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2022 30th Signal Processing and Communications Applications Conference (SIU)最新文献

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Object Recognition with Sequential Decision Reinforcement of Deep Learning 基于深度学习序列决策强化的目标识别
Pub Date : 2022-05-15 DOI: 10.1109/SIU55565.2022.9864744
Enes Colpan, Abdulmajid A.H.A. Mohammed, Ö. N. Gerek
The great success of deep learning methods for object detection rendered such methods the fundamental choice in related applications. Popular choices for multiple object detection in video sequences include convolutional neural networks, such as YOLO, MobileNet-SSD and Faster R-CNN, which typically split image frames to small rectangular regions and attempts to find bounding boxes of sought–after objects. Current research of such methods mostly focus on speeding–up the implementations or improving the network layers’ learning properties. As a new approach, this work appends a simple post processing stage at the end of such networks to reinforce decision robustness using a sequential decision process through sequential video frames. The sequential frames provide a better confidence on the existence of an object, when a probable object was also estimated in the previous frame. Once the confidence level overshoots a predetermined threshold, objects that are difficult to be detected in a single frame get accurately detected.
深度学习方法在目标检测方面的巨大成功使这些方法成为相关应用的基本选择。视频序列中多目标检测的流行选择包括卷积神经网络,如YOLO, MobileNet-SSD和Faster R-CNN,它们通常将图像帧分割为小矩形区域,并试图找到受欢迎对象的边界框。目前对这些方法的研究主要集中在加速实现或提高网络层的学习性能上。作为一种新方法,这项工作在这些网络的末尾附加了一个简单的后处理阶段,通过连续视频帧使用顺序决策过程来增强决策鲁棒性。当在前一帧中也估计了可能的对象时,顺序帧提供了对对象存在的更好的置信度。一旦置信水平超过预定的阈值,在单帧中难以检测到的目标就会被准确检测到。
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引用次数: 0
SIU 2022 Cover Page SIU 2022封面
Pub Date : 2022-05-15 DOI: 10.1109/siu55565.2022.9864665
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引用次数: 0
Game Character Generation with Generative Adversarial Networks 基于生成对抗网络的游戏角色生成
Pub Date : 2022-05-15 DOI: 10.1109/SIU55565.2022.9864747
Ferda Gul Aydin Emekligil, Ilkay Öksüz
Designing visual content and characters for games is a time consuming task even for designers and illustrators with experience. Most of the game companies and developers use procedural methods to automate the design process. The visual content produced by these algorithms is limited in terms of variation. In this paper, we propose to use Generative Adversarial Networks (GANs) for visual content production. Two different rpg and dnd visual image datasets were collected over the internet for training and 6 different GAN models were trained on them. In 3 of 18 experiments, transfer learning methods are used because of the limited datasets. The Frechet Inception Distance metric was used to compare the model results. As a result, SNGAN was the most successful in both datasets. Moreover, the transfer learning method (WGAN-GP, BigGAN) was more successful than the from scratch method.
为游戏设计视觉内容和角色是一项耗时的任务,即使对有经验的设计师和插画师来说也是如此。大多数游戏公司和开发者都使用程序化方法来自动化设计过程。这些算法产生的视觉内容在变化方面是有限的。在本文中,我们建议使用生成对抗网络(gan)来制作视觉内容。在互联网上收集了两个不同的rpg和dnd视觉图像数据集进行训练,并在其上训练了6个不同的GAN模型。由于数据集有限,在18个实验中有3个使用了迁移学习方法。使用Frechet Inception距离度量来比较模型结果。因此,SNGAN在两个数据集中都是最成功的。此外,迁移学习方法(WGAN-GP, BigGAN)比从头开始的方法更成功。
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引用次数: 1
Abstract or Full-text in Topic Modeling? 主题建模中的抽象还是全文?
Pub Date : 2022-05-15 DOI: 10.1109/SIU55565.2022.9864707
Yasar Tekin, A. Cosar
Topic modeling is a text mining technique used for automatic extraction of topics addressed in document collections. Although there are different topic models proposed by researchers, the most preferred one is Latent Dirichlet Allocation (LDA). Despite such widespread use, uncertainties about LDA have not been fully resolved yet. In this study, the effect of using abstracts or full-text articles on LDA model parameters is investigated. For this purpose, LDA parameters are optimized on abstracts and full-texts of articles published in two different scientific journals and the results obtained are compared with each other.
