854 resultados para Audio game
Resumo:
In the area of the professional competition, the coach is a fundamental part in the management of a team and more concretely in the game planning. During the competition, the management of the times of pause and times out as well as the conduct of the coach during the same ones is an aspect to analyze in the sports performance. It is for this that it becomes necessary to know some of the behaviors that turn out to be more frequent by the coach and that are more related to a positive performance of his players. For it there has been realized a study of 7 cases of expert coaches in those that his verbal behavior has observed during 4 games. It has focused on the content of the information only to verbal level, on his meaning. The information that have been obtained in the study shows a major quantity of information elaborated during the pauses of the games and a major tactical content with regard to the moments of game. On the other hand, a relation exists between a major number of questions and a minor number of psychological instructions when the score is adverse, whereas in case of victory, a direct relation does not exist with any category. The rest of categories of the speech do not meet influenced directly for the result, for what it is not possible to consider a direct and immediate relation between the coach verbal behavior during the pauses and the result of the game, except in punctual moments.
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The aim of the present study was to identify the importance of floorball tactical variables to predict ball possession effectiveness, when controlling quality of opposition and game periods. The sample was composed by 1500 ball possessions, corresponding to 14 games randomly selected from the International Championships played during 2008 and 2010 (World Championship, Four nations tournament and classificatory phases for World Championship) by teams from different competition levels (HIGH, INTERMEDIATE and LOW). The effects of the predictor variables on successful ball possessions according to the three game contexts (HIGH vs. HIGH; HIGH vs. LOW; LOW vs. LOW games) were analyzed using Binomial Logistic Regressions. The results showed no interaction with the game period. In HIGH vs. HIGH games, quality of opposition showed an association with ball possession effectiveness with ending zone, offensive system, possession duration, height of shooting and defensive pressures previous to the shot. In HIGH vs. LOW games the important factors were the starting zone, possession duration, defensive pressure previous to the last pass and to the shot, technique of shooting and the number players involved in each ball possession. Finally, in LOW vs. LOW games, the results emphasized the importance of starting and ending zones, the number of passes used and the technique of shooting. In conclusion, elite floorball performance is mainly affected by quality of opposition showing different game patterns in each context that should be considered by coaches when preparing practices and competitions.
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La tecnología moderna de computación ha permitido cambiar radicalmente la investigación tecnológica en todos los ámbitos. El proceso general utilizado previamente consistía en el desarrollo de prototipos analógicos, creando múltiples versiones del mismo hasta llegar al resultado adecuado. Este es un proceso costoso a nivel económico y de carga de trabajo. Es por ello por lo que el proceso de investigación actual aprovecha las nuevas tecnologías para lograr el objetivo final mediante la simulación. Gracias al desarrollo de software para la simulación de distintas áreas se ha incrementado el ritmo de crecimiento de los avances tecnológicos y reducido el coste de los proyectos en investigación y desarrollo. La simulación, por tanto, permite desarrollar previamente prototipos simulados con un coste mucho menor para así lograr un producto final, el cual será llevado a cabo en su ámbito correspondiente. Este proceso no sólo se aplica en el caso de productos con circuitería, si bien es utilizado también en productos programados. Muchos de los programas actuales trabajan con algoritmos concretos cuyo funcionamiento debe ser comprobado previamente, para después centrarse en la codificación del mismo. Es en este punto donde se encuentra el objetivo de este proyecto, simular algoritmos de procesado digital de la señal antes de la codificación del programa final. Los sistemas de audio están basados en su totalidad en algoritmos de procesado de la señal, tanto analógicos como digitales, siendo estos últimos los que están sustituyendo al mundo analógico mediante los procesadores y los ordenadores. Estos algoritmos son la parte más compleja