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  • Adaboost algorithm and its usage in face detection

    - by Hani
    I am trying to understand Adaboost algorithm but i have some troubles. After reading about Adaboost i realized that it is a classification algorithm(somehow like neural network). But i could not know how the weak classifiers are chosen (i think they are haar-like features for face detection) and how finally the H result which is the final strong classifier can be used. I mean if i found the alpha values and compute the H ,how am i going to benefit from it as a value (one or zero) for new images. Please is there an example describes it in a perfect way? i found the plus and minus example that is found in most adaboost tutorials but i did not know how exactly hi is chosen and how to adopt the same concept on face detection. I read many papers and i had many ideas but until now my ideas are not well arranged. Thanks....

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  • What is better: CSS hacks or browser detection?

    - by Darryl Hein
    Commonly when I look around the Internet, I find that people are generally using CSS hacks to make their website look the same in all browsers. Personally, I have found this to be quite time consuming to find all of these hacks and test them; each change you make you have to test in 4+ browsers to make sure it didn't break anything else. About a year ago, I looked around the Internet for what other major sites are using (Yahoo, Google, BBC, etc) and found that most of them are doing some form of browser detection (JS, HTML if statements, server based). I have started doing this as well. On almost all of the sites I have worked on recently, I use jQuery, so I use the built in browser detection. Is there a reason you use or don't use either of these?

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  • Where should I place my reaction code in Per-Pixel Collision Detection?

    - by CJ Cohorst
    I have this collision detection code: public bool PerPixelCollision(Player player, Game1 dog) { Matrix atob = player.Transform * Matrix.Invert(dog.Transform); Vector2 stepX = Vector2.TransformNormal(Vector2.UnitX, atob); Vector2 stepY = Vector2.TransformNormal(Vector2.UnitY, atob); Vector2 iBPos = Vector2.Transform(Vector2.Zero, atob); for(int deltax = 0; deltax < player.playerTexture.Width; deltax++) { Vector2 bpos = iBPos; for (int deltay = 0; deltay < player.playerTexture.Height; deltay++) { int bx = (int)bpos.X; int by = (int)bpos.Y; if (bx >= 0 && bx < dog.dogTexture.Width && by >= 0 && by < dog.dogTexture.Height) { if (player.TextureData[deltax + deltay * player.playerTexture.Width].A > 150 && dog.TextureData[bx + by * dog.Texture.Width].A > 150) { return true; } } bpos += stepY; } iBPos += stepX; } return false; } What I want to know is where to put in the code where something happens. For example, I want to put in player.playerPosition.X -= 200 just as a test, but I don't know where to put it. I tried putting it under the return true and above it, but under it, it said unreachable code, and above it nothing happened. I also tried putting it by bpos += stepY; but that didn't work either. Where do I put the code?

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  • Huge dataset point in polygon in .net (collision detection)

    - by Rickard Liljeberg
    I have a pretty big mesh with polygons, usually triangles but sometimes rectangles. Each point in my mesh has a value (value has nothing to do with coordinates). Now I am creating a second mesh in the same coordinate-space as the old mesh. I now want to interpolate out values for all points (vertices) in the new mesh using the values from the old mesh. Now I could loop each polygon in the new mesh and detect which old vertices are in each polygon by making 2d collision detection (altho even this I don't get to function properly so if anyone has simple and fast code for 2d collision detection (triangle is enough) I would gladly see it). However to my main point again. looping each old vertice for each new polygon seems less than efficient. is there a better way?

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  • How to choose cell to put entity in in an uniform grid used for broad phase collision detection?

