In this paper we present an operational computer vision system for real-time motion detection and recording that can be used in surveillance system. The system captures a video of a scene and identifies the frames that contains motion and record them in such a way that only the frames that is important to us is recorded and a report is made in the form of a movie is made and can be displayed. All parts that are captured by the camera are recorded to compare both movies. This serves as both a proof-of- concept and a verification of other existing algorithms for motion detection. Motion frames are detected using frame differencing. The results of the experiments with the system indicate the ability to minimize some of the problems false detection and missed detections (like in a sudden change of light in the scene). The software part is written in Matlab language as an M-file and using the Simulink library, the hardware part we used a Pentium 4 computer with a web camera or a laptop integrated camera.
Abstract
For sparse system identification,recent suggested algorithms are
-norm Least Mean Square (
-LMS), Zero-Attracting LMS (ZA-LMS), Reweighted Zero-Attracting LMS (RZA-LMS), and p-norm LMS (p-LMS) algorithms, that have modified the cost function of the conventional LMS algorithm by adding a constraint of coefficients sparsity. And so, the proposed algorithms are named
-ZA-LMS,
The problem of the research lies in choosing agility tests suitable to the test taker to observe the relative changes in some players. In addition to that, there are a lot of agility tests that lack special test models that coordinate gender and age. This means the youth basketball player on one hand and time and distance in applying the tests on the other. The importance of the research lies in designing agility tests for youth basketball players to achieve variations in tests a matter that will benefit coaches in their training. The subjects of the research were (30) youth basketball players from the specialized school of the National Center that sponsor gifted basketball players in Baghdad for the season 2014 – 2015. The data was colle
... Show MoreThe using of the parametric models and the subsequent estimation methods require the presence of many of the primary conditions to be met by those models to represent the population under study adequately, these prompting researchers to search for more flexible parametric models and these models were nonparametric, many researchers, are interested in the study of the function of permanence and its estimation methods, one of these non-parametric methods.
For work of purpose statistical inference parameters around the statistical distribution for life times which censored data , on the experimental section of this thesis has been the comparison of non-parametric methods of permanence function, the existence
... Show MoreGlaucoma is a visual disorder, which is one of the significant driving reason for visual impairment. Glaucoma leads to frustrate the visual information transmission to the brain. Dissimilar to other eye illness such as myopia and cataracts. The impact of glaucoma can’t be cured; The Disc Damage Likelihood Scale (DDLS) can be used to assess the Glaucoma. The proposed methodology suggested simple method to extract Neuroretinal rim (NRM) region then dividing the region into four sectors after that calculate the width for each sector and select the minimum value to use it in DDLS factor. The feature was fed to the SVM classification algorithm, the DDLS successfully classified Glaucoma d
HM Al-Dabbas, RA Azeez, AE Ali, Iraqi Journal of Science, 2023
The current study aims to investigate the second cycle students’ motives for using electronic games in Oman. The sample consisted of (570) students, (346 males and 224 females). The participants completed an open-ended question which was analyzed based on ground theory. The results showed that (46.820%) of the males and (77.678) of the females played electronic games for pleasure, entertainment, and fun. This first category of motivation got the highest percentage of frequency (58.947%). The motive to become a hacker, a popular YouTuber got the lowest percentage (2.280%). Other students’ motives toward playing electronic games included: filling the leisure time, overcoming boredom, feeling adventures, getting science fiction and chal
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