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2021 15th International Conference on Ubiquitous Information Management and Communication (IMCOM)最新文献

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User Stress Modeling through Galvanic Skin Response 通过皮肤电反应建立用户应力模型
Fahad Ahmed Satti, Musarrat Hussain, Jamil Hussain, Tae-Seong Kim, Sungyoung Lee, T. Chung
The advent of digital era has brought great advances in the quality and accuracy of Bio medical sensors and other physiological devices. Similarly, digital games have also witnessed massive improvements in their scale, mechanics, graphics, and reach, which has led to a fierce debate on their human and societal impact, especially in terms of identifying the correlation, if any, between the gamer and violent transgressors. From a pure technological perspective, it is thus imperative that advances in sensory technologies and machine learning are then utilized to build a model for identifying the stress experienced by the gamer, during any game session. Galvanic Skin Response(GSR), can act as a good indicator of this experienced stress, by measuring the change in skin conductance and skin resistance of the user. However, GSR data, in its raw form, is very much user dependent, often biased, and is difficult to analyze, as it gives a long term measure of the user behavior changes, based on skin precipitation. In this research work, we have collected user's perceived notion of stress along with sensory data from a GSR device, which was then analyzed using various machine learning models, before creating a majority voting based ensemble model for stress modeling. Showing comparable values of accuracy(63.39%) and precision(51.22%), our model was able to substantially increase the class recall rate for identifying stress (27.08%), from the individual approaches (0-8.95%).
随着数字时代的到来,生物医学传感器和其他生理设备的质量和精度都有了很大的提高。同样地,数字游戏在规模、机制、图像和覆盖范围上都取得了巨大的进步,这引发了关于其对人类和社会影响的激烈争论,特别是在确定玩家和暴力犯罪者之间的相关性(如果有的话)方面。从纯粹的技术角度来看,我们必须利用先进的感官技术和机器学习来构建一个模型,以识别玩家在任何游戏过程中所经历的压力。皮肤电反应(GSR),通过测量使用者皮肤电导和皮肤电阻的变化,可以很好地反映这种经历的压力。然而,原始形式的GSR数据非常依赖于用户,通常存在偏差,并且难以分析,因为它基于皮肤沉淀给出了用户行为变化的长期衡量标准。在这项研究工作中,我们收集了用户对压力的感知概念以及来自GSR设备的感官数据,然后使用各种机器学习模型对其进行分析,然后创建基于多数投票的集成模型用于压力建模。在准确率(63.39%)和精密度(51.22%)上,我们的模型能够从单个方法(0-8.95%)显著提高识别压力的类别召回率(27.08%)。
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引用次数: 3
Crowd Worker Selection with Wide Learning and Narrow Evaluation 广学窄评的群体工作者选择
Jeon-Pyo Hong, Yoon-Yeol Lee, Jahwan Koo, U. Kim
Most people can easily find any place with enough portable devices and big data. Location information must already be known to someone, verified, and provided by a trusted provider. Therefore, Location Service Providers (LSP) may offer their clients biased information to use all of this information correctly and appropriately. But can clients are sure which LSP's approach is right for them? Therefore, it is very difficult to fit individuality into these tasks. We are attempting to solve this problem using collective intelligence to balance of information that is lacking in the Big Data industry. In our focus, Crowd Based System utilizes crowd wisdom to provide a variety of analytics. So using Worker Search Model (WSM) using learning techniques and Response Limit Model (RLM), which is a data selection set, we propose a strategy to optimize various interpretations to users. In addition, we challenge to find suitable locations by driving simulation. Simulation results show that our proposed system is about 1.5 times more likely to find a suitable worker compared to a simple conditional change approach.
