Pub Date : 2019-09-01DOI: 10.1109/CEEC47804.2019.8974327
K. Grayson, Jon Chamberlain
User-generated content online continues to grow rapidly, and with this it becomes more challenging to evaluate the general consensus on a trending topic. Even greater challenges are faced if one wishes to compare opinions across multiple topics, as it can be difficult to make comparisons and reach conclusions with large amounts of data in an intuitive manner. VISTX explores innovative methods of visualising opinion in terms of stance and sentiment using Twitter data from the SemEval-2016 Stance Dataset and presents three types of interactive visualisations. We discuss the method of testing the visualisations for effectiveness with a small group of users, where time taken and the number of incorrect interpretations were measured for each user. We discuss the results, which indicate that the ‘circle-packing’ visualisation type may lead to quicker interpretations for five or more topics. Finally, we discuss the work needed to further solidify these initial findings.
{"title":"VISTX: Experimenting with Interactive Stance and Sentiment Visualisation","authors":"K. Grayson, Jon Chamberlain","doi":"10.1109/CEEC47804.2019.8974327","DOIUrl":"https://doi.org/10.1109/CEEC47804.2019.8974327","url":null,"abstract":"User-generated content online continues to grow rapidly, and with this it becomes more challenging to evaluate the general consensus on a trending topic. Even greater challenges are faced if one wishes to compare opinions across multiple topics, as it can be difficult to make comparisons and reach conclusions with large amounts of data in an intuitive manner. VISTX explores innovative methods of visualising opinion in terms of stance and sentiment using Twitter data from the SemEval-2016 Stance Dataset and presents three types of interactive visualisations. We discuss the method of testing the visualisations for effectiveness with a small group of users, where time taken and the number of incorrect interpretations were measured for each user. We discuss the results, which indicate that the ‘circle-packing’ visualisation type may lead to quicker interpretations for five or more topics. Finally, we discuss the work needed to further solidify these initial findings.","PeriodicalId":331160,"journal":{"name":"2019 11th Computer Science and Electronic Engineering (CEEC)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133366964","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}
Pub Date : 2019-09-01DOI: 10.1109/CEEC47804.2019.8974312
Aakash Soni, Huosheng Hu
Autonomous/unmanned driving has the capability to provide numerous benefits such as better traffic management, increased safety, reduced emission, and enhanced transportation network. Once autonomous ground vehicles (AGVs) are deployed, they will have to interact with other such vehicles. Interaction between multiple AGVs is an important area of research where analysis on the performance of algorithms/control schemes of AGVs is carried out. Performing real-world experiments with teams of autonomous vehicles is a challenging task due to cost and complexity. On the other hand, a simulation can emulate reality and provide an inexpensive and less time-consuming development process compared to the real world robots’ testing. Therefore, a simulation tool is developed for multi-robot navigation. This simulator is based on open-source Robot Operating Systems (ROS) and natively supported robotics simulator Gazebo.
{"title":"A multi-robot simulator for the evaluation of formation control algorithms","authors":"Aakash Soni, Huosheng Hu","doi":"10.1109/CEEC47804.2019.8974312","DOIUrl":"https://doi.org/10.1109/CEEC47804.2019.8974312","url":null,"abstract":"Autonomous/unmanned driving has the capability to provide numerous benefits such as better traffic management, increased safety, reduced emission, and enhanced transportation network. Once autonomous ground vehicles (AGVs) are deployed, they will have to interact with other such vehicles. Interaction between multiple AGVs is an important area of research where analysis on the performance of algorithms/control schemes of AGVs is carried out. Performing real-world experiments with teams of autonomous vehicles is a challenging task due to cost and complexity. On the other hand, a simulation can emulate reality and provide an inexpensive and less time-consuming development process compared to the real world robots’ testing. Therefore, a simulation tool is developed for multi-robot navigation. This simulator is based on open-source Robot Operating Systems (ROS) and natively supported robotics simulator Gazebo.","PeriodicalId":331160,"journal":{"name":"2019 11th Computer Science and Electronic Engineering (CEEC)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133375903","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}
Pub Date : 2019-09-01DOI: 10.1109/CEEC47804.2019.8974328
Adeel Zafar, H. Mujtaba, S. Ashiq, M. O. Beg
General Video Game Level Generation provides a platform to develop level generators that work for general games within a certain domain. In this paper, we present our n-gram and constraint-based level generator. The generator generates levels based on the player logs. The aesthetics are handled by n-gram and playability is ensured by using precise constraints. The generated levels are also evaluated using relative performance profile and user study. The experimental results show that the generated levels are of adequate quality comparative to the levels generated by sample level generators.
