813 resultados para Computer and Video Games


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Kinépolis Madrid es uno de los mayores complejos cinematográficos del mundo contando incluso con records Guinness como el del complejo cinematográfico con mayor número de butacas del mundo. Está compuesto por 25 salas con capacidades entre 220 y 996 espectadores. Todas estas salas están equipadas con las últimas tecnologías de sonido e imagen y están adecuadamente acondicionadas para que las características acústicas de las mismas sean óptimas; no obstante, en el complejo no disponen de información sobre estas características. El presente PFG tratará de medir algunos de estos parámetros acústicos como la claridad, la definición o la inteligibilidad de la sala, pero se prestará especial atención al tiempo de reverberación de la misma ya que es uno de los parámetros más significativos a la hora de caracterizar acústicamente una sala. En concreto, se trabajará sobre la sala número 3, con capacidad para 327 espectadores, lo que la convierte en una de las salas de medio tamaño del recinto. Por otro lado, además de medir las características acústicas de la sala, se medirán las dimensiones de la misma para, posteriormente, construir dos modelos virtuales de la misma. Uno de ellos será un modelo detallado, mientras que el otro será más simple. A partir de estos modelos, se realizarán simulaciones para obtener los mismos parámetros medidos en la sala real. Una vez se obtengan los parámetros acústicos de ambas maneras, se compararán las medidas entre sí, estudiando si las diferencias entre los medidos y los simulados superan ciertos umbrales que estimarán si los modelos creados por ordenador realmente pueden representar a la sala real, o no. Por último, se obtendrán conclusiones para saber cuál de los dos modelos creados se acerca más a las medidas reales, cómo realizar las simulaciones, qué tipos de señal utilizar en las medidas y qué parámetros tener en cuenta, para así facilitar el trabajo en futuras experiencias ahorrando tiempo. ABSTRACT. Kinepolis Madrid is one of the largest cinema complexes in the world, having won even a Guinness as the cinema complex with more seats in the world. It consists of 25 cinemas whose capacities are between 220 and 996 people. All these cinemas are fully equipped with the latest audio and video technologies and are appropriately conditioned for the optimal acoustic characteristics; nevertheless, the resort does not have information on these features. This PFG’s aim, is trying to measure some acoustic parameters such as clarity, definition or intelligibility of the room, but paying special attention to the reverberation time since, it is one of the most significant acoustic parameters to characterize a room. In particular, the study will be developed at the cinema number 3 with capacity for 327 spectators, which turns it into one of the rooms of average size of the enclosure. In addition to measuring the acoustic characteristics of the room, the dimensions of it will be also measured, to then build two virtual models of it. One will be a detailed model, while the other one, will be much simpler. After that, simulations from those models will be performed in order to obtain the same data measured at the real room. Once the acoustic parameters had been obtained in both ways, there will be a comparison of all the measures together, studying whether differences between the real measured data and simulated ones exceed an estimated limit. This comparison, will give information about whether the computer models created can really represent the real room or not. Finally, conclusions to know which of the two created models is more appropriate to use, how to perform the simulations, what types of signal should be used in the measurements and which parameters to take into account in order to facilitate and saving time in future experiences, will be drawn.

