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ILIDViz: An Incremental Learning-Based Visual Analysis System for Network Anomaly Detection ILIDViz:基于增量学习的网络异常检测可视分析系统
Q1 Computer Science Pub Date : 2023-12-01 DOI: 10.1016/j.vrih.2023.06.009
Xuefei Tian, Zhiyuan Wu, JunXiang Cao, Shengtao Chen, Xiaoju Dong

Background

With the development of information technology, network traffic logs mixed with various kinds of cyber-attacks have grown explosively. Traditional intrusion detection systems (IDS) have limited ability to discover new inconstant patterns and identify malicious traffic traces in real-time. It is urgent to implement more effective intrusion detection technologies to protect computer security.

Methods

In this paper, we design a hybrid IDS, combining our incremental learning model (KAN-SOINN) and active learning, to learn new log patterns and detect various network anomalies in real-time.

Results & Conclusions

The experimental results on the NSLKDD dataset show that the KAN-SOINN can be improved continuously and detect malicious logs more effectively. Meanwhile, the comparative experiments prove that using a hybrid query strategy in active learning can improve the model learning efficiency.

背景随着信息技术的发展,混杂着各种网络攻击的网络流量日志呈爆炸式增长。传统的入侵检测系统(IDS)发现新的不稳定模式和实时识别恶意流量痕迹的能力有限。方法本文设计了一种混合 IDS,将增量学习模型(KAN-SOINN)和主动学习相结合,学习新的日志模式,实时检测各种网络异常情况。结果& 结论在 NSLKDD 数据集上的实验结果表明,KAN-SOINN 可以不断改进,更有效地检测恶意日志。同时,对比实验证明,在主动学习中使用混合查询策略可以提高模型学习效率。
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引用次数: 0
An image defocus deblurring method based on gradient difference of boundary neighborhood 基于边界邻域梯度差的图像散焦去模糊方法
Q1 Computer Science Pub Date : 2023-12-01 DOI: 10.1016/j.vrih.2023.06.008
Junjie TAO , Yinghui WANG , Haomiao M.A , Tao YAN , Lingyu AI , Shaojie ZHANG , Wei LI

Background

For static scenes with multiple depth layers, the existing defocused image deblurring methods have the problems of edge ringing artifacts or insufficient deblurring degree due to inaccurate estimation of blur amount, In addition, the prior knowledge in non blind deconvolution is not strong, which leads to image detail recovery challenge.

Methods

To this end, this paper proposes a blur map estimation method for defocused images based on the gradient difference of the boundary neighborhood, which uses the gradient difference of the boundary neighborhood to accurately obtain the amount of blurring, thus preventing boundary ringing artifacts. Then, the obtained blur map is used for blur detection to determine whether the image needs to be deblurred, thereby improving the efficiency of deblurring without manual intervention and judgment. Finally, a non blind deconvolution algorithm is designed to achieve image deblurring based on the blur amount selection strategy and sparse prior.

Results

Experimental results show that our method improves PSNR and SSIM by an average of 4.6% and 7.3%, respectively, compared to existing methods.

Conclusions

Experimental results show that our method outperforms existing methods. Compared with existing methods, our method can better solve the problems of boundary ringing artifacts and detail information preservation in defocused image deblurring.

