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2019 International Conference on Cyberworlds (CW)最新文献

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Tsunami Evacuation Simulation System for Disaster Prevention Plan 防灾预案海啸疏散模拟系统
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00067
Yasuo Kawai, Yurie Kaizu
Hazard maps are currently developed using computationally expensive techniques and must be revised after a major disaster. Therefore, we developed a low-cost tsunami evacuation simulation system using a game engine and open data. A simulation evaluation was conducted using the target area of Kamakura City, Japan. We also developed an agent that performs evacuation actions and autonomously searches for evacuation destinations and evacuation behaviors at specified speeds in order to clarify current issues with the location of evacuation sites. The agent prepared three walking speeds, three disaster conditions, and two evacuation behaviors and could freely change the number and ratio of agents. The simulation results revealed locations with high concentrations of tsunami victims, even in inland areas.
灾害地图目前是使用昂贵的计算技术绘制的,在发生重大灾害后必须进行修订。因此,我们利用游戏引擎和开放数据开发了一个低成本的海啸疏散模拟系统。以日本镰仓市为目标区域进行了模拟评价。我们还开发了一个代理,它可以执行疏散动作,并以指定的速度自主搜索疏散目的地和疏散行为,以澄清当前疏散地点位置的问题。agent准备了三种行走速度、三种灾害条件和两种疏散行为,并且可以自由改变agent的数量和比例。模拟结果显示了海啸受害者高度集中的地点,甚至在内陆地区。
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引用次数: 1
Colorblind-Shareable Videos Colorblind-Shareable视频
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00065
Xinghong Hu, Xueting Liu, Xiangyu Mao, T. Wong
The two distinctive visual experiences of binocular display, with and without stereoscopic glasses, have been recently utilized for visual sharing between the colorblind and the normal-vision audiences. However, all existing methods only work for still images, and lack of temporal consistency for video application. In this paper, we propose the first synthesis method for colorblind-sharable videos that possess the temporal consistency for both visual experiences of colorblind and normal-vision, and retains all other crucial characteristics for visual sharing with colorblind. We formulate this challenging multi-constraint problem as a global optimization and minimize an objective function consisting of temporal term, color preservation term, color distinguishability term, and binocular fusibility term. Qualitative and quantitative experiments are conducted to evaluate the effectiveness of the proposed method comparing to existing methods.
双目显示的两种不同的视觉体验,带立体眼镜和不带立体眼镜,最近被用于色盲和正常视力的观众之间的视觉共享。然而,现有的方法都只适用于静态图像,缺乏视频应用的时间一致性。在本文中,我们提出了第一种色盲共享视频的合成方法,该方法具有色盲和正常视觉视觉体验的时间一致性,并保留了与色盲视觉共享的所有其他关键特征。我们将这一具有挑战性的多约束问题表述为一个全局优化和最小化目标函数,该目标函数由时间项、颜色保持项、颜色可分辨性项和双眼融合性项组成。进行了定性和定量实验,与现有方法进行了比较,评价了该方法的有效性。
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引用次数: 1
Visual Saliency Prediction in Dynamic Virtual Reality Environments Experienced with Head-Mounted Displays: An Exploratory Study 头戴式显示器在动态虚拟现实环境中的视觉显著性预测:一项探索性研究
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00019
Dilara Albayrak, Mehmet Bahadir Askin, T. Çapin, U. Celikcan
This work explores a set of well-studied visual saliency features through seven saliency prediction methods with the aim of assessing how applicable they are for estimating visual saliency in dynamic virtual reality (VR) environments that are experienced with head-mounted displays. An in-depth analysis of how the saliency methods that make use of depth cues compare to ones that are based on purely image-based (2D) features is presented. To this end, a user study was conducted to collect gaze data from participants as they were shown the same set of three dynamic scenes in 2D desktop viewing and 3D VR viewing using a head-mounted display. The scenes convey varying visual experiences in terms of contents and range of depth-of-field so that an extensive analysis encompassing a comprehensive array of viewing behaviors could be provided. The results indicate that 2D features matter as much as depth for both viewing conditions, yet depth cue is slightly more important for 3D VR viewing. Furthermore, including depth as an additional cue to the 2D saliency methods improves prediction for both viewing conditions, and the benefit margin is greater in 3D VR viewing.