{"title":"A Constructive Approach for General Video Game Level Generation","authors":"Adeel Zafar, H. Mujtaba, S. Ashiq, M. O. Beg","doi":"10.1109/CEEC47804.2019.8974328","DOIUrl":"https://doi.org/10.1109/CEEC47804.2019.8974328","url":null,"abstract":"General Video Game Level Generation provides a platform to develop level generators that work for general games within a certain domain. In this paper, we present our n-gram and constraint-based level generator. The generator generates levels based on the player logs. The aesthetics are handled by n-gram and playability is ensured by using precise constraints. The generated levels are also evaluated using relative performance profile and user study. The experimental results show that the generated levels are of adequate quality comparative to the levels generated by sample level generators.","PeriodicalId":331160,"journal":{"name":"2019 11th Computer Science and Electronic Engineering (CEEC)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114205784","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}
Pub Date : 2019-09-01DOI: 10.1109/CEEC47804.2019.8974325
Nurul Amelina Nasharuddin, Erzam Marlisah, Ahmad Iqmer Nashriq Mohd Nazan, Habibah Ab. Jalil, I. A. Ismail, Aini Marina Ma'arof, Siti Suria Salim
Mobile-based gaming applications can motivate and facilitate in educating adolescents in health awareness and further can prevent obesity. The purpose of this paper was to observe and assess the initial acceptance of a prototype mobile game application in promoting a healthy Body Mass Index among adolescents. Based on the observations, the developed game was found to be interesting and has positive feedback. Positive user experiences were being expressed on the game’s style and aesthetics, operability, learnability, autonomous learning, enjoyment, and social interaction offered. All of these added the excitements of the players and most of them were looking forward to continuing playing in the future. However, some challenges were reported, related to the player’s confidence, challenges offered and winning opportunity. The positive findings and concerns discovered during the testing session are reported in this paper. Good health promotion via game-based learning using mobiles demonstrates the potential to offer enjoyment and feasible for adolescents although in our case, further usability testing with larger-scale of participants and a longer session is needed.
{"title":"Body Mass Index Awareness using Game-based Learning in Malaysia: Game Design and Initial User Experiences","authors":"Nurul Amelina Nasharuddin, Erzam Marlisah, Ahmad Iqmer Nashriq Mohd Nazan, Habibah Ab. Jalil, I. A. Ismail, Aini Marina Ma'arof, Siti Suria Salim","doi":"10.1109/CEEC47804.2019.8974325","DOIUrl":"https://doi.org/10.1109/CEEC47804.2019.8974325","url":null,"abstract":"Mobile-based gaming applications can motivate and facilitate in educating adolescents in health awareness and further can prevent obesity. The purpose of this paper was to observe and assess the initial acceptance of a prototype mobile game application in promoting a healthy Body Mass Index among adolescents. Based on the observations, the developed game was found to be interesting and has positive feedback. Positive user experiences were being expressed on the game’s style and aesthetics, operability, learnability, autonomous learning, enjoyment, and social interaction offered. All of these added the excitements of the players and most of them were looking forward to continuing playing in the future. However, some challenges were reported, related to the player’s confidence, challenges offered and winning opportunity. The positive findings and concerns discovered during the testing session are reported in this paper. Good health promotion via game-based learning using mobiles demonstrates the potential to offer enjoyment and feasible for adolescents although in our case, further usability testing with larger-scale of participants and a longer session is needed.","PeriodicalId":331160,"journal":{"name":"2019 11th Computer Science and Electronic Engineering (CEEC)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116462108","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}
Pub Date : 2019-09-01DOI: 10.1109/CEEC47804.2019.8974339
Joseph Walton-Rivers, Edward Longford, Daniel Gomme, R. Bartle, Michael Gardner
In this paper, we propose a social negotiation system in which agents can communicate and interact with each other socially throughout a Sheriff of Nottingham game. We address issues with the number of options available while negotiating, particularly when bluffing is involved. Experiments are proposed that would allow us to validate how closely this framework mirrors real social interaction in the game, and the possibility of generalising multi-agent negotiation beyond this framework is raised.
