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2017 10th International Conference on Human System Interactions (HSI)最新文献

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A synthesized method of result merging in meta-search engine 元搜索引擎中结果合并的综合方法
Pub Date : 2017-07-01 DOI: 10.1109/HSI.2017.8005030
Xiao-Li Chen, Qingshan Li, Yishuai Lin, B. Zhou
Meta-search engine is a comprehensive search tool, which is build base on those member search engines. All result entities reported by member search engines are merged into one ranked list according to their quality. It is well knowing that the core problem in meta-search engine is how to merge the results and provide user with a more effective rank list. This paper dealt with a synthesized merging algorithm by utilizing five features to estimate the quality of each result entity. For a returned result entity, we first record its' position of the original result list. Secondly, count the number of duplications. Thirdly, calculate the similarity between query terms and result content. Fourthly, get the capacity of the search members which will be called later. Fifth, analyze whether the current entity is in line with user's interests. Wherein users' interests are obtained both according to users' browsing history and feedback. Finally, we use the linear fusion model to merge the results set and re-ranking the results list. Experimental results shown that the merging method we proposed in this paper improved the accuracy and satisfaction degree in some cases compared with member search engines and several current meta-search engines.
元搜索引擎是在成员搜索引擎的基础上建立起来的综合性搜索工具。成员搜索引擎报告的所有结果实体根据其质量合并为一个排名列表。众所周知,元搜索引擎的核心问题是如何合并结果,为用户提供一个更有效的排名列表。本文研究了一种利用5个特征来估计每个结果实体质量的综合合并算法。对于返回的结果实体,我们首先记录其在原始结果列表中的位置。其次,计算重复的数量。第三,计算查询项与结果内容之间的相似度。第四,获取待调用的搜索成员的容量。第五,分析当前实体是否符合用户利益。其中用户的兴趣是根据用户的浏览历史和反馈得到的。最后,利用线性融合模型对结果集进行合并,并对结果列表进行重新排序。实验结果表明,与成员搜索引擎和现有的几种元搜索引擎相比,本文提出的合并方法在某些情况下提高了准确性和满意度。
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引用次数: 6
A low-cost implementation of an eye tracking system for driver's gaze analysis 用于驾驶员注视分析的眼动追踪系统的低成本实现
Pub Date : 2017-07-01 DOI: 10.1109/HSI.2017.8005043
Simone Guasconi, M. Porta, Cristiano Resta, C. Rottenbacher
We present an eye tracking system developed to study the driver's gaze behavior while driving a car. Two main challenges distinguish this project from similar works with analogous purposes: (1) the use of a cheap portable remote eye tracker, normally employed for indoor applications in controlled light conditions; and (2) the use of an ordinary webcam to shoot the road in front of the car. The purpose is to generate a video where the driver's fixations are graphically and dynamically superimposed on the road shot by webcam (taking into account the different viewpoints of driver and camera). The carried-out experiments confirmed that the implemented system, while perfectible, fulfills the requirements initially set.
我们提出了一种眼动追踪系统,用于研究驾驶员在驾驶汽车时的注视行为。两个主要挑战将该项目与类似目的的类似工作区分开来:(1)使用廉价的便携式远程眼动仪,通常用于受控光线条件下的室内应用;(2)使用普通的网络摄像头拍摄汽车前方的道路。目的是生成一个视频,其中驾驶员的注视图形和动态叠加在由网络摄像头拍摄的道路上(考虑到驾驶员和摄像头的不同视角)。经过实验验证,所实现的系统是完善的,满足了最初设定的要求。
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引用次数: 10
Evaluating the performance of students through collaborative learning: Case study: Distance education program in Indonesia 通过合作学习评估学生的表现:案例研究:印度尼西亚的远程教育项目
Pub Date : 2017-07-01 DOI: 10.1109/HSI.2017.8005006
V. U. Tjhin, Anita Rahayu, Kiky Soraya
This study aimed to determine the importance of an online forum discussion in online learning. To advance the function of the online forum discussion in online learning, it needs a model of effective collaborative learning. That advancement will also upsurge the success of online learning in Indonesia. However, collaborative learning has many challenges in distance learning. Students are required to have good time management, have the ability on self-learning, as well as active in the online discussion forums. This research had been conducted on students of Business Management department in distance education program. The overall results showed that the activity of the individual tasks and task groups, the presence in video conferencing, active in online discussion forums, and the readiness to take the quiz online, it has a significant relationship to student performance.