主题建模是一种文本挖掘技术,用于自动提取文档集合中所处理的主题。尽管研究者们提出了不同的主题模型,但最受青睐的是潜狄利克雷分配(Latent Dirichlet Allocation, LDA)模型。尽管应用如此广泛,但LDA的不确定性尚未完全解决。在本研究中,研究了摘要或全文文章对LDA模型参数的影响。为此,对发表在两种不同科学期刊上的文章摘要和全文进行LDA参数优化,并对结果进行比较。
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引用次数: 0
Analysis of Location Spoofing Threats on E-Scooter Sharing 共享电动滑板车位置欺骗威胁分析
Pub Date : 2022-05-15 DOI: 10.1109/SIU55565.2022.9864946
Ahmet Saim Yilmaz, H. Çukurtepe, Emin Kugu
Global Positioning Systems and Wi-Fi Positioning Systems are widely used for positioning purposes. Geo-location services are extremely vulnerable to location spoofing attacks and have been researched for quite some time. The majority of the researches have been focused on devices like smartphones, unmanned aerial vehicles, automobiles, and etc. E-scooters have also joined the family of devices having geo-location capabilities. In this study, we give the computation basics of Global Positioning Systems and Wi-Fi Positioning Systems, and analyze the threats for location spoofing attacks on E-scooter Sharing System. It is shown that limiting or unlimiting the speed of e-scooter, preventing users and maintenance crew to find the e-scooter, stopping the device or prevent user’s from ending the ride is possible with location spoofing attacks.
全球定位系统和Wi-Fi定位系统被广泛用于定位目的。地理位置服务非常容易受到位置欺骗攻击,并且已经研究了相当长的一段时间。大多数研究都集中在智能手机、无人机、汽车等设备上。电动滑板车也加入了具有地理定位功能的设备家族。在本研究中,我们给出了全球定位系统和Wi-Fi定位系统的计算基础,并分析了位置欺骗攻击对电动滑板车共享系统的威胁。研究表明,通过位置欺骗攻击,可以限制或不限制电动滑板车的速度,阻止用户和维修人员找到电动滑板车,停止设备或阻止用户结束骑行。
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引用次数: 1
Effect of Social Network and Mass Media on Turnout Rates in Italy 社会网络和大众媒体对意大利投票率的影响
Pub Date : 2022-05-15 DOI: 10.1109/SIU55565.2022.9864757
Cansu Damla Yilmaz, Safa Nur Altuncu Kaan, Sumeyye Agac, Didem Gündoğdu
In Italy, change in the voters’ behaviours of obtaining information about politics is observed from 2001 to 2019. Particularly, a continuous decrease in the number of voters between 2006 and 2018, is achieved. This study investigates whether acquiring political information from social networks (e.g. friends and relatives) and mass media (e.g. tv and radio) is related to the decision of people to vote or not. Linear regression analysis is applied to discover the relationship between turnout rate and political means. It is found that getting informed about politics from relatives, acquaintances, political organizations, trade unions, radio and weekly magazines are not statistically meaningful to explain changes in turnout rates. Friends have an impact on turnout rates in a negative direction. Besides, getting information from tv and newspapers has a positive impact on turnout rates. It is also observed that mass media is more effective than social networks on turnout rates.
在意大利,从2001年到2019年,观察到选民获取政治信息的行为发生了变化。特别是,从2006年到2018年,选民人数持续减少。本研究调查了从社交网络(如朋友和亲戚)和大众媒体(如电视和广播)获取政治信息是否与人们投票的决定有关。运用线性回归分析方法,揭示了投票率与政治手段之间的关系。研究发现,从亲戚、熟人、政治组织、工会、电台和周刊获得政治信息对解释投票率的变化没有统计学意义。朋友对投票率的影响是消极的。此外,从电视和报纸上获得信息对投票率有积极的影响。此外,大众媒体在投票率方面比社交网络更有效。
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引用次数: 0
Customer Segmentation and Churn Prediction via Customer Metrics 通过客户指标进行客户细分和客户流失预测
Pub Date : 2022-05-15 DOI: 10.1109/SIU55565.2022.9864781
Tunahan Bozkan, Tuna Çakar, A. Sayar, Seyit Ertugrul
In this study, it is aimed to predict whether customers operating in the factoring sector will continue to trade in the next three months after the last transaction date, using data- driven machine learning models, based on their past transaction movements and their risk, limit and company data. As a result of the models established, Loss Analysis (Churn) of two different customer groups (Real and Legal factory) wascarried out. It was estimated by the XGBoost model with anF1 Score of 74% and 77%. Thanks to this modeling, it was aimed to increase the retention rate of customers through special promotions and campaigns to be made to these customer groups, together with the prediction of the customerswho will leave. Thanks to the increase in retention rates, a direct contribution to the transaction volume on a company basis was ensured.
