24,447 research outputs found

    A Review of Audio Features and Statistical Models Exploited for Voice Pattern Design

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    Audio fingerprinting, also named as audio hashing, has been well-known as a powerful technique to perform audio identification and synchronization. It basically involves two major steps: fingerprint (voice pattern) design and matching search. While the first step concerns the derivation of a robust and compact audio signature, the second step usually requires knowledge about database and quick-search algorithms. Though this technique offers a wide range of real-world applications, to the best of the authors' knowledge, a comprehensive survey of existing algorithms appeared more than eight years ago. Thus, in this paper, we present a more up-to-date review and, for emphasizing on the audio signal processing aspect, we focus our state-of-the-art survey on the fingerprint design step for which various audio features and their tractable statistical models are discussed.Comment: http://www.iaria.org/conferences2015/PATTERNS15.html ; Seventh International Conferences on Pervasive Patterns and Applications (PATTERNS 2015), Mar 2015, Nice, Franc

    Inside the Mind of McMillen

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    The paper discusses how Edmund McMillen created “The Binding of Isaac”. It goes into his inspirations, influences, and his background leading up to the game. It then describes the game, going into its mechanics, design, art and story and how each of these elements were unique and risky to put into an Indie game. I discussed how “The Binding of Isaac” brought in fresh, new elements that most mainstream games wouldn’t dare touch, and despite that “Binding of Isaac” accomplished amazing success. Then, I talk about how the game was initially made by a group of two people, and was made with no intention of being a success (they explained they made the game for themselves), but I concluded that over the time the game formed into a game made by the community, making it greater than any other mainstream game. Edmund values feedback from the community, often promoting mods, fanart, and suggestions. Most of the DLCs McMillen created later consisted a lot of the items, bosses, and dungeons made from fans alone. In conclusion, “The Binding of Isaac” lead Indie games to a whole new pathway and welcomed innovation and uniqueness, and over time became something even greater than any other game, a game created by the love and support of not only McMillen himself, but the fans as well

    Towards a Measurement of the Inclusive W->ev Cross Section in pp Collisions at sqrt(s) = 14 TeV

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    We present the methods for an early measurement of the inclusive W->ev production cross section in pp collisions at sqrt(s)= 14 TeV. The methods are studied assuming 10 inverse picobarn integrated luminosity of the data and conditions of the Compact Muon Solenoid (CMS) detector at the early data taking period.Comment: 4 pages, 3 figures, Contribution to the proceedings of the 43rd Rencontres de Moriond, QCD and High Energy Interactions section, March 2008, La Thuile, Ital

    Comparison and maximum principles for a class of flux-limited diffusions with external force fields

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    In this paper, we are interested in a general equation that has finite speed of propagation compatible with Einstein's theory of special relativity. This equation without external force fields has been derived recently by means of optimal transportation theory. We first provide an argument to incorporate the external force fields. Then we are concerned with comparison and maximum principles for this equation. We consider both stationary and evolutionary problems. We show that the former satisfies a comparison principle and a strong maximum principle. While the latter fulfils weaker ones. The key technique is a transformation that matches well with the gradient flow structure of the equation.Comment: 15 pages. Comments are welcom
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