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2020 IEEE International Symposium on Signal Processing and Information Technology (ISSPIT)最新文献

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Development and integration of serious games with focus in the training of different cognitive abilities in elderly people to improve their quality of life 开发与整合严肃游戏,重点训练老年人的不同认知能力,提高老年人的生活质量
Pub Date : 2020-12-09 DOI: 10.1109/ISSPIT51521.2020.9408775
Aritz Badiola Bengoa, Julen Badiola Martínez, Iñigo Orue Saiz, A. M. Zorrilla
It is well known that each year the amount of elderly people is increasing and the life expectancy is longer in EU countries. So, obviously, it is important to include new tools in the socio-sanitary system to maintain and improve the quality of life of the target group. The objective of the proposal described in this paper is to train cognitive abilities (memory, attention, spacial processing…) to promote independent living though a set of serious games (4). These video games serve as a tool to measure partially the cognitive skills of the users and helps to train and improve them. The tests were carried out with 100 people from 3 countries in different socio-cultural contexts. The first levels of each game are played by users several times with good scores, a fact that does not occur in the higher levels that are usually abandoned. However, the subjective feedback received is very promising as they feel they are having fun.
众所周知,在欧盟国家,老年人的数量每年都在增加,预期寿命也在延长。因此,很明显,在社会卫生系统中纳入新的工具以维持和改善目标群体的生活质量是很重要的。本文所描述的建议的目标是通过一系列严肃游戏来训练认知能力(记忆,注意力,空间处理等),以促进独立生活(4)。这些电子游戏可以部分衡量用户的认知技能,并有助于训练和提高他们。研究人员对来自3个不同社会文化背景的国家的100人进行了测试。玩家在每款游戏的前几个关卡中都会获得高分,而在更高的关卡中则不会出现这种情况。然而,收到的主观反馈是非常有希望的,因为他们觉得自己玩得很开心。
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引用次数: 2
Deployment of Multiple Computing Systems in Underwater Wireless Sensor Networks 水下无线传感器网络中多计算系统的部署
Pub Date : 2020-12-09 DOI: 10.1109/ISSPIT51521.2020.9408925
Mohammad Alsulami, Raafat S. Elfouly, R. Ammar, Huda Aldosari
Underwater Wireless Sensor Networks(UWSNs) have emerged as a promising technology that is used to monitor underwater environment. Applications of UWSNs are numerous such as oil and gas pipeline monitoring, underwater animal detection, and object of interest detection. Automated Underwater Vehicles (AUVs) have been used to monitor underwater environment [13]. One of the significant challenges of AUVs usage is that it does not meet real-time constraints [15]. Researchers in [1] developed a real-time computing system that can collect, process, and transmit data to a gateway in real-time using a single processing node (computer). Nevertheless, a single computer cannot handle the whole load; Resources and equipment in general are limited. Thus, in this paper, we propose two approaches/algorithms that can group master nodes in the network into groups and allocate a computer for each group. In the first algorithm, we cluster master nodes using bottom-up approach. The process of assigning master nodes, in this approach, to groups is based on the communication range. In the second algorithm, nodes are deployed not only homogeneously but also heterogeneously. We add more constraints in order to make our assumptions are closer to real life. In result section, we provide some insights about our experiments. Simulation results show the merit of our proposed approaches.
水下无线传感器网络(UWSNs)是一种具有发展前景的水下环境监测技术。UWSNs的应用非常广泛,如油气管道监测、水下动物检测、感兴趣目标检测等。自动水下航行器(auv)已被用于水下环境监测[13]。使用auv的一个重大挑战是它不满足实时限制[15]。[1]研究人员开发了一种实时计算系统,可以使用单个处理节点(计算机)实时采集、处理数据并将数据传输到网关。然而,一台计算机无法处理全部负载;总的来说,资源和设备是有限的。因此,在本文中,我们提出了两种方法/算法,可以将网络中的主节点分组,并为每组分配一台计算机。在第一种算法中,我们使用自底向上的方法对主节点进行聚类。在这种方法中,将主节点分配给组的过程是基于通信范围的。在第二种算法中,节点不仅采用同质部署,而且采用异构部署。为了使我们的假设更接近现实生活,我们添加了更多的约束条件。在结果部分,我们提供了一些关于我们实验的见解。仿真结果表明了所提方法的优点。
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引用次数: 1
Performance study of CFD Pressure-based solver on HPC CFD压力求解器在高性能计算平台上的性能研究
Pub Date : 2020-12-09 DOI: 10.1109/ISSPIT51521.2020.9408945
Hanan A. Hassan, O. O. Rabhy, Shimaa A. Mohamed
High-Performance Computing (HPC) system is required for the customers’ needs of high CPU computations. This paper aims to study the communication performance and scalability of ANSYS Fluent applications on HPC system infrastructure. A benchmark of external flow over the aircraft wing is used. The scalability of the ANSYS Fluent application on the HPC system is assessed in terms of core speedup, core rating, and core solver efficiency. The study is conducted on a homogeneous cluster of 5 nodes. Our results reveal that the overall performance of the Intel MPI library is better than OpenMPI and pcmpi libraries for the same experimental design.
