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2019 Twelfth International Conference on Ubi-Media Computing (Ubi-Media)最新文献

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Markerless Indoor/Outdoor Augmented Reality Navigation Device Based on ORB-Visual-Odometry Positioning Estimation and Wall-Floor-Boundary Image Registration 基于orb -视觉测距定位估计和墙-地板边界图像配准的无标记室内/室外增强现实导航设备
Pub Date : 2019-08-01 DOI: 10.1109/Ubi-Media.2019.00046
Chian C. Ho, Ming-Che Ho, Chuan-Yu Chang
For markerless indoor/outdoor Augmented Reality Navigation (ARN) technology, camera pose is inevitably the fundamental argument of positioning estimation and pose estimation, and floor plane is indispensably the fiducial target of image registration. This paper proposes ORB-visual-odometry positioning estimation and wall-floor-boundary image registration to make ARN more precise, reliable, and instantaneous. Experimental results show both ORB-visual-odometry positioning estimation and wall-floor-boundary image registration have higher accuracy and less latency than conventional well-known positioning estimation and image registration methods for ARN. On the other hand, these proposed two methods are seamlessly implemented on the handheld Android embedded platform and are smoothly verified to work well on the handheld indoor/outdoor augmented reality navigation device.
对于无标记的室内/室外增强现实导航(ARN)技术,相机姿态必然是定位估计和姿态估计的基本参数,而地板平面是图像配准必不可少的基准目标。为了提高ARN的精度、可靠性和即时性,本文提出了orb -visual odometry定位估计和wall-floor-boundary图像配准。实验结果表明,与传统的ARN定位估计和图像配准方法相比,ORB-visual-odometry定位估计和墙-地板边界图像配准具有更高的精度和更小的延迟。另一方面,这两种方法在手持Android嵌入式平台上无缝实现,并顺利验证了在手持室内/室外增强现实导航设备上的良好运行。
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引用次数: 5
What Motivates Learners' Intention to Use Blackboard Mobile Learning (BML)?: Evidence from Thailand 是什么激发了学习者使用黑板移动学习(BML)的意愿?:来自泰国的证据
Pub Date : 2019-08-01 DOI: 10.1109/Ubi-Media.2019.00069
Nattaporn Thongsri, Yukun Bao
this research focuses on the factors motivate learners' intention to use blackboard mobile learning. The research objective is to investigate the main factors in terms of usefulness learning and individual characteristics in order to investigate the factors that affect blackboard mobile learning acceptance among university students in Thailand. Based on the quantitative research method this study obtained behavior intention score from undergraduate students in Thailand. The Partial Least Squares method, a statistical analysis technique based on the Structural Equation Model (SEM), was used to analyse the data. The results of 314 undergraduate students were found that mobile self-efficacy had the significant effect on perceived ease of use of blackboard mobile learning while convenience had the significant effect on perceived usefulness of blackboard mobile learning. In addition, the main variable from the technology acceptance model namely perceived ease of use and perceived usefulness had positively related to user intention to blackboard mobile learning.
本研究着重探讨了激发学习者使用黑板移动学习意愿的因素。本研究的目的是调查有用性学习和个体特征方面的主要因素,以调查影响泰国大学生黑板移动学习接受度的因素。本研究采用定量研究方法,对泰国大学生进行行为意向评分。采用基于结构方程模型(SEM)的统计分析方法偏最小二乘法对数据进行分析。对314名大学生的调查结果发现,移动自我效能感对感知黑板移动学习的易用性有显著影响,而便利性对感知黑板移动学习的有用性有显著影响。此外,技术接受模型的主要变量感知易用性和感知有用性与用户对黑板移动学习的意愿呈正相关。
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引用次数: 3
Security Storage Based on Fountain Code and XOR Encryption in Edge Computing 边缘计算中基于喷泉码和异或加密的安全存储
Pub Date : 2019-08-01 DOI: 10.1109/Ubi-Media.2019.00011
Rui Xu, Zhenjiang Zhang, Bo Shen, Yanran Zeng, Chenyang Dai
Edge computing has obvious advantages in heterogeneity, low latency and dense network access. Meanwhile, edge device has complex structure and weak storage capacity. A lot of security threats still exist in the process of storing sensitive data. This paper proposes a method of combining fountain code and XOR encryption to the data storage in edge devices. First, the source file is encrypted by XOR encryption. Then we divide the ciphertext into multiple ciphertext data blocks. After encoding ciphertext data blocks, we mix them with coding blocks and distribute them on multiple edge devices. When we receive enough data blocks, we can recover the source file. The combination of XOR encryption and fountain code improves reliability and security of storage.
