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2018 7th International Congress on Advanced Applied Informatics (IIAI-AAI)最新文献

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Pub Date : 2018-07-01 DOI: 10.1109/iiai-aai.2018.00003
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引用次数: 0
Two Strategies for Bag-of-Visual Words Feature Extraction 视觉词袋特征提取的两种策略
Pub Date : 2018-07-01 DOI: 10.1109/IIAI-AAI.2018.00206
Chih-Fong Tsai
Image feature representation by bag-of-visual words (BOVW) has been widely considered in the image classification related problems. The feature extraction step is usually based on tokenizing the detected keypoints as the visual words. As a result, the visual-word vector of an image represents how often the visual words occur in an image. To train and test an image classifier, the BOVW features of the training and testing images can be extracted by either at the same time or separately. Therefore, the aim of this paper is to examine the classification performance of using these two different feature extraction strategies. We show that there is no significant difference between these two strategies, but extracting the BOVW features from the training and testing images at the same time requires much longer time. Therefore, the key criterion of choosing the right strategy of BOVW feature extraction is based on the dataset size.
基于视觉词袋(BOVW)的图像特征表示在图像分类相关问题中得到了广泛的研究。特征提取步骤通常是基于将检测到的关键点标记为视觉词。因此,图像的视觉词向量表示视觉词在图像中出现的频率。为了训练和测试图像分类器,可以同时提取训练图像和测试图像的BOVW特征,也可以单独提取。因此,本文的目的是研究使用这两种不同的特征提取策略的分类性能。我们发现这两种策略之间没有显著差异,但同时从训练图像和测试图像中提取BOVW特征需要更长的时间。因此,选择正确的BOVW特征提取策略的关键准则是基于数据集的大小。
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引用次数: 3
An Effective Group Incentive Mechanism in a Collaborative Problem-Based Learning System for Enhancing Positive Peer Interaction and Learning Performance 基于问题的协作学习系统中有效的群体激励机制促进同伴积极互动和学习绩效
Pub Date : 2018-07-01 DOI: 10.1109/IIAI-AAI.2018.00041
Chih-Hung Chang, Chih-Ming Chen, Rong-Hua Zhao
Many studies have confirmed that the collaborative problem-based learning (CPBL) mode is an increasingly popular educational paradigm that has highly potential to cultivate learners' collaborative learning and problem solving abilities. However, how to effectively promote positive group members' interaction and group accountability is a critical issue in the CPBL mode. This work thus presents a group incentive mechanism (GIM) based on considering several important factors affecting peers' interaction and group accountability in collaborative learning theories to promote the learning performance learners in a CPBL system. To evaluate the effectiveness of the proposed GIM, this work recruited 48 Grade 4 students from an elementary school to participate in the instruction experiment. The quasi-experimental design was adopted to assess the differences in learning performance, interaction relationship, group efficacy, and group cohesiveness between the experimental group learners using the proposed GIM and control group learners using the individual incentive mechanism (IIM) under using the CPBL system to collaboratively solve a target problem. Analytical results show that although the control group learners using the IIM had higher social network interaction than the experimental group learners using the proposed GIM, the experimental group learners presents better learning performance and group efficacy than the control group.
