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1.
The magic of computer graphics as seen in many current movies and computer games comes at a cost. Creating the geometric forms with which to generate synthetic characters and animating the characters to bring them to life require either highly skilled artists and/or sophisticated capture devices. Both are expensive and, in the case of highly skilled artists, rare.  相似文献   

2.
In recent years, the cross discipline of game theory and the control theory has been emerging. This paperwill survey this newly growing direction. First, the development from optimization of control systems to games consisting of multi-purpose controls is introduced, which demonstrates the close relationship between control theory and game theory. Secondly, the control-oriented game is considered. Three kinds of problems are discussed in details: i) Learning strategy in game theory, which is basically the same as the adaptive control; ii) state space approach for control systems is applied to evolutionary games; and iii)machine-human game is treated as the optimal control problem. Finally, after introducing some new results on potential games, the game-based control is studied. Three kind of control problems using potential games are investigated: i) The consensus of multi-agent systems is considered; ii) the maximization of the distributed coverage of multi-agents on a graph is discussed; and iii) the congestion control is investigated using congestion game technology. Some other game-based control problems are also briefly introduced. A prediction for the control systems in next generation is presented in conclusion.  相似文献   

3.
In this paper, the Nash equilibria for differential games with multiple players is studied. A method for solving the Riccati-type matrix differential equations for open-loop Nash strategy in linear quadratic game with multiple players is presented and analytical solution is given for a type of differential games in which the system matrix can be diagonalizable. As the special cases, the Nash equilibria for some type of differential games with particular structure is studied also, and some results in previous literatures are extended. Finally, a numerical example is given to illustrate the effectiveness of the solution procedure.  相似文献   

4.
Trusted computing is a new technology for building secure system in recent years. TCG (Trusted Computing Group) has drafted a series of specifications on trusted computer. More and more hardware and software have been developed by manufactures, and trusted computer shows many advantages to protcct information security. In the period of designing secure platform, TCG specifications arc analyzed and some deficiency is found in them. This paper presents the main idea of TCG specifications and gives some suggestions on three neglected problems: compatibility with old applications, security policy and mechanism of self recovery.  相似文献   

5.
6.
The magic of computer graphics as seen in many current movies and computer games comesat a cost.Creating the geometric forms with which to generate synthetic characters and animatingthe characters to bring them to life require either highly skilled artists and/ or sophisticatedcapture devices.Both are expensive and,in the case of highly skilled artists,rare.Modern animation and modeling systems do enable artists to create high- quality content,butprovide limited support for interactive applica…  相似文献   

7.
图像拼接技术   总被引:12,自引:0,他引:12  
Image mosaics have been an active area of research in the fields of computer vision,image processing and computer graphics in recent years.The automatic fast construction of unlimited field of view,high-resolution image mosaics is a main research task of this area.According to the procedure of image mosaics,the paper introduces and discusses image acquisition,geometric corrections,image register and image blending in detail.In the last part of the paper,we make a discussion on some problems of research and point out the future research directiions.  相似文献   

8.
It is important to detect the driver fatigue at early stage in order to prevent accidents caused by tired operation. This paper presents a non-intrusive computer vision system for real-time monitoring driver's fatigue, which is based on active remote infrared (IR) illumination for real time eye tracking. In the system, using the image captured by IR camera, a more efficient method--luminance weight contrasting circle template with distance divisive is developed to detect the bright-pupils accurately in a short time. And a 3D face model with features of eyes and nostrils is constructed helping to predict and track the positions of eyes. The system can be equipped in the panel of a car and work well in most lighting conditions. Some valuable experimental results and some statistic data about the system are shown.  相似文献   

9.
Recent years,in the area of computer programming language theories,automated deduction,and more generalized area of logic and computing,a lot of systems based on constructive type theory are used widely to design type system for computer programming languages,to do formal system develpment and verification,and to be used as foundation of mathematics and computing.constructive type theory provides computer scientists with a framework to combine logic and computer program design in an elegant and flexible way.In this paper,the evolvement of constructive type theory is first introduced.The several foundations of type theory are then discussed,together with analysis of the relationships between them.The relation between constructive type theory and computer programming is explored in-depth.In the last,Martin Lof‘‘‘‘s intuitionistic type theory is used as an example to demonstrate how to do program development and verification in the same formal system.  相似文献   

