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Counterterrorism for Cyber-Physical Spaces: A Computer Vision Approach 网络物理空间的反恐:计算机视觉方法
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399826
Giuseppe Cascavilla, Johann Slabber, Fabio Palomba, D. D. Nucci, D. Tamburri, W. Heuvel
Simulating terrorist scenarios in cyber-physical spaces---that is, urban open or (semi-) closed spaces combined with cyber-physical systems counterparts---is challenging given the context and variables therein. This paper addresses the aforementioned issue with ALTer a framework featuring computer vision and Generative Adversarial Neural Networks (GANs) over terrorist scenarios. We obtained the data for the terrorist scenarios by creating a synthetic dataset, exploiting the Grand Theft Auto V (GTAV) videogame, and the Unreal Game Engine behind it, in combination with OpenStreetMap data. The results of the proposed approach show its feasibility to predict criminal activities in cyber-physical spaces. Moreover, the usage of our synthetic scenarios elicited from GTAV is promising in building datasets for cybersecurity and Cyber-Threat Intelligence (CTI) featuring simulated video gaming platforms. We learned that local authorities can simulate terrorist scenarios for their cities based on previous or related reference and this helps them in 3 ways: (1) better determine the necessary security measures; (2) better use the expertise of the authorities; (3) refine preparedness scenarios and drills for sensitive areas.
在网络物理空间(即与网络物理系统相结合的城市开放或(半)封闭空间)中模拟恐怖主义情景具有挑战性,因为其中存在环境和变量。本文使用ALTer解决了上述问题,ALTer是一个基于计算机视觉和生成对抗神经网络(gan)的恐怖场景框架。我们通过创建一个合成数据集,利用侠盗猎车手V (GTAV)视频游戏及其背后的虚幻游戏引擎,结合OpenStreetMap数据,获得了恐怖主义场景的数据。结果表明,该方法预测网络物理空间犯罪活动的可行性。此外,我们从《侠盗猎车手v》中提取的合成场景在构建网络安全和网络威胁情报(CTI)的数据集方面很有前景,这些数据集以模拟视频游戏平台为特征。我们了解到,地方当局可以根据以前或相关的参考资料为他们的城市模拟恐怖主义情景,这在三个方面有助于他们:(1)更好地确定必要的安全措施;(2)更好地利用当局的专业知识;(3)细化敏感地区的备灾预案和演练。
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引用次数: 2
A Web App for Teaching Piano to Students with Autism 一个向自闭症学生教授钢琴的网络应用程序
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399946
Amaury Trujillo, Maria Claudia Buzzi, M. Buzzi, C. Senette
This work aims to promote musical learning in order to ease the inclusion of students with autism in the classroom and during musical performances. To this end, a web application was developed using a user-centered design approach involving professionals experienced in training people with autism, to help end users learn the basic concepts of music. The app allows teachers or caregivers to set up a customized learning environment according to each student's needs, so that these students can play songs in collaboration with classmates. Preliminary results suggest a key role for technology in facilitating music teaching and in supporting the learning process for students with autism.
这项工作旨在促进音乐学习,使自闭症学生更容易融入课堂和音乐表演。为此,我们开发了一个网络应用程序,采用以用户为中心的设计方法,让在培训自闭症患者方面经验丰富的专业人士参与其中,帮助最终用户学习音乐的基本概念。该应用程序允许教师或看护人员根据每个学生的需求设置定制的学习环境,以便这些学生可以与同学合作播放歌曲。初步结果表明,技术在促进音乐教学和支持自闭症学生的学习过程中发挥了关键作用。
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引用次数: 1
PowerShare 2.0: A Gamified P2P Energy Trading Platform PowerShare 2.0:游戏化的P2P能源交易平台
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399948
S. Scuri, N. Nunes
Peer-to-Peer (P2P) energy trading has emerged as the next-generation energy management mechanism that enables energy consumers and prosumers -- i.e., households that function as both energy producers and consumers - to exchange energy directly with each other. The full development of such a decentralized energy market poses several challenges to the HCI community, especially when it comes to motivating energy users to cooperate with utilities to provide ancillary services that would improve the distribution system as a whole. How to foster this complex cooperation mechanism and ensure participation is still an open research question. Drawing on results from a previous study, we have identified a set of relevant theories and design concepts - namely, Collective Efficacy, Norm Activation Model, and Gamification - that could help answer that question. In this article, we present PowerShare 2.0, a gamified P2P energy trading platform designed based on such concepts and report the initial feedback collected during a preliminary study with both consumers and prosumers.
