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Edge computing for critical environments: Vision and existing solutions 关键环境的边缘计算:愿景和现有解决方案
Pub Date : 2023-12-08 DOI: 10.52953/vibq8773
Ijaz Ahmad, Andrea Gentili, Rupender Singh, Juhani Ahonen, Jani Suomalainen, Seppo Horsmanheimo, Heikki Keranen, Erkki Harjula
With the increasing connectivity of critical infrastructures through wireless technologies, the importance of edge computing is increasing manyfolds. Edge computing has become an important phenomenon combining the strengths of distributed computing technologies with those of telecommunication technologies. Therefore, new technological breakthroughs are happening in the realm of edge computing for critical environments, such as the next generation underground and open-pit mining. Since the mining technologies are moving at a faster pace towards digitization leveraging connectivity technologies, edge computing plays a crucial role in bringing computing and connectivity into mines to provide latency- and security-critical services on site. In this article, we study how edge computing fulfills the needs of critical environments, focusing on mining environments, and provides important insight into future research directions.
随着关键基础设施通过无线技术的连接不断增加,边缘计算的重要性成倍增加。边缘计算已经成为分布式计算技术与通信技术优势相结合的重要现象。因此,关键环境的边缘计算领域正在发生新的技术突破,例如下一代地下和露天采矿。由于采矿技术正以更快的速度向数字化发展,利用连接技术,边缘计算在将计算和连接引入矿山以在现场提供延迟和安全关键服务方面发挥着至关重要的作用。在本文中,我们研究边缘计算如何满足关键环境的需求,重点关注采矿环境,并为未来的研究方向提供重要见解。
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引用次数: 0
SignIt! An Android game for sign bilingual play that collects labelled sign language data SignIt!一款收集标注手语数据的手语双语安卓游戏
Pub Date : 2023-12-08 DOI: 10.52953/bdcy4236
Roshni Poddar, Pradyumna YM, Divya Prabha Jayakumar, Tarini Naik, Punyat Tripathi, Nabeel TP, Hemanth Reddy Yeddula, Pratyush Kumar, Mohit Jain, Manohar Swaminathan
The Deaf or Hard-of-Hearing (DHH) community constitutes over 430 million people globally, with about 70 million of them using sign language as their primary means of communication. India has around 63 million DHH individuals. The DHH community in India faces several challenges, particularly in learning sign language and English, due to delayed diagnosis, stigma, oralism, and a diversity of languages. Digital games for spoken and sign language learning have gained popularity due to their advantages over traditional language learning methods, such as enhanced engagement and socialization, driving increased research and adoption over traditional methods. Moreover, the development of robust machine learning models for sign language recognition, which could significantly improve access for signers, is currently impeded by the scarcity of labelled sign language data. To address these challenges, we collaborated with NISH, an academic institution for the DHH community and developed SignIt!, an accessible and inclusive quiz platform that facilitates the learning of English and Indian Sign Language (ISL) with a secondary goal of data collection. To assess the game's usability, we conducted a study with 20 members of the DHH community, followed by interviewing 15 participants. Overall, our participants answered 2160 quiz questions and created 210 questions. The quiz creation resulted in the collection of three hours of labelled real-world sign language data. The interviews revealed novel insights, such as a preference for playing competitively with friends, empowerment by their agency to be content creators, and early signs of learning English, sign language, and quiz content by playing and creating quizzes. We plan to open-source and release SignIt! to increase its adoption among diverse DHH communities.
