793 resultados para Games with music


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Published as an article in: Games and Economic Behavior, 2003, vol. 44, issue 1, pages 183-194.

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This paper proposes a new method for local key and chord estimation from audio signals. This method relies primarily on principles from music theory, and does not require any training on a corpus of labelled audio files. A harmonic content of the musical piece is first extracted by computing a set of chroma vectors. A set of chord/key pairs is selected for every frame by correlation with fixed chord and key templates. An acyclic harmonic graph is constructed with these pairs as vertices, using a musical distance to weigh its edges. Finally, the sequences of chords and keys are obtained by finding the best path in the graph using dynamic programming. The proposed method allows a mutual chord and key estimation. It is evaluated on a corpus composed of Beatles songs for both the local key estimation and chord recognition tasks, as well as a larger corpus composed of songs taken from the Billboard dataset.

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Tracey Holt introduced Triptico to her department after attending training from Sue Shercliff, ESOL Lecturer. Triptico is a resource for teachers to use in conjunction with their interactive whiteboards that currently contains around 20 different interactive resources - all of which can be easily edited, adapted and saved for later use. This quickly spread throughout the entire college. It is a fantastic free resource which promotes more interaction in the classroom between the teacher and students.

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John Latham, International Projects Co-ordinator at Lancaster and Morecambe College (LMC), got involved with the project Serious Computer Games as a Teaching Tool (SCOGATT) after using the game EnerCities with his students. The web based platform at www.scogatt.eu serves as a One Stop Toolkit for vocational teachers and trainers who want to use serious computer games (SCG) in their teaching environments but might need a helping hand. There they will be able to find a compendium of serious games, SCOGATT pilot results, teacher reports and the exemplar games, EnerCities.

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We investigate a version of the classic Colonel Blotto game in which individual battles may have different values. Two players allocate a fixed budget across battlefields and each battlefield is won by the player who allocates the most to that battlefield. The winner of the game is the player who wins the battlefields with highest total value. We focus on the case where there is one large and several small battlefields, such that a player wins if he wins the large and any one small battlefield, or all the small battlefields. We compute the mixed strategy equilibrium for these games and compare this with choices from a laboratory experiment. The equilibrium predicts that the large battlefield receives more than a proportional share of the resources of the players, and that most of the time resources should be spread over more battlefields than are needed to win the game. We find support for the main qualitative features of the equilibrium. In particular, strategies that spread resources widely are played frequently, and the large battlefield receives more than a proportional share in the treatment where the asymmetry between battlefields is stronger.

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On several classes of n-person NTU games that have at least one Shapley NTU value, Aumann characterized this solution by six axioms: Non-emptiness, efficiency, unanimity, scale covariance, conditional additivity, and independence of irrelevant alternatives (IIA). Each of the first five axioms is logically independent of the remaining axioms, and the logical independence of IIA is an open problem. We show that for n = 2 the first five axioms already characterize the Shapley NTU value, provided that the class of games is not further restricted. Moreover, we present an example of a solution that satisfies the first five axioms and violates IIA for two-person NTU games (N, V) with uniformly p-smooth V(N).

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A resource guide for teachers for 4th through 6th graders, produced as part of the Aquapeake project. Includes: background on how and why it was developed; Cycles which is a poetic expression of the wedding of natural studies with personal expression; Aout our Trip, is a tentative sketch for possible uses of the folios; Aquaria on setting up various sizes and styles of aquaria; Music, songs in word and music. (PDF contains 70 pages)

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Ez da arraroa, egungo eskolan, nolabaiteko aukera eza aurkitzea Haur Hezkuntzako haurraren sormena garatzeko. Aukera eza honi erantzuna emateko asmoz sortu da proiektu hau. Hiru bitarteko nagusi uztartzea proposatzen da: alde batetik, musika, sormenaren garapenerako aukera anitz eskaintzen dituelako; bestetik, mugimendua, haurraren garapenen fisiko eta kognitiboan berebiziko garrantzia duen funtzioa; eta, azkenik, jolasa elementu integratzaile bezala, gizakiok haurtzaroan dugun oinarrizko jarduera. Ondoren proposatzen diren jolasak zehazki sortuak, aukeratuak eta moldatuak izan dira sormena era ludikoan garatzeko. Barakaldoko Alkartu Ikastola Publikoan praktikan jarri eta gero, esan dezakegu haurrek ia mugarik gabeko sormena garatu dezaketela, irakasleak bitarteko egokiak eskura jartzen badizkie.