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Esta tesis trata sobre métodos de corrección que compensan la variación de las condiciones de iluminación en aplicaciones de imagen y video a color. Estas variaciones hacen que a menudo fallen aquellos algoritmos de visión artificial que utilizan características de color para describir los objetos. Se formulan tres preguntas de investigación que definen el marco de trabajo de esta tesis. La primera cuestión aborda las similitudes que se dan entre las imágenes de superficies adyacentes en relación a su comportamiento fotométrico. En base al análisis del modelo de formación de imágenes en situaciones dinámicas, esta tesis propone un modelo capaz de predecir las variaciones de color de la región de una determinada imagen a partir de las variaciones de las regiones colindantes. Dicho modelo se denomina Quotient Relational Model of Regions. Este modelo es válido cuando: las fuentes de luz iluminan todas las superficies incluídas en él; estas superficies están próximas entre sí y tienen orientaciones similares; y cuando son en su mayoría lambertianas. Bajo ciertas circunstancias, la respuesta fotométrica de una región se puede relacionar con el resto mediante una combinación lineal. No se ha podido encontrar en la literatura científica ningún trabajo previo que proponga este tipo de modelo relacional. La segunda cuestión va un paso más allá y se pregunta si estas similitudes se pueden utilizar para corregir variaciones fotométricas desconocidas en una región también desconocida, a partir de regiones conocidas adyacentes. Para ello, se propone un método llamado Linear Correction Mapping capaz de dar una respuesta afirmativa a esta cuestión bajo las circunstancias caracterizadas previamente. Para calcular los parámetros del modelo se requiere una etapa de entrenamiento previo. El método, que inicialmente funciona para una sola cámara, se amplía para funcionar en arquitecturas con varias cámaras sin solape entre sus campos visuales. Para ello, tan solo se necesitan varias muestras de imágenes del mismo objeto capturadas por todas las cámaras. Además, este método tiene en cuenta tanto las variaciones de iluminación, como los cambios en los parámetros de exposición de las cámaras. Todos los métodos de corrección de imagen fallan cuando la imagen del objeto que tiene que ser corregido está sobreexpuesta o cuando su relación señal a ruido es muy baja. Así, la tercera cuestión se refiere a si se puede establecer un proceso de control de la adquisición que permita obtener una exposición óptima cuando las condiciones de iluminación no están controladas. De este modo, se propone un método denominado Camera Exposure Control capaz de mantener una exposición adecuada siempre y cuando las variaciones de iluminación puedan recogerse dentro del margen dinámico de la cámara. Los métodos propuestos se evaluaron individualmente. La metodología llevada a cabo en los experimentos consistió en, primero, seleccionar algunos escenarios que cubrieran situaciones representativas donde los métodos fueran válidos teóricamente. El Linear Correction Mapping fue validado en tres aplicaciones de re-identificación de objetos (vehículos, caras y personas) que utilizaban como caracterísiticas la distribución de color de éstos. Por otra parte, el Camera Exposure Control se probó en un parking al aire libre. Además de esto, se definieron varios indicadores que permitieron comparar objetivamente los resultados de los métodos propuestos con otros métodos relevantes de corrección y auto exposición referidos en el estado del arte. Los resultados de la evaluación demostraron que los métodos propuestos mejoran los métodos comparados en la mayoría de las situaciones. Basándose en los resultados obtenidos, se puede decir que las respuestas a las preguntas de investigación planteadas son afirmativas, aunque en circunstancias limitadas. Esto quiere decir que, las hipótesis planteadas respecto a la predicción, la corrección basada en ésta y la auto exposición, son factibles en aquellas situaciones identificadas a lo largo de la tesis pero que, sin embargo, no se puede garantizar que se cumplan de manera general. Por otra parte, se señalan como trabajo de investigación futuro algunas cuestiones nuevas y retos científicos que aparecen a partir del trabajo presentado en esta tesis. ABSTRACT This thesis discusses the correction methods used to compensate the variation of lighting conditions in colour image and video applications. These variations are such that Computer Vision algorithms that use colour features to describe objects mostly fail. Three research questions are formulated that define the framework of the thesis. The first question addresses the similarities of the photometric behaviour between images of dissimilar adjacent surfaces. Based on the analysis of the image formation model in dynamic situations, this thesis proposes a model that predicts the colour variations of the region of an image from the variations of the surrounded regions. This proposed model is called the Quotient Relational Model of Regions. This model is valid when the light sources illuminate all of the surfaces included in the model; these surfaces are placed close each other, have similar orientations, and are primarily Lambertian. Under certain circumstances, a linear combination is established between the photometric responses of the regions. Previous work that proposed such a relational model was not found in the scientific literature. The second question examines whether those similarities could be used to correct the unknown photometric variations in an unknown region from the known adjacent regions. A method is proposed, called Linear Correction Mapping, which is capable of providing an affirmative answer under the circumstances previously characterised. A training stage is required to determine the parameters of the model. The method for single camera scenarios is extended to cover non-overlapping multi-camera architectures. To this extent, only several image samples of the same object acquired by all of the cameras are required. Furthermore, both the light variations and the changes in the camera exposure settings are covered by correction mapping. Every image correction method is unsuccessful when the image of the object to be corrected is overexposed or the signal-to-noise ratio is very low. Thus, the third question refers to the control of the acquisition process to obtain an optimal exposure in uncontrolled light conditions. A Camera Exposure Control method is proposed that is capable of holding a suitable exposure provided that the light variations can be collected within the dynamic range of the camera. Each one of the proposed methods was evaluated individually. The methodology of the experiments consisted of first selecting some scenarios that cover the representative situations for which the methods are theoretically valid. Linear Correction Mapping was validated using three object re-identification applications (vehicles, faces and persons) based on the object colour distributions. Camera Exposure Control was proved in an outdoor parking scenario. In addition, several performance indicators were defined to objectively compare the results with other relevant state of the art correction and auto-exposure methods. The results of the evaluation demonstrated that the proposed methods outperform the compared ones in the most situations. Based on the obtained results, the answers to the above-described research questions are affirmative in limited circumstances, that is, the hypothesis of the forecasting, the correction based on it, and the auto exposure are feasible in the situations identified in the thesis, although they cannot be guaranteed in general. Furthermore, the presented work raises new questions and scientific challenges, which are highlighted as future research work.