全球聋人或听力障碍者(DHH)群体人数超过4.3亿,其中约有7000万人使用手语作为主要交流手段。印度大约有6300万DHH患者。印度的DHH社区面临着一些挑战,特别是在学习手语和英语方面,这是由于诊断延迟、耻辱、口头障碍和语言多样性造成的。口语和手语学习的数字游戏越来越受欢迎,因为它们比传统的语言学习方法更有优势,比如更强的参与度和社交性,推动了传统方法的研究和采用。此外,用于手语识别的强大机器学习模型的开发,可以显着改善签署人的访问,目前受到标记手语数据稀缺的阻碍。为了应对这些挑战,我们与DHH社区的学术机构NISH合作,开发了SignIt!,是一个方便和包容的测验平台,促进英语和印度手语(ISL)的学习,其次要目标是收集数据。为了评估游戏的可用性,我们对《DHH》社区的20名成员进行了调查,随后采访了15名参与者。总的来说,我们的参与者回答了2160个测验问题,并创造了210个问题。这个测验的创建结果是收集了三个小时的标记现实世界的手语数据。这些访谈揭示了一些新颖的见解,比如他们更喜欢与朋友竞争,他们的代理机构授权他们成为内容创造者,以及通过玩和制作测验来学习英语、手语和测验内容的早期迹象。我们计划开源并发布SignIt!以增加其在不同卫生保健社区的采用。
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引用次数: 0
Vibe - With people with hearing impairment Vibe - 与有听力障碍的人一起
Pub Date : 2023-12-06 DOI: 10.52953/vrlu9673
Velmurugan S, Prabhakar A
Hearing loss significantly impacts daily life, leading to communication difficulties, social isolation, and increased risk of accidents. This can cause frustration, anxiety, and depression. The use of sound indication devices improve the quality of life for individuals with hearing impairment by providing them with a means to detect sounds in their environment. We have developed Vibe, a device that alerts a user to specific sounds (a baby's cry, an alarm, a door knock, a vehicle horn, or a spoken name) in their environment. Our device uses EdgeML, a form of machine learning, to perform tasks locally on the device rather than relying on cloud-based services. This approach has the advantage of reduced latency and improved privacy. The EdgeML model was trained on a locally collected dataset, for better applicability to the Indian environment. Devices such as Vibe will help individuals with hearing impairment navigate their surroundings safely and confidently, leading to increased independence and improved mental health.
听力损失严重影响日常生活,导致沟通困难、社会孤立和事故风险增加。这会导致沮丧、焦虑和抑郁。声音指示装置的使用为听障人士提供了一种检测环境声音的手段,从而改善了他们的生活质量。我们开发了Vibe,这款设备可以提醒用户注意周围环境中的特定声音(婴儿的哭声、警报声、敲门声、汽车喇叭声或别人说出的名字)。我们的设备使用EdgeML(一种机器学习形式)在设备上本地执行任务,而不是依赖于基于云的服务。这种方法具有减少延迟和改进隐私的优点。EdgeML模型在当地收集的数据集上进行了训练,以便更好地适用于印度环境。像Vibe这样的设备将帮助听障人士安全、自信地在周围环境中导航,从而提高独立性,改善心理健康。
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引用次数: 0
Accessibility evaluation of major assistive mobile applications available for the visually impaired 对视障人士可用的主要辅助移动应用程序进行无障碍评估
Pub Date : 2023-12-04 DOI: 10.52953/tnrv4696
Saidarshan Bhagat, Padmaja Joshi, Avinash Agarwal, Shubhanshu Gupta
People with visual impairments face numerous challenges in their daily lives, including mobility, access to information, independent living, and employment. Artificial Intelligence (AI) with Computer Vision (CV) has the potential to improve their daily lives, provide them with necessary independence, and it will also spawn new opportunities in education and employment. However, while many such AI/CV-based mobile applications are now available, these apps are still not the preferred choice amongst visually impaired persons and are generally limited to advanced users only, due to certain limitations. This study evaluates the challenges faced by visually impaired persons when using AI/CV-based mobile apps. Four popular AI/CV-based apps, namely Seeing AI, Supersense, Envision and Lookout, are assessed by blind and low-vision users. Hence these mobile applications are evaluated on a set of parameters, including generic parameters based on the Web Content Accessibility Guidelines (WCAG) and specific parameters related to mobile app testing. The evaluation not only focused on the guidelines but also on the feedback that was gathered from these users on parameters covering the apps' accuracy, response time, reliability, accessibility, privacy, energy efficiency and usability. The paper also identifies the areas of improvement in the development and innovation of these assistive apps. This work will help developers create better accessible AI-based apps for the visually impaired.