本研究通过七种显著性预测方法探索了一组经过充分研究的视觉显著性特征,目的是评估它们在头戴式显示器体验的动态虚拟现实(VR)环境中评估视觉显著性的适用性。深入分析了利用深度线索的显着性方法与纯粹基于图像(2D)特征的显着性方法的比较。为此,进行了一项用户研究,收集参与者的注视数据,因为他们使用头戴式显示器在2D桌面观看和3D VR观看中展示了相同的三组动态场景。这些场景在内容和景深范围方面传达了不同的视觉体验,因此可以提供包含全面观看行为的广泛分析。结果表明,在两种观看条件下,2D特征与深度同样重要,但深度线索在3D VR观看中略显重要。此外,将深度作为2D显着性方法的额外提示,可以改善对两种观看条件的预测,并且在3D VR观看中收益更大。
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引用次数: 2
Modeling Distributed Stream Processing Systems Under Heavy Workload 大负载下分布式流处理系统建模
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00024
Muhammad Mudassar Qureshi, Hanhua Chen, Hai Jin
Big data applications play a significant role in diverse fields. Distributed Stream Processing Engines (DSPEs) are widely used to support real time applications efficiently. Partitioning algorithms are used to partition data streams into multiple nodes to process in parallel to gain efficient performance. Aggregation cost is an important factor when process stateful streaming applications using such partitioning algorithms because it plays an important role on performance when final result is being produced in stateful streaming applications. However, impact of aggregation cost in stream processing is not discussed comprehensively in existing literature. We use performance modeling to identify the importance of aggregation cost when workload is high. We implement performance model on a multi-node cluster to predict the same behavior as on single resource performance model. We demonstrate that stateful streaming applications need more resources as compare to stateless applications when workload is high and both stateful and stateless applications are running in the same DSPE. Experiments results show that a stateful streaming application needs more resources compared to a stateless streaming application when both applications are running on the same DSPE when the workload is high. Further experiment results show that the performance modeling may be helpful to predict maximum workload that can be process on a DSPE and increase in parallelism level is not guaranteed to increase the performance of streaming applications.
大数据应用在各个领域发挥着重要作用。分布式流处理引擎(Distributed Stream Processing engine, dspe)被广泛用于高效地支持实时应用。采用分区算法将数据流划分到多个节点进行并行处理,以获得高效的性能。在使用这种分区算法处理有状态流应用程序时,聚合成本是一个重要因素,因为在有状态流应用程序中产生最终结果时,聚合成本对性能起着重要作用。然而,现有文献并未对聚合成本对流处理的影响进行全面的讨论。我们使用性能建模来确定工作负载高时聚合成本的重要性。我们在多节点集群上实现性能模型,以预测与单资源性能模型相同的行为。我们演示了当工作负载高且有状态和无状态应用程序都在同一个DSPE中运行时,有状态流应用程序比无状态流应用程序需要更多的资源。实验结果表明,当负载较高时,有状态流应用程序比无状态流应用程序需要更多的资源。进一步的实验结果表明,性能建模可能有助于预测在DSPE上可以处理的最大工作负载,而并行性级别的提高并不能保证提高流应用程序的性能。
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引用次数: 0
Multi-instance Cancelable Biometric System using Convolutional Neural Network 基于卷积神经网络的多实例可取消生物识别系统
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00054
Tanuja Sudhakar, M. Gavrilova
Cancelable or Revocable biometrics is a recent trend to safeguard a biometric system from a variety of attacks. In this paper, we propose a cancelable system in which iris features are extracted through deep learning and then converted into a cancelable biometric template through random projection method. We then adopt another machine learning algorithm - Support Vector Machine for optimal biometric authentication after performing comparitive analysis over 3 alternative classifiers. The proposed system provides better template security and improves identification accuracy. As per our knowledge, this combination of deep learning and random projection technique has been employed for the first time. The paper presents an extensive validation of the proposed methodology on two multi-instance iris databases.
可取消或可撤销的生物识别技术是保护生物识别系统免受各种攻击的最新趋势。在本文中,我们提出了一种可取消系统,该系统通过深度学习提取虹膜特征,然后通过随机投影方法将虹膜特征转换为可取消的生物特征模板。然后,我们采用另一种机器学习算法-支持向量机进行最优生物识别认证,并对3种可选分类器进行比较分析。该系统提供了更好的模板安全性,提高了模板识别的准确性。据我们所知,这种深度学习和随机投影技术的结合是首次使用。本文在两个多实例虹膜数据库上对所提出的方法进行了广泛的验证。
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引用次数: 4
Realizing Pseudo Color Bleeding with a Deep Composite Image 利用深度合成图像实现伪彩色出血
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00072
Masaru Ohkawara, I. Fujishiro
Compositing two or more digital images without causing viewer discomfort is a difficult task. In this study, we focus on the emerging technology named "Deep Compositing," to consider a method for realizing consistent global illumination effects, such as color bleeding, soft shadows, and caustics within such a framework. In this poster paper, we regard the first onset of each deep pixel sample point as a virtual point light and attempt to realize pseudo color bleeding.