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El esquema actual que existe en el ámbito de la normalización y el diseño de nuevos estándares de codificación de vídeo se está convirtiendo en una tarea difícil de satisfacer la evolución y dinamismo de la comunidad de codificación de vídeo. El problema estaba centrado principalmente en poder explotar todas las características y similitudes entre los diferentes códecs y estándares de codificación. Esto ha obligado a tener que rediseñar algunas partes comunes a varios estándares de codificación. Este problema originó la aparición de una nueva iniciativa de normalización dentro del comité ISO/IEC MPEG, llamado Reconfigurable Video Coding (RVC). Su principal idea era desarrollar un estándar de codificación de vídeo que actualizase e incrementase progresivamente una biblioteca de los componentes, aportando flexibilidad y la capacidad de tener un código reconfigurable mediante el uso de un nuevo lenguaje orientado a flujo de Actores/datos denominado CAL. Este lenguaje se usa para la especificación de la biblioteca estándar y para la creación de instancias del modelo del decodificador. Más tarde, se desarrolló un nuevo estándar de codificación de vídeo denominado High Efficiency Video Coding (HEVC), que actualmente se encuentra en continuo proceso de actualización y desarrollo, que mejorase la eficiencia y compresión de la codificación de vídeo. Obviamente se ha desarrollado una visión de HEVC empleando la metodología de RVC. En este PFC, se emplean diferentes implementaciones de estándares empleando RVC. Por ejemplo mediante los decodificadores Mpeg 4 Part 2 SP y Mpeg 4 Part 10 CBP y PHP así como del nuevo estándar de codificación HEVC, resaltando las características y utilidad de cada uno de ellos. En RVC los algoritmos se describen mediante una clase de actores que intercambian flujos de datos (tokens) para realizar diferentes acciones. El objetivo de este proyecto es desarrollar un programa que, partiendo de los decodificadores anteriormente mencionados, una serie de secuencia de vídeo en diferentes formatos de compresión y una distribución estándar de los actores (para cada uno de los decodificadores), sea capaz de generar diferentes distribuciones de los actores del decodificador sobre uno o varios procesadores del sistema sobre el que se ejecuta, para conseguir la mayor eficiencia en la codificación del vídeo. La finalidad del programa desarrollado en este proyecto es la de facilitar la realización de las distribuciones de los actores sobre los núcleos del sistema, y obtener las mejores configuraciones posibles de una manera automática y eficiente. ABSTRACT. The current scheme that exists in the field of standardization and the design of new video coding standards is becoming a difficult task to meet the evolving and dynamic community of video encoding. The problem was centered mainly in order to exploit all the features and similarities between different codecs and encoding standards. This has forced redesigning some parts common to several coding standards. This problem led to the emergence of a new initiative for standardization within the ISO / IEC MPEG committee, called Reconfigurable Video Coding (RVC). His main idea was to develop a video coding standard and gradually incrementase to update a library of components, providing flexibility and the ability to have a reconfigurable code using a new flow -oriented language Actors / data called CAL. This language is used for the specification of the standard library and to the instantiation model decoder. Later, a new video coding standard called High Efficiency Video Coding (HEVC), which currently is in continuous process of updating and development, which would improve the compression efficiency and video coding is developed. Obviously has developed a vision of using the methodology HEVC RVC. In this PFC, different implementations using RVC standard are used. For example, using decoders MPEG 4 Part 2 SP and MPEG 4 Part 10 CBP and PHP and the new coding standard HEVC, highlighting the features and usefulness of each. In RVC, the algorithms are described by a class of actors that exchange streams of data (tokens) to perform different actions. The objective of this project is to develop a program that, based on the aforementioned decoders, a series of video stream in different compression formats and a standard distribution of actors (for each of the decoders), is capable of generating different distributions decoder actors on one or more processors of the system on which it runs, to achieve greater efficiency in video coding. The purpose of the program developed in this project is to facilitate the realization of the distributions of the actors on the cores of the system, and get the best possible settings automatically and efficiently.

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A gene expression atlas is an essential resource to quantify and understand the multiscale processes of embryogenesis in time and space. The automated reconstruction of a prototypic 4D atlas for vertebrate early embryos, using multicolor fluorescence in situ hybridization with nuclear counterstain, requires dedicated computational strategies. To this goal, we designed an original methodological framework implemented in a software tool called Match-IT. With only minimal human supervision, our system is able to gather gene expression patterns observed in different analyzed embryos with phenotypic variability and map them onto a series of common 3D templates over time, creating a 4D atlas. This framework was used to construct an atlas composed of 6 gene expression templates from a cohort of zebrafish early embryos spanning 6 developmental stages from 4 to 6.3 hpf (hours post fertilization). They included 53 specimens, 181,415 detected cell nuclei and the segmentation of 98 gene expression patterns observed in 3D for 9 different genes. In addition, an interactive visualization software, Atlas-IT, was developed to inspect, supervise and analyze the atlas. Match-IT and Atlas-IT, including user manuals, representative datasets and video tutorials, are publicly and freely available online. We also propose computational methods and tools for the quantitative assessment of the gene expression templates at the cellular scale, with the identification, visualization and analysis of coexpression patterns, synexpression groups and their dynamics through developmental stages.