del sistema, y es la creación de nuevos algoritmos la base para lograr sistemas de audio novedosos y funcionales. Se debe destacar que los grupos de desarrollo de sistemas de audio presentan un amplio número de miembros con cometidos diferentes, separando las funciones de programadores e ingenieros de la señal de audio. Es por ello por lo que la simulación de estos algoritmos es fundamental a la hora de desarrollar nuevos y más potentes sistemas de audio. Matlab es una de las herramientas fundamentales para la simulación por ordenador, la cual presenta utilidades para desarrollar proyectos en distintos ámbitos. Sin embargo, en creciente uso actualmente se encuentra el software Simulink, herramienta especializada en la simulación de alto nivel que simplifica la dificultad de la programación en Matlab y permite desarrollar modelos de forma más rápida. Simulink presenta una completa funcionalidad para el desarrollo de algoritmos de procesado digital de audio. Por ello, el objetivo de este proyecto es el estudio de las capacidades de Simulink para generar sistemas de audio funcionales. A su vez, este proyecto pretende profundizar en los métodos de procesado digital de la señal de audio, logrando al final un paquete de sistemas de audio compatible con los programas de edición de audio actuales. ABSTRACT. Modern computer technology has dramatically changed the technological research in multiple areas. The overall process previously used consisted of the development of analog prototypes, creating multiple versions to reach the proper result. This is an expensive process in terms of an economically level and workload. For this reason actual investigation process take advantage of the new technologies to achieve the final objective through simulation. Thanks to the software development for simulation in different areas the growth rate of technological progress has been increased and the cost of research and development projects has been decreased. Hence, simulation allows previously the development of simulated protoypes with a much lower cost to obtain a final product, which will be held in its respective field. This process is not only applied in the case of circuitry products, but is also used in programmed products. Many current programs work with specific algorithms whose performance should be tested beforehand, which allows focusing on the codification of the program. This is the main point of this project, to simulate digital signal processing algorithms before the codification of the final program. Audio systems are entirely based on signal processing, both analog and digital systems, being the digital systems which are replacing the analog world thanks to the processors and computers. This algorithms are the most complex part of every system, and the creation of new algorithms is the most important step to achieve innovative and functional new audio systems. It should be noted that development groups of audio systems have a large number of members with different roles, separating them into programmers and audio signal engineers. For this reason, the simulation of this algorithms is essential when developing new and more powerful audio systems. Matlab is one of the most important tools for computer simulation, which has utilities to develop projects in different areas. However, the use of the Simulink software is constantly growing. It is a simulation tool specialized in high-level simulations which simplifies the difficulty of programming in Matlab and allows the developing of models faster. Simulink presents a full functionality for the development of algorithms for digital audio processing. Therefore, the objective of this project is to study the posibilities of Simulink to generate funcional audio systems. In turn, this projects aims to get deeper into the methods of digital audio signal processing, making at the end a software package of audio systems compatible with the current audio editing software.
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In this work, an improvement of the results presented by [1] Abellanas et al. (Weak Equilibrium in a Spatial Model. International Journal of Game Theory, 40(3), 449-459) is discussed. Concretely, this paper investigates an abstract game of competition between two players that want to earn the maximum number of points from a finite set of points in the plane. It is assumed that the distribution of these points is not uniform, so an appropriate weight to each position is assigned. A definition of equilibrium which is weaker than the classical one is included in order to avoid the uniqueness of the equilibrium position typical of the Nash equilibrium in these kinds of games. The existence of this approximated equilibrium in the game is analyzed by means of computational geometry techniques.
