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2014 7th International Conference on Ubi-Media Computing and Workshops最新文献

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Comparing Real-Time Human Motion Capture System Using Inertial Sensors with Microsoft Kinect 使用惯性传感器的实时人体动作捕捉系统与微软Kinect的比较
Pub Date : 2014-07-12 DOI: 10.1109/U-MEDIA.2014.25
Chengkai Xiang, H. Hsu, W. Hwang, Jianhua Ma
Research in Human-Computer Interaction (HCI) has gained interest in recent years and has fostered new ideas and expectations. There are many kinds of human motion capture methods nowadays. In this paper, we have compared 2 kinds of methods which are the most popular methods in HCI - Microsoft Kinect Sensor and Inertial Sensors. This paper presents a wearable real-time human motion capture system using inertial sensors, and result of our method has been compared with Microsoft Kinect Sensor. Several experiments have been performed to validate the effectiveness of our method.
近年来,人机交互(HCI)的研究引起了人们的兴趣,并产生了新的想法和期望。目前人体动作捕捉的方法有很多种。在本文中,我们比较了HCI中最流行的两种方法——微软Kinect传感器和惯性传感器。提出了一种基于惯性传感器的可穿戴式实时人体动作捕捉系统,并与微软Kinect传感器进行了对比。已经进行了几个实验来验证我们方法的有效性。
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引用次数: 9
Feature Selection of Support Vector Machine Based on Harmonious Cat Swarm Optimization 基于和谐猫群优化的支持向量机特征选择
Pub Date : 2014-07-12 DOI: 10.1109/U-MEDIA.2014.38
Kuan-Cheng Lin, Kaiyuan Zhang, J. C. Hung
Cat Swarm Optimization Algorithm (CSO) is an optimization algorithm which proposed in 2006. Indicated by previous studies, CSO has good performance. We proposed a method to improve CSO and presenting a modified CSO named Harmonious-CSO (HCSO). The method is changing the concept of cat alert surroundings in seeking mode of CSO. We change the formula of seeking mode and add a concept of HS algorithm. In this paper, we use Support Vector Machine (SVM) be classifier combine with feature selection to verify the performance of algorithm. For the experimental results, the HCSO algorithm has a better solution than CSO.
Cat Swarm Optimization Algorithm (CSO)是2006年提出的一种优化算法。以往的研究表明,CSO具有良好的性能。我们提出了一种改进CSO的方法,并提出了一种改进的CSO,命名为harmony -CSO (HCSO)。该方法改变了CSO搜索模式中猫警报环境的概念。我们改变了搜索模式的公式,增加了HS算法的概念。本文将支持向量机分类器与特征选择相结合来验证算法的性能。实验结果表明,HCSO算法比CSO算法具有更好的解。
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引用次数: 14
CBR-Based Resource Allocation for Multimedia Streaming Services in QoS Enhanced LTE/LTE-A Networks QoS增强型LTE/LTE- a网络中基于cbr的多媒体流业务资源分配
Pub Date : 2014-07-12 DOI: 10.1109/U-MEDIA.2014.23
Huai-Jen Liu, G. L. Wang
The LTE/LTE-A broadband cellular communication networks are expected to be quality-of-service (QoS) provisioning. The wide-spreading handheld devices with various free and easily downloadable applications make multimedia streaming services provided everywhere. Multimedia streaming data like video are compressed such that successive frames may have different sizes, and then each frame transmission is a burst with a different size. The service of delivering video is then classified as of variable bit rate (VBR). It is not easy for traffic control on VBR services. The resource utilization may be reduced if too much resource is reserved for a video stream, or video playing may be paused due to improper or less resource reservation. For these reasons, there has been some related work that makes video-on-demand (VOD) streams transmitted in constant bit rates (CBR). It will then reduce some overhead in traffic control and provide better quality of services. Besides designing suitable signaling protocols for resource reservation in LTE/LTE-A, accurate estimation of resource that should be reserved is another important topic for CBR-based transmission. In this paper, a feasible computation for minimal resource requirements is proposed for CBR multimedia streaming services in QoS enhanced LTE/LTE-A networks.
