77 research outputs found

    Analysis of the winning probability and the scoring actions in the American professional soccer championship

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    This study aimed to assess the effect of the scoring moment on the conditional probability of winning or losing a professional soccer match, as well as identified the most influential variables contributing to victory in Major League Soccer (MLS), the men’s professional league in the United States. Data from 680 matches played in the 2015 and 2016 regular seasons were analysed, by dividing the matches into fifteen-minute periods. Additionally, the influence of playing home or away on the match outcome and the type of technical-tactical actions that lead to a goal was also analysed. The temporal analysis revealed that scoring first increased the probability of winning the match significantly and showed dependency on the time in which the goal was scored. The two principal components of the principal component analysis (PCA) were counterattacks (PC1) and crosses (PC2). These were the most critical variables during open play to determine how MLS teams scored goals. Nevertheless, scoring first, playing as a home team always gave a better chance to win the game than scoring first and playing away (0.72 vs. 0.32 probability). As the match approached the end, winning or losing was even more determinant and less reversible (0.85 vs. 0.72 for the home and away team respectively when they were ahead on the score in the minute 75 or later). These findings can contribute to a better understanding of the performance indicators in professional soccer, helping coaches to determine the right strategies and improving the tactical patterns to succeed in competitionPeer ReviewedPostprint (published version

    FACe! 3D Facial Animation System based on FACS

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    In this paper we present a 3D facial animation system named FACe! It is able to generate different expressions of the face throughout punctual and combined activation of Action Units, defined by Facial Acting Coding System(FACS). This system is implemented on a 3D human head controlled by bones, riggers and skinning to deform the geometry. The bone system is implemented in order to move single or combined Action Units, so that they can implement superior layers such as expressions, phonemes, words, emotions and the synchronization of all them together.Postprint (published version

    Bifurcation diagram for saddle/source bimodal linear dynamical systems

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    We continue the study of the structural stability and the bifurcations of planar bimodal linear dynamical systems (BLDS) (that is, systems consisting of two linear dynamics acting on each side of a straight line, assuming continuity along the separating line). Here, we enlarge the study of the bifurcation diagram of saddle/spiral BLDS to saddle/source BLDS and in particular we study the position of the homoclinic bifurcation with regard to the new improper node bifurcationPostprint (published version

    Left ventricle volume estimation from 3D SPECT reconstruction

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    Our approach describes the three-dimensional reconstruction of the internal and external surfaces of the human's left ventricle from actual SPECT data. The reconstruction is a first process fitting in a complete VR application that will serve as an important diagnosis tool for hospitals. Beginning with the surfaces reconstruction, the application will provide volume and interactive real-time manipulation with the model. We focus on speed, precision and smoothness for the final surfaces. We present several recoveries with non-missing data and partial missing data, performed using different fillings for a PHANTOM test volume. We also present a reconstructed cardiac cycle from an actual patient data, all along with its associated ejection fraction estimation.Peer ReviewedPostprint (author’s final draft

    Left ventricle's surface reconstruction and volume estimation

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    This document describes the three-dimensional reconstruction of the internal and external surfaces of the human’s left ventricle from actual SPECT data. The reconstruction is a first process fitting in a complete VR application that will serve as an important diagnosis tool for hospitals. Beginning with the surfaces reconstruction, the application will provide volume and interactive real-time manipulation to the model. We focus on speed, precision and smoothness for the final surfaces. As long as heart diseases diagnosis requires experience, time and professional knowledge, simulation is a key-process that enlarges efficiency.Peer ReviewedPostprint (author’s final draft

    Fast and Reusable Facial Rigging and Animation

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    Reproducing the subtleties of a face through animation requires developing a sophisticated character rig. But, creating by hand the inner structure and controls of each character is a very labor-intensive and time-consuming task. We developed an application that is 90--99% faster than traditional manual rigging. The application automatically transfers the rig and animations from the source to a target model. Unlike prior work related to morphing and re-targeting [1] that focus on transferring animations, we transfer the complete facial setup in addition to animations. Our method is general, so artists can define their own rig and then quickly apply it to different models, even with disparate proportions and appearance (human, cartoon or fantastic). This gives artists complete freedom to manipulate the characters: they can create new animations and not be limited by pre-generated ones.Postprint (published version