背景对于具有多个深度层的静态场景,现有的虚焦图像去模糊方法存在边缘振铃伪影或由于模糊量估计不准确导致去模糊程度不够的问题,此外,非盲去卷积中的先验知识不强,导致图像细节恢复面临挑战。方法为此,本文提出了一种基于边界邻域梯度差的失焦图像模糊图估计方法,该方法利用边界邻域梯度差来准确获取模糊量,从而防止边界振铃伪影。然后,利用获得的模糊图进行模糊检测,以确定图像是否需要去模糊,从而提高去模糊的效率,无需人工干预和判断。最后,基于模糊量选择策略和稀疏先验,设计了一种非盲解卷积算法来实现图像去模糊。结果实验结果表明,与现有方法相比,我们的方法平均提高了 4.6% 的 PSNR 和 7.3% 的 SSIM。实验结果表明,我们的方法优于现有方法。与现有方法相比,我们的方法能更好地解决虚焦图像去模糊中的边界振铃伪影和细节信息保留问题。
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引用次数: 0
RealFuVSR: Feature Enhanced Real-World Video Super-Resolution RealFuVSR:功能增强型真实世界视频超分辨率
Q1 Computer Science Pub Date : 2023-12-01 DOI: 10.1016/j.vrih.2023.06.006
Zhi Li , Xiong Pang , Yiyue Jiang , Yujie Wang

Background

The recurrent recovery is one of the common methods for video super-resolution, which models the correlation between frames via hidden states. However, when we apply the structure to real-world scenarios, it leads to unsatisfactory artifacts. We found that, in the real-world video super-resolution training, the use of unknown and complex degradation can better simulate the degradation process of the real world.

Methods

Based on this, we propose the RealFuVSR model, which simulates the real-world degradation and mitigates the artifacts caused by the video super-resolution. Specifically, we propose a multi-scale feature extraction module(MSF) which extracts and fuses features from multiple scales, it facilitates the elimination of hidden state artifacts. In order to improve the accuracy of hidden states alignment information, RealFuVSR use advanced optical flow-guided deformable convolution. Besides, cascaded residual upsampling module is used to eliminate the noise caused by the upsampling process.

Results

The experiment demonstrates that our RealFuVSR model can not only recover the high-quality video but also outperform the state-of-the-art RealBasicVSR and RealESRGAN models.

背景递归复原是视频超分辨率的常用方法之一,它通过隐藏状态来模拟帧与帧之间的相关性。然而,当我们把这种结构应用到真实世界的场景中时,却会产生令人不满意的伪影。在此基础上,我们提出了 RealFuVSR 模型,该模型可以模拟真实世界中的降解过程,减轻视频超分辨率带来的伪影。具体来说,我们提出了多尺度特征提取模块(MSF),该模块从多个尺度提取并融合特征,有助于消除隐藏状态伪影。为了提高隐藏状态配准信息的准确性,RealFuVSR 采用了先进的光流引导变形卷积技术。实验结果表明,我们的 RealFuVSR 模型不仅能恢复高质量的视频,而且性能优于最先进的 RealBasicVSR 和 RealESRGAN 模型。
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引用次数: 0
Opening Design using Bayesian Optimization 利用贝叶斯优化进行开局设计
Q1 Computer Science Pub Date : 2023-12-01 DOI: 10.1016/j.vrih.2023.06.001
Nick Vitsas, Iordanis Evangelou, Georgios Papaioannou, Anastasios Gkaravelis

Background

Opening design is a major consideration in architectural buildings during early structural layout specification. Decisions regarding the geometric characteristics of windows, skylights, hatches, etc., greatly impact the overall energy efficiency, airflow and appearance of a building, both internally and externally.

Methods

In this work, we employ a goal-based, illumination-driven approach to opening design using a Bayesian Optimization approach, based on Gaussian Processes. A method is proposed that allows a designer to easily set lighting intentions along with qualitative and quantitative characteristics of desired openings.

Results

All parameters are optimized within a cost minimization framework to calculate geometrically feasible, architecturally admissible and aesthetically pleasing openings of any desired shape, while respecting the designer's lighting constraints.

