58,090 research outputs found
Proceedings of Mathsport international 2017 conference
Proceedings of MathSport International 2017 Conference, held in the Botanical Garden of the University of Padua, June 26-28, 2017.
MathSport International organizes biennial conferences dedicated to all topics where mathematics and sport meet.
Topics include: performance measures, optimization of sports performance, statistics and probability models, mathematical and physical models in sports, competitive strategies, statistics and probability match outcome models, optimal tournament design and scheduling, decision support systems, analysis of rules and adjudication, econometrics in sport, analysis of sporting technologies, financial valuation in sport, e-sports (gaming), betting and sports
Small World Network of Athletes: Graph Representation of the World Professional Tennis Player
The paper proposes an alternative way to observe and extract the multiple matches games of sports, i.e.: tennis tournament in the Athlete’s Historical Relative Performance Index and its representation as graph. The finding of the small world topology is elaborated along with further statistical patterns in the fashion of the weighted and directed network. The explanation of the sport tournament system as a highly optimized system is hypothetically proposed. Finally, some elaborations regarding to further directions of the usability of the proposed methodology is discussed
Leveraging Contextual Cues for Generating Basketball Highlights
The massive growth of sports videos has resulted in a need for automatic
generation of sports highlights that are comparable in quality to the
hand-edited highlights produced by broadcasters such as ESPN. Unlike previous
works that mostly use audio-visual cues derived from the video, we propose an
approach that additionally leverages contextual cues derived from the
environment that the game is being played in. The contextual cues provide
information about the excitement levels in the game, which can be ranked and
selected to automatically produce high-quality basketball highlights. We
introduce a new dataset of 25 NCAA games along with their play-by-play stats
and the ground-truth excitement data for each basket. We explore the
informativeness of five different cues derived from the video and from the
environment through user studies. Our experiments show that for our study
participants, the highlights produced by our system are comparable to the ones
produced by ESPN for the same games.Comment: Proceedings of ACM Multimedia 201
Training verbal working memory in children with mild intellectual disabilities: effects on problem-solving
This multiple case study explores the effects of a cognitive training program in children with mild to borderline intellectual disability. Experimental training effects were evaluated comparing pre-post-test changes after (a) a baseline phase versus a training phase in the same participant, (b) an experimental training versus either a no intervention phase or a control training in two pairs of children matched for cognitive profile. Key elements of the training program included (1) exercises and card games targeting inhibition, switching, and verbal working memory, (2) guided practice emphasizing concrete strategies to engage in exercises, and (3) a variable amount of adult support. The results show that both verbal working memory analyzed with the listening span test and problem-solving tested with the Raven’s matrices were significantly enhanced after the experimental trainin
Recommended from our members
The Convergence of Player Experience Questionnaires
Player experience is an important field of digital games research to understand how games influence players. A common way to directly measure players’ reported experiences is through questionnaires. However, the large number of questionnaires currently in use introduces several challenges both in terms of selecting suitable measures and comparing results across studies. In this paper, we review some of the most widely known and used questionnaires and focus on the immersive experience questionnaire (IEQ), the game engagement questionnaire (GEQ), and the player experience of need satisfaction (PENS), with the aim to position each of them in relation to each other. This was done through an online survey, in which we gathered 270 responses from players about their most recent experience of a digital game. Our findings show considerable convergence between these three questionnaires and that there is room to refine them into a more widely applicable measure of general game engagement
The Chinese position as a global player in international comparison with the WTO members: Efficiency analysis and 4IR
During the last quarter-century, globalisation processes affected changes in the world economy in the form of intensifying competition in the international and internal markets. The result is the creation of a global marketplace that is mostly indifferent to national borders and governmental influences. This development has generated widespread interest in competitiveness. Competitiveness affects international relations, especially nowadays, given the changing position of the global leaders and the growth of new economic powers such as China. China has come a long way and has the opportunity to be a global leader in several required fields that will be the cornerstones of global growth in the next decades. Led by China, emerging economies are increasing their share in the worldwide economy and intensifying competition in nearly all sectors. It creates new threats and challenges for players in the global economy, and growing competitiveness must be efficient. The article evaluates the Chinese competitiveness in comparison with the World Trade Organization members by the Data Envelopment Analysis in the pre-in-post crisis period and considering the Fourth Industrial Revolution shifting humanity into a new phase.Web of Science6148
- …