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An Augmented Reality App to Learn to Interpret the Nutritional Information on Labels of Real Packaged Foods 增强现实应用程序学习解释真正包装食品标签上的营养信息
Pub Date : 2019-06-20 DOI: 10.3389/fcomp.2019.00001
M. C. J. Lizandra, Jorge L. Charco, Inmaculada García-García, R. Mollá
Healthy eating habits involve controlling your diet. It is important to know how to interpret the nutritional information of the packaged foods that you consume. These packaged foods are usually processed and contain carbohydrates and fats. Monitoring carbohydrates intake is particularly important for weight-loss diets and for some pathologies such as diabetes. In this paper, we present an augmented reality app for helping interpret the nutritional information about carbohydrates in real packaged foods with the shape of boxes or cans. The app tracks the full object and guides the user in finding the surface or area of the real package where the information about carbohydrates is located using augmented reality and helps the user to interpret this information. The portions of carbohydrates (also called carb choices or carb servings) that correspond to the visualized food are shown. We carried out a study to check the effectiveness of our app regarding learning outcomes, usability, and perceived satisfaction. A total of 40 people participated in the study (20 men and 20 women). The participants were between 14 and 55 years old. The results reported that their initial knowledge about carb choices was very low. This indicates that education about nutritional information in packaged foods is needed. An analysis of the pre-knowledge and post-knowledge questionnaires showed that the users had a statistically significant increase in knowledge about carb choices using our app. Gender and age did not influence the knowledge acquired. The participants were highly satisfied with our app. In conclusion, our app and similar apps could be used to effectively learn how to interpret the nutritional information on the labels of real packaged foods and thus help users acquire healthy life habits.
健康的饮食习惯包括控制饮食。知道如何解读你所食用的包装食品的营养信息是很重要的。这些包装食品通常经过加工,含有碳水化合物和脂肪。监测碳水化合物的摄入量对减肥饮食和糖尿病等疾病尤为重要。在本文中,我们提出了一种增强现实应用程序,用于帮助解释盒或罐形状的真实包装食品中碳水化合物的营养信息。该应用程序跟踪整个物体,并引导用户使用增强现实技术找到有关碳水化合物信息所在的真实包装的表面或区域,并帮助用户解释这些信息。碳水化合物的部分(也称为碳水化合物选择或碳水化合物服务)对应于可视化的食物显示。我们进行了一项研究,以检查我们的应用程序在学习成果、可用性和感知满意度方面的有效性。共有40人参与了这项研究(20名男性和20名女性)。参与者的年龄在14岁到55岁之间。结果表明,他们最初对碳水化合物选择的了解非常少。这表明需要对包装食品中的营养信息进行教育。通过对前知识问卷和后知识问卷的分析发现,使用我们的app的用户对碳水化合物选择的知识有了统计学上的显著增加。性别和年龄对获得的知识没有影响。参与者对我们的应用非常满意。综上所述,我们的应用和类似的应用可以有效地学习如何解读真实包装食品标签上的营养信息,从而帮助用户养成健康的生活习惯。
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引用次数: 13
Leveraging Domain Knowledge to Improve Microscopy Image Segmentation With Lifted Multicuts 利用领域知识提高显微镜图像分割与提升多切割
Pub Date : 2019-05-25 DOI: 10.3389/fcomp.2019.00006
Constantin Pape, A. Matskevych, A. Wolny, Julian Hennies, Giulia Mizzon, Marion Louveaux, J. Musser, A. Maizel, D. Arendt, A. Kreshuk
The throughput of electron microscopes has increased significantly in recent years, enabling detailed analysis of cell morphology and ultrastructure. Analysis of neural circuits at single-synapse resolution remains the flagship target of this technique, but applications to cell and developmental biology are also starting to emerge at scale. The amount of data acquired in such studies makes manual instance segmentation, a fundamental step in many analysis pipelines, impossible. While automatic segmentation approaches have improved significantly thanks to the adoption of convolutional neural networks, their accuracy still lags behind human annotations and requires additional manual proof-reading. A major hindrance to further improvements is the limited field of view of the segmentation networks preventing them from exploiting the expected cell morphology or other prior biological knowledge which humans use to inform their segmentation decisions. In this contribution, we show how such domain-specific information can be leveraged by expressing it as long-range interactions in a graph partitioning problem known as the lifted multicut problem. Using this formulation, we demonstrate significant improvement in segmentation accuracy for three challenging EM segmentation problems from neuroscience and cell biology.