为了满足客户对高CPU计算能力的需求,需要高性能计算系统(HPC)。本文旨在研究ANSYS Fluent应用程序在高性能计算系统基础架构上的通信性能和可扩展性。采用了飞机机翼外部气流的基准。从核心加速、核心评级和核心求解器效率三个方面对ANSYS Fluent应用程序在高性能计算系统上的可扩展性进行了评估。本研究是在一个5个节点的同构集群上进行的。结果表明,在相同的实验设计下,Intel MPI库的整体性能优于OpenMPI和pcmpi库。
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引用次数: 0
Illumination Invariant Face Recognition By Expected Patch Log Likelihood 基于期望补丁日志似然的光照不变人脸识别
Pub Date : 2020-12-09 DOI: 10.1109/ISSPIT51521.2020.9408918
Zijian Zhang, Min Yao
Illumination is an important factor that impairs face recognition. Many algorithms have been proposed to solve the illumination problem. Most algorithms focus on one image information and only use local illumination change, to improve the effects of removing facial illumination. In this paper, we apply the Expected Patch Log Likelihood (EPLL) algorithm to extract illumination weight and we combine it with the Neighboring Radiance Ratio algorithm (NRR) to optimize the initial vector of the Gaussian mixture model, which makes full use of the redundant information in images. The experimental results on the extended Yale B and CMU PIE face databases show that the proposed algorithm can effectively eliminate the influence of illumination on face images and has a high robustness.
光照是影响人脸识别的重要因素。人们提出了许多算法来解决照明问题。大多数算法只关注一个图像信息,只使用局部光照变化,以提高去除面部光照的效果。本文采用期望Patch Log Likelihood (EPLL)算法提取光照权重,并结合邻域辐亮度比算法(NRR)优化高斯混合模型的初始向量,充分利用了图像中的冗余信息。在扩展的Yale B和CMU PIE人脸数据库上的实验结果表明,该算法能有效消除光照对人脸图像的影响,具有较高的鲁棒性。
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引用次数: 0
MulKINet: Multi-Stage Key-Invariant Convolutional Neural Networks for Accurate and Fast Cover Song Identification MulKINet:用于准确和快速识别翻唱歌曲的多阶段键不变卷积神经网络
Pub Date : 2020-12-09 DOI: 10.1109/ISSPIT51521.2020.9408993
Chengdi Cao, Weiqiang Zhang
Cover song identification (CSI) is a challenging task in the music information retrieval (MIR) community. The employment of convolutional neural networks (CNN) have significantly improved the performance of CSI systems, especially CNN designed to be invariant against key transpositions. In this paper, we propose MulKINet, a multi-stage CNN architecture that preserve the property of key invariance while its representational ability is substantially enhanced. Combined with three options for building blocks, channel and temporal attention mechanism, we present an accurate and fast CSI system.