LTE/LTE- a宽带蜂窝通信网络预计将提供服务质量(QoS)。广泛传播的手持设备和各种免费且易于下载的应用程序使多媒体流媒体服务无处不在。像视频这样的多媒体流数据被压缩,使得连续的帧可能具有不同的大小,然后每帧传输是一个具有不同大小的突发。然后将传输视频的服务分类为可变比特率(VBR)。VBR业务的流量控制并不容易。预留过多的资源可能会降低资源利用率,或者预留不当或预留不足导致视频播放暂停。由于这些原因,已经有一些相关的工作使视频点播(VOD)流以恒定比特率(CBR)传输。这样就可以减少交通控制方面的一些开销,并提供更好的服务质量。除了设计适合LTE/LTE- a资源预留的信令协议外,准确估计需要预留的资源是基于cbr传输的另一个重要课题。本文提出了一种基于QoS增强型LTE/LTE- a网络的CBR多媒体流业务最小资源需求的可行计算方法。
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引用次数: 0
Fast Intra Skip Decision Algorithm for H.264/AVC H.264/AVC的快速帧内跳过决策算法
Pub Date : 2014-07-12 DOI: 10.1109/U-MEDIA.2014.37
Ying-Hong Wang, K. Cheng
In this paper, we propose a simple but highly efficient intra skip decision algorithm to reduce the computational complexity of H.264/AVC coding. It utilizes information such as the best mode and the rate value of the RD cost function, which are all pre-calculated. These values are calculated in the corresponding macro block (MB) of the previous frame and the neighbouring MBs of the current frame in order to develop an intra skip decision rule. Our experimental results demonstrated that without the additional time-consuming computation, the proposed algorithm reduces encoding time by approximately 50% compared with the time needed for an exhaustive search and it significantly increases the time saving by 17%-30% compared with the existing algorithms. In addition, our experimental results showed that the differences in peak signal-to-noise ratio degradation are negligible and the bit rate increment is minimal.
为了降低H.264/AVC编码的计算复杂度,本文提出了一种简单而高效的帧内跳过决策算法。它利用了RD成本函数的最佳模式和比率值等信息,这些信息都是预先计算好的。这些值在前一帧的相应宏块(MB)和当前帧的相邻宏块(MB)中计算,以便制定帧内跳过决策规则。实验结果表明,在不增加额外的计算量的情况下,该算法与穷举搜索相比,编码时间减少了约50%,比现有算法节省了17%-30%的时间。此外,我们的实验结果表明,峰值信噪比退化的差异可以忽略不计,比特率增量最小。
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引用次数: 1
Real-Time Finger Tracking for Virtual Instruments 虚拟仪器的实时手指跟踪
Pub Date : 2014-07-12 DOI: 10.1109/U-MEDIA.2014.53
M. Hsu, T. Shih, Jen-Shiun Chiang
Human Computer Interaction is becoming a major component in computer science related fields allowing humans to communicate with machines in very simple ways exploring new dimensions of research. Kinect, the 3D sensing device introduced by Microsoft which allows developers to use depth data for research. Recently, there are several mature libraries such as NITE and Kinect SDK which provide functions of Human skeleton tracking. Therefore, users may find that these applications only work with big joints of human body. When it comes to the tracking of fingers, devices such as Leap Motion will be mentioned because it provides APIs and games, which users can communicate with the computer by their fingers. Although Leap Motion Provides functions of finger tracking, the operating distance is short and users need to sit in a fixed position. Here, in this paper, authors' experimental efforts on detailed hand tracking including fingers based on Microsoft Kinect. Analyzing the depth information captured by Kinect in real time, users can apply the result in different scopes such as device controller and Virtual Instruments.
