Dan Zhang, Zhongke Wu, Xingce Wang, Chenlei Lv, Mingquan Zhou
The 3D skull is a well preserved bone under the effect of fire, humidity, temperature changes, and it is a important biological characteristic in the fields of archaeology, forensic science and anthropology. In particular, measuring the 3D skull similarity is a challenging and meaningful task. 3D skulls are geometric models with multiple holes and complex topologies. It is difficult to correctly calculate the similarity between 3D skulls because the general 3D shape similarity measurement is sensitive to boundaries. In this paper, we provide an effective pipeline for measuring the 3D skull similarity by calculating the cosine distance between the harmonic wave kernel signature (HWKS) values of 3D skulls. Based on the wave kernel signature, the HWKS is a shape descriptor which is involved the Laplace-Beltrami operator that can effectively extract geometrical and topological information from the 3D skulls. And the HWKS simultaneously describes the local and global properties of a skull compared to the wave kernel signature. In addition, our method is more flexible, and can be generalized to other 3D shapes. Several experiments show our method achieves good results and can correctly calculate the similarity between 3D skulls.
{"title":"A Harmonic Wave Kernel Signature for Three-Dimensional Skull Similarity Measurements","authors":"Dan Zhang, Zhongke Wu, Xingce Wang, Chenlei Lv, Mingquan Zhou","doi":"10.1109/CW.2019.00021","DOIUrl":"https://doi.org/10.1109/CW.2019.00021","url":null,"abstract":"The 3D skull is a well preserved bone under the effect of fire, humidity, temperature changes, and it is a important biological characteristic in the fields of archaeology, forensic science and anthropology. In particular, measuring the 3D skull similarity is a challenging and meaningful task. 3D skulls are geometric models with multiple holes and complex topologies. It is difficult to correctly calculate the similarity between 3D skulls because the general 3D shape similarity measurement is sensitive to boundaries. In this paper, we provide an effective pipeline for measuring the 3D skull similarity by calculating the cosine distance between the harmonic wave kernel signature (HWKS) values of 3D skulls. Based on the wave kernel signature, the HWKS is a shape descriptor which is involved the Laplace-Beltrami operator that can effectively extract geometrical and topological information from the 3D skulls. And the HWKS simultaneously describes the local and global properties of a skull compared to the wave kernel signature. In addition, our method is more flexible, and can be generalized to other 3D shapes. Several experiments show our method achieves good results and can correctly calculate the similarity between 3D skulls.","PeriodicalId":117409,"journal":{"name":"2019 International Conference on Cyberworlds (CW)","volume":"417 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117314805","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Visual programming environments such as Scratch have been proposed for beginners. In those environments, programming is possible by arranging function blocks expressed on two dimensions. In order to improve the browsability of many blocks, an environment for programming by arranging functional blocks with hand gesture interaction in immersive VR space has been proposed. However, operation error by Leap Motion when setting the value and the usability of the environment was not good due to the error of estimation of hand gesture. In this study, we propose an operation method using VR controller for programming in an immersive VR environment and compare the results. We will incorporate these results into future development.
{"title":"A Study of Usability Improvement in Immersive VR Programming Environment","authors":"Atsuki Onishi, Satoshi Nishiguchi, Yasuharu Mizutani, Wataru Hashimoto","doi":"10.1109/CW.2019.00073","DOIUrl":"https://doi.org/10.1109/CW.2019.00073","url":null,"abstract":"Visual programming environments such as Scratch have been proposed for beginners. In those environments, programming is possible by arranging function blocks expressed on two dimensions. In order to improve the browsability of many blocks, an environment for programming by arranging functional blocks with hand gesture interaction in immersive VR space has been proposed. However, operation error by Leap Motion when setting the value and the usability of the environment was not good due to the error of estimation of hand gesture. In this study, we propose an operation method using VR controller for programming in an immersive VR environment and compare the results. We will incorporate these results into future development.","PeriodicalId":117409,"journal":{"name":"2019 International Conference on Cyberworlds (CW)","volume":"169 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124705737","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
K. Go, Mei Kikawa, Yuichiro Kinoshita, Xiaoyang Mao
Small wearable information devices such as smart-watches are available everywhere. A user can input text in these devices while doing other tasks. However, eyes-free typing, that is, without looking at the input space, on these devices remains difficult to execute. This paper describes our project on developing eyes-free text input systems. Not only an auditory feedback feature was developed for the EdgeWrite text input system for round-face smartwatches, but also a simple template-based gesture recognition engine was implemented. The experimental results show that the developed system maintains reasonable text input speed and error rate for eyes-free under standing and walking conditions.