翻唱歌曲识别(CSI)是音乐信息检索(MIR)界的一项具有挑战性的任务。卷积神经网络(CNN)的使用显著提高了CSI系统的性能,特别是CNN设计成对关键换位不变。在本文中,我们提出了MulKINet,这是一种多阶段的CNN架构,在保持关键不变性的同时,其表示能力得到了极大的增强。结合构建模块、通道和时间注意机制三种选择,我们提出了一个准确、快速的CSI系统。
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引用次数: 1
eSail: a body tracking interactive game for elderly and patients with locomotor system problems eSail:一款针对老年人和运动系统有问题的患者的身体追踪互动游戏
Pub Date : 2020-12-09 DOI: 10.1109/ISSPIT51521.2020.9408980
S. Shapoval, B. G. Zapirain, Amaia Méndez Zorilla, Iranzu Mugueta Aguinaga
This paper presents a computer game with automatic body detection and tracking based on the computer camera acquisition for arms and legs rehabilitation. However, with the correct application of different functions and game mechanics, this entertainment can be directed for the good of patients with motor problems, or for elderly people. This research is aimed to study the effectiveness and advantages of computer game platforms in comparison with conventional physical exercise. The experiment involved 13 people. The age of patients ranged from 22-32 (including people with locomotor system problems) to 60-70 years. For each of them the study was divided into two stages: in the first one, the subject was offered to perform a series of physical exercises aimed at warming up the upper and lower body parts. In the second stage, which was held the next day, the subjects performed the same set of exercises, but already in the form of a computer game. After each stage, a pre-prepared survey was conducted which characterized the emotional reaction of each of the subjects to the difference in approaches to rehabilitative physical exercises. The difference in the effectiveness of the game over standard exercises was evaluated by the means of the effectiveness of numerical indicators (table of scores) and the analysis of the therapist. The conducted tests show that at the stage of laboratory testing the average time to pass the current build of the game platform is 512.8 seconds (8.7 minutes), excluding the time to realize the task. The total time including all aspects of the test is 762.6 seconds (12.71 minutes). At the stage of tests with the target audience: the average passing time was 1115.9 seconds (18.5 minutes), the total time was 1809 seconds (30.15 minutes). Evaluating the emotional state and level of motivation shows that player is more interested when hear about an interactive game than the usual physical exercises in front of the mirror. According to the obtained data, it can be concluded that an ordinary set of physical exercises for rehabilitation is more effective if presented as a computer game. The patients have a higher involvement in the process, as well as motivation to improve their results.
提出了一种基于计算机摄像机采集的四肢康复人体自动检测与跟踪计算机游戏。然而,通过正确应用不同的功能和游戏机制,这种娱乐可以直接为有运动问题的患者或老年人带来好处。本研究旨在研究电脑游戏平台与传统体育锻炼相比的有效性和优势。该实验涉及13人。患者年龄从22-32岁(包括有运动系统问题的人)到60-70岁不等。对他们每个人来说,研究分为两个阶段:在第一个阶段,受试者被要求进行一系列旨在热身上半身和下半身的体育锻炼。在第二天举行的第二阶段,受试者们进行了同样的练习,但已经以电脑游戏的形式进行了。在每个阶段之后,进行了一项预先准备的调查,该调查描述了每个受试者对康复体育锻炼方法的不同的情绪反应。通过数值指标(得分表)的有效性和治疗师的分析来评估游戏与标准练习的有效性差异。所进行的测试表明,在实验室测试阶段,通过游戏平台当前构建的平均时间为512.8秒(8.7分钟),不包括实现任务的时间。包括考试所有方面在内的总时间为762.6秒(12.71分钟)。目标受众测试阶段:平均通过时间为1115.9秒(18.5分钟),总时间为1809秒(30.15分钟)。通过评估情绪状态和动机水平可以发现,玩家在听到互动游戏时比在镜子前进行常规体育锻炼更感兴趣。根据获得的数据,可以得出结论,如果以电脑游戏的形式呈现,一套普通的康复体育锻炼会更有效。患者在治疗过程中参与度更高,也更有动力去改善治疗结果。
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引用次数: 0
Object-Removal Forgery Detection Through Reflectance Analysis 基于反射分析的目标去除伪造检测
Pub Date : 2020-12-09 DOI: 10.1109/ISSPIT51521.2020.9408870
Gaël Mahfoudi, F. Morain-Nicolier, F. Retraint, M. Pic
While creating digital image forgeries, it is often necessary to hide an object from the image. For instance, to replace a person on a picture one would first remove the person on the image before inserting the new one. This process of suppression can be performed in many ways but almost always involve recreating some background textures. While recreating it, artists sometimes use common tools and apply smooth transitions to seamlessly blend the result. This operation can decrease the created texture sharpness. In this paper, we explore the possibility to reveal this effect to expose possible forgeries.
