Search results for "Video"

showing 10 items of 1348 documents

Attention-based environment perception in autonomous robotics

2007

This paper describes a robotic architecture that uses visual attention mechanisms for autonomous navigation in unknown indoor environments. A foveation mechanism based on classical bottom-up gaze shifts allows the robot to autonomously select landmarks, defined as salient points in the camera images. Landmarks are memorized in a behavioral fashion, coupling sensing and acting to achieve a representation view and scale independent. Selected landmarks are stored in a topological map; during the navigation a top-down mechanism controls the attention system to achieve robot localization. Experiments and results show that our system is robust to noise and odometric errors, being at the same time…

Social robotbusiness.industryComputer scienceComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISIONMobile robotRoboticsrobotGazeMobile robot navigationRobotComputer visionAttentionArtificial intelligenceNoise (video)Topological mapbusiness
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2020

Abstract Challenge is a key motivation for videogame play. But what kind of challenge types videogames include, and which of them players prefer? This article helps to answer the above questions by developing and validating Videogame Challenge Inventory (CHA), a psychometrically sound measurement for investigating players’ challenge preferences in videogames. Based on a review of literature, we developed a 38-item version of CHA that was included in a social media user survey (N = 813). An exploratory factor analysis (EFA) revealed a latent structure of five challenge types: Physical, Analytical, Socioemotional, Insight, and Foresight. CHA was amended in another EFA with USA-based survey da…

Socioemotional selectivity theory05 social sciencesApplied psychologyGeneral EngineeringDiscriminant validity050801 communication & media studiesHuman Factors and ErgonomicsConfirmatory factor analysisExploratory factor analysisEducationHuman-Computer Interaction0508 media and communicationsHardware and ArchitectureSurvey data collection0501 psychology and cognitive sciencesSocial mediaConstruct (philosophy)PsychologyVideo game050107 human factorsSoftwareInternational Journal of Human-Computer Studies
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Les jeux vidéo comme instruments de techno-transe

2016

International audience; This article aims to reopen the genealogy of video games, studying the similarities they share with what the author calls ‘techno-trance devices’. These devices, which are contemporary to the first video games in the early 1960s, rely on the creative hijacking of laboratory instruments. They share numerous technical and media properties with video games. Moreover, there are some records of these techno-trance devices being used during religious practices at the time, which might lead to speculation of a latent trance influence in video games as apparatuses. These shared properties between video games and these devices, derived from counterculture, are thus studied th…

Sociology and Political ScienceTrance0603 philosophy ethics and religioncomputer.software_genre[SHS.HISPHILSO]Humanities and Social Sciences/History Philosophy and Sociology of SciencescomputinginformatiqueSociologyVideo game cultureSpeculation060303 religions & theologyMultimedia05 social sciencesReligious studiesMedia studies[SHS.PHIL]Humanities and Social Sciences/Philosophyvideo games06 humanities and the artstrancecontre-culture050903 gender studiesCountercultureAnthropologycounterculturejeux vidéo0509 other social sciencestransecomputer
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Computer game as a pragmatic concept : ideas, meanings, and culture

2020

This article discusses the ‘computer game’ as a pragmatic concept. A dual nature of the computer game as both a pragmatic idea and a pragmatic meaning is introduced. Practical meanings of the computer game correspond with the concrete effects that engaging with computer games produces in an individual. Practical ideas of the computer game correspond with the subjectively constituted conceptual families concerning the computer game’s assumed practical meaning. Individual computer games can be considered flat or round depending on the range of their practical meanings. Thus, the article contributes to the study of cultural objects by offering a framework for examining the evolution and existe…

Sociology and Political Sciencedefinitionsvideopelit050801 communication & media studiespelikulttuuri03 medical and health sciences0508 media and communications0302 clinical medicinekulttuuri030212 general & internal medicineSociologyMeaning (existential)cross-cultural conceptstietokonepelitgameskulttuurienvälisyysphilosophyCommunication05 social sciencesmääritelmätmeaningmerkitykset (semantiikka)DUAL (cognitive architecture)social pragmatismLinguisticsComputer gamepragmatismiverkkopelitdigitaaliset pelit
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Morality in Let’s Play narrations : Moral evaluations of Gothic monsters in gameplay videos of Fallout 3

2018

Performative Let’s Play gaming videos are a part of contemporary Internet culture through which morality becomes shared. Many digital games draw on Gothic traditions to feature human-like monsters who demand morally complex interpretations from players. This study examines what kinds of moral evaluations players form of ambiguous Gothic monsters in Let’s Play videos of the action role-playing game Fallout 3. With a discourse analysis of transcribed speech obtained from 20 Let’s Play series on YouTube, it argues that the moral evaluations that players actively produce impact significantly on the play experience, that players take diverse moral stances whose (in)determinacy varies based on w…

Sociology and Political Sciencemedia_common.quotation_subjectvideopelitdigital gamesmonsters050801 communication & media studiesPerformative utterancepelikulttuuri0508 media and communicationsgothicgotiikkata616Sociologyhirviötmedia_common060201 languages & linguisticsCommunicationgameplay05 social sciencesvideo games06 humanities and the artsmoralityMoralityverkkovideotCyberculturelet’s playmoraaliFeature (computer vision)Aesthetics0602 languages and literatureetiikkadigitaaliset pelitgaming cultureNew Media and Society
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Videospēļu spēlētāju sociālais kapitāls