许多研究证实,基于问题的协作学习模式(collaborative problem-based learning, CPBL)是一种日益流行的教育范式,在培养学习者的协作学习和问题解决能力方面具有很大的潜力。然而,如何有效地促进小组成员的积极互动和小组问责是CPBL模式的关键问题。因此,本研究在考虑协同学习理论中影响同伴互动和团队问责的几个重要因素的基础上,提出了一种促进CPBL系统中学习者学习绩效的群体激励机制(GIM)。为了评估所提出的GIM的有效性,本工作招募了48名小学四年级学生参与教学实验。采用准实验设计,评估在CPBL系统协同解决目标问题的情况下,使用本文提出的GIM的实验组学习者与使用个人激励机制(IIM)的对照组学习者在学习绩效、互动关系、群体效能和群体凝聚力方面的差异。分析结果表明,虽然使用IIM的对照组学习者的社会网络互动高于使用本文提出的GIM的实验组学习者,但实验组学习者的学习绩效和群体效能优于对照组。
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引用次数: 0
ThaiFBDeep: A Sentimental Analysis Using Deep Learning Combined with Bag-of-Words Features on Thai Facebook Data ThaiFBDeep:使用深度学习结合词袋特征对泰国Facebook数据进行情感分析
Pub Date : 2018-07-01 DOI: 10.1109/IIAI-AAI.2018.00120
Phasit Charoenkwan
Thailand has a huge number of Facebook user. Most company has their own public page to communicate with their customers. Thus, it's desirable to perform sentimental analysis on Facebook post messages to understand customer's reaction of specific promotion, event or news. This work aims to propose a novel method to perform sentimental analysis on Thai Facebook data by combining information generated from a classical Bag-Of-Words features and advance deep learning approaches called ThaiFBDeep. Remarkably, according to Thai people usually conduct new words every year, the proposed data preprocessing techniques should be able to handle this kind of words. The experiment results show that ThaiFBDeep achieved a 91.75% of train accuracy and an 83.36% of independent test accuracy which is better than other well-known methods i.e. Naïve Bayes, Support Vector Machine, Multi-Layers Perceptron, Long Short-Term Memory and Convolution Neural Networks. These results also show that the including of Bag-Of-Words features can improve efficiency of Deep Learning based approach for sentimental analysis.
泰国有大量的Facebook用户。大多数公司都有自己的公共页面来与客户沟通。因此,需要对Facebook帖子信息进行情感分析,以了解客户对特定促销,事件或新闻的反应。这项工作旨在提出一种新的方法来对泰国Facebook数据进行情感分析,该方法结合了经典的Bag-Of-Words特征生成的信息和称为ThaiFBDeep的先进深度学习方法。值得注意的是,根据泰国人通常每年都会使用新词,所提出的数据预处理技术应该能够处理这类词汇。实验结果表明,ThaiFBDeep的训练准确率为91.75%,独立测试准确率为83.36%,优于Naïve贝叶斯、支持向量机、多层感知机、长短期记忆和卷积神经网络等知名方法。这些结果也表明,加入词袋特征可以提高基于深度学习的情感分析方法的效率。
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引用次数: 5
Automation of Personal Food Computers for Research in Drug Development and Biomedicine 用于药物开发和生物医学研究的个人食品计算机自动化
Pub Date : 2018-07-01 DOI: 10.1109/IIAI-AAI.2018.00137
Almog Boanos, S. Chandrababu, D. Bastola
Plant secondary metabolites are critical factors that aid plants in adaptation to their environment and are important sources of pharmaceuticals. Growth environment chambers nowadays are employed only to improve the overall production of the plant, while paying less attention to its quality. Automated strategies can be applied to attune the existing model, making it compatible for precisely controlling the environmental factors, which are the significant effectors of changes in the metabolic pathways of secondary metabolites. Previously, MIT has developed a Personal Food Computer (PFC) to control the growth environment of plants to maintain uniformity in their production in an urban setting. However, several challenges remained untouched, especially when the PFC was used in a research setting. One such instance was that an increase in the daylight negatively impacted the level of humidity, which could be undesirable and requires manual intervention to maintain grow-condition stability. To overcome the shortcomings of the existing model we have modified MIT's PFC by implementing cloud-based flexible automation techniques along with robotics to develop a Cost-Effective Automated Food Computer (CEAFC). The present article is aimed at addressing the automated features of CEAFC and its eloquent use in the production of secondary metabolites of therapeutic value.