本研究旨在确定在线论坛讨论在在线学习中的重要性。要发挥网络论坛讨论在网络学习中的作用,需要一种有效的协同学习模式。这一进步也将推动印尼在线学习的成功。然而,协作学习在远程学习中面临着许多挑战。要求学生有良好的时间管理能力,有自主学习能力,积极参与网络论坛讨论。本研究以远程教育专业工商管理专业学生为对象进行。总体结果表明,个人任务和任务组的活跃度、参加视频会议的活跃度、在线论坛的活跃度以及在线测试的准备度对学生的表现有显著的影响。
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引用次数: 6
Pose classification in the gesture recognition using the linear optical sensor 基于线性光学传感器的手势识别中的姿态分类
Pub Date : 2017-07-01 DOI: 10.1109/HSI.2017.8004989
Krzysztof Czuszyński, J. Rumiński, J. Wtorek
Gesture sensors for mobile devices, which have a capability of distinguishing hand poses, require efficient and accurate classifiers in order to recognize gestures based on the sequences of primitives. Two methods of poses recognition for the optical linear sensor were proposed and validated. The Gaussian distribution fitting and Artificial Neural Network based methods represent two kinds of classification approaches. Three types of hand poses, differing in the number of fingers joined together, were investigated. The reflected light intensity pattern originated by hand located closely to the sensor was parameterized into 14 features. The change of reflection pattern originated by hand dislocation was reduced by application of two variable functions in the first of the methods. A one and two hidden layers topologies were considered in the neural network related approach. Both methods were designed with the use of a training set of samples and validated with another (testing) set. The results present the average poses recognition rate of 81.19% for Gaussian distribution fitting and 90.02% for ANN based method.
用于移动设备的手势传感器具有识别手部姿势的能力,因此需要高效准确的分类器来识别基于原语序列的手势。提出并验证了光学线性传感器的两种姿态识别方法。高斯分布拟合和基于人工神经网络的方法是两种分类方法。研究人员调查了三种不同类型的手部姿势,不同的是手指连接在一起的数量。将靠近传感器的人工产生的反射光强图参数化为14个特征。在第一种方法中,通过引入两个变量函数来减小手位错引起的反射模式变化。在神经网络相关方法中考虑了一层和两层隐藏拓扑。这两种方法都是使用一个训练样本集设计的,并使用另一个(测试)样本集进行验证。结果表明,高斯分布拟合的平均姿态识别率为81.19%,基于人工神经网络的平均姿态识别率为90.02%。
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引用次数: 10
Powerfully tecnologized, powerlessly connected: The psychosemiotics of nomophobia 强大的科技,无力的连接:无恐惧症的心理符号学
Pub Date : 2017-07-01 DOI: 10.1109/HSI.2017.8005051
Andreas Akun, W. Andreani
This article studies nomophobia as a modern psychological attachment to smartphone as studied through Mophie advertisement “All Powerless”. Studies have shown that most youngsters suffer nomophobia to a certain degree ranging from mild to severe. In Indonesia, all studied participants are nomophobic with 71.42% suffer moderate nomophobia, 19.04% severe and 9.52% mild. Through the psychosemiotic study of nomophobia in the ad, it is concluded that beyond the surface denotative meaning that the ad is designed to simultaneously invite consumers to buy it and legitimize the disappearance of nomophobia, the deeper ideological meaning has surfaced: people have been psychologically attached too much to the very technology than to other human beings and God, signifying all are powerless in the face of technology.
本文通过Mophie广告“All Powerless”来研究nomophobia作为一种现代人对智能手机的心理依恋。研究表明,大多数青少年都有一定程度的无恐惧症,从轻微到严重不等。在印度尼西亚,所有的研究参与者都是无恐惧症患者,其中71.42%患有中度无恐惧症,19.04%患有重度无恐惧症,9.52%患有轻度无恐惧症。通过对广告中“无恐惧症”的心理符号学研究,我们可以得出结论,除了广告设计的表面外因意义是同时邀请消费者购买,并使“无恐惧症”的消失合法化之外,更深层次的意识形态意义已经浮出水面:人们在心理上对技术本身的依恋超过了对其他人类和上帝的依恋,表明所有人在技术面前都是无能为力的。
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引用次数: 3
Fruitylicious: Mobile application for fruit ripeness determination based on fruit image Fruitylicious:基于水果图像的水果成熟度测定移动应用程序
Pub Date : 2017-07-01 DOI: 10.1109/HSI.2017.8005025
N. Iswari, Wella, Ranny
Development of local fruit industry in Indonesia is very high, but less competitive than imported fruits. Produced fruit kinds in this country is very diverse, but the use of technology to support the production and distribution is still not widely applied. This makes the local fruit market less competitive than imported fruits that has largely been applying technology production support. In this research, we analyse the relationship between fruit digital image and sweetness level of it. Image processing method carried out to prepare a digital image that is ready to be processed in the matching stage. K-Nearest Neighbor method is used to match fruit digital image with its sweetness levels. Sweetness levels were measured using Brix degrees' units. Matching results would be useful to predict fruit ripeness based on digital image, so that the conventional measurement methods that should spoil the fruit can be handled. Experiments were performed in several types of fruits include: bananas, apples and melons. Each of these fruit image is recorded from several difference angles. We also measured levels of sweetness using a sweetness measuring instrument, called refractometer. Both of these will become the training materials for classification system and then performed using kNN. The resulting method of this research is implemented in the application, named Fruitylicious.