    Camera calibration of long image sequences with the presence of occlusions

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    Camera calibration is a critical problem in applications such as augmented reality and image based model reconstruction. When constructing a 3D model of an object from an uncalibrated video sequence, large amounts of frames and self occlusions of parts of the object are common and difficult problems. In this paper we present a fast and robust algorithm that uses a divide and conquer strategy to split the video sequence into sub-sequences containing only the most relevant frames. Then a robust stratified linear based algorithm is able to calibrate each of the subsequences to a metric structure and finally the subsequences are merged together and a final non-linearoptimization refines the solution. Examples of real datareconstructions are presented.Postprint (author’s final draft

    Coda4microbiome: compositional data analysis for microbiome cross-sectional and longitudinal studies

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    Background One of the main challenges of microbiome analysis is its compositional nature that if ignored can lead to spurious results. Addressing the compositional structure of microbiome data is particularly critical in longitudinal studies where abundances measured at different times can correspond to different sub-compositions. Results We developed coda4microbiome, a new R package for analyzing microbiome data within the Compositional Data Analysis (CoDA) framework in both, cross-sectional and longitudinal studies. The aim of coda4microbiome is prediction, more specifically, the method is designed to identify a model (microbial signature) containing the minimum number of features with the maximum predictive power. The algorithm relies on the analysis of log-ratios between pairs of components and variable selection is addressed through penalized regression on the “all-pairs log-ratio model”, the model containing all possible pairwise log-ratios. For longitudinal data, the algorithm infers dynamic microbial signatures by performing penalized regression over the summary of the log-ratio trajectories (the area under these trajectories). In both, cross-sectional and longitudinal studies, the inferred microbial signature is expressed as the (weighted) balance between two groups of taxa, those that contribute positively to the microbial signature and those that contribute negatively. The package provides several graphical representations that facilitate the interpretation of the analysis and the identified microbial signatures. We illustrate the new method with data from a Crohn's disease study (cross-sectional data) and on the developing microbiome of infants (longitudinal data). Conclusions coda4microbiome is a new algorithm for identification of microbial signatures in both, cross-sectional and longitudinal studies.Peer ReviewedPostprint (published version

    Velocity based controllers for dynamic character animation

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    Dynamic character animation is a technique used to create character movements based on physics laws. Proportional derivative (PD) controllers are one of the preferred techniques in real time character simulations for driving the state of the character from its current state to a new target-state. In this paper is presented an alternative approach named velocity based controllers that are able to introduce into the dynamical system desired limbs relative velocities as constraints. As a result, the presented technique takes into account all the dynamical system to calculate the forces that transform our character from its current state to the target-state. This technique allows realtime simulation, uses a straightforward parameterization for the character muscle force capabilities and it is robust to disturbances. The paper shows the controllers capabilities for the case of human gait animation.Postprint (published version

    Gemelli-obturator complex in the deep gluteal space: an anatomic and dynamic study

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    Objective: To investigate the behavior of the sciatic nerve during hip rotation at subgluteal space. Materials and methods: Sonographic examination (high-resolution ultrasound machine at 5.0–14 MHZ) of the gemelli-obturator internus complex following two approaches: (1) a study on cadavers and (2) a study on healthy volunteers. The cadavers were examined in pronation, pelvis-fixed position by forcing internal and external rotations of the hip with the knee in 90° flexion. Healthy volunteers were examined during passive internal and external hip rotation (prone position; lumbar and pelvic regions fixed). Subjects with a history of major trauma, surgery or pathologies affecting the examined regions were excluded. Results: The analysis included eight hemipelvis from six fresh cadavers and 31 healthy volunteers. The anatomical study revealed the presence of connective tissue attaching the sciatic nerve to the structures of the gemellus-obturator system at deep subgluteal space. The amplitude of the nerve curvature during rotating position was significantly greater than during resting position. During passive internal rotation, the sciatic nerve of both cadavers and healthy volunteers transformed from a straight structure to a curved structure tethered at two points as the tendon of the obturator internus contracted downwards. Conversely, external hip rotation caused the nerve to relax. Conclusion: Anatomically, the sciatic nerve is closely related to the gemelli-obturator internus complex. This relationship results in a reproducible dynamic behavior of the sciatic nerve during passive hip rotation, which may contribute to explain the pathological mechanisms of the obturator internal gemellus syndrome.Peer ReviewedPostprint (author's final draft
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