Pub Date : 2019-09-01DOI: 10.1109/CEEC47804.2019.8974332
Ayesha Irfan, Adeel Zafar, Shahbaz Hassan
Deep Convolutional Generative Adversarial Networks (DCGANs) are a machine learning approach that can learn to mimic any distribution of data. DCGANs consist of a generator and discriminator where generator generates new content and discriminator finds whether the generated content is real or fake. Procedural Content Generation (PCG) for level generation could potentially benefit from such models, particularly for a game where there is an existing level to emulate. In this paper, DCGANs are trained on existing levels generated through a random generator. Three different games (Freeway, Zelda, and Colourescape) are selected from the General Video Game Artificial Intelligence (GVG-AI) framework for level generation. The proposed approach successfully generates various levels which mimic the training levels. Generated levels are also evaluated using agent-based testing to ensure their play-ability.
{"title":"Evolving Levels for General Games Using Deep Convolutional Generative Adversarial Networks","authors":"Ayesha Irfan, Adeel Zafar, Shahbaz Hassan","doi":"10.1109/CEEC47804.2019.8974332","DOIUrl":"https://doi.org/10.1109/CEEC47804.2019.8974332","url":null,"abstract":"Deep Convolutional Generative Adversarial Networks (DCGANs) are a machine learning approach that can learn to mimic any distribution of data. DCGANs consist of a generator and discriminator where generator generates new content and discriminator finds whether the generated content is real or fake. Procedural Content Generation (PCG) for level generation could potentially benefit from such models, particularly for a game where there is an existing level to emulate. In this paper, DCGANs are trained on existing levels generated through a random generator. Three different games (Freeway, Zelda, and Colourescape) are selected from the General Video Game Artificial Intelligence (GVG-AI) framework for level generation. The proposed approach successfully generates various levels which mimic the training levels. Generated levels are also evaluated using agent-based testing to ensure their play-ability.","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":"129451227","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/CEEC47804.2019.8974313
Emily Marriott, A. Whittaker
Planners can be used to manage game content such as interactive narratives and agent behaviour. However, planners require a semantic representation of games objects and events to reason about them. This paper describes a framework to create a symbolic representation of the semantic content of a real-time game for use with a story generation planner. Asynchronous events from the game are marshalled by an event handler into messages that are passed to a domain-specific message-handler. This message handler interprets and converts these messages to first-order predicates for use in a domain-independent planner. This approach aims to limit the amount of semantic data stored within the game that is unnecessary for gameplay logic.
{"title":"A general architecture for maintaining a symbolic representation of the semantic game state","authors":"Emily Marriott, A. Whittaker","doi":"10.1109/CEEC47804.2019.8974313","DOIUrl":"https://doi.org/10.1109/CEEC47804.2019.8974313","url":null,"abstract":"Planners can be used to manage game content such as interactive narratives and agent behaviour. However, planners require a semantic representation of games objects and events to reason about them. This paper describes a framework to create a symbolic representation of the semantic content of a real-time game for use with a story generation planner. Asynchronous events from the game are marshalled by an event handler into messages that are passed to a domain-specific message-handler. This message handler interprets and converts these messages to first-order predicates for use in a domain-independent planner. This approach aims to limit the amount of semantic data stored within the game that is unnecessary for gameplay logic.","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":"116145885","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/CEEC47804.2019.8974329
M. Smuts, M. Gardner, V. Callaghan, A. Gutiérrez
This paper describes the difficulties prepositions pose for students learning English as a second language and proposes novel solutions for teaching based on Virtual Reality (VR), and environments using Artificial Intelligence (AI). It identifies the synergy between Cognitive Linguistics (CL) and VR and describes how VR may be applied to Second Language Acquisition (SLA). This is followed by a proposed integration of AI into a VR environment. The paper then goes on to describe a novel method for creating an intelligent teaching environment for SLA, based on cloning student behaviour, and gives details of the process and a simplified functional example.
