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2019 International Conference on Cyberworlds (CW)最新文献

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On the Ethnic Classification of Pakistani Face using Deep Learning 基于深度学习的巴基斯坦人脸民族分类研究
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00039
S. Jilani, H. Ugail, A. M. Bukar, Andrew Logan
Demographic-based identification plays an active role in the field of face identification. Over the past decade, machine learning algorithms have been used to investigate challenges surrouding ethnic classification for specific populations, such as African, Asian and Caucasian people. Ethnic classification for individuals of South Asian, Pakistani heritage, however, remains to be addressed. The present paper addresses a two-category (Pakistani Vs Non-Pakistani) classification task from a novel, purpose-built dataset. To the best of our knowledge, this work is the first to report a machine learning ethnic classification task with South Asian (Pakistani) faces. We conduted a series of experiments using deep learning algorithms (ResNet-50, ResNet-101 and ResNet-152) for feature extraction and a linear support vector machine (SVM) for classification. The experimental results demonstrate ResNet-101 achieves the highest performance accuracy of 99.2% for full-face ethnicity classification, followed closely by 91.7% and 95.7% for the nose and mouth respectively.
基于人口统计学的人脸识别在人脸识别领域发挥着积极的作用。在过去的十年里,机器学习算法被用于研究特定人群(如非洲人、亚洲人和高加索人)的种族分类挑战。然而,南亚、巴基斯坦血统个体的种族分类仍有待解决。本文从一个新颖的、专门构建的数据集中解决了两类(巴基斯坦Vs非巴基斯坦)分类任务。据我们所知,这项工作是第一个报告南亚(巴基斯坦)面孔的机器学习种族分类任务。我们使用深度学习算法(ResNet-50、ResNet-101和ResNet-152)进行特征提取,并使用线性支持向量机(SVM)进行分类,进行了一系列实验。实验结果表明,ResNet-101在全脸人种分类上的准确率最高,达到99.2%,其次是鼻子和嘴巴,准确率分别为91.7%和95.7%。
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引用次数: 5
Development of Easy Attachable Biological Information Measurement Device for Various Head Mounted Displays 用于各种头戴式显示器的易连接生物信息测量装置的研制
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00009
Masahiro Inazawa, Yuki Ban
It is important to measure the user's biological information when experiencing virtual reality (VR) content. By measuring such biological information during a VR stimulation, the body's response to the stimulation can be verified. In addition, it is possible to change the stimulation interactively by estimating the feeling from the measured biological information. However, the user load required to mount the sensor for biological information sensing under the existing VR content experience is significant, and the noise due to body movement is also a problem. In this paper, a biometric device that can be mounted on a head mounted display (HMD) was developed. Because an HMD is attached strongly to the face, it is thought to be robust to body movement and thus the mounting load of the sensor can be ignored. The developed device can simply be mounted on an HMD. A pulse waveform can be acquired from the optical pulse wave sensor arranged on the nose side of the HMD, and the respiration waveform can be acquired from a thermopile arranged in the nostril area of the HMD. We condacted the experiment to verified that a pulse wave and the respiration can be measured with sufficient accuracy for a calculation of the tension and excitement of the user. As a result of the experiment, it was confirmed that the pulse wave can be measured with an error of less than 1% in nine out of 14 users and that the respiration can be measured with an error of 0.6% if user does not move. The respiration was measured with high accuracy regardless of the type of HMD used.