背景开敞设计是建筑设计早期结构布局规范中的一个主要考虑因素。有关窗户、天窗、舱口等几何特征的决策对建筑物的整体能效、气流和外观(包括内部和外部)都有很大影响。方法在这项工作中,我们采用了一种基于高斯过程的贝叶斯优化方法,以目标为基础、照明驱动的方法来进行开口设计。结果在成本最小化框架内对所有参数进行优化,计算出几何上可行、建筑上可接受且美观的任意所需形状的开口,同时尊重设计师的照明约束。
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引用次数: 0
PartLabeling: A Label Management Framework in 3D Space 部件标签:三维空间中的标签管理框架
Q1 Computer Science Pub Date : 2023-12-01 DOI: 10.1016/j.vrih.2023.06.004
Semir Elezovikj , Jianqing Jia , Chiu C. Tan , Haibin Ling

In this work, we focus on the label layout problem: specifying the positions of overlaid virtual annotations in Virtual/Augmented Reality scenarios. Designing a layout of labels that does not violate domain-specific design requirements, while at the same time satisfying aesthetic and functional principles of good design, can be a daunting task even for skilled visual designers. Presenting the annotations in 3D object space instead of projection space, allows for the preservation of spatial and depth cues. This results in stable layouts in dynamic environments, since the annotations are anchored in 3D space. In this paper we make two major contributions. First, we propose a technique for managing the layout and rendering of annotations in Virtual/Augmented Reality scenarios by manipulating the annotations directly in 3D space. For this, we make use of Artificial Potential Fields and use 3D geometric constraints to adapt them in 3D space. Second, we introduce PartLabeling: an open source platform in the form of a web application that acts as a much-needed generic framework allowing to easily add labeling algorithms and 3D models. This serves as a catalyst for researchers in this field to make their algorithms and implementations publicly available, as well as ensure research reproducibility. The PartLabeling framework relies on a dataset that we generate as a subset of the original PartNet dataset [17] consisting of models suitable for the label management task. The dataset consists of 1,000 3D models with part annotations.

在这项工作中,我们的重点是标签布局问题:在虚拟/增强现实场景中指定叠加虚拟注释的位置。设计既不违反特定领域的设计要求,又能满足良好设计的美学和功能原则的标签布局,即使对于熟练的视觉设计师来说也是一项艰巨的任务。在三维对象空间而非投影空间呈现注释,可以保留空间和深度线索。由于注释被固定在三维空间中,因此可以在动态环境中实现稳定的布局。本文有两大贡献。首先,我们提出了一种在虚拟/增强现实场景中通过直接在三维空间中操作注释来管理布局和渲染注释的技术。为此,我们利用了人工势场(Artificial Potential Fields),并使用三维几何约束在三维空间中对其进行调整。其次,我们介绍了 PartLabeling:这是一个网络应用程序形式的开源平台,可作为一个急需的通用框架,轻松添加标注算法和三维模型。这将促进该领域的研究人员公开其算法和实现方法,并确保研究的可重复性。PartLabeling 框架依赖于我们生成的数据集,该数据集是原始 PartNet 数据集[17]的子集,由适合标签管理任务的模型组成。该数据集由 1000 个带有零件注释的三维模型组成。
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引用次数: 0
Implementation of natural hand gestures in holograms for 3D object manipulation 在全息图中实现自然手势,用于3D对象操作
Q1 Computer Science Pub Date : 2023-10-01 DOI: 10.1016/j.vrih.2023.02.001
Ajune Wanis Ismail , Muhammad Akma Iman

Holograms provide a characteristic manner to display and convey information, and have been improved to provide better user interactions Holographic interactions are important as they improve user interactions with virtual objects. Gesture interaction is a recent research topic, as it allows users to use their bare hands to directly interact with the hologram. However, it remains unclear whether real hand gestures are well suited for hologram applications. Therefore, we discuss the development process and implementation of three-dimensional object manipulation using natural hand gestures in a hologram. We describe the design and development process for hologram applications and its integration with real hand gesture interactions as initial findings. Experimental results from Nasa TLX form are discussed. Based on the findings, we actualize the user interactions in the hologram.

