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2017 International Conference on Cyberworlds (CW)最新文献

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On Gender Identification Using the Smile Dynamics 基于微笑动力学的性别识别
Pub Date : 2017-09-01 DOI: 10.1109/CW.2017.26
Ahmad Al-dahoud, H. Ugail
Gender classification has multiple applications including, but not limited to, face perception, age, ethnicity and identity analysis, video surveillance and smart human computer interaction. The majority of computer based gender classification algorithms analyse the appearance of facial features predominantly based on the texture of the static image of the face. In this paper, we propose a novel algorithm for gender classification using the smile dynamics without resorting to the use of any facial texture information. Our experiments suggest that this method has great potential for finding indicators of gender dimorphism. Our approach was tested on two databases, namely the CK+ and the MUG, consisting of a total of 80 subjects. As a result, using the KNN algorithm along with 10-fold cross validation, we achieve an accurate classification rate of 80% for gender simply based on the dynamics of a person's smile.
性别分类有多种应用,包括但不限于面部感知、年龄、种族和身份分析、视频监控和智能人机交互。大多数基于计算机的性别分类算法主要基于面部静态图像的纹理来分析面部特征的外观。在本文中,我们提出了一种新的基于微笑动态的性别分类算法,而不需要使用任何面部纹理信息。我们的实验表明,这种方法在寻找性别二态现象的指标方面具有很大的潜力。我们的方法在两个数据库上进行了测试,即CK+和MUG,共包括80名受试者。因此,使用KNN算法和10倍交叉验证,我们仅基于一个人的微笑动态,就实现了80%的性别准确分类率。
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引用次数: 2
IoT Remote Group Experiments in the Cyber Laboratory: A FPGA-based Remote Laboratory in the Hybrid Cloud 网络实验室中的物联网远程组实验:混合云中基于fpga的远程实验室
Pub Date : 2017-09-01 DOI: 10.1109/CW.2017.29
N. Fujii, N. Koike
In accordance with the resent advancement in Internet of Things (IoT), the needs for IoT experiment platform have been ever increasing. IoT system consists of various technologies such as networking, sensor controller, edge-side computing, server-side big data collections, analysis and their visualizations. An experimental environment that can handle the development and experiments of such an IoT system become important. In the IoT system, a highly flexible system structure for applications using Field Programmable Gate Array (FPGA) is required. The authors propose the Remote Laboratory System for handling IoT experiments in the Cyber Laboratory, which is an educational FPGA-based remote laboratory for under-graduate university students. It enables not only to use available board-level small computers but also to use FPGA boards for prototyping IoT edges. It can also organize the IoT cloud-server side programs in the hybrid cloud. The FPGA based edge-side computing approach can have much more freedom and flexibility to implement various sensor controls those can be customized for specific IoT applications. The use of free micro-processor IP-core and re-organizing the available FPGA CAD design platform allow us to reduce the burden of design and implementation efforts for the construction of new Cyber Laboratory to accommodate IoT designs and experiments. It also contributed to reduce the students' amount of efforts to conduct their own IoT design and experiments, where students are required to have various skills in Information Technologies (IT): hardware design, edge-side computing, server-side computing, networking and infrastructure construction. The use of the Docker container/Swarm and the Docker File contributed to construct their own IoT experiment platforms for every student automatically, in the form of "Infrastructure as Code". Furthermore, these separately designed IoT experiment platforms can be combined to conduct a group of group experiment simultaneously. The paper showed the Cyber Laboratory's usefulness and applicability for IoT kinds of Remote experiments.
随着物联网技术的不断发展,对物联网实验平台的需求也越来越大。物联网系统由网络、传感器控制器、边缘计算、服务器端大数据收集、分析及其可视化等多种技术组成。能够处理这种物联网系统的开发和实验的实验环境变得重要。在物联网系统中,使用现场可编程门阵列(FPGA)的应用需要高度灵活的系统结构。作者提出了用于在网络实验室中处理物联网实验的远程实验室系统,这是一个基于fpga的本科大学生教育远程实验室。它不仅可以使用可用的板级小型计算机,还可以使用FPGA板进行物联网边缘原型设计。它还可以在混合云中组织物联网云服务器端程序。基于FPGA的边缘计算方法可以更自由和灵活地实现各种传感器控制,这些控制可以针对特定的物联网应用进行定制。使用免费的微处理器ip核和重新组织可用的FPGA CAD设计平台,使我们能够减少设计和实施工作的负担,以建设新的网络实验室,以适应物联网设计和实验。这也有助于减少学生自己进行物联网设计和实验的工作量,在这些实验中,学生需要掌握信息技术(It)的各种技能:硬件设计、边缘计算、服务器端计算、网络和基础设施建设。使用Docker容器/Swarm和Docker File,以“Infrastructure as Code”的形式为每个学生自动构建自己的物联网实验平台。此外,这些单独设计的物联网实验平台可以组合在一起,同时进行一组组实验。本文展示了网络实验室在物联网远程实验中的实用性和适用性。
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引用次数: 19
StarWatch 3.0: Visualizing Wave Patterns of Phased Array Radio Telescopes StarWatch 3.0:相控阵射电望远镜波形可视化
Pub Date : 2017-09-01 DOI: 10.1109/CW.2017.18
S. Klimenko, Kira Konich, I. Nikitin, L. Nikitina
We extend our system for radio astronomical monitoring by a module for numerical modeling of real antennas, based on the laws of wave optics. We use far field approximation, suitable for phased array radio telescopes, searching deep space signals. We have implemented the main computation on GPU, achieving acceleration factor 52 and providing real time performance of the module. Visualization of the resulting wave patterns helps to separate true deep space signals from the near Earth satellite radio interference. In particular, we model in detail a scenario of a satellite signal coming through the side lobe of SETI ATA-42 telescope. Such signals can be responsible for the false alarms in monitoring procedures, used in searching for extraterrestrial intelligence. We also analyze a scenario of searching pulsar signals with BSA/LPI radio telescope and their separation from background radio interference.
