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2019 11th Computer Science and Electronic Engineering (CEEC)最新文献

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VISTX: Experimenting with Interactive Stance and Sentiment Visualisation VISTX:交互式姿态和情感可视化实验
Pub Date : 2019-09-01 DOI: 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.
用户生成的在线内容持续快速增长,这使得评估一个趋势话题的普遍共识变得更具挑战性。如果希望比较多个主题的观点,则面临更大的挑战,因为很难以直观的方式对大量数据进行比较并得出结论。visx利用SemEval-2016立场数据集的Twitter数据,探索了在立场和情绪方面可视化意见的创新方法,并提出了三种类型的交互式可视化。我们讨论了在一小群用户中测试可视化效果的方法,其中测量了每个用户所花费的时间和错误解释的数量。我们讨论了结果,结果表明,“圆包装”可视化类型可能导致对五个或更多主题的更快解释。最后,我们讨论了进一步巩固这些初步发现所需的工作。
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引用次数: 0
A multi-robot simulator for the evaluation of formation control algorithms 编队控制算法评估的多机器人模拟器
Pub Date : 2019-09-01 DOI: 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.
自动驾驶/无人驾驶能够提供许多好处,例如更好的交通管理、提高安全性、减少排放和增强交通网络。一旦自动地面车辆(agv)被部署,它们将不得不与其他此类车辆进行交互。多agv之间的交互是agv算法/控制方案性能分析的一个重要研究领域。由于成本和复杂性,用自动驾驶汽车团队进行真实世界的实验是一项具有挑战性的任务。另一方面,与真实世界的机器人测试相比,仿真可以模拟现实,并提供廉价且更节省时间的开发过程。为此,开发了多机器人导航仿真工具。该模拟器基于开源机器人操作系统(ROS)和本地支持的机器人模拟器Gazebo。
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引用次数: 1
A Constructive Approach for General Video Game Level Generation 通用电子游戏关卡生成的建设性方法
Pub Date : 2019-09-01 DOI: 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.
通用电子游戏关卡生成提供了一个平台来开发适用于特定领域的通用游戏的关卡生成器。在本文中,我们提出了我们的n-gram和基于约束的水平生成器。生成器根据玩家日志生成关卡。美学是由n-gram处理的,可玩性是通过使用精确的约束来保证的。生成的级别也使用相对性能概况和用户研究进行评估。实验结果表明,与样本电平发生器产生的电平相比,生成的电平具有足够的质量。
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引用次数: 12
Body Mass Index Awareness using Game-based Learning in Malaysia: Game Design and Initial User Experiences 在马来西亚使用基于游戏的学习的身体质量指数意识:游戏设计和初始用户体验
Pub Date : 2019-09-01 DOI: 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.
基于手机的游戏应用程序可以激励和促进青少年的健康意识教育,并进一步预防肥胖。本文的目的是观察和评估原型手机游戏应用程序在促进青少年健康体质指数的初步接受程度。根据观察,我们发现开发的游戏很有趣,并且有积极的反馈。积极的用户体验体现在游戏的风格和美学、可操作性、可学习性、自主学习、乐趣和社交互动等方面。所有这些都增加了球员们的兴奋感,他们中的大多数人都期待着在未来继续比赛。然而,也有一些挑战与玩家的信心、挑战和获胜机会有关。本文报告了在测试过程中发现的积极结果和问题。通过使用手机进行基于游戏的学习来促进良好的健康,表明有可能为青少年提供乐趣和可行性,尽管在我们的情况下,需要对更大规模的参与者和更长的会议进行进一步的可用性测试。
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引用次数: 1
Distributed Social Multi-Agent Negotiation Framework For Incomplete Information Games 不完全信息博弈的分布式社会多智能体协商框架
Pub Date : 2019-09-01 DOI: 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.
在本文中,我们提出了一个社会协商系统,在这个系统中,代理可以在整个诺丁汉警长游戏中进行社会沟通和互动。在谈判时,我们会用可用选项的数量来解决问题,特别是在涉及恐吓的情况下。实验将允许我们验证该框架在多大程度上反映了游戏中的真实社交互动,并提出了将多主体协商推广到该框架之外的可能性。
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引用次数: 1
Key Frames Extraction Using Spline Curve Fitting for Online Video Summarization 基于样条曲线拟合的关键帧提取在线视频摘要
Pub Date : 2019-09-01 DOI: 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.