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Este proyecto consiste en crear una serie de tres pequeños videojuegos incluidos en una sola aplicación, para plataformas móviles Android, que permitan en cualquier lugar entrenar la estética de la voz del paciente con problemas de fonación. Dependiendo de los aspectos de la voz (sonidos sonoros y sordos, el pitch y la intensidad) a trabajar se le asignará un ejercicio u otro. En primer lugar se introduce el concepto de rehabilitación de la voz y en qué casos es necesario. Seguidamente se realiza un trabajo de búsqueda en el que se identifican las distintas plataformas de desarrollo de videojuegos que son compatibles con los sistemas Android, así como para la captura de audio y las librerías de procesado de señal. A continuación se eligen las herramientas que presentan las mejores capacidades y con las que se va a trabajar. Estas son el motor de juego Andengine, para la parte gráfica, el entorno Java específico de Android, para la captura de muestras de audio y la librería JTransforms que realiza transformadas de Fourier permitiendo procesar el audio para la detección de pitch. Al desarrollar y ensamblar los distintos bloques se prioriza el funcionamiento en tiempo real de la aplicación. Las líneas de mejora y conclusiones se comentan en el último capítulo del trabajo así como el manual de usuario para mayor comprensión. ABSTRACT. The main aim of this project is to create an application for mobile devices which includes three small speech therapy videogames for the Android OS. These videogames allow patients to train certain voice parameters (such as voice and unvoiced sounds, pitch and intensity) wherever they want and need to. First, an overview of the concept of voice rehabilitation and its uses for patients with speech disorders is given. Secondly a study has been made to identify the most suitable video game engine for the Android OS, the best possible way to capture audio from the device and the audio processing library which will combine with the latter. Therefore, the chosen tools are exposed. Andengine has been selected regarding the game engine, Android’s Java framework for audio capture and the fast Fourier transform library, JTransforms, for pitch detection. Real time processing is vital for the proper functioning of the application. Lines of improvement and other conclusions are discussed in the last part of this dissertation paper.
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El principio de Teoría de Juegos permite desarrollar modelos estocásticos de patrullaje multi-robot para proteger infraestructuras criticas. La protección de infraestructuras criticas representa un gran reto para los países al rededor del mundo, principalmente después de los ataques terroristas llevados a cabo la década pasada. En este documento el termino infraestructura hace referencia a aeropuertos, plantas nucleares u otros instalaciones. El problema de patrullaje se define como la actividad de patrullar un entorno determinado para monitorear cualquier actividad o sensar algunas variables ambientales. En esta actividad, un grupo de robots debe visitar un conjunto de puntos de interés definidos en un entorno en intervalos de tiempo irregulares con propósitos de seguridad. Los modelos de partullaje multi-robot son utilizados para resolver este problema. Hasta el momento existen trabajos que resuelven este problema utilizando diversos principios matemáticos. Los modelos de patrullaje multi-robot desarrollados en esos trabajos representan un gran avance en este campo de investigación. Sin embargo, los modelos con los mejores resultados no son viables para aplicaciones de seguridad debido a su naturaleza centralizada y determinista. Esta tesis presenta cinco modelos de patrullaje multi-robot distribuidos e impredecibles basados en modelos matemáticos de aprendizaje de Teoría de Juegos. El objetivo del desarrollo de estos modelos está en resolver los inconvenientes presentes en trabajos preliminares. Con esta finalidad, el problema de patrullaje multi-robot se formuló utilizando conceptos de Teoría de Grafos, en la cual se definieron varios juegos en cada vértice de un grafo. Los modelos de patrullaje multi-robot desarrollados en este trabajo de investigación se han validado y comparado con los mejores modelos disponibles en la literatura. Para llevar a cabo tanto la validación como la comparación se ha utilizado un simulador de patrullaje y un grupo de robots reales. Los resultados experimentales muestran que los modelos de patrullaje desarrollados en este trabajo de investigación trabajan mejor que modelos de trabajos previos en el 80% de 150 casos de estudio. Además de esto, estos modelos cuentan con varias características importantes tales como distribución, robustez, escalabilidad y dinamismo. Los avances logrados con este trabajo de investigación dan evidencia del potencial de Teoría de Juegos para desarrollar modelos de patrullaje útiles para proteger infraestructuras. ABSTRACT Game theory principle allows to developing stochastic multi-robot patrolling models to protect critical infrastructures. Critical infrastructures protection is a great concern for countries around the world, mainly due to terrorist attacks in the last decade. In this document, the term infrastructures includes airports, nuclear power plants, and many other facilities. The patrolling problem is defined as the activity of traversing a given environment to monitoring any activity or sensing some environmental variables If this activity were performed by a fleet of