Search results for: field hockey playing pattern
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 3327

Search results for: field hockey playing pattern

3327 Distinguishing Playing Pattern between Winning and Losing Field Hockey Team in Delhi FIH Road to London 2012 Tournament

Authors: Sofwan N., Norasrudin S., Redzuan P., Mubin A.

Abstract:

The aim of the present study was to analyze and distinguish playing pattern between winning and losing field hockey team in Delhi 2012 tournament. The playing pattern is focus to the D penetration (right, center, left.) and to distinguish D penetration linking to end shot made from it. The data was recorded and analyzed using Sportscode elite computer software. 12 matches were analyzed from the tournament. Two groups of performance indicators are used to analyze, that is D penetration right, center, and left. The type of shot chosen is hit, push, flick, drag, drag flick, deflect sweep, deflect push, scoop, sweep, and reverse hit. This is to distinguish the pattern of play between winning and losing, only 2 performance indicator showed high significant differences from right (Z=-2.87, p=.004, p<0.05) and left penetration (Z=-2.49, p=.013, p<0.05). Winning team had higher significant in hit shot from right penetration (Z=- 2.719, p=.007, p<0.05) same as left penetration showed high in push shot (Z=-2.236, p=.025, p<0.05) and hit (Z=-1.983, p=.047, p<0.05). The shots made from the center penetration had no significant between winning and losing team.

Keywords: D penetration, field hockey playing pattern, goals scored.

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3326 Research Design for Developing and Validating Ice-Hockey Team Diagnostics Scale

Authors: Gergely Géczi

Abstract:

In the modern world, ice-hockey (and in a broader sense, team sports) is becoming an increasingly popular field of entertainment. Although the main element is most likely perceived as the show itself, winning is an inevitable part of the successful operation of any sports team. In this paper, the author creates a research design allowing to develop and validate an ice-hockey team-focused diagnostics scale, which enables researchers and practitioners to identify the problems associated with underperforming teams. The construction of the scale starts with personal interviews with experts of the field, carefully chosen from Hungarian ice-hockey sector. Based on the interviews, the author is shown to be in the position to create the categories and the relevant items for the scale. When constructed, the next step is the validation process on a Hungarian sample. Data for validation are acquired through reaching the licensed database of the Hungarian Ice-Hockey Federation involving Hungarian ice-hockey coaches and players. The Ice-Hockey Team Diagnostics Scale is to be created to orientate practitioners in understanding both effective and underperforming team work.

Keywords: Diagnostics Scale, effective versus underperforming team work, ice-hockey, research design.

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3325 The Effectiveness of Teaching Games for the Improvement of the Hockey Tactical Skills and the State of Self-Confidence among 16 Years Old Students

Authors: Wee A. S. S. Lee, S. Rengasamy, Lim Boon Hooi, C. Varatharajoo, M. Ibrahim K. Azeez

Abstract:

This study was conducted to examine the effectiveness of Teaching Games For Understanding (TGFU) in improving the hockey tactical skills and state self-confidence among 16-year-old students. Two hundred fifty-nine (259) school students were selected for the study based on the intact sampling method. One class was used as the control group (Boys=60, Girls=70), while another as the treatment group (Boys=60, Girls=69) underwent intervention with TGFU in physical education class conducted twice a week for four weeks. The Games Performance Assessment Instrument was used to observe the hockey tactical skills and The State Self-Confidence Inventory was used to determine the state of self-confidence among the students. After four weeks, ANCOVA analysis indicated the treatment groups had significant improvement in hockey tactical skills with F (1, 118) =313.37, p<.05 for school boys, and F (1, 136) =92.62, p<.05 for school girls. The MannWhitney U test also showed the treatment groups had significant improvement in state self-confidence with U=428.50, z= -7.22, p < .05, r=.06 for school boys. ANCOVA analysis also showed the treatment group had significant improvement in state self-confidence with F (1, 136) =74.40, p<.05 for school girls. This indicates that TGFU in a 40-minute physical education class conducted twice a week for four weeks can significantly improve the hockey tactical skills and state self-confidence among 16-year-old students. The findings give new knowledge to PE teachers to implement the TGFU method as it enhances the hockey tactical skills and state selfconfidence among 16-year-old students. Some recommendation was suggested for future research. 

Keywords: Hockey tactical skills, state self-confidence, teaching games for understanding, traditional teaching.