印尼本土水果产业发展程度很高,但竞争力不及进口水果。这个国家生产的水果种类非常多样化,但利用技术来支持生产和销售仍然没有得到广泛应用。这使得当地水果市场的竞争力低于进口水果,而进口水果在很大程度上采用了技术生产支持。在本研究中,我们分析了水果的数字图像与甜度的关系。所述图像处理方法用于制备准备在匹配阶段进行处理的数字图像。采用k -最近邻方法对数字水果图像的甜度进行匹配。甜度是用白利度单位来测量的。匹配结果可用于基于数字图像的水果成熟度预测,从而解决传统测量方法可能导致水果变质的问题。实验在几种水果上进行,包括:香蕉、苹果和甜瓜。每一张水果图像都是从几个不同的角度记录的。我们还用一种叫做折射计的甜度测量仪器来测量甜度。这两者都将成为分类系统的训练材料,然后使用kNN进行执行。本研究的结果方法在名为Fruitylicious的应用程序中实现。
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引用次数: 12
Gender differences in the use of SCREAM Rhetorical devices displayed on video presentations: (An analysis of undergraduate students' persuasive presentations) 视频演讲中尖叫修辞手法使用的性别差异:(对大学生说服力演讲的分析)
Pub Date : 2017-07-01 DOI: 10.1109/HSI.2017.8005009
J. Luke, Kiky Soraya
Delivering persuasive presentation is a challenging task for the university students. One of the difficult parts is grasping the attention of audiences during the critical situations, such as in the early morning or after the lunch break. At the situations, students are not paying more attention to any speeches or presentations occurred in the classroom because of some lapses of attention span such as poor listening, yawns, blurred visual images, and noisy situations. For that reasons, the study seeks to investigate the most preferred SCREAM Rhetorical devices used by male and female students when doing persuasive presentation and verify whether gender differences play a role in the way the male and female students exploited SCREAM Rhetorical devices to persuade the audiences. To explore the application of SCREAM Rhetorical devices, this study involved sixteen English Business Presentation students; eight males and eight females who were randomly selected to record the business presentation in video as multimedia learning device. Then, the presentations through the videos were analyzed using Windingland (2012) SCREAM taxonomy that comprises Rhetorical devices into six types: Simile, Contrast, Rhyme, Echo, Alliteration, and Metaphor. The significant findings proved that the presentations displayed on the videos showed that all respondents executed SCREAM Rhetorical devices. The gender differences influenced the SCREAM rhetorical devices used. Interestingly, of six devices, Echo is the most preferred device exploited in the students' persuasive presentation.
对大学生来说,做有说服力的演讲是一项具有挑战性的任务。其中一个难点是在关键时刻,如清晨或午休后,如何抓住观众的注意力。在这种情况下,学生们不会更多地关注课堂上发生的任何演讲或报告,因为一些注意力持续时间的失误,如听力差、打哈欠、视觉图像模糊、嘈杂的情况。因此,本研究试图调查男女学生在进行说服性演讲时最喜欢使用的尖叫修辞手段,并验证性别差异是否在男女学生利用尖叫修辞手段说服观众的方式中起作用。为了探讨尖叫修辞手法的运用,本研究以16名商务英语Presentation学生为研究对象;随机选择8名男性和8名女性,将商业演示录成视频作为多媒体学习设备。然后,使用Windingland(2012)的SCREAM分类法对视频中的演讲进行分析,该分类法将修辞手段分为六种类型:明喻、对比、押韵、呼应、头韵和隐喻。重要的发现证明,在视频显示的演示文稿显示,所有受访者执行尖叫修辞手段。性别差异影响了尖叫修辞手段的使用。有趣的是,在六种设备中,Echo是学生在说服力演讲中最喜欢使用的设备。
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引用次数: 2
How active are K-12 students using Edmodo as online motivation, interaction and collaboration tools for learning process? K-12学生使用Edmodo作为学习过程的在线激励、互动和协作工具的活跃程度如何?