在体验虚拟现实(VR)内容时,测量用户的生物信息非常重要。通过在VR刺激过程中测量这些生物信息,可以验证身体对刺激的反应。此外,还可以通过从测量的生物信息中估计感觉来交互式地改变刺激。然而,在现有的VR内容体验下,安装传感器进行生物信息传感所需的用户负荷很大,并且身体运动产生的噪声也是一个问题。本文研制了一种可安装在头戴式显示器(HMD)上的生物识别装置。由于头戴式头戴器与脸部紧密相连,因此被认为对身体运动具有鲁棒性,因此可以忽略传感器的安装负载。开发的设备可以简单地安装在HMD上。可以从设置在HMD鼻侧的光脉冲波传感器获取脉冲波形,可以从设置在HMD鼻孔区域的热电堆获取呼吸波形。我们进行了实验,以验证脉冲波和呼吸可以足够精确地测量用户的紧张和兴奋程度。实验结果证实,在14名用户中,有9名用户的脉搏波测量误差小于1%,如果用户不移动,呼吸测量误差可达0.6%。无论使用何种类型的HMD,呼吸测量都具有很高的准确性。
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引用次数: 1
Fonts Style Transfer using Conditional GAN 使用条件GAN的字体样式转移
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00075
Naho Sakao, Y. Dobashi
A font is an important element in designing printed materials including texts, such as documents, posters, leaflets, pamphlets, etc. Recently, many digital fonts with different styles are available for desktop publishing, but the number of Japanese-language fonts is smaller than that of European ones. This causes a problem when designing the materials including Japanese and European letters. Creating a new font is difficult and requires specialized knowledge and experience. Our research goal is to address this problem by transferring styles of the European fonts to Japanese characters by using a neural network. In this paper, we report some experimental results using the well-known deep learning framework called "pix2pix."
字体是设计印刷品(包括文件、海报、传单、小册子等)的重要元素。最近,桌面出版用的数字字体有很多,样式各异,但日语字体的数量比欧洲字体少。这在设计包括日文和欧文在内的材料时造成了问题。创建一个新的字体是困难的,需要专门的知识和经验。我们的研究目标是通过使用神经网络将欧洲字体的样式转移到日文字符上来解决这个问题。在本文中,我们报告了一些使用著名的深度学习框架“pix2pix”的实验结果。
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引用次数: 0
La Petite Fee Cosmo: Learning Data Structures Through Game-Based Learning La Petite Fee Cosmo:通过基于游戏的学习学习数据结构
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00041
V. Kannappan, Owen Noel Newton Fernando, A. Chattopadhyay, Xavier Tan, Jeffrey Hong, S. H. Soon, Hui En Lye
This research aims to implement the productive failure teaching concept with interactive learning games as a method to nurture innovative teaching and learning. The research also aims to promote innovative approaches to learning and improving students' learning experience, and their understanding of linked list data structure concepts taught in computer science subjects since students do not widely understand this concept. A 2D bridge building puzzle game, “La Petite Fee Cosmo” was developed to assist students in not only understanding the underlying concepts of the linked list but also foster creative usage of the various functionalities of linked list in diverse situations.
本研究旨在透过互动学习游戏,将生产性失败教学理念落实到教学中,以培育创新的教与学。该研究还旨在促进创新的学习方法,提高学生的学习体验,以及他们对计算机科学学科中所教授的链表数据结构概念的理解,因为学生对这一概念的理解并不广泛。“La Petite Fee Cosmo”是一款2D架桥益智游戏,旨在帮助学生了解链表的基本概念,并培养他们在不同情况下创造性地使用链表的各种功能。
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引用次数: 9
Vulnerability of Adaptive Strategies of Keystroke Dynamics Based Authentication Against Different Attack Types 基于击键动力学的自适应认证策略对不同攻击类型的漏洞分析
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00052
Abir Mhenni, Denis Migdal, E. Cherrier, C. Rosenberger, N. Amara
The attacks considered for keystroke dynamics study especially adaptive strategies have commonly treated impersonation attempts known as zero-effort attacks. These attacks are generally the acquisition of other users of the same database while typing the same password without intending to impersonate the genuine user account. To deal with more realistic scenarios, we are interested in this paper to study the robustness of an adaptive strategy against four types of imposter attacks: zero-effort, spoof, playback and synthetic applied to the WEBGREYC database. Experimental results show that 1) playback and synthetic attacks are the most dangerous and increase the EER rates compared to the other attacks; 2) we also find that the impact of these attacks is more pronounced when the percentages of imposter samples are greater than those of genuine ones; 3) the spoof attacks achieve alarmingly higher FMR, FNMR, and EER rates compared to zero-effort impostor attacks; 4) FMR, FNMR, and EER are higher when the percentage of attacks increases; 5) the attacks belonging to the same user are more dangerous than those of different users in particular when the percentage of the attacks increases. In light of our results, we point out that the traditional attacks considered in research on keystroke-based authentication must evolve according to the evolution of the attacks of nowadays password-based applications.
