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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

Zpracování obrazu pro golfový simulátor / Image Processing for Golf Simulator

Heřman, Zdeněk January 2016 (has links)
This thesis describes design and practical realization of a golf simulator. It includes specifications of the hardware, that is a necessity for such simulator, and implementation of the detection of a golf swing and ball flight. The simulator has to fulfill several conditions that were stated at the beginning of the draft. One of the most important conditions was low purchase price, and therefore the simulator is based on common USB cameras Playstation Eye 3. The main goal was to create a user friendly simulator, that will be appropriate both for indoor and outdoor conditions. The final solution was compared with Full Swing simulator. The accuracy of our simulator was far better than the compared one at short game and putting through the use of scanning the ball right after the start of its flight. Accuracy at putting ranged: speed of the ball +/- 0.2 m/s, launch angle +/- 1 degree and flight angle +/- 0.8 degrees.
12

The Third Place in Lynchville

Fischer, Christian 06 August 2008 (has links)
Der Artikel untersucht einen Werbespot von David Lynch für die Playstation 2 und ordnet ihn in das Universum der Lynch’schen Texte, das Lynchville, ein. Zunächst werden dazu einige regelmäßig wiederkehrende Motive aus dem Werk Lynchs vorgestellt. Es folgt eine eingehende Analyse des Werbespots, in der zahlreiche Parallelen zu den bekannten Filmen des Œuvres aufgezeigt werden. Abschließend wird kurz der Frage nachgegangen, inwiefern der Begriff „auteur“ in dieser wohl kommerziellsten aller filmischen Ausdrucksformen überhaupt anwendbar ist. Der Artikel kommt zu dem Ergebnis, dass es Lynch in diesem Werbespot gelingt, eine persönliche Visiondurchscheinen zu lassen – und dass die Karte des Lynchville deshalb um einen neuen Ort ergänzt werden muss. / The article analyzes a television-commercial, which David Lynch shot for the launch of Playstation 2. It tries to introduce that commercial into the universe of well known Lynch-Movies, the Lynchville. At first, some of the recurrent motives in Lynch’s work will be discussed. Then the commercial will be analyzed, especially regarding any parallels to Lynch’s Œuvre. Finally, the question will shortly be discussed whether in this most commercial form of filmmaking the term “auteur” can still apply. The article comes to the conclusion, that Lynch succeeds in maintaining his personal vision – and that therefore the map of Lynchville has to be expanded.
13

Remote Control Operation of Autonomous Cars Over Cellular Network Using PlayStation Controller

Hemlin, Karl, Persson, Frida January 2019 (has links)
A big challenge regarding the development of autonomous vehicles is how to handle complex situations. If an autonomous vehicle ends up in a situation where it cannot make a decision on its own it will cause the car to stop, unable to continue driving. For these situations, human intervention is required. By making it possible to control the car remotely there is no need for an actual human in the car. Instead, a human operator can remotely control one or several cars from a distance. The purpose of this project was to identify such complex situations, evaluate remote control options and implement one of these controllers to drive the SVEA cars in the Smart Mobility Lab. After evaluation of possible remote control options, the PlayStation controller was chosen to be the simplest and most intuitive steering option. The controller was successfully implemented first in simulation and then on the SVEA cars in the Smart Mobility Lab. A test track was designed to measure the performance of the implemented controller and to be able to measure user-friendliness through a survey. It was concluded that a majority of the participants would not feel comfortable steering a real car using the PlayStation controller. However, a more extensive evaluation would be required to draw any major conclusions.
14

