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2014 IEEE 3rd Global Conference on Consumer Electronics (GCCE)最新文献

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Overlay networking protocols and device metadata for controlling and managing home networks and appliances 覆盖网络协议和设备元数据,用于控制和管理家庭网络和设备
Pub Date : 2014-10-01 DOI: 10.1109/GCCE.2014.7031348
N. Ishikawa, Naofumi Yoshida, Naoki Ishibashi
Many standardization activities have been done for controlling and managing home networks and appliances during past ten years. Such activities include UPnP/DLNA, ECHONET and Continua Health Alliance and so on. However, there is no compatibility among those standards. To solve those problems, we have developed overlay networking protocols and device metadata technologies as a solution for controlling and managing heterogeneous home networks and appliances in a consolidated manner. Peer-to-peer Universal Computing Consortium (PUCC) was established in 2005, to deploy our overlay networking protocols and device metadata technologies toward de facto standardization. To verify the feasibility and usefulness of PUCC technologies, we have developed the PUCC middleware platforms, and PUCC applications using them. We explain PUCC overlay networking protocols and device metadata technologies. We also explain the PUCC middleware platforms and some PUCC applications using them.
在过去的十年中,为控制和管理家庭网络和家电进行了许多标准化活动。这些活动包括UPnP/DLNA、ECHONET和Continua健康联盟等。然而,这些标准之间没有兼容性。为了解决这些问题,我们开发了覆盖网络协议和设备元数据技术,作为以统一方式控制和管理异构家庭网络和设备的解决方案。点对点通用计算联盟(PUCC)成立于2005年,旨在部署我们的覆盖网络协议和设备元数据技术,实现事实上的标准化。为了验证PUCC技术的可行性和实用性,我们开发了PUCC中间件平台,并使用它们开发了PUCC应用程序。我们解释了PUCC覆盖网络协议和设备元数据技术。我们还解释了PUCC中间件平台和一些使用它们的PUCC应用程序。
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引用次数: 4
A secondary screen architecture to accurately capture viewers' interactions in an iTV environment 二级屏幕架构,准确捕捉观众在独立电视环境中的互动
Pub Date : 2014-10-01 DOI: 10.1109/GCCE.2014.7031328
R. E. V. D. S. Rosa, L. Cordeiro, V. Lucena
Advances in TV technology have enabled viewers to actively interact with the TV through interactive applications instead of just passively watching TV. Typically, a conventional remote control is shared by many viewers and it is difficult to accurately capture the individual interaction data from each viewer. It is also difficult to identify the context in which the interactions occur, e.g., to manage precisely who is present in the environment and what is being watched on TV. In this paper, it is presented a novel architecture that facilitates the capture of viewers' individual interactions and contextual data in shared TV environments. This architecture uses personal devices as secondary screen devices with the aim of identifying viewers and capturing their interactions with interactive TV devices. A work in progress implementation of this architecture is briefly reported as an audio-visual content rating system for interactive TV.
电视技术的进步使观众能够通过交互式应用程序与电视积极互动,而不仅仅是被动地看电视。通常,一个传统的遥控器是由许多查看器共享的,很难准确地从每个查看器捕获单个交互数据。识别交互发生的环境也很困难,例如,精确地管理环境中出现的人以及电视上正在观看的内容。在本文中,提出了一种新的架构,可以方便地捕获共享电视环境中观众的个人交互和上下文数据。这种架构使用个人设备作为辅助屏幕设备,目的是识别观众并捕捉他们与交互式电视设备的交互。本文简要报告了该体系结构正在进行的一项工作,即用于交互式电视的视听内容分级系统。
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引用次数: 0
Vergence eye movements affected by 3D and 2D visual stimuli 三维和二维视觉刺激对眼球运动的影响
Pub Date : 2014-10-01 DOI: 10.1109/GCCE.2014.7031261
A. Iijima, Kosuke Matsuki, R. Imamura, T. Bando
The function of depth perception may be related to the ability to perform vergence eye movements during the viewing of three-dimensional stereoscopic movies.