用于击键动力学研究的攻击,特别是自适应策略,通常处理冒充尝试,称为零努力攻击。这些攻击通常是在输入相同密码的情况下获取同一数据库的其他用户,而不打算冒充真正的用户帐户。为了处理更现实的场景,我们在本文中有兴趣研究自适应策略对四种类型的冒名顶替攻击的鲁棒性:零努力,欺骗,播放和合成应用于WEBGREYC数据库。实验结果表明:1)重放攻击和合成攻击是最危险的攻击,与其他攻击相比,它们能提高误码率;2)我们还发现,当冒名顶替样本的百分比大于真实样本的百分比时,这些攻击的影响更为明显;3)与零努力的冒名顶替攻击相比,欺骗攻击实现了惊人的更高的FMR, FNMR和EER率;4) FMR、FNMR和EER随着攻击百分比的增加而增加;5)同一用户的攻击比不同用户的攻击更危险,特别是当攻击的百分比增加时。根据我们的研究结果,我们指出在基于按键的认证研究中考虑的传统攻击必须随着当今基于密码的应用攻击的发展而发展。
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引用次数: 6
Combining Tendon Vibration and Visual Stimulation Enhances Kinesthetic Illusions 结合肌腱振动和视觉刺激增强动觉错觉
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00029
Daiki Hagimori, N. Isoyama, Shunsuke Yoshimoto, Nobuchika Sakata, K. Kiyokawa
In recent years, human augmentation has attracted much attention. One type of human augmentation, motion augmentation makes perceived motion larger than in reality, and it can be used for a variety of applications such as rehabilitation of motor functions of stroke patients and a more realistic experience in virtual reality (VR) such as redirected walking (RDW). However, as augmented motion becomes larger than the real motion, a variety of senses that accompany will be more inconsistent with those perceived from somatic sensations, which will cause a severe sense of discomfort. To address the problem, we focus on kinesthetic illusions that are psychological phenomena where a person feels as if his or her own body is moving. Kinesthetic illusions are expected to fill the gap between the intended augmented motion and perceived physical motion. However, it has not been explored if and how large kinesthetic illusions are produced while a user is moving their limbs voluntarily in VR. To expand the knowledge on kinesthetic illusions, we have conducted two user studies on the impact of tendon vibration and visual stimuli on kinesthetic illusions. First experiment confirmed that the perceived elbow angle becomes larger than the actual angle when presented with tendon vibration. Second experiment revealed that the increase of the perceived elbow angle was about 20 degrees when both tendon vibration and visual stimuli were presented whereas it was about 10 degrees when only visual stimuli were presented. Through these experiments, it has been confirmed that combining tendon vibration and visual stimulation enhances kinesthetic illusions.