{"title":"Towards Dynamically Adaptable Immersive Spaces for Learning","authors":"M. Smuts, M. Gardner, V. Callaghan, A. Gutiérrez","doi":"10.1109/CEEC47804.2019.8974329","DOIUrl":"https://doi.org/10.1109/CEEC47804.2019.8974329","url":null,"abstract":"This paper describes the difficulties prepositions pose for students learning English as a second language and proposes novel solutions for teaching based on Virtual Reality (VR), and environments using Artificial Intelligence (AI). It identifies the synergy between Cognitive Linguistics (CL) and VR and describes how VR may be applied to Second Language Acquisition (SLA). This is followed by a proposed integration of AI into a VR environment. The paper then goes on to describe a novel method for creating an intelligent teaching environment for SLA, based on cloning student behaviour, and gives details of the process and a simplified functional example.","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":"130823709","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/CEEC47804.2019.8974338
Ding Yan, Huosheng Hu
Plane is one of the most important element for indoor man-made structural rooms, such as broadcasting studios, open lecture room and empty offices. The existing visual mapping algorithms cannot effectively detect and describe the visual features on an empty large or medium size plane. This article aims to introduce a novel frame-to-frame registration pipeline based on one medium-size plane on man-made object instead of multiple planes or small plane patches. By introducing a structural description of reference planar area with its contour data and CNN segmentation information, the proposed approach is able track the pose of camera with high accuracy and robustness in comparison with existing feature-based tracking or dense geometric tracking approaches.
{"title":"A novel plane based image registration pipeline with CNN scene parsing","authors":"Ding Yan, Huosheng Hu","doi":"10.1109/CEEC47804.2019.8974338","DOIUrl":"https://doi.org/10.1109/CEEC47804.2019.8974338","url":null,"abstract":"Plane is one of the most important element for indoor man-made structural rooms, such as broadcasting studios, open lecture room and empty offices. The existing visual mapping algorithms cannot effectively detect and describe the visual features on an empty large or medium size plane. This article aims to introduce a novel frame-to-frame registration pipeline based on one medium-size plane on man-made object instead of multiple planes or small plane patches. By introducing a structural description of reference planar area with its contour data and CNN segmentation information, the proposed approach is able track the pose of camera with high accuracy and robustness in comparison with existing feature-based tracking or dense geometric tracking approaches.","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":"115302106","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/CEEC47804.2019.8974321
Abdelkader Benmir, A. Korichi, Abdelhabib Bourouis, M. Alreshoodi, L. Al-Jobouri
Several routing protocols have been proposed for ad hoc vehicle networks. They affect directly but differently the quality of the transmitted data. In this paper, we introduce a multipath feature to decrease packet loss in greedy perimeter stateless routing protocol (GPSR). Since using only one path during transmission may cause packet loss due to congestion and saturation in this path. Our enhancement is based on sending the same packet over two different paths to maximize its reception probability. This scheme is evaluated in a highway environment using Omnet++, Veins, and SUMO. The results show that the proposed solution overcomes GPSR in packet delivery ratio.
{"title":"An Enhanced GPSR Protocol for Vehicular Ad hoc Networks","authors":"Abdelkader Benmir, A. Korichi, Abdelhabib Bourouis, M. Alreshoodi, L. Al-Jobouri","doi":"10.1109/CEEC47804.2019.8974321","DOIUrl":"https://doi.org/10.1109/CEEC47804.2019.8974321","url":null,"abstract":"Several routing protocols have been proposed for ad hoc vehicle networks. They affect directly but differently the quality of the transmitted data. In this paper, we introduce a multipath feature to decrease packet loss in greedy perimeter stateless routing protocol (GPSR). Since using only one path during transmission may cause packet loss due to congestion and saturation in this path. Our enhancement is based on sending the same packet over two different paths to maximize its reception probability. This scheme is evaluated in a highway environment using Omnet++, Veins, and SUMO. The results show that the proposed solution overcomes GPSR in packet delivery ratio.","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":"134492614","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/CEEC47804.2019.8974342
Fanny Larradet, G. Barresi, L. Mattos
Nowadays, motor-impaired people with Locked-In Syndrome (LIS) use eye-tracking technology to write and to access the web through commands generated by the detection of gaze movements and fixations on a graphical user interface (GUI). However, novel GUI concepts must be designed to further ease the control offered by eye-tracking, making it more responsive and less tiresome. This paper presents and evaluates an open-source standalone GUI design, SightWeb, that fully and easily controls a web browser through gaze movements without any page analysis. Its temporary menu centered in the area of action allows for reduced eye saccade and mental workload. SightWeb was evaluated against a state-of-the-art eye tracking based web interface (The Grid 3 by Thinksmartbox). The results (gaze movements, execution times, user experience questionnaire scores) suggest that SightWeb is quicker to learn and to use, more appreciated and less tiring than a traditional assistive GUI. This shows that the system can be, not only an improved interface for patients, but also an instrumental piece of software for researchers working in related areas.
