首页 > 最新文献

2019 International Conference on Cyberworlds (CW)最新文献

英文 中文
A Harmonic Wave Kernel Signature for Three-Dimensional Skull Similarity Measurements 三维颅骨相似度测量的谐波核特征
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00021
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.
三维颅骨是在火、湿度、温度变化的作用下保存完好的骨骼,是考古学、法医学和人类学领域的重要生物学特征。特别是三维颅骨相似度的测量是一项具有挑战性和意义的任务。三维颅骨是具有多孔洞和复杂拓扑结构的几何模型。由于一般的三维形状相似度测量方法对边界比较敏感,难以正确计算三维颅骨之间的相似度。本文通过计算三维颅骨的谐波核特征(HWKS)值之间的余弦距离,提供了一种有效的测量三维颅骨相似度的管道。HWKS是一种基于波核特征的形状描述符,它涉及拉普拉斯-贝尔特拉米算子,可以有效地从三维头骨中提取几何和拓扑信息。与波核特征相比,HWKS同时描述了颅骨的局部和全局特性。此外,我们的方法更灵活,可以推广到其他三维形状。实验结果表明,该方法取得了较好的效果,能够正确地计算出三维颅骨之间的相似度。
{"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}
引用次数: 3
A Study of Usability Improvement in Immersive VR Programming Environment 沉浸式VR编程环境中的可用性改进研究
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00073
Atsuki Onishi, Satoshi Nishiguchi, Yasuharu Mizutani, Wataru Hashimoto
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.
已经为初学者提出了可视化编程环境,如Scratch。在这些环境中,可以通过安排以二维形式表示的功能块进行编程。为了提高多个模块的可浏览性,提出了一种在沉浸式VR空间中通过手势交互安排功能模块的编程环境。但是,由于手势估计的误差,Leap Motion在设置数值时的操作误差和环境的可用性都不太好。在这项研究中,我们提出了一种使用VR控制器在沉浸式VR环境中进行编程的操作方法,并比较了结果。我们将把这些成果纳入未来的发展。
{"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}
引用次数: 1
Eyes-Free Text Entry with EdgeWrite Alphabets for Round-Face Smartwatches 无眼文本输入与EdgeWrite字母圆脸智能手表
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00037
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.
像智能手表这样的小型可穿戴信息设备随处可见。用户可以在执行其他任务的同时在这些设备中输入文本。然而,在这些设备上,不用眼睛打字,也就是不看输入空间,仍然很难执行。本文描述了我们开发无眼文本输入系统的项目。不仅为圆脸智能手表的EdgeWrite文本输入系统开发了听觉反馈功能,而且还实现了一个简单的基于模板的手势识别引擎。实验结果表明,在站立和行走条件下,该系统在无眼状态下保持了合理的文本输入速度和错误率。
{"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}
引用次数: 4
Modified Bat Algorithm with Local Search for Fractal Image Compression of Bitmap Images 基于局部搜索的改进Bat算法对位图图像进行分形压缩
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00040
A. Gálvez, A. Iglesias
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.
介绍了一种对位图图像进行IFS分形图像压缩的新方法。该方法基于蝙蝠算法,这是一种强大的群体智能优化方法。该算法增加了两个特征:基于强精英主义和新随机个体的新种群模型,以及包含突变算子。改进后的方法还结合了局部搜索启发式算法以进一步增强。通过实例分析了该方法的性能。我们在一个分形图像上的实验表明,该方法性能很好,能够以良好的视觉质量捕获原始图像的底层结构。我们还将我们的方法与文献中的其他替代方法进行了比较,发现对于给定的示例,它的性能优于所有方法。然而,数值结果表明,还有进一步改进的空间。结果表明,该方法具有较好的应用前景,有望成为位图图像分形压缩的一种有效方法。
{"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}
引用次数: 0
Development of Past General Townscape Simulation System Using Time Series Design and Ukiyo-e Style Rendering 利用时间序列设计和浮世绘风格绘制的古旧一般城市景观模拟系统的开发
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00068
Yasuo Kawai
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
在此,我们提出了一个景观模拟系统,该系统使用游戏引擎再现过去的一般城镇风景,以了解给定区域的历史文化。为了重现江户时代的一般城镇景观,我们参考了历史文献和地图,并寻求当地居民的反馈来开发该系统。此外,因为我们使用了游戏引擎,所以我们提出的系统可以将时区、季节和天气作为特定的表达式来更改。此外,我们尝试了浮世绘风格的渲染。一些居民使用头戴式显示器来评估该系统。我们发现,所提出的系统建模的组件是准确的。开发的系统将很快向所有当地居民开放
{"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}
引用次数: 0
Inducing Simple Actions While Working by Generating Tactile Apparent Motion 通过产生触觉表观运动来诱导工作时的简单动作
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00031
Yuki Ashida, Yuki Ban, R. Fukui, S. Warisawa
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.
