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2012 Sixth International Conference on Complex, Intelligent, and Software Intensive Systems最新文献

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Spatial Presence in Virtual Worlds as a Perceptual Emotion: An Expansion on Cognitive Feeling? 虚拟世界中的空间存在作为一种感知情感:认知感觉的扩展?
Tom Willans
Understanding learner's emotions within virtual worlds enables more effective learning solutions to be developed. Spatial presence as a 'feeling of being there' has a significant impact upon this effectiveness within immersive learning environments. This paper argues that spatial presence is a perceptual emotion and that such a view can be related to theories of affective emotion as a perception. It argues that existing models of spatial presence as cognitive feeling can be modified and related to perceptual theories of emotion such as Prinz's embodied appraisal theory and Deonna's perspectival view of emotion as perception. This supports the approach that spacial presence is better understood as an affective emotion. Applying embodied appraisal theory to the activation of motor areas and aspects of embodied cognition underlying Schubert's model highlights the perceptual nature of this emotion. Applying situated affordances and action potentials, as expressed in Deonna's model of emotion, as perception to frames of reference within a virtual world supports arguments for spatial presence as a perceptual emotion similar to Schubert's use of Wirth et al's model of spatial presence. This model may be useful when considering the learner scaffolding of games such as the Alice Civil Emergency game.
了解学习者在虚拟世界中的情绪,有助于开发更有效的学习解决方案。空间存在作为一种“身临其境的感觉”对沉浸式学习环境的有效性有重大影响。本文认为空间存在是一种感性情绪,这种观点可以与情感情绪作为一种知觉的理论联系起来。本文认为,现有的空间存在作为认知感觉的模型可以修改,并与Prinz的具身评价理论和Deonna的情感作为感知的透视观等情感知觉理论相关联。这支持了“空间存在”更好地被理解为一种情感情绪的观点。将具身评价理论应用于运动区域的激活和舒伯特模型中具身认知的各个方面,突出了这种情绪的感性本质。正如Deonna的情感模型所表达的那样,将情境表现和动作潜力作为虚拟世界中参考框架的感知,支持了空间存在作为一种感知情感的论点,类似于Schubert使用Wirth等人的空间存在模型。当考虑到像Alice Civil Emergency游戏这样的学习者脚手架游戏时,这个模型可能是有用的。
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引用次数: 3
On-Demand Web Search Using Browser-Based Volunteer Computing 使用基于浏览器的志愿计算的按需网络搜索
T. Krupa, P. Majewski, Bartosz Kowalczyk, Wojciech Turek
Current solutions to the problem of finding valuable information on the Web suffer from several limitations, including inconvenient query languages, arbitrary sorting or results and out-of-date information. In this paper a different solution to this problem is described. It is based on the idea of distributed processing of web pages in real-time. To provide sufficient performance, the approach of volunteer computing is utilized. It is based on using web browsers of users visiting particular web pages. The browsers perform necessary computation in background, executing programs written in JavaScript. In this paper the architecture of the on-demand web crawling system is presented and details concerning implementation are provided.
在Web上查找有价值的信息的当前解决方案受到一些限制,包括不方便的查询语言、对结果的任意排序以及过时的信息。本文描述了一种不同的解决方案。它基于对网页进行实时分布式处理的思想。为了提供足够的性能,采用了志愿计算的方法。它是基于使用web浏览器的用户访问特定的网页。浏览器在后台执行必要的计算,执行用JavaScript编写的程序。本文给出了按需网络抓取系统的体系结构,并给出了具体实现方法。
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引用次数: 6
Split Message-Based Anonymity for JXTA Applications JXTA应用程序的拆分消息匿名
J. Arnedo-Moreno, Noemi Perez-Gilabert
JXTA is an open peer-to-peer (P2P) protocols specification that, in its about 10 years of history, has slowly evolved to appeal to a broad set of applications. As part of this process, some long awaited security improvements have been included in the latest versions. However, under some contexts, even more advanced security requirements should be met, such as anonymity. Several approaches exist to deploy anonymity in P2P networks, but no perfect solution exists. Even though path-based approaches are quite popular, it is considered that, in dynamic groups, using a split message-based one is better. In this work, we propose ananonymity service for JXTA using such approach. The proposal takes advantage JXTA's core services, in a manner so that it can be easily integrated to existing end applications and services.
