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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
11

Eld och rörelse : en studie över motståndarens taktik i urban miljö / Strike and Move : a study on the enemy’s tactics in an urban environment

Edentoft, Patrik January 2009 (has links)
<p>Strid i urban miljö är mycket komplex och utmärks av en föränderlig miljö och med en motståndare som kan uppträda i alla dimensioner. Antalet operationer i denna miljö bedöms öka i framtiden. Motståndaren har utvecklat sin taktik som ett svar på den teknik och stridsteknik som vi använder. För att utbilda och öva används reglementen som beskriver en fiktiv motståndare och det förutsätts att denne är relevant och uppför sig på ett adekvat sätt. Uppsatsens syfte är att pröva om den beskrivning av motståndarens taktiska uppträdande i urban miljö som finns i våra reglementen och anvisningar är rimlig. Inledningsvis operationaliseras begreppen eld, rörelse och skydd i syfte att skapa ett analysinstrument. Därefter studeras och analyseras den motståndare som beskrivs i våra reglementen och handböcker samt en motståndare vars beskrivning hämtas från ett selektivt urval av litteratur. Slutligen genomförs en jämförande analys av båda motståndarna som beskriver avgörande likheter och skillnader mellan dem. Uppsatsen avslutas med en diskussion kring resultat och andra faktorer som inverkar på det taktiska uppträdandet.</p><p>Resultatet visar att motståndaren använder en rörlig försvarstaktik med små och lätta förband som nyttjar överraskande överfall, dold förflyttning och befästa positioner. Gruppering sker ofta intill eller inne i civila objekt. Undersökningen visar att de svenska reglementenas beskrivning av motståndaren är rimlig, dock saknas en del djupare taktiska beskrivningar. Stridens grundelement, eld, rörelse och skydd, kan användas för att göra generella taktiska jämförelser men måste också kompletteras med främst moraliska faktorer för att skapa en förståelse för varför viss taktik används och hur denna skall kunna bemötas.</p> / <p>Fighting in an urban environment is very complex and is characterized by a changing environment and an opponent that can appear in all dimensions. The number of operations in this environment is assessed to increase in the future. The opponent has developed his tactics as an answer to the technology and the combat techniques that we are using. To train and educate our units, we use field manuals that describe a fictive opponent. It is presumed that this opponent is relevant and is behaving in an adequate manor. The purpose of this paper is to try out if the description of the opponent’s tactical behaviour in an urban environment that exists in our field manuals is reasonable. At first, definitions of the actions strike, move and protect are made with the purpose to create an analysis instrument. Thereafter, the opponent described in our field manuals and an opponent described in a selected assortment of literature, are studied and analysed. Finally, a comparative analysis is made between the two opponents with the purpose to identify the decisive differences and similarities between the two. The paper ends with a discussion about results and other factors that have an impact on the tactical behaviour of the opponent.</p><p>The result shows that the opponent uses a mobile defence with small and light forces that uses hit and run tactics, concealed movement and fortified positions. Positioning is often done inside or in the vicinity of civilian objects. The investigation shows that the Swedish field manuals are describing the opponent in a sufficient way. However, some deeper tactical descriptions are missing. The basic actions of combat; strike, move and protect, can be used to make general tactical comparisons, but have to be complemented by most of all moral factors to create an understanding on why a particular tactics is used and how this tactics shall be answered.</p>
12

Eld och rörelse : en studie över motståndarens taktik i urban miljö / Strike and Move : a study on the enemy’s tactics in an urban environment

