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2019 International Conference on Cyberworlds (CW)最新文献

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How does Augmented Reality Improve the Play Experience in Current Augmented Reality Enhanced Smartphone Games? 增强现实如何改善当前增强现实智能手机游戏的游戏体验?
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00079
Matthias Wölfel, Melinda C. Braun, Sandra Beuck
This paper investigates the current state of handheld augmented reality (AR) gaming apps available on the App Store (iOS) and the Play Store (Android). To be able to directly compare the differences between games played with and without AR, only games in which the AR mode can be switched on/off were investigated. Because the main scope of this paper is on the evaluation of the experience provided by AR, parts of the game experience questionnaire (GEQ) have been included in the empirical study. It showed that AR has big potential to improve immersion or flow in the game-play. This paper also identifies differences in the implementation of AR features and investigates how and what parameter in the GEQ can be positively influenced.
本文调查了App Store (iOS)和Play Store (Android)上手持增强现实(AR)游戏应用的现状。为了能够直接比较使用AR和不使用AR的游戏之间的差异,我们只研究了可以打开/关闭AR模式的游戏。由于本文的主要研究范围是对AR所提供的体验进行评价,因此在实证研究中纳入了部分游戏体验问卷(GEQ)。这表明,增强现实在提高沉浸感或游戏体验方面具有巨大潜力。本文还确定了AR功能实现的差异,并研究了GEQ中的参数如何以及哪些参数可以受到积极影响。
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引用次数: 3
Electroencephalography Based Motor Imagery Classification Using Unsupervised Feature Selection 基于脑电图的无监督特征选择运动图像分类
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00047
Abdullah Al Shiam, M. Islam, Toshihisa Tanaka, M. I. Molla
The major challenge in Brain Computer Interface (BCI) is to obtain reliable classification accuracy of motor imagery (MI) task. This paper mainly focuses on unsupervised feature selection for electroencephalography (EEG) classification leading to BCI implementation. The multichannel EEG signal is decomposed into a number of subband signals. The features are extracted from each subband by applying spatial filtering technique. The features are combined into a common feature space to represent the effective event MI classification. It may inevitably include some irrelevant features yielding the increase of dimension and mislead the classification system. The unsupervised discriminative feature selection (UDFS) is employed here to select the subset of extracted features. It effectively selects the dominant features to improve classification accuracy of motor imagery task acquired by EEG signals. The classification of MI tasks is performed by support vector machine. The performance of the proposed method is evaluated using publicly available dataset obtained from BCI Competition III (IVA). The experimental results show that the performance of this method is better than that of the recently developed algorithms.
脑机接口(BCI)面临的主要挑战是如何获得可靠的运动意象任务分类精度。本文主要研究脑电分类中的无监督特征选择,从而实现脑机接口。将多路脑电信号分解为若干子带信号。利用空间滤波技术对每个子带进行特征提取。将这些特征组合成一个公共特征空间来表示有效的事件MI分类。它可能不可避免地包含一些不相关的特征,从而增加了维度,误导了分类系统。本文采用无监督判别特征选择(unsupervised discriminative feature selection, UDFS)对提取的特征子集进行选择。该方法有效地选择了优势特征,提高了脑电信号获取的运动图像任务的分类精度。通过支持向量机对人工智能任务进行分类。使用从BCI Competition III (IVA)获得的公开可用数据集对所提出方法的性能进行了评估。实验结果表明,该方法的性能优于最近开发的算法。
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引用次数: 4
An Interactive System for Modeling Fish Shapes 鱼类形状建模的交互式系统
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00076
Masayuki Tamiya, Y. Dobashi
Recently, computer graphics is widely used in movies and games, etc., and modeling three-dimensional virtual objects is important for synthesizing realistic images. Since modeling realistic objects often requires special skills and takes long time, many methods have been developed to help the user generate models such as plants and buildings. However, little attention has been paid to the modeling of fish shapes because of the complexity of their shapes. We propose an interactive system for modeling a realistic fish shape from a single image. We also introduce a method called Direct Manipulation Blendshapes for improving the usability of our system.
