11,968 research outputs found
Development of a database and decision support system for performance evaluation of soccer players
In this study, we investigate the general parameters to evaluate the performance of soccer players and develop a database for performance evaluation of soccer players and a relevant decision support system (DSS) to help people such as technical director. In the proposed DSS, the data is collected by Data Collectors by using a proposed database. It helps the technical director to realize the performances of soccer players quickly with real-time during games
Barnes Hospital Bulletin
https://digitalcommons.wustl.edu/bjc_barnes_bulletin/1083/thumbnail.jp
Patenting Games: Baker v. Selden Revisited
Patents are meant to protect the functional aspects of an invention. But patents, particularly patents on processes or methods, can cover non-functional, or expressive, activity. This Article explores this possibility in the context of patents covering games of various types. Patents on games can cover the actual play or use of a game with consequent implications for user-generated content produced by playing games. The Article documents this possibility in the area of fantasy sports and video games and proposes two solutions. The first solution relies on the Federal Circuit\u27s recent decision in In re Bilski, which restricts the patenting of processes that produce social transformations, and explores the implications of this case for patents on games. The second solution draws on the Supreme Court\u27s decision in Baker v. Selden, a precedent associated with restrictions on copyrightable subject matter that purported to establish a boundary between patent and copyright. Consequently, the precedent has implications for patentable subject matter as well as for copyrightable subject matter. The Article concludes that the precedent of Baker v.Selden excludes functional subject matter from copyright protection and non-functional, or expressive, subject matter from patent protection. Therefore, patents on processes should not extend to the non-functional uses of the invention, such as the actual playing of a game by users of a patented game
The Cowl - v.31 - n.1 - Sep 26, 1968
The Cowl - student newspaper of Providence College. Volume 31, Number 1 - September 26, 1968. 12 pages
Spartan Daily, September 4, 1981
Volume 77, Issue 5https://scholarworks.sjsu.edu/spartandaily/6780/thumbnail.jp
New Media and the Quality of Life
We are currently in the middle of a revolution. This revolution, sometimes called the digital revolution, is the revolutionary transformation brought about in the information and communication structure of society by the advent of the digital computer, with most of the major transformations having taken place in the past thirty years. Digital computing technology has generated the mainframe and personal computer, the multimedia computer, and computer networks. It has also transformed the telephone system and the monetary system, it is transforming all kinds of conventional products ranging from washing machines to automobiles, and it is on its way to change television as well. More than ever, contemporary society is an Information Society, in which the importance of information and communication is much greater than in past societies, and of which technologies that facilitate information and communication processes are a central societal feature. In this paper, I want to evaluate the implications of contemporary information and communication media for the quality of life, including both the new media from the digital revolution and the older media that still remain in use. My evaluation of contemporary media will proceed in three parts. In the section to follow, the benefits of contemporary media will be discussed, with special emphasis given to their immediate functional benefits. The section thereafter is devoted to a discussion of four potential threats posed by contemporary media. In a final major section, I look at the future of digital media and the possibilities available to us in shaping that future. A short concluding section ends the paper
Using a Cognitive Architecture for Opponent Target Prediction
One of the most important aspects of a compelling game AI is that it anticipates the playerâs actions and responds to them in a convincing manner. The first step towards doing this is to understand what the player is doing and predict their possible future actions. In this paper we show an approach where the AI system focusses on testing hypotheses made about the playerâs actions using an implementation of a cognitive architecture inspired by the simulation theory of mind. The application used in this paper is to predict the target that the player is heading towards, in an RTS-style game. We improve the prediction accuracy and reduce the number of hypotheses needed by using path planning and path clustering
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 Ravenâs matrices were significantly enhanced after the experimental trainin
Development of a tracking system using invisible markers for association football
Mestrado em Treino DesportivoNowadays in association football, obtaining information such as position and
movements of the players is of great interest to coaches due to the potential to relate
performance to tactics and to assist in planning training programs.
Over the last decade, technological advances in this area included the introduction of
more sophisticated systems that are being used in elite association football; however,
the development of a fully automated system is still needed.
The aim of this study is to contribute to the development of a non-intrusive, automatic,
tracking system, using a marker invisible to humans.
We select a marker that absorbs in the infrared region (IR) of the electromagnetic
spectrum (Epolight 1110) and prepared solutions containing the marker. We tested the
solutions in fabric samples to assess the tones of gray, as well as the resistance of the
marker to water. T-shirts were soaked in the solutions created, and were used by
football players in a 1vs2 in situ task where we proceeded to the tracking.
The findings showed that this approach is a valid possibility to discriminate and track
players. We concluded that it is possible to use IR markers to distinguish different
players and, with the appropriate computer graphicsâ algorithms, to automatically track
the players.Actualmente no futebol, a obtenção de informaçÔes como posição e movimentos dos
jogadores é de grande interesse por parte dos técnicos devido ao potencial para
relacionar o desempenho à tåctica e ajudar na elaboração dos programas de treino.
Durante a Ășltima dĂ©cada, avanços tecnolĂłgicos nesta ĂĄrea incluĂram a introdução de
sistemas mais sofisticados que estĂŁo a ser utilizados no futebol de elite; no entanto, o
desenvolvimento de um sistema totalmente automatizado ainda Ă© necessĂĄrio.
O objectivo deste estudo Ă© contribuir para o desenvolvimento de um sistema de
tracking nĂŁo-intrusivo, automĂĄtico, usando um marcador invisĂvel para os seres
humanos.
SeleccionĂĄmos um marcador que absorve na regiĂŁo do infravermelho (IV) do espectro
electromagnético (Epolight 1110) e preparåmos soluçÔes contendo o marcador.
Teståmos as soluçÔes em amostras de tecido para avaliar os tons de cinzento, assim
como a resistĂȘncia do marcador Ă ĂĄgua. Foram embebidas T-shirts com as soluçÔes
criadas, que foram usadas por jogadores de futebol numa situação in situ de 1vs2
onde se procedeu ao tracking dos mesmos.
Os resultados mostraram que esta abordagem Ă© vĂĄlida para discriminar e acompanhar
os jogadores. ConcluĂmos que Ă© possĂvel usar marcadores IV para distinguir diferentes
jogadores e, com algoritmos de computação grĂĄfica adequados, Ă© possĂvel monitorizar
automaticamente os jogadores
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