Edentoft, Patrik January 2009 (has links)
Strid i urban miljö är mycket komplex och utmärks av en föränderlig miljö och med en motståndare som kan uppträda i alla dimensioner. Antalet operationer i denna miljö bedöms öka i framtiden. Motståndaren har utvecklat sin taktik som ett svar på den teknik och stridsteknik som vi använder. För att utbilda och öva används reglementen som beskriver en fiktiv motståndare och det förutsätts att denne är relevant och uppför sig på ett adekvat sätt. Uppsatsens syfte är att pröva om den beskrivning av motståndarens taktiska uppträdande i urban miljö som finns i våra reglementen och anvisningar är rimlig. Inledningsvis operationaliseras begreppen eld, rörelse och skydd i syfte att skapa ett analysinstrument. Därefter studeras och analyseras den motståndare som beskrivs i våra reglementen och handböcker samt en motståndare vars beskrivning hämtas från ett selektivt urval av litteratur. Slutligen genomförs en jämförande analys av båda motståndarna som beskriver avgörande likheter och skillnader mellan dem. Uppsatsen avslutas med en diskussion kring resultat och andra faktorer som inverkar på det taktiska uppträdandet. Resultatet visar att motståndaren använder en rörlig försvarstaktik med små och lätta förband som nyttjar överraskande överfall, dold förflyttning och befästa positioner. Gruppering sker ofta intill eller inne i civila objekt. Undersökningen visar att de svenska reglementenas beskrivning av motståndaren är rimlig, dock saknas en del djupare taktiska beskrivningar. Stridens grundelement, eld, rörelse och skydd, kan användas för att göra generella taktiska jämförelser men måste också kompletteras med främst moraliska faktorer för att skapa en förståelse för varför viss taktik används och hur denna skall kunna bemötas. / Fighting in an urban environment is very complex and is characterized by a changing environment and an opponent that can appear in all dimensions. The number of operations in this environment is assessed to increase in the future. The opponent has developed his tactics as an answer to the technology and the combat techniques that we are using. To train and educate our units, we use field manuals that describe a fictive opponent. It is presumed that this opponent is relevant and is behaving in an adequate manor. The purpose of this paper is to try out if the description of the opponent’s tactical behaviour in an urban environment that exists in our field manuals is reasonable. At first, definitions of the actions strike, move and protect are made with the purpose to create an analysis instrument. Thereafter, the opponent described in our field manuals and an opponent described in a selected assortment of literature, are studied and analysed. Finally, a comparative analysis is made between the two opponents with the purpose to identify the decisive differences and similarities between the two. The paper ends with a discussion about results and other factors that have an impact on the tactical behaviour of the opponent. The result shows that the opponent uses a mobile defence with small and light forces that uses hit and run tactics, concealed movement and fortified positions. Positioning is often done inside or in the vicinity of civilian objects. The investigation shows that the Swedish field manuals are describing the opponent in a sufficient way. However, some deeper tactical descriptions are missing. The basic actions of combat; strike, move and protect, can be used to make general tactical comparisons, but have to be complemented by most of all moral factors to create an understanding on why a particular tactics is used and how this tactics shall be answered.
13

Hodnocení individuálního herního výkonu ve fotbale u hráčů kategorie U10 / Assessment of individual game performance in football players U10

Kuta, Marek January 2021 (has links)
Name: Assessment of individual game performance in football players U10 Objectives: The aim of the thesis is to analyse the success rate of the chosen playing skills in competitive matches in the U10 category in football. Methods: The researched group was made of fifteen individuals, including two goalkeepers, with the average age 10 years, ± 0,5 year. The individuals were observed and evaluated in five matches. The method of analysis was used to gather the data. The data were taken down by the scale system and written into the recording sheet. Three football skills were chosen for the research - pass, dribbling past the opponent, and ball reception. Nonparametric coefficient r was used for the determination of material significance of the differences. Results: Much higher success rate of the pass was discovered on the defensive half in comparison to the attacking half (85,84 % vs. 72,37 %; r = 0,83). Dribbling past the opponent was more frequent on the attacking half in comparison to the defensive half (28,37 vs. 21,67; coefficient r = 0,78), however, there was not any significant difference in the success on the attacking half in comparison to the defensive half (57,39 % vs. 53,39 %; coefficient r = 0,27). Player's passes were more successful compared to their dribbling-past-the-opponent skill...
14