JXTA是一种开放的点对点(P2P)协议规范,在其大约10年的历史中,已经慢慢发展到吸引广泛的应用程序集。作为这个过程的一部分,一些期待已久的安全性改进已经包含在最新版本中。然而,在某些上下文中,甚至应该满足更高级的安全需求,例如匿名性。有几种方法可以在P2P网络中部署匿名性,但没有完美的解决方案。尽管基于路径的方法非常流行,但在动态组中,使用基于拆分消息的方法会更好。在这项工作中,我们建议使用这种方法为JXTA提供匿名服务。该提案利用了JXTA的核心服务,使其能够轻松地集成到现有的终端应用程序和服务中。
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引用次数: 3
Hand Grip Strength on a Large PDA: Holding While Reading Is Different from a Functional Task 大型PDA的握力:阅读时的握力不同于功能性任务
F. Rajabiyazdi, Tom Gedeon
Several studies have been done measuring preferred hand grip strength, but none of them has measured preferred hand strength on a PDA or similar device when it is held and used. We measured dominant hand strength in two conditions similar to real PDA use, resting fore-arms on a table and holding the PDA without table support. We found that adult participants squeeze the device with their preferred hand significantly more than with their nonpreferred hand while holding. In addition, we examined users' hand strength while they were tapping on the back of the device with their right and left index fingers. Our results were different than expected from previous studies, as we found that there was no significant difference in dominant and non dominant hand strength during back tapping. Also participants' non preferred hand strength was not significantly different with their preferred hand when they tap on the back of the device. The results show that in such functional use during tapping, the dominant and non-dominant hands are used similarly which will contribute to future designs for PDAs and their interfaces. Our results may also contribute to design for more comfortable devices for users with hand disabilities.
有几项研究测量了人们偏好的握力,但没有一项研究测量了人们在手持和使用PDA或类似设备时偏好的握力。我们测量了两种与实际PDA使用相似的情况下的优势手力量,即前臂放在桌子上和在没有桌子支撑的情况下拿着PDA。我们发现,成年参与者在手持设备时,用他们喜欢的手比用他们不喜欢的手挤压设备的次数要多得多。此外,我们还检测了用户在用右手和左手食指轻敲设备背面时的手部力量。我们的研究结果与之前的研究结果不同,因为我们发现在拍背过程中,优势手和非优势手的力量没有显著差异。此外,当参与者轻敲设备背面时,他们的非首选手的力量与首选手的力量没有显著差异。结果表明,在这种敲击过程中的功能使用中,主手和非主手的使用相似,这将有助于未来pda及其接口的设计。我们的研究结果也可能有助于为手部残疾的用户设计更舒适的设备。
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引用次数: 2
An Avatar Motion Generation Method Based on Inverse Kinematics and Interactive Evolutionary Computation 基于逆运动学和交互进化计算的角色运动生成方法
R. Akase, Hiroaki Nishino, Tsuneo Kagawa, K. Utsumiya, Y. Okada
This paper presents an automatic animation generation method for 3DCG humanoid avatars. We can create 3DCG animation even at the level of individuals by using commercially available software tools. Creating 3DCG animation, however, demands a variety of expertise and a mastery of 3DCG authoring tools. Therefore, people may easily be bothered for creating 3DCG animation contents. To solve the problem, we designed and developed a system allowing even novices to create 3DCG animation contents without special knowledge and programming skills. The proposed method uses Inverse Kinematics (IK) and Interactive Evolutionary Computation (IEC) for readily designing and generating avatar motions. The system only requires users to indicate some evaluation values and creates their preferable avatar motions based on the specified values. Additionally, we propose a new operation method to reduce the users' burden in an IEC-based 3DCG contents generation.