近年来,电子显微镜的通量显著增加,可以详细分析细胞形态和超微结构。单突触分辨率的神经回路分析仍然是这项技术的主要目标,但在细胞和发育生物学上的应用也开始大规模出现。在这些研究中获得的大量数据使得人工实例分割(许多分析管道的基本步骤)变得不可能。虽然由于采用了卷积神经网络,自动分割方法有了很大的改进,但它们的准确性仍然落后于人工注释,并且需要额外的人工校对。进一步改进的一个主要障碍是分割网络的有限视野,阻止它们利用预期的细胞形态或其他先前的生物知识,人类使用这些知识来通知他们的分割决策。在本文中,我们展示了如何利用这些特定于领域的信息,方法是将其表示为被称为提升多切分问题的图划分问题中的远程交互。使用该公式,我们证明了在神经科学和细胞生物学的三个具有挑战性的EM分割问题上,分割精度的显著提高。
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引用次数: 21
Item Listing Optimization for E-Commerce Websites Based on Diversity 基于多样性的电子商务网站商品列表优化
Pub Date : 2019-03-27 DOI: 10.3389/fcomp.2019.00002
Naoki Nishimura, K. Tanahashi, Koji Suganuma, Masamichi J. Miyama, Masayuki Ohzeki
For e-commerce websites, deciding the manner in which items are listed on webpages is an important issue because it can dramatically affect item sales. One of the simplest strategies of listing items to improve the overall sales is to do so in a descending order of sales or sales numbers. However, in lists generated using this strategy, items with high similarity are often placed consecutively. In other words, the generated item list might be biased toward a specific preference. Therefore, this study employs penalties for items with high similarity being placed next to each other in the list and transforms the item listing problem to a quadratic assignment problem (QAP). The QAP is well-known as an NP-hard problem that cannot be solved in polynomial time. To solve the QAP, we employ quantum annealing (QA), which exploits the quantum tunneling effect to efficiently solve an optimization problem. In addition, we propose a problem decomposition method based on the structure of the item listing problem because the quantum annealer we use (i.e., D-Wave 2000Q) has a limited number of quantum bits. Our experimental results indicate that we can create an item list that considers both sales and diversity. In addition, we observe that using the problem decomposition method based on a problem structure can lead to a better solution with the quantum annealer in comparison with the existing problem decomposition method.
对于电子商务网站来说,决定商品在网页上列出的方式是一个重要的问题,因为它可以极大地影响商品的销售。列出商品以提高整体销售额的最简单策略之一是按销售额或销售数字降序排列。然而,在使用这种策略生成的列表中,具有高相似性的项目通常是连续放置的。换句话说,生成的项目列表可能偏向于特定的偏好。因此,本研究采用对列表中相似性较高的项目相邻放置的惩罚方法,将项目列表问题转化为二次分配问题(QAP)。QAP是一个众所周知的np困难问题,不能在多项式时间内解决。为了解决QAP问题,我们采用量子退火(QA),利用量子隧道效应来有效地解决优化问题。此外,由于我们使用的量子退火器(即D-Wave 2000Q)的量子比特数量有限,我们提出了一种基于项目列表问题结构的问题分解方法。我们的实验结果表明,我们可以创建一个同时考虑销售和多样性的商品列表。此外,我们观察到,与现有的问题分解方法相比,使用基于问题结构的问题分解方法可以得到更好的量子退火炉解。
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引用次数: 40
Teaching Human-Computer Interaction Modules - And Then Came COVID-19 教授人机交互模块——然后是COVID-19
Pub Date : 1900-01-01 DOI: 10.3389/fcomp.2021.793466
L. D. Wet
In teaching Human-Computer Interaction at university level, it has always been beneficial to explain the related theory and engage students in a practical way, whether individually or in groups. And then came COVID-19. Face-to-face classes were replaced by emergency remote teaching methods. Students became student numbers in cyber space. The danger became real to convert back to the traditional way of presenting lectures, namely a lecturer doing all the talking and the students being the passive audience. This paper describes how the author had to adapt and innovate in terms of teaching Human-Computer Interaction modules to university students in a practical way during the COVID-19 pandemic. Frequent online quizzes, audio messages, online group discussion, smaller topic-dedicated practical activities, and webinars encouraging student participation, were employed. Instead of having access to eye-tracking technology in a usability laboratory, students had to innovate for usability evaluation assignments by employing observation, think-aloud protocols, and performance and self-reported metrics as data gathering methods. The laboratory had to be replaced by COVID-compliant places of residence. The outcomes of adapting previously-used teaching methods and inventing new ways to encourage student participation, were surprisingly positive. An additional advantage was that many of these methods turned out to be so successful that their application could be continued and extended to post-pandemic times for a blended learning approach to further enrich Human-Computer Interaction teaching.
