience, yet we have little understanding of how social and solitary modes of play differ in terms of the player experience or interact with player wellbeing. An online survey (n = 446) collected data on players' current mode of play, their game play experience, social capital gained from game play and wellbeing. The results indicate that social and solitary players differ in terms of degree of autonomy, presence and relatedness experienced, while the different types of social play are associated with differences in relatedness and social capital experienced. Different predictors of wellbeing were also present across solitary and social player samples. People who play games on their own experience greater wellbeing when experiencing in-game autonomy. Social players experience greater wellbeing when playing with strangers, and when experiencing in-game bridging social capital. All players experienced increased wellbeing with age and decreased wellbeing with greater amounts of play.

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This paper focuses on examining play activities in people's favourite videogame experience. Through interviews with 30 videogame players we discovered which types of play activities are most appealing. Our research identifies the level of appeal of a wide range of game play activities. We have established that high levels of engagement for many participants is grounded in play as power and play as strategy, with play as fantasy adding to the experience. Through our study we established that conflict-based activities hold strong appeal. We subsequently investigated the context in which players talked about their experience of conflict within game. By using activities as a categorisation of gameplay we have been able to capture the play experience across a range of games and a range of gaming contexts. By examining players' individual experience we begin to understand why conflict in videogames appears to be a popular choice of activities.

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Verso: Handwritten inscription to Martin U. Heiman in grateful appreciation signed Hans Moldenhauer 1/8/60

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The author's mother Alice Goldschmidt was a gifted piano player, who studied with Carl Maria Breithaupt and became his most talented student. Childhood recollections. Early musical awakening. Outbreak of World War One. Recollections of air raids and scarceness of food. Inflation and political instability in post-war Germany. Piano lessons by her mother from an early age. Heida made her debut at age fourteen with the Wiesbaden Symphony under the conductor Carl Schuricht, who became a close mentor and friend. Close relationship to her mother, who had a great influence on her professional career. Heida had a number of outstanding teachers, among them Artur Schnabel, Karl Leimer and Egon Petri. Heida was accepted as a student of Petri at the "Hochschule fuer Musik" in Berlin, where she studied between 1922-1925. Salon at her aunt's house with guests such as the playwright Georg Kaiser and Siegfried Wagner. Her sister Elsie received her Ph.D. in economics and moved to Berlin as well. Heida graduated from the "Hochschule" in 1925. Soon after she won an international piano competition in Berlin. Engagements with various conductors such as Max Fiedler and Otto Klemperer. Private lessons with Arthur Schnabel and Carl Friedberg, the co-founder of Juilliard. Due to occasional experiences of antisemitism during her music career Heida decided to change her name from Goldschmidt to Hermanns. Position at the "Hoch Conservatory" in Frankfurt. Encounter with the music critic Artur Holde, Heida's future-husband. Engagement and wedding in 1932. Move to Berlin.

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This work is a follow up to 2, FUN 2010], which initiated a detailed analysis of the popular game of UNO (R). We consider the solitaire version of the game, which was shown to be NP-complete. In 2], the authors also demonstrate a (O)(n)(c(2)) algorithm, where c is the number of colors across all the cards, which implies, in particular that the problem is polynomial time when the number of colors is a constant. In this work, we propose a kernelization algorithm, a consequence of which is that the problem is fixed-parameter tractable when the number of colors is treated as a parameter. This removes the exponential dependence on c and answers the question stated in 2] in the affirmative. We also introduce a natural and possibly more challenging version of UNO that we call ``All Or None UNO''. For this variant, we prove that even the single-player version is NP-complete, and we show a single-exponential FPT algorithm, along with a cubic kernel.

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In this paper, we derive analytical expressions for mass and stiffness functions of transversely vibrating clamped-clamped non-uniform beams under no axial loads, which are isospectral to a given uniform axially loaded beam. Examples of such axially loaded beams are beam columns (compressive axial load) and piano strings (tensile axial load). The Barcilon-Gottlieb transformation is invoked to transform the non-uniform beam equation into the axially loaded uniform beam equation. The coupled ODEs involved in this transformation are solved for two specific cases (pq (z) = k (0) and q = q (0)), and analytical solutions for mass and stiffness are obtained. Examples of beams having a rectangular cross section are shown as a practical application of the analysis. Some non-uniform beams are found whose frequencies are known exactly since uniform axially loaded beams with clamped ends have closed-form solutions. In addition, we show that the tension required in a stiff piano string with hinged ends can be adjusted by changing the mass and stiffness functions of a stiff string, retaining its natural frequencies.

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The classical Erdos-Szekeres theorem states that a convex k-gon exists in every sufficiently large point set. This problem has been well studied and finding tight asymptotic bounds is considered a challenging open problem. Several variants of the Erdos-Szekeres problem have been posed and studied in the last two decades. The well studied variants include the empty convex k-gon problem, convex k-gon with specified number of interior points and the chromatic variant. In this paper, we introduce the following two player game variant of the Erdos-Szekeres problem: Consider a two player game where each player playing in alternate turns, place points in the plane. The objective of the game is to avoid the formation of the convex k-gon among the placed points. The game ends when a convex k-gon is formed and the player who placed the last point loses the game. In our paper we show a winning strategy for the player who plays second in the convex 5-gon game and the empty convex 5-gon game by considering convex layer configurations at each step. We prove that the game always ends in the 9th step by showing that the game reaches a specific set of configurations.