提出了一种3DCG类人角色的自动动画生成方法。我们甚至可以通过使用商业软件工具在个人层面上创建3DCG动画。然而,创建3DCG动画需要各种专业知识和掌握3DCG创作工具。因此,人们很容易为制作3DCG动画内容而烦恼。为了解决这个问题,我们设计并开发了一个系统,即使是新手也可以在没有特殊知识和编程技能的情况下创建3DCG动画内容。该方法利用逆运动学(IK)和交互进化计算(IEC)方便地设计和生成化身运动。系统只需要用户指定一些评估值,并根据指定的值创建自己喜欢的头像动作。此外,在基于iec的3DCG内容生成中,我们提出了一种新的操作方法来减少用户的负担。
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引用次数: 4
Voice Quality Assessment and Visualization 语音质量评估和可视化
S. Ueng, C. Luo, T. Tsai, H. Chang
Commercial voice analysis systems are expensive and complicated. These equipments are only available at medical centers and need to be operated by well trained physicians. Thus the treatment costs of speech disorders are usually high. To improve this situation, we develop a software system dedicated to the assessment of human voice qualities. Our system is implemented in an ordinary personal computer. High precision electronic devices are not required for acquiring and analyzing voices. Therefore, the installation costs are low. Our system relies on four voice parameters to evaluate the qualities of voice signals. These parameters are fundamental frequency, jitter, shimmer, and harmonic-to-noise ratio. These measurements are widely used in otolaryngology to assess the pitch, variation of frequency, perturbation of amplitude, and harmony of human voice. Our system extracts these information from voice data and displays them by using graphical media. Consequently, the qualities of voice are more comprehensible. Users with little training and background knowledge can operate this system in their living rooms to assess their voices.
商业语音分析系统既昂贵又复杂。这些设备只能在医疗中心使用,需要由训练有素的医生操作。因此,言语障碍的治疗费用通常很高。为了改善这种情况,我们开发了一个专门用于评估人类语音质量的软件系统。我们的系统是在一台普通的个人计算机上实现的。获取和分析声音不需要高精度的电子设备。因此,安装成本低。我们的系统依靠四个语音参数来评估语音信号的质量。这些参数是基频、抖动、闪烁和谐波噪声比。这些测量被广泛应用于耳鼻喉科,以评估人声的音高、频率变化、振幅扰动和和声。我们的系统从语音数据中提取这些信息,并通过图形媒体显示出来。因此,声音的品质更容易理解。用户只需要很少的培训和背景知识,就可以在他们的客厅里操作这个系统来评估他们的声音。
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引用次数: 13
Agents Based Cloud Computing Interface for Resource Provisioning and Management 基于agent的云计算资源发放与管理接口
S. Venticinque, Luca Tasquier, B. D. Martino
Cloud computing represents an opportunity for IT users to reduce costs and increase efficiency providing an alternative way of using IT services. In this scenario value added services for dynamic and elastic provisioning play an important role, by giving the possibility to get the best resources configuration that satisfies the application requirements. Agent technology provides asynchronous mechanisms that could represent the best choice for effective programming of Cloud, due to the unpredictable behaviour of the network. Cloud Agency is a collection of agent based services for provisioning, monitoring and autonomic reconfiguration of Cloud resources at infrastructure level, which go beyond the common offer by commercial providers and by open Cloud technologies. In this work we describe how Cloud Agency extends the Open Cloud Computing Interface (OCCI[1]) proposal of standard for the Cloud infrastructures level. We present the Cloud agency design and the implementation of an RESTfull to/from ACL gateway that allows for the communication between the Cloud world and the agents' one, being compliant with OCCI and extending its model and services.
云计算为IT用户提供了降低成本和提高效率的机会,提供了使用IT服务的另一种方式。在此场景中,通过提供获得满足应用程序需求的最佳资源配置的可能性,用于动态和弹性供应的增值服务发挥了重要作用。由于网络的不可预测行为,代理技术提供了异步机制,可以代表有效的云编程的最佳选择。云代理是一组基于代理的服务,用于在基础设施级别提供、监控和自主重新配置云资源,这些服务超越了商业提供商和开放云技术提供的常见服务。在这项工作中,我们描述了云代理如何将开放云计算接口(OCCI[1])标准提案扩展到云基础设施级别。我们提出了云代理的设计和一个restful到/从ACL网关的实现,该网关允许云世界和代理世界之间的通信,符合OCCI并扩展其模型和服务。
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引用次数: 52
Towards the Representation of Emotional Information from On-Line Collaborative Learning Sessions 在线合作学习中情绪信息的表征研究
J. Conesa, S. Caballé, D. Gañán, Josep Prieto
There have been great efforts in the semantic web community so far in order to provide specifications, standards and ontologies to facilitate semantic processes in the web. Our aim is to take advantage of these works as much as possible for the purpose of modelling and representing information and knowledge of collaborative learning in the context of online web forums. To this end, an ontological framework that allows for representing information about collaborative activities realized using online web forums has been created and used to support the virtualization of collaborative sessions, creating animated storyboards that reproduce collaborative sessions from the web forums of virtual classrooms. Even though the information from the framework has proven to be enough to create animated storyboards, we realized that certain emotional information about the opinion (or the sentiment) of each user would be very useful in improving the final representation of the information. This paper presents an extension of a previous ontological framework to include emotional information about the sentiment and opinion of students when collaborating. The research reported in this paper is currently undertaken within a FP7 European project called ALICE.