点对点(P2P)能源交易已经成为下一代能源管理机制,它使能源消费者和生产消费者(即同时作为能源生产者和消费者的家庭)能够直接相互交换能源。这样一个分散的能源市场的充分发展对HCI社区提出了若干挑战,特别是在激励能源用户与公用事业公司合作以提供辅助服务以改善整个分配系统方面。如何培育这一复杂的合作机制并确保参与,仍是一个有待研究的问题。根据先前研究的结果,我们已经确定了一套相关的理论和设计概念——即集体效能、规范激活模型和游戏化——可以帮助回答这个问题。在本文中,我们介绍了基于这些概念设计的游戏化P2P能源交易平台PowerShare 2.0,并报告了在消费者和生产消费者的初步研究中收集的初步反馈。
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引用次数: 2
Drawing Graphs on the Sphere 在球体上绘制图形
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399915
Scott Perry, Mason Sun Yin, Kathryn Gray, S. Kobourov
Graphs are most often visualized in the two dimensional Euclidean plane, but spherical space offers several advantages when visualizing graphs. First, some graphs such as skeletons of three dimensional polytopes (tetrahedron, cube, icosahedron) have spherical realizations that capture their 3D structure, which cannot be visualized as well in the Euclidean plane. Second, the sphere makes possible a natural "focus + context visualization with more detail in the center of the view and less details away from the center. Finally, whereas layouts in the Euclidean plane implicitly define notions of "central and "peripheral nodes, this issue is reduced on the sphere, where the layout can be centered at any node of interest. We first consider a projection-reprojection method that relies on transformations often seen in cartography and describe the implementation of this method in the GMap visualization system. This approach allows many different types of 2D graph visualizations, such as node-link diagrams, LineSets, BubbleSets and MapSets, to be converted into spherical web browser visualizations. Next we consider an approach based on spherical multidimensional scaling, which performs graph layout directly on the sphere. This approach supports node-link diagrams and GMap-style visualizations, rendered in the web browser using WebGL.
图形通常在二维欧几里得平面上可视化,但球面空间在可视化图形时提供了几个优势。首先,一些图形,如三维多面体(四面体、立方体、二十面体)的骨架,具有球形实现,可以捕获它们的三维结构,这在欧几里得平面上也无法可视化。其次,球体使自然的“焦点+上下文可视化”成为可能,在视图的中心有更多的细节,远离中心的细节更少。最后,尽管欧几里得平面上的布局隐式地定义了“中心”和“外围”节点的概念,但这个问题在球面上得到了简化,在球面上,布局可以以任何感兴趣的节点为中心。我们首先考虑了一种投影-重投影方法,这种方法依赖于制图中经常看到的转换,并描述了该方法在GMap可视化系统中的实现。这种方法允许许多不同类型的2D图形可视化,如节点链接图、LineSets、BubbleSets和mapset,转换成球形的web浏览器可视化。接下来,我们考虑了一种基于球面多维缩放的方法,该方法直接在球体上执行图形布局。这种方法支持节点链接图和gmap风格的可视化,使用WebGL在web浏览器中呈现。
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引用次数: 5
Using Virtual Reality and Music in Cognitive Disability Therapy 虚拟现实与音乐在认知障碍治疗中的应用
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399916
Abel Vargas, P. Díaz, Telmo Zarraonandia
Traditional therapy methods for people with cognitive disabilities involve long periods of time performing exercises that can be tedious or unattractive for both patients and the professionals who work with them in specialized centers. In this work we aim at investigating the possibilities that combining music and virtual reality technology might offer for improving this scenario. Following this purpose, we applied an action research approach to co-develop with stakeholders a highly-configurable and accessible application to support exercising abilities usually targeted in rehabilitation therapy, such as coordination and motor skills, memory, and spatial perception. The results of an experiment carried out with both professionals and patients showed promising results, suggesting that this type of technology could improve the rehabilitation process, and make it more engaging.