植物次生代谢物是帮助植物适应环境的关键因子,也是药物的重要来源。如今,使用生长环境室只是为了提高工厂的整体产量,而对其质量关注较少。自动化策略可以应用于调整现有模型,使其兼容于精确控制环境因素,这些因素是次生代谢物代谢途径变化的重要影响因素。此前,麻省理工学院开发了一种个人食品计算机(PFC)来控制植物的生长环境,以保持城市环境中植物生产的均匀性。然而,仍有一些挑战未被触及,特别是当PFC用于研究设置时。其中一个例子是日光的增加对湿度水平产生了负面影响,这可能是不希望的,需要人工干预来保持生长条件的稳定性。为了克服现有模型的缺点,我们通过实施基于云的灵活自动化技术以及机器人技术来修改麻省理工学院的PFC,以开发具有成本效益的自动化食品计算机(CEAFC)。本文旨在解决CEAFC的自动化特征及其在生产具有治疗价值的次级代谢物中的雄辩用途。
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引用次数: 0
Overview and Application Examples of Agent-Based Unified Simulation Environment 基于agent的统一仿真环境概述及应用实例
Pub Date : 2018-07-01 DOI: 10.1109/IIAI-AAI.2018.00027
Takahiro Ando, Ryo Fujii, K. Hisazumi, Tsunenori Mine, Tsuneo Nakanishi, Akira Fukuda
Agent-based traffic simulation has become more and more attractive and important to develop new ITS (Intelligent Transport Systems) services. So far a variety of studies and developments that combine simulators and evaluate ITS services on the combined simulators have been conducted. In this paper, we introduce a simulation environment, called Agent-based USE (Agent-based Unified Simulation Environment), and some application examples for ITS services. The Agent-based USE provides an easy-to-build simulation environment for ITS-related services. In particular, by connecting simulators with ITS services, the Agent-based USE determines behaviors to be changed on the simulators using the data of the services such as recommendation results generated by the services, tells the decisions to simulators; the Agent-based USE then obtains the data representing the current situation on the simulators and sends the data to the services as feedback so as to enable the services to generate the next recommendation. In addition, by using the Agent-based USE, it is possible to construct a co-simulation environment where simulation is performed by synchronizing some kinds of simulators and services and by sharing each simulation information. In this paper, we introduce the overview and architecture of the Agent-based USE for traffic simulation, and discuss its usefulness through some application examples.
基于agent的交通仿真在开发智能交通系统(ITS)新业务中越来越具有吸引力和重要性。到目前为止,已经进行了各种各样的研究和开发,将模拟器结合起来,并评估其在组合模拟器上的服务。本文介绍了基于agent的统一仿真环境USE (Agent-based Unified simulation environment,基于agent的统一仿真环境)及其应用实例。基于代理的USE为it相关服务提供了一个易于构建的模拟环境。特别是,基于agent的USE通过将模拟器与ITS服务连接,利用服务生成的推荐结果等服务数据,确定模拟器上需要改变的行为,并将决策告知模拟器;然后,基于agent的USE获取表示模拟器上当前情况的数据,并将数据作为反馈发送给服务,以便服务能够生成下一个建议。此外,通过使用基于代理的USE,可以构建一个联合仿真环境,其中通过同步某些类型的模拟器和服务以及通过共享每个仿真信息来执行仿真。本文介绍了基于agent的交通仿真USE的概述和体系结构,并通过一些应用实例讨论了它的实用性。
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引用次数: 0
A Propriety Multiplatform Game-Based Learning Game to Learn Object-Oriented Programming 一个适合多平台游戏为基础的学习游戏,学习面向对象的编程
Pub Date : 2018-07-01 DOI: 10.1109/IIAI-AAI.2018.00060
Y. S. Wong, M. H. M. Yatim
In order to understand the important of object-oriented programming in tertiary level, a propriety game-based learning multiplatform game has been designed and develops as a learning tool to improve the student understanding toward object-oriented programming paradigm such as encapsulation, abstraction, inheritance and polymorphism. The proposed game is a 2D role-playing game in computer and mobile platform that allow players to learn Object-Oriented programming in an interaction way. Players will play along the flow of each game world and they will learn object-oriented programming paradigm subconsciously. Total of 214 undergraduate year one student had been participate to this research to determine the proposed game that design based on game-based learning approach is able to improve their understanding toward object-oriented programming paradigm compare to the traditional teaching and learning method. Thus, this paper is a research paper of an academic who worked with game designers, game developer to design and develop a propriety game-based learning game for learning object-oriented programming.