近年来,计算机图形学在电影、游戏等领域得到了广泛的应用,三维虚拟物体的建模是合成逼真图像的重要手段。由于建模现实对象往往需要特殊的技能,需要很长时间,许多方法已经开发出来,以帮助用户生成模型,如植物和建筑物。然而,由于鱼类形状的复杂性,对其形状建模的关注很少。我们提出了一个交互式系统,用于从单个图像建模逼真的鱼形状。我们还引入了一种称为直接操纵混合形状的方法,以提高系统的可用性。
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引用次数: 0
Person Identification from Visual Aesthetics Using Gene Expression Programming 基于基因表达编程的视觉美学人物识别
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00053
Brandon Sieu, M. Gavrilova
The last decade has witnessed an increase in online human interactions, covering all aspects of personal and professional activities. Identification of people based on their behavior rather than physical traits is a growing industry, spanning diverse spheres such as online education, e-commerce and cyber security. One prominent behavior is the expression of opinions, commonly as a reaction to images posted online. Visual aesthetic is a soft, behavioral biometric that refers to a person's sense of fondness to a certain image. Identifying individuals using their visual aesthetics as discriminatory features is an emerging domain of research. This paper introduces a new method for aesthetic feature dimensionality reduction using gene expression programming. The advantage of this method is that the resulting system is capable of using a tree-based genetic approach for feature recombination. Reducing feature dimensionality improves classifier accuracy, reduces computation runtime, and minimizes required storage. The results obtained on a dataset of 200 Flickr users evaluating 40000 images demonstrates a 94% accuracy of identity recognition based solely on users' aesthetic preferences. This outperforms the best-known method by 13.5%.
过去十年见证了在线人际互动的增加,涵盖了个人和职业活动的各个方面。根据人们的行为而不是身体特征来识别他们是一个正在发展的行业,涉及在线教育、电子商务和网络安全等多个领域。一个突出的行为是表达意见,通常是对网上发布的图片的反应。视觉审美是一种软的、行为的生物特征,指的是一个人对某种图像的喜爱感。利用个人的视觉美学作为歧视性特征来识别他们是一个新兴的研究领域。介绍了一种利用基因表达式编程进行美学特征降维的新方法。该方法的优点是所得到的系统能够使用基于树的遗传方法进行特征重组。降低特征维度可以提高分类器的准确性,减少计算运行时间,并最大限度地减少所需的存储。在200个Flickr用户评估40000张图片的数据集上获得的结果表明,仅仅基于用户的审美偏好,身份识别的准确率为94%。这种方法比最著名的方法高出13.5%。
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引用次数: 2
Automatic Image Enhancement Taking into Account User Preference 考虑用户偏好的自动图像增强
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00070
Yuri Murata, Y. Dobashi
In these days, we can take many pictures everyday and everywhere with mobile devices such as smartphones. After taking a picture, we often modify it by using some image enhancement tools so that the appearance of the picture becomes favorable to his/her own preference. However, since there are many parameters in the enhancement functions, it is not an easy task to find an appropriate parameter set to obtain the desired result. Some tools have a function that automatically determine the parameters but they do not take into account the user's preference. In this paper, we present a system to address this problem. Our system first estimates the user's preference by using RankNet. Next, the image enhancement parameters are optimized to maximize the estimated preference. We show some experimental results to demonstrate the usefulness of our system.
如今,我们每天随地都可以用智能手机等移动设备拍很多照片。在拍完一张照片后,我们经常会用一些图像增强工具对其进行修改,使照片的外观变得符合他/她自己的喜好。然而,由于增强函数中有很多参数,要找到一个合适的参数集来获得期望的结果并不是一件容易的事情。有些工具具有自动确定参数的功能,但它们不考虑用户的偏好。在本文中,我们提出了一个系统来解决这个问题。我们的系统首先通过使用RankNet来估计用户的偏好。接下来,优化图像增强参数以最大化估计偏好。我们给出了一些实验结果来证明我们系统的有效性。
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引用次数: 3
Stylized Line Drawing of 3D Models using CNN 使用CNN的3D模型的风格化线条绘制
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00015
Mitsuhiro Uchida, S. Saito
Techniques to render 3D models like hand-drawings are often required. In this paper, we propose an approach that generates line-drawing with various styles by machine learning. We train two Convolutional neural networks (CNNs), of which one is a line extractor from the depth and normal images of a 3D object, and the other is a line thickness applicator. The following process to CNNs interprets the thickness of the lines as intensity to control properties of a line style. Using the obtained intensities, non-uniform line styled drawings are generated. The results show the efficiency of combining the machine learning method and the interpreter.