Identifying Nursing Activities to Estimate the Risk of Cross-contamination

Seyed Momen, Kaveh 07 January 2013 (has links)
Hospital Acquired Infections (HAI) are a global patient safety challenge, costly to treat, and affect hundreds of millions of patients annually worldwide. It has been shown that the majority of HAI are transferred to patients by caregivers' hands and therefore, can be prevented by proper hand hygiene (HH). However, many factors including cognitive load, cause caregivers to forget to cleanse their hands. Hand hygiene compliance among caregivers remains low around the world. In this thesis I showed that it is possible to build a wearable accelerometer-based HH reminder system to identify ongoing nursing activities with the patient, indicate the high-risk activities, and prompt the caregivers to clean their hands. Eight subjects participated in this study, each wearing five wireless accelerometer sensors on the wrist, upper arms and the back. A pattern recognition approach was used to classify six nursing activities offline. Time-domain features that included mean, standard deviation, energy, and correlation among accelerometer axes were found to be suitable features. On average, 1-Nearest Neighbour classifier was able to classify the activities with 84% accuracy. A novel algorithm was developed to adaptively segment the accelerometer signals to identify the start and stop time of each nursing activity. The overall accuracy of the algorithm for a total of 96 events performed by 8 subjects was approximately 87%. The accuracy was higher than 91% for 5 out of 8 subjects. The sequence of nursing activities was modelled by an 18-state Markov Chain. The model was evaluated by recently published data. The simulation results showed that the high-risk of cross-contamination decreases exponentially by frequency of HH and this happens more rapidly up to 50%-60% hand hygiene rate. It was also found that if the caregiver enters the room with high-risk of transferring infection to the current patient, given the assumptions in this study, only 55% HH is capable of reducing the risk of infection transfer to the lowest level. This may help to prevent the next patient from acquiring infection, preventing an infection outbreak. The model is also capable of simulating the effects of the imperfect HH on the risk of cross-contamination.
15

Identifying Nursing Activities to Estimate the Risk of Cross-contamination

Seyed Momen, Kaveh 07 January 2013 (has links)
Hospital Acquired Infections (HAI) are a global patient safety challenge, costly to treat, and affect hundreds of millions of patients annually worldwide. It has been shown that the majority of HAI are transferred to patients by caregivers' hands and therefore, can be prevented by proper hand hygiene (HH). However, many factors including cognitive load, cause caregivers to forget to cleanse their hands. Hand hygiene compliance among caregivers remains low around the world. In this thesis I showed that it is possible to build a wearable accelerometer-based HH reminder system to identify ongoing nursing activities with the patient, indicate the high-risk activities, and prompt the caregivers to clean their hands. Eight subjects participated in this study, each wearing five wireless accelerometer sensors on the wrist, upper arms and the back. A pattern recognition approach was used to classify six nursing activities offline. Time-domain features that included mean, standard deviation, energy, and correlation among accelerometer axes were found to be suitable features. On average, 1-Nearest Neighbour classifier was able to classify the activities with 84% accuracy. A novel algorithm was developed to adaptively segment the accelerometer signals to identify the start and stop time of each nursing activity. The overall accuracy of the algorithm for a total of 96 events performed by 8 subjects was approximately 87%. The accuracy was higher than 91% for 5 out of 8 subjects. The sequence of nursing activities was modelled by an 18-state Markov Chain. The model was evaluated by recently published data. The simulation results showed that the high-risk of cross-contamination decreases exponentially by frequency of HH and this happens more rapidly up to 50%-60% hand hygiene rate. It was also found that if the caregiver enters the room with high-risk of transferring infection to the current patient, given the assumptions in this study, only 55% HH is capable of reducing the risk of infection transfer to the lowest level. This may help to prevent the next patient from acquiring infection, preventing an infection outbreak. The model is also capable of simulating the effects of the imperfect HH on the risk of cross-contamination.
16