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El análisis del rendimiento en deportes juega un papel esencial en el fútbol profesional. Aunque el estudio del análisis del juego en fútbol se ha utilizado desde diferentes ámbitos y situaciones, todavía existen diferentes aspectos y componentes del juego que siguen sin estar estudiados. En este sentido existen diferentes aspectos que deben de superar los estudios previos centrados en el componente descriptivo tales como el uso de variables/ indicadores de rendimiento que no se han definido ni estudiado, la validez de los métodos observaciones que no han sido testados con los softwares específicos en fútbol, la aplicación y utilidad de los resultados, así como las limitaciones del estudio de las variables situacionales/contextuales. Con el objetivo de cubrir las citadas limitaciones se han diseñado 6 estudios independientes e inter-relacionados que tratan de estudiar los aspectos anteriormente referidos. El primer estudio evalua la fiabilidad inter-observadores de las estadísticas de juego de la empresa privada OPTA Sportsdata, estos datos son la muestra de estudio de la presente tesis doctoral. Dos grupos de observadores experimentados se requieren para analizar un partido de la liga española de manera independiente. Los resultados muestran que los eventos de equipos y porteros codificados por los inter-operadores alcanzan un acuerdo muy bueno (valores kappa entre 0.86 y 0.94). La validez inter-observadores de las acciones de juego y los datos de jugadores individuales se evaluó con elevados niveles de acuerdo (valores del coeficiente de correlación intraclase entre 0.88 hasta 1.00, el error típico estandarizado variaba entre 0.00 hasta 0.37). Los resultados sugieren que las estadísticas de juego registradas por los operadores de la empresa OPTA Sportsdata están bien entrenados y son fiables. El segundo, tercer y cuarto estudio se centran en resaltar la aplicabilidad del análisis de rendimiento en el fútbol así como para explicar en profundidad las influencias de las variables situacionales. Utilizando la técnica de los perfiles de rendimiento de jugadores y equipos de fútbol se puede evaluar y comparar de manera gráfica, fácil y visual. Así mismo, mediante esta técnica se puede controlar el efecto de las variables situacionales (localización del partido, nivel del equipo y del oponente, y el resultado final del partido). Los perfiles de rendimiento de porteros (n = 46 porteros, 744 observaciones) y jugadores de campo (n = 409 jugadores, 5288 observaciones) de la primera division professional de fútbol Española (La Liga, temporada 2012-13), los equipos (n = 496 partidos, 992 observaciones) de la UEFA Champions League (temporadas 2009-10 a 2012-13) fueron analizados registrando la media, desviación típica, mediana, cuartiles superior e inferior y el recuento de valores de cada indicador de rendimiento y evento, los cuales se presentaron en su forma tipificada y normalizada. Los valores medios de los porteros de los equipos de diferentes niveles de La Liga y de los equipos de diferente nivel de la UEFA Champions League cuando jugaban en diferentes contextos de juego y situaciones (variables situacionales) fueron comparados utilizando el ANOVA de un factor y la prueba t para muestras independientes (localización del partido, diferencias entre casa y fuera), y fueron establecidos en los perfiles de red después de unificar todos los registros en la misma escala derivada con valores estandarizados. Mientras que las diferencias de rendimiento entre los jugadores de los mejores equipos (Top3) y los peores (Bottom3) fueron comparados mediante el uso de diferencias en la magnitud del tamaño del efecto. El quinto y el sexto estudio analizaban el rendimiento del fútbol desde un punto de vista de predicción del rendimiento. El modelo linear general y el modelo lineal general mixto fue empleado para analizar la magnitud de las relaciones de los indicadores y estadísticas de juego con el resultado final del partido en función del tipo de partido (partidos ajustados o todos los partidos) en la fase de grupos de la Copa del Mundo 2014 de Brasil (n = 48 partidos, 38 partidos ajustados) y La Liga 2012-13 (n = 320 partidos ajustados). Las relaciones fueron evaluadas mediante las inferencias en la magnitud de las diferencias y se expresaron como partidos extra ganados o perdidos por cada 10 partidos mediante la variable calculada en 2 desviaciones típicas. Los resultados mostraron que, para los 48 partidos de la fase de grupos de la Copa del Mundo 2014, nueve variables tuvieron un efecto positive en la probabilidad de ganar (tiros, tiros a puerta, tiros de contraataque, tiros dentro del área, posesión de balón, pases en corto, media de secuencia de pases, duelos aéreos y entradas), cuatro tuvieron efectos negativos (tiros bloqueados, centros, regates y tarjetas amarillas), y otras 12 variables tenían efectos triviales o poco claros. Mientras que los 38 partidos ajustados, el efecto de duelos aéreos y tarjetas amarillas fueron triviales y claramente negativos respectivamente. En la La Liga, existió un efecto moderado positive para cada equipo para los tiros a puerta (3.4 victorias extras por cada 10 partidos; 99% IC ±1.0), y un efecto positivo reducido para tiros totales (1.7 victorias extrsa; ±1.0). Los efectos de la mayoría de los eventos se han relacionado con la posesión del balón, la cual obtuvo efectos negativos entre equipos (1.2 derrotas extras; ±1.0) pero un efecto positivo pequeño entra equipos (1.7 victorias extras; ±1.4). La localización del partido mostró un efecto positive reducido dentro de los equipos (1.9 victorias extras; ±0.9). Los resultados obtenidos en los perfiles y el modelado del rendimiento permiten ofrecer una información detallada y avanzada para el entrenamiento, la preparación previa a los partidos, el control de la competición y el análisis post-partido, así como la evaluación e identificación del talento de los jugadores. ABSTRACT Match performance analysis plays an important role in the modern professional football. Although the research in football match analysis is well-developed, there are still some issues and problems remaining in this field, which mainly include the lack of operational definitions of variables, reliability issues, applicability of the findings, the lack of contextual/situational variables, and focusing too much on descriptive and comparative analysis. In order to address