среда, 13 апреля 2011 г.

Games

Games


Super Street Fighter IV Arcade Edition - Xbox360 - Videos and Trailers

Posted: 13 Apr 2011 03:31 AM PDT

Arcade Edition: Evil Ryu Vs Oni Gameplay

Super Street Fighter IV Arcade Edition - PC - Videos and Trailers

Posted: 13 Apr 2011 03:31 AM PDT

Arcade Edition: Evil Ryu Vs Oni Gameplay

Super Street Fighter IV Arcade Edition - PS3 - Videos and Trailers

Posted: 13 Apr 2011 03:31 AM PDT

Arcade Edition: Evil Ryu Vs Oni Gameplay

Time-lapse of San Francisco-Paris flight, with northern lights

Posted: 12 Apr 2011 09:57 PM PDT

An Air France flier found himself with a whole row to himself on a San Francisco-Charles De Gaulle flight, so he set up his SLR and a tripod and shot a time-lapse of the entire flight out the window. As the plane passed over the Arctic, he caught some breathtaking shots of the Aurora Borealis. The Air France crew were apparently very supportive of his project, which is a credit to them.

Aurora Borealis via Airplane (Thanks, WileyDog, via Submitterator!)

Game iStunt 2 : 13/04/2011

Posted: 03 Jan 2011 05:00 PM PST


iStunt 2

Game Battlefield airwolf : 13/04/2011

Posted: 03 Jan 2011 04:04 PM PST


Battlefield airwolf

Game Kubes : 13/04/2011

Posted: 04 Dec 2010 12:04 AM PST


Kubes

Game Diamond shift : 13/04/2011

Posted: 03 Jan 2011 04:04 PM PST


Diamond shift

Game Xtreme Ride : 13/04/2011

Posted: 03 Jan 2011 04:09 PM PST


Xtreme Ride

Asura's Wrath - PS3 - Screenshots

Posted: 13 Apr 2011 03:00 AM PDT

Asura's Wrath loses the traditional distinction between gameplay and cutscenes through seamless player controlled narrative. Simply put, even in cinematic sequences the player can control Asura, directly affecting the gameplay, making Asura's Wrath a truly unique experience.
FEATURES:
• New type of action game – Asura's Wrath will seamlessly blend action and narrative and will adopt an episodic nature, more akin to a TV drama series.
• Relentless action – Asura's Wrath keeps placing gamers in tight situations and says 'now get out of that'.
• What the…? – Unique enemies and planetary sized bosses will continually challenge players' expectations.
• Innovative setting and story – Fusing Asian mythology with sci-fi , Asura's Wrath's universe will be truly unique.
• Collaboration with CyberConnect2 – Continues Capcom's strategy of partnering with the best developers to produce titles to complement its own internal projects.

Asura's Wrath - Xbox360 - Screenshots

Posted: 13 Apr 2011 03:00 AM PDT

Asura's Wrath loses the traditional distinction between gameplay and cutscenes through seamless player controlled narrative. Simply put, even in cinematic sequences the player can control Asura, directly affecting the gameplay, making Asura's Wrath a truly unique experience.
FEATURES:
• New type of action game – Asura's Wrath will seamlessly blend action and narrative and will adopt an episodic nature, more akin to a TV drama series.
• Relentless action – Asura's Wrath keeps placing gamers in tight situations and says 'now get out of that'.
• What the…? – Unique enemies and planetary sized bosses will continually challenge players' expectations.
• Innovative setting and story – Fusing Asian mythology with sci-fi , Asura's Wrath's universe will be truly unique.
• Collaboration with CyberConnect2 – Continues Capcom's strategy of partnering with the best developers to produce titles to complement its own internal projects.

Sonic and Sega All-Stars Racing - PS3 - Screenshots

Posted: 13 Apr 2011 03:00 AM PDT

Sonic and SEGA All-Stars Racing puts players on the track and in the shoes of a host of popular SEGA characters, from the blue blur himself to AiAi and Dr. Eggman, each with their own unique vehicle. Players must use their driving skills to drift and dodge their way to a checkered flag in a variety of single-player modes, as well as local multiplayer race and battle modes via Bluetooth™ or Wi-Fi™.