    - by nathan
    I'm trying to implement the broad phase of my collision detection algorithm. My game is an arcade game with lot of moving entities in an open space with relatively equivalent sizes. Regarding the above specifications, i decided to use an uniform grid for space partitioning. The problem i have right know is how to efficiently choose in which cells an entity should be added. ATM i'm doing something like this: for (int x = 0; x < gridSize; x++) { for (int y = 0; y < gridSize; y++) { GridCell cell = grid[x][y]; cell.clear(); //remove the previously added entities for (int i = 0; i < entities.size(); i++) { Entity e = entities.get(i); if (cell.isEntityOverlap(e)) { cell.add(e); } } } } The isEntityOverlap is a simple method i added my GridCell class. public boolean isEntityOverlap(Shape s) { return cellArea.intersects(s); } Where cellArea is a Rectangle. cellArea = new Rectangle(x, y, CollisionGrid.CELL_SIZE, CollisionGrid.CELL_SIZE); It works but it's damn slow. What would be a fast way to know all the cells an entity overlaps? Note: by "it works" i mean, the entities are contained in the good cells over the time after movements etc.

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  • Using CGRectIntersectsRect for collision detection

    - by user309030
    Hi guys, I've got a long rectangular image which is rotated at different kind of angles. However the frame of the rectangular image does not rotate along with the image and instead, the rotation causes the frame to to become larger to fit the rotated image. So when I used CGRectIntersectsRect, the collision detection is totally off because the other image colliding with the rectangular image will collide before it even reaches the visible area of the rect image. In case you don't really know what I'm talking about, have a look at the ascii drawing: normal rectangular image frame, O - pixels, |, – - frame |----------| |OOOOOOOOOO| |----------| after rotation |----------| |O | | O | | O | | O | | O | | O | | O | | O | | O | |----------| I've read through some of the collision articles but all of them are talking about collision with a normal straight rectangle and what I really want is collision with a slanted image, preferably pixel collision detection. TIA for any suggestions made.

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  • Opinions on collision detection objects with a moving scene

    - by Evan Teran
    So my question is simple, and I guess it boils down to how anal you want to be about collision detection. To keep things simple, lets assume we're talking about 2D sprites defined by a bounding box. In addition, let's assume that my sprite object has a function to detect collisions like this: S.collidesWith(other); Finally the scene is moving and "walls" in the scene can move, an object may not touch a wall. So a simple implementation might look like this (psuedo code): moveWalls(); moveSprite(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } The problem with this is that if the sprite and wall move towards each other, depending on the circumstances (such as diagonal moment). They may pass though each other (unlikely but could happen). So I may do this instead. moveWalls(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } moveSprite(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } This takes care of the passing through each other issue, but another rare issue comes up. If they are adjacent to each other (literally the next pixel) and both the wall and the sprite are moving left, then I will get an invalid collision since the wall moves, checks for collision (hit) then the sprite is moved. Which seems unfair. In addition, to that, the redundant collision detection feels very inefficient. I could give the player movement priority alleviating the first issue but it is still checking twice. moveSprite(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } moveWalls(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } Am I simply over thinking this issue, should this just be chalked up to "it'll happen rare enough that no one will care"? Certainly looking at old sprite based games, I often find situations where the collision detection has subtle flaws, but I figure by now we can do better :-P. What are people's thoughts?

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  • Collision detection by sliding against a plane in XNA

    - by Bevin
    Hello, I am attempting to engineer a collision detection algorithm for a custom Minecraft client I'm making. Basically, the entire world is made up of cubes, and the player (or camera) needs to be able to stand on and move against these cubes. The result I want is illustrated in this image: The green line is the player's movement vector. When the player is brushing up against a plane of one of the cubes, I want the vector to change to one that is perpendicular with the plane. The vector should, however, keep all of it's velocity in the plane's direction, yet lose all velocity towards the plane. I hope I've made my question clear. What is the best and most efficient way to implement a collision detection system like this? Also, will a system like this allow for a simple gravity component?

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  • How can I safely close this window and forever avoid seeing similar pop-ups from Mackeeper Zeobit's malware and spyware?