视力障碍患者在日常生活中面临许多挑战,包括行动不便、获取信息、独立生活和就业。具有计算机视觉(CV)的人工智能(AI)有可能改善人们的日常生活,为他们提供必要的独立性,也将在教育和就业方面产生新的机会。然而,虽然现在有许多这样的基于AI/ cv的移动应用程序,但由于某些限制,这些应用程序仍然不是视障人士的首选,通常仅限于高级用户。本研究评估了视障人士在使用基于AI/ cv的移动应用程序时所面临的挑战。四款流行的基于AI/ cv的应用程序,即Seeing AI, Supersense, Envision和Lookout,由盲人和低视力用户进行评估。因此,这些移动应用程序是根据一组参数进行评估的,包括基于Web Content Accessibility Guidelines (WCAG)的通用参数和与移动应用程序测试相关的特定参数。评估不仅关注指南,还关注从这些用户那里收集的反馈,这些反馈包括应用程序的准确性、响应时间、可靠性、可访问性、隐私、能效和可用性等参数。本文还指出了这些辅助应用程序在开发和创新方面有待改进的领域。这项工作将帮助开发人员为视障人士创建更容易访问的基于人工智能的应用程序。
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引用次数: 0
Accessibility difference in education-related websites from developing and developed countries 发展中国家和发达国家教育相关网站无障碍程度的差异
Pub Date : 2023-12-04 DOI: 10.52953/sbbu5539
Utkarsha Singh, Jeevithashree Divya Venkatesh, Pradipta Biswas
In recent years, websites have become the key source of information for most people. There are several websites related to education, healthcare, government, e-commerce, and so on. These websites are used by a large population to access required information. Web content must meet the accessibility guidelines for websites to be accessible to all users, including people with different ranges of abilities across the globe. Thus, accessibility of the web is the prime facet of every website. This paper focuses on identifying accessibility differences in education boards or similar websites anchoring higher-level schools' leaving examinations. We have considered evaluating the accessibility of landing pages of 13 educational websites from a developing and developed group of countries. Six Web Content Accessibility Guidelines (WCAG) tools from the World Wide Web Consortium (W3C) were considered for evaluating each website. We have tabulated the results of each tool, highlighted the different accessibility issues for each website, and provided alternate suggestions that web developers can consider for resolve any issues. From the results we noted that the developing group of countries reported the maximum number of accessibility issues when compared to the developed group of countries. Selected webpages of developing and developed countries identified text contrast failures, and non-text contrast failures respectively. The education board websites of India and Japan were identified as having the maximum number of accessibility issues when compared to other selected websites.
近年来,网站已成为大多数人获取信息的主要来源。有几个网站与教育、医疗保健、政府、电子商务等相关。大量的人使用这些网站来获取所需的信息。Web内容必须满足网站的可访问性准则,以便所有用户都可以访问,包括全球不同能力范围的用户。因此,网络的可访问性是每个网站的主要方面。本文的重点是确定教育委员会或类似网站锚定高等学校毕业考试的可访问性差异。我们考虑评估来自发展中国家和发达国家的13个教育网站登陆页面的可访问性。来自万维网联盟(W3C)的六个Web内容可访问性指南(WCAG)工具被用于评估每个网站。我们将每个工具的结果制成表格,突出显示了每个网站的不同可访问性问题,并提供了可供web开发人员考虑的替代建议,以解决任何问题。从结果中我们注意到,与发达国家集团相比,发展中国家集团报告的无障碍问题最多。所选的发展中国家和发达国家的网页分别发现了文字对比失败和非文字对比失败。与其他选定的网站相比,印度和日本的教育委员会网站被认为存在最多的无障碍问题。
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引用次数: 0
The lane detection algorithm based on multiscale aggregated attention fusion network 基于多尺度聚合注意力融合网络的车道检测算法
Pub Date : 2023-12-01 DOI: 10.52953/sgml9321
Hong Wang, Yin Ang, Yilin Kang, Shasha Tian, Lu Zheng, Aifei Wang
High accuracy and high stability are key elements of the lane detection algorithm in an autonomous driving system. Traditional algorithms are having difficulty extracting detailed features due to the complex geometric structure and background interference of lanes in real scenarios. Therefore, this paper proposes a Multiscale Aggregated Attention Fusion (MAAF) network, which integrates attention mechanisms to improve the accuracy and robustness of lane detection. Firstly, the Recurrent Feature-Shift Aggregator for Lane Detection (RESA) is improved to increase the effective sensory field and improve the efficiency of feature aggregation. Then, the ECANet attention module is used to extract features across channels, enhancing the model's focus on lane details. Finally, a spatial attention mechanism is incorporated to make the network more attentive to lane features, acquire more semantic information, and reduce the influence of background interference and clutter. Experimental results show that this method achieves 96.84% and 76.5% metrics on the TuSimple and CuLane datasets, respectively, surpassing the baseline network. Furthermore, it demonstrates good generalization and robustness, enabling accurate lane detection in complex road environments.