A TEMPORAL STABLE DISTANCE TO EDGE ANTI-ALIASING TECHNIQUE FOR GCN ARCHITECTURE

Göransson, Jonas Alexander January 2015 (has links)
Context. Aliasing artifacts are a present problem in both the game industryand the movie industry. With the GCN (Graphics Core Next) architectureused on both new generation of consoles; Xbox One and Playstation 4, aunified Anti-Aliasing solution can be constructed with high performance,temporal stable edges and satisfying visual fidelity. Objective. This thesis aims to implement several prototypes which willbe utilizing GCN architecture to solve aliasing artifacts such as temporalstability. Method. By doing performance measurements, a survey and an experimenton the constructed prototypes and current state of the art solutionsthis thesis will create both a benchmark between given state of the art solutionsfor the industry and at the same time evaluate the new solutions givenin this thesis. Result. With having potential of being the fastest Anti-Aliasing solutionin the field it does not only bring high performance, but also very temporalstable edges and satisfying visual quality. Conclusion. If not used as a standalone solution, the prototype can be decoupledfrom GCN specific features and be a very suitable complement forMulti Sample Anti-Aliasing which can not handle alpha clipped edges.
17

Desarrollo de un sistema hmi para mandos de playstation 4 para personas con discapacidad motora en los miembros superiores basado en switches sip and puff / Development of an hmi system for playstation 4 controls for people with motor disabilities in the upper members based on sip and puff switches

Salazar Campos, Carlos Abraham, Gómez Tesén, Juan Pablo 04 September 2021 (has links)
En la actualidad, la industria de los videojuegos ha avanzado constantemente introduciendo nuevas consolas y periféricos en cada generación para los jugadores que no presenten alguna discapacidad. Sin embargo, para el caso de los jugadores con discapacidad no ha sido así. En hay un limitado acceso a dispositivos en el mercado para las personas con discapacidad debido a sus altos costos y logística. A causa de lo mencionado, el presente trabajo tiene como objetivo mostrar el proceso de diseño e implementación de un sistema HMI para controles de PlayStation 4 para personas con discapacidad motora. La solución consiste en un sistema de boquillas y joystick que la persona operará utilizando sus labios para aspirar o soplar. Luego, unos sensores de presión se encargarán de leer las variaciones de presión en el aire generadas por el usuario, las cuales serán las señales de entrada de un microcontrolador el cual las analizará y de acuerdo a un algoritmo de decisión habilitará sus salidas. Estas simularán la acción de los botones en el control de Playstation 4, para que finalmente se ejecuten y visualicen los comandos en pantalla. Luego de la implementación el dispositivo seguirá a la etapa de pruebas, las cuales serán realizadas por personas que se dedican al desarrollo de videojuegos de manera profesional y quienes darán la realimentación respectiva en cuanto al rendimiento y ergonomía del sistema. / The present work proposes an human-machine interface for PS4 controllers oriented to assist people with upper limb disabilities using microcontrollers. The proposed system aims to improve the experience in gaming and quality of life of disabled players who can’t afford non-standard devices due to their large costs. The equipment consists of a user operated part, which will detect pressure variations and send those inputs to a microcontroller. Then, an algorithm will analyze those input ranges and send an output signal through different pins. That output signal will trigger one of various commands in the Playstation 4 controller, which were previously defined and configured. And finally, the user can see the movement on screen when playing a video game. The proposed solution will be validated with a field test with different users who will determine if this solution satisfies their needs. / Tesis
18

Analýza business modelů v oblasti herního průmyslu / Analysis of business models in the gaming industry

Hejcman, Marek January 2012 (has links)
The topic of this thesis is to analyze the business models currently used in the gaming industry. The aim is to provide a comprehensive overview of the current economic situation of the industry, distribution channels, used technologies and business practices from the perspective of all market participants. The theoretical part is due to less frequent topic devoted to the description of all entities of gaming industry. It analyzes not only all the actors involved in the development of video games and their subsequent sale but also the technical tools used to play games and also the players themselves. Video games are divided into two main streams (hardcore and casual) which also determine the structure and analysis. The analytical part focuses on capturing the most widely used business models and their combination for the sale of the video games. Models are then categorized into two groups (goods and services) and represent two different approaches to pricing scenarios. For each business model describes the basic principle, its pros and cons, the factors influencing the successful implementation and an example of the use of the model in practice. The analysis also includes the socio-economic profiles of two major market segments. In conclusion, based on the current developments and current trends in the field across the gambling industry the work tries to predict the future development of business models and for video games respectively. the whole industry.

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