robots, they would have to visit some places of interest of an environment at irregular intervals of time for security purposes. This problem is solved using multi-robot patrolling models. To date, literature works have been solved this problem applying various mathematical principles.The multi-robot patrolling models developed in those works represent great advances in this field. However, the models that obtain the best results are unfeasible for security applications due to their centralized and predictable nature. This thesis presents five distributed and unpredictable multi-robot patrolling models based on mathematical learning models derived from Game Theory. These multi-robot patrolling models aim at overcoming the disadvantages of previous work. To this end, the multi-robot patrolling problem was formulated using concepts of Graph Theory to represent the environment. Several normal-form games were defined at each vertex of a graph in this formulation. The multi-robot patrolling models developed in this research work have been validated and compared with best ranked multi-robot patrolling models in the literature. Both validation and comparison were preformed by using both a patrolling simulator and real robots. Experimental results show that the multirobot patrolling models developed in this research work improve previous ones in as many as 80% of 150 cases of study. Moreover, these multi-robot patrolling models rely on several features to highlight in security applications such as distribution, robustness, scalability, and dynamism. The achievements obtained in this research work validate the potential of Game Theory to develop patrolling models to protect infrastructures.
Resumo:
The aim of the present study was to assess the effects of game timeouts on basketball teams? offensive and defensive performances according to momentary differences in score and game period. The sample consisted of 144 timeouts registered during 18 basketball games randomly selected from the 2007 European Basketball Championship (Spain). For each timeout, five ball possessions were registered before (n?493) and after the timeout (n?475). The offensive and defensive efficiencies were registered across the first 35 min and last 5 min of games. A k-means cluster analysis classified the timeouts according to momentary score status as follows: losing ( ?10 to ?3 points), balanced ( ?2 to 3 points), and winning (4 to 10 points). Repeated-measures analysis of variance identified statistically significant main effects between pre and post timeout offensive and defensive values. Chi-square analysis of game period identified a higher percentage of timeouts called during the last 5 min of a game compared with the first 35 min (64.999.1% vs. 35.1910.3%; x ?5.4, PB0.05). Results showed higher post timeout offensive and defensive performances. No other effect or interaction was found for defensive performances. Offensive performances were better in the last 5 min of games, with the least differences when in balanced situations and greater differences when in winning situations. Results also showed one interaction between timeouts and momentary differences in score, with increased values when in losing and balanced situations but decreased values when in winning situations. Overall, the results suggest that coaches should examine offensive and defensive performances according to game period and differences in score when considering whether to call a timeout.
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Artículo del proyecto House of Would del estudio Elii en la revista Panorama
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The paper examines the video game industry in the perspective of being the paradigm of innovation in digital media and content. In particular, it analyses the response to two main factors that have impacted this industry over the last decade. First, it tracks the evolution of its global market and its emerging geography with the rise of Asia. Second, within this global landscape the paper explores how the changes derived from mobile and on-line gaming enabled major transformations of this industry. From here, some conclusions on the lessons from the evolution of this sector for the whole media and content industries are presented.
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Wireless sensor networks (WSNs) are one of the most important users of wireless communication technologies in the coming years and some challenges in this area must be addressed for their complete development. Energy consumption and spectrum availability are two of the most severe constraints of WSNs due to their intrinsic nature. The introduction of cognitive capabilities into these networks has arisen to face the issue of spectrum scarcity but could be used to face energy challenges too due to their new range of communication possibilities. In this paper a new strategy based on game theory for cognitive WSNs is discussed. The presented strategy improves energy consumption by taking advantage of the new change-communication-channel capability. Based on game theory, the strategy decides when to change the transmission channel depending on the behavior of the rest of the network nodes. The strategy presented is lightweight but still has higher energy saving rates as compared to noncognitive networks and even to other strategies based on scheduled spectrum sensing. Simulations are presented for several scenarios that demonstrate energy saving rates of around 65% as compared to WSNs without cognitive techniques.