高精度和高稳定性是自动驾驶系统中车道检测算法的关键。在真实场景中,由于车道复杂的几何结构和背景干扰,传统算法难以提取细节特征。为此,本文提出了一种多尺度聚合注意融合(MAAF)网络,该网络集成了注意机制,以提高车道检测的准确性和鲁棒性。首先,改进了用于车道检测的循环特征移位聚合器(RESA),增加了有效感知场,提高了特征聚合效率;然后,利用ECANet关注模块提取通道间特征,增强模型对车道细节的关注;最后,引入空间注意机制,使网络更加关注车道特征,获取更多的语义信息,减少背景干扰和杂波的影响。实验结果表明,该方法在TuSimple和CuLane数据集上分别达到96.84%和76.5%的指标,优于基线网络。此外,该方法具有良好的泛化和鲁棒性,能够在复杂的道路环境中实现准确的车道检测。
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引用次数: 0
Multi-codec rate adaptive point cloud streaming for holographic-type communication 用于全息类型通信的多编解码器速率自适应点云流式传输
Pub Date : 2023-11-29 DOI: 10.52953/bdsp2843
Mahendra Suthar, Rui Dai, Junjie Zhang, Sasu Tarkoma, Ian F. Akyildiz
Point cloud videos play a crucial role in immersive applications enabled by holographic-type communication, which has been identified as an important service for 6G and beyond wireless systems and the metaverse. The significant volume of point cloud video demands efficient compression and transmission techniques to support the Quality of Experience (QoE) requirements of real-time immersive applications. A few Point Cloud Compression (PCC) techniques, such as MPEG PCC and Draco, have emerged in recent years, and studies have shown that each technique has its strengths and weaknesses under different system settings. This paper proposes a multi-codec rate adaptive point cloud streaming method to satisfy the QoE requirements of interactive and live applications considering available system resources. The proposed method leverages three common PCC techniques: MPEG V-PCC, MPEG G-PCC, and Draco. The performance of each PCC technique is evaluated under various test conditions, and then estimation models are constructed to predict the bit rate, the decoding time, and the quality of the reconstructed point cloud. Based on the user's quality requirements and available computational and communication resources, the proposed streaming method selects a codec along with appropriate compression parameters that can provide the minimum latency for streaming. Evaluation results demonstrate that the proposed method can provide better QoE than benchmark methods under various bandwidth and computation scenarios.
点云视频在全息类通信支持的沉浸式应用中发挥着至关重要的作用,而全息类通信已被确定为 6G 及更高版本无线系统和元宇宙的重要服务。大量的点云视频需要高效的压缩和传输技术,以支持实时沉浸式应用对体验质量(QoE)的要求。近年来出现了一些点云压缩(PCC)技术,如 MPEG PCC 和 Draco,研究表明,在不同的系统设置下,每种技术都有其优缺点。本文提出了一种多编解码器速率自适应点云流媒体方法,以满足互动和直播应用对可用系统资源的 QoE 要求。该方法利用了三种常见的 PCC 技术:MPEG V-PCC、MPEG G-PCC 和 Draco。在各种测试条件下评估了每种 PCC 技术的性能,然后构建了估计模型来预测比特率、解码时间和重建点云的质量。根据用户对质量的要求以及可用的计算和通信资源,所提出的流式传输方法会选择一个编解码器和适当的压缩参数,以提供最小的流式传输延迟。评估结果表明,在各种带宽和计算场景下,与基准方法相比,建议的方法能提供更好的 QoE。
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引用次数: 0
Networking for the metaverse: The standardization landscape 元网络:标准化前景
Pub Date : 2023-11-29 DOI: 10.52953/zdnu1464
Cedric Westphal, Jungha Hong, Shin-Gak Kang, Leonardo Chiariglione, Tianji Jiang
New applications are being supported by current and future networks. In particular, it is expected that metaverse applications will be deployed in the near future, as 5G and 6G networks provide sufficient bandwidth and sufficiently low latency to provide a satisfying end-user experience. However, networks still need to evolve to better support this type of application. We present here a basic taxonomy of the metaverse, which allows us to identify some of the networking requirements for such an application; and we also provide an overview of the current state of the standardization efforts in different standardization organizations, including ITU T, 3GPP, IETF and MPAI.