在这项研究中,它旨在预测在保理行业经营的客户是否会在最后一个交易日期后的未来三个月内继续交易,使用数据驱动的机器学习模型,基于他们过去的交易动态以及他们的风险,限制和公司数据。作为模型建立的结果,损失分析(流失)两种不同的客户群体(实体和法律工厂)进行了。通过XGBoost模型估计,其anF1得分分别为74%和77%。通过这种建模,它旨在通过对这些客户群体进行特殊的促销和活动来提高客户的保留率,并预测哪些客户会离开。由于留存率的提高,确保了对公司交易量的直接贡献。
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引用次数: 0
A Real-time Queue Tracking Method for Waiting Time Estimation 一种实时队列跟踪的等待时间估计方法
Pub Date : 2022-05-15 DOI: 10.1109/SIU55565.2022.9864749
Dogukan Gozler, Beyazit Isik, C. Topal
In daily life, people spend a significant part of their time waiting in queues at numerous places such as banks, airports, cafeterias and market cash registers. Various queue analysis and management tools have been developed to reduce this wasted time. One of these tools is the systems that analyze the queues and calculate the average waiting time. In this study, a computer vision method that calculates the average waiting time by detecting and tracking the people waiting in the queue is proposed. Thanks to this method, it is aimed that people can see how long they will wait before queuing. In the developed method, people waiting in a direction were analyzed by using object detection methods, and the times of joining and leaving the queue were tried to be determined. Due to the high processing load of the object detection algorithms, object tracking algorithms are used so that the method can work in real-time. The method developed according to the experimental studies can process the 640×480 resolution video on a mid-level GPU with %88.46 accuracy and speeds up to 95.51 fps.
在日常生活中,人们花费很大一部分时间在银行、机场、自助餐厅和市场收银台等众多地方排队等候。已经开发了各种队列分析和管理工具来减少浪费的时间。其中一个工具是分析队列并计算平均等待时间的系统。本文提出了一种计算机视觉方法,通过检测和跟踪排队等待的人群来计算平均等待时间。由于这种方法,人们可以看到他们在排队前需要等待多长时间。该方法利用目标检测方法对某一方向的排队人群进行分析,并尝试确定排队入队和退队的次数。针对目标检测算法处理负荷大的特点,采用了目标跟踪算法,使该方法能够实现实时性。根据实验研究开发的方法可以在中级GPU上处理640×480分辨率的视频,准确率为%88.46,速度可达95.51 fps。
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引用次数: 0
A Scoring Method for Interpretability of Concepts in Convolutional Neural Networks 卷积神经网络概念可解释性的评分方法
Pub Date : 2022-05-15 DOI: 10.1109/SIU55565.2022.9864930
Mustafa Kagan Gürkan, N. Arica, F. Yarman-Vural
In this paper, we propose a scoring algorithm for measuring the interpretability of CNN models by focusing on the feature extraction operation at the convolutional layers. The proposed approach is based on the principal of concept analysis, for a predefined list of concepts. A map of the network is created based on its responsiveness against each concept. Once this map is ready, various images can be applied as inputs and they are matched with the concepts whose hidden nodes are highly activated. Finally, the evaluation algorithm kicks in to use these descriptions during the final prediction and provides human-understandable explanations.
在本文中,我们提出了一种评分算法,通过关注卷积层的特征提取操作来衡量CNN模型的可解释性。提出的方法是基于概念分析的原则,对于一个预定义的概念列表。根据网络对每个概念的响应度创建网络地图。一旦这个地图准备好了,就可以应用各种图像作为输入,并将它们与隐藏节点高度激活的概念相匹配。最后,评估算法开始在最终预测过程中使用这些描述,并提供人类可以理解的解释。
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引用次数: 0
The Effect of Virtual Reality and Prediction in Visual Field Test 虚拟现实与预测在视野测试中的作用
Pub Date : 2022-05-15 DOI: 10.1109/SIU55565.2022.9864938
Emre Bulbul, G. Akar
Visual field testing is the gold standard for evaluating a patient’s visual field. Visual field testing is required for monitoring and diagnosis of several disorders, including glaucoma, which affects more than 80 million individuals. While the patient is fixated at a certain place, light of various luminosities is sent to fixed locations, and the sensitivities to light at each position are calculated by recording the patient’s responses to observed stimuli. Virtual reality headsets have just begun to be used to conduct visual field assessments due to their design and digital displays. However, because the testing takes so long, patients become fatigued, which reduces cooperation and test accuracy. It also restricts the number of tests a clinic may do in a single day. The number of testable point locations is expanded using a digital screen in this article, and the effect of selecting an optimal subset of sites, which is discovered using a reinforcement learning approach to reduce test length, is studied. In addition, the impact of employing predicted future visual field test results in testing on the test time is compared to traditional testing procedures.
视野测试是评估患者视野的黄金标准。为了监测和诊断几种疾病,包括影响8000多万人的青光眼,需要进行视野测试。当患者固定在某一位置时,将不同亮度的光发送到固定的位置,通过记录患者对观察到的刺激的反应来计算每个位置对光的敏感度。由于其设计和数字显示,虚拟现实耳机才刚刚开始用于进行视野评估。然而,由于测试时间太长,患者会感到疲劳,这降低了合作和测试的准确性。它还限制了诊所在一天内可以做的检查数量。本文使用数字屏幕扩展可测试点的位置数量,并研究了使用强化学习方法减少测试长度所发现的最优站点子集的选择效果。此外,还比较了在测试中采用预测的未来视野测试结果对测试时间的影响。
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引用次数: 0
期刊
2022 30th Signal Processing and Communications Applications Conference (SIU)
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