大多数人可以很容易地找到任何地方有足够的便携式设备和大数据。位置信息必须已经为某人所知,并由受信任的提供者进行验证和提供。因此,位置服务提供商(LSP)可能会向客户端提供有偏差的信息,以便正确和适当地使用所有这些信息。但是客户能确定LSP的哪种方法适合他们吗?因此,很难在这些任务中融入个性。我们正试图用集体智慧来平衡大数据行业所缺乏的信息来解决这个问题。在我们的重点,基于人群的系统利用人群的智慧,提供各种各样的分析。因此,我们使用使用学习技术的工人搜索模型(WSM)和响应极限模型(RLM)作为数据选择集,提出了一种优化用户各种解释的策略。此外,我们的挑战是通过驾驶模拟找到合适的位置。仿真结果表明,与简单的条件变化方法相比,我们提出的系统找到合适工人的可能性约为1.5倍。
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引用次数: 0
TSS-Net: Time-based Semantic Segmentation Neural Network for Road Scene Understanding 基于时间的道路场景理解语义分割神经网络
Tin Trung Duong, Huy-Hung Nguyen, J. Jeon
In this research, a multitask convolutional neural network that can do end-to-end road scene classification and semantic segmentation, which are the two crucial tasks for advanced driver assistance systems (ADAS), is proposed. We name the network TSS which means time-based semantic segmentation. The network contains three main modules: an image encoder, a scene classifier, and two time-based segmentation decoders. For each road scene image, the encoder extracts image features which will be used for classifier and decoders. Next, the image features are fed to the classifier to predict the scene type (in this case a day or a night scene). Then, based on the predicted scene type, the same extracted features are fed to a corresponding segmentation decoder to produce the final semantic segmentation result. By using this classification-driven decoder approach, we can improve the accuracy of the segmentation model, even when the model has been trained excessively earlier. Through the experiment, the validity of our proposed method has been proven. Our approach can be considered as stacking multiple segmentation modules on top of the classification module with all of them share the same image encoder. With this approach, we can utilize the result from classification to gain more accuracy in segmentation in one feed forward only.
针对先进驾驶辅助系统(ADAS)的关键任务端到端道路场景分类和语义分割,提出了一种多任务卷积神经网络。我们将该网络命名为TSS,即基于时间的语义分割。该网络包含三个主要模块:一个图像编码器、一个场景分类器和两个基于时间的分割解码器。对于每个道路场景图像,编码器提取图像特征,用于分类器和解码器。接下来,将图像特征馈送到分类器以预测场景类型(在本例中是白天或夜间场景)。然后,根据预测的场景类型,将相同提取的特征馈送到相应的分割解码器,从而产生最终的语义分割结果。通过使用这种分类驱动的解码器方法,我们可以提高分割模型的准确性,即使模型已经训练得太早了。通过实验验证了该方法的有效性。我们的方法可以看作是将多个分割模块叠加在分类模块之上,并且所有的分割模块都共享相同的图像编码器。通过这种方法,我们可以利用分类的结果在一个前馈中获得更高的分割精度。
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引用次数: 0
Activity With Gender Recognition Using Accelerometer and Gyroscope 利用加速度计和陀螺仪进行性别识别的活动
A. Sharshar, A. Fayez, Yasser Ashraf, W. Gomaa
Recently, the use of the inertia measurement units (IMU), especially the gyroscope and accelerometer sensors, has increased in the human activity recognition (HAR) due to the extensive use of smartwatches and smartphones. In addition to the high quality and efficiency result in by these sensors, they can capture the data of the body dynamic motion as function of time, then the stream of data is analyzed and processed to classify and predict the action being done, the gender, the health status and many other characteristics. Gender and activity recognition have been deeply studied recently, using various ways to recognize either of them through many interfaces, like voice, image, or inertia measurement motion data. All these types of classifications are crucial in many applications such as recommendation systems, speech recognition, sports tracking, security and most importantly in healthcare. In this research, we present two models (hierarchical model and joint distribution model) and compare between two datasets (MoVi and MotionSense), using only two IMU sensors on right and left hand and motion sense dataset using mobile phone, to predict gender with activity and see how every activity reflect on gender, and explore the efficiency on using autocorrelation function as a feature extractor and compare between three classifiers, Random Forest (RF), Support Vector Machine (SVM) and Convolution Neural Network (CNN).
