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

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Evolving Levels for General Games Using Deep Convolutional Generative Adversarial Networks 使用深度卷积生成对抗网络的一般游戏的进化关卡
Pub Date : 2019-09-01 DOI: 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.
深度卷积生成对抗网络(dcgan)是一种机器学习方法,可以学习模仿任何数据分布。dcgan由生成器和鉴别器组成,其中生成器生成新内容,鉴别器判断生成的内容是真还是假。关卡生成的程序内容生成(PCG)可能会受益于这种模型,特别是对于存在可模拟的现有关卡的游戏。在本文中,dcgan是在通过随机生成器生成的现有水平上进行训练的。从通用电子游戏人工智能(GVG-AI)框架中选择三款不同的游戏(《Freeway》、《塞尔达传说》和《colouresscape》)进行关卡生成。该方法成功地生成了模拟训练层次的各种层次。生成的关卡也会使用基于代理的测试进行评估,以确保它们的可玩性。
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引用次数: 6
CEEC 2019 Index
Pub Date : 2019-09-01 DOI: 10.1109/ceec47804.2019.8974326
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引用次数: 0
A general architecture for maintaining a symbolic representation of the semantic game state 用于维护语义游戏状态的符号表示的通用架构
Pub Date : 2019-09-01 DOI: 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.
计划者可以用来管理游戏内容,如互动叙述和代理行为。然而,规划人员需要游戏对象和事件的语义表示来进行推理。本文描述了一个框架,用于创建用于故事生成计划器的实时游戏语义内容的符号表示。来自游戏的异步事件由事件处理程序编组成传递给特定于领域的消息处理程序的消息。此消息处理程序解释并将这些消息转换为一阶谓词,以便在独立于域的规划程序中使用。这种方法旨在限制游戏中存储的语义数据的数量,这些数据对于游戏玩法逻辑来说是不必要的。
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引用次数: 0
Towards Dynamically Adaptable Immersive Spaces for Learning 走向动态适应的沉浸式学习空间
Pub Date : 2019-09-01 DOI: 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.
本文描述了介词给学生作为第二语言学习英语带来的困难,并提出了基于虚拟现实(VR)和人工智能(AI)环境的新颖教学解决方案。本文指出了认知语言学和虚拟现实之间的协同作用,并描述了虚拟现实如何应用于第二语言习得。接下来是将AI整合到VR环境中。然后,本文描述了一种基于克隆学生行为来创建SLA智能教学环境的新方法,并给出了该过程的细节和一个简化的功能示例。
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引用次数: 0
A novel plane based image registration pipeline with CNN scene parsing 一种基于CNN场景解析的平面图像配准管道
Pub Date : 2019-09-01 DOI: 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.
平面是室内人造结构房间最重要的元素之一,如广播演播室、开放式演讲室和空办公室。现有的视觉映射算法不能有效地检测和描述空的大中型平面上的视觉特征。本文旨在介绍一种新的基于一个中等尺寸平面在人造物体上的帧对帧配准管道,而不是多个平面或小平面块。通过引入参考平面区域的结构描述及其轮廓数据和CNN分割信息,与现有的基于特征的跟踪或密集几何跟踪方法相比,该方法能够以较高的精度和鲁棒性跟踪相机的姿态。
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引用次数: 1
An Enhanced GPSR Protocol for Vehicular Ad hoc Networks 一种车载自组织网络的增强型GPSR协议
Pub Date : 2019-09-01 DOI: 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.
针对自组织车辆网络,已经提出了几种路由协议。它们直接但不同地影响传输数据的质量。本文在贪婪周界无状态路由协议(GPSR)中引入多路径特性来减少丢包。由于在传输过程中只使用一条路径,可能会由于这条路径上的拥塞和饱和而导致丢包。我们的改进是基于在两个不同的路径上发送相同的数据包,以最大化其接收概率。该方案在高速公路环境中使用omnet++、vein和SUMO进行了评估。结果表明,该方案克服了GPSR在分组传输率方面的缺点。
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引用次数: 3
Design and Evaluation of an Open-source Gaze-controlled GUI for Web-browsing 一个用于网页浏览的开源注视控制GUI的设计与评估
Pub Date : 2019-09-01 DOI: 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.
如今,患有闭锁综合症(LIS)的运动障碍患者使用眼球追踪技术,通过检测图形用户界面(GUI)上的凝视运动和注视产生的命令来编写和访问网络。然而,必须设计新颖的GUI概念来进一步简化眼动追踪所提供的控制,使其响应更快,不那么令人厌倦。本文介绍并评估了一个开源的独立GUI设计,SightWeb,它可以通过凝视运动完全轻松地控制web浏览器,而无需任何页面分析。它的临时菜单集中在行动区域,可以减少眼跳和精神负荷。SightWeb是根据最先进的基于眼动追踪的web界面(Thinksmartbox的The Grid 3)进行评估的。结果(凝视运动,执行时间,用户体验问卷得分)表明,与传统的辅助GUI相比,SightWeb的学习和使用速度更快,更受欢迎,更省力。这表明,该系统不仅可以为患者提供一个改进的界面,而且可以为相关领域的研究人员提供一个工具软件。
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引用次数: 1
Towards Gamers’ Experience Level Decoding with Optical Brain Imaging 基于光学脑成像的游戏玩家体验水平解码
Pub Date : 2019-09-01 DOI: 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。
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引用次数: 1
Information Spread across Social Network Services with Users’ Information Indifference Behavior 信息在社交网络服务中的传播与用户的信息冷漠行为
Pub Date : 2019-09-01 DOI: 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.
本文使用易受感染-感染-恢复(SIR)模型研究了信息在社交网络服务(sns)(如Twitter)上传播的动态。在大多数实际应用中,SIR模型无法得到精确的解析解,因此以往的研究在很大程度上是基于一个节点具有目标信息的概率与它的邻居是否具有该信息无关的假设。相比之下,我们在此提出了一种基于“强相关假设”的不同方法,其中一个节点具有目标信息的概率与其相邻节点是否具有该信息强相关。然后,我们分析了SIR模型的信息传播,并表明使用强相关假设可以比节点独立性假设更准确地分析信息的传播。
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引用次数: 5
Seismocardiography-based detection of heartbeats for continuous monitoring of vital signs 基于地震心动图的心跳检测,用于连续监测生命体征
Pub Date : 2019-09-01 DOI: 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).
本文介绍了一种用于分析地震心动图(SCG)痕迹的自动化程序,即由心脏活动引起的胸部振动。这种信号是通过一种廉价、紧凑的加速度计装置获得的,该装置放置在受试者的胸骨上,并由一根轻带固定在适当的位置。温度检测和标注方法的特点是一个初步的粗温度检测阶段,随后是一个自我管理的校准,随后用于进行实际的SCG标注和温度定位。该过程的性能被测量并与ECG金标准进行比较,金标准仅用于提供真实的心跳间隔(即r峰标志)。结果表明,该方法的平均灵敏度和精密度分别为99.1%和97.9%。判定系数R2达到0.984,表明与ECG金标准相比,该算法能够对SCG复合物进行非常一致的时间定位;事实上,ECG和SCG之间的变化是非常有限的(σdiff≈8.5 ms,即小于一个样本间隔)。
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引用次数: 5
期刊
2019 11th Computer Science and Electronic Engineering (CEEC)
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