当前和未来的网络都将支持新的应用。特别是,随着 5G 和 6G 网络提供足够的带宽和足够低的延迟,以提供令人满意的终端用户体验,预计元数据应用将在不久的将来部署。不过,网络仍需不断发展,以更好地支持这类应用。我们在此提出了元宇宙的基本分类法,从而确定了此类应用的一些网络要求;我们还概述了不同标准化组织的标准化工作现状,包括 ITU T、3GPP、IETF 和 MPAI。
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引用次数: 0
Emergency message broadcasting scheme based on V2V and V2I 基于 V2V 和 V2I 的紧急信息广播方案
Pub Date : 2023-11-24 DOI: 10.52953/kxnw4283
Zhengtao Xiang, Yu Zhang, Yufeng Chen, Yingkui Ma, Hanwen Cao, Li Tian
As an important part of the advanced Intelligent Traffic System (ITS) in the Internet of Vehicles (IoV), Vehicle to everything (V2X) communication technology provides reliable end-to-end connection and efficient packet transmission. Currently, the main challenge is design and implementation of the multi-hop broadcast protocol. In particular, the network topology is constantly changing because of the high-speed vehicle and diversified road structure, which troubles the selection of forward nodes. Therefore, we propose an Emergency Message Broadcast Protocol (EMBP). In this method, we select the optimal relay node according to the directionality and mobility, channel fading, and link connectivity and apply a suboptimal relay node selection mechanism to guarantee the reliability of broadcast. Simulation results show that EMBP is more efficient and stable than part classical protocols. Due to the complex communication environment of urban roads, to better improve the reliability of emergency message transmission, a broadcasting scheme Roadside Unit (RSU) Emergency Message Broadcast Protocol (REMBP), based on Vehicle to Vehicle (V2V) and Vehicle to Road (V2R) hybrid transmission of emergency messages is proposed on the basis of EMBP. Compared with EMBP, REMBP has better performance in terms of delivery rate, number of forwarding hops, end-to-end delay, average number of collisions, number of packet redundancy, and number of retransmissions.
作为车联网(IoV)中先进智能交通系统(ITS)的重要组成部分,车联网(V2X)通信技术可提供可靠的端到端连接和高效的数据包传输。目前,主要的挑战在于多跳广播协议的设计和实施。特别是,由于车辆的高速行驶和道路结构的多样化,网络拓扑不断变化,这给前向节点的选择带来了麻烦。因此,我们提出了一种紧急信息广播协议(EMBP)。在该方法中,我们根据方向性和移动性、信道衰落和链路连通性选择最优中继节点,并应用次优中继节点选择机制来保证广播的可靠性。仿真结果表明,EMBP 比部分经典协议更高效、更稳定。由于城市道路通信环境复杂,为了更好地提高紧急信息传输的可靠性,在 EMBP 的基础上,提出了一种基于车对车(V2V)和车对路(V2R)混合传输紧急信息的广播方案--路侧单元(RSU)紧急信息广播协议(REMBP)。与 EMBP 相比,REMBP 在传输速率、转发跳数、端到端延迟、平均碰撞次数、数据包冗余数和重传次数等方面都有更好的性能。
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引用次数: 0
A comparison of virtual worlds based on the metaverse maturity model 基于元宇宙成熟度模型的虚拟世界比较
Pub Date : 2023-11-23 DOI: 10.52953/revf5378
Markus Weinberger, Daniel Gross
The realization and adoption of the metaverse vision is still in its infancy. In order to answer the question of how close today's virtual worlds get to this metaverse vision, the metaverse maturity model has been applied to evaluate a sample of eight selected virtual worlds: Guild Wars 2, Fortnite, Second Life, Roblox, VRChat, Decentraland, Horizon Worlds, and The Sandbox. The model comprises eight core attributes with five maturity levels each. The results indicate that, on the one hand, technical preconditions for the metaverse, e.g.,sufficient computing power, network technology, and interoperability standards, are not yet met. On the other hand, core attributes which mainly depend on strategy, e.g., persistence and economic systems can yield high maturity levels, if the strategy is aligned accordingly. As the study shows the usefulness of the metaverse maturity model, future research should repeatedly evaluate metaverse maturity to track progress and identify the need for further development.
元世界愿景的实现和采用仍处于起步阶段。为了回答当今虚拟世界离元宇宙愿景有多近的问题,我们运用元宇宙成熟度模型对以下八个选定的虚拟世界进行了抽样评估:《激战 2》(Guild Wars 2)、《堡垒之夜》(Fortnite)、《第二人生》(Second Life)、《Roblox》、《VRChat》、《Decentraland》、《地平线世界》(Horizon Worlds)和《沙盒》(The Sandbox)。该模型包括八个核心属性,每个属性有五个成熟度等级。结果表明,一方面,元宇宙的技术前提条件,如足够的计算能力、网络技术和互操作性标准,尚未得到满足。另一方面,主要取决于战略的核心属性,如持久性和经济系统,如果战略得到相应的调整,则可以产生较高的成熟度。由于这项研究表明了元数据成熟度模型的实用性,今后的研究应反复评估元数据成熟度,以跟踪进展情况并确定进一步发展的需要。
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引用次数: 0
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ITU Journal on Future and Evolving Technologies
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