Tshekatsheko ya Sebilwane bjalo ka thetokanegelo (Sepedi)

Mojalefa, M.J. (Mawatle Jeremiah), 1948- 02 May 2013 (has links)
In this thesis, Sebilwane is the subject of a narratological investigation. The point of departure of this study is based on the fact that a narratological text consists of three levels: the history, the composition, the usage of words which are recognisable in the style of the author. The epic-poem is not the subject of a verse-technical investigation and description. The narratological model is adapted to the aim of this study. The historical level regarded in principle as the original level prior to the material's exposure to a viewpoint and it is interpreted. The four narrative elements that are investigated are: the events, the characters/actors, time and place. In Sebilwane there are main events identified by the criteria of: (a) change, (b) cause, and (c) result. The characters/actors have been described and classified according to: (a) aim, (b) supporter, (c) patron, (d)helper and patron,and (e) opponent. In as far as historical time is concerned, it has been concluded that the events occurred: (a) in the remote past, and (b) stretched it to a 24 hour period. The actors/persons find themselves in a rural area which can be comparable to Botlokwa which is lying within the borders of Lebowa. The composition of the information which is given in the historical level, gives the shape of the author's aim. Here, what is important, are the functions which are described by the elements themselves. Then the idea of the theme comes clearly in this part and it is therefore identified as the main - and sub-theme. The third level concerns the usage of words; the information now gets a personal or subjective selection. Therefore, only a short passage is to be selected for stylistic analysis. The analytic model which is effected here is Kerkhoff's. AFRIKAANS : In hierdie verhandeling word Sebilwane aan 'n narratologiese ondersoek onderwerp. Die uitgangspunt van hierdie studie is dat 'n narratologiese teks uit drie lae bestaan: die geskiedenis, die samestelling, die verwoording wat in die styl van die outeur kenbaar is. Hierdie epiese gedig word nie verstegnies ondersoek en beskryf nie. Die narratologiese model is vir die doel van hierdie studie aangepas. Die geskiedenislaag word in beginsel as die oorspronklike laag beskou voordat die gegewens vanuit 'n bepaalde gesigspunt bekyk en weergegee word. Die vier vertelelemente wat ondersoek word, is die gebeurtenisse, die karakters/akteurs, tyd en plek. In Sebilwane is die kerngebeurtenisse geïdentifiseer deur die kriteria van (a) verandering, (b) oorsaak en (c) afloop. Die karakters/akteurs is beskryf en geklassifiseer volgens (a) doelstelling, (b) begunstigde, (c) begunstiger, (d) helper en (e) teëstaander. Wat die tyd betref, speel die gebeure (a) histories in die verre verlede af, en (b) strek dit oor 'n 24 uur tydperk. Die akteurs/mense bevind hulle in 'n landelike gebied wat waarskynlik Botlokwa is wat binne Lebowa geleë is. Die samestelling van die gegewens wat in die geskiedenislaag gegee is, gee aan die doestelling van die outeur gestalte. Daarvan gaan dit hier om die funksies wat aan die elemente toegesê word. Die begrip van die tema staan in hierdie gedeelte voorop, en daar word 'n hoof - en 'n subtema geïdentifiseer. / Dissertation (MA)--University of Pretoria, 1993. / African Languages / unrestricted
15

Applying Agent Modeling to Behaviour Patterns of Characters in Story-Based Games

Zhao, Richard 11 1900 (has links)
Most story-based games today have manually-scripted non-player characters (NPCs) and the scripts are usually simple and repetitive since it is time-consuming for game developers to script each character individually. ScriptEase, a publicly-available author-oriented developer tool, attempts to solve this problem by generating script code from high-level design patterns, for BioWare Corp.'s role-playing game Neverwinter Nights. The ALeRT algorithm uses reinforcement learning (RL) to automatically generate NPC behaviours that change over time as the NPCs learn from the successes or failures of their own actions. This thesis aims to provide a new learning mechanism to game agents so they are capable of adapting to new behaviours based on the actions of other agents. The new on-line RL algorithm, ALeRT-AM, which includes an agent-modeling mechanism, is applied in a series of combat experiments in Neverwinter Nights and integrated into ScriptEase to produce adaptive behaviour patterns for NPCs.
16