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引用次数: 0
Commentary: Metaphors We Live By 评论:我们赖以生存的隐喻
Pub Date : 1900-01-01 DOI: 10.3389/fcomp.2022.890531
A. Gomez-Marin
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引用次数: 1
Gastrointestinal tract-based implicit measures for cognition, emotion and behavior 基于胃肠道的认知、情绪和行为的内隐测量
Pub Date : 1900-01-01 DOI: 10.3389/fcomp.2022.899507
J. V. Erp
Implicit physiological measures such as heart rate and skin conductance convey information about someone's cognitive or affective state. Currently, gastrointestinal (GI) tract-based markers are not yet considered while both the organs involved as well as the microbiota populating the GI tract are bidirectionally connected to the brain and have a relation to emotion, cognition and behavior. This makes GI tract-based measures relevant and interesting, especially because the relation may be causal, and because they have a different timescale than current physiological measures. This perspective paper (1) presents the (mechanistic) involvement of the GI tract and its microbiota in emotion, cognition and behavior; (2) explores the added value of microbiome-based implicit measures as complementary to existing measures; and (3) sets the priorities to move forward. Five potential measures are proposed and discussed in more detail: bowel movement, short-chain fatty acids, tyrosine and tryptophan, GI tract flora composition, and cytokine levels. We conclude (1) that the involvement of the GI tract in emotion, cognition and behavior is undisputed, (2) that GI tract-based implicit measures are still in a conceptual phase of development but show potential and (3) that the first step to bring this field forward is to start validation studies in healthy humans and that are designed in the context of implicit measurements.
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引用次数: 1
The Three A's of Wearable and Ubiquitous Computing: Activity, Affect, and Attention 可穿戴和普适计算的三个A:活动、影响和注意力
Pub Date : 1900-01-01 DOI: 10.3389/fcomp.2021.691622
Kristof Van Laerhoven
A long lasting challenge in wearable and ubiquitous computing has been to bridge the interaction gap between the users and their manifold computers. How can we as humans easily perceive and interpret contextual information? Noticing whether someone is bored, stressed, busy, or fascinated in face-to-face interactions, is still largely unsolved for computers in everyday life. The first message of this article is that much of the research of the past decades aiming to alleviate this context gap between computers and their users, has clustered into three fields. The aim is to model human users in different observable categories (alphabetically ordered): Activity, Affect, and Attention. A second important point to make is that the research fields aiming for machine recognition of these three A’s, thus far have had only a limited amount of overlap, but are bound to converge in terms of methodology and from a systems perspective. A final point then concludes with the following call to action: A consequence of such a possible merger between the three A’s is the need for a more consolidated way of performing solid, reproducible research studies. These fields can learn from each other’s best practices, and their interaction can both lead to the creation of overarching benchmarks, as well as establish common data pipelines. The opportunities are plenty. As early as 1960, J. C. R. Licklider regarded the symbiosis between human and machine as a flourishing field of research to come: “A multidisciplinary study group, examining future research and development problems of the Air Force, estimated that it would be 1980 before developments in artificial intelligence make it possible for machines alone to do much thinking or problem solving of military significance. That would leave, say, 5 years to develop mancomputer symbiosis and 15 years to use it. The 15 may be 10 or 500, but those years should be intellectually the most creative and exciting in the history of mankind.” (Licklider, 1960). Advances in Machine Learning, Deep Learning and Sensors Research have shown in the past years that computers have mastered many problem domains. Computers have improved immensely in tasks such as spotting objects from camera footage, or inferring our vital signs from miniature sensors placed on our skins. Keeping track of what the system’s user is doing (Activity), how they are feeling (Affect), and what they are focusing on (Attention), has proven a much more difficult task. There is no sensor that directly can measure even one of these A’s, and there are thus far no models for them to facilitate their machine recognition. This makes the three A’s an ideal “holy grail” to aim for, likely for the upcoming decade. The automatic detection of a user’s Activity, Affect, and Attention is on one hand more specific than the similar research field of context awareness (Schmidt et al., 1999), yet challenging and well-defined enough to spur (and require) multi-disciplinary and high-qua