人机交互正在成为计算机科学相关领域的一个主要组成部分,允许人类以非常简单的方式与机器交流,探索新的研究维度。Kinect是微软推出的3D传感设备,它允许开发者使用深度数据进行研究。目前,已有几个成熟的库,如NITE和Kinect SDK,提供了人体骨骼跟踪功能。因此,用户可能会发现这些应用程序只适用于人体的大关节。说到手指跟踪,Leap Motion等设备会被提到,因为它提供api和游戏,用户可以通过手指与计算机通信。虽然Leap Motion提供了手指跟踪功能,但操作距离较短,用户需要坐在固定的位置。在本文中,作者对基于微软Kinect的包括手指在内的详细手部跟踪进行了实验研究。实时分析Kinect捕获的深度信息,用户可以将结果应用于设备控制器和虚拟仪器等不同范围。
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引用次数: 20
Multi-criteria Comparative Evaluation of the E-Learning Systems: A Case Study 电子学习系统的多标准比较评价:一个案例研究
Pub Date : 2014-07-12 DOI: 10.1109/U-MEDIA.2014.47
N. Munkhtsetseg, D. Garmaa, S. Uyanga
This paper describes the selection and implementation of the e-learning system at the school of mathematics and computer science, national university of mongolia (num). The purpose of this study is twofold. First, it will describe in-house development of e-learning system. This includes description of infrastructure for e-learning system and implementation of e-learning system at the num. Second, it will propose a multi-criteria evaluation methodology according to proposed methodology to evaluate open source e-learning systems and edunet system. Based our evaluation results we conclude that, considering the rapid development of the ict, especially that of the educational technologies, networks and software, design and implementation of an e-learning system, the in-house developed system by the university or tertiary academic institute (especially in developing countries) itself is not best option.
本文介绍了蒙古国立大学数学与计算机科学学院电子学习系统的选择与实现。这项研究的目的是双重的。首先,它将描述电子学习系统的内部开发。这包括描述电子学习系统的基础设施和电子学习系统的实施。其次,将根据所提出的方法提出多标准评估方法来评估开源电子学习系统和edunet系统。基于我们的评估结果,我们得出结论,考虑到信息通信技术的快速发展,特别是教育技术、网络和软件的快速发展,电子学习系统的设计和实施,由大学或高等教育机构(特别是在发展中国家)自行开发的系统并不是最佳选择。
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引用次数: 13
Integrating Ubiquitous Computing Design into Forestry Information and Communication Technology: A Case Study in Designing a Forestry Transportation System 泛在计算设计与林业信息通信技术的融合:以林业交通运输系统设计为例
Pub Date : 2014-07-12 DOI: 10.1109/U-MEDIA.2014.43
L. Mirowski, Anthony E. Smith, M. Ghaffariyan, M. Acuna
The Australian forestry industry has historically constrained the role of Information and Communication Technology (ICT) to the office environment. This negates opportunities which exist when ICT are deployed along the supply chain to provide feedback to the strategic layers for optimisations that improve efficiencies and reduce costs. The wood supply chain is largely based in the "environment": forests, roads, or mills and there is much to be gained by integrating ICT within these areas. Our experience working within the Cooperative Research Centre for Forestry (CRCF) has been that ICT systems have been developed with limited for sight around their long term sustainability: lack of consideration around the system in its context of use, placing the onus on the user to learn to adapt their work practises for system usage. This paper proposes applying design approaches found within ubiquitous computing to avoid the above shortcomings. Here the Smart Device Environment Integration (DEI) Model is applied to conceptually explore the benefits of applying a systematic approach to forestry systems design. One outcome is the design process is made easier, another is a more complete understanding of system robustness and the limitation for system acceptance from user-centric points of view.