边缘计算在异构性、低时延、网络接入密集等方面具有明显的优势。同时,边缘器件结构复杂,存储能力弱。在存储敏感数据的过程中,仍然存在着大量的安全威胁。提出了一种将喷泉码与异或加密相结合的边缘设备数据存储方法。首先,源文件通过异或加密进行加密。然后将密文分成多个密文数据块。对密文数据块进行编码后,将其与编码块混合并分布在多个边缘设备上。当我们接收到足够的数据块时,我们可以恢复源文件。异或加密与喷泉码的结合提高了存储的可靠性和安全性。
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引用次数: 1
Critical Success Factors of Analysing User Emotions to Improve the Usability of Systems 分析用户情绪以提高系统可用性的关键成功因素
Pub Date : 2019-08-01 DOI: 10.1109/Ubi-Media.2019.00026
Wasura D. Wattearachchi, E. Hettiarachchi, K. Hewagamage
Emotions of a person depend on several factors like personality, relationships, mental health, and among them, context also plays a major role. The acceptability and usability of a system can be enhanced when the user emotions are considered based on the context. Most of the past research has been carried out related to the detection of emotions using facial expressions, gaze direction, heart rate analysis, Electroencephalogram (EEG) signals, text analytics, and keystroke dynamics along with mouse movements. This paper is a literature review which summarizes the previous research work in order to identify the critical success factors of the existing approaches when detecting user emotions through facial expressions and text data along with the context. Finally, as a conclusion, considering the advantages and drawbacks of the existing applications, the novel approaches that need to be followed to analyse user emotions to improve the usability of systems are proposed.
一个人的情绪取决于性格、人际关系、心理健康等几个因素,其中,环境也起着重要作用。当基于上下文考虑用户情绪时,系统的可接受性和可用性可以得到增强。过去的大多数研究都涉及到使用面部表情、凝视方向、心率分析、脑电图(EEG)信号、文本分析和按键动力学以及鼠标运动来检测情绪。本文是一篇文献综述,总结了以往的研究工作,以确定现有方法在通过面部表情和文本数据以及上下文检测用户情绪时的关键成功因素。最后,作为结论,考虑到现有应用的优缺点,提出了需要遵循的新方法来分析用户情绪以提高系统的可用性。
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引用次数: 3
[Copyright notice] (版权)
Pub Date : 2019-08-01 DOI: 10.1109/ubi-media.2019.00003
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引用次数: 0
Comparing Effects of STR Versus SELT on Cognitive Load STR与self对认知负荷的影响比较
Pub Date : 2019-08-01 DOI: 10.1109/Ubi-Media.2019.00062
R. Shadiev, Narzikul Shadiev, Bakhora Shadieva, M. Fayziev, B. Reynolds
We applied STR, i.e. speech-to-text recognition, and SELT, i.e. speech-enabled language translation, technologies to lectures which were in English as Media of Instruction (EMI) to help students manage their cognitive load effectively. The goal was to compare how these two technologies help achieve this important task. To this end, two groups of students were recruited to attend two lectures (one at the intermediate and the other at the advanced level). STR-texts were shown to a control group while SELT-texts were shown to an experimental group. We compared the cognitive load of the students in both groups after each lecture. Our findings revealed that between-group difference in cognitive load was not significant; however, if student language ability was considered, a significant between-group difference existed during the advanced level lecture. We draw implications for researchers and teachers following these results.