基于波光学定律,我们通过一个实际天线数值模拟模块扩展了射电天文监测系统。我们使用远场近似,适用于相控阵射电望远镜,搜索深空信号。我们在GPU上实现了主要的计算,实现了52倍的加速,并提供了模块的实时性能。结果波形的可视化有助于从近地卫星无线电干扰中分离出真正的深空信号。特别地,我们详细地模拟了卫星信号通过SETI ATA-42望远镜旁瓣的情景。这样的信号可能会导致监测程序中的误报,用于寻找外星智慧。本文还分析了用BSA/LPI射电望远镜搜索脉冲星信号的场景及其与背景无线电干扰的分离。
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引用次数: 0
Popular Performance Metrics for Evaluation of Interaction in Virtual and Augmented Reality 评价虚拟现实和增强现实中交互的常用性能指标
Pub Date : 2017-09-01 DOI: 10.1109/CW.2017.25
Ali Samini, K. L. Palmerius
Augmented and Virtual Reality applications provide environments in which users can immerse themselves in a fully or partially virtual world and interact with virtual objects or user interfaces. User-based, formal evaluation is needed to objectively compare interaction techniques, and find their value in different use cases, and user performance metrics are the key to being able to compare those techniques in a fair and effective manner. In this paper we explore evaluation principles used for or developed explicitly for virtual environments, and survey quality metrics, based on 15 current, important publications on interaction techniques for virtual environments. We check, categorize and analyze the formal user studies, and establish and present baseline performance metrics used for evaluation on interaction techniques in VR and AR.
增强现实和虚拟现实应用程序提供了用户可以沉浸在完全或部分虚拟世界中并与虚拟对象或用户界面交互的环境。需要基于用户的正式评估来客观地比较交互技术,并发现它们在不同用例中的价值,而用户性能度量是能够以公平有效的方式比较这些技术的关键。在本文中,我们探讨了用于虚拟环境或明确为虚拟环境开发的评估原则,并调查了基于15个当前的,关于虚拟环境交互技术的重要出版物的质量度量。我们检查、分类和分析正式的用户研究,并建立和提出用于评估VR和AR交互技术的基准性能指标。
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引用次数: 13
A Stable and Accurate Marker-Less Augmented Reality Registration Method 一种稳定准确的无标记增强现实配准方法
Pub Date : 2017-09-01 DOI: 10.1109/CW.2017.44
Q. Gao, T. Wan, Wen Tang, Long Chen
Markerless Augmented Reality (AR) registration using the standard Homography matrix is unstable, and for image-based registration it has very low accuracy. In this paper, we present a new method to improve the stability and the accuracy of marker-less registration in AR. Based on the Visual Simultaneous Localization and Mapping (V-SLAM) framework, our method adds a three-dimensional dense cloud processing step to the state-of-the-art ORB-SLAM in order to deal with mainly the point cloud fusion and the object recognition. Our algorithm for the object recognition process acts as a stabilizer to improve the registration accuracy during the model to the scene transformation process. This has been achieved by integrating the Hough voting algorithm with the Iterative Closest Points(ICP) method. Our proposed AR framework also further increases the registration accuracy with the use of integrated camera poses on the registration of virtual objects. Our experiments show that the proposed method not only accelerates the speed of camera tracking with a standard SLAM system, but also effectively identifies objects and improves the stability of markerless augmented reality applications.