全息图提供了一种显示和传递信息的独特方式,并已被改进以提供更好的用户交互全息图交互很重要,因为它们改善了用户与虚拟对象的交互。手势交互是最近的一个研究课题,因为它允许用户徒手直接与全息图交互。然而,目前尚不清楚真实的手势是否适合全息应用。因此,我们讨论了在全息图中使用自然手势进行三维物体操作的发展过程和实现。我们描述了全息图应用程序的设计和开发过程,以及它与真实手势交互的集成,作为初步发现。讨论了美国国家航空航天局TLX形式的实验结果。基于这些发现,我们实现了全息图中的用户交互。
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引用次数: 0
Survey of lightweighting methods of huge 3D models for online Web3D visualization 面向Web3D在线可视化的海量三维模型轻量化方法研究
Q1 Computer Science Pub Date : 2023-10-01 DOI: 10.1016/j.vrih.2020.02.002
Xiaojun Liu , Jinyuan Jia , Chang Liu

Background

With the rapid development of Web3D technologies, the online Web3D visualization, particularly for complex models or scenes, has been in a great demand. Owing to the major conflict between the Web3D system load and resource consumption in the processing of these huge models, the huge 3D model lightweighting methods for online Web3D visualization are reviewed in this paper.

Methods

By observing the geometry redundancy introduced by man-made operations in the modeling procedure, several categories of lightweighting related work that aim at reducing the amount of data and resource consumption are elaborated for Web3D visualization.

Results

By comparing perspectives, the characteristics of each method are summarized, and among the reviewed methods, the geometric redundancy removal that achieves the lightweight goal by detecting and removing the repeated components is an appropriate method for current online Web3D visualization. Meanwhile, the learning algorithm, still in improvement period at present, is our expected future research topic.

Conclusions

Various aspects should be considered in an efficient lightweight method for online Web3D visualization, such as characteristics of original data, combination or extension of existing methods, scheduling strategy, cache management, and rendering mechanism. Meanwhile, innovation methods, particularly the learning algorithm, are worth exploring.

背景随着Web3D技术的快速发展,在线Web3D可视化,特别是对复杂模型或场景的可视化需求越来越大。由于在处理这些庞大模型时,Web3D系统负载和资源消耗之间存在重大冲突,本文综述了用于在线Web3D可视化的庞大3D模型轻量级方法。方法通过观察建模过程中人为操作引入的几何冗余,阐述了Web3D可视化中几类旨在减少数据量和资源消耗的轻量级相关工作。结果通过比较视角,总结了每种方法的特点,在综述的方法中,通过检测和去除重复分量来实现轻量级目标的几何冗余去除方法是当前在线Web3D可视化的合适方法。同时,学习算法目前仍处于改进期,是我们期待的未来研究课题。结论在一种高效的轻量级在线Web3D可视化方法中,应考虑原始数据的特性、现有方法的组合或扩展、调度策略、缓存管理和渲染机制等多个方面。同时,创新方法,特别是学习算法,值得探索。
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引用次数: 0
Deep-reinforcement-learning-based robot motion strategies for grabbing objects from human hands 基于深度强化学习的机器人从人手中抓取物体的运动策略
Q1 Computer Science Pub Date : 2023-10-01 DOI: 10.1016/j.vrih.2022.12.001
Zeyuan Cai , Zhiquan Feng , Liran Zhou , Xiaohui Yang , Tao Xu

Background

Robot grasping encompasses a wide range of research areas; however, most studies have been focused on the grasping of only stationary objects in a scene; only a few studies on how to grasp objects from a user's hand have been conducted. In this paper, a robot grasping algorithm based on deep reinforcement learning (RGRL) is proposed.

Methods

The RGRL takes the relative positions of the robot and the object in a user's hand as input and outputs the best action of the robot in the current state. Thus, the proposed algorithm realizes the functions of autonomous path planning and grasping objects safely from the hands of users. A new method for improving the safety of human–robot cooperation is explored. To solve the problems of a low utilization rate and slow convergence of reinforcement learning algorithms, the RGRL is first trained in a simulation scene, and then, the model parameters are applied to a real scene. To reduce the difference between the simulated and real scenes, domain randomization is applied to randomly change the positions and angles of objects in the simulated scenes at regular intervals, thereby improving the diversity of the training samples and robustness of the algorithm.