Sonic and Sega All-Stars Racing - DS - Screenshots

Posted: 13 Apr 2011 03:00 AM PDT

Sonic and SEGA All-Stars Racing puts players on the track and in the shoes of a host of popular SEGA characters, from the blue blur himself to AiAi and Dr. Eggman, each with their own unique vehicle. Players must use their driving skills to drift and dodge their way to a checkered flag in a variety of single-player modes, as well as local multiplayer race and battle modes via Bluetooth™ or Wi-Fi™.

Sonic and Sega All-Stars Racing - Xbox360 - Screenshots

Posted: 13 Apr 2011 03:00 AM PDT

Sonic and SEGA All-Stars Racing puts players on the track and in the shoes of a host of popular SEGA characters, from the blue blur himself to AiAi and Dr. Eggman, each with their own unique vehicle. Players must use their driving skills to drift and dodge their way to a checkered flag in a variety of single-player modes, as well as local multiplayer race and battle modes via Bluetooth™ or Wi-Fi™.

Sonic and Sega All-Stars Racing - Wii - Screenshots

Posted: 13 Apr 2011 03:00 AM PDT

Sonic and SEGA All-Stars Racing puts players on the track and in the shoes of a host of popular SEGA characters, from the blue blur himself to AiAi and Dr. Eggman, each with their own unique vehicle. Players must use their driving skills to drift and dodge their way to a checkered flag in a variety of single-player modes, as well as local multiplayer race and battle modes via Bluetooth™ or Wi-Fi™.

Sensors, Vol. 11, Pages 4358-4371: Estimation of Distributed Fermat-Point Location for Wireless Sensor Networking

Posted: 13 Apr 2011 12:00 AM PDT

This work presents a localization scheme for use in wireless sensor networks (WSNs) that is based on a proposed connectivity-based RF localization strategy called the distributed Fermat-point location estimation algorithm (DFPLE). DFPLE applies triangle area of location estimation formed by intersections of three neighboring beacon nodes. The Fermat point is determined as the shortest path from three vertices of the triangle. The area of estimated location then refined using Fermat point to achieve minimum error in estimating sensor nodes location. DFPLE solves problems of large errors and poor performance encountered by localization schemes that are based on a bounding box algorithm. Performance analysis of a 200-node development environment reveals that, when the number of sensor nodes is below 150, the mean error decreases rapidly as the node density increases, and when the number of sensor nodes exceeds 170, the mean error remains below 1% as the node density increases. Second, when the number of beacon nodes is less than 60, normal nodes lack sufficient beacon nodes to enable their locations to be estimated. However, the mean error changes slightly as the number of beacon nodes increases above 60. Simulation results revealed that the proposed algorithm for estimating sensor positions is more accurate than existing algorithms, and improves upon conventional bounding box strategies.

Sensors, Vol. 11, Pages 4335-4357: Fused Smart Sensor Network for Multi-Axis Forward Kinematics Estimation in Industrial Robots

Posted: 13 Apr 2011 12:00 AM PDT

Flexible manipulator robots have a wide industrial application. Robot performance requires sensing its position and orientation adequately, known as forward kinematics. Commercially available, motion controllers use high-resolution optical encoders to sense the position of each joint which cannot detect some mechanical deformations that decrease the accuracy of the robot position and orientation. To overcome those problems, several sensor fusion methods have been proposed but at expenses of high-computational load, which avoids the online measurement of the joint's angular position and the online forward kinematics estimation. The contribution of this work is to propose a fused smart sensor network to estimate the forward kinematics of an industrial robot. The developed smart processor uses Kalman filters to filter and to fuse the information of the sensor network. Two primary sensors are used: an optical encoder, and a 3-axis accelerometer. In order to obtain the position and orientation of each joint online a field-programmable gate array (FPGA) is used in the hardware implementation taking advantage of the parallel computation capabilities and reconfigurability of this device. With the aim of evaluating the smart sensor network performance, three real-operation-oriented paths are executed and monitored in a 6-degree of freedom robot.

