830 resultados para Programmazione video-giochi, iOS, Game Engine, Cocos2D
Resumo:
Fondée sur une étude ethnographique de la pratique du soccer amateur au sein d’une population immigrante associée politiquement à des minorités visibles, discernables par rapport au groupe majoritaire que forment les Québécois francophones, cette thèse cherche à élucider le rapport pratique et fonctionnel entre corps, connaissance et société à la lumière de la théorie de la pratique élaborée par Bourdieu. Dans cette voie, elle cherche à concevoir la pratique sportive comme vecteur d’intégration sociale susceptible de former l’habitus propice à l’intégration, à la sociabilité et à la participation sociale requises pour développer le sentiment d’appartenance à la société d’accueil dans les rangs de ces sportifs. Dans la veine de la théorisation enracinée, et en s’appuyant sur l’observation systématique du style de jeu et des représentations sociales autour de l’intégration élaborés par un groupe d’adeptes du soccer dans une étude combinant observation, vidéo, notes de terrain et interviews, recueillies dans une ligue amateur de Montréal, la thèse a pour objectif de débusquer la logique sociale que sous-tend la pratique sportive en décelant le sens pratique à l’œuvre dans cette dimension de l’espace social. Sur la lancée, l’étude de la pratique du soccer et de la matérialité du corps de l’immigrant en tant que « fait social total » nous amène à concevoir l’intégration du nouveau venu à la société d’accueil comme la combinaison de l’« extériorité » et de l’« intériorité » responsable des dispositions propres à donner corps à l’intégration. On est fondé à penser que la pratique du sport permet à ses adeptes de nouer avec leurs vis-à-vis des relations sociales qui, leur conférant des positions distinctes et distinctives, permettent de comprendre et d’expliquer l’intégration par les enjeux que cela soulève. Sous ce chef, l’ethnicisation en acte dans ce contexte s’opère sous la médiation du corps conçu comme « vecteur de connaissances », « forme de présentation de soi » (Sayad, 1999, p. 301), et « emblème de l’ethnicité » (Defrance, 2009, p. 26). Le corps, aux yeux des joueurs et des supporteurs, devient objet de représentations fondées sur la performance sportive, le jugement de l’habileté physique et l’attitude personnelle comme indicateurs de la compétence du joueur et, plus généralement, les éléments symboliques nés de l’interaction sociale sur le terrain de jeu comme à l’extérieur. En dernière analyse, le soccer, par sa pratique, fait office de médiation, voire de levier, susceptible d’aplanir les entraves à l’intégration à la société d’accueil sous les traits de l’acculturation. La thèse au programme vient donc enrichir l’explication sociologique du processus d’intégration en contexte multiethnique à la lumière du concept d’habitus afin de concevoir théoriquement la dialectique entre acculturation et incorporation sous les traits d’un jeu de relations objectives en vertu duquel le participant s’y engage de son propre chef, sans être tout à fait conscient que par la pratique il est soumis au jugement social, à l’inculcation de dispositions culturellement légitimes, etc. Il s’en dégage l’hypothèse que le joueur de soccer manifeste la « connaissance par corps » que requiert son intégration à la société dans laquelle il a décidé d’évoluer de son plein gré (Bourdieu, 2003). La pratique sportive se révèle donc une « stratégie identitaire synthétique » susceptible de mettre au diapason son identité et les « conditions objectives d’existence » du milieu auquel il est en passe de s’intégrer (Manço, 1999).
Resumo:
Pour respecter les droits d’auteur, la version électronique de ce mémoire a été dépouillée de certains documents visuels et audio‐visuels. La version intégrale du mémoire a été déposée à la Division de la gestion des documents et des archives.
Resumo:
EUROSIS : The European Multidisciplinary Society for Modelling and Simulation Technology.
Resumo:
An improved color video super-resolution technique using kernel regression and fuzzy enhancement is presented in this paper. A high resolution frame is computed from a set of low resolution video frames by kernel regression using an adaptive Gaussian kernel. A fuzzy smoothing filter is proposed to enhance the regression output. The proposed technique is a low cost software solution to resolution enhancement of color video in multimedia applications. The performance of the proposed technique is evaluated using several color videos and it is found to be better than other techniques in producing high quality high resolution color videos
Resumo:
This paper presents methods for moving object detection in airborne video surveillance. The motion segmentation in the above scenario is usually difficult because of small size of the object, motion of camera, and inconsistency in detected object shape etc. Here we present a motion segmentation system for moving camera video, based on background subtraction. An adaptive background building is used to take advantage of creation of background based on most recent frame. Our proposed system suggests CPU efficient alternative for conventional batch processing based background subtraction systems. We further refine the segmented motion by meanshift based mode association.
Resumo:
Given a graph G and a set X ⊆ V(G), the relative Wiener index of X in G is defined as WX (G) = {u,v}∈X 2 dG(u, v) . The graphs G (of even order) in which for every partition V(G) = V1 +V2 of the vertex set V(G) such that |V1| = |V2| we haveWV1 (G) = WV2 (G) are called equal opportunity graphs. In this note we prove that a graph G of even order is an equal opportunity graph if and only if it is a distance-balanced graph. The latter graphs are known by several characteristic properties, for instance, they are precisely the graphs G in which all vertices u ∈ V(G) have the same total distance DG(u) = v∈V(G) dG(u, v). Some related problems are posed along the way, and the so-called Wiener game is introduced.