{"title":"Design and Evaluation of an Open-source Gaze-controlled GUI for Web-browsing","authors":"Fanny Larradet, G. Barresi, L. Mattos","doi":"10.1109/CEEC47804.2019.8974342","DOIUrl":"https://doi.org/10.1109/CEEC47804.2019.8974342","url":null,"abstract":"Nowadays, motor-impaired people with Locked-In Syndrome (LIS) use eye-tracking technology to write and to access the web through commands generated by the detection of gaze movements and fixations on a graphical user interface (GUI). However, novel GUI concepts must be designed to further ease the control offered by eye-tracking, making it more responsive and less tiresome. This paper presents and evaluates an open-source standalone GUI design, SightWeb, that fully and easily controls a web browser through gaze movements without any page analysis. Its temporary menu centered in the area of action allows for reduced eye saccade and mental workload. SightWeb was evaluated against a state-of-the-art eye tracking based web interface (The Grid 3 by Thinksmartbox). The results (gaze movements, execution times, user experience questionnaire scores) suggest that SightWeb is quicker to learn and to use, more appreciated and less tiring than a traditional assistive GUI. This shows that the system can be, not only an improved interface for patients, but also an instrumental piece of software for researchers working in related areas.","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":"127769362","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/CEEC47804.2019.8974320
Mehrin Kiani, Javier Andreu-Perez, H. Hagras, Ana R. Andreu, Maria Pinto, Jaime Andreu, Pratusha Reddy, K. Izzetoglu
functional Near-infrared Spectroscopy (fNIRS) is fast becoming an alternative optical neuroimaging modality to functional Magnetic Resonance Imaging (fMRI) owing to its portable, non-constrained environment. With the advent of fNIRS numerous studies, and key populations once considered indecipherable because of multitude operational challenges associated with fMRI such as restriction to stay in a supine position motionless surrounded by huge magnets, can now be read into. In this work, brain activity of participants, who are gamers of varying expertise levels, watch images or videos of a game, League of Legends, is recorded using fNIRS. The participant’s fNIRS data is then analysed to distinguish between expertise levels of gamers using a support vector machine classifier with a radial basis function kernel. Our results demonstrate the adequacy of using fNIRS data to distinguish between the expertise levels of participants. In particular, the classification accuracy is optimum for novice vs. intermediate participants followed by novices vs. experts for all experiments. The least accurate classification results obtained are for intermediates vs. experts. An attempt is also made to read from different dimensions of hemoglobin to establish which biomarker best respresents the neural activity in the brain. Since the methods employed are independent of the study, we believe this work has strong implications for a professional’s objective assessment which is paramount for those occupations especially associated with greater risks e.g. surgeons, pilots.
功能近红外光谱(fNIRS)由于其便携、不受约束的环境,正迅速成为功能磁共振成像(fMRI)的一种替代光学神经成像方式。随着fNIRS的出现,大量的研究和关键人群曾经被认为是无法解读的,因为与fMRI相关的许多操作挑战,比如限制在巨大的磁铁包围下一动不动地保持仰卧姿势,现在可以读懂了。在这项研究中,研究人员使用近红外光谱(fNIRS)记录了不同专业水平的参与者观看《英雄联盟》(League of Legends)游戏图像或视频时的大脑活动。然后分析参与者的fNIRS数据,使用具有径向基函数核的支持向量机分类器来区分玩家的专业水平。我们的结果证明了使用近红外光谱数据来区分参与者的专业水平的充分性。特别是,在所有实验中,新手与中级参与者的分类精度是最佳的,其次是新手与专家。获得的最不准确的分类结果是中级与专家。还尝试从血红蛋白的不同维度进行读取,以确定哪种生物标志物最能代表大脑中的神经活动。由于所采用的方法是独立于研究的,我们相信这项工作对专业人员的客观评估有很强的影响,这对于那些风险较大的职业(如外科医生、飞行员)至关重要。
{"title":"Towards Gamers’ Experience Level Decoding with Optical Brain Imaging","authors":"Mehrin Kiani, Javier Andreu-Perez, H. Hagras, Ana R. Andreu, Maria Pinto, Jaime Andreu, Pratusha Reddy, K. Izzetoglu","doi":"10.1109/CEEC47804.2019.8974320","DOIUrl":"https://doi.org/10.1109/CEEC47804.2019.8974320","url":null,"abstract":"functional Near-infrared Spectroscopy (fNIRS) is fast becoming an alternative optical neuroimaging modality to functional Magnetic Resonance Imaging (fMRI) owing to its portable, non-constrained environment. With the advent of fNIRS numerous studies, and key populations once considered indecipherable because of multitude operational challenges associated with fMRI such as restriction to stay in a supine position motionless surrounded by huge magnets, can now be read into. In this work, brain activity of participants, who are gamers of varying expertise levels, watch images or videos of a game, League of Legends, is recorded using fNIRS. The participant’s fNIRS data is then analysed to distinguish between expertise levels of gamers using a support vector machine classifier with a radial basis function kernel. Our results demonstrate the adequacy of using fNIRS data to distinguish between the expertise levels of participants. In particular, the classification accuracy is optimum for novice vs. intermediate participants followed by novices vs. experts for all experiments. The least accurate classification results obtained are for intermediates vs. experts. An attempt is also made to read from different dimensions of hemoglobin to establish which biomarker best respresents the neural activity in the brain. Since the methods employed are independent of the study, we believe this work has strong implications for a professional’s objective assessment which is paramount for those occupations especially associated with greater risks e.g. surgeons, pilots.","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":"132975506","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/CEEC47804.2019.8974335
S. Shioda, Y. Nakajima
This paper investigates the dynamics of information spread across social network services (SNSs) such as Twitter using the susceptible-infected-recovered (SIR) model. In most practical applications, an exact analytic solution is not available for the SIR model, so previous studies have largely been based on the assumption that the probability of a node having the target information is independent of whether or not its neighbors have that information. In contrast, we herein propose a different approach based on an assumption called the “strong correlation assumption”, in which the probability of a node having the target information is strongly correlated with whether its neighboring nodes have that information. We then analyze information spread for the SIR model and show that the use of the strong correlation assumption makes it possible to analyze the spread of information with far greater accuracy than the node independence assumption.