{"title":"Distributed Social Multi-Agent Negotiation Framework For Incomplete Information Games","authors":"Joseph Walton-Rivers, Edward Longford, Daniel Gomme, R. Bartle, Michael Gardner","doi":"10.1109/CEEC47804.2019.8974339","DOIUrl":"https://doi.org/10.1109/CEEC47804.2019.8974339","url":null,"abstract":"In this paper, we propose a social negotiation system in which agents can communicate and interact with each other socially throughout a Sheriff of Nottingham game. We address issues with the number of options available while negotiating, particularly when bluffing is involved. Experiments are proposed that would allow us to validate how closely this framework mirrors real social interaction in the game, and the possibility of generalising multi-agent negotiation beyond this framework is raised.","PeriodicalId":331160,"journal":{"name":"2019 11th Computer Science and Electronic Engineering (CEEC)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115487856","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}
Pub Date : 2019-09-01DOI: 10.1109/CEEC47804.2019.8974340
R. F. Ghani, S. A. Mahmood, Y. N. Jurn, L. Al-Jobouri
Video summarization methods produce a video abstraction that permits users to obtain an informative video frames with minimum storage space and in less time. The keyframes is significantly characterize the salient contents of the video. This paper presents a design of video summarization framework for Internet videos to provide a quick way to realize, browse and review its contents. The main objective is to determine, extract and collect the most informative frames in the acquired video to formulate a summary video related to the original video. We have suggested a suitable approach for shot boundary detection along video frames. The sudden change benchmark between successive frames has calculated based on spline curve representation of frame data points inspired by capturing the visual difference. As well as, a selection and integration of the key frames from each shot is specified through clustering the higher differences between shot frames, in order to tackle the redundant frames issue and generate the video summary. From the experimental results, the proposed video summary approach is capable of capturing an informative content of video shots and preventing redundancy frames with minimum requirements in terms of storage space.
{"title":"Key Frames Extraction Using Spline Curve Fitting for Online Video Summarization","authors":"R. F. Ghani, S. A. Mahmood, Y. N. Jurn, L. Al-Jobouri","doi":"10.1109/CEEC47804.2019.8974340","DOIUrl":"https://doi.org/10.1109/CEEC47804.2019.8974340","url":null,"abstract":"Video summarization methods produce a video abstraction that permits users to obtain an informative video frames with minimum storage space and in less time. The keyframes is significantly characterize the salient contents of the video. This paper presents a design of video summarization framework for Internet videos to provide a quick way to realize, browse and review its contents. The main objective is to determine, extract and collect the most informative frames in the acquired video to formulate a summary video related to the original video. We have suggested a suitable approach for shot boundary detection along video frames. The sudden change benchmark between successive frames has calculated based on spline curve representation of frame data points inspired by capturing the visual difference. As well as, a selection and integration of the key frames from each shot is specified through clustering the higher differences between shot frames, in order to tackle the redundant frames issue and generate the video summary. From the experimental results, the proposed video summary approach is capable of capturing an informative content of video shots and preventing redundancy frames with minimum requirements in terms of storage space.","PeriodicalId":331160,"journal":{"name":"2019 11th Computer Science and Electronic Engineering (CEEC)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116053862","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}
Pub Date : 2019-09-01DOI: 10.1109/CEEC47804.2019.8974322
S. Kodama, Rei Nakagawa, N. Takahashi
In recent years, the significant increase in transmission control protocol and internet protocol (TCP/IP) network traffic has urged the importance of faster network systems. This study proposes a simultaneous TCP multi-streaming system to improve data transfer rate by integrating TCP streams over multiple IP domains. The system is implemented using a virtual network switch that processes the packet from multiple network interface cards (NICs); it also presents a possibility in software defined network, which attracts attention as a backbone of future networks as 5G networks. We utilized actual equipment for performing experiments and evaluations on a local network to measure the data transfer rate. Results confirmed an improvement in the communication rate.
{"title":"TCP Multi-Stream Data Transfer using Multiple Network Interface Cards","authors":"S. Kodama, Rei Nakagawa, N. Takahashi","doi":"10.1109/CEEC47804.2019.8974322","DOIUrl":"https://doi.org/10.1109/CEEC47804.2019.8974322","url":null,"abstract":"In recent years, the significant increase in transmission control protocol and internet protocol (TCP/IP) network traffic has urged the importance of faster network systems. This study proposes a simultaneous TCP multi-streaming system to improve data transfer rate by integrating TCP streams over multiple IP domains. The system is implemented using a virtual network switch that processes the packet from multiple network interface cards (NICs); it also presents a possibility in software defined network, which attracts attention as a backbone of future networks as 5G networks. We utilized actual equipment for performing experiments and evaluations on a local network to measure the data transfer rate. Results confirmed an improvement in the communication rate.","PeriodicalId":331160,"journal":{"name":"2019 11th Computer Science and Electronic Engineering (CEEC)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128739498","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}
Pub Date : 2019-09-01DOI: 10.1109/CEEC47804.2019.8974311
A. Taha, J. Krabicka, Ruiheng Wu, P. Kyberd, N. Adams
Aside from their physical exterior/interior design, the energy demands of industrial buildings are strongly related to how they are used. It follows that the behaviour of the occupants contributes and is related to the energy consumption of a building. In a hospital, this could mean equipment usage, heating, water and so on. This implies that energy consumption in a specific area may be measured as a function of occupancy, making occupancy monitoring an important part of an organisation’s energy management plan. This paper presents the design, implementation and testing of an Occupancy Monitoring Unit (OMU), based on thermal imaging technology, to provide occupancy data on individual selected wards/areas of Medway NHS Foundation Trust (MWNFT). The paper also presents successful tests performed to assess the functionality of the OMU in counting people and identifying the direction of motion. The results show the potential for the OMU to count individual people as well as groups.