Results

The RGRL's effectiveness and accuracy are verified by evaluating it on both simulated and real scenes, and the results show that the RGRL can achieve an accuracy of more than 80% in both cases.

Conclusions

RGRL is a robot grasping algorithm that employs domain randomization and deep reinforcement learning for effective grasping in simulated and real scenes. However, it lacks flexibility in adapting to different grasping poses, prompting future research in achieving safe grasping for diverse user postures.

背景机器人抓取包含了广泛的研究领域;然而,大多数研究都集中在场景中静止物体的抓取上;只有少数关于如何从用户手中抓握物体的研究被进行。本文提出了一种基于深度强化学习的机器人抓取算法。方法RGRL以机器人和物体在用户手中的相对位置为输入,输出机器人在当前状态下的最佳动作。因此,该算法实现了自主路径规划和从用户手中安全抓取物体的功能。探索了一种提高人机协作安全性的新方法。为了解决强化学习算法利用率低、收敛慢的问题,首先在模拟场景中训练RGRL,然后将模型参数应用于真实场景。为了减少模拟场景和真实场景之间的差异,应用域随机化以规则的间隔随机改变模拟场景中对象的位置和角度,从而提高训练样本的多样性和算法的鲁棒性。结果通过对RGRL在模拟和真实场景中的评估,验证了其有效性和准确性,结果表明,RGRL在两种情况下都能达到80%以上的准确率。结论sRGRL是一种采用领域随机化和深度强化学习的机器人抓取算法,可在模拟和真实场景中进行有效抓取。然而,它在适应不同的抓握姿势方面缺乏灵活性,这促使未来对实现不同用户姿势的安全抓握进行研究。
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引用次数: 0
Eye-shaped keyboard for dual-hand text entry in virtual reality 虚拟现实中用于双手文本输入的眼形键盘
Q1 Computer Science Pub Date : 2023-10-01 DOI: 10.1016/j.vrih.2023.07.001
Kangyu Wang , Yangqiu Yan , Hao Zhang , Xiaolong Liu , Lili Wang

We propose an eye-shaped keyboard for high-speed text entry in virtual reality (VR), having the shape of dual eyes with characters arranged along the curved eyelids, which ensures low density and short spacing of the keys. The eye-shaped keyboard references the QWERTY key sequence, allowing the users to benefit from their experience using the QWERTY keyboard. The user interacts with an eye-shaped keyboard using rays controlled with both the hands. A character can be entered in one step by moving the rays from the inner eye regions to regions of the characters. A high-speed auto-complete system was designed for the eye-shaped keyboard. We conducted a pilot study to determine the optimal parameters, and a user study to compare our eye-shaped keyboard with the QWERTY and circular keyboards. For beginners, the eye-shaped keyboard performed significantly more efficiently and accurately with less task load and hand movement than the circular keyboard. Compared with the QWERTY keyboard, the eye-shaped keyboard is more accurate and significantly reduces hand translation while maintaining similar efficiency. Finally, to evaluate the potential of eye-shaped keyboards, we conducted another user study. In this study, the participants were asked to type continuously for three days using the proposed eye-shaped keyboard, with two sessions per day. In each session, participants were asked to type for 20min, and then their typing performance was tested. The eye-shaped keyboard was proven to be efficient and promising, with an average speed of 19.89 words per minute (WPM) and mean uncorrected error rate of 1.939%. The maximum speed reached 24.97 WPM after six sessions and continued to increase.