these issues, six independent but related studies were conducted in the current thesis. The first study evaluated the inter-operator reliability of football match statistics from OPTA Sportsdata Company which is the data resourse of the thesis. Two groups of experienced operators were required to analyse a Spanish league match independently in the experiment. Results showed that team events and goalkeeper actions coded by independent operators reached a very good agreement (kappa values between 0.86 and 0.94). The inter-operator reliability of match actions and events of individual outfield players was also tested to be at a high level (intra-class correlation coefficients ranged from 0.88 to 1.00, standardised typical error varied from 0.00 to 0.37). These results suggest that the football match statistics collected by well-trained operators from OPTA Sportsdata Company are reliable. The second, third and fourth study aims to enhance the applicability of football match performance analysis and to explore deeply the influences of situational variables. By using a profiling technique, technical and tactical performances of football players and teams can be interpreted, evaluated and compared more easily and straightforwardly, meanwhile, influences and effects from situational variables (match location, strength of team and opposition, and match outcome) on the performances can be properly incorporated. Performance profiles of goalkeepers (n = 46 goalkeepers, 744 full match observations) and outfield players (n = 409 players, 5288 full match observations) from the Spanish First Division Professional Football League (La Liga, season 2012-13), teams (n = 496 matches, 992 observations) from UEFA Champions League (seasons 2009-10 to 2012-13) were set up by presenting the mean, standard deviation, median, lower and upper quartiles of the count values of each performance-related match action and event to represent their typical performances and spreads. Means of goalkeeper from different levels of team in La Liga and teams of different strength in UEFA Champions League when playing under different situational conditions were compared by using one-way ANOVA and independent sample t test (for match location, home and away differences), and were plotted into the same radar charts after unifying all the event counts by standardised score. While differences between the performances of outfield players from Top3 and from Bottom3 teams were compared by magnitude-based inferences. The fifth and sixth study aims to move from the descriptive and comparative football match analysis to a more predictive one. Generalised linear modelling and generalised mixed linear modelling were undertaken to quantify relationships of the performance-related match events, actions and variables with the match outcome in different types of games (close games and all games) in the group stage of 2014 Brazil FIFA World Cup (n = 48 games, 38 close games) and La Liga 2012-13 (n = 320 close games). Relationships were evaluated with magnitude-based inferences and were expressed as extra matches won or lost per 10 matches for an increase of two standard deviations of a variable. Results showed that, for all the 48 games in the group stage of 2014 FIFA World Cup, nine variables had clearly positive effects on the probability of winning (shot, shot on target, shot from counter attack, shot from inside area, ball possession, short pass, average pass streak, aerial advantage, and tackle), four had clearly negative effects (shot blocked, cross, dribble and red card), other 12 variabless had either trivial or unclear effects. While for the 38 close games, the effects of aerial advantage and yellow card turned to trivial and clearly negative, respectively. In the La Liga, there was a moderate positive within-team effect from shots on target (3.4 extra wins per 10 matches; 99% confidence limits ±1.0), and a small positive within-team effect from total shots (1.7 extra wins; ±1.0). Effects of most other match events were related to ball possession, which had a small negative within-team effect (1.2 extra losses; ±1.0) but a small positive between-team effect (1.7 extra wins; ±1.4). Game location showed a small positive within-team effect (1.9 extra wins; ±0.9). Results from the established performance profiles and modelling can provide detailed and straightforward information for training, pre-match preparations, in-match tactical approaches and post-match evaluations, as well as for player identification and development. 摘要 比赛表现分析在现代足球中起着举足轻重的作用。尽管如今对足球比赛表现分析的研究已经相对完善,但仍有很多不足之处。这些不足主要体现在:研究中缺乏对研究变量的清晰定义、数据信效度缺失、研究结果的实用性受限、比赛情境因素缺失以及过于集中在描述性和对比性分析等。针对这些问题,本论文通过六个独立而又相互联系的研究,进一步对足球比赛表现分析进行完善。 第一个研究对本论文的数据源--OPTA Sportsdata公司的足球比赛数据的信效度进行了实验检验。实验中,两组数据收集人员被要求对同一场西班牙足球甲级联赛的比赛进行分析。研究结果显示,两组收集人员记录下的球队比赛事件和守门员比赛行为具有高度的一致性(卡帕系数介于0.86和0.94)。收集人员输出的外场球员的比赛行为和比赛事件也具有很高的组间一致性(ICC相关系数介于0.88和1.00,标准化典型误差介于0.00和0.37)。实验结果证明了OPTA Sportsdata公司收集的足球比赛数据具有足够高的信效度。 第二、三、四个研究旨在提升足球比赛表现分析研究结果的实用性以及深度探讨比赛情境因素对足球比赛表现的影响。通过对足球运动员和运动队的比赛技战术表现进行档案创建,可以对运动员和运动队的比赛表现进行简直接而直观的呈现、评价和对比,同时,情境变量(比赛场地、球队和对手实力、比赛结果)对比赛表现的影响也可以被整合到表现档案中。本部分对2012-13赛季西班牙足球甲级联赛的参赛守门员(n = 46球员人次,744比赛场次)和外场球员(n = 409球员人次, 5288比赛场次)以及2009-10至2012-13赛季欧洲足球冠军联赛的参赛球队(n = 496比赛场次)的比赛技战术表现进行了档案创建。在表现档案中,各项比赛技战术指标的均值、标准差、中位数和大小四分位数被用来展现守门员、外场球员和球队的普遍表现和表现浮动性。方差分析(ANOVA)被用来对西甲不同水平球队的守门员、欧冠中不同水平球队在不同比赛情境下的普遍表现(各项指标的均值)进行对比,独立样本t检验被用来对比主客场比赛普遍表现的差异。数据量级推断(magnitude-based inferences)的方法则被用来对西甲前三名和最后三名球队外场球员的普遍表现进行对比分析。所有来自不同水平球队的运动员和不同水平运动队的各项比赛指标皆被转换成了标准分数,从而能把他们在各种不同比赛情境下的普遍表现(各项比赛指标的均值)投到相同的雷达图中进行直观的对比。 第五和第六个研究目的在于进行预测性足球比赛表现分析,从而跨越之前固有的描述性和对比性分析。广义线性模型和广义混合线性模型被用来对2014年巴西世界杯小组赛(n = 48 比赛场次,38小分差场次)和2012-13赛季西甲联赛(n = 320小分差场次)的比赛中各表现相关比赛事件、行为和变量与比赛结果(胜、平、负)的关系进行建模。模型中的关系通过数据量级推断(magnitude-based inferences)的方法来界定,具体表现为某个变量增加两个标准差对比赛结果的影响(每10场比赛中额外取胜或失利的场数)。研究结果显示,在2014年巴西世界杯小组赛的所有48场比赛中,9个变量(射门、射正、反击中射门、禁区内射门、控球、短传、连续传球平均次数、高空球争抢成功率和抢断)与赢球概率有清晰的正相关关系,4个变量(射门被封堵、传中、过人和红牌)与赢球概率有清晰的负相关关系,其他12个被分析的变量与赢球概率的相关关系微小或不清晰。而在38场小分差比赛中,高空球争抢成功率由正相关变为微小关系,黄牌则由微小关系变为清晰的负相关。在西甲联赛中,每一支球队增加两个标准差的“射正球门”可以给每10场比赛带来3.4场额外胜利(99%置信区间±1.0场),而所有球队作为一个整体,每增加两个标准差的“射正球门”可以给每10场比赛带来1.7场额外胜利(99%置信区间±1.0场)。其他大多数比赛相关事件与比赛结果的相关关系与“控球”相关联。每一支球队增加两个标准差的“控球”将会给每10场比赛带来1.2场额外失利(99%置信区间±1.0场),而所有球队作为一个整体,每增加两个标准差的“控球”可以给每10场比赛带来1.7场额外胜利(99%置信区间±1.4场)。与客场比赛相对,主场能给球队带来1.9 /10场额外胜利(99%置信区间±0.9场)。 比赛表现档案和模型中得出的研究结果可以为俱乐部、足球队、教练组、表现分析师和运动员提供详细而直接的参考信息。这些信息可用于训练指导、赛前备战、赛中技战术调整和赛后技战术表现分析,也可运用于足球运动员选材、培养和发展。