{"title":"Information Spread across Social Network Services with Users’ Information Indifference Behavior","authors":"S. Shioda, Y. Nakajima","doi":"10.1109/CEEC47804.2019.8974335","DOIUrl":"https://doi.org/10.1109/CEEC47804.2019.8974335","url":null,"abstract":"This paper investigates the dynamics of information spread across social network services (SNSs) such as Twitter using the susceptible-infected-recovered (SIR) model. In most practical applications, an exact analytic solution is not available for the SIR model, so previous studies have largely been based on the assumption that the probability of a node having the target information is independent of whether or not its neighbors have that information. In contrast, we herein propose a different approach based on an assumption called the “strong correlation assumption”, in which the probability of a node having the target information is strongly correlated with whether its neighboring nodes have that information. We then analyze information spread for the SIR model and show that the use of the strong correlation assumption makes it possible to analyze the spread of information with far greater accuracy than the node independence assumption.","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":"131609777","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/CEEC47804.2019.8974343
Federico Cocconcelli, Niccolò Mora, G. Matrella, P. Ciampolini
This paper presents an automated procedure for analyzing SeismoCardioGraphic (SCG) traces, i.e. chest vibrations induced by heart activity. Such signals are acquired by means of an inexpensive, compact accelerometer device, placed over the subject’s sternum and held in place by a light strap. The methodology for beat detection and annotation features a preliminary coarse beat detection phase, followed by a self-managed calibration, that is subsequently leveraged to carry out actual SCG annotation and beat localization. The performance of such process was measured and compared against the ECG gold standard, used only to provide ground-truth beat-to-beat intervals (i.e. R-peak landmarks). Results show high average values of sensitivity and precision (99.1% and 97.9%, respectively). The coefficient of determination R2 reaches a 0.984 value, which shows that the algorithm is able to temporally localize SCG complexes in a very consistent way, compared to the ECG gold standard; indeed, the variability between the ECG and SCG beat to beat measures is found to be very limited (σdiff ≈ 8.5 ms, i.e. less than one sample interval).
{"title":"Seismocardiography-based detection of heartbeats for continuous monitoring of vital signs","authors":"Federico Cocconcelli, Niccolò Mora, G. Matrella, P. Ciampolini","doi":"10.1109/CEEC47804.2019.8974343","DOIUrl":"https://doi.org/10.1109/CEEC47804.2019.8974343","url":null,"abstract":"This paper presents an automated procedure for analyzing SeismoCardioGraphic (SCG) traces, i.e. chest vibrations induced by heart activity. Such signals are acquired by means of an inexpensive, compact accelerometer device, placed over the subject’s sternum and held in place by a light strap. The methodology for beat detection and annotation features a preliminary coarse beat detection phase, followed by a self-managed calibration, that is subsequently leveraged to carry out actual SCG annotation and beat localization. The performance of such process was measured and compared against the ECG gold standard, used only to provide ground-truth beat-to-beat intervals (i.e. R-peak landmarks). Results show high average values of sensitivity and precision (99.1% and 97.9%, respectively). The coefficient of determination R2 reaches a 0.984 value, which shows that the algorithm is able to temporally localize SCG complexes in a very consistent way, compared to the ECG gold standard; indeed, the variability between the ECG and SCG beat to beat measures is found to be very limited (σdiff ≈ 8.5 ms, i.e. less than one sample interval).","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":"133408289","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}