10.
Combinatorial optimization problems are found in many application fields such as computer science,engineering and economy. In this paper, a new efficient meta-heuristic, Intersection-Based Scaling (IBS for abbreviation), is proposed and it can be applied to the combinatorial optimization problems. The main idea of IBS is to scale the size of the instance based on the intersection of some local optima, and to simplify the search space by extracting the intersection from the instance, which makes the search more efficient. The combination of IBS with some local search heuristics of different combinatorial optimization problems such as Traveling Salesman Problem (TSP) and Graph Partitioning Problem (GPP) is studied, and comparisons are made with some of the best heuristic algorithms and meta-heuristic algorithms. It is found that it has significantly improved the performance of existing local search heuristics and significantly outperforms the known best algorithms.  相似文献   

11.
当电脑游戏问世的时候,人们可能意识不到它所带来的社会影响。随着上个实际最后10年互联网迅速的发展,网络游戏也随之风靡全球。这带来了种种问题,广大教育工作者必须正视这些问题。而近几年来,娱乐教育的提出和发展,使教育工作者们的目光又聚焦到电脑游戏之上。电脑游戏的娱乐性如果能和教育应用结合起来,将极大地激发学习者的学习兴趣,提高学习效率和效果。电脑游戏这把双刃剑如果能被我们所掌握,将能改变其"电子海洛英"的恶名,而成为新的教学手段。  相似文献   

12.
This paper argues that making computer games as part of a classroom project can develop a range of new media storytelling, visual design and audience awareness skills. This claim is supported by data from the evaluation of a six week game making project in a state funded primary school in which 11–12 year old learners made their own computer games using software called Adventure Author. The paper reports on analysis of the games produced by the children and documents the range of new media storytelling skills used as well as examining how the pupils responded to peer reviews of their games. In light of concerns raised in the literature that girls may be disadvantaged by classroom games projects, it investigates whether there are gender differences in the game making skills displayed by the learners. The results of the study indicate that girls' games score more highly than boys', particularly on skills relating to storytelling.  相似文献   

13.
This paper seeks to examine the nature and experiences of children's computer use in the home and school. Past research suggests a growing gap between computer use in the home and the school. This study was conducted to find out how children perceive and enjoy computer use in these two environments. Using a sample of year 3 and 5 pupils in three primary schools, qualitative and quantitative data were gathered. The results suggest that children make more use of the computer at home than at school. The most popular activity on the home computer which all children enjoyed was playing games. The most frequent activity at the school computer was word processing which pupils considered boring. Interesting gender differences showed that boys spent more time playing computer games whereas girls spent more time on the Internet emailing friends. The study concludes that schools should learn from what works at home and enable children to work on activities they find valuable, motivational and worthwhile.  相似文献   

14.
This paper outlines a proposal for the development of educational multiplayer online games based on the activity theory, as an alternative to the current trend in multiplayer gaming and a means of promoting collaboration among students. In order to examine whether online games are engaging for learners, we consider multiple factors regarding game play – such as frequency of game use, gender differences, identification with the characters, and game preferences – as well as some psychosocial factors that may influence learning – such as academic performance, self-esteem, and computer self-efficacy. This paper suggests that online multiplayer educational games should be approached as a complex learning system, based on the principles of activity theory, where the Subjects would interact with other Subjects, Objects and Tools of the game, under specified Rules and create Communities through division of labor, leading to the expected learning outcome. Thus, we suggest taking into account some important issues concerning the Subjects that the activity theory refers to, such as gender differences in playing games, academic performance, self-esteem and computer self-efficacy.  相似文献   

15.
Employing a mixed-method explorative approach, this study examined the in situ use of and opinions about an educational computer game for learning English introduced in three schools offering different levels of freedom to choose school activities. The results indicated that the general behaviour of the children with the game was very different for each of the schools while there were no significant differences in subjective opinions or previous computer game experience as measured with a questionnaire. The gaming records and interviews informed that children do enjoy playing the game in comparison with other formal learning activities, but appreciate it less as a leisure-time activity. Furthermore it appears that children used to teacher-initiated activities tend to depend on their teacher’s directions for how and when to play. The study highlights the level of choice as one of the important aspects to consider when introducing a game in the classroom. The study also points out some suggestions for the design of educational games, such as providing communication possibilities between players and integrating fast-paced motor-skill based games with learning content in a meaningful way.  相似文献   