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3324 Identification of Ice Hockey World Championship International Sports Event through Brand Personality

Authors: Eva Čáslavová, Andrej Višněvský

Abstract:

This research focused on the dimensions of brand personality of the Ice Hockey World Championship sporting event. The authors compared the elements in relation to different demographic groups including gender, age, level of education and student status of the population of Prague. Moreover, the differences of opinions of respondents who had experience of visiting a sports event and those who had not were assessed. In the research, the modified brand personality scale was used. This modified scale consists of five dimensions: responsibility, activity, toughness, individuality and emotionality, none of which was previously tested. The authors had an intentional sample of 291 respondents from Prague available, ranging in age from 18 years to 75 years, with either a high school or university education. The respondents rated the characteristic features in a seven-point Likert Scale and the data was collected in November 2012. The results suggest that the Ice Hockey World Championship is most identified with these dimensions: responsibility, emotionality and activity. Men had higher mean scores (4.93) on the Likert Scale in the emotionality dimension, while women had higher mean scores (4.91) in the activity dimension. Those respondents with experience visiting an Ice Hockey World Championship match had the highest mean score (5.10) in the emotionality dimension. This research had expected to show more pronounced mean values (above six) on the Likert scale in the emotionality and activity dimensions that more strongly characterize the brand personality of the Ice Hockey World Championship, however this expectation was not confirmed.

Keywords: Brand personality dimensions, ice hockey, international sport event, sports marketing.

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3323 Study on Discontinuity Properties of Phased-Array Ultrasound Transducer Affecting to Sound Pressure Fields Pattern

Authors: Tran Trong Thang, Nguyen Phan Kien, Trinh Quang Duc

Abstract:

The phased-array ultrasound transducer types are utilities for medical ultrasonography as well as optical imaging. However, their discontinuity characteristic limits the applications due to the artifacts contaminated into the reconstructed images. Because of the effects of the ultrasound pressure field pattern to the echo ultrasonic waves as well as the optical modulated signal, the side lobes of the focused ultrasound beam induced by discontinuity of the phased-array ultrasound transducer might the reason of the artifacts. In this paper, a simple method in approach of numerical simulation was used to investigate the limitation of discontinuity of the elements in phased-array ultrasound transducer and their effects to the ultrasound pressure field. Take into account the change of ultrasound pressure field patterns in the conditions of variation of the pitches between elements of the phased-array ultrasound transducer, the appropriated parameters for phased-array ultrasound transducer design were asserted quantitatively.

Keywords: Phased-array ultrasound transducer, sound pressure pattern, discontinuous sound field, numerical visualization.

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3322 Vision Based Hand Gesture Recognition Using Generative and Discriminative Stochastic Models

Authors: Mahmoud Elmezain, Samar El-shinawy

Abstract:

Many approaches to pattern recognition are founded on probability theory, and can be broadly characterized as either generative or discriminative according to whether or not the distribution of the image features. Generative and discriminative models have very different characteristics, as well as complementary strengths and weaknesses. In this paper, we study these models to recognize the patterns of alphabet characters (A-Z) and numbers (0-9). To handle isolated pattern, generative model as Hidden Markov Model (HMM) and discriminative models like Conditional Random Field (CRF), Hidden Conditional Random Field (HCRF) and Latent-Dynamic Conditional Random Field (LDCRF) with different number of window size are applied on extracted pattern features. The gesture recognition rate is improved initially as the window size increase, but degrades as window size increase further. Experimental results show that the LDCRF is the best in terms of results than CRF, HCRF and HMM at window size equal 4. Additionally, our results show that; an overall recognition rates are 91.52%, 95.28%, 96.94% and 98.05% for CRF, HCRF, HMM and LDCRF respectively.

Keywords: Statistical Pattern Recognition, Generative Model, Discriminative Model, Human Computer Interaction.