{"title":"Eyes-Free Text Entry with EdgeWrite Alphabets for Round-Face Smartwatches","authors":"K. Go, Mei Kikawa, Yuichiro Kinoshita, Xiaoyang Mao","doi":"10.1109/CW.2019.00037","DOIUrl":"https://doi.org/10.1109/CW.2019.00037","url":null,"abstract":"Small wearable information devices such as smart-watches are available everywhere. A user can input text in these devices while doing other tasks. However, eyes-free typing, that is, without looking at the input space, on these devices remains difficult to execute. This paper describes our project on developing eyes-free text input systems. Not only an auditory feedback feature was developed for the EdgeWrite text input system for round-face smartwatches, but also a simple template-based gesture recognition engine was implemented. The experimental results show that the developed system maintains reasonable text input speed and error rate for eyes-free under standing and walking conditions.","PeriodicalId":117409,"journal":{"name":"2019 International Conference on Cyberworlds (CW)","volume":"70 1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121294677","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This paper introduces a new method for IFS fractal image compression of bitmap images. The method is based on the bat algorithm, a powerful swarm intelligence method for optimization. This algorithm is modified with two additional features: a new population model based on strong elitism and new random individuals, and the inclusion of mutation operators. The modified method is also coupled with a local search heuristics for further enhancement. An illustrative example is used to analyze the performance of this approach. Our experiments on a fractal image show that the method performs very well, being able to capture the underlying structure of the original image with good visual quality. We also compared our method with other alternative approaches in the literature and found that it outperforms all of them for the given example. However, the numerical results show that there is also room for further improvement. We conclude that the method is promising and can potentially become a very useful and effective technique for fractal image compression of bitmap images.
{"title":"Modified Bat Algorithm with Local Search for Fractal Image Compression of Bitmap Images","authors":"A. Gálvez, A. Iglesias","doi":"10.1109/CW.2019.00040","DOIUrl":"https://doi.org/10.1109/CW.2019.00040","url":null,"abstract":"This paper introduces a new method for IFS fractal image compression of bitmap images. The method is based on the bat algorithm, a powerful swarm intelligence method for optimization. This algorithm is modified with two additional features: a new population model based on strong elitism and new random individuals, and the inclusion of mutation operators. The modified method is also coupled with a local search heuristics for further enhancement. An illustrative example is used to analyze the performance of this approach. Our experiments on a fractal image show that the method performs very well, being able to capture the underlying structure of the original image with good visual quality. We also compared our method with other alternative approaches in the literature and found that it outperforms all of them for the given example. However, the numerical results show that there is also room for further improvement. We conclude that the method is promising and can potentially become a very useful and effective technique for fractal image compression of bitmap images.","PeriodicalId":117409,"journal":{"name":"2019 International Conference on Cyberworlds (CW)","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134037868","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Herein, we present a landscape simulation system that reproduces general town scenery from the past using a game engine to understand the historical culture of a given area. To reproduce a general townscape of the Edo era, we referred to historic documents and maps, and sought feedback from the local residents to develop the system. In addition, because we use a game engine, our proposed system that can change the time zone, season, and weather as specific expressions. Furthermore, we attempted Ukiyo-e style rendering. Some residents evaluated the system using head-mounted display. We found that the components modeled by the proposed system were accurate. The developed system will be opened to all local residents shortly
{"title":"Development of Past General Townscape Simulation System Using Time Series Design and Ukiyo-e Style Rendering","authors":"Yasuo Kawai","doi":"10.1109/CW.2019.00068","DOIUrl":"https://doi.org/10.1109/CW.2019.00068","url":null,"abstract":"Herein, we present a landscape simulation system that reproduces general town scenery from the past using a game engine to understand the historical culture of a given area. To reproduce a general townscape of the Edo era, we referred to historic documents and maps, and sought feedback from the local residents to develop the system. In addition, because we use a game engine, our proposed system that can change the time zone, season, and weather as specific expressions. Furthermore, we attempted Ukiyo-e style rendering. Some residents evaluated the system using head-mounted display. We found that the components modeled by the proposed system were accurate. The developed system will be opened to all local residents shortly","PeriodicalId":117409,"journal":{"name":"2019 International Conference on Cyberworlds (CW)","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134421775","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
While working, people often perform purposeless actions, such as spinning pens and swinging their feet. The pleasant and addictive tactile feedback generated by those actions seems to trigger them. This is based on a principle called "operant conditioning." "Operant conditioning" is a phenomenon of change in people's behavior because of a reward obtained from the purposeless action. In previous studies, operant conditioning for the behaviors of animals such as mice have been discussed, but conditioning for the behaviors of humans has had little investigation. Therefore, we designed a feedback for people's action as a reward of conditioning, especially tactile stimulation, and verified whether the stimuli can induce a simple action. We selected "tactile apparent motion" as the reward because it can provide comfort by stimulating a mechanoreceptor called C tactile afferent. We designed a wearable device that can generate tactile apparent motion from a simple input action, such as tapping the heel. Using this device, we conducted user studies. The results showed that fast tactile apparent motion is effective in inducing simple actions repeatedly. Moreover, simple actions can be induced by tactile apparent motion even in the long term.