16.
《Computers & Education》2010,54(4):1082-1091
The main purpose of the study was to address the association between computer games and students’ academic achievement. The exceptional growth in numbers of children playing computer games, the uneasiness and incomplete understanding foundation when starting the discussion on computer games have stimulated this study to be conducted. From a survey conducted on 236 form one students in one of the Malaysian secondary school, 75.8 percent were gamers. Playing computer games seemed to be more stereotypically boy’s activity with 91.3 percent of the boys engaged in computer games compared to 54.1 percent among the girls. They spent an average of 8.47 hours per week playing computer games. Parents and teachers’ concern about computer games was not something that went unwarranted as an overall result was predicting computer games as having negative associations with students’ academic achievement. However, in-depth analyses by combinations of classes done step by step indicated that the initial results could be overruled by students from the last class, whom need extra attentions. As a conclusion, the findings in this study suggest some interesting yet ultimately weak associations between playing computer games and students’ academic achievement. Nevertheless, caution is warranted in making any generalization as looking at the population as a whole will be different from its components. The generalizability of this study’s findings is limited by the nature of the sample. Even so, blaming computer games for the students’ bad academic performance in school is unjustified as there are many more other factors to look into before finding computer games as the scapegoat.  相似文献   

17.
Unlike the bulk of electronic media the computer game or video game is a distinctly gendered medium. All investigations confirm that we are dealing with a medium which almost exclusively appeals to and is used by, boys and young men. Therefore, the video games and computer games are very suited for investigating the form of entertainment, the pleasure, that appeals to men, i.e. the specific ‘masculine pleasure’. The paper deals with questions such as: What do computer games mean? What does violence in computer games signify? Why do computer games, especially the violent ones, mean something special to a certain group of men? These questions are discussed from the perspective of semiotics, media and control studies. Finally, the paper discusses the connections between women and the male dominated video games, and attempts to explain why, nevertheless, some girls and women do play these games.  相似文献   

18.
The main purpose of the study was to address the association between computer games and students’ academic achievement. The exceptional growth in numbers of children playing computer games, the uneasiness and incomplete understanding foundation when starting the discussion on computer games have stimulated this study to be conducted. From a survey conducted on 236 form one students in one of the Malaysian secondary school, 75.8 percent were gamers. Playing computer games seemed to be more stereotypically boy’s activity with 91.3 percent of the boys engaged in computer games compared to 54.1 percent among the girls. They spent an average of 8.47 hours per week playing computer games. Parents and teachers’ concern about computer games was not something that went unwarranted as an overall result was predicting computer games as having negative associations with students’ academic achievement. However, in-depth analyses by combinations of classes done step by step indicated that the initial results could be overruled by students from the last class, whom need extra attentions. As a conclusion, the findings in this study suggest some interesting yet ultimately weak associations between playing computer games and students’ academic achievement. Nevertheless, caution is warranted in making any generalization as looking at the population as a whole will be different from its components. The generalizability of this study’s findings is limited by the nature of the sample. Even so, blaming computer games for the students’ bad academic performance in school is unjustified as there are many more other factors to look into before finding computer games as the scapegoat.  相似文献   

19.
Examining the pedagogical foundations of modern educational computer games   总被引:1,自引:0,他引:1  
This study examines the pedagogical foundations of modern educational (computer video) games. Specifically, Cooper’s [Cooper, H. (1985, Mar 31–April 4). A taxonomy of literature reviews. In Paper presented at the American Educational Research Association, Chicago, IL] literature review framework was used to locate and examine relevant literature and games (published between the years 2000 and 2007) and to organize and report findings. A total of 50 articles and 55 educational games met specified selection criteria. The pedagogical foundations of the games were further investigated by contacting the authors of the games. Twenty-two games were based on established learning theories or instructional strategies and two games included basic instructional events that were not associated with any particular theory or strategy. No information regarding the pedagogical foundations of the 31 games was found or received. Analysis of the games and supporting literature revealed several patterns of practice that may be used to guide future research and development of educational games.  相似文献   

20.
Many recent studies have reported the benefits of educational computer games in promoting students' learning motivations. On the other hand, however, the effect of digital game-based learning in improving students' learning performance has been questioned. Several previous studies have reported that without properly integrating learning strategies into gaming scenarios, the effectiveness of educational computer games could be limited, or may be even worse than that of the conventional technology-enhanced learning approach. In this study, a concept map-embedded gaming approach is proposed for developing educational computer games by integrating concept mapping as part of the gaming scenarios to help students organize what they have learned during the game-based learning process. Moreover, a role-playing game has been developed for an elementary school natural science course based on the proposed approach. From the experimental results, it is found that the concept map-embedded gaming approach can significantly improve the students' learning achievement and decrease their cognitive load. Moreover, the students who learned with the proposed approach revealed a significantly higher degree of perceived usefulness than those who learned with the conventional game-based learning approach.  相似文献   

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