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Desde su aparición en los años 50, los videojuegos han estado muy presentes en la vida de los jóvenes. Un mercado que nunca se ha mantenido estático, donde la revolución científica vivida en el siglo XX ha colaborado en su gran evolución. Empezando por un juego implementado en una máquina de rayos catódicos, pasando por las recreativas, hasta meterse en los hogares de cualquier familia con los PC y videoconsolas. Contando además con una calidad gráfica que hace difícil diferenciar hoy en día entre realidad y mundo virtual. Pero no sólo los videojuegos están concebidos para el ocio y desconectar de la realidad. Existe un concepto llamado “gamification”, una técnica que busca el transmitir conocimientos, ayudar a personas con discapacidades, facilitar las rehabilitaciones, etc… transformando actividades que puedan parecer aburridas, en algo divertido. Aquí es donde entran los juegos serios, juegos que buscan tales objetivos. Dado que los videojuegos hoy en día están muy metidos en la sociedad, y cada vez llegan a más público de distintas edades y género. Hemos elegido este proyecto para fomentar la creación de videojuegos serios, a través de un tutorial completo con el motor gráfico Unity, intentando usar el mayor número de herramientas posible. ABSTRACT. From the beginning in the 1950s, video games have played an important role in young people’s life. A market that has never been static, where scientific revolution lived in the twentieth century has contributed to a great evolution. Starting from a game implemented on a cathode ray machine, reaching arcade rooms and then getting into families with PCs and consoles. Nowadays the graphic quality makes difficult to differentiate between reality and the virtual world. Not only video games are designed for leisure and to disconnect from the real world for a while. There is a concept called “gamification”, a technique which tends to transmit knowledge, give help to people with disabilities, facilitate rehab, etc. Transforming activities, which might seem boring into fun ones. This is where serious games take place, games looking for the goals mentioned. Since nowadays video games are completely set in our society, and increasing a wider public with different ages and gender, this project has been chosen to promote the creation of serious video games, through a complete tutorial with the game engine - Unity - attempting to use as many tools as it can be possible.

