127 research outputs found

    Bliss?

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    Color in context and spatial color computation

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    The purpose of this dissertation is to contribute in the field of spatial color computation models.We begin introducing an overview about different approaches in the definitionof computational models of color in digital imaging. In particular, we present a recent accurate mathematical definition of the Retinex algorithm, that lead to the definition of a new computational model called Random Spray Retinex (RSR). We then introduce the tone mapping problem, discussing the need for color computation in the implementation of a perceptual correct computational model. At this aim we will present the HDR Retinex algorithm, that addresses tone mappingand color constancy at the same time. In the end, we present some experiments analyzing the influence of HDR Retinex spatial color computation on tristimulus colors obtained using different Color Matching Functions (CMFs) on spectral luminance distribution generated by a photometric raytracer

    GHItaly19: Research Perspectives on Game Human Interaction

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    This is a short introduction to the papers presented at the 3rd Workshop on Games-Human Interaction - GHItaly19, that was held in connection with CHItaly 2019. This series of workshops focuses on the multifaceted issues related to the design and development of human-game interfaces. This entails multidisciplinary competences and skills, and the final quality of the User eXperience depends on how consistently and smartly they are exploited. As a matter of fact, users\u2019 engagement and satisfaction rely on the wise design and skilled evaluation of the produced (multidimensional) artifacts. This gains even more critical importance since the application of video games has long overcome the borders of amusement, to spur new possibilities for, e.g., continuous healthcare and education

    GHItaly19: Research Perspectives on Game Human Interaction

    Get PDF
    This is a short introduction to the papers presented at the 3rd Workshop on Games-Human Interaction - GHItaly19, that was held in connection with CHItaly 2019. This series of workshops focuses on the multifaceted issues related to the design and development of human-game interfaces. This entails multidisciplinary competences and skills, and the final quality of the User eXperience depends on how consistently and smartly they are exploited. As a matter of fact, users’ engagement and satisfaction rely on the wise design and skilled evaluation of the produced (multidimensional) artifacts. This gains even more critical importance since the application of video games has long overcome the borders of amusement, to spur new possibilities for, e.g., continuous healthcare and education

    Eliciting steady-state visual evoked potentials by means of stereoscopic displays

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    Brain-Computer Interfaces (BCIs) provide users communication and control capabilities by analyzing their brain activity. A technique to implement BCIs, used recently also in Virtual Reality (VR) environments, is based on the Steady State Visual Evoked Potentials (SSVEPs) detection. Exploiting the SSVEP response, BCIs could be implemented showing targets flickering at different frequencies and detecting which is gazed by the observer analyzing her/his electroencephalographic (EEG) signals. In this work, we evaluate the use of stereoscopic displays for the presentation of SSVEP eliciting stimuli, comparing their effectiveness between monoscopic and stereoscopic stimuli. Moreover we propose a novel method to elicit SSVEP responses exploiting the stereoscopic displays capability of presenting dichoptic stimuli. We have created an experimental scene to present flickering stimuli on an active stereoscopic display, obtaining reliable control of the targets' frequency independently for the two stereo views. Using an EEG acquisition device, we analyzed the SSVEP responses from a group of subjects. From the preliminary results, we got evidence that stereoscopic displays represent valid devices for the presentation of SSVEP stimuli. Moreover, the use of different flickering frequencies for the two views of a single stimulus proved to elicit non-linear interactions between the stimulation frequencies, clearly visible in the EEG signal. This suggests interesting applications for SSVEP-based BCIs in VR environments able to overcome some limitations imposed by the refresh frequency of standard displays, but also the use of commodity stereoscopic displays to implement binocular rivalry experiments

    A.T.L.A.S.: Automatic Terrain and Labels Assembling Software

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    The interactivity and the decision making processes typica lof a video game have a strong influence on how the story of the game should be told, but also on how the imaginary world of the game, where the story takes place, should be structured. As a consequence, there is a growing interest in the development of tools able to couple well with the increasing demanding peculiarities of \u201cgame writing\u201d and\u201cworld building\u201d activities, especially when game or level designers are called to do also the work of a writer. In this paper, we present A.T.L.A.S.(Automatic Terrain and Labels Assembling Software), a tool aimed at the automatic creation of complex imaginary worlds for video games, based on Procedural Content Generation techniques, but characterized also by a story-driven approach

    Monsters of Darwin: a strategic game based on Artificial Intelligence and Genetic Algorithms