Effect of mechanical behaviour of artificial turf on player-surface interaction in soccer

El Kati, Rene January 2012 (has links)
This study aimed to extend the knowledge on player and surface loading by contributing new data in relation to a greater range of movements, relevant in-game scenarios and on carefully controlled third generation artificial turf surfaces. This was done by selecting soccer relevant movements and in-game scenarios for a player movement study with the help of a player focus group and questionnaire. Furthermore, four surfaces were created with surface hardness and rotational traction values at the upper and lower limits of the standards set by FIFA. The study showed that both the surface hardness and rotational traction properties can affect the human movement dynamics, though these effects were mainly present during the stop and turn manoeuvre. During the stop and turn manoeuvre the soft and high traction surfaces conditions led to increased frontal plane moments as well as increased average ground reaction forces during mid-stance. In combination with decreased ground contact times it appeared that the players were able to decelerate / accelerate faster and generate a larger force on the soft and high traction surfaces. During peak push off it appeared that the players were able to generate a larger force on the hard surfaces, which also led to a significant increase in plantar flexion moment. While some parameters showed an effect for surface hardness and / or rotational traction across all four surface conditions, for others such as the knee valgus, hip extension and hip internal rotation moment showed only a significant effect between two of the four surfaces. At the same time the other surfaces showed either no effect or the opposite effect. This suggests that the effects of the surface hardness can be influenced by the rotational traction properties, and vice versa. Regarding the jumping / heading manoeuvre the effects of the surface conditions were limited. This may have been related to the high demands of the movement, or to limitations of the mechanical measurement methods. In addition to the effects of surface properties on human movement dynamics the study also showed that the mechanical measurement methods may not be representative of the human loading. The impact force conditions of the advanced artificial athlete were substantially different to that of the stop and turn and jumping / heading manoeuvre. Whereas for the rotational traction test the study showed that the rotation of the foot during the ST was substantially less than the minimum 45° required by the FIFA guidelines. Regarding the inclusion of in-game scenarios the study showed that both the simulated opponent used for the stop and turn manoeuvre, and heading a ball during a maximal vertical stop jump manoeuvre can affect the human movement dynamics. During the stop and turn with a simulated opponent the frontal plane moments in the lower limbs were significantly increased. However, this increase in joint loading could not be related to any changes in movement strategy. During the landing after heading a ball during a maximal vertical stop jump the players used a different landing strategy by landing in a more upright position and increasing the ankle plantar flexion ankle just before lading. This allowed for a larger change in the ankle plantar / dorsi flexion angle to absorb the impact of the landing. In addition to this, the heading manoeuvre also led to a significant increase in the frontal plane joint moments of the lower limbs. For future studies it is recommended that a combination of surface properties is used to gain insight into how these affect each other regarding the effects they have on human movement dynamics. In addition, they should provide detailed information on the surface design as well as the properties. Regarding the quantification of the properties it is recommended that in addition to industry standards the surfaces are also quantified using conditions closer to those expected within the study. It is also recommended that future studies incorporate in-game scenarios in order to gain more insight into the effects of interventions that simulate actual match situations.
17

Applying Agent Modeling to Behaviour Patterns of Characters in Story-Based Games

Zhao, Richard Unknown Date
No description available.
18

Vyhledání podobných obrázků pomocí popisu barevným histogramem / Image Retrieval Based on Color Histograms