深度知觉的功能可能与观看三维立体电影时眼球运动的能力有关。
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引用次数: 0
Power distribution protocol among power plants and consumers in power packet networks 电力分组网络中电厂和用户之间的电力分配协议
Pub Date : 2014-10-01 DOI: 10.1109/GCCE.2014.7031147
Hisayoshi Sugiyama
Power distribution protocol among power plants and consumers in power packet networks is proposed. According to this protocol, power packets are transmitted multipoint-to-multipoint simultaneously. Each power plant decides its power transmission destination depending on consumer demands and distances to them. The power transmission procedure is triggered by an occurring of a consumer demand. The power network performance is confirmed by computer simulations.
提出了电力分组网络中电厂与用户之间的配电协议。根据该协议,功率包是多点到多点同时传输的。每个发电厂根据消费者的需求和距离来决定其电力传输目的地。电力传输过程是由消费者需求的发生触发的。通过计算机仿真验证了电网的性能。
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引用次数: 1
Hardware efficient implementation of video capsule endoscopy 视频胶囊内窥镜的硬件高效实现
Pub Date : 2014-10-01 DOI: 10.1109/GCCE.2014.7031332
A. Darji, E. Nijin
In this paper, we propose hardware efficient implementation of lifting based 2-D DWT and Sobel based edge detector for detail diagnosis in Wireless capsule endoscopy (WCE) in real-time. Architecture is developed based on the properties of the endoscopic images and the CMOS sensors. Proposed edge detection scheme works on the compressed DWT coefficients and offers 83.1 % compression ratio (CR). VLSI implementation of the proposed scheme consumes only 17050 standard cells.
在本文中,我们提出了硬件高效实现基于提升的二维DWT和基于Sobel的边缘检测器,用于无线胶囊内窥镜(WCE)的实时细节诊断。该系统的结构是基于内窥镜图像和CMOS传感器的特性而开发的。所提出的边缘检测方案适用于压缩后的DWT系数,压缩比达到83.1%。该方案的VLSI实现仅消耗17050个标准单元。
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引用次数: 2
Towards personalized video summarization using synchronized comments and Probabilistic Latent Semantic Analysis 基于同步评论和概率潜在语义分析的个性化视频摘要
Pub Date : 2014-10-01 DOI: 10.1109/GCCE.2014.7031296
Cheng-Tao Chung, Hsin-Kuan Hsiung, Cheng-Kuang Wei, Lin-Shan Lee
In this paper, we propose a multi-layered Probabilistic Latent Semantic Analysis (PLSA) model for personalized video summarization problem based on time synchronous comments offered by multiple users. Preliminary evaluations performed on an animation series of 624 minutes long with 12212 users show that the proposed model is able to captures the relationships among the preference of each individual user and the various video events, therefore is able to generate personalized summaries of unseen videos for different users.
针对个性化视频摘要问题,提出了一种基于多用户时间同步评论的多层概率潜在语义分析(PLSA)模型。对12212名用户的624分钟动画系列进行的初步评估表明,所提出的模型能够捕获每个单个用户的偏好与各种视频事件之间的关系,因此能够为不同用户生成未见视频的个性化摘要。
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引用次数: 1
Development of a Home Energy System using model based development technology 基于模型开发技术的家庭能源系统开发
Pub Date : 2014-10-01 DOI: 10.1109/GCCE.2014.7031201
H. Arima, Y. Nakamura, F. Kurokawa
Recent years have seen the popularization of model based development (MBD) using models based on block diagrams. In many mechatronics systems, including automobile engine control and the brake control, a closed loop control is used to manage controls based on feedback data from control target objects. In order to develop a closed loop control using model base, a plant model that simulates the behavior of the control target plant is needed. This control model and the plant model are used throughout all the model based development processes. This paper discusses case examples in which these model based development technologies are applied to energy system developments that combine inverters and converters. We constructed a model house called “Smart Cell” as a place to demonstrate the energy system. We will introduce the Yokohama Smart Community [1] the instigators of this demonstration project. This organization aims to establish technologies that can make better use of natural energy.
