Advanced Materials Research Vols. 926-930

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Abstract: Ethernet has been broadly used in modern industry for its exoteric standard, flexibility and low cost. Ethernet is becoming the right choice for many engineering application. However, issues of performance must be considered when we apply it to timing sensitive field such as real time control system and so on. An Ethernet interface solution implemented based on s3c2410a and ax88796 was described in this article, and in order to improve the performance, inline assemble was introduced into this study. The effect of performance improvement through inline assemble was checked by ping experiments. It was proved that inline assemble can improve the performance of Ethernet interface distinctly.
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Abstract: Computer virtual reality technology, emerging in recent years, had been widely applied to various fields and played important roles. This paper analyzed the characteristics of virtual reality technology owing to its technological advantage and proposed a combination with college physical training, which aimed for a higher promotion to college physical education level and a strong reserve force and support for the development of sports in China.
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Abstract: According to the status of there is just limited computer-aided applications for basketball game, we design an auxiliary system to complete the basketball tournament information collection and analysis work. In the implementation process we analysis the system to determine the technical and tactical acquisition program, data storage model to determine the feasibility of the system and the whole idea, ultimately make the successful completion of the system. And the feedback has been very good in practical applications. Implementation of the system allows the project to get rid of the original basketball game manual data collection and analysis methods. And it makes the tactical basketball information gathering skills have been greatly improved. The system uses information theory to achieve scientific basketball game information and data collection project, preliminary design basketball game information collection system and attack, anti-analysis system. It makes a variety of technical and tactical cluttered and fragmented information reflected by basketball game be systematically and quantify, so make one step closer to the goal of whole basketball train control system.
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Abstract: With the development of network, information technology has got rapid development, which adds sports culture a new mode of transmission with greater potential. Internet is an interactive, promotional, more open resource reserve network services and brought profound reforms to the dissemination of sports information. Dissemination of information in the Internet environment presents a new feature, the audience demand for new changes. Thus, the spread of sports culture must adapt to this new communication environment, and actively adjust communication strategies to increase the influence and competitiveness of sports and cultural dissemination. We should make full use of network resources, speed up the construction of sports information, enhance physical and cultural communication.And only in this way can we better serve our sports culture lovers and build a harmonious society.
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Abstract: With the rapid development of social productive forces and increasingly higher level of social life, the sports humanity as the core spirit of sports culture in informational times, which is the sum of the psychological aspects of sports culture from the cultural spirit. Its essence is the pursuit of truth, good and beautiful as the core values and ideals, people's healthy development as the ultimate goal. This paper discusses basic mode ,the basic framework of the multimedia sports humanistic information system, the processing technology, development environment ,tools and methods . Through the analysis program implementation elements and design ideas of multimedia sports humanistic information system, in order to set up multimedia sports humanistic information systems, we proposes a viable framework and models with a theoretical basis and practical value.
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Abstract: With the rapid development of science and technology, computer music technology to maximize the improvement. The emergence of computer music, has been widely recognized by the music, also caused strong concern of the majority of the music creators. Computer music is a novel research field in computer application. Through the investigation among the same field, conclusions are drawn from the following three aspects which are the expression of computer, the analysis of music and the creation of computer music. Finally the concept of computer music is clarified and its developing trend is predicted.
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Abstract: For the real-time motion capture in the sport training to analysis and study, this paper adopts Kinect technology and the development of sports training combined with. Kinect somatosensory the camera as the system core, the body movements, facial expressions capture system in development costs, operating results and the development efficiency has the optimal balance point. The purpose of this research is based on the OGRE graphics rendering engine, using 3DSMAX and open source code, the design and implementation of Kinect somatosensory camera and 3DSMAX, OGRE combination of game action, motion capture system based on. This system provides an important help for realizing the real-time motion capture in the sports training, can be used in the field of sports training.
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Abstract: This research attempts to apply the mean of video-feedback to the technology training of volleyball by means of the advanced video recording equipment, on the basis of multimedia technology, valuing the content, time frequency of feedback, to discuss effectiveness in volleyball’s training, this paper plans to improve the volleyball’s training methods and training quality, so as to provide a new thinking and theoretical basis. A comparison experiment is done and the result shows that 1 The training mean of video-feedback has played a certain role in improving students’ technical movement and mastering, enhancing the quality of training. It gave a full play the advantage of modern multimedia technology, advanced means, new approaches, and it can fully arouses student’s study enthusiasm, to make up for the deficiency of the traditional training method, in accordance with the time and the demand of social development.
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Abstract: With the continuous development of society, a variety of new media have gradually developed, the earliest newspapers, radio and television have updated the speed limitations. The newspaper is too slow, the broadcast can not meet people's visual enjoyment, as a common media,TV ,however, can not be free to watch their favorite TV sports programs, and the emergence of the network brought new vigor, in order to better promote the better development of the sports network communication, it should be possible with this network platform. This article analyzed the significant impact on the spread of sports information network system which can be used to promote sports information network dissemination process and promote the vigorous development of sports.
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Abstract: The organization and management of the sports tournament relate to the sports competition area of mission in each aspect. Taking the competition as a core, it is essential to establish sports tournament information system with the personnel registration, result processing, the audience services ,the competition information and data sharing etc. In this paper ,GIS-Based Sports Tournament Information System plays an important role in Digital Sport construction. This system is under the support of the geographic information system, network system, communication system and the database system. So it can provide the multi-source and multi-level data and information for the organization and management sections of the sports and games. The successful construction and realization of the system can enhance the sports tournament organization and management efficiency.
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