使用标准单应性矩阵的无标记增强现实(AR)配准不稳定,对于基于图像的配准精度很低。本文提出了一种提高AR中无标记配准稳定性和精度的新方法。该方法基于视觉同步定位与映射(V-SLAM)框架,在现有的ORB-SLAM基础上增加了三维密集云处理步骤,主要处理点云融合和目标识别问题。我们的算法在目标识别过程中起到稳定器的作用,提高了模型到场景转换过程中的配准精度。这是通过将霍夫投票算法与迭代最近点(ICP)方法相结合来实现的。我们提出的AR框架还通过使用集成相机姿态对虚拟物体进行配准,进一步提高了配准精度。实验表明,该方法不仅加快了标准SLAM系统的相机跟踪速度,而且有效地识别了目标,提高了无标记增强现实应用的稳定性。
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引用次数: 29
Trust for Data and Data Platforms in the Cyber-World 网络世界中对数据和数据平台的信任
Pub Date : 2017-09-01 DOI: 10.1109/CW.2017.31
S. Hiroyuki, Ogata Takanori
Today, the cyber-world is fast growing to support almost all activities of humans. Moreover, the cyber-world begins to be self-contained so that we can perform every activity in the cyber-world. Although the term "cyber-physical world" is still in use, we see that the "cyber" part is fast growing.In the cyber-world, devices scattered in the physical world play a critical role. Furthermore, the legal relationship among humans will be introduced into the cyber-world. Moreover, some legal relationship between humans and devices must be considered. In this paper, we extend the conventional trust relationship among human identities to the one including devices. Devices are classified as communicators and sensors/ actuators. They form a platform to collect and analyze data in the cyber-world. The trust of sensors/actuators is hard to establish because of the resource constraint. We propose "data platform" to accommodate these devices. Trust relationship in the data platform is analyzed. We discuss high trust in device registration and authentication together with communications. Based on this high trust for the limited area, we can establish trust in an economical way.
今天,网络世界正在快速发展,几乎支持人类的所有活动。此外,网络世界开始是自给自足的,这样我们就可以在网络世界中进行每一项活动。虽然“网络物理世界”一词仍在使用,但我们看到“网络”部分正在快速增长。在网络世界中,分散在物理世界中的设备起着至关重要的作用。此外,人与人之间的法律关系将被引入网络世界。此外,还必须考虑人与设备之间的一些法律关系。本文将传统的身份信任关系扩展到包含设备的身份信任关系。设备分为通信器和传感器/执行器。它们形成了一个收集和分析网络世界数据的平台。由于资源的限制,传感器/执行器之间的信任很难建立。我们提出“数据平台”来适应这些设备。分析了数据平台中的信任关系。我们讨论了设备注册和认证的高信任以及通信。基于这种对有限区域的高度信任,我们可以以经济的方式建立信任。
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引用次数: 0
Motion Capture and Retargeting of Fish by Monocular Camera 单目摄像机对鱼类的运动捕捉和再瞄准
Pub Date : 2017-09-01 DOI: 10.1109/CW.2017.16
Xiangfei Meng, Junjun Pan, Hong Qin
Accurate motion capture and flexible retargeting of underwater creatures such as fish remain to be difficult due to the long-lasting challenges of marker attachment and feature description for soft bodies in the underwater environment. Despite limited new research progresses appeared in recent years, the fish motion retargeting with a desirable motion pattern in real-time remains elusive. Strongly motivated by our ambitious goal of achieving high-quality data-driven fish animation with a light-weight, mobile device, this paper develops a novel framework of motion capturing and retargeting for a fish. We capture the motion of actual fish by a monocular camera without the utility of any marker. The elliptical Fourier coefficients are then integrated into the contour-based feature extraction process to analyze the fish swimming patterns. This novel approach can obtain the motion information in a robust way, with smooth medial axis as the descriptor for a soft fish body. For motion retargeting, we propose a two-level scheme to properly transfer the captured motion into new models, such as 2D meshes (with texture) generated from pictures or 3D models designed by artists, regardless of different body geometry and fin proportions among various species. Both motion capture and retargeting processes are functioning in real time. Hence, the system can simultaneously create fish animation with variation, while obtaining video sequences of real fish by a monocular camera.
由于水下环境中软体的标记附着和特征描述的长期挑战,精确的运动捕捉和灵活的水下生物(如鱼类)的重新定位仍然是困难的。尽管近年来新的研究进展有限,但具有理想运动模式的鱼类实时运动重定向仍然是一个难以捉摸的问题。我们雄心勃勃的目标是用一个轻量级的移动设备实现高质量的数据驱动的鱼类动画,在此目标的强烈激励下,本文开发了一个新的鱼的运动捕捉和重定向框架。我们在没有任何标记的情况下,通过单目摄像机捕捉实际鱼类的运动。然后将椭圆傅里叶系数集成到基于轮廓的特征提取过程中,以分析鱼类的游泳模式。该方法以平滑的中间轴为描述符,能够鲁棒地获取软鱼体的运动信息。对于运动重定向,我们提出了一个两级方案,将捕获的运动适当地转移到新的模型中,例如由图片生成的2D网格(带有纹理)或艺术家设计的3D模型,而不考虑不同物种的身体几何形状和鳍比例。动作捕捉和重新定位过程都是实时运行的。因此,该系统可以同时创建具有变化的鱼类动画,同时通过单目摄像机获得真实鱼类的视频序列。
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引用次数: 7
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2017 International Conference on Cyberworlds (CW)
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