2022

Bakalaura darba tēma ir “Videospēļu spēlētāju sociālais kapitāls”. Pētījuma mērķis ir noskaidrot, kāda ir videospēļu spēlētāju saliedējošā un savienojošā sociālā kapitāla saistība ar tīkla līmeni, tiešsaistes sociālo mijiedarbību videospēlēs un attiecību pārnešanu ārpus tiešsaistes videospēlēm. Bakalaura darbā tiek izmantota sociālā kapitāla teorija un vairāku autoru skaidrojums sociālajai mijiedarbībai tiešsaistes videospēlēs un ārpus tām. Lai iegūtu datus, tika veikta tiešsaistes anketēšana latviešu un krievu valodā. Iegūtie rezultāti norāda, ka videospēļu spēlētāju sociālais kapitāls un spēlēšanas biežums ar dažādiem tīkla līmeņiem, ir pretrunā ar sociālā kapitāla teoriju, attiecību pārn…

SocioloģijaVideospēlesSaliedējošaisSociālā mijiedarbībaSociālais kapitālsSavienojošais
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New novel idea for Cloud Computing: How can we use Kalman filter in security of Cloud Computing

2012

Cloud is a virtual image about some amount of undefined powers, that is widespread and had unknown power and inexact amount of hardware and software configurations, and because of we have not any information about clouds location and time dimensions and also the amounts of its sources we tell that Cloud Computing. This technology presents lots of abilities and opportunities such as processing power, storage and accessing it from everywhere, supporting, working - team group - with the latest versions of software and etc., by the means of internet. On the other hand, in such a large scale networks we should consider the reliability and powerfulness of such networks in facing with events such …

SoftwareUtility computingFilter (video)Computer sciencebusiness.industryReliability (computer networking)Distributed computingCloud testingThe InternetCloud computingKalman filterbusiness2012 6th International Conference on Application of Information and Communication Technologies (AICT)
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Triblock SEBS/DVB crosslinked and sulfonated membranes: Fuel cell performance and conductivity

2021

[EN] A set of styrene-ethylene-butylene-styrene triblock copolymer (SEBS) membranes with 10 or 25 wt.% divinyl-benzene (DVB) as a crosslinking agent were prepared and validated. Physicochemical characterization revealed suitable hydrolytic and thermal stability of photo-crosslinked membranes containing 25%wt. DVB and post-sulfonated. These compositions were evaluated in H2/O2 single cells, and electrical and proton conductivities were furtherly assessed. The membranes with the milder post-sulfonation showed greater proton conductivity than those with excessive sulfonation. In terms of electrical conductivity, a universal power law was applied, and the values obtained were low enough for bei…

Solucions polimèriquesMaterials scienceCrosslinkingMembranesPolymers and PlasticsCopolymers09.- Desarrollar infraestructuras resilientes promover la industrialización inclusiva y sostenible y fomentar la innovaciónGeneral ChemistryConductivityPolyelectrolytesPolyelectrolyteSurfaces Coatings and Films08.- Fomentar el crecimiento económico sostenido inclusivo y sostenible el empleo pleno y productivo y el trabajo decente para todos07.- Asegurar el acceso a energías asequibles fiables sostenibles y modernas para todosMembraneChemical engineeringMAQUINAS Y MOTORES TERMICOSDigital Video BroadcastingMaterials ChemistryCopolymerFuel cellsFuel cellsMaterials
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Versatile optimization-based speed-up method for autofocusing in digital holographic microscopy

2021

We propose a speed-up method for the in-focus plane detection in digital holographic microscopy that can be applied to a broad class of autofocusing algorithms that involve repetitive propagation of an object wave to various axial locations to decide the in-focus position. The classical autofocusing algorithms apply a uniform search strategy, i.e., they probe multiple, uniformly distributed axial locations, which leads to heavy computational overhead. Our method substantially reduces the computational load, without sacrificing the accuracy, by skillfully selecting the next location to investigate, which results in a decreased total number of probed propagation distances. This is achieved by…

SpeedupOptimization problemComputer sciencePlane (geometry)business.industryImage and Video Processing (eess.IV)FOS: Physical sciencesÒpticaElectrical Engineering and Systems Science - Image and Video ProcessingQuantitative Biology - Quantitative MethodsAtomic and Molecular Physics and OpticsThree dimensional imagingOpticsPosition (vector)FOS: Biological sciencesObject waveFOS: Electrical engineering electronic engineering information engineeringDigital holographic microscopySuccessive parabolic interpolationbusinessAlgorithmQuantitative Methods (q-bio.QM)Physics - OpticsOptics (physics.optics)
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Hardware-accelerated spike train generation for neuromorphic image and video processing

2014

Recent studies concerning Spiking Neural Networks show that they are a powerful tool for multiple applications as pattern recognition, image tracking, and detection tasks. The basic functional properties of SNN reside in the use of spike information encoding as the neurons are specifically designed and trained using spike trains. We present a novel and efficient frequency encoding algorithm with Gabor-like receptive fields using probabilistic methods and targeted to FPGA for online pro-cessing. The proposed encoding is versatile, modular and, when applied to images, it is able to perform simple image transforms as edge detection, spot detection or removal, and Gabor-like filtering without a…

Spiking neural networkComputer sciencebusiness.industrySpike trainImage processingVideo processingEdge detectionNeuromorphic engineeringEncoding (memory)Computer visionSpike (software development)Artificial intelligencebusinessComputer hardware2014 IX Southern Conference on Programmable Logic (SPL)
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