{"title":"Inducing Simple Actions While Working by Generating Tactile Apparent Motion","authors":"Yuki Ashida, Yuki Ban, R. Fukui, S. Warisawa","doi":"10.1109/CW.2019.00031","DOIUrl":"https://doi.org/10.1109/CW.2019.00031","url":null,"abstract":"While working, people often perform purposeless actions, such as spinning pens and swinging their feet. The pleasant and addictive tactile feedback generated by those actions seems to trigger them. This is based on a principle called \"operant conditioning.\" \"Operant conditioning\" is a phenomenon of change in people's behavior because of a reward obtained from the purposeless action. In previous studies, operant conditioning for the behaviors of animals such as mice have been discussed, but conditioning for the behaviors of humans has had little investigation. Therefore, we designed a feedback for people's action as a reward of conditioning, especially tactile stimulation, and verified whether the stimuli can induce a simple action. We selected \"tactile apparent motion\" as the reward because it can provide comfort by stimulating a mechanoreceptor called C tactile afferent. We designed a wearable device that can generate tactile apparent motion from a simple input action, such as tapping the heel. Using this device, we conducted user studies. The results showed that fast tactile apparent motion is effective in inducing simple actions repeatedly. Moreover, simple actions can be induced by tactile apparent motion even in the long term.","PeriodicalId":117409,"journal":{"name":"2019 International Conference on Cyberworlds (CW)","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130796597","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Rust on the surface of metal is one of the most common examples of deterioration with various appearances. Because metal is usually coated with rust–preventive paint, rust may mostly appear after the coat is peeled off due to various factors. In this poster paper, we propose a visual simulation method for peeling off coating on the surface of metal. We allow for the mechanical behavior of the deteriorated coating to express realistically mottled patterns and paint bulges.
{"title":"A Deformation Method for Simulating Coating Degradation While Taking Mechanical Behavior into Account","authors":"Akinori Ishitobi, Masanori Nakayama, I. Fujishiro","doi":"10.1109/CW.2019.00066","DOIUrl":"https://doi.org/10.1109/CW.2019.00066","url":null,"abstract":"Rust on the surface of metal is one of the most common examples of deterioration with various appearances. Because metal is usually coated with rust–preventive paint, rust may mostly appear after the coat is peeled off due to various factors. In this poster paper, we propose a visual simulation method for peeling off coating on the surface of metal. We allow for the mechanical behavior of the deteriorated coating to express realistically mottled patterns and paint bulges.","PeriodicalId":117409,"journal":{"name":"2019 International Conference on Cyberworlds (CW)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131182260","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
We present here some technical and biomolecular details of the production of the animation The Dark Anim (https://vimeo.com/131751707), produced by request of Directors of the documentary film The Dark Gene (FilmTank, Munich). The animation describes the events that take place when a serotoninergic synapse is stimulated and the mechanism of action of Fluoxetine, an inhibitor of the reuptake receptor SERT, also known as Prozac®. This publication illustrates the production of the animations along all the steps. Starting form the gathering scientific information of structural, cellular and biochemical nature, and its elaboration. We then describe some of the technical challenges related to the complexity of biology, the multiscale levels of details, and the limitations of the Computer Graphics tools. Finally we offer some considerations on other aspects of the production, such as the choices about the lights and the actions of the molecular characters in the 3D CG environment.