Resumo:
Detection of Objects in Video is a highly demanding area of research. The Background Subtraction Algorithms can yield better results in Foreground Object Detection. This work presents a Hybrid CodeBook based Background Subtraction to extract the foreground ROI from the background. Codebooks are used to store compressed information by demanding lesser memory usage and high speedy processing. This Hybrid method which uses Block-Based and Pixel-Based Codebooks provide efficient detection results; the high speed processing capability of block based background subtraction as well as high Precision Rate of pixel based background subtraction are exploited to yield an efficient Background Subtraction System. The Block stage produces a coarse foreground area, which is then refined by the Pixel stage. The system’s performance is evaluated with different block sizes and with different block descriptors like 2D-DCT, FFT etc. The Experimental analysis based on statistical measurements yields precision, recall, similarity and F measure of the hybrid system as 88.74%, 91.09%, 81.66% and 89.90% respectively, and thus proves the efficiency of the novel system.
Resumo:
This paper presents a Robust Content Based Video Retrieval (CBVR) system. This system retrieves similar videos based on a local feature descriptor called SURF (Speeded Up Robust Feature). The higher dimensionality of SURF like feature descriptors causes huge storage consumption during indexing of video information. To achieve a dimensionality reduction on the SURF feature descriptor, this system employs a stochastic dimensionality reduction method and thus provides a model data for the videos. On retrieval, the model data of the test clip is classified to its similar videos using a minimum distance classifier. The performance of this system is evaluated using two different minimum distance classifiers during the retrieval stage. The experimental analyses performed on the system shows that the system has a retrieval performance of 78%. This system also analyses the performance efficiency of the low dimensional SURF descriptor.
Resumo:
Pedicle screw insertion technique has made revolution in the surgical treatment of spinal fractures and spinal disorders. Although X- ray fluoroscopy based navigation is popular, there is risk of prolonged exposure to X- ray radiation. Systems that have lower radiation risk are generally quite expensive. The position and orientation of the drill is clinically very important in pedicle screw fixation. In this paper, the position and orientation of the marker on the drill is determined using pattern recognition based methods, using geometric features, obtained from the input video sequence taken from CCD camera. A search is then performed on the video frames after preprocessing, to obtain the exact position and orientation of the drill. An animated graphics, showing the instantaneous position and orientation of the drill is then overlaid on the processed video for real time drill control and navigation
Resumo:
Software Defined Radio (SDR) hardware platforms use parallel architectures. Current concepts of developing applications (such as WLAN) for these platforms are complex, because developers describe an application with hardware-specifics that are relevant to parallelism such as mapping and scheduling. To reduce this complexity, we have developed a new programming approach for SDR applications, called Virtual Radio Engine (VRE). VRE defines a language for describing applications, and a tool chain that consists of a compiler kernel and other tools (such as a code generator) to generate executables. The thesis presents this concept, as well as describes the language and the compiler kernel that have been developed by the author. The language is hardware-independent, i.e., developers describe tasks and dependencies between them. The compiler kernel performs automatic parallelization, i.e., it is capable of transforming a hardware-independent program into a hardware-specific program by solving hardware-specifics, in particular mapping, scheduling and synchronizations. Thus, VRE simplifies programming tasks as developers do not solve hardware-specifics manually.
Resumo:
Despite its young history, Computer Science Education has seen a number of "revolutions". Being a veteran in the field, the author reflects on the many changes he has seen in computing and its teaching. The intent of this personal collection is to point out that most revolutions came unforeseen and that many of the new learning initiatives, despite high financial input, ultimately failed. The author then considers the current revolution (MOOC, inverted lectures, peer instruction, game design) and, based on the lessons learned earlier, argues why video recording is so successful. Given the fact that this is the decade we lost print (papers, printed books, book shops, libraries), the author then conjectures that the impact of the Internet will make this revolution different from previous ones in that most of the changes are irreversible. As a consequence he warns against storming ahead blindly and suggests to conserve - while it is still possible - valuable components of what might soon be called the antebellum age of education.
Resumo:
abstract With many visual speech animation techniques now available, there is a clear need for systematic perceptual evaluation schemes. We describe here our scheme and its application to a new video-realistic (potentially indistinguishable from real recorded video) visual-speech animation system, called Mary 101. Two types of experiments were performed: a) distinguishing visually between real and synthetic image- sequences of the same utterances, ("Turing tests") and b) gauging visual speech recognition by comparing lip-reading performance of the real and synthetic image-sequences of the same utterances ("Intelligibility tests"). Subjects that were presented randomly with either real or synthetic image-sequences could not tell the synthetic from the real sequences above chance level. The same subjects when asked to lip-read the utterances from the same image-sequences recognized speech from real image-sequences significantly better than from synthetic ones. However, performance for both, real and synthetic, were at levels suggested in the literature on lip-reading. We conclude from the two experiments that the animation of Mary 101 is adequate for providing a percept of a talking head. However, additional effort is required to improve the animation for lip-reading purposes like rehabilitation and language learning. In addition, these two tasks could be considered as explicit and implicit perceptual discrimination tasks. In the explicit task (a), each stimulus is classified directly as a synthetic or real image-sequence by detecting a possible difference between the synthetic and the real image-sequences. The implicit perceptual discrimination task (b) consists of a comparison between visual recognition of speech of real and synthetic image-sequences. Our results suggest that implicit perceptual discrimination is a more sensitive method for discrimination between synthetic and real image-sequences than explicit perceptual discrimination.