在伪造数字图像时,通常需要在图像中隐藏物体。例如,要替换图片上的人,首先要删除图像上的人,然后再插入新的人。这种抑制过程可以通过多种方式进行,但几乎总是需要重新创建一些背景纹理。在重新创建它时,艺术家有时会使用常见的工具并应用平滑的过渡来无缝地融合结果。这个操作会降低创建的纹理清晰度。在本文中,我们探讨了揭示这种效应以揭露可能的伪造的可能性。
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引用次数: 1
Utilization of Spectrum Database for Power Control in Micro Operator Based Small Cell System by Two-Stage Stochastic Design 基于两阶段随机设计的频谱数据库在微运营商小小区系统功率控制中的应用
Pub Date : 2020-12-09 DOI: 10.1109/ISSPIT51521.2020.9408862
T. Taniguchi, T. Fujii
This paper proposes power control method in micro operator based small cell system utilizing spectrum database taking into account several scenarios which could happen in future. Here considered is situation where some of user terminals connecting to different base stations are moving, and interference management is carried out taking into account their current location and probability of next moving direction based on two-stage stochastic design for satisfying that the outage SINR of users becomes close to the desired value as possible. Through computer simulations, it has been verified that SINR degradation caused by user movement can be suppressed by the proposed method compared with the fixed location based design avoiding frequent feedback of information on location with less than 10% increase of energy consumption, except the case all users are moving in a system with small number of cells where improvement is relatively small. Some future works like reduction of computational cost are also described.
考虑到未来可能出现的几种情况,提出了利用频谱数据库对基于微运营商的小小区系统进行功率控制的方法。这里考虑的是连接不同基站的部分用户终端在移动的情况,基于两阶段随机设计,考虑其当前位置和下一个移动方向的概率进行干扰管理,以满足用户的中断SINR尽可能接近期望值。通过计算机仿真验证,除了所有用户都在一个小区数量较少的系统中移动的情况下,改进幅度相对较小外,与基于固定位置的设计相比,该方法可以抑制用户移动引起的SINR下降,避免了位置信息的频繁反馈,能耗增加不到10%。展望了未来的研究方向,如降低计算成本。
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引用次数: 0
Identifying Sound Source Node Locations Using Neural Networks Trained with Phasograms 用相图训练的神经网络识别声源节点位置
Pub Date : 2020-12-09 DOI: 10.1109/ISSPIT51521.2020.9408643
A. Copiaco, C. Ritz, Stefano Fasciani, N. Abdulaziz
In this work, the best approximation of the sound source location through neural networks is examined. Majority of related work either omits the phase information from the Short Time Fourier Transform (STFT), or uses it for the sole purpose of restoring irregularities in spectrograms. Our process differ, such that it focuses on the phase component of the STFT coefficients to estimate the sound source location by classifying the closest microphone array (node). The image resulting from the mapping of the phase differences information within the time-frequency domain results in what we call phasograms, and are used as inputs to the neural network. Experimentation is achieved through recordings of the first four nodes of the SINS database. For this work, phase difference across adjacent microphones, as well as against the first microphone, were examined. Within a five-fold cross validation, this resulted in an F1-score of 99.68% for the former, and 99.31% for the latter. A real world application for our work are healthcare monitoring systems, when integrated with a sound scene classification system.
在这项工作中,研究了通过神经网络对声源位置的最佳逼近。大多数相关工作要么忽略短时傅里叶变换(STFT)中的相位信息,要么将其仅用于恢复频谱图中的不规则性。我们的过程有所不同,因此它侧重于STFT系数的相位分量,通过对最近的麦克风阵列(节点)进行分类来估计声源位置。由时频域中相位差信息的映射得到的图像就是我们所说的相位图,并被用作神经网络的输入。实验是通过记录SINS数据库的前四个节点实现的。在这项工作中,检查了相邻麦克风之间以及与第一个麦克风之间的相位差。在五重交叉验证中,前者的f1得分为99.68%,后者为99.31%。我们工作的一个实际应用是医疗监控系统,当与声音场景分类系统集成时。
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引用次数: 1
Value Iteration on Multicore Processors 多核处理器上的值迭代
Pub Date : 2020-12-09 DOI: 10.1109/ISSPIT51521.2020.9408773
Anuj K. Jain, S. Sahni
Value Iteration (VI) is a powerful, though time consuming, approach to solve reinforcement learning problems modeled as Markov Decision Processes (MDPs). In this paper, we explore strategies to run the sate-of-the-art cache efficient algorithm for VI developed by us [1], [2] on a multicore processor. We demonstrate a speedup of up to 2.59 on a 10-core multiprocessor using 20 threads on popular benchmark data. The speedup for the parallelized portion of the computation is up to 5.89.
值迭代(VI)是一种强大但耗时的方法,用于解决以马尔可夫决策过程(mdp)为模型的强化学习问题。在本文中,我们探讨了在多核处理器上运行由我们[1],[2]开发的最先进的VI缓存高效算法的策略。我们在流行的基准测试数据上使用20个线程,在10核多处理器上演示了高达2.59的加速。计算的并行化部分的加速高达5.89。
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引用次数: 0
期刊
2020 IEEE International Symposium on Signal Processing and Information Technology (ISSPIT)
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