{"title":"Making of The Dark Anim: Technical and Scientific Notes","authors":"M. Zoppè, Tiziana Loni, I. Carlone, S. Cianchetta","doi":"10.1109/CW.2019.00016","DOIUrl":"https://doi.org/10.1109/CW.2019.00016","url":null,"abstract":"We present here some technical and biomolecular details of the production of the animation The Dark Anim (https://vimeo.com/131751707), produced by request of Directors of the documentary film The Dark Gene (FilmTank, Munich). The animation describes the events that take place when a serotoninergic synapse is stimulated and the mechanism of action of Fluoxetine, an inhibitor of the reuptake receptor SERT, also known as Prozac®. This publication illustrates the production of the animations along all the steps. Starting form the gathering scientific information of structural, cellular and biochemical nature, and its elaboration. We then describe some of the technical challenges related to the complexity of biology, the multiscale levels of details, and the limitations of the Computer Graphics tools. Finally we offer some considerations on other aspects of the production, such as the choices about the lights and the actions of the molecular characters in the 3D CG environment.","PeriodicalId":117409,"journal":{"name":"2019 International Conference on Cyberworlds (CW)","volume":"208 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132828514","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Real-time monitoring and analysis of human operator's mental workload (MWL) is crucial for development of adaptive/intelligent human-machine cooperative systems in various safety/mission-critical application fields. Although data-driven machine learning (ML) approach has shown promise in MWL recognition, it is usually difficult to acquire sufficient labeled data to train the ML model. This paper proposes semi-supervised extreme learning machines (SS-ELM) for MWL pattern classification using solely a small number of labeled data. The experimental data analysis results are presented to show the effectiveness of the proposed SS-ELM paradigm for the 3-class MWL classification.
{"title":"Multi-modal Recognition of Mental Workload Using Empirical Mode Decomposition and Semi-Supervised Learning","authors":"Jianhua Zhang, Jianrong Li","doi":"10.1109/CW.2019.00043","DOIUrl":"https://doi.org/10.1109/CW.2019.00043","url":null,"abstract":"Real-time monitoring and analysis of human operator's mental workload (MWL) is crucial for development of adaptive/intelligent human-machine cooperative systems in various safety/mission-critical application fields. Although data-driven machine learning (ML) approach has shown promise in MWL recognition, it is usually difficult to acquire sufficient labeled data to train the ML model. This paper proposes semi-supervised extreme learning machines (SS-ELM) for MWL pattern classification using solely a small number of labeled data. The experimental data analysis results are presented to show the effectiveness of the proposed SS-ELM paradigm for the 3-class MWL classification.","PeriodicalId":117409,"journal":{"name":"2019 International Conference on Cyberworlds (CW)","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115451034","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
We propose an automatic indoor furniture layout scheme based on functional area division and furniture filling. According to the function, we suppose each kind of furniture may be laid out in one or several functional areas, for example, a sofa may be located in the meeting area of a living room and a bed may be located in the sleeping area of a bedroom, etc.. Our automatic layout method divides an empty room region into several functional areas by using conditional generative adversarial networks (CGAN). We expound the learning process of the algorithm in the process of functional areas division, including the objective function construct and training process. Moreover, in order to fill furniture into a specific functional area, a learning-based furniture filling algorithm is proposed by training a fully connected network model for different kinds of functional area. Experiments show our automatic furniture layout method has its advantages in performance and effect compared with the existing methods.
{"title":"Automatic Furniture Layout Based on Functional Area Division","authors":"Bailin Yang, Liuliu Li, Chao Song, Zhaoyi Jiang, Yun Ling","doi":"10.1109/CW.2019.00026","DOIUrl":"https://doi.org/10.1109/CW.2019.00026","url":null,"abstract":"We propose an automatic indoor furniture layout scheme based on functional area division and furniture filling. According to the function, we suppose each kind of furniture may be laid out in one or several functional areas, for example, a sofa may be located in the meeting area of a living room and a bed may be located in the sleeping area of a bedroom, etc.. Our automatic layout method divides an empty room region into several functional areas by using conditional generative adversarial networks (CGAN). We expound the learning process of the algorithm in the process of functional areas division, including the objective function construct and training process. Moreover, in order to fill furniture into a specific functional area, a learning-based furniture filling algorithm is proposed by training a fully connected network model for different kinds of functional area. Experiments show our automatic furniture layout method has its advantages in performance and effect compared with the existing methods.","PeriodicalId":117409,"journal":{"name":"2019 International Conference on Cyberworlds (CW)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130507565","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}