认知障碍患者的传统治疗方法包括长时间的练习,这对患者和在专门中心为他们工作的专业人员来说都是乏味或没有吸引力的。在这项工作中,我们的目标是研究将音乐和虚拟现实技术相结合的可能性,以改善这种情况。基于这一目的,我们采用行动研究方法与利益相关者共同开发了一个高度可配置和可访问的应用程序,以支持通常针对康复治疗的锻炼能力,如协调和运动技能,记忆和空间感知。一项由专业人员和患者共同进行的实验结果显示出了令人鼓舞的结果,表明这种技术可以改善康复过程,并使其更有吸引力。
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引用次数: 6
AR Based User Adaptive Compensation of Metamorphopsia 基于AR的变形视用户自适应补偿
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399929
Guido Bozzelli, M. D. Nino, Chiara Pero, S. Ricciardi
The increasing diffusion of augmented reality applications, fostered by the commercial availability of see-through enabled head mounted displays, is opening new opportunities to exploit the potential of this technology to aid subjects with visual impairments in their everyday tasks. The capability of showing a corrected version of the visual field by means of real-time processing of a video stream representing the surrounding environment, is the foundation of the proposed method to compensate a serious visual deficit, known as metamorphopsia, resulting in a geometrical deformation of part of the subject's visus. To this regard, we describe an approach for interactive measurement of user's impaired visual biometrics and for real-time compensation or reduction of this deficiency. This goal is achieved by mapping the video streams acquired from the stereoscopic video see-through cameras each onto a 2D polygonal mesh and offsetting its vertices until the correct vision, for each eye, is restored.
增强现实应用的日益普及,以及透明头戴式显示器的商业化,为开发这项技术的潜力提供了新的机会,以帮助有视觉障碍的人完成日常任务。通过实时处理代表周围环境的视频流来显示更正版本的视野的能力,是所提出的补偿严重视觉缺陷的方法的基础,称为变形,导致受试者的部分视觉的几何变形。在这方面,我们描述了一种交互式测量用户受损视觉生物特征的方法,并用于实时补偿或减少这种缺陷。这一目标是通过将从立体视频透明摄像头获取的视频流映射到2D多边形网格上,并偏移其顶点,直到每只眼睛恢复正确的视觉来实现的。
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引用次数: 3
A color map to compare reactions tools in interactive systems 交互系统中用于比较反应工具的颜色图
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399945
Davide Brunetti, F. Cena, Cristina Gena, Enrico Mensa, Fabiana Vernero
In this paper we study whether visualizations based on color maps can encourage the intuitive interpretation of detailed descriptions, as the ones proposed in the formal model UPRISE, designed to analyze interactive system components, such as reaction tools, which allow users to provide reactions. We carried out a between-subjects experiment where 56 participants had to group 6 systems according to similarity using either color maps or textual descriptions. Results showed that color maps seem to favour inter-user agreement in comparison and grouping tasks.