合成两个或更多的数字图像而不引起观众的不适是一项艰巨的任务。在这项研究中,我们将重点放在名为“深度合成”的新兴技术上,考虑在这样的框架内实现一致的全局照明效果,如颜色出血、柔和阴影和焦散。在这篇海报论文中,我们将每个深度像素样本点的第一个起始点作为虚拟点光,并尝试实现伪颜色出血。
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引用次数: 0
Flexible Indoor Scene Synthesis via a Multi-object Particle Swarm Intelligence Optimization Algorithm and User Intentions 基于多目标粒子群智能优化算法和用户意图的柔性室内场景合成
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00014
Yue-Shuang Li, Xingce Wang, Zhongke Wu, Shaolong Liu, Mingquan Zhou
Flexible indoor scene synthesis is a popular topic in computer graphics and virtual reality research due to its wide-ranging applications in home design, games and automated robotics training. We propose a novel approach to automatic and flexible indoor scene synthesis using an energy-based method. We regard indoor scene synthesis as a multiple-object optimization problem with furniture location and orientation according to the user's intention, as a constraint on the energy of the optimization problem. Based on the relationship of objects, the embedded aesthetic criterion, the design criterion for proper placement and human movement in a scene, we design five energy functions, the overlap constraint, pairwise constraint, wall constraint, aisle constraint, angle constraint and penalty item, are proposed. We use a multi-object particle swarm intelligence optimization method with a Markov chain Monte Carlo algorithm to solve this optimization problem and obtain a Pareto-optimal solution. 3D gestures are used as the medium of interaction between the user and the system. Our method significantly enhances the existing weighted energy optimization method by allowing a joint optimization of various energy functions. The experiments confirm that all the energy functions can converge at the same time and that the proposed method obtains results superior to those of the weighted methods. The proposed method is general which can be used to obtain layouts for various kind of rooms with different furniture.
柔性室内场景合成在家居设计、游戏和自动化机器人训练等领域有着广泛的应用,是计算机图形学和虚拟现实研究的热门课题。本文提出了一种基于能量的室内场景自动灵活合成方法。我们将室内场景合成视为一个多目标优化问题,其中家具的位置和方向根据用户的意图,作为优化问题能量的约束。基于物体之间的关系、嵌入的审美准则、适当放置的设计准则和人在场景中的运动,我们设计了五个能量函数,即重叠约束、成对约束、墙壁约束、通道约束、角度约束和惩罚项。利用多目标粒子群智能优化方法和马尔可夫链蒙特卡罗算法求解该优化问题,得到pareto最优解。3D手势被用作用户和系统之间交互的媒介。我们的方法通过允许各种能量函数的联合优化,大大改进了现有的加权能量优化方法。实验结果表明,所有能量函数都能同时收敛,该方法的结果优于加权方法。所提出的方法具有通用性,可用于各种类型的房间布置和不同家具的布置。
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引用次数: 1
A Tangible Interface using 3D Printed Figures for Searching for Combat Motions of Two Characters 使用3D打印图形搜索两个角色的战斗动作的有形界面
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00023
Kouhei Hino, Masaki Oshita
In this paper, we propose a tangible interface using three-dimensional (3D) printed figures to search for the combat motion of two characters, which consist of an attacking motion of one character and the associated defending or avoiding motion of the other character. A key idea is that such combat motion can be identified by the key poses of two characters and spatial relationship between them at the moment of the impact of the attack. Another key idea is that the poses and their spatial relationship can be specified for searching for combat motions by arranging 3D figures of the key poses on a stage. A user of our system can easily search for the combat motion of two characters from a motion database by choosing and arranging the 3D figures. We developed a method for searching for the desired pair of motion from the motion database based on user input. We implemented a prototype to evaluate our approach and conducted a user study to show the effectiveness of our interface by comparing it with a conventional graphical user interface for specifying the same information.
