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Big data technology is used to integrate, clean up and analyze the data of student management system, educational administration system, and campus card consumption system and so on in this paper. The characteristics of high risk students are extracted and selected, and the prediction model is constructed, which can be used to predict the high risk students scientifically, reasonably and effectively,...
An effective method for highlight generation from basketball sports videos is proposed in this paper. Video shot classification is done which classify video into three categories that is close-up view, far view and replay. For close-up and far view detection we have proposed the feature based on the percentage of edge pixels to classify the frame into Far or close-up view. A pair of logos determines...
We collect environmental information through our sensory organs, perceive them suitably to execute the task in hand. Examples of such tasks are abundant, like driving, operating machines, playing games, hunting, or mushroom picking on mountains. While executing such tasks, there is a marked difference in efficiency and accuracy between an expert and a novice. An expert is attentive to only what is...
The level of computer programs has now reached professional strength for many games, even for the game of Go recently. A more difficult task for computer intelligence now is to create a program able to coach human players, so that they can improve their play. In this paper, we propose a method to detect and label the bad moves of human players for the game of Go. This task is challenging because even...
Man-machine game is an important component in the field of artificial intelligence. Game tree search algorithms and chess situation evaluation functions are mostly applied in the traditional chess game system. When the game tree method is used, the response time will be extended as the depth of tree. This paper proposes to use the stochastic weight assignment neural network (SWAN), trained by Extreme...
Aim of this research was to examine familiarity of students in Croatia with threats in form of social engineering and phishing attacks. To obtain our research data, a practical assessment of student's capabilities to identify phishing attacks against them was conducted with the help of a graphical questionnaire that presented real phishing messages that tried to identify what kind of scams or attacks...
In this paper, a steady-state visual evoked potential (SSVEP)-based brain computer interface (BCI) system using multiple channel electroencephalography (EEG) signals is designed for computer games that require analogue or continuous control. To this end, a novel scheme combining two SSVEP's features is proposed to control the simulated cart in a relatively continuous and accurate way. More specifically,...
In today's world, game playing is seen in almost all the ages as well as it is having big market. The goal of this work was to analyze the stress level of a human player during gaming session. It analyzes certain human states recorded by Electroencephalograhy (EEG) during playing computer games activity. However, the classification procedure was offline, thus the recording and analysis will not interfere/disturb...
This paper introduces the Chinese chess recognition algorithm based on computer vision and image processing. In order to simplify processing and enhance efficiency, the images of chessboard and chessman need preprocessing in advance. The steps of preprocessing include of transformation from color images to gray images, images filtering with mean filter or median filter, and binaryzation of the gray...
In this paper a game for working memory assessment in children between 4 to 7 years old is introduced. We evaluate the validity of the game as an assessment tool by comparing its results on a group of pre-school children with a commercially validated working memory test. Since the correctness of an assessment highly depends on the attentional state of the subject, several algorithms have been developed...
Campaigns with commercial and spam purposes have flooded the Twitter community. To understand what scale of audience a campaign could reach, we first perform a measurement study by collecting a dataset of about 10 million tweets via streaming API and one million search tweets for targeting topics, as well as 37,313 user accounts that are suspended by Twitter. From the dataset, we extract a spam campaign...
This study applies tangible user interface technology to develop “Interactive Tangible Word Game”. A user interacts with the game by placing plastic alphabetic characters on a surface and the game responds by projecting graphics on to the surface. The system uses the surface image and converts it to a binary image. Seven Hu's moments are then computed from each contour of each object in the image...
Estimating affective and cognitive states in conditions of rich human-computer interaction, such as in games, is a field of growing academic and commercial interest. Entertainment and serious games can benefit from recent advances in the field as, having access to predictors of the current state of the player (or learner) can provide useful information for feeding adaptation mechanisms that aim to...
Behavioral data from computer games can be exceptionally high-dimensional, of massive scale and cover a temporal segment reaching years of real-time and a varying population of users. Clustering of user behavior provides a way to discover behavioral patterns that are actionable for game developers. Interpretability and reliability of clustering results is vital, as decisions based on them affect game...
Music and Emotion Driven Game Engine (MEDGE) is a music game engine capable of analyzing emotional content in music real-time. As such, its emotion recognition algorithm complexity is computational intensive. This paper studies the MEDGE performance in quantitative terms when it is ported to PS3's multithreading technology — Cell BE platform. We show the experimental results of the increased performance...
Virtual environments and computer games incorporate music in order to enrich the audiovisual experience and further immerse users. Selecting musical content during design-time can have a controversial result based on the preferences of the users involved, while limiting the interactivity of the environment, affecting thus the effectiveness of immersion. In this work, we introduce a framework for the...
Cheating is one of the biggest and constant problems in MMOGs. Games with high frequency of cheating will surely lose its appeal to genuine players who want to play the game. This is the reason why game provider these days put cheating prevention as one of the top priorities. Bot is just one way of cheating, but very efficient one. There are various methods to prevent cheating using bot. In this paper,...
Skin color is one of most important source of information widely used in Human-Computer Interaction (HCI) system where detecting the presence of the human plays a key role. It is because of the dynamics and articulations of human body which is hard to be captured rather than using primitive feature like skin color. However, skin color varies across different persons limiting us from building a generative...
Computer vision techniques have been widely applied to immersive and perceptual human-computer interaction for applications like computer gaming, education, and entertainment. In this paper, relevant techniques are surveyed in terms of image capturing, normalization, motion detection, tracking, feature representation and recognition. In addition, applications of vision techniques in HCI in computer...
We propose an automatic soccer video summarization engine which relies on an improved algorithm for the detection of replay shots which delineate interesting events. Video shots are first detected using dominant color and histogram intersection methods. Replay shots are detected using an improved technique, then processed through a set of mid-level descriptors (goal-mouth and score board with other...
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