在工作时,人们经常会做一些没有目的的动作,比如旋转笔和摆动脚。这些动作产生的令人愉悦和上瘾的触觉反馈似乎触发了它们。这是基于一个叫做“操作性条件反射”的原则。“操作性条件反射”是一种由于人们从无目的的行动中获得奖励而改变行为的现象。在以前的研究中,已经讨论了动物(如小鼠)行为的操作性条件反射,但对人类行为的条件反射的研究很少。因此,我们为人们的行动设计了一个反馈,作为条件反射的奖励,特别是触觉刺激,并验证刺激是否可以诱导一个简单的动作。我们选择“触觉表观运动”作为奖励,因为它可以通过刺激一种叫做C触觉传入的机械感受器来提供舒适。我们设计了一款可穿戴设备,它可以通过简单的输入动作产生明显的触觉运动,比如轻拍脚后跟。使用这个设备,我们进行了用户研究。实验结果表明,快速触觉视动能有效诱导简单动作的重复发生。此外,简单的动作甚至在长期内也可以由触觉表观运动引起。
{"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}
引用次数: 0
A Deformation Method for Simulating Coating Degradation While Taking Mechanical Behavior into Account 一种考虑涂层力学行为的变形模拟方法
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00066
Akinori Ishitobi, Masanori Nakayama, I. Fujishiro
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.
金属表面的锈蚀是最常见的劣化现象之一。由于金属通常涂有防锈漆,由于各种因素的影响,锈大多是在涂层剥落后才会出现。在本文中,我们提出了一种金属表面涂层剥离的可视化模拟方法。我们允许变质涂层的机械行为表现出真实的斑驳图案和油漆凸起。
{"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}
引用次数: 1
Making of The Dark Anim: Technical and Scientific Notes 制作黑暗动物:技术和科学笔记
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00016
M. Zoppè, Tiziana Loni, I. Carlone, S. Cianchetta
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.
我们在这里介绍一些技术和生物分子的细节制作的动画《黑暗的动物》(https://vimeo.com/131751707),由纪录片导演的要求制作的黑暗基因(FilmTank,慕尼黑)。动画描述了当5 -羟色胺能突触受到刺激时发生的事件,以及氟西汀(一种再摄取受体SERT抑制剂,也称为百忧解®)的作用机制。本出版物说明了所有步骤的动画制作。从收集结构、细胞和生物化学性质的科学信息开始,并加以阐述。然后,我们描述了一些与生物学的复杂性、细节的多尺度水平和计算机图形学工具的局限性相关的技术挑战。最后,我们对制作的其他方面提出了一些考虑,例如在3D CG环境中对灯光的选择和分子角色的动作。
{"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}
引用次数: 0
Multi-modal Recognition of Mental Workload Using Empirical Mode Decomposition and Semi-Supervised Learning 基于经验模态分解和半监督学习的脑力负荷多模态识别
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00043
Jianhua Zhang, Jianrong Li
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.
实时监测和分析操作人员的心理工作负荷(MWL)对于开发各种安全/关键任务应用领域的自适应/智能人机协作系统至关重要。尽管数据驱动机器学习(ML)方法在MWL识别中显示出前景,但通常很难获得足够的标记数据来训练ML模型。本文提出了半监督极限学习机(SS-ELM),用于仅使用少量标记数据的MWL模式分类。实验数据分析结果表明了所提出的SS-ELM范式对3类MWL分类的有效性。
{"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}
引用次数: 0
Automatic Furniture Layout Based on Functional Area Division 基于功能区划分的家具自动布局
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00026
Bailin Yang, Liuliu Li, Chao Song, Zhaoyi Jiang, Yun Ling
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.
提出了一种基于功能区划分和家具填充的室内家具自动布置方案。根据功能,我们假设每种家具可能布置在一个或几个功能区,例如沙发可能位于客厅的会议区,床可能位于卧室的睡眠区等。本文提出的自动布局方法利用条件生成对抗网络(CGAN)将空房间区域划分为多个功能区。阐述了算法在功能区划分过程中的学习过程,包括目标函数的构建和训练过程。此外,为了将家具填充到特定的功能区域,提出了一种基于学习的家具填充算法,通过训练不同功能区域的全连接网络模型。实验表明,与现有方法相比,该方法在性能和效果上都具有优势。
{"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}
引用次数: 3
期刊
2019 International Conference on Cyberworlds (CW)
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1