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3321 Violent Videogame Playing and Its Relations to Antisocial Behaviors

Authors: Martin Jelínek, Petr Květon

Abstract:

The presented study focuses on relations between violent videogames playing and various types of antisocial behavior, namely bullying (verbal, indirect, and physical), physical aggression and delinquency. Relevant relationships were also examined with respect to gender. Violent videogames exposure (VGV) was measured by respondents’ most favored games and self-evaluation of its level of violence and frequency of playing. Antisocial behaviors were assessed by self-report questionnaires. The research sample consisted of 333 (166 males, 167 females) primary and secondary school students at the age between 10 and 19 years (m=14.98, sd=1.77). It was found that violent videogames playing is associated with physical aggression (rho=0.288, 95% CI [0.169;0.400]) and bullying (rho=0.369, 95% CI [0.254;0.476]). By means of gender, these relations were slightly weaker in males (VGV - physical aggression: rho=0.104, 95% CI [-0.061;0.264], VGV – bullying: rho=.200, 95% CI [0.032;0.356]) than in females (VGV - physical aggression: rho=0.257, 95% CI [0.089;0.411], VGV – bullying: rho=0.279, 95% CI [0.110;0.432]).

Keywords: Aggression, bullying, gender, violent videogames.

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3320 The Creation of Contemporary Apparel Inspired by the Structural Pattern Sofa Vimanmek Mansion

Authors: Chanoknart Mayusoh

Abstract:

In most of apparel creation, the designer usually uses standard pattern as a fundamental of pattern making. In the design of each kind of apparel, standard pattern is starting point of production. The importance of standard pattern is that it is able to have the apparel fits to general people. Therefore, standard pattern is standardized to be the same. Regardless which type of apparel, its standard pattern will have similar production. Anyhow, the author sees that the apparel design, regardless for which type of apparel, has to stick on the standard pattern as a fundamental of apparel design and this seems to be a limitation of apparel design without any designing alternative being developed. In the research on the creation of contemporary apparel Inspired by the sofa’s pattern structure in Vimanmek Mansion. The author has applied the pattern of the sofa and armchair to be the principle in the apparel design, instead of standard pattern, to create new form of structures and shapes making the contemporary apparel becomes more interesting and different than previous, can be used in daily life, as well as being a new alternative for apparel design. Those who are interesting in such idea can apply and develop it to be more variety further.

Keywords: Contemporary Apparel, Sofa’s Pattern, Armchair’s Pattern, Vimanmek Mansion.

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3319 Numerical Simulation of Flow Field in a Elliptic Bottom Stirred Tank with Bottom Baffles

Authors: Liu Xuedong , Liu Zhiyan

Abstract:

When the crisscross baffles and logarithmic spiral baffles are placed on the bottom of the stirred tank with elliptic bottom, using CFD software FLUENT simulates the velocity field of the stirred tank with elliptic bottom and bottom baffles. Compare the velocity field of stirred tank with bottom crisscross baffle to the velocity field of stirred tank without bottom baffle and analysis the flow pattern on the same axis-section and different cross-sections. The sizes of the axial and radial velocity are compared respectively when the stirred tank with bottom crisscross baffles, bottom logarithmic spiral baffles and without bottom baffle. At the same time, the numerical calculations of mixing power are compared when the stirred tank with bottom crisscross baffles and bottom logarithmic spiral baffles. Research shows that bottom crisscross baffles and logarithmic spiral baffles have a great impact on flow pattern within the reactor and improve the mixing effect better than without baffle. It also has shown that bottom logarithmic spiral baffles has lower power consumption than bottom crisscross baffles.

Keywords: Bottom baffle, Flow field, Numerical simulation, Stirred tank.

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3318 Urban Management and China's Municipal Pattern

Authors: Ling Zheng, Yaping Wei, Kang Cao, Zheng Huang, Songpo Shi

Abstract:

Not only is municipal pattern the institution basement of urban management, but it also determines the forms of the management results. There-s a considerable possibility of bankruptcy for China-s current municipal pattern as it-s an overdraft of land deal in fact. Based on the analysis of China-s current municipal pattern, the passage proposed an assumption of a new pattern verified legitimacy by conceptual as well as econometric models. Conclusion is: the added supernumerary value of investment in public goods was not included in China-s current municipal pattern, but hidden in the rising housing prices; we should set housing tax or municipal tax to optimize the municipal pattern, to correct the behavior of local governments and to ensure the regular development of China-s urbanization.

Keywords: Urban management, China's municipal pattern, land financial institution, housing tax, Public goods.

