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Monte-Carlo planning for unit control in StarCraft 《星际争霸》中单位控制的蒙特卡洛规划
Pub Date : 2012-12-13 DOI: 10.1109/GCCE.2012.6379597
Zhe Wang, K. Nguyen, R. Thawonmas, F. Rinaldo
This paper presents an application of Monte-Carlo planning (MCPlan) to controlling units in a RTS game StarCraft. We apply an ε - greedy algorithm to model the opponent in a simulation for improving MCPlan's performance. Experimental results are provided at the end of this paper, which show the potential of MCPlan in this domain.
本文介绍了蒙特卡罗规划(MCPlan)在RTS游戏《星际争霸》控制单元中的应用。为了提高MCPlan的性能,我们在仿真中采用了ε贪心算法对对手进行建模。最后给出了实验结果,表明了MCPlan在该领域的潜力。
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引用次数: 6
Development of evaluation environment for physical attacks against embedded devices 嵌入式设备物理攻击评估环境的开发
Pub Date : 2012-12-13 DOI: 10.1109/GCCE.2012.6379924
T. Katashita, A. Sasaki, Y. Hori, M. Shiozaki, T. Fujino
Physical attacks against cryptographic modules on embedded systems are different with theoretical analysis. Side-channel attacks, which are noninvasive physical attacks, exploit the measurable parameters of devices. In this study, we have developed a cryptographic LSI environment for testing side-channel attacks. The environment is designed such that small fluctuations in LSI power consumption can be measured. A printed circuit board, and control hardware and software are developed, and are available on our website to provide a uniform environment for side-channel testing of LSIs. Details of the developed environment are described in this paper, and its performance in measurements and tests is demonstrated through an experiment that replicates a side-channel attack.
针对嵌入式系统加密模块的物理攻击与理论分析不同。侧信道攻击是一种非侵入性的物理攻击,利用设备的可测量参数。在这项研究中,我们开发了一个用于测试侧信道攻击的加密LSI环境。这种环境被设计成可以测量LSI功耗的微小波动。开发了印刷电路板和控制硬件和软件,并在我们的网站上提供,为lsi的侧通道测试提供了统一的环境。本文描述了开发环境的细节,并通过一个复制侧信道攻击的实验证明了其在测量和测试中的性能。
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引用次数: 1
A low latency and intuitive control video streaming system 一个低延迟和直观控制的视频流系统
Pub Date : 2012-12-13 DOI: 10.1109/GCCE.2012.6379578
T. Watanabe, S. Kobayashi, N. Koshizuka, K. Sakamura
Although demand for emergency medical services (EMS) is growing, sustaining EMS becomes more difficult and costly. It becomes a big problem, especially in Japan, that faces the problem of aging society. In this paper, we propose a smart EMS system. In order to increase efficiency of EMS, we focus on providing and sharing the information in real-time. In our system, Smart ambulance provides its location and patient information using video streaming in real-time. We realized a low latency streaming for communication, and remotely camera control system using touch panel. In evaluation, we showed that the video stream latency of our system was 45% lower than these of other methods.
尽管对紧急医疗服务的需求正在增长,但维持紧急医疗服务变得更加困难和昂贵。这成为了一个大问题,特别是在日本,它面临着老龄化社会的问题。本文提出了一种智能EMS系统。为了提高EMS的效率,我们注重实时提供和共享信息。在我们的系统中,智能救护车使用视频流实时提供其位置和患者信息。我们实现了低延迟的流通信,以及使用触摸屏的远程摄像机控制系统。在评估中,我们发现我们的系统的视频流延迟比其他方法低45%。
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引用次数: 1
Fighting game skill evaluation method using surface EMG signal 基于表面肌电信号的格斗游戏技能评价方法
Pub Date : 2012-12-13 DOI: 10.1109/GCCE.2012.6379550
T. Taneichi, M. Toda
Fighting game is one of the video games which 2 players fighting in screen by controlling characters. While skilled fighting game players are perceived to have great reflex or judgment like chess players, there is no precise skill evaluation method. In this paper, we suggested surface EMG signal as fighting game skill evaluation method. In the experiment, we divide 10 subjects into skilled group and unskilled group by inputting trial. Furthermore, we measured EMG of their left arms and derived average rectified value. As a result, there were no significant difference of input power, but were input timing between 2 groups.