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    The production of video games is a complex process, which involves several disciplines, spanning from art to computer science. The final goal is to keep entertained the players, by continuously providing them novel and challenging contents. However, the availability of a large variety of pre-produced material is often not possible. A similar problem can be found in many single-player game genres, where the simulated behaviour generated by the Artificial Intelligence algorithms must be coherent, believable, but also adequately variegate to maintain a satisfactory user experience. To this aim, there is a growing interest in the introduction of automatic or semi-automatic techniques to produce and manage the video game contents. In this paper, we present an example of strategic card battle video game based on the applications of Artificial Intelligence and Genetic Algorithms, where the game contents are dynamically adapted and produced during the game sessions

    A Distributed Game Engine for Mobile Games on the Android Platform

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    In the last few years we have witnessed a tremendous change in the way game developers are required to deal with software production. We moved from small groups building the application ground-up to large coordinated teams with hierarchical organisation. To support this transformation, game developers are now using integrated development and execution environments called game engines. Among all possible gaming platforms, mobile ones are proving to be a challenging ground due to their intrinsic requirement for game engines to deploy the final application on a distributed system. In this paper we discuss about requirements for next-generation game engines for mobile devices. In particular, we propose a variation of the standard approach for game engines architecture pushing from a monolithic architecture toward a distributed one. In our solution, the mobile game engine becomes modular and lower the distinction between client and server side

    LEARNING PREFERENCES AND VACCINATION STATUS OF STUDENTS IN A TERTIARY INSTITUTION: BASIS FOR FLEXIBLE LEARNING IMPLEMENTATION 2.0

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    The objective of this study is to determine the learning preferences and vaccination status of students from a local college in Olongapo City, Philippines. The investigators employed a descriptive-survey research among 5,021 students who were currently enrolled in the academic year of 2021-2022.  Results show that 94.7% prefer online mode of learning; 79.7% show intention to enroll for the next semester of the new academic year; however only 51.7% of the students wanted a face-to-face class and 61.4% of the students’ parents/guardian approve their son/daughter to attend face-to-face classes. In terms of vaccination status, 95.3% of the students have their vaccinations shots already (fully vaccinated) and Pfizer was the brand of choice of the 38% students. The study concluded that students are still prefer online mode of learning. Also, majority of the students were fully vaccinated. The study recommends continue and enhance the implementation of flexible learning of the institution

    Clinical Findings and Pro-Inflammatory Cytokines in Dengue Patients in Western India: A Facility-Based Study

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    BACKGROUND: Descriptions of dengue immunopathogenesis have largely relied on data from South-east Asia and America, while India is poorly represented. This study characterizes dengue cases from Pune, Western India, with respect to clinical profile and pro-inflammatory cytokines. METHODOLOGY/PRINCIPAL FINDINGS: In 2005, 372 clinically suspected dengue cases were tested by MAC-ELISA and RT-PCR for dengue virus (DENV) aetiology. The clinical profile was recorded at the hospital. Circulating levels of IFN-gamma, TNF-alpha, IL-6, and IL-8 were assessed by ELISA and secondary infections were defined by IgM to IgG ratio. Statistical analysis was carried out using the SPSS 11.0 version. Of the 372 individuals, 221 were confirmed to be dengue cases. Three serotypes, DENV-1, 2 and 3 were co-circulating and one case of dual infection was identified. Of 221 cases, 159 presented with Dengue fever (DF) and 62 with Dengue hemorrhagic fever (DHF) of which six had severe DHF and one died of shock. There was a strong association of rash, abdominal pain and conjunctival congestion with DHF. Levels of IFN-gamma were higher in DF whereas IL-6 and IL-8 were higher in DHF cases (p<0.05). The mean levels of the three cytokines were higher in secondary compared to primary infections. Levels of IFN-gamma and IL-8 were higher in early samples collected 2-5 days after onset than late samples collected 6-15 days after onset. IFN-gamma showed significant decreasing time trend (p = 0.005) and IL-8 levels showed increasing trend towards significance in DHF cases (interaction p = 0.059). There was a significant association of IL-8 levels with thrombocytopenia and both IFN-gamma and IL-8 were positively associated with alanine transaminase levels. CONCLUSIONS/SIGNIFICANCE: Rash, abdominal pain and conjunctival congestion could be prognostic symptoms for DHF. High levels of IL-6 and IL-8 were shown to associate with DHF. The time trend of IFN-gamma and IL-8 levels had greater significance than absolute values in DHF pathogenesis
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