Sailer, Zbyněk January 2012 (has links)
This thesis deals with description of existing methods of image retrieval. It contains set of methods for image description, coding of global and local descriptor (SIFT, etc.) and describes method of effective searching in multidimensional space (LSH). It continues with proposal and testing of three global descriptors using color histograms, histogram of gradients and the combination of both. The last part deals with similar image retrieval using proposed descriptors and the indexing method LSH and compares the results with the existing method. Product of this work is an experimental application which demonstrates the proposed solution.
19

Estimation de cartes d'énergie du bruit apériodique de la marche humaine avec une caméra de profondeur pour la détection de pathologies et modèles légers de détection d'objets saillants basés sur l'opposition de couleurs

Ndayikengurukiye, Didier 06 1900 (has links)
Cette thèse a pour objectif l’étude de trois problèmes : l’estimation de cartes de saillance de l’énergie du bruit apériodique de la marche humaine par la perception de profondeur pour la détection de pathologies, les modèles de détection d’objets saillants en général et les modèles légers en particulier par l’opposition de couleurs. Comme première contribution, nous proposons un système basé sur une caméra de profondeur et un tapis roulant, qui analyse les parties du corps du patient ayant un mouvement irrégulier, en termes de périodicité, pendant la marche. Nous supposons que la marche d'un sujet sain présente n'importe où dans son corps, pendant les cycles de marche, un signal de profondeur avec un motif périodique sans bruit. La présence de bruit et son importance peuvent être utilisées pour signaler la présence et l'étendue de pathologies chez le sujet. Notre système estime, à partir de chaque séquence vidéo, une carte couleur de saillance montrant les zones de fortes irrégularités de marche, en termes de périodicité, appelées énergie de bruit apériodique, de chaque sujet. Notre système permet aussi de détecter automatiquement les cartes des individus sains et ceux malades. Nous présentons ensuite deux approches pour la détection d’objets saillants. Bien qu’ayant fait l’objet de plusieurs travaux de recherche, la détection d'objets saillants reste un défi. La plupart des modèles traitent la couleur et la texture séparément et les considèrent donc implicitement comme des caractéristiques indépendantes, à tort. Comme deuxième contribution, nous proposons une nouvelle stratégie, à travers un modèle simple, presque sans paramètres internes, générant une carte de saillance robuste pour une image naturelle. Cette stratégie consiste à intégrer la couleur dans les motifs de texture pour caractériser une micro-texture colorée, ceci grâce au motif ternaire local (LTP) (descripteur de texture simple mais puissant) appliqué aux paires de couleurs. La dissemblance entre chaque paire de micro-textures colorées est calculée en tenant compte de la non-linéarité des micro-textures colorées et en préservant leurs distances, donnant une carte de saillance intermédiaire pour chaque espace de couleur. La carte de saillance finale est leur combinaison pour avoir des cartes robustes. Le développement des réseaux de neurones profonds a récemment permis des performances élevées. Cependant, il reste un défi de développer des modèles de même performance pour des appareils avec des ressources limitées. Comme troisième contribution, nous proposons une nouvelle approche pour un modèle léger de réseau neuronal profond de détection d'objets saillants, inspiré par les processus de double opposition du cortex visuel primaire, qui lient inextricablement la couleur et la forme dans la perception humaine des couleurs. Notre modèle proposé, CoSOV1net, est entraîné à partir de zéro, sans utiliser de ``backbones'' de classification d'images ou d'autres tâches. Les expériences sur les ensembles de données les plus utilisés et les plus complexes pour la détection d'objets saillants montrent que CoSOV1Net atteint des performances compétitives avec des modèles de l’état-de-l’art, tout en étant un modèle léger de détection d'objets saillants et pouvant être adapté aux environnements mobiles et aux appareils à ressources limitées. / The purpose of this thesis is to study three problems: the estimation of saliency maps of the aperiodic noise energy of human gait using depth perception for pathology detection, and to study models for salient objects detection in general and lightweight models in particular by color opposition. As our first contribution, we propose a system based on a depth camera and a treadmill, which analyzes the parts of the patient's body with irregular movement, in terms of periodicity, during walking. We assume that a healthy subject gait presents anywhere in his (her) body, during gait cycles, a depth signal with a periodic pattern without noise. The presence of noise and its importance can be used to point out presence and extent of the subject’s pathologies. Our system estimates, from each video sequence, a saliency map showing the areas of strong gait irregularities, in terms of periodicity, called aperiodic noise energy, of each subject. Our system also makes it possible to automatically detect the saliency map of healthy and sick subjects. We then present two approaches for salient objects detection. Although having been the subject of many research works, salient objects detection remains a challenge. Most models treat color and texture separately and therefore implicitly consider them as independent feature, erroneously. As a second contribution, we propose a new strategy through a simple model, almost without internal parameters, generating a robust saliency map for a natural image. This strategy consists in integrating color in texture patterns to characterize a colored micro-texture thanks to the local ternary pattern (LTP) (simple but powerful texture descriptor) applied to the color pairs. The dissimilarity between each colored micro-textures pair is computed considering non-linearity from colored micro-textures and preserving their distances. This gives an intermediate saliency map for each color space. The final saliency map is their combination to have robust saliency map. The development of deep neural networks has recently enabled high performance. However, it remains a challenge to develop models of the same performance for devices with limited resources. As a third contribution, we propose a new approach for a lightweight salient objects detection deep neural network model, inspired by the double opponent process in the primary visual cortex, which inextricably links color and shape in human color perception. Our proposed model, namely CoSOV1net, is trained from scratch, without using any image classification backbones or other tasks. Experiments on the most used and challenging datasets for salient objects detection show that CoSOV1Net achieves competitive performance with state-of-the-art models, yet it is a lightweight detection model and it is a salient objects detection that can be adapted to mobile environments and resource-constrained devices.
20