格斗游戏是两名玩家通过控制角色在屏幕上进行战斗的电子游戏之一。虽然熟练的格斗游戏玩家被认为像国际象棋玩家一样有很强的反应能力或判断力,但并没有精确的技能评估方法。本文提出表面肌电信号作为格斗游戏技能评价方法。在实验中,我们通过输入试验将10名受试者分为熟练组和非熟练组。此外,我们测量了他们左臂的肌电图,并得出了平均整流值。结果显示,两组患者的输入功率差异无统计学意义,输入时间差异有统计学意义。
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引用次数: 5
Real-time engine for paintbrush function on electronic papers 实时引擎在电子纸上的画笔功能
Pub Date : 2012-12-13 DOI: 10.1109/GCCE.2012.6379955
W. Kao, Hsing-Yu Chen, Ying-Hao Liu, W. Fang
This paper presents a signal processing engine aiming to provide the brush function for electronic papers. The engine contains four stages: (a) screening the detected pixel coordinates, (b) interpolating pixels, (c) image halftoning for generating more visual gray levels, and (d) driving the pixels to the target states. The experimental results show that the engine can complete the pixel interpolation as well as produce the gray-tone traces in order to meet the real-time requirement.
本文设计了一种信号处理引擎,旨在为电子纸张提供刷刷功能。该引擎包含四个阶段:(a)筛选检测到的像素坐标,(b)插值像素,(c)图像半色调以生成更多的视觉灰度级,(d)驱动像素到目标状态。实验结果表明,该引擎既能完成像素插值,又能生成灰度轨迹,满足实时性要求。
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引用次数: 1
Estimation of boundary position by direction-of-arrivals of direct and reflected sound 用直接声和反射声的到达方向估计边界位置
Pub Date : 2012-12-13 DOI: 10.1109/GCCE.2012.6379915
K. Zempo, K. Mizutani, N. Wakatsuki
Compassing the spatial shape is used out of developing surround speaker system or signal enhancement. To reconstruct the boundary positions, conventional methods offer an array consists of a large number of elements (e.g. microphones and loudspeakers). This research aims to estimate the correct boundary position using a small number of microphones, by developing a signal processing method which utilizes the direction of arrival(DOA) of direct and reflected sounds. The performance of the proposed method is evaluated in numerical simulation in which the human voice is assumed to be a sound source. From the obtained results, we found that the estimation result involves some errors due to approximations in the proposed algorithm. However, we also found that employment of the correction function is effective to minimize the estimation error. As a result, the proposed method may achieve compassing the spatial shape using a small number of microphones with actual calculation cost.
环绕空间形状用于开发环绕扬声器系统或增强信号。为了重建边界位置,传统方法提供了一个由大量元素组成的阵列(例如麦克风和扬声器)。本研究的目的是通过开发一种利用直接声和反射声到达方向(DOA)的信号处理方法,利用少量麦克风估计出正确的边界位置。在假设人声为声源的数值模拟中,对该方法的性能进行了评价。从得到的结果来看,我们发现由于算法中的近似,估计结果存在一定的误差。然而,我们也发现使用修正函数可以有效地减小估计误差。因此,所提出的方法可以使用少量传声器实现空间形状的环绕,并且具有实际的计算成本。
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引用次数: 0
Proposal of software structure standard 软件结构标准的提出
Pub Date : 2012-12-13 DOI: 10.1109/GCCE.2012.6379566
M. Hatakeyama, N. Sugiyama, T. Yuasa, K. Yamada
In a design approach for improving software quality and development efficiency, we propose a software design technique consisting of three items - concise functional partitioning, an assessment based software structure, and the best technique selected and reasons for selection. Of these, the best technique selected and reasons for selection is the most important. We propose a core software structure standard that should be reviewed and determined early in software development.