    - by Michael Prescott
    The attached image shows a window that just popped up and the only button available is the OK button. I could Force quit Safari, but I've got several sites open right now and don't want to try and find my place again. Besides, I've seen similar hacks in the past and I'd like to learn how to handle them in a way better than just a brute force-quit. I've never heard of MacKeeper or Zeobit, so I opened Firefox and did a few searches while Safari is obviously still stuck, waiting for me to click the sneaky OK button in the dialog window. Anyhow, at least the first few pages of most search results contain lots of blabbering from questionable witnesses about how MacKeeper saved them from some malware or spyware. However, any company that is hacking the browser to maliciously install their product is itself the criminal and not providing a true security application. So, there are three questions here: How can I close this window? Can I do something to Safari to avoid these hacks in the future? (Just curious) Is MacKeeper or Zeobit somehow loading the search results so that no information about their application being malware or spyware is listed (I can't be the only person in the world that is offended by their tactics, even though it appears I am)?

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  • Question about malware-sites: How can I be in danger?

    - by juanmaflyer
    Hi people!! My english is horrible but i will do the best to be as accurate as posible. I have been reading here (in superuser) some questions about the necessity of antivirus software in Windows and some doubts arise. As far as i know (and imagine) virus software can only be harmful if I download any type of infected executable file and then I RUN IT. I mean that if i have the infected executable in my desktop but i leave it there for years without clicking it, I won't be in danger... My question is: How can i be in danger browsing the so called "malware pages or sites"??. If i am just browsing an "infected site" how could I be affected by a virus. In any moment the browser is asking me for the permission to download "something", so how could it be?? Although i don't give permission to the browser to download 'something' is data being downloaded to my computer?? Its some kind of cookie? I will ask in another way... What is the level of riskiness if i get inffected in a malware site compared with the level of an executable virus?? Thanks a lot!

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  • How can I safely close this window and forever avoid seeing similar pop-ups from Mackeeper Zeobit's malware and spyware?

    - by Michael Prescott
    The attached image shows a window that just popped up and the only button available is the OK button. I could Force quit Safari, but I've got several sites open right now and don't want to try and find my place again. Besides, I've seen similar hacks in the past and I'd like to learn how to handle them in a way better than just a brute force-quit. I've never heard of MacKeeper or Zeobit, so I opened Firefox and did a few searches while Safari is obviously still stuck, waiting for me to click the sneaky OK button in the dialog window. Anyhow, at least the first few pages of most search results contain lots of blabbering from questionable witnesses about how MacKeeper saved them from some malware or spyware. However, any company that is hacking the browser to maliciously install their product is itself the criminal and not providing a true security application. So, there are three questions here: How can I close this window? Can I do something to Safari to avoid these hacks in the future? (Just curious) Is MacKeeper or Zeobit somehow loading the search results so that no information about their application being malware or spyware is listed (I can't be the only person in the world that is offended by their tactics, even though it appears I am)?

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  • how to keep display tick rate steady when using continuous collision detection?

    - by nas Ns
    (I've just found about this forum). I hope it is ok to repost my question again here. I posted this question at stackoverflow, but it looks like I might get better help here. Here is the question: I've implemented basic particles motion simulation with continuous collision detection. But there is small issue in display. Assume simple case of circles moving inside square. All elastic collisions. no firction. All motion is constant speed. No forces are involved, no gravity. So when a particle is moving, it is always moving at constant speed (in between collisions) What I do now is this: Let the simulation time step be 1 second (for example). This is the time step simulation is advanced before displaying the new state (unless there is a collision sooner than this). At start of each time step, time for the next collision between any particles or a particle with a wall is determined. Call this the TOC time; let’s say TOC was .5 seconds in this case. Since TOC is smaller than the standard time step, then the system is moved by TOC and the new system is displayed so that the new display shows any collisions as just taking place (say 2 circles just touched each other’s, or a circle just touched a wall) Next, the collision(s) are resolved (i.e. speeds updated, changed directions etc..). A new step is started. The same thing happens. Now assume there is no collision detected within the next 1 second (those 2 circles above will not be in collision any more, even though they are still touching, due to their speeds showing they are moving apart now), Hence, simulation time is advanced now by the full one second, the standard time step, and particles are moved on the screen using 1 second simulation time and new display is shown. You see what has just happened: One frame ran for .5 seconds, but the next frame runs for 1 second, may be the 3rd frame is displayed after 2 seconds, may be the 4th frame is displayed after 2.8 seconds (because TOC was .8 seconds then) and so on. What happens is that the motion of a particle on the screen appears to speed up or slow down, even though it is moving at constant speed and was not even involved in a collision. i.e. Looking at one particle on its own, I see it suddenly speeding up or slowing down, becuase another particle had hit a wall. This is because the display tick is not uniform. i.e. the frame rate update is changing, giving the false illusion that a particle is moving at non-constant speed while in fact it is moving at constant speed. The motion on the screen is not smooth, since the screen is not updating at constant rate. I am not able to figure how to fix this. If I want to show 2 particles at the moment of the collision, I must draw the screen at different times. Drawing the screen always at the same tick interval, results in seeing 2 particles before the collision, and then after the collision, and not just when they colliding, which looked bad when I tried it. So, how do real games handle this issue? How to display things in order to show collisions when it happen, yet keep the display tick constant? These 2 requirements seem to contradict each other’s.