{"title":"The Three A's of Wearable and Ubiquitous Computing: Activity, Affect, and Attention","authors":"Kristof Van Laerhoven","doi":"10.3389/fcomp.2021.691622","DOIUrl":"https://doi.org/10.3389/fcomp.2021.691622","url":null,"abstract":"A long lasting challenge in wearable and ubiquitous computing has been to bridge the interaction gap between the users and their manifold computers. How can we as humans easily perceive and interpret contextual information? Noticing whether someone is bored, stressed, busy, or fascinated in face-to-face interactions, is still largely unsolved for computers in everyday life. The first message of this article is that much of the research of the past decades aiming to alleviate this context gap between computers and their users, has clustered into three fields. The aim is to model human users in different observable categories (alphabetically ordered): Activity, Affect, and Attention. A second important point to make is that the research fields aiming for machine recognition of these three A’s, thus far have had only a limited amount of overlap, but are bound to converge in terms of methodology and from a systems perspective. A final point then concludes with the following call to action: A consequence of such a possible merger between the three A’s is the need for a more consolidated way of performing solid, reproducible research studies. These fields can learn from each other’s best practices, and their interaction can both lead to the creation of overarching benchmarks, as well as establish common data pipelines. The opportunities are plenty. As early as 1960, J. C. R. Licklider regarded the symbiosis between human and machine as a flourishing field of research to come: “A multidisciplinary study group, examining future research and development problems of the Air Force, estimated that it would be 1980 before developments in artificial intelligence make it possible for machines alone to do much thinking or problem solving of military significance. That would leave, say, 5 years to develop mancomputer symbiosis and 15 years to use it. The 15 may be 10 or 500, but those years should be intellectually the most creative and exciting in the history of mankind.” (Licklider, 1960). Advances in Machine Learning, Deep Learning and Sensors Research have shown in the past years that computers have mastered many problem domains. Computers have improved immensely in tasks such as spotting objects from camera footage, or inferring our vital signs from miniature sensors placed on our skins. Keeping track of what the system’s user is doing (Activity), how they are feeling (Affect), and what they are focusing on (Attention), has proven a much more difficult task. There is no sensor that directly can measure even one of these A’s, and there are thus far no models for them to facilitate their machine recognition. This makes the three A’s an ideal “holy grail” to aim for, likely for the upcoming decade. The automatic detection of a user’s Activity, Affect, and Attention is on one hand more specific than the similar research field of context awareness (Schmidt et al., 1999), yet challenging and well-defined enough to spur (and require) multi-disciplinary and high-qua","PeriodicalId":305963,"journal":{"name":"Frontiers Comput. Sci.","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122055530","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Erratum: Take it to the curb: Scalable communication between autonomous cars and vulnerable road users through curbstone displays 勘误:把它带到路边:自动驾驶汽车和脆弱的道路使用者之间通过路边显示器进行可扩展的通信
Pub Date : 1900-01-01 DOI: 10.3389/fcomp.2022.1089590
Frontiers Production Office
COPYRIGHT © 2022 Frontiers Production O ce. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. Erratum: Take it to the curb: Scalable communication between autonomous cars and vulnerable road users through curbstone displays
{"title":"Erratum: Take it to the curb: Scalable communication between autonomous cars and vulnerable road users through curbstone displays","authors":"Frontiers Production Office","doi":"10.3389/fcomp.2022.1089590","DOIUrl":"https://doi.org/10.3389/fcomp.2022.1089590","url":null,"abstract":"COPYRIGHT © 2022 Frontiers Production O ce. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. Erratum: Take it to the curb: Scalable communication between autonomous cars and vulnerable road users through curbstone displays","PeriodicalId":305963,"journal":{"name":"Frontiers Comput. Sci.","volume":"18 6","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114120827","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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Frontiers Comput. Sci.
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