为了理解面向对象编程在高等教育中的重要性,设计并开发了一个基于游戏的多平台学习游戏,作为学习工具,提高学生对封装、抽象、继承和多态等面向对象编程范式的理解。该游戏是一款基于电脑和手机平台的2D角色扮演游戏,玩家可以通过互动的方式学习面向对象的编程。玩家将沿着每个游戏世界的流程进行游戏,他们将下意识地学习面向对象的编程范式。共有214名本科一年级学生参与了这项研究,以确定与传统的教学方法相比,基于游戏的学习方法设计的游戏能够提高他们对面向对象编程范式的理解。因此,这篇论文是一篇学者的研究论文,他与游戏设计师、游戏开发者一起设计和开发了一款适合学习面向对象编程的基于游戏的学习游戏。
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引用次数: 8
Advertising Visual Attention to Facebook Social Network: Evidence from Eye Movements Facebook社交网络广告视觉注意力:来自眼球运动的证据
Pub Date : 2018-07-01 DOI: 10.1109/IIAI-AAI.2018.00023
Chun-Chia Wang, J. C. Hung, Chun-Hong Huang, Jia-Yu Chen
Traditionally, previous studies computed the click-through rate (CTR) to estimate a number of people who reviewed the advertisements placed online or used a self-report indicator to measure the effectiveness. However, these research results couldn't reveal potential customers for lack of valid common view on Internet advertising. This study recruited 65 participants whose eye movements were tracked and recorded by the eye tracking system, of which 35 were assigned to Facebook friend group and the other 30 were assigned to non-Facebook friend group according to the interpersonal relationships with the researcher. Eye tracking measurements, including total fixation duration (TFD) and latency of first (LFF) on the defined regions of interest (ROIs) of Facebook page were compared to indicate their visual attentions. The experimental results showed that 1) participants of the two groups spent less time viewing the ads at the right hand side (RHS) of Facebook based on TFD and 2) participants of non-Facebook friend group spent much time than participants of Facebook friend group while viewing the ads in the desktop news feed (DNF) of Facebook based on TFD. 3) Participants of the two groups have the same sequences of viewing ROIs placed ads at the right hand side (RHS). 4) Participants of the two groups have different sequences of viewing ROIs placed ads in the desktop news feed (DNF).
传统上,以前的研究通过计算点击率(CTR)来估计浏览在线广告的人数,或者使用自我报告指标来衡量效果。然而,由于对网络广告缺乏有效的共识,这些研究结果并不能揭示潜在客户。本研究招募了65名参与者,通过眼动追踪系统对其眼球运动进行跟踪记录,其中35人根据与研究者的人际关系被分配到Facebook好友组,另外30人被分配到非Facebook好友组。眼动追踪测量,包括总注视时间(TFD)和第一延迟(LFF)在定义的兴趣区域(roi)上的Facebook页面进行比较,以表明他们的视觉注意力。实验结果表明:1)基于TFD的两组参与者在Facebook的右侧(RHS)广告上花费的时间较少;2)基于TFD的非Facebook好友组参与者在Facebook的桌面新闻源(DNF)广告上花费的时间多于Facebook好友组参与者。3)两组参与者在观看右侧广告(RHS)的roi序列相同。4)两组参与者在桌面新闻源(DNF)中放置广告的roi观看顺序不同。
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引用次数: 3
An Open-Ended Question Self-Explanation Classification Methodology for a Virtual Laboratory Learning System 面向虚拟实验室学习系统的开放式问题自解释分类方法
Pub Date : 2018-07-01 DOI: 10.1109/IIAI-AAI.2018.00052
Qi-Zhone Huang, Chih-Chao Hsu, Tzone-I Wang
Scientific experiments are essential for science and technology education. Experiments in laboratory cost materials, require preparations, and sometimes cause hazards. A widely used educational tool with many advantages, e.g. cheap, repeatable, suspendable, and safe, virtual laboratory has gradually become a major experimental tool in most elementary and high schools. In educational science experiments, one major challenge is how to initiate students on scientific inquiry and ensure there are multiple opportunities for their formative self-assessment and revision. The self-explanation strategy has proven effective in deepen students' understanding of the concepts they are trying to learn. Using self-explanation strategy in educational science experiments might be an effective way to help students think about the observed results of science experiments and build correct scientific concepts. On the other hand, researches point out that using open-ended questions is better than traditional multiple-choice questions for self-explanation strategy. But when using open-ended question self-explanation strategy, without proper prior knowledge and guidance, a student may go wrong in the processes of deduction and result in constructing misconceptions that will become obstacles in further knowledge constructions. Therefore, a learning system that uses open-ended question self-explanation strategy should give proper feedback in order to help students build correct concepts when in self-learning mode. To help students operating in virtual science laboratory and constructing correct concepts from observed results this study constructs an online virtual laboratory learning system with open-ended question self-explanation strategy and proper feedback for natural science course of primary schools. The system uses natural language processing (NLP) technology to analyze students' self-explanation strings, compares the results with coded classification rules, established by an expert from reference explanations, to check the correctness of the strings and possible misconceptions in them, and gives proper learning material, as feedback, for the students to revise possible misconceptions. In the final experiment, the system records and checks all self-explanation strings from 53 students and gives them proper feedback, which reaches an average accuracy of 84.45% after the expert verify the results.