最近,由于智能手表和智能手机的广泛使用,惯性测量单元(IMU),特别是陀螺仪和加速度计传感器在人体活动识别(HAR)中的使用有所增加。这些传感器除了具有高质量和高效率外,它们还可以捕获身体动态运动的数据作为时间的函数,然后对数据流进行分析和处理,以分类和预测正在进行的动作,性别,健康状况和许多其他特征。性别和活动识别最近得到了深入的研究,使用各种方法通过许多接口来识别它们中的任何一个,如语音,图像或惯性测量运动数据。所有这些类型的分类在推荐系统、语音识别、运动跟踪、安全以及最重要的医疗保健等许多应用中都至关重要。在这项研究中,我们提出了两个模型(层次模型和联合分布模型),并比较了两个数据集(MoVi和MotionSense),仅使用两个IMU传感器在右手和左手,以及移动电话的运动感觉数据集,以活动预测性别,并观察每个活动如何反映性别,并探讨了使用自相关函数作为特征提取器的效率,并比较了三种分类器,随机森林(RF),支持向量机(SVM)和卷积神经网络(CNN)
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引用次数: 5
Agreeableness of a Virtual Agent: Effects of Reciprocity and Need for Help 虚拟代理的亲和性:互惠和帮助需求的影响
Jieun Kim, Y. Sah, Hayeon Song
Agreeableness is one of the key personalities expected to a virtual agent as a social interactant, as the agent's primary role is to provide help and assistance. Based on the theoretical background of the Computers-Are-Social-Actors (CASA) paradigm, this study aims to identify factors affecting the perceived agreeableness of virtual agents. Focusing on the reciprocity rule of help and users' need for help, an online experiment was conducted with a 2 (help type: reciprocal vs. unconditional) x 2 (need for help: wanted vs. not wanted) between-subjects design. The findings demonstrated that the agent providing unconditional help, compared to the agent that provided reciprocated help, was perceived to be more socially attractive, while marginally significant results were observed in terms of perceived agreeableness. In addition, the recipient's unwanted help damaged users' perception of the agent's agreeableness and social attraction. Both theoretical and practical implications are discussed.
亲和性是虚拟代理作为社会互动者所期望的关键人格之一,因为代理的主要角色是提供帮助和帮助。本研究基于计算机是社会行为者(CASA)范式的理论背景,旨在确定影响虚拟代理感知亲和性的因素。针对帮助和用户帮助需求的互惠性规律,采用2(帮助类型:互惠与无条件)× 2(帮助需求:需要与不需要)的被试间设计进行了在线实验。研究结果表明,与提供互惠帮助的人相比,提供无条件帮助的人被认为更具社会吸引力,而在感知的亲和性方面观察到略微显着的结果。此外,接受者的不需要的帮助损害了用户对代理人的亲和性和社会吸引力的感知。讨论了理论和实践意义。
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引用次数: 1
Investigating Network Performance of a Multi-user Virtual Reality Environment for Mining Education 矿业教育多用户虚拟现实环境的网络性能研究
Andreas Lindblom, T. Laine, H. S. Rossi
Virtual Reality provides the ability to immerse users in realistic environments, which enables utilization of the technology as an immersive educational tool. This is particularly useful for educational fields that require students to visit certain locations, or that concern hazardous situations and materials. The EIT Raw Materials Project MiReBooks intends to develop novel augmented and virtual reality teaching tools to mining education. Within the project, we developed an interactive multi-user VR environment, named MiReBooks VR, for teaching mining to students by simulating a VR mine and creating learning scenarios in it. In this paper, we briefly described MiReBooks VR, and then focused on determining the capacity of the server running in a head-mounted display by measuring latency. To assess the system's capacity to handle multiple students connected to a class session, client simulation tests of up to 30 simultaneous connections were conducted. The results suggests performance issues with respect to latency affecting all peers that could cause a negative effect to the VR user experience. In addition, the results indicate that the frame rate requirements for VR applications are difficult to maintain in multi-user environments using current off-the-shelf VR equipment. Based on the development experiences and the tests, we provide five lessons learned that can be of interest to software engineers and researchers working on the development of multi-user VR systems.