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During the last three decades, FPGA technology has quickly evolved to become a major subject of research in computer and electrical engineering as it has been identified as a powerful alternative for creating highly efficient computing systems. FPGA devices offer substantial performance improvements when compared against traditional processing architectures via custom design and reconfiguration capabilities.

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Vivemos um período de transformações políticas, econômicas, sociais e culturais que, a todo instante, nos impõe desafios. Neste contexto, nas últimas décadas, o uso da tecnologia tem sido ampliado na realização de diversas atividades cotidianas, na divulgação de informações, na comunicação, como forma de expressão e organização da sociedade. A escola, enquanto instituição social, precisa reconhecer esta nova realidade, esta diferente possibilidade de aquisição e transformação de saber, para que possa intervir, ressignificar e redirecionar sua ação, a fim de atender as demandas de seu tempo. O objetivo geral desta pesquisa, a partir da apresentação e análise de experiências realizadas com o uso de Tecnologias da Informação e Conhecimento, é o de refletir sobre como inserir estas ferramentas no processo de ensinar e aprender na escola a partir da visão de professores e alunos, visando a formação integral do educando. Deste modo, no desenvolvimento, entendemos como necessário conhecer e considerar o contexto histórico, bem como as perspectivas relacionadas a escola e seus protagonistas (professores e estudantes) na chamada Sociedade da Informação e do Conhecimento. Ressaltamos a importância do docente (sua formação) e seu papel de mediador nos processos de aprendizagem, assim como a recepção à tecnologia, observando função e espaço de atuação desta. Destacamos experiências com a utilização de TDIC, realizada por professores e alunos, como a produção de game, revistas científicas, escrita de histórias, produções artísticas, blogs, vlogs, discussões em grupos presentes em redes sociais. A metodologia utilizada nesta pesquisa é qualitativa, na modalidade de pesquisa-ação e narrativa, em função do envolvimento com o grupo e com as atividades desenvolvidas, nas quais os participantes compartilham com o pesquisador suas histórias pessoais e de aprendizagem relacionadas às ações ou às atividades que realiza, fornecendo informações e indícios relevantes sobre o seu processo de formação ao longo do tempo. A revisão de literatura foi realizada por meio de análise bibliográfica e documental em livros, teses, dissertações, periódicos específicos sobre o assunto, além de artigos publicados na Internet. A coleta de dados foi realizada a partir de conversas informais, entrevistas semiestruturadas e filmagem dos relatos. A análise foi realizada a partir da abordagem hermenêutico-fenomenológica, que busca descrever e interpretar fenômenos da experiência humana, a fim de investigar a essência por meio da identificação de temas. Os resultados apontam para a necessidade e possibilidade da ampliação da utilização de TDIC como recurso no processo de ensino e aprendizagem, por meio de formação, diálogo, interação, intencionalidade, expectativas, esperança e seus desdobramentos.

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Swordtail fish (Poeciliidae: genus Xiphophorus) are a paradigmatic case of sexual selection by sensory exploitation. Female preference for males with a conspicuous “sword” ornament is ancestral, suggesting that male morphology has evolved in response to a preexisting bias. The perceptual mechanisms underlying female mate choice have not been identified, complicating efforts to understand the selection pressures acting on ornament design. We consider two alternative models of receiver behavior, each consistent with previous results. Females could respond either to specific characteristics of the sword or to more general cues, such as the apparent size of potential mates. We showed female swordtails a series of computer-altered video sequences depicting a courting male. Footage of an intact male was preferred strongly to otherwise identical sequences in which portions of the sword had been deleted selectively, but a disembodied courting sword was less attractive than an intact male. There was no difference between responses to an isolated sword and to a swordless male of comparable length, or between an isolated sword and a homogenous background. Female preference for a sworded male was abolished by enlarging the image of a swordless male to compensate for the reduction in length caused by removing the ornament. This pattern of results is consistent with mate choice being mediated by a general preference for large males rather than by specific characters. Similar processes may account for the evolution of exaggerated traits in other systems.

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We thank Karim Gharbi and Urmi Trivedi for their assistance with RNA sequencing, carried out in the GenePool genomics facility (University of Edinburgh). We also thank Susan Fairley and Eduardo De Paiva Alves (Centre for Genome Enabled Biology and Medicine, University of Aberdeen) for help with the initial bioinformatics analysis. We thank Aaron Mitchell for kindly providing the ALS3 mutant, Julian Naglik for the gift of TR146 cells, and Jon Richardson for technical assistance. We thank the Genomics and Bioinformatics core of the Faculty of Health Sciences for Next Generation Sequencing and Bioinformatics support, the Information and Communication Technology Office at the University of Macau for providing access to a High Performance Computer and Jacky Chan and William Pang for their expert support on the High Performance Computer. Finally, we thank Amanda Veri for generating CaLC2928. M.D.L. is supported by a Sir Henry Wellcome Postdoctoral Fellowship (Wellcome Trust 096072), R.A.F. by a Wellcome Trust-Massachusetts Institute of Technology (MIT) Postdoctoral Fellowship, L.E.C. by a Canada Research Chair in Microbial Genomics and Infectious Disease and by Canadian Institutes of Health Research Grants MOP-119520 and MOP-86452, A.J. P.B. was supported by the UK Biotechnology and Biological Sciences Research Council (BB/F00513X/1) and by the European Research Council (ERC-2009-AdG-249793-STRIFE), KHW is supported by the Science and Technology Development Fund of Macau S.A.R (FDCT) (085/2014/A2) and the Research and Development Administrative Office of the University of Macau (SRG2014-00003-FHS) and R.T.W. by the Burroughs Wellcome fund and NIH R15AO094406. Data availability RNA-sequencing data sets are available at ArrayExpress (www.ebi.ac.uk) under accession code E-MTAB-4075. ChIP-seq data sets are available at the NCBI SRA database (http://www.ncbi.nlm.nih.gov) under accession code SRP071687. The authors declare that all other data supporting the findings of this study are available within the article and its supplementary information files, or from the corresponding author upon request.