科学实验是科学技术教育的必要条件。实验室里的实验需要材料,需要准备,有时还会造成危险。虚拟实验室作为一种被广泛使用的教学工具,具有廉价、可重复、可悬挂、安全等优点,已逐渐成为大多数中小学的主要实验工具。在教育科学实验中,如何激发学生的科学探究,并确保他们有多种机会进行形成性的自我评估和修改,是一个主要的挑战。事实证明,自我解释策略在加深学生对他们正在学习的概念的理解方面是有效的。在教育科学实验中运用自我解释策略可以有效地帮助学生对科学实验的观察结果进行思考,建立正确的科学观念。另一方面,研究指出,在自我解释策略上,开放式问题优于传统的选择题。但是,在使用开放式问题自我解释策略时,如果没有适当的先验知识和指导,学生可能会在推理过程中出现错误,导致构建错误的概念,从而成为进一步知识构建的障碍。因此,使用开放式问题自我解释策略的学习系统应该给予适当的反馈,以帮助学生在自主学习模式下建立正确的概念。为了帮助学生在虚拟科学实验室中操作,从观察结果中构建正确的概念,本研究构建了一个具有开放式问题自我解释策略和适当反馈的小学自然科学课程在线虚拟实验室学习系统。该系统利用自然语言处理(NLP)技术对学生的自我解释字符串进行分析,并与专家根据参考解释建立的编码分类规则进行比较,检查字符串的正确性和其中可能存在的误解,并给出适当的学习材料作为反馈,供学生修改可能存在的误解。在最后的实验中,系统记录并检查了53名学生的所有自解释字符串,并给予适当的反馈,经过专家验证,平均准确率达到84.45%。
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引用次数: 0
Selecting Article Segment Titles Based on Keyphrase Features and Semantic Relatedness 基于关键词特征和语义相关性的文章分段标题选择
Pub Date : 2018-07-01 DOI: 10.1109/IIAI-AAI.2018.00034
Yuming Guo, M. Iwaihara
Nowadays people can find almost all kinds of information they want from the Internet. However, in most cases, users are not willing to find their target among segment among long paragraphs, by spending much time browsing texts. Existing work on topic labeling works effectively and performs well on document categorization, but inadequate for granularity of detailed contents. Thus we propose a method for selecting titles for segments in long documents. We analyze the characteristics of high quality titles for article segments, from the aspect of semantic relatedness between the target segment and related articles as well as other segments. Then we revise three features proposed before. We improve the phraseness feature, for giving appropriate scores for long titles. Meanwhile, we combine the features SimPF and Embedding-vector to enhance the efficiency and rationality. We use Wikipedia articles for experimental evaluations, in which a large number of article segments are titled manually, and a great number of articles lack detailed segment titles. We evaluate scoring functions by where hidden original segment titles are ranked, through precision@K. Through rigorous evaluations, we show an optimum combination of the features.
现在人们可以从互联网上找到几乎所有他们想要的信息。然而,在大多数情况下,用户不愿意花费大量时间浏览文本,在长段落的分段中找到自己的目标。现有的主题标注工作在文档分类方面表现良好,但在细节内容的粒度方面做得不够。因此,我们提出了一种在长文档中选择片段标题的方法。本文从目标词段与相关词段以及其他词段之间的语义关联角度,分析了高质量词段标题的特征。然后对之前提出的三个特征进行了修正。我们改进了短语功能,为长标题提供适当的分数。同时,我们结合了SimPF和Embedding-vector的特点,提高了算法的效率和合理性。我们使用维基百科的文章进行实验评估,其中大量的文章分段是手工命名的,大量的文章缺乏详细的分段标题。我们通过precision@K通过隐藏的原始片段标题的排名来评估评分函数。通过严格的评估,我们展示了特征的最佳组合。
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引用次数: 0
期刊
2018 7th International Congress on Advanced Applied Informatics (IIAI-AAI)
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