澳大利亚林业历来将信息和通信技术(ICT)的作用限制在办公环境中。这就否定了在沿着供应链部署信息通信技术时存在的机会,这些机会可以向战略层提供反馈,以进行优化,从而提高效率并降低成本。木材供应链主要基于“环境”:森林、道路或工厂,将信息通信技术整合到这些领域将大有裨益。我们在林业合作研究中心(CRCF)工作的经验是,ICT系统的开发对其长期可持续性的考虑有限:缺乏对系统使用背景的考虑,将责任放在用户身上,让他们学会适应系统使用的工作实践。本文建议应用普适计算中的设计方法来避免上述缺点。这里应用智能设备环境集成(DEI)模型从概念上探讨应用系统方法进行林业系统设计的好处。一个结果是设计过程变得更容易,另一个结果是从以用户为中心的角度对系统健壮性和系统接受的限制有了更全面的理解。
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引用次数: 0
Vehicle Type Classification from Surveillance Videos on Urban Roads 基于城市道路监控视频的车辆类型分类
Pub Date : 2014-07-12 DOI: 10.1109/U-MEDIA.2014.69
Yu-Chen Wang, Chen-Ta Hsieh, Chin-Chuan Han, Kuo-Chin Fan
In this paper, a novel classification scheme has been proposed for real time vehicle type classification from surveillance videos on urban roads. Three kinds of vehicle types, i.e., Small cars, large cars, and motorbikes, are classified for the later retrieval. This system is performed in various outdoor illumination and weather conditions. The average precision and recall rates of vehicle type classification are more than 93.82% and 88%, respectively. Moreover, the performance of the proposed method is up to 25 frames per seconds.
本文提出了一种基于城市道路监控视频的实时车辆类型分类方案。将小车、大车、摩托车三种车辆类型进行分类,以便后期检索。该系统可在各种室外照明和天气条件下运行。车型分类的平均准确率和召回率分别超过93.82%和88%。此外,该方法的性能可达每秒25帧。
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引用次数: 13
Line Profile Based Fast Approach for Recognizing Traditional Mongolian Script 基于线轮廓的传统蒙古文字快速识别方法
Pub Date : 2014-07-12 DOI: 10.1109/U-MEDIA.2014.45
Suvdaa Batsuuri, Lodoiravsal Choimaa, B. Unursaikhan, J. Ko
Nowadays any recognition algorithms need to work more faster and use less resources for mobile device applications. Therefore, in this paper we propose a new algorithm for the limitations in the case of traditional Mongolian script recognition. The proposed method based on a line profile in view point of the specific feature of the traditional Mongolian script. Our experimental results have shown that the proposed method is proper to printed Mongolian script.
如今,任何识别算法都需要在移动设备应用中更快地工作并使用更少的资源。因此,本文针对传统蒙文文字识别的局限性,提出了一种新的算法。针对蒙古传统文字的特点,提出了一种基于线条轮廓的方法。实验结果表明,该方法适用于印刷蒙古文。
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引用次数: 3
Correlation Aware Technique for SQL to NoSQL Transformation SQL到NoSQL转换的关联感知技术
Pub Date : 2014-07-12 DOI: 10.1109/U-MEDIA.2014.27
Jen-Chun Hsu, Ching-Hsien Hsu, Shih-Chang Chen, Yeh-Ching Chung
For better efficiency of parallel and distributed computing, Apache Hadoop distributes the imported data randomly on data nodes. This mechanism provides some advantages for general data analysis. With the same concept Apache Sqoop separates each table into four parts and randomly distributes them on data nodes. However, there is still a database performance concern with this data placement mechanism. This paper proposes a Correlation Aware method on Sqoop (CA_Sqoop) to improve the data placement. By gathering related data as closer as it could be to reduce the data transformation cost on the network and improve the performance in terms of database usage. The CA_Sqoop also considers the table correlation and size for better data locality and query efficiency. Simulation results show that data locality of CA_Sqoop is two times better than that of original Apache Sqoop.
为了提高并行和分布式计算的效率,Apache Hadoop将导入的数据随机分布在数据节点上。这种机制为一般数据分析提供了一些优势。使用相同的概念,Apache Sqoop将每个表分成四个部分,并将它们随机分布在数据节点上。但是,这种数据放置机制仍然存在数据库性能问题。本文提出了一种基于Sqoop的关联感知方法(CA_Sqoop)来改进数据的放置。通过尽可能紧密地收集相关数据,可以降低网络上的数据转换成本,并提高数据库使用方面的性能。CA_Sqoop还考虑表的相关性和大小,以获得更好的数据局部性和查询效率。仿真结果表明,CA_Sqoop的数据局部性是原有Apache Sqoop的2倍。
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引用次数: 19
期刊
2014 7th International Conference on Ubi-Media Computing and Workshops
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