Capítols de llibre
http://hdl.handle.net/2117/3300
2024-03-28T12:50:56ZOn the characterization of weighted simple games
http://hdl.handle.net/2117/107644
On the characterization of weighted simple games
Freixas Bosch, Josep; Freixas Boleda, Marc; Kurz, Sascha
This paper has a twofold scope. The first one is to clarify and put in evidence the isomorphic character of two theories developed in quite different fields: on one side, threshold logic, on the other side, simple games. One of the main purposes in both theories is to determine when a simple game is representable as a weighted game, which allows a very compact and easily comprehensible representation. Deep results were found in threshold logic in the sixties and seventies for this problem. However, game theory has taken the lead and some new results have been obtained for the problem in the past two decades. The second and main goal of this paper is to provide some new results on this problem and propose several open questions and conjectures for future research. The results we obtain depend on two significant parameters of the game: the number of types of equivalent players and the number of types of shift-minimal winning coalitions.
The final publication is available at link.springer.com via http://dx.doi.org/10.1007/s11238-017-9606-z
2017-09-14T17:51:00ZFreixas Bosch, JosepFreixas Boleda, MarcKurz, SaschaThis paper has a twofold scope. The first one is to clarify and put in evidence the isomorphic character of two theories developed in quite different fields: on one side, threshold logic, on the other side, simple games. One of the main purposes in both theories is to determine when a simple game is representable as a weighted game, which allows a very compact and easily comprehensible representation. Deep results were found in threshold logic in the sixties and seventies for this problem. However, game theory has taken the lead and some new results have been obtained for the problem in the past two decades. The second and main goal of this paper is to provide some new results on this problem and propose several open questions and conjectures for future research. The results we obtain depend on two significant parameters of the game: the number of types of equivalent players and the number of types of shift-minimal winning coalitions.Applying 3D graphics for computerized cognitive rehabilitation
http://hdl.handle.net/2117/85239
Applying 3D graphics for computerized cognitive rehabilitation
Alloni, Anna; Tost Pardell, Daniela; Panzarasa, Silvia; Zuchella, Chiara; Quaglini, Silvana
In recent years, cognitive rehabilitation is shifting from paper-based to computer-based practice. Computerization entails several advantages, amount which the availability of a great amount of stimuli to be used within a wide-range of easily customizable exercises and the possibility to monitor the evolution of patient's skills. 3d computer graphics and gaiming technology is a way to improve the visual appeal of exercises and avoid the boredomness often associated to intensive rehabilitation training plans.
2016-04-05T16:52:33ZAlloni, AnnaTost Pardell, DanielaPanzarasa, SilviaZuchella, ChiaraQuaglini, SilvanaIn recent years, cognitive rehabilitation is shifting from paper-based to computer-based practice. Computerization entails several advantages, amount which the availability of a great amount of stimuli to be used within a wide-range of easily customizable exercises and the possibility to monitor the evolution of patient's skills. 3d computer graphics and gaiming technology is a way to improve the visual appeal of exercises and avoid the boredomness often associated to intensive rehabilitation training plans.Early detection of cognitive impairments with the Smart Ageing serious game
http://hdl.handle.net/2117/85233
Early detection of cognitive impairments with the Smart Ageing serious game
Tost Pardell, Daniela; von Barnekow, Ariel; Félix Manzanares, Eloy; Pazzi, Stefania; Puricelli, Stefano; Bottiroli, Sara
This paper presents the design and usability validation of a telematic test aimed at the early detection of Mild Cognitive Impairments in persons ageing between 50 and 80. The test represents a 3D domestic environment in which users perform 5 daily life activities that involve various cognitive skills: short-term and mid-term memory, attention, executive functions and spatial orientation. The test is also aimed at assessing cognitive impairments in persons already diagnosed or having neurodegenerative dementia. In order to make it usable by seniors without previous computer literacy, the test integrates different accessibility features: automatic navigation, assisted selection and feedback mechanisms. The usability of the system has been tested with a set of target users. The results show that users are able to understand the virtual environment and the tasks. In addition, they learn very quickly to manoeuvring in it. Moreover, they find it attractive.
2016-04-05T15:52:04ZTost Pardell, Danielavon Barnekow, ArielFélix Manzanares, EloyPazzi, StefaniaPuricelli, StefanoBottiroli, SaraThis paper presents the design and usability validation of a telematic test aimed at the early detection of Mild Cognitive Impairments in persons ageing between 50 and 80. The test represents a 3D domestic environment in which users perform 5 daily life activities that involve various cognitive skills: short-term and mid-term memory, attention, executive functions and spatial orientation. The test is also aimed at assessing cognitive impairments in persons already diagnosed or having neurodegenerative dementia. In order to make it usable by seniors without previous computer literacy, the test integrates different accessibility features: automatic navigation, assisted selection and feedback mechanisms. The usability of the system has been tested with a set of target users. The results show that users are able to understand the virtual environment and the tasks. In addition, they learn very quickly to manoeuvring in it. Moreover, they find it attractive.Geometric constraint graphs decomposition based on computing graph circuits
http://hdl.handle.net/2117/78430
Geometric constraint graphs decomposition based on computing graph circuits
Joan Arinyo, Robert; Tarres Puertas, Marta Isabel; Vila Marta, Sebastià
Geometric constraint solving is a growing field which plays a paramount role in industrial applications and that is deeply rooted in automated deduction in geometry. In this work we report on an algorithm to solve geometric
constraint-based problems by decomposing biconnected graphs. The algorithm is based on recursively splitting the graph through sets with three vertices located on fundamental circuits of the graph. Preliminary practical experiments suggest that the algorithm runtime is at worst quadratic with the total number of vertices in the graph.
2015-10-28T14:11:03ZJoan Arinyo, RobertTarres Puertas, Marta IsabelVila Marta, SebastiàGeometric constraint solving is a growing field which plays a paramount role in industrial applications and that is deeply rooted in automated deduction in geometry. In this work we report on an algorithm to solve geometric
constraint-based problems by decomposing biconnected graphs. The algorithm is based on recursively splitting the graph through sets with three vertices located on fundamental circuits of the graph. Preliminary practical experiments suggest that the algorithm runtime is at worst quadratic with the total number of vertices in the graph.An Adaptive Cutaway with Volume Context Preservation
http://hdl.handle.net/2117/13551
An Adaptive Cutaway with Volume Context Preservation
Grau Carrión, Sergi; Puig Puig, Anna
Knowledge expressiveness of scientific data is one of the most
important visualization goals. However, current volume visualization systems
require a lot of expertise from the final user. In this paper, we
present a GPU-based ray casting interactive framework that computes
two initial complementary camera locations and allows to select the focus
interactively, on interesting structures keeping the volume’s context
information with an adaptive cutaway technique. The adaptive cutaway
surrounds the focused structure while preserving a depth immersive impression
in the data set. Finally, we present a new brush widget to edit
interactively the opening of the cutaway and to graduate the context in
the final image.
2011-10-17T17:40:21ZGrau Carrión, SergiPuig Puig, AnnaKnowledge expressiveness of scientific data is one of the most
important visualization goals. However, current volume visualization systems
require a lot of expertise from the final user. In this paper, we
present a GPU-based ray casting interactive framework that computes
two initial complementary camera locations and allows to select the focus
interactively, on interesting structures keeping the volume’s context
information with an adaptive cutaway technique. The adaptive cutaway
surrounds the focused structure while preserving a depth immersive impression
in the data set. Finally, we present a new brush widget to edit
interactively the opening of the cutaway and to graduate the context in
the final image.