通常需要像手绘这样的3D模型渲染技术。在本文中,我们提出了一种通过机器学习生成各种风格线条的方法。我们训练了两个卷积神经网络(cnn),其中一个是从3D物体的深度和法线图像中提取线条,另一个是线条厚度涂抹器。下面的过程cnn将线条的厚度解释为强度,以控制线条样式的属性。利用获得的强度,生成非均匀线条样式的绘图。结果表明了机器学习方法与解释器相结合的有效性。
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引用次数: 1
Human Movements Classification Using Multi-channel Surface EMG Signals and Deep Learning Technique 基于多通道表面肌电信号和深度学习技术的人体运动分类
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00051
Jianhua Zhang, C. Ling, Sunan Li
Electromyography (EMG) signals can be used for human movements classification. Nonetheless, due to their nonlinear and time-varying properties, it is difficult to classify the EMG signals and it is critical to use appropriate algorithms for EMG feature extraction and pattern classification. In literature various machine learning (ML) methods have been applied to the EMG signal classification problem in question. In this paper, we extracted four time-domain features of the EMG signals and use a generative graphical model, Deep Belief Network (DBN), to classify the EMG signals. A DBN is a fast, greedy deep learning algorithm that can rapidly find a set of optimal weights of a deep network with many hidden layers. To evaluate the DBN model, we acquired EMG signals, extracted their time-domain features, and then utilized the DBN model to classify human movements. The real data analysis results are presented to show the effectiveness of the proposed deep learning technique for both binary and 4-class recognition of human movements using the measured 8-channel EMG signals. The proposed DBN model may find applications in design of EMG-based user interfaces.
肌电图(EMG)信号可用于人体运动分类。然而,由于肌电信号的非线性和时变特性,很难对其进行分类,因此采用合适的算法进行肌电特征提取和模式分类至关重要。在文献中,各种机器学习(ML)方法已经应用于肌电信号分类问题。在本文中,我们提取了肌电信号的四个时域特征,并使用生成图形模型深度信念网络(DBN)对肌电信号进行分类。DBN是一种快速、贪婪的深度学习算法,可以快速找到具有许多隐藏层的深度网络的一组最优权重。为了评估DBN模型,我们获取肌电信号,提取其时域特征,然后利用DBN模型对人体运动进行分类。真实的数据分析结果表明,所提出的深度学习技术在使用测量的8通道肌电信号对人体运动进行二值和四类识别方面是有效的。提出的DBN模型可以应用于基于肌电图的用户界面设计。
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引用次数: 9
Detection of Humanoid Robot Design Preferences Using EEG and Eye Tracker 基于脑电图和眼动仪的仿人机器人设计偏好检测
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00044
Yisi Liu, Fan Li, L. Tang, Zirui Lan, Jian Cui, O. Sourina, Chun-Hsien Chen
Currently, many modern humanoid robots have little appeal due to their simple designs and bland appearances. To provide recommendations for designers and improve the designs of humanoid robots, a study of human's perception on humanoid robot designs is conducted using Electroencephalogram (EEG), eye tracking information and questionnaires. We proposed and carried out an experiment with 20 subjects to collect the EEG and eye tracking data to study their reaction to different robot designs and the corresponding preference towards these designs. This study can possibly give us some insights on how people react to the aesthetic designs of different humanoid robot models and the important traits in a humanoid robot design, such as the perceived smartness and friendliness of the robots. Another point of interest is to investigate the most prominent feature of the robot, such as the head, facial features and the chest. The result shows that the head and facial features are the focus. It is also discovered that more attention is paid to the robots that appear to be more appealing. Lastly, it is affirmed that the first impressions of the robots generally do not change over time, which may imply that a good humanoid robot design impress the observers at first sight.