我们提出了一种用于虚拟现实(VR)中高速文本输入的眼睛形状键盘,具有双眼形状,字符沿着弯曲的眼睑排列,这确保了键的低密度和短间距。眼形键盘参考QWERTY键序列,允许用户从他们使用QWERTY键盘的体验中受益。用户使用双手控制的光线与眼睛形状的键盘进行交互。通过将光线从眼睛内部区域移动到角色的区域,可以一步进入角色。针对眼形键盘,设计了一套高速自动完成系统。我们进行了一项试点研究以确定最佳参数,并对用户进行了研究,将我们的眼形键盘与QWERTY和圆形键盘进行了比较。对于初学者来说,与圆形键盘相比,眼睛形状的键盘表现得更高效、更准确,任务负荷和手部运动更少。与QWERTY键盘相比,眼形键盘更准确,在保持类似效率的同时显著减少了手部平移。最后,为了评估眼形键盘的潜力,我们进行了另一项用户研究。在这项研究中,参与者被要求使用拟议的眼形键盘连续打字三天,每天两次。在每个环节中,参与者被要求打字20分钟,然后测试他们的打字表现。眼形键盘被证明是高效和有前途的,平均速度为19.89字/分钟(WPM),平均未纠正错误率为1.939%。六次会话后,最大速度达到24.97字/分钟,并继续提高。
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引用次数: 0
Novel learning framework for optimal multi-object video trajectory tracking 一种新的多目标视频轨迹优化学习框架
Q1 Computer Science Pub Date : 2023-10-01 DOI: 10.1016/j.vrih.2023.04.001
Siyuan Chen, Xiaowu Hu, Wenying Jiang, Wen Zhou, Xintao Ding

Background

With the rapid development of Web3D, virtual reality, and digital twins, virtual trajectories and decision data considerably rely on the analysis and understanding of real video data, particularly in emergency evacuation scenarios. Correctly and effectively evacuating crowds in virtual emergency scenarios are becoming increasingly urgent. One good solution is to extract pedestrian trajectories from videos of emergency situations using a multi-target tracking algorithm and use them to define evacuation procedures.

Methods

To implement this solution, a trajectory extraction and optimization framework based on multi-target tracking is developed in this study. First, a multi-target tracking algorithm is used to extract and preprocess the trajectory data of the crowd in a video. Then, the trajectory is optimized by combining the trajectory point extraction algorithm and Savitzky–Golay smoothing filtering method. Finally, related experiments are conducted, and the results show that the proposed approach can effectively and accurately extract the trajectories of multiple target objects in real time.

Results

In addition, the proposed approach retains the real characteristics of the trajectories as much as possible while improving the trajectory smoothing index, which can provide data support for the analysis of pedestrian trajectory data and formulation of personnel evacuation schemes in emergency scenarios.

Conclusions

Further comparisons with methods used in related studies confirm the feasibility and superiority of the proposed framework.

背景随着Web3D、虚拟现实和数字孪生的快速发展,虚拟轨迹和决策数据在很大程度上依赖于对真实视频数据的分析和理解,尤其是在紧急疏散场景中。在虚拟紧急情况下正确有效地疏散人群变得越来越紧迫。一个好的解决方案是使用多目标跟踪算法从紧急情况的视频中提取行人轨迹,并使用它们来定义疏散程序。方法为了实现这一解决方案,本研究开发了一个基于多目标跟踪的轨迹提取和优化框架。首先,采用多目标跟踪算法对视频中人群的轨迹数据进行提取和预处理。然后,结合轨迹点提取算法和Savitzky–Golay平滑滤波方法对轨迹进行优化。最后,进行了相关实验,结果表明,该方法能够有效、准确地实时提取多个目标物体的轨迹。结果此外,该方法在提高轨迹平滑指数的同时,尽可能地保留了轨迹的真实特征,可以为行人轨迹数据的分析和紧急情况下人员疏散方案的制定提供数据支持。结论进一步与相关研究中使用的方法进行比较,证实了所提出的框架的可行性和优越性。
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引用次数: 0
期刊
Virtual Reality Intelligent Hardware
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