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  • Facial recognition/detection PHP or software for photo and video galleries

    - by Peter
    I have a very large photo gallery with thousands of similar people, objects, locations, things. The majority of the people in the photos have their own user accounts and avatar photos to match. There are also logical short lists of people potentially in the photo based on additional data available for each photo. I allow users to tag photos with their friends and people they know but an automated process would be better. I've used photo tagger/finder from face.com integrating with Facebook photos and the Google Picasa photo tagger for personal albums also does the same thing and is exactly what I'm looking to do. Is there a PHP script, API for Google Picasa, face.com or other recognition service or any other open source project that provides server-side facial recognition and/or grouping photos by similarity? Examples: As you can see, various photo sharing sites offer the feature, but are there any that provide an API for images stored on my own server or something extensive enough to link into my own gallery and tagging system? viewdle - Face recognition/Tagging for video PHP - Face detection in pure PHP Xarg OpenCV Face.com - app for finding and tagging photos in Facebook Google Picasa - photo sharing TeraSnaps - photo sharing site Google Portrait - photo grouping from Google Image results FaceOnIt - Video face recognition PittPatt - Detection, Recognition, Video Face Mining BetaFace ChaosFace - Real-time Face Detector

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  • Android - How to approach fall detection algorithm

    - by bobby123
    I want to be able to feature a fairly simple fall detection algorithm in my application. At the moment in onSensorChanged(), I am getting the absolute value of the current x,x,z values and subtracting SensorManager.GRAVITY_EARTH (9.8 m/s) from this. The resulting value has to be bigger than a threshold value 10 times in a row to set a flag saying a fall has been detected by the accelerometer, the threshold value is about 8m/s. Also I'm comparing the orientation of the phone as soon as the threshold has been passed and the orienation of it when the threshold is no longer being passed, this sets another flag saying the orientation sensor has detected a fall. When both flags are set, an event occurs to check is user ok, etc etc. My problem is with the threshold, when the phone is held straight up the absolute value of accelerometer is about 9.8 m/s, but when i hold it still at an angle it can be over 15m/s. This is causing other events to trigger the fall detection, and if i increase the threshold to avoid that, it won't detect falls. Can anyone give me some advice here with what possible values i should use or how to even improve my method? Many thanks.

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  • Hijack.StartMenu Malwarebytes Anti-Malware is a false positive?

    - by Senseful
    I just ran the Malwarebytes Anti-Malware quick scan for the first time and it found: Registry Data Items Infected: HKEY_CURRENT_USER\SOFTWARE\Microsoft\Windows\CurrentVersion\Explorer\Advanced\Start_ShowSearch (Hijack.StartMenu) - Bad: (0) Good: (1) - No action taken. I just wanted to double check (and provide a top Google result for people in the future that might have the same issue) that this was a false positive and can be safely right-click ignored.

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  • What sites/publications are good for staying current on security and malware trends?

    - by Holocryptic
    In my ever expanding quest for knowledge, I'm at the point where I feel like I need to be more up to date with the current security trends, as well as malware and such that are in the wild. I'd like to be able to say, "I've heard of that and the fix is...." versus, "Oh, yeah, I had that eat up half my network before I contained it...." What sites and publications are good for keeping up with these things?

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