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3317 Adaptive Gait Pattern Generation of Biped Robot based on Human's Gait Pattern Analysis

Authors: Seungsuk Ha, Youngjoon Han, Hernsoo Hahn

Abstract:

This paper proposes a method of adaptively generating a gait pattern of biped robot. The gait synthesis is based on human's gait pattern analysis. The proposed method can easily be applied to generate the natural and stable gait pattern of any biped robot. To analyze the human's gait pattern, sequential images of the human's gait on the sagittal plane are acquired from which the gait control values are extracted. The gait pattern of biped robot on the sagittal plane is adaptively generated by a genetic algorithm using the human's gait control values. However, gait trajectories of the biped robot on the sagittal plane are not enough to construct the complete gait pattern because the biped robot moves on 3-dimension space. Therefore, the gait pattern on the frontal plane, generated from Zero Moment Point (ZMP), is added to the gait one acquired on the sagittal plane. Consequently, the natural and stable walking pattern for the biped robot is obtained.

Keywords: Biped robot, gait pattern, genetic algorithm.

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3316 The Effectiveness of Implementing Interactive Training for Teaching Kazakh Language

Authors: Samal Abzhanova, Saule Mussabekova

Abstract:

Today, a new system of education is being created in Kazakhstan in order to develop the system of education and to satisfy the world class standards. For this purpose, there have been established new requirements and responsibilities to the instructors. Students should not be limited with providing only theoretical knowledge. Also, they should be encouraged to be competitive, to think creatively and critically. Moreover, students should be able to implement these skills into practice. These issues could be resolved through the permanent improvement of teaching methods. Therefore, a specialist who teaches the languages should use up-to-date methods and introduce new technologies. The result of the investigation suggests that an interactive teaching method is one of the new technologies in this field. This paper aims to provide information about implementing new technologies in the process of teaching language. The paper will discuss about necessity of introducing innovative technologies and the techniques of organizing interactive lessons. At the same time, the structure of the interactive lesson, conditions, principles, discussions, small group works and role-playing games will be considered. Interactive methods are carried out with the help of several types of activities, such as working in a team (with two or more group of people), playing situational or role-playing games, working with different sources of information, discussions, presentations, creative works and learning through solving situational tasks and etc.

Keywords: Games, interactive learning, Kazakh language, teaching methods.

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3315 LSGENSYS - An Integrated System for Pattern Recognition and Summarisation

Authors: Hema Nair

Abstract:

This paper presents a new system developed in Java® for pattern recognition and pattern summarisation in multi-band (RGB) satellite images. The system design is described in some detail. Results of testing the system to analyse and summarise patterns in SPOT MS images and LANDSAT images are also discussed.

Keywords: Pattern recognition, image analysis, feature extraction, blackboard component, linguistic summary.

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3314 Approximate Frequent Pattern Discovery Over Data Stream

Authors: Kittisak Kerdprasop, Nittaya Kerdprasop

Abstract:

Frequent pattern discovery over data stream is a hard problem because a continuously generated nature of stream does not allow a revisit on each data element. Furthermore, pattern discovery process must be fast to produce timely results. Based on these requirements, we propose an approximate approach to tackle the problem of discovering frequent patterns over continuous stream. Our approximation algorithm is intended to be applied to process a stream prior to the pattern discovery process. The results of approximate frequent pattern discovery have been reported in the paper.

Keywords: Frequent pattern discovery, Approximate algorithm, Data stream analysis.

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3313 Inverse Sets-based Recognition of Video Clips

Authors: Alexei M. Mikhailov

Abstract:

The paper discusses the mathematics of pattern indexing and its applications to recognition of visual patterns that are found in video clips. It is shown that (a) pattern indexes can be represented by collections of inverted patterns, (b) solutions to pattern classification problems can be found as intersections and histograms of inverted patterns and, thus, matching of original patterns avoided.

Keywords: Artificial neural cortex, computational biology, data mining, pattern recognition.

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3312 An Augmented-Reality Interactive Card Game for Teaching Elementary School Students

Authors: YuLung Wu, YuTien Wu, ShuMey Yu

Abstract:

Game-based learning can enhance the learning motivation of students and provide a means for them to learn through playing games. This study used augmented reality technology to develop an interactive card game as a game-based teaching aid for delivering elementary school science course content with the aim of enhancing student learning processes and outcomes. Through playing the proposed card game, students can familiarize themselves with appearance, features, and foraging behaviors of insects. The system records the actions of students, enabling teachers to determine their students’ learning progress. In this study, 37 students participated in an assessment experiment and provided feedback through questionnaires. Their responses indicated that they were significantly more motivated to learn after playing the game, and their feedback was mostly positive.