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This paper presents a method to generate new melodies, based on conserving the semiotic structure of a template piece. A pattern discovery algorithm is applied to a template piece to extract significant segments: those that are repeated and those that are transposed in the piece. Two strategies are combined to describe the semiotic coherence structure of the template piece: inter-segment coherence and intra-segment coherence. Once the structure is described it is used as a template for new musical content that is generated using a statistical model created from a corpus of bertso melodies and iteratively improved using a stochastic optimization method. Results show that the method presented here effectively describes a coherence structure of a piece by discovering repetition and transposition relations between segments, and also by representing the relations among notes within the segments. For bertso generation the method correctly conserves all intra and inter-segment coherence of the template, and the optimization method produces coherent generated melodies.

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The purpose of this study was to compare the effects of Small-Sided Games (SSG) vs. Interval Training (IT) in soccer training on aerobic fitness and physical enjoyment in youth elite soccer players during the last 8 weeks of the season. Seventeen U-16 male soccer players (age = 15.5 +/- 0.6 years, and 8.5 years of experience) of a Spanish First Division club academy were randomized to 2 different groups for 6 weeks: SSG group (n = 9) and IT group (n = 8). In addition to the usual technical and tactical sessions and competitive games, the SSG group performed 11 sessions with different SSGs, whereas the IT group performed the same number of sessions of IT. Players were tested before and after the 6-week training intervention with a continuous maximal multistage running field test and the counter movement jump test (CMJ). At the end of the study, players answered the physical activity enjoyment scale (PACES). During the study, heart rate (HR) and session perceived effort (sRPE) were assessed. SSGs were as effective as IT in maintaining the aerobic fitness in elite young soccer players during the last weeks of the season. Players in the SSG group declared a greater physical enjoyment than IT (P = 0.006; ES = 1.86 +/- 1.07). Coaches could use SSG training during the last weeks of the season as an option without fear of losing aerobic fitness while promoting high physical enjoyment.

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This paper presents a role-play game designed by the authors, which focuses on international climate negotiations. The game has been used at a university with students all drawn from the same course and at summer schools with students from different levels (undergraduate, master’s and doctoral students and post-doctoral researchers) and different knowledge areas (economics, law, engineering, architecture, biology and others). We discuss how the game fits into the process of competence-based learning, and what benefits games, and role-play games in particular, have for teaching. In the game, students take on the role of representatives of national institutions and experience at first hand a detailed process of international negotiation concerned with climate change.

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World Conference on Psychology and Sociology 2012

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We introduce and analyze a new solution concept for TU games:The Surplus Distributor Prekernel. Like the prekermel, the new solu- tion is based on the an alternative motion of complaint of one player against other with respect to an allocation. The SD-prekernel contains the SD-prenucleolus and they coincide in the class of convex games. This result allows us to prove that in bankruptcy problems the SD-prekernel and the Minimal Overlapping rule select the same allocation.

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A new interpolation technique has been developed for replacing missing samples in a sampled waveform drawn from a stationary stochastic process, given the power spectrum for the process. The method works with a finite block of data and is based on the assumption that components of the block DFT are Gaussian zero-mean independent random variables with variance proportional to the power spectrum at each frequency value. These assumptions make the interpolator particularly suitable for signals with a sharply-defined harmonic structure, such as audio waveforms recorded from music or voiced speech. Some results are presented and comparisons are made with existing techniques.