Automatisches Modellieren von Agenten-Verhalten

Wendler, Jan 26 August 2003 (has links)
In Multi-Agenten-Systemen (MAS) kooperieren und konkurrieren Agenten um ihre jeweiligen Ziele zu erreichen. Für optimierte Agenten-Interaktionen sind Kenntnisse über die aktuellen und zukünftigen Handlungen anderer Agenten (Interaktionsparter, IP) hilfreich. Bei der Ermittlung und Nutzung solcher Kenntnisse kommt dem automatischen Erkennen und Verstehen sowie der Vorhersage von Verhalten der IP auf Basis von Beobachtungen besondere Bedeutung zu. Die Dissertation beschäftigt sich mit der automatischen Bestimmung und Vorhersage von Verhalten der IP durch einen Modellierenden Agenten (MA). Der MA generiert fallbasierte, adaptive Verhaltens-Modelle seiner IP und verwendet diese zur Vorhersage ihrer Verhalten. Als Anwendungsszenario wird mit dem virtuellen Fußballspiel des RoboCup ein komplexes und populäres MAS betrachtet. Der Hauptbeitrag dieser Arbeit besteht in der Ausarbeitung, Realisierung und Evaluierung eines Ansatzes zur automatischen Verhaltens-Modellierung für ein komplexes Multi-Agenten-System. / In multi-agent-systems agents cooperate and compete to reach their personal goals. For optimized agent interactions it is helpful for an agent to have knowledge about the current and future behavior of other agents. Ideally the recognition and prediction of behavior should be done automatically. This work addresses a way of automatically classifying and an attempt at predicting the behavior of a team of agents, based on external observation only. A set of conditions is used to distinguish behaviors and to partition the resulting behavior space. From observed behavior, team specific behavior models are then generated using Case Based Reasoning. These models, which are derived from a number of virtual soccer games (RoboCup), are used to predict the behavior of a team during a new game. The main contribution of this work is the design, realization and evaluation of an automatic behavior modeling approach for complex multi-agent systems.

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