Keywords: Game-based learning, learning motivation, teaching aid, augmented reality.

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3311 Classification of the Latin Alphabet as Pattern on ARToolkit Markers for Augmented Reality Applications

Authors: Mohamed Badeche, Mohamed Benmohammed

Abstract:

augmented reality is a technique used to insert virtual objects in real scenes. One of the most used libraries in the area is the ARToolkit library. It is based on the recognition of the markers that are in the form of squares with a pattern inside. This pattern which is mostly textual is source of confusing. In this paper, we present the results of a classification of Latin characters as a pattern on the ARToolkit markers to know the most distinguishable among them.

Keywords: ARToolkit library, augmented reality, K-means, patterns

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3310 On Pattern-Based Programming towards the Discovery of Frequent Patterns

Authors: Kittisak Kerdprasop, Nittaya Kerdprasop

Abstract:

The problem of frequent pattern discovery is defined as the process of searching for patterns such as sets of features or items that appear in data frequently. Finding such frequent patterns has become an important data mining task because it reveals associations, correlations, and many other interesting relationships hidden in a database. Most of the proposed frequent pattern mining algorithms have been implemented with imperative programming languages. Such paradigm is inefficient when set of patterns is large and the frequent pattern is long. We suggest a high-level declarative style of programming apply to the problem of frequent pattern discovery. We consider two languages: Haskell and Prolog. Our intuitive idea is that the problem of finding frequent patterns should be efficiently and concisely implemented via a declarative paradigm since pattern matching is a fundamental feature supported by most functional languages and Prolog. Our frequent pattern mining implementation using the Haskell and Prolog languages confirms our hypothesis about conciseness of the program. The comparative performance studies on line-of-code, speed and memory usage of declarative versus imperative programming have been reported in the paper.

Keywords: Frequent pattern mining, functional programming, pattern matching, logic programming.

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3309 Mining Frequent Patterns with Functional Programming

Authors: Nittaya Kerdprasop, Kittisak Kerdprasop

Abstract:

Frequent patterns are patterns such as sets of features or items that appear in data frequently. Finding such frequent patterns has become an important data mining task because it reveals associations, correlations, and many other interesting relationships hidden in a dataset. Most of the proposed frequent pattern mining algorithms have been implemented with imperative programming languages such as C, Cµ, Java. The imperative paradigm is significantly inefficient when itemset is large and the frequent pattern is long. We suggest a high-level declarative style of programming using a functional language. Our supposition is that the problem of frequent pattern discovery can be efficiently and concisely implemented via a functional paradigm since pattern matching is a fundamental feature supported by most functional languages. Our frequent pattern mining implementation using the Haskell language confirms our hypothesis about conciseness of the program. The performance studies on speed and memory usage support our intuition on efficiency of functional language.

Keywords: Association, frequent pattern mining, functionalprogramming, pattern matching.

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3308 Magnetic Properties Govern the Processes of DNA Replication and the Shortening of the Telomere

Authors: Adnan Y. Rojeab

Abstract:

This hypothesis shows that the induction and the remanent of magnetic properties govern the mechanism processes of DNA replication and the shortening of the telomere. The solenoid–like formation of each parental DNA strand, which exists at the initial stage of the replication process, enables an electric charge transformation through the strand to produce a magnetic field. The magnetic field, in turn, induces the surrounding medium to form a new (replicated) strand by a remanent magnetisation. Through the remanent [residual] magnetisation process, the replicated strand possesses a similar information pattern to that of the parental strand. In the same process, the remanent amount of magnetisation forms the medium in which it has less of both repetitive and pattern magnetisation than that of the parental strand, therefore the replicated strand shows a shortening in the length of its telomeres.

Keywords: DNA replication, magnetic properties, residual magnetisation, shortening of the telomere.

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3307 Parenting Styles and Their Relation to Videogame Addiction

Authors: Petr Květon, Martin Jelínek

Abstract:

We try to identify the role of various aspects of parenting style in the phenomenon of videogame playing addiction. Relevant self-report questionnaires were part of a wider set of methods focused on the constructs related to videogame playing. The battery of methods was administered in school settings in paper and pencil form. The research sample consisted of 333 (166 males, 167 females) elementary and high school students at the age between 10 and 19 years (m=14.98, sd=1.77). Using stepwise regression analysis, we assessed the influence of demographic variables (gender and age) and parenting styles. Age and gender together explained 26.3% of game addiction variance (F(2,330)=58.81, p<.01). By adding four aspect of parenting styles (inconsistency, involvement, control, and warmth) another 10.2% of variance was explained (∆F(4,326)=13.09, p<.01). The significant predictor was gender of the respondent, where males scored higher on game addiction scale (B=0.70, p<.01), age (β=-0.18, p<.01), where younger children showed higher level of addiction, and parental inconsistency (β=0.30, p<.01), where the higher the inconsistency in upbringing, the more developed game playing addiction.