虚拟现实提供了将用户沉浸在现实环境中的能力,这使得该技术能够被用作沉浸式教育工具。这对于需要学生访问特定地点或涉及危险情况和材料的教育领域特别有用。EIT原材料项目MiReBooks旨在为矿业教育开发新颖的增强现实和虚拟现实教学工具。在项目中,我们开发了一个名为MiReBooks VR的交互式多用户虚拟现实环境,通过模拟虚拟矿山并在其中创建学习场景,为学生提供采矿教学。在本文中,我们简要介绍了MiReBooks VR,然后着重于通过测量延迟来确定在头戴式显示器中运行的服务器的容量。为了评估系统处理多个学生连接一堂课的能力,进行了多达30个同时连接的客户端模拟测试。结果表明,影响所有对等体的延迟方面的性能问题可能会对VR用户体验产生负面影响。此外,研究结果表明,使用现有的VR设备很难在多用户环境中维持VR应用的帧率要求。基于开发经验和测试,我们提供了5个经验教训,这些经验教训可能会对从事多用户VR系统开发的软件工程师和研究人员感兴趣。
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引用次数: 6
BCGAN: Facial Expression Synthesis by Bottleneck-Layered Conditional Generative Adversarial Networks 基于瓶颈分层条件生成对抗网络的面部表情合成
Yeji Shin, J. Bum, C. Son, Hyunseung Choo
Facial expression synthesis is widely applied to emotion prediction and face recognition for human-computer interaction. This task is challenging because it is difficult to reconstruct realistic and accurate facial expressions. Early deep learning methods focus only on pixel-level manipulation and are not suitable for generating realistic facial expressions. In this paper, we propose a bottleneck-layered conditional generative adversarial networks (BCGAN) for more realistic and accurate facial expression synthesis. BCGAN adopts a bottleneck layer that uses channel-wise concatenation in the generator to train with meaningful features only. In addition, a dense connection that links all bottleneck layers is added to generate an image which preserves the facial details of the original image. Both quantitative and qualitative evaluations were performed using the Radboud Faces Database (RaFD). Experimental results showed that BCGAN had 2% higher classification accuracy (98.7%) on the generated images as well as faster training speed compared to state-of-the-art approach.
面部表情合成广泛应用于情感预测和人脸识别等人机交互领域。这项任务是具有挑战性的,因为很难重建真实和准确的面部表情。早期的深度学习方法只关注像素级的操作,不适合生成逼真的面部表情。在本文中,我们提出了一种瓶颈层条件生成对抗网络(BCGAN),用于更逼真和准确的面部表情合成。BCGAN采用瓶颈层,在生成器中使用通道级连接,只使用有意义的特征进行训练。此外,还增加了连接所有瓶颈层的密集连接,生成的图像保留了原始图像的面部细节。使用Radboud Faces数据库(RaFD)进行定量和定性评价。实验结果表明,与最先进的方法相比,BCGAN对生成的图像的分类准确率提高了2%(98.7%),训练速度也加快了。
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引用次数: 0
Automatic Event Extraction method for Analyzing Text Narrative Structure 文本叙事结构分析中的事件自动提取方法
Hye-Yeon Yu, Moonhyun Kim
This paper presents an analysis of contemporary methods for event extraction from text narratives and of various event expression formats. It also briefly discusses future directions in narrative understanding and generation using artificial intelligence. The three-step study method for extracting events from text stories, comprising token analysis and part-of-speech tagging, dependent parsing, and standardization work, is analyzed. Expressions created using a tuple format are compared and contrasted with expressions created using the 5W format. Finally, we propose a novel method to organize events in a tuple format, reconstructing compound and complex sentences as simple sentences. Our method identifies and extracts verbs, subject, object, and preposition phrases. It then automatically extracts the multiple events that comprise each sentence.