视频摘要方法产生视频抽象,允许用户以最小的存储空间和更短的时间获得信息视频帧。关键帧显著地表征了视频的突出内容。本文设计了一种针对网络视频的视频摘要框架,为视频内容的实现、浏览和回顾提供了一种快捷的方式。主要目的是确定、提取和收集采集到的视频中信息量最大的帧,形成与原始视频相关的总结视频。我们提出了一种适合视频帧的镜头边界检测方法。在捕捉视觉差异的启发下,基于帧数据点的样条曲线表示计算连续帧之间的突变基准。同时,通过对各镜头之间的较大差异进行聚类,对每个镜头的关键帧进行选择和整合,从而解决冗余帧问题,生成视频摘要。实验结果表明,本文提出的视频摘要方法能够在对存储空间要求最小的情况下捕获视频镜头的信息内容并防止冗余帧。
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引用次数: 4
TCP Multi-Stream Data Transfer using Multiple Network Interface Cards 使用多网卡的TCP多流数据传输
Pub Date : 2019-09-01 DOI: 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.
近年来,传输控制协议和互联网协议(TCP/IP)网络流量的显著增加,促使了更快的网络系统的重要性。本研究提出一种同步TCP多流系统,通过整合多个IP域的TCP流来提高数据传输速率。该系统使用虚拟网络交换机来实现,该虚拟网络交换机处理来自多个网络接口卡(nic)的数据包;在软件定义网络中也有可能成为5G等未来网络的骨干,备受关注。我们利用实际设备在本地网络上进行实验和评估,以测量数据传输速率。结果证实了通信率的提高。
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引用次数: 1
Design of an Occupancy Monitoring Unit: A Thermal Imaging Based People Counting Solution for Socio-Technical Energy Saving Systems in Hospitals 医院社会技术节能系统中基于热成像的人数统计解决方案的使用监控单元设计
Pub Date : 2019-09-01 DOI: 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.
除了它们的物理外部/内部设计,工业建筑的能源需求与它们的使用方式密切相关。由此可见,居住者的行为有助于并与建筑物的能源消耗有关。在医院里,这可能意味着设备使用、暖气、水等等。这意味着特定区域的能源消耗可以作为占用率的函数进行测量,使占用率监测成为组织能源管理计划的重要组成部分。本文介绍了基于热成像技术的占用监测单元(OMU)的设计、实现和测试,以提供Medway NHS基金会信托(MWNFT)个别选定病房/地区的占用数据。本文还介绍了成功的测试,以评估OMU在计算人数和识别运动方向方面的功能。结果显示,OMU不仅可以计算群体,也可以计算个人。
{"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}
引用次数: 3
Generating General Levels using Markov Chains 使用马尔可夫链生成一般关卡
Pub Date : 2019-09-01 DOI: 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.
最近,机器学习技术在内容生成方面的应用开始出现。通过机器学习生成程序内容是指通过在现有游戏内容上进行训练的模型生成游戏内容。本文的目的是使用马尔可夫链生成一般的电子游戏关卡。为此,我们创建了一个随机关卡生成器来生成关卡数据集,以训练马尔可夫模型。结果表明,在通用电子游戏关卡生成框架中,马尔可夫链可以为各种各样的游戏生成可玩关卡。生成的级别也使用基于代理的测试进行评估。
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引用次数: 2
Moments of Interest: A novel cloud-based crowdsourcing application enhancing smart tourism recommendations Moments of Interest:一款新颖的基于云的众包应用程序,增强了智能旅游推荐功能
Pub Date : 2019-09-01 DOI: 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.
在旅游业持续增长并在全球范围内为社会和经济作出贡献的现代,迫切需要通过信息技术促进旅游业的发展。这种需求以及最近的技术驱动的行为模式,用户使用智能手机每天捕获大量图像,导致了一个新概念的提出,即“兴趣时刻”(MOIs)。这个新颖的概念是在一个创新的移动应用程序上实现的,该应用程序旨在根据用户捕获的图像中的特殊“时刻”向游客提供个性化推荐。为了实现这一点,利用机器学习的图像标记,并创建了一个新的基于云的“记忆数据库”。
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引用次数: 3
期刊
2019 11th Computer Science and Electronic Engineering (CEEC)
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