在一种提高软件质量和开发效率的设计方法中,我们提出了一种软件设计技术,包括简洁的功能划分、基于评估的软件结构、选择的最佳技术和选择的原因三个方面。其中,选择最好的技术和选择的理由是最重要的。我们提出了一个核心的软件结构标准,应该在软件开发的早期进行审查和确定。
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引用次数: 0
Self-synthesis based super-resolution for a natural image 基于自合成的自然图像超分辨率
Pub Date : 2012-12-13 DOI: 10.1109/GCCE.2012.6379914
Hyun-Seung Lee, Seung-Goo Kim, Ji-hwan Kim, Sehyeok Park, Cheul-hee Hahm
In this paper, we propose self-synthesis based super-resolution algorithm for natural images. The proposed method analyzes the property of the natural image and focuses on the self-similarity of natural objects. Structure and texture components are extracted from the self-image and synthesized on the interpolated image with matching weights to restore the self-similarity of interpolated image. Then, the synthesized image is compensated with MAP estimator to prevent artifacts. Experimental results show that the proposed method gives more natural texture in terms of human perception.
本文提出了一种基于自合成的自然图像超分辨率算法。该方法分析了自然图像的特性,重点研究了自然物体的自相似度。从自图像中提取结构和纹理分量,利用匹配权值在插值图像上进行合成,恢复插值图像的自相似性。然后用MAP估计器对合成图像进行补偿,防止伪影。实验结果表明,从人类感知的角度来看,该方法可以获得更自然的纹理。
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引用次数: 2
2D to 3D conversion based on tracking both vanishing point and objects 基于跟踪消失点和对象的2D到3D转换
Pub Date : 2012-12-13 DOI: 10.1109/GCCE.2012.6379552
I. Tsubaki, A. Shimeno, T. Tsukuba, T. Suenaga, M. Shioi
In this paper, we address an automatic 2D to 3D conversion method intended to generate 3D images which are consistent with both linear perspectives and motion parallax. The method comprises mainly vanishing point tracking and moving object tracking. The experimental result shows generated 3D images have natural 3D appearance.
在本文中,我们提出了一种自动2D到3D转换方法,旨在生成与线性视角和运动视差一致的3D图像。该方法主要包括消失点跟踪和运动目标跟踪。实验结果表明,生成的三维图像具有自然的三维外观。
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引用次数: 3
Kikubari: A model for provisioning dynamic context-aware services based on the intentions Kikubari:一个基于意图提供动态上下文感知服务的模型
Pub Date : 2012-12-13 DOI: 10.1109/GCCE.2012.6379568
Keiko Maki, Mikio Aoyama
Due to the ubiquity of mobile computing, the service provisioning systems are required to provide appropriate services dynamically under the changing context. Based on a model of Kikubari, traditional Japanese manner of hospitality with delicate attention to other's intentions, we propose a context-aware service provisioning system for coordinating multiple users' intentions along with changing context. We evaluate the proposed method with multiple scenarios for the users of a car navigation system and demonstrate the effectiveness of proposed method.
由于移动计算的普遍存在,服务供应系统需要在不断变化的环境下动态地提供适当的服务。基于菊盆(Kikubari)的模式,我们提出了一个上下文感知的服务提供系统,以协调多个用户的意图,并随着环境的变化而变化。菊盆是一种传统的日本待客方式,注重他人的意图。我们用汽车导航系统用户的多个场景来评估所提出的方法,并证明了所提出方法的有效性。
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引用次数: 1
期刊
The 1st IEEE Global Conference on Consumer Electronics 2012
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