本文分析了当代从文本叙事中提取事件的方法和各种事件表达格式。本文还简要讨论了人工智能在叙事理解和生成方面的未来发展方向。分析了从文本故事中提取事件的三步学习方法,包括标记分析和词性标记、依赖解析和标准化工作。使用元组格式创建的表达式将与使用5W格式创建的表达式进行比较和对比。最后,我们提出了一种以元组格式组织事件的新方法,将复合句和复杂句重构为简单句。我们的方法识别和提取动词、主语、宾语和介词短语。然后,它会自动提取组成每个句子的多个事件。
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引用次数: 1
A quantitative analysis of satisfaction on Airbnb from UX perspectives: The comparison between the United States and Hong Kong 用户体验视角下Airbnb用户满意度的定量分析:美国与香港的比较
Kunwoo Bae, Yeonju Jang, Jinyoung Han, A. P. D. Pobil, Eunil Park
Given that the concept of sharing economy is one of the widely-employed economic models in our society, users' satisfaction in sharing services is one of the important academic and industrial research topics for the success of such services. This study collects users' online reviews with ratings from Airbnb, one of the representative sharing services, and investigates effects of the following three components of user experience: users' perceived usability, usefulness, and affection. Our work compares the user experience in Airbnb between the United States and Hong Kong. The results of the multiple linear regression analysis indicate that affection (the United States) and usefulness (Hong Kong) show the greatest effects on the rating on Airbnb. Based on the findings, the implications with limitations are discussed.
共享经济概念是当今社会广泛应用的经济模式之一,用户对共享服务的满意度是共享服务成功与否的重要学术和产业研究课题之一。本研究收集了代表性共享服务Airbnb的用户在线评论和评分,并研究了用户体验的以下三个组成部分的影响:用户感知可用性,有用性和情感。我们的工作比较了美国和香港的Airbnb用户体验。多元线性回归分析的结果表明,情感(美国)和有用性(香港)对Airbnb的评分影响最大。在此基础上,讨论了研究的意义和局限性。
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引用次数: 1
AnoGAN-Based Anomaly Filtering for Intelligent Edge Device in Smart Factory 基于anogan的智能工厂边缘设备异常滤波
Donghyun Kim, Jae-Min Cha, Seokju Oh, Jongpil Jeong
Maintenance of production equipment and controlling products quality through data analysis are the main issues of smart factory. During production, detected data for analysis is showing abnormal data more than normal data. Therefore, there is lots of energy consumption for analysis, cost, and saving of data. Edge Device which applied deep learning algorithm is able to solve this problem. In this paper, a framework for data filtering method before data analysis is proposed through Anomaly detection using single board computer (SBC). Using Nvidia Jetson nano and desktop computer to compare and analyze the two virtual environments to determine the framework of optimum anomaly data filtering. AnoGAN is a deep learning model utilized for anomaly detection.
生产设备的维护和通过数据分析控制产品质量是智能工厂的主要问题。在生产过程中,用于分析的检测数据显示异常数据多于正常数据。因此,在分析、成本和数据保存方面存在大量的能耗。应用深度学习算法的边缘设备能够解决这一问题。本文提出了一种利用单板计算机(SBC)进行异常检测,在数据分析前进行数据过滤的框架。利用Nvidia Jetson nano和台式计算机对两种虚拟环境进行对比分析,确定最佳异常数据过滤框架。AnoGAN是一种用于异常检测的深度学习模型。
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引用次数: 3
期刊
2021 15th International Conference on Ubiquitous Information Management and Communication (IMCOM)
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