Keywords: Gender, parenting styles, video games, addiction.

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3306 Pattern Matching Based on Regular Tree Grammars

Authors: Riad S. Jabri

Abstract:

Pattern matching based on regular tree grammars have been widely used in many areas of computer science. In this paper, we propose a pattern matcher within the framework of code generation, based on a generic and a formalized approach. According to this approach, parsers for regular tree grammars are adapted to a general pattern matching solution, rather than adapting the pattern matching according to their parsing behavior. Hence, we first formalize the construction of the pattern matches respective to input trees drawn from a regular tree grammar in a form of the so-called match trees. Then, we adopt a recently developed generic parser and tightly couple its parsing behavior with such construction. In addition to its generality, the resulting pattern matcher is characterized by its soundness and efficient implementation. This is demonstrated by the proposed theory and by the derived algorithms for its implementation. A comparison with similar and well-known approaches, such as the ones based on tree automata and LR parsers, has shown that our pattern matcher can be applied to a broader class of grammars, and achieves better approximation of pattern matches in one pass. Furthermore, its use as a machine code selector is characterized by a minimized overhead, due to the balanced distribution of the cost computations into static ones, during parser generation time, and into dynamic ones, during parsing time.

Keywords: Bottom-up automata, Code selection, Pattern matching, Regular tree grammars, Match trees.

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3305 A New Pattern for Handwritten Persian/Arabic Digit Recognition

Authors: A. Harifi, A. Aghagolzadeh

Abstract:

The main problem for recognition of handwritten Persian digits using Neural Network is to extract an appropriate feature vector from image matrix. In this research an asymmetrical segmentation pattern is proposed to obtain the feature vector. This pattern can be adjusted as an optimum model thanks to its one degree of freedom as a control point. Since any chosen algorithm depends on digit identity, a Neural Network is used to prevail over this dependence. Inputs of this Network are the moment of inertia and the center of gravity which do not depend on digit identity. Recognizing the digit is carried out using another Neural Network. Simulation results indicate the high recognition rate of 97.6% for new introduced pattern in comparison to the previous models for recognition of digits.

Keywords: Pattern recognition, Persian digits, NeuralNetwork.

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3304 Syntactic Recognition of Distorted Patterns

Authors: Marek Skomorowski

Abstract:

In syntactic pattern recognition a pattern can be represented by a graph. Given an unknown pattern represented by a graph g, the problem of recognition is to determine if the graph g belongs to a language L(G) generated by a graph grammar G. The so-called IE graphs have been defined in [1] for a description of patterns. The IE graphs are generated by so-called ETPL(k) graph grammars defined in [1]. An efficient, parsing algorithm for ETPL(k) graph grammars for syntactic recognition of patterns represented by IE graphs has been presented in [1]. In practice, structural descriptions may contain pattern distortions, so that the assignment of a graph g, representing an unknown pattern, to a graph language L(G) generated by an ETPL(k) graph grammar G is rejected by the ETPL(k) type parsing. Therefore, there is a need for constructing effective parsing algorithms for recognition of distorted patterns. The purpose of this paper is to present a new approach to syntactic recognition of distorted patterns. To take into account all variations of a distorted pattern under study, a probabilistic description of the pattern is needed. A random IE graph approach is proposed here for such a description ([2]).

Keywords: Syntactic pattern recognition, Distorted patterns, Random graphs, Graph grammars.

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3303 Evaluation of Sensor Pattern Noise Estimators for Source Camera Identification

Authors: Benjamin Anderson-Sackaney, Amr Abdel-Dayem

Abstract:

This paper presents a comprehensive survey of recent source camera identification (SCI) systems. Then, the performance of various sensor pattern noise (SPN) estimators was experimentally assessed, under common photo response non-uniformity (PRNU) frameworks. The experiments used 1350 natural and 900 flat-field images, captured by 18 individual cameras. 12 different experiments, grouped into three sets, were conducted. The results were analyzed using the receiver operator characteristic (ROC) curves. The experimental results demonstrated that combining the basic SPN estimator with a wavelet-based filtering scheme provides promising results. However, the phase SPN estimator fits better with both patch-based (BM3D) and anisotropic diffusion (AD) filtering schemes.