到目前为止,语义web社区已经做出了巨大的努力,以提供规范、标准和本体来促进web中的语义处理。我们的目标是尽可能地利用这些作品来建模和表示在线网络论坛背景下协作学习的信息和知识。为此,已经创建了一个本体论框架,该框架允许表示使用在线网络论坛实现的协作活动的信息,并用于支持协作会话的虚拟化,创建动画故事板,从虚拟教室的网络论坛中再现协作会话。尽管来自框架的信息已被证明足以创建动画故事板,但我们意识到,关于每个用户的意见(或情绪)的某些情感信息对于改进信息的最终表示非常有用。本文提出了先前的本体论框架的扩展,以包括学生在合作时的情绪和意见的情感信息。本文中报告的研究目前是在一个名为ALICE的FP7欧洲项目中进行的。
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引用次数: 6
Secure Inter Vehicle Communications 确保车辆间通信安全
M. Durresi, A. Durresi, L. Barolli
In this paper we present a security protocol to be used in inter-vehicle communication. We propose an architecture for inter-vehicle networks along with protocols that can be used to establish security. In our architecture we use cellular networks to enhance the security of inter-vehicle networks.
本文提出了一种用于车辆间通信的安全协议。我们提出了一种车际网络架构,以及可用于建立安全性的协议。在我们的架构中,我们使用蜂窝网络来增强车辆间网络的安全性。
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引用次数: 3
Evaluation of Never Die Network for a Rural Area in an Ultra Large Scale Disaster 特大灾害中农村“永不死”网络的评价
Noriki Uchida, Kazuo Takahata, Y. Shibata, N. Shiratori
About 80 percent of Japan is located in the mountain or coast sides, and so most cities should be concerned to be isolated when a ultra large disaster happens such as Japan Earthquake and Tsunami on March 11th, 2011. In fact, in the earthquake, there were many areas in the coast side of northern Japan where is isolated because of the damages, blackouts, and congestions of network information systems. In case of such a large-scale disaster, it is important to keep connectivity to avoid the isolation from other areas, and to reactivate network connections quickly within disaster areas such as between evacuation shelters and disaster headquarter. In this paper, Never Die Network consisted of cognitive wireless networks and satellite system that we have proposed is introduced, and the evaluations are held in assumptions of rural areas such as the coast cities of Iwate Prefecture where heavily disaster by Japan Earthquake and Tsunami on March 11th, 2011. The results shows that the proposed system is quickly recovered than other traditional network systems such as wired, wireless, and cognitive wireless network systems, and it is considered to be useful for the isolation by a ultra large scale disaster.
日本大约80%的国土位于山区或沿海地区,所以当发生像2011年3月11日日本地震和海啸这样的特大灾难时,大多数城市都应该注意隔离。事实上,在这次地震中,日本北部沿海地区有许多地区因破坏、停电和网络信息系统堵塞而被孤立。在如此大规模的灾难中,重要的是保持连通性,以避免与其他地区隔离,并在疏散避难所和灾难总部之间迅速恢复网络连接。本文介绍了我们提出的由认知无线网络和卫星系统组成的“永不死网络”,并以2011年3月11日日本大地震和海啸重灾区岩手县沿海城市等农村地区为例进行了评估。结果表明,该系统比有线、无线和认知无线等传统网络系统恢复速度快,可用于超大规模灾害的隔离。
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引用次数: 3
期刊
2012 Sixth International Conference on Complex, Intelligent, and Software Intensive Systems
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