Sensors, Vol. 11, Pages 4312-4334: Non-Contact Plant Growth Measurement Method and System Based on Ubiquitous Sensor Network Technologies

Posted: 13 Apr 2011 12:00 AM PDT

This paper proposes a non-contact plant growth measurement system using infrared sensors based on the ubiquitous sensor network (USN) technology. The proposed system measures plant growth parameters such as the stem radius of plants using real-time non-contact methods, and generates diameter, cross-sectional area and thickening form of plant stems using this measured data. Non-contact sensors have been used not to cause any damage to plants during measurement of the growth parameters. Once the growth parameters are measured, they are transmitted to a remote server using the sensor network technology and analyzed in the application program server. The analyzed data are then provided for administrators and a group of interested users. The proposed plant growth measurement system has been designed and implemented using fixed-type and rotary-type infrared sensor based measurement methods and devices. Finally, the system performance is compared and verified with the measurement data that have been obtained by practical field experiments.

Sensors, Vol. 11, Pages 4295-4311: Methodology for the Regulation of Boom Sprayers Operating in Circular Trajectories

Posted: 13 Apr 2011 12:00 AM PDT

A methodology for the regulation of boom sprayers working in circular trajectories has been developed. In this type of trajectory, the areas of the plots of land treated by the outer nozzles of the boom are treated at reduced rates, and those treated by the inner nozzles are treated in excess. The goal of this study was to establish the methodology to determine the flow of the individual nozzles on the boom to guarantee that the dose of the product applied per surface unit is similar across the plot. This flow is a function of the position of the equipment (circular trajectory radius) and of the displacement velocity such that the treatment applied per surface unit is uniform. GPS technology was proposed as a basis to establish the position and displacement velocity of the tractor. The viability of this methodology was simulated considering two circular plots with radii of 160 m and 310 m, using three sets of equipment with boom widths of 14.5, 24.5 and 29.5 m. Data showed as increasing boom widths produce bigger errors in the surface dose applied (L/m2). Error also increases with decreasing plot surface. As an example, considering the three boom widths of 14.5, 24.5 and 29.5 m working on a circular plot with a radius of 160 m, the percentage of surface with errors in the applied surface dose greater than 5% was 30%, 58% and 65% respectively. Considering a circular plot with radius of 310 m the same errors were 8%, 22% and 31%. To obtain a uniform superficial dose two sprayer regulation alternatives have been simulated considering a 14.5 m boom: the regulation of the pressure of each nozzle and the regulation of the pressure of each boom section. The viability of implementing the proposed methodology on commercial boom sprayers using GPS antennas to establish the position and displacement velocity of the tractor was justified with a field trial in which a self-guiding commercial GPS system was used along with three precision GPS systems located in the sprayer boom. The use of an unique central GPS unit should allow the estimation of the work parameters of the boom nozzles (including those located at the boom ends) with great accuracy.

Entropy, Vol. 13, Pages 841-859: Optimal Multi-Level Thresholding Based on Maximum Tsallis Entropy via an Artificial Bee Colony Approach

Posted: 13 Apr 2011 12:00 AM PDT

This paper proposes a global multi-level thresholding method for image segmentation. As a criterion for this, the traditional method uses the Shannon entropy, originated from information theory, considering the gray level image histogram as a probability distribution, while we applied the Tsallis entropy as a general information theory entropy formalism. For the algorithm, we used the artificial bee colony approach since execution of an exhaustive algorithm would be too time-consuming. The experiments demonstrate that: 1) the Tsallis entropy is superior to traditional maximum entropy thresholding, maximum between class variance thresholding, and minimum cross entropy thresholding; 2) the artificial bee colony is more rapid than either genetic algorithm or particle swarm optimization. Therefore, our approach is effective and rapid.

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