近年来,使用基于框图的模型的基于模型的开发(MBD)得到了普及。在许多机电一体化系统中,包括汽车发动机控制和制动控制,都采用闭环控制来管理基于控制目标对象反馈数据的控制。为了利用模型库进行闭环控制,需要一个模拟控制目标对象行为的对象模型。该控制模型和工厂模型在所有基于模型的开发过程中使用。本文讨论了将这些基于模型的开发技术应用于结合逆变器和变流器的能源系统开发的案例。我们建造了一个名为“智能细胞”的样板房,作为展示能源系统的地方。我们将介绍本次示范项目的发起者横滨智慧社区[1]。该组织旨在建立能够更好地利用自然能源的技术。
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引用次数: 2
Moving caption authoring system for planetarium movies 天文馆电影的移动字幕创作系统
Pub Date : 2014-10-01 DOI: 10.1109/GCCE.2014.7031346
T. Haraikawa, Maimi Uchino
Planetariums are now projecting not only stars but also all-sky movies. The immersive movies can be new fun for auditory-impaired people if they are properly captioned. The author developed captioning technology for the planetarium movies.
天文馆现在不仅放映星星,还放映星空电影。如果配上合适的字幕,沉浸式电影对听觉受损的人来说可能是新的乐趣。作者为天文馆电影开发了字幕技术。
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引用次数: 0
Patterns - The key to game amusement studies 模式——游戏娱乐研究的关键
Pub Date : 2014-10-01 DOI: 10.1109/GCCE.2014.7031152
K. Jantke, O. Arnold
Studies of digital games bridge the gap from game design and technology to the impact of play, thus, being highly interdisciplinary by nature. The scientific discourse is difficult. Pattern is a key term used with largely varying semantics in mind and, even worse, sometimes without any precise meaning. Patterns are general and somehow abstract phenomena that do not show directly, but occur implicitly by means of their instances. Within knowledge processing in studies of game play and its impact, it is decisive to observe instances and to deduce patterns. By its very nature, this is learning from incomplete information. To avoid speculative guesses, studies of learning necessarily need to be based on precise concepts of what to learn and how to learn. The present paper investigates lucid concepts of patterns and their instances, addresses the crucial problem of learning patterns, and illustrates the deployment of a sound theory in practical studies.
数字游戏研究弥合了从游戏设计和技术到游戏影响的差距,因此本质上是高度跨学科的。科学的论述是困难的。模式是一个使用的关键术语,其语义变化很大,更糟糕的是,有时没有任何精确的含义。模式是一般的和某种程度上抽象的现象,不直接显示,而是通过它们的实例隐含地发生。在研究游戏玩法及其影响的知识处理过程中,观察实例并推断模式至关重要。就其本质而言,这是从不完整的信息中学习。为了避免猜测,学习研究必须建立在学习什么和如何学习的精确概念的基础上。本文探讨了模式及其实例的清晰概念,解决了学习模式的关键问题,并说明了在实际研究中合理的理论部署。
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引用次数: 3
Development of immersive display system of web service in living space 生活空间web服务沉浸式展示系统的开发
Pub Date : 2014-10-01 DOI: 10.1109/GCCE.2014.7031106
Hiroshi Sugimura, Kazuki Utsumi, Masayuki Kaneko, Kazuki Arima, M. Sakamoto, Yuki Imaizumi, Tomoki Watanabe, M. Isshiki
In this paper, we propose a system to superpose information of web services into living space. The system is controlled by natural actions which are gestures and voice in order to simple control apparatus. The system is assembled by three major modules which the sound recognition, the gesture recognition and a projector. We describe the entire process, the implementation and the evaluation of a prototype system, and confirmed an usefulness of proposal system by using a questionnaire.
本文提出了一种将web服务信息叠加到生活空间中的系统。为了简化控制装置,该系统由手势和声音等自然动作来控制。该系统由声音识别、手势识别和投影仪三个主要模块组成。我们描述了一个原型系统的整个过程、实现和评估,并通过问卷调查的方式证实了提案系统的有效性。
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引用次数: 2
期刊
2014 IEEE 3rd Global Conference on Consumer Electronics (GCCE)
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