{"title":"Design of an Occupancy Monitoring Unit: A Thermal Imaging Based People Counting Solution for Socio-Technical Energy Saving Systems in Hospitals","authors":"A. Taha, J. Krabicka, Ruiheng Wu, P. Kyberd, N. Adams","doi":"10.1109/CEEC47804.2019.8974311","DOIUrl":"https://doi.org/10.1109/CEEC47804.2019.8974311","url":null,"abstract":"Aside from their physical exterior/interior design, the energy demands of industrial buildings are strongly related to how they are used. It follows that the behaviour of the occupants contributes and is related to the energy consumption of a building. In a hospital, this could mean equipment usage, heating, water and so on. This implies that energy consumption in a specific area may be measured as a function of occupancy, making occupancy monitoring an important part of an organisation’s energy management plan. This paper presents the design, implementation and testing of an Occupancy Monitoring Unit (OMU), based on thermal imaging technology, to provide occupancy data on individual selected wards/areas of Medway NHS Foundation Trust (MWNFT). The paper also presents successful tests performed to assess the functionality of the OMU in counting people and identifying the direction of motion. The results show the potential for the OMU to count individual people as well as groups.","PeriodicalId":331160,"journal":{"name":"2019 11th Computer Science and Electronic Engineering (CEEC)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126121572","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}
Pub Date : 2019-09-01DOI: 10.1109/CEEC47804.2019.8974310
Adeel Zafar, Ayesha Irfan, M. Sabir
The use of machine learning techniques for content generation has recently emerged on the scene. Procedural Content Generation via Machine Learning is the generation of game content by models that have been trained on existing game content. The aim of this paper is to generate general video game levels using Markov chains. For this purpose, we created a random level generator that generates level dataset in order to train Markov models. The results show that Markov chains can generate playable levels for a large variety of games in the General Video Game Level Generation Framework. The generated levels are also evaluated using agent based testing.
{"title":"Generating General Levels using Markov Chains","authors":"Adeel Zafar, Ayesha Irfan, M. Sabir","doi":"10.1109/CEEC47804.2019.8974310","DOIUrl":"https://doi.org/10.1109/CEEC47804.2019.8974310","url":null,"abstract":"The use of machine learning techniques for content generation has recently emerged on the scene. Procedural Content Generation via Machine Learning is the generation of game content by models that have been trained on existing game content. The aim of this paper is to generate general video game levels using Markov chains. For this purpose, we created a random level generator that generates level dataset in order to train Markov models. The results show that Markov chains can generate playable levels for a large variety of games in the General Video Game Level Generation Framework. The generated levels are also evaluated using agent based testing.","PeriodicalId":331160,"journal":{"name":"2019 11th Computer Science and Electronic Engineering (CEEC)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126304025","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}
Pub Date : 2019-09-01DOI: 10.1109/CEEC47804.2019.8974337
Aristea Kontogianni, Efthymios Alepis
In the modern era where the tourism industry continues to grow and contribute both socially and economically at global scale, a demanding need to boost the tourism sector through IT arises. This need along with recent, technology driven, behavior patterns where users, with the use of their smartphones capture a wide number of images daily has led to the proposal of a new concept namely “Moments of Interest” (MOIs). This novel concept is realized on an innovative mobile application that aims at offering personalized recommendations to tourists based on special “moments” residing in user captured images. In order to achieve this, image labeling through machine learning is utilized and a novel cloud-based “Memories Database” is created.
{"title":"Moments of Interest: A novel cloud-based crowdsourcing application enhancing smart tourism recommendations","authors":"Aristea Kontogianni, Efthymios Alepis","doi":"10.1109/CEEC47804.2019.8974337","DOIUrl":"https://doi.org/10.1109/CEEC47804.2019.8974337","url":null,"abstract":"In the modern era where the tourism industry continues to grow and contribute both socially and economically at global scale, a demanding need to boost the tourism sector through IT arises. This need along with recent, technology driven, behavior patterns where users, with the use of their smartphones capture a wide number of images daily has led to the proposal of a new concept namely “Moments of Interest” (MOIs). This novel concept is realized on an innovative mobile application that aims at offering personalized recommendations to tourists based on special “moments” residing in user captured images. In order to achieve this, image labeling through machine learning is utilized and a novel cloud-based “Memories Database” is created.","PeriodicalId":331160,"journal":{"name":"2019 11th Computer Science and Electronic Engineering (CEEC)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114672692","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}