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Shading reduces the power output of a photovoltaic (PV) system. The design engineering of PV systems requires modeling and evaluating shading losses. Some PV systems are affected by complex shading scenes whose resulting PV energy losses are very difficult to evaluate with current modeling tools. Several specialized PV design and simulation software include the possibility to evaluate shading losses. They generally possess a Graphical User Interface (GUI) through which the user can draw a 3D shading scene, and then evaluate its corresponding PV energy losses. The complexity of the objects that these tools can handle is relatively limited. We have created a software solution, 3DPV, which allows evaluating the energy losses induced by complex 3D scenes on PV generators. The 3D objects can be imported from specialized 3D modeling software or from a 3D object library. The shadows cast by this 3D scene on the PV generator are then directly evaluated from the Graphics Processing Unit (GPU). Thanks to the recent development of GPUs for the video game industry, the shadows can be evaluated with a very high spatial resolution that reaches well beyond the PV cell level, in very short calculation times. A PV simulation model then translates the geometrical shading into PV energy output losses. 3DPV has been implemented using WebGL, which allows it to run directly from a Web browser, without requiring any local installation from the user. This also allows taken full benefits from the information already available from Internet, such as the 3D object libraries. This contribution describes, step by step, the method that allows 3DPV to evaluate the PV energy losses caused by complex shading. We then illustrate the results of this methodology to several application cases that are encountered in the world of PV systems design. Keywords: 3D, modeling, simulation, GPU, shading, losses, shadow mapping, solar, photovoltaic, PV, WebGL
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Desarrollo de una librería de efectos de audio en lenguaje nativo de Matlab con procesamiento a tiempo no real. Incluye una interfaz de usuario sencilla y auto explicativa, y ofrece un control libre de los parámetros del efecto, elección y visualización del audio de entrada, reproducción y visualización del audio de salida, y representación característica del procesamiento que se está realizando. El objetivo principal de la librería es que sea usada por alumnos en un laboratorio docente, permitiendo la experimentación con diversos parámetros y entradas de audio facilitando, de esta forma, la comprensión de los diferentes procesamientos que se están realizando. El proyecto incluye una extensa documentación y una plantilla con el objetivo de que se puedan añadir en un futuro más programas de efectos, puesto que la intención del proyecto es ofrecer una librería a largo plazo y facilitar el mantenimiento y las modificaciones futuras.
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This paper addresses an uplink power control dynamic game where we assume that each user battery represents the system state that changes with time following a discrete-time version of a differential game. To overcome the complexity of the analysis of a dynamic game approach we focus on the concept of Dynamic Potential Games showing that the game can be solved as an equivalent Multivariate Optimum Control Problem. The solution of this problem is quite interesting because different users split the activity in time, avoiding higher interferences and providing a long term fairness.