目前,许多现代类人机器人由于设计简单、外观平淡,缺乏吸引力。为了给设计人员提供建议和改进仿人机器人的设计,采用脑电图(EEG)、眼动追踪信息和问卷调查的方法研究了人对仿人机器人设计的感知。我们提出并开展了20名被试的实验,收集了他们的脑电图和眼动追踪数据,研究了他们对不同机器人设计的反应以及对这些设计的偏好。这项研究可能会让我们了解人们对不同人形机器人模型的美学设计的反应,以及人形机器人设计的重要特征,如机器人的感知智能和友好性。另一个有趣的点是研究机器人最突出的特征,如头部、面部特征和胸部。结果表明,头部和面部特征是研究的重点。研究还发现,看起来更有吸引力的机器人会得到更多的关注。最后,可以肯定的是,机器人的第一印象通常不会随着时间的推移而改变,这可能意味着一个好的人形机器人设计给观察者留下了第一眼印象。
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引用次数: 10
Music in the Air with Leap Motion Controller 音乐在空中与跳跃运动控制器
Pub Date : 2019-10-01 DOI: 10.1109/cw.2019.00018
A. Sourin
Not many people know about the first electronic musical instrument-the theremin-and can play it. The idea of this instrument is very groundbreaking: it is played without physical contact with it and in the same way as we sing but by using hands in place of our vocal cords. In this paper we consider how to implement the theremin with a computer using very different physical principles of optical hand tracking and by adding advantages of visual interfaces. The goal of this research is to eventually fulfill the dream of the inventor to make the theremin a musical instrument for everyone and to prove that everyone can play music.
没有多少人知道第一种电子乐器——特雷门,也没有多少人会演奏它。这个乐器的想法是非常开创性的:它是在没有身体接触的情况下演奏的,就像我们唱歌一样,但用手代替声带。在本文中,我们考虑如何利用光学手部跟踪的不同物理原理,并通过添加视觉界面的优势,在计算机上实现theremin。这项研究的目标是最终实现发明者的梦想,让特雷门成为每个人的乐器,并证明每个人都能演奏音乐。
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引用次数: 1
Vehicle Rear-Lamp Detection at Nighttime via Probabilistic Bitwise Genetic Algorithm 基于概率位遗传算法的夜间车辆尾灯检测
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00027
Takumi Nakane, Tatsuya Takeshita, Shogo Tokai, Chao Zhang
Rear-lamp detection of a vehicle at nighttime is an important technique for advanced driver-assistance systems. We present a detection method by employing a variant of genetic algorithm, which utilizes bitwise genetic operation instead of classic crossover and mutation. That is, the detection task is cast to a localization problem under an evolutionary optimization framework. Specifically, geometric parameters of a rectangle pair form a model to represent the detected rear-lamp pair. The fitness function for evaluating each candidate solution is combinatorial, which consists of multiple fitness functions designed under handcrafted rules from the observation. In addition, the solution space is narrowed down by extracting the red-light sources, which yields in more efficient solution exploration. Experiment with a publicly available dataset which involves images captured in various traffic situations shows the effectiveness of our method qualitatively and quantitatively.
车辆夜间尾灯检测是先进驾驶辅助系统的一项重要技术。本文提出了一种基于遗传算法的检测方法,该方法采用按位遗传操作代替传统的交叉和变异。即在进化优化框架下,将检测任务转化为定位问题。具体来说,矩形对的几何参数形成一个模型来表示检测到的尾灯对。评估每个候选解的适应度函数是组合的,它由多个根据观测结果手工设计的适应度函数组成。此外,通过提取红色光源缩小了解空间,从而提高了解的探索效率。使用公开可用的数据集进行实验,该数据集涉及在各种交通情况下捕获的图像,从定性和定量上显示了我们的方法的有效性。
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引用次数: 2
期刊
2019 International Conference on Cyberworlds (CW)
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