我们将STR(即语音到文本识别)和SELT(即语音支持的语言翻译)技术应用于英语教学媒体(EMI)的讲座,以帮助学生有效地管理他们的认知负荷。我们的目标是比较这两种技术如何帮助实现这一重要任务。为此,招募了两组学生参加两个讲座(一个是中级,另一个是高级)。给对照组看str文本,给实验组看self文本。我们比较了两组学生在每次讲座后的认知负荷。我们的研究结果显示,组间认知负荷差异不显著;然而,如果考虑学生的语言能力,在高级课程中存在显著的组间差异。我们根据这些结果为研究人员和教师提供启示。
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引用次数: 1
The Design of Real-Time Digital Clothing Projection System 实时数字服装投影系统的设计
Pub Date : 2019-08-01 DOI: 10.1109/Ubi-Media.2019.00028
Hong-Nien Chen, Chuan-Feng Chiu, T. Shih, Chi-Yen Lin, Fitri Utaminingrum, Lin Hui
The variety and richness of clothing is an important thing for the brilliance and fluency of the performance. However, if we need to change our clothes for every show, changing clothes during the performance and even carrying clothes are both problems. To improve these problems and increase performance variability. In this paper, we propose a method for users to project virtual clothing on themselves using a computer with a projector. Kinect will capture the user's body and bones as well as each location and direction. The implementation the three steps method of a fast and efficient space coordinate transforming from camera coordinates to a real-world three-dimensional space coordinate to project and control virtual clothing in real time. Users can choose different costumes in our system. Anyone can easily wear virtual costumes during the show.
服装的多样性和丰富性对于演出的精彩和流畅是很重要的。然而,如果我们每次演出都需要换衣服,那么在演出期间换衣服,甚至携带衣服都是问题。以改善这些问题并增加性能可变性。在本文中,我们提出了一种方法,让用户使用带有投影仪的计算机将虚拟服装投射到自己身上。Kinect将捕捉用户的身体和骨骼以及每个位置和方向。实现了从相机坐标到现实世界三维空间坐标的快速高效空间坐标转换的三步法,实现了对虚拟服装的实时投影和控制。用户可以在我们的系统中选择不同的服装。任何人都可以在表演中轻松地穿上虚拟服装。
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引用次数: 0
An Intelligent Interactive Visualizer to Improve Blended Learning in Higher Education 提高高等教育混合式学习的智能交互式可视化工具
Pub Date : 2019-08-01 DOI: 10.1109/Ubi-Media.2019.00022
Rangana Jayashanka, K. Hewagamage, E. Hettiarachchi
Universities tend to design, create and evaluate new learning activities to enhance the learning environment for both students and teachers. Furthermore, higher educational institutes are finding solutions to create more personalized learning environments. There is an opportunity to improve the learning environment by applying Learning Analytics to educational data generated by learners interacting with Virtual Learning Environments (VLEs) and other digital learning tools. More personalized learning environments can be implemented by applying Learning Analytics on Learning Designs. Students' learning progress can be captured through Learning Dashboards in real-time by applying Learning Analytics during the course run-time. We can improve Blended Learning through the synergy between Learning Analytics and Learning Design. This paper provides an outline of a research project which aims to link Learning Design with Learning Analytics in order to enhance the learning environments and improve both teachers and student satisfaction. The paper provides the proposed framework of a Digital Learning Tool (Intelligent Interactive Visualizer) and sets out the program of research and development. The expected outcomes of the research project also discussed.
大学倾向于设计、创造和评估新的学习活动,以改善学生和教师的学习环境。此外,高等教育机构正在寻找解决方案,以创造更加个性化的学习环境。通过将学习分析应用于学习者与虚拟学习环境(VLEs)和其他数字学习工具交互产生的教育数据,有机会改善学习环境。通过在学习设计中应用学习分析,可以实现更加个性化的学习环境。通过在课程运行期间应用学习分析,可以通过学习仪表板实时捕获学生的学习进度。我们可以通过学习分析和学习设计之间的协同作用来改善混合式学习。本文提供了一个研究项目的大纲,旨在将学习设计与学习分析联系起来,以增强学习环境,提高教师和学生的满意度。本文提出了一种数字学习工具(智能交互可视化器)的框架,并提出了研究和开发计划。并对研究项目的预期成果进行了讨论。
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引用次数: 1
Stairs Descent Identification for Smart Wheelchair by Using GLCM and Learning Vector Quantization 基于GLCM和学习向量量化的智能轮椅楼梯下降识别
Pub Date : 2019-08-01 DOI: 10.1109/Ubi-Media.2019.00021
Ahmad Wali Satria Bahari Johan Satria, Fitri Fitri, Timothy Timothy
The smart wheelchair helps the activities of someone who has a physical disability. The smart wheelchair has several capabilities, one of these capabilities is detecting obstacles in the form of stairs descent. Where if they are not aware of the stairs descent, they can fall, it will be an effect injuring. Therefore this study aims to create a system that is able to detect stairs descent based on digital image and provide notifications. The system was built using the Gray Level Co-occurrence Matrix method as feature extraction and Learning Vector Quantization to classify the stairs descent based on the digital image. From the results of the tests that have been carried out using 200 training data and 40 test data obtained an accuracy rate of 92.5 The faster average computation time is 0.02779 (s) for detecting the stairs descent.