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The poison frogs (family Dendrobatidae) are terrestrial anuran amphibians displaying a wide range of coloration and toxicity. These frogs generally have been considered to be aposematic, but relatively little research has been carried out to test the predictions of this hypothesis. Here we use a comparative approach to test one prediction of the hypothesis of aposematism: that coloration will evolve in tandem with toxicity. Recently, we developed a phylogenetic hypothesis of the evolutionary relationships among representative species of poison frogs, using sequences from three regions of mitochondrial DNA. In our analysis, we use that DNA-based phylogeny and comparative analysis of independent contrasts to investigate the correlation between coloration and toxicity in the poison frog family (Dendrobatidae). Information on the toxicity of different species was obtained from the literature. Two different measures of the brightness and extent of coloration were used. (i) Twenty-four human observers were asked to rank different photos of each different species in the analysis in terms of contrast to a leaf-littered background. (ii) Color photos of each species were scanned into a computer and a computer program was used to obtain a measure of the contrast of the colors of each species relative to a leaf-littered background. Comparative analyses of the results were carried out with two different models of character evolution: gradual change, with branch lengths proportional to the amount of genetic change, and punctuational change, with all change being associated with speciation events. Comparative analysis using either method or model indicated a significant correlation between the evolution of toxicity and coloration across this family. These results are consistent with the hypothesis that coloration in this group is aposematic.

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Most intracellular pathogens avoid lysing their host cells during invasion by wrapping themselves in a vacuolar membrane. This parasitophorous vacuole membrane (PVM) is often retained, serving as a critical transport interface between the parasite and the host cell cytoplasm. To test whether the PVM formed by the parasite Toxoplasma gondii is derived from host cell membrane or from lipids secreted by the parasite, we used time-resolved capacitance measurements and video microscopy to assay host cell surface area during invasion. We observed no significant change in host cell surface area during PVM formation, demonstrating that the PVM consists primarily of invaginated host cell membrane. Pinching off of the PVM from the host cell membrane occurred after an unexpected delay (34-305 sec) and was seen as a 0.219 +/- 0.006 pF drop in capacitance, which corresponds well to the predicted surface area of the entire PVM (30-33 microns2). The formation and closure of a fission pore connecting the extracellular medium and the vacuolar space was detected as the PVM pinched off. This final stage of parasite entry was accomplished without any breach in cell membrane integrity.

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This talk, which was the keynote address of the NAS Colloquium on Human-Machine Communication by Voice, discusses the past, present, and future of human-machine communications, especially speech recognition and speech synthesis. Progress in these technologies is reviewed in the context of the general progress in computer and communications technologies.

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There is a growing concern about the poor quality of the writing of children and teenagers because of the continuous and constant exposure to the new technologies. Increasingly parents complain that their children spend too much time with their phones, tablets, computers, video games, etc. There is also an increase in the number of teachers who complain about their students’ writing skills. Some of the most prominent criticisms are loss of vocabulary, simplified syntax and the poor spelling of the compositions. To verify if these criticisms are motivated or not by the use of information and communication technologies (ICT) is what moved us to initiate this doctoral dissertation entitled “The influence of ICT on ratings of syntactic maturity: a comparative study between pre- and post-internet generations”. We aim to know if a daily and constant exposure to the ICT can affect the syntactic maturity rates of children and teenagers. We also want to find out if there are differences between the levels of syntactic maturity of today’s students and those of the 1990s, when there were no ICT and internet. In order to do this, we have carried out a quantitative analysis taking as a reference previous studies by generativist researchers in the Anglo-Saxon and Hispanic world and we have used the same units of measure (T-unit and clause). We collected a corpus of 382 essays, half argumentative and half descriptive, from 191 individuals. We have analyzed them according to ten dependent variables or syntactic maturity rates and other independent variables (Hours in internet, Course, Sex, Location, Type of school) by applying techniques of descriptive and inferential statistics...

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One of the most relevant subjects for the intellectual formation of elementary school students is Mathematics where its importance goes back to ancient civilizations and which its importance is underestimated nowadays. This phenomenon occurs in Mexico, where 63.1% of the total population of elementary school students between the third and sixth grade have insufficient/elemental level of mathematics knowledge. This has resulted in the need to use a new mechanism to complement student’s classroom learning. With the rapid growth of wireless and mobile technologies, the mobile learning has been gradually considered as a novel and effective form of learning due to it inherits all the advantages of e-learning as well as breaks the limitations of learning time and space occurring in the traditional classroom teaching. This project proposes the use of a Mathematics Game e-Library integrated by a set of games for mobile devices and a distribution/management tool. The games are developed for running on mobile devices and for cover the six competencies related with the mathematics learning approach established in Mexico. The distribution/management tool allows students to reach contents according to their needs; this is achieved through a core engine that infers, from an initial profile, the games that cover the user’s knowledge gaps.