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The proposal highlights certain design strategies and a case study that can link the material urban space to digital emerging realms. The composite nature of urban spaces ?material/ digital- is understood as an opportunity to reconfigure public urban spaces without high-cost, difficult to apply interventions and, furthermore, to reactivate them by inserting dynamic, interactive and playful conditions that engage people and re-establish their relations to the cities. The structuring of coexisting and interconnected material and digital aspects in public urban spaces is proposed through the implementation of hybridization processes. Hybrid spaces can fascinate and provoke the public and especially younger people to get involved and interact with physical aspects of urban public spaces as well as digital representations or interpretations of those. Digital game?s design in urban public spaces can be comprehended as a tool that allows architects to understand and to configure hybrids of material and digital conceptions and project all in one, as an inseparable totality. Digital technologies have for a long time now intervened in our perception of traditional dipoles such as subject - environment. Architects, especially in the past, have been responsible for material mediations and tangible interfaces that permit subjects to relate to their physical environments in a controlled and regulated manner; but, nowadays, architects are compelled to embody in design, the transition that is happening in all aspects of everyday life, that is, from material to digital realities. In addition, the disjunctive relation of material and digital realms is ceding and architects are now faced with the challenge that supposes the merging of both in a single, all-inclusive reality. The case study is a design project for a game implemented simultaneously in a specific urban space and on the internet. This project developed as the spring semester course New Media in Architecture at the Department of Architecture, Democritus University of Thrace, Greece is situated at the city of Xanthi. Composite cities can use design strategies and technological tools to configure augmented and appealing urban spaces that articulate and connect different realms in a single engaging reality.
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Este proyecto consiste en el diseño e implementación de un procesador digital de efectos de audio en tiempo real orientado a instrumentos eléctricos tales como guitarras, bajos, teclados, etc. El procesador está basado en la tarjeta Raspberry Pi B+, ordenador de placa reducida de bajo coste, desarrollado en Reino unido y cuyo lanzamiento tuvo lugar en el año 2012. En primer lugar, ha sido necesario lograr que la tarjeta asuma la funcionalidad de un procesador de audio en tiempo real. Para ello se ha instalado un sistema operativo Linux orientado a Raspberry (Raspbian) y se ha hecho uso de Pure Data (Pd): lenguaje de programación gráfico que fue desarrollado en los años 90 por Miller Puckette con intención de ser enfocado a la creación de eventos multimedia y de música por computador. El papel que desempeña Pd es de capa intermedia entre el hardware y el software ya que se encarga de tomar bloques de N muestras del convertidor analógico/digital y encaminarlas a través del flujo de señal diseñado gráficamente. En segundo lugar, se han implementado diferentes efectos de audio de distintas características. Así pues, se encuentran efectos basados en retardos, filtros digitales y procesadores de dinámica. Concretamente, los efectos implementados son los siguientes: delay, flanger, vibrato, reverberador de Schroeder, filtros (paso bajo, paso alto y paso banda), ecualizador paramétrico y compresor y expansor de dinámica. Estos efectos han sido implementados en lenguaje C de acuerdo con la API de Pd. Con esto se ha conseguido obtener un objeto por cada efecto, el cual es “instanciado” en Pd pudiendo ejecutarlo en tiempo real. En este proyecto se expone la problemática que supone cada paso del diseño proponiendo soluciones válidas. Además se incluye una guía paso a paso para configurar la tarjeta y lograr realizar un bypass de señal y un efecto simple partiendo desde cero. ABSTRACT. This project involves the design and implementation of a digital real-time audio processor for electrical instruments (guitars, basses, keyboards, etc.). The processor is based on the Raspberry Pi B + card: low cost computer, developed in UK in 2012. First, it was necessary to make the cards assume the functionality of a real time audio processor. A Linux operating system called Raspberry (Raspbian) was installed. In this Project is used Pure Data (Pd): a graphical programming language developed in the 90s by Miller Puckette intending to be focused on creating multimedia and computer music events. The role of Pd is an intermediate layer between the hardware and the software. It is responsible for taking blocks of N samples of the analog/digital converter and route it through the signal flow. Secondly, it is necessary to implemented the different audio effects. There are delays based effects, digital filter and dynamics effects. Specifically, the implemented effects are: delay, flanger, vibrato, Schroeder reverb, filters (lowpass, highpass and bandpass), parametric equalizer and compressor and expander dynamics. These effects have been implemented in C language according to the Pd API. As a result, it has been obtained an object for each effect, which is instantiated in Pd. In this Project, the problems of every step are exposed with his corresponding solution. It is inlcuded a step-by-step guide to configure the card and achieve perform a bypass signal process and a simple effect.