智能轮椅帮助有身体残疾的人进行活动。智能轮椅有几个功能,其中一个功能是检测楼梯下降形式的障碍物。如果他们没有意识到楼梯下降,他们可以摔倒,这将是一个影响伤害。因此,本研究旨在创建一个能够基于数字图像检测楼梯下降并提供通知的系统。该系统采用灰度共生矩阵法作为特征提取和学习向量量化对数字图像的楼梯下降进行分类。利用200个训练数据和40个测试数据进行了测试,准确率为92.5,检测楼梯下降的平均计算时间为0.02779 (s)。
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引用次数: 6
A Kinect-Based System for Stroke Rehabilitation 基于运动学的脑卒中康复系统
Pub Date : 2019-08-01 DOI: 10.1109/Ubi-Media.2019.00045
S. Yeh, Si-Huei Lee, R. Chan, Shuya Chen
Virtual reality (VR)-based stroke rehabilitation has been shown to be effective in increasing motivation and functional performance in stroke patients. The new motion-sensing technology, Kinect, is cost effective and does not require the patient to wear sensors on the body, which increases freedom of movement. The objective of this study was to use Kinect technology to develop a VR stroke rehabilitation system with unilateral and bilateral tasks for recovering the function of the upper extremity. This study tested the feasibility, therapeutic effectiveness, and user acceptance of this technology. Two participants with various levels of motor severity received 30-minute stroke rehabilitation 3 times per week over 8 weeks (a total 24 training sessions). The Wolf Motor Function Test (WMFT), Test Évaluant la performance des Membres supérieurs des Personnes Âgées (TEMPA), and Fugl-Meyer Assessment of Physical Performance (FMA) were used to collect data before and after rehabilitation, and during a follow-up to detect the changes of functional performance. Questionnaires of user acceptance of the technology were administered. On completion of the rehabilitation program, using the proposed Kinect-based VR training system, WMFT, TEMPA, and FMA results increased for both participants. The technology acceptance questionnaires indicated that participants had strong intentions to continue using the proposed system for rehabilitation. We developed the first Kinect-based stroke rehabilitation for the upper extremity, and demonstrated its feasibility and effectiveness in improving upper extremity function after a stroke. A large-scale study should be conducted to test the effectiveness of the proposed system for stroke rehabilitation.
基于虚拟现实(VR)的脑卒中康复已被证明可以有效地提高脑卒中患者的动机和功能表现。新的动作感应技术Kinect具有成本效益,而且不需要患者在身上佩戴传感器,从而增加了行动的自由度。本研究的目的是利用Kinect技术开发一种具有单侧和双侧任务的VR中风康复系统,以恢复上肢功能。本研究测试了该技术的可行性、治疗效果和用户接受度。两名运动严重程度不同的参与者接受了30分钟的中风康复治疗,每周3次,持续8周(总共24次训练)。采用Wolf运动功能测验(WMFT)、TEMPA (Évaluant la performance des memes supersamrieurs des Personnes Âgées)和Fugl-Meyer Physical performance Assessment of Physical performance (FMA)收集康复前后的数据,并在随访期间检测功能表现的变化。对用户对该技术的接受程度进行问卷调查。在完成康复计划后,使用拟议的基于kinect的VR训练系统,两名参与者的WMFT、TEMPA和FMA结果均有所增加。技术接受问卷显示,参与者有强烈的意愿继续使用拟议的系统进行康复。我们开发了第一个基于kinect的上肢中风康复,并证明了其在改善中风后上肢功能方面的可行性和有效性。应该进行大规模的研究来测试所提出的系统对中风康复的有效性。
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引用次数: 2
期刊
2019 Twelfth International Conference on Ubi-Media Computing (Ubi-Media)
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