近年来,人体增强术引起了人们的广泛关注。作为人体增强的一种,运动增强使感知到的运动比现实中更大,它可以用于各种应用,如中风患者的运动功能康复,以及在虚拟现实(VR)中更真实的体验,如重定向行走(RDW)。然而,当增强运动比真实运动更大时,伴随的各种感觉将与躯体感觉所感知到的更不一致,这将导致严重的不适感。为了解决这个问题,我们专注于动觉错觉,这是一种心理现象,人们感觉自己的身体在运动。动觉错觉有望填补预期增强运动和感知物理运动之间的空白。然而,目前还没有研究用户在虚拟现实中自主移动四肢时是否会产生大的动觉错觉,以及产生多大的错觉。为了扩大对动觉错觉的认识,我们进行了两项关于肌腱振动和视觉刺激对动觉错觉影响的用户研究。首先,实验证实,当肌腱振动时,肘关节的感知角度大于实际角度。实验结果表明,在有视觉刺激和肌腱振动的情况下,肘关节的感知角度增加了约20度,而在只有视觉刺激的情况下,肘关节的感知角度增加了约10度。通过这些实验,证实了肌腱振动和视觉刺激相结合可以增强动觉错觉。
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引用次数: 8
Epileptic Seizure Detection from EEG Signals Using Multiband Features with Feedforward Neural Network 基于前馈神经网络的多频带特征脑电信号癫痫发作检测
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00046
Kazi Mahmudul Hassan, M. Islam, Toshihisa Tanaka, M. I. Molla
Electroencephalography (EEG) is considered as a potential tool for diagnosis of epilepsy in clinical applications. Epileptic seizures occur irregularly and unpredictably. Its automatic detection in EEG recordings is highly demanding. In this work, multiband features are used to detect seizure with feedforward neural network (FfNN). The EEG signal is segmented into epochs of short duration and each epoch is decomposed into a number of subbands using discrete wavelet transform (DWT). Three features namely ellipse area of second-order difference plot, coefficient of variation and fluctuation index are computed from each subband signal. The features obtained from all subbands are combined to construct the feature vector. The FfNN is trained using the derived feature vector and seizure detection is performed with test data. The experiment is performed with publicly available dataset to evaluate the performance of the proposed method. The experimental results show the superiority of this method compared to the recently developed algorithms.
脑电图(EEG)在临床上被认为是一种潜在的癫痫诊断工具。癫痫发作是不规律和不可预测的。在脑电记录中对其自动检测要求很高。本研究利用前馈神经网络(FfNN)的多波段特征来检测癫痫发作。利用离散小波变换(DWT)将脑电信号分割成短持续时间的多个历元,并将每个历元分解为多个子带。从每个子带信号中计算二阶差分图的椭圆面积、变异系数和波动指数三个特征。将所有子带得到的特征组合起来构成特征向量。FfNN使用衍生的特征向量进行训练,并使用测试数据进行癫痫检测。实验是在公开可用的数据集上进行的,以评估所提出方法的性能。实验结果表明,该方法与目前开发的算法相比具有优越性。
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引用次数: 13
Social Computing and Older Adults: Challenges with Data Loss and Digital Legacies 社会计算和老年人:数据丢失和数字遗产的挑战
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00035
D. Dissanayake, David M. Cook
The inability to recognise the value of data in the form of digital objects and digital assets held in virtual social environments amplifies the data loss legacy challenges for older adults. This study examines the data storage and transfer issues that arise when people pass away. Older people experience data loss when they engage with social digital environments. Social computing has different legacy practices for the transfer and mobility of digital assets to physical assets. Recognizing the value of digital assets in their monetary, historical, sentimental, and legal characteristics is critical to the reduction of unnecessary data loss under legacy conditions.