在本文中,我们研究了基于彩色地图的可视化是否可以鼓励对详细描述的直观解释,正如在正式模型UPRISE中提出的那样,该模型旨在分析交互式系统组件,例如允许用户提供反应的反应工具。我们进行了一项受试者之间的实验,56名参与者必须根据相似性使用彩色地图或文本描述对6个系统进行分组。结果表明,在比较和分组任务中,彩色地图似乎有利于用户间的协议。
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引用次数: 1
Exploring the Potential of Speech-based Virtual Assistants in Mixed Reality Applications for People with Cognitive Disabilities 探索基于语音的虚拟助手在认知障碍患者混合现实应用中的潜力
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399845
F. Vona, Emanuele Torelli, E. Beccaluva, F. Garzotto
Mixed Reality (MR) has been receiving increasing interest in the rehabilitation of people with Cognitive Disabilities. The power of MR in the context of therapies is the possibility to maintain a physical and psychological relationship with the surrounding environment while experiencing customized multimedia content and tasks that are appropriate for the needs of these users. The purpose of this work is to explore the potential of MR applications integrated with interactive speech-based Virtual Assistants. We present HoloLearn, an application for Microsoft HoloLens, which aims to help people with Cognitive Disabilities to improve their autonomy and learn simple activities of their everyday life (e.g., setting the table). The paper discusses the design features of the Virtual Assistant created and the results of a controlled study. The participants involved were 15 subjects with Cognitive Disabilities who used HoloLearn in two experimental conditions - with and without a Virtual Assistant. The results, although preliminary, indicate that enriching a MR experience with the presence of a speech-based Virtual Assistant would improve the user performance in the execution of the MR activities.
混合现实(MR)在认知障碍患者的康复中受到越来越多的关注。在治疗的背景下,磁共振成像的力量是在体验适合这些用户需求的定制多媒体内容和任务的同时,保持与周围环境的生理和心理关系的可能性。这项工作的目的是探索与交互式语音虚拟助手集成的MR应用的潜力。我们介绍holollearn,这是一款微软HoloLens的应用程序,旨在帮助有认知障碍的人提高他们的自主性,学习日常生活中的简单活动(例如,摆桌子)。本文讨论了虚拟助手的设计特点和对照研究的结果。参与者是15名有认知障碍的受试者,他们在两种实验条件下使用holollearn——有和没有虚拟助手。虽然是初步的结果,但结果表明,使用基于语音的虚拟助手来丰富磁共振体验将提高用户在磁共振活动执行中的表现。
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引用次数: 7
HeyTAP HeyTAP
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399905
Fulvio Corno, Luigi De Russis, A. M. Roffarello
In the Internet of Things era, users are willing to personalize the joint behavior of their connected entities, i.e., smart devices and online service, by means of IF-THEN rules. Unfortunately, how to make such a personalization effective and appreciated is still largely unknown. On the one hand, contemporary platforms to compose IF-THEN rules adopt representation models that strongly depend on the exploited technologies, thus making end-user personalization a complex task. On the other hand, the usage of technology-independent rules envisioned by recent studies opens up new questions, and the identification of available connected entities able to execute abstract users' needs become crucial. To this end, we present HeyTAP, a conversational and semantic-powered trigger-action programming platform able to map abstract users' needs to executable IF-THEN rules. By interacting with a conversational agent, the user communicates her personalization intentions and preferences. User's inputs, along with contextual and semantic information related to the available connected entities, are then used to recommend a set of IF-THEN rules that satisfies the user's needs. An exploratory study on 8 end users preliminary confirms the effectiveness and the appreciation of the approach, and shows that HeyTAP can successfully guide users from their needs to specific rules.
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引用次数: 20
VITRuM VITRuM
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399954
Fabiano Pecorelli, Gianluca Di Lillo, Fabio Palomba, A. De Lucia
Software testing is the first weapon against software faults, used by developers to preventively locate implementation errors in the exercised production code that may cause critical failures to the inner-working of software systems. According to recent findings, the effectiveness of testing might be not only due to its ability to cover the production code but also to some other properties, like code quality. Among other aspects, the literature reported that an advanced visualization of test-related metrics, e.g., test code coverage on production code, result to be a key strength for developers when dealing with software faults. In this paper, we propose VITRuM (VIsualization of Test-Related Metrics), an IntelliJ plug-in able to provide developers with an advanced visual interface of both static and dynamic test-related metrics that has the potential of making them more able to diagnose production code faults. The plug-in is available in the official JetBrains Plugins Repository. A video showing the tool in action is available at https://youtu.be/kFE81eYPgUg.
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引用次数: 1
期刊
Proceedings of the International Conference on Advanced Visual Interfaces
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