在本文中,我们提出了一个使用三维(3D)打印图形的有形界面来搜索两个角色的战斗动作,其中包括一个角色的攻击动作和另一个角色的相关防御或躲避动作。一个关键的想法是,这种战斗动作可以通过两个角色的关键姿势和他们之间的空间关系来识别。另一个关键理念是,可以通过在舞台上安排关键姿势的3D图形来指定姿势及其空间关系,以便搜索战斗动作。本系统的用户可以通过选择和排列三维图形,方便地从动作数据库中搜索到两个角色的战斗动作。我们开发了一种基于用户输入从运动数据库中搜索所需运动对的方法。我们实现了一个原型来评估我们的方法,并进行了用户研究,通过将我们的界面与指定相同信息的传统图形用户界面进行比较,来显示我们界面的有效性。
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引用次数: 0
Chronic Stress Level Estimation Focused on Motion Pattern Changes Acquired from Seat Pressure Distribution 慢性应力水平估计侧重于从座椅压力分布获得的运动模式变化
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00030
M. Kuroha, Yuki Ban, R. Fukui, S. Warisawa
In modern society, chronic stress in the workplace is a serious problem because it causes numerous diseases. To prevent chronic stress, it is necessary to continuously measurement this type of stress in the workplace. Thus, it is necessary to realize a chronic stress estimation method with small load to users. Therefore, we proposed a method to estimate chronic stress level by measuring changes of body motion patterns during desk work caused by chronic stress. For the acquisition of body motion patterns we called "Motion Pattern", a cushion-type sensor device with six pressure sensors was developed, and the changes of seat pressure distribution during desk work were measured. "Motion Pattern" was the time-series pattern of four"Motion Labels" including "Impact Label" which represented the motion that impacts the seat. We tried to estimate chronic stress level by learning the relationship between this "Motion Pattern" and the score of stress evaluation questionnaire. As a result, it was found that there was a significant difference in the interval time of "Impact Label" occurrence in all six participants. In addition, we achieved to estimate the existence and non-existence of chronic stress with an average accuracy of 87.0% using a classifier learned for each individual and achieved to estimate chronic stress level with a maximum accuracy of 70.0%for one participant. It suggests that our proposed method has potential for chronic stress monitoring in the workplace.
在现代社会,工作场所的慢性压力是一个严重的问题,因为它会导致许多疾病。为了防止慢性压力,有必要在工作场所持续测量这种压力。因此,有必要实现一种对用户负荷较小的慢性应力估计方法。因此,我们提出了一种方法,通过测量慢性压力引起的办公桌工作时身体运动模式的变化来估计慢性压力水平。为了获取我们称之为“运动模式”(motion Pattern)的人体运动模式,我们开发了一种带有6个压力传感器的坐垫式传感器装置,测量了坐位工作时座椅压力分布的变化。“运动模式”是四个“运动标签”的时间序列模式,包括代表撞击座椅的运动的“冲击标签”。我们试图通过了解这种“运动模式”与压力评估问卷得分之间的关系来估计慢性压力水平。结果发现,六名被试在“影响标签”发生的间隔时间上均有显著差异。此外,我们使用针对每个个体学习的分类器实现了估计慢性压力存在和不存在的平均准确率为87.0%,并且实现了估计单个参与者慢性压力水平的最高准确率为70.0%。这表明我们提出的方法有潜力用于工作场所的慢性压力监测。
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引用次数: 2
A Study of Analyzing Shape Similarities Between the Arm Model of Mongolian Buddha Statues for Archaeological Applications 蒙古族佛像臂型形态相似性分析及其考古应用研究
Pub Date : 2019-10-01 DOI: 10.1109/CW.2019.00074
Amartuvshin Renchin-Ochir, Enkhbayar Altantsetseg, K. Konno
Analyzing body shape similarities between Tara statues of Zanabazar is worthwhile since researchers have assumed that the bodies of several statues were molded from the same template. This paper provides a novel and easy methodology for analyzing shape similarities between point clouds from two different Tara statue arm models, for the archaeological application. The methodology has two main steps. In the first step, individual body parts were reconstructed without decorations on it, using the previously proposed methods. The second step, the main contribution of this paper, is to evaluate shape similarities between point clouds of the two different arm models. The proposed methodology was tested on arm parts of Mongolian Buddha statues, and similarities between different, undecorated arm models were examined, using the proposed method and established point-to-point error metric, which showed that the proposed methodology was reliable and effective, in this application.
分析扎那巴扎尔度母雕像之间的身体形状相似性是有价值的,因为研究人员假设几个雕像的身体是用同一个模板塑造的。本文提供了一种新颖而简单的方法来分析两种不同的塔拉雕像手臂模型的点云之间的形状相似性,用于考古应用。该方法有两个主要步骤。第一步,使用先前提出的方法,在没有装饰的情况下重建单个身体部位。第二步是评估两种不同臂模型点云的形状相似性,这是本文的主要贡献。在蒙古佛像的手臂部分进行了测试,并使用所提出的方法和建立的点对点误差度量来检查不同的未装饰手臂模型之间的相似性,表明所提出的方法在该应用中是可靠和有效的。
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引用次数: 1
期刊
2019 International Conference on Cyberworlds (CW)
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