无法识别虚拟社会环境中以数字对象和数字资产形式存在的数据的价值,加剧了老年人面临的数据丢失遗产挑战。这项研究考察了人们去世后出现的数据存储和传输问题。老年人在参与社交数字环境时会经历数据丢失。对于数字资产到物理资产的转移和移动,社会计算具有不同的遗留实践。认识到数字资产在货币、历史、情感和法律特征方面的价值,对于减少遗留条件下不必要的数据丢失至关重要。
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引用次数: 0
EEG-Based Cross-Subject Mental Fatigue Recognition 基于脑电图的跨主体精神疲劳识别
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00048
Yisi Liu, Zirui Lan, Jian Cui, O. Sourina, W. Müller-Wittig
Mental fatigue is common at work places, and it can lead to decreased attention, vigilance and cognitive performance, which is dangerous in the situations such as driving, vessel maneuvering, etc. By directly measuring the neurophysiological activities happening in the brain, electroencephalography (EEG) signal can be used as a good indicator of mental fatigue. A classic EEG-based brain state recognition system requires labeled data from the user to calibrate the classifier each time before the use. For fatigue recognition, we argue that it is not practical to do so since the induction of fatigue state is usually long and weary. It is desired that the system can be calibrated using readily available fatigue data, and be applied to a new user with adequate recognition accuracy. In this paper, we explore performance of cross-subject fatigue recognition algorithms using the recently published EEG dataset labeled with two levels of fatigue. We evaluate three categories of classification method: classic classifier such as logistic regression, transfer learning-enabled classifier using transfer component analysis, and deep-learning based classifier such as EEGNet. Our results show that transfer learning-enabled classifier can outperform the other two for cross-subject fatigue recognition on a consistent basis. Specifically, transfer component analysis (TCA) improves the cross-subject recognition accuracy to 72.70 % that is higher than using just logistic regression (LR) by 9.08 % and EEGNet by 8.72 - 12.86 %.
精神疲劳在工作场所很常见,它会导致注意力、警惕性和认知能力下降,这在驾驶、操纵船只等情况下是危险的。脑电图(EEG)信号通过直接测量大脑中发生的神经生理活动,可以作为精神疲劳的良好指标。一个经典的基于脑电图的大脑状态识别系统需要用户的标记数据来校准每次使用前的分类器。对于疲劳识别,我们认为这样做是不现实的,因为疲劳状态的诱导通常是漫长和疲劳的。期望该系统可以使用现成的疲劳数据进行校准,并以足够的识别精度应用于新用户。在本文中,我们使用最近发表的标记有两个级别疲劳的EEG数据集来探索跨主题疲劳识别算法的性能。我们评估了三类分类方法:经典分类器,如逻辑回归,使用迁移成分分析的迁移学习分类器,以及基于深度学习的分类器,如EEGNet。我们的研究结果表明,迁移学习分类器在跨主题疲劳识别方面的表现优于其他两种分类器。具体来说,转移成分分析(TCA)将跨主题识别准确率提高到72.70%,比仅使用逻辑回归(LR)提高9.08%,比使用EEGNet提高8.72 - 12.86%。
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引用次数: 24
My Behavior is my Privacy & Secure Password ! 我的行为是我的隐私和安全密码!
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00056
Denis Migdal, C. Rosenberger
Many studies propose strong user authentication based on biometric modalities. However, they often either, assume a trusted component, are modality-dependant, use only one biometric modality, are reversible, or does not enable the service to adapt the security on-the-fly. A recent work introduced the concept of Personal Identity Code Respecting Privacy (PICRP), a non-cryptographic and non-reversible signature computed from any arbitrary information. In this paper, we extend this concept with the use of Keystroke Dynamics, IP and GPS geo-location by optimizing the pre-processing and merging of collected information. We demonstrate the performance of the proposed approach through experimental results and we present an example of its usage.
许多研究提出了基于生物识别模式的强用户认证。然而,它们通常要么假设一个受信任的组件,要么依赖于模式,要么只使用一种生物识别模式,要么是可逆的,要么不允许服务动态地适应安全性。最近的一项工作引入了尊重隐私的个人身份码(PICRP)的概念,这是一种从任何任意信息计算出来的非加密和不可逆转的签名。在本文中,我们通过优化收集信息的预处理和合并,使用击键动力学,IP和GPS地理定位扩展了这一概念。通过实验结果验证了该方法的有效性,并给出了一个应用实例。
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引用次数: 2
期刊
2019 International Conference on Cyberworlds (CW)
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