Keywords: Sensor pattern noise, source camera identification, photo response non-uniformity, anisotropic diffusion, peak to correlation energy ratio.

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3302 Pattern Recognition of Partial Discharge by Using Simplified Fuzzy ARTMAP

Authors: S. Boonpoke, B. Marungsri

Abstract:

This paper presents the effectiveness of artificial intelligent technique to apply for pattern recognition and classification of Partial Discharge (PD). Characteristics of PD signal for pattern recognition and classification are computed from the relation of the voltage phase angle, the discharge magnitude and the repeated existing of partial discharges by using statistical and fractal methods. The simplified fuzzy ARTMAP (SFAM) is used for pattern recognition and classification as artificial intelligent technique. PDs quantities, 13 parameters from statistical method and fractal method results, are inputted to Simplified Fuzzy ARTMAP to train system for pattern recognition and classification. The results confirm the effectiveness of purpose technique.

Keywords: Partial discharges, PD Pattern recognition, PDClassification, Artificial intelligent, Simplified Fuzzy ARTMAP

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3301 Sign Pattern Matrices that Admit P0 Matrices

Authors: Ling Zhang, Ting-Zhu Huang

Abstract:

A P0-matrix is a real square matrix all of whose principle minors are nonnegative. In this paper, we consider the class of P0-matrix. Our main aim is to determine which sign pattern matrices are admissible for this class of real matrices.

Keywords: Sign pattern matrices, P0 matrices, graph, digraph.

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3300 Adaptive Dynamic Time Warping for Variable Structure Pattern Recognition

Authors: S. V. Yendiyarov

Abstract:

Pattern discovery from time series is of fundamental importance. Particularly, when information about the structure of a pattern is not complete, an algorithm to discover specific patterns or shapes automatically from the time series data is necessary. The dynamic time warping is a technique that allows local flexibility in aligning time series. Because of this, it is widely used in many fields such as science, medicine, industry, finance and others. However, a major problem of the dynamic time warping is that it is not able to work with structural changes of a pattern. This problem arises when the structure is influenced by noise, which is a common thing in practice for almost every application. This paper addresses this problem by means of developing a novel technique called adaptive dynamic time warping.

Keywords: Pattern recognition, optimal control, quadratic programming, dynamic programming, dynamic time warping, sintering control.

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3299 A Study on using N-Pattern Chains of Design Patterns based on Software Quality Metrics

Authors: Niloofar Khedri, Masoud Rahgozar, MahmoudReza Hashemi

Abstract:

Design patterns describe good solutions to common and reoccurring problems in program design. Applying design patterns in software design and implementation have significant effects on software quality metrics such as flexibility, usability, reusability, scalability and robustness. There is no standard rule for using design patterns. There are some situations that a pattern is applied for a specific problem and this pattern uses another pattern. In this paper, we study the effect of using chain of patterns on software quality metrics.

Keywords: Design Patterns, Design patterns' Relationship, Software quality Metrics, Software Engineering.

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3298 Low Dimensional Representation of Dorsal Hand Vein Features Using Principle Component Analysis (PCA)

Authors: M.Heenaye-Mamode Khan, R.K. Subramanian, N. A. Mamode Khan

Abstract:

The quest of providing more secure identification system has led to a rise in developing biometric systems. Dorsal hand vein pattern is an emerging biometric which has attracted the attention of many researchers, of late. Different approaches have been used to extract the vein pattern and match them. In this work, Principle Component Analysis (PCA) which is a method that has been successfully applied on human faces and hand geometry is applied on the dorsal hand vein pattern. PCA has been used to obtain eigenveins which is a low dimensional representation of vein pattern features. Low cost CCD cameras were used to obtain the vein images. The extraction of the vein pattern was obtained by applying morphology. We have applied noise reduction filters to enhance the vein patterns. The system has been successfully tested on a database of 200 images using a threshold value of 0.9. The results obtained are encouraging.

Keywords: Biometric, Dorsal vein pattern, PCA.

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