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Frame rate, most commonly expressed in frames per second or FPS, is typically the frequency (rate) at which consecutive images are captured or displayed. This definition applies to film and video cameras , computer animation , and motion capture systems.
Including peripheral vision, the visual field of the average person is approximately 170–180 degrees. Console games are usually played on a TV at a large distance from the viewer, while PC games are usually played on computer monitors close to the viewer.
Delta time or delta timing is a concept used amongst programmers in relation to hardware and network responsiveness. [1] In graphics programming, the term is usually used for variably updating scenery based on the elapsed time since the game last updated, [2] (i.e. the previous "frame") which will vary depending on the speed of the computer, and how much work needs to be done in the program at ...
The foot per second (plural feet per second) is a unit of both speed (scalar) and velocity (vector quantity, which includes direction). [1] It expresses the distance in feet (ft) traveled or displaced, divided by the time in seconds (s). [2]
Accuracy is another factor related to a player's APM. Accuracy is the coordination of precise mouse clicks and keystrokes. Greater accuracy will result in fewer mis-clicks and mis-strokes; thus the player's efficiency increases with greater accuracy, meaning the APM is a more accurate measurement statistic.
Note that with 23.976 fps time code, the "second" counter is still increased after 24 frames, even though 24 frames add up to slightly more than a real second. When working with other time sources, confusion can arise since a "second" in 23.976 fps time code notation is slightly longer than a real second, it is 1.001 (24 × 1 / (24000 / 1001 ...
SMPTE timecode signal (A logic value 1 is expressed by a transition at the midpoint of a period. A logic value 0 is expressed by the absence of such a transition.) compared to the outwardly-similar Manchester code (A logic value 0 is expressed by a high-to-low transition, a logic value 1 by low-to-high transition at the midpoint of a period).
In a classification task, the precision for a class is the number of true positives (i.e. the number of items correctly labelled as belonging to the positive class) divided by the total number of elements labelled as belonging to the positive class (i.e. the sum of true positives and false positives, which are items incorrectly labelled as belonging to the class).