Pub Date : 2017-07-01 DOI: 10.1109/HSI.2017.8005005
Febrianti Widyahastuti, Dendy Fransiskus, V. U. Tjhin
Edmodo called as ‘Facebook for schools’ [1] enable the academic social network site connecting students and teachers anywhere and anytime. It can be used to encourage students to complete activities assigned by teachers such as assignment and quiz posting, polls conducting, badges awarding, learning materials uploading, classroom discussions, grade tracking, and comments writing besides as personal digital library connected to Google drive, OneDrive, and much more. Accordingly, this paper provided a general overview of how students in class IX to XII of technology information and communication course fully participate in Edmodo. The main beneficial point of this research was the trend and analysis of K-12 students' participation at high school in Indonesia. Investigating the participation and factors underlying the students' patterns of behavior in Edmodo can provide guidelines for sustainable improvement of online learning management systems. The data analysis revealed that a high number of students join as members in Edmodo and only a few of them were not engaged due to limited access of internet. It was found that most of students in class XII-IPA were active in posting their assignments through Edmodo after school and that most dominant is class X. There were some discussions and sharing information between teacher-students and students-students related to the inside and outside classroom activities. The result also indicated that students in class XII were more active than those in class IX, X, and XI. Students of class XII are in the final year before joining universities. Thus, they were more serious about their study. Furthermore, the students found Edmodo as a communication tool and a user-friendly social learning platform enabling them to connect with classmates and teachers in online class. The results also inspired teachers to motivate and encourage the students' to do their best in the study and build a strong relationship inside and outside the class.
Edmodo称之为“学校的Facebook”,[1]使学术社交网站随时随地连接学生和老师。它可以用来鼓励学生完成老师布置的活动,如布置作业和测验、进行民意调查、颁发徽章、上传学习资料、课堂讨论、成绩跟踪和评论写作,还可以作为连接谷歌驱动器、OneDrive等的个人数字图书馆。因此,本文对技术信息与传播课程IX至XII班的学生如何充分参与Edmodo进行了总体概述。本研究的主要有益点是对印尼高中K-12学生参与的趋势和分析。调查学生在Edmodo中的参与情况和行为模式背后的因素,可以为在线学习管理系统的可持续改进提供指导。数据分析显示,很多学生加入Edmodo成为会员,只有少数人因为网络接入有限而没有参与。我们发现,XII-IPA班的大部分学生在课后都积极地在Edmodo上发布作业,其中以x班的表现最为突出。在课堂内外的活动中,老师与学生、学生与学生之间进行了一些讨论和信息共享。结果还表明,十二班的学生比九、十、十一班的学生更活跃。十二班的学生是进入大学前的最后一年。因此,他们对学习更加认真。此外,学生们发现Edmodo是一个交流工具和一个用户友好的社交学习平台,使他们能够在在线课堂上与同学和老师联系。结果也启发了老师们去激励和鼓励学生在学习中做到最好,并在课堂内外建立起牢固的关系。
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引用次数: 5
The role of Mass Media to construct cosplayer self identity, social reality and hyper reality 大众传媒对角色扮演者自我认同、社会现实与超现实的建构作用
Pub Date : 2017-07-01 DOI: 10.1109/HSI.2017.8005052
R. Chairiyani, Erni Herawati, R. Widayanti
Mass Media have been acknowledged as a mean to shape the way people view the world. It indeed constructs the individual and social world. The evolution of human thinking is always changing as the development of media technology. Human creates communication technology as a tool to overcome the obstacles in communication. However, these tools are eventually shape human perspective to view the world. One of the content that people can see in mass media is culture. It spread massively through various mass media as a product and content. Through the mass media people can see other culture. From the culture they have seen in mass media, they eventually construct their own culture. One of the culture they have formed is cosplay. Therefore, this research is questioning about to what extent the mass media role had construct the reality of self-identity and social world of cosplayer. Secondly, how mass media had developed the hyper reality of cosplayer which it's reflected in cosplayer behavior. This paper had done with qualitative analysis. It means that the analysis did from the beginning until the end of the research. The result of this research shows that mass media, especially of video game and film have significant role to develop the cosplayer hyper-reality and identity. Those bring the cosplayer choose the character that represents their self-identity to play. Through this new identity, cosplayer forms the community to share their experience.
大众传媒被认为是塑造人们看待世界方式的一种手段。它确实构建了个人和社会世界。随着媒介技术的发展,人类思维的进化也在不断变化。人类创造了通信技术,作为克服通信障碍的工具。然而,这些工具最终都在塑造人类看待世界的视角。人们可以在大众传媒中看到的内容之一是文化。它作为一种产品和内容通过各种大众媒体大规模传播。通过大众传媒,人们可以看到其他文化。他们从大众传媒中所看到的文化中,最终构建自己的文化。他们形成的文化之一就是cosplay。因此,本研究质疑大众媒介角色在多大程度上建构了coser的自我认同现实和社会世界。其次,大众媒体是如何发展coser的超现实性的,这反映在coser的行为上。本文进行了定性分析。这意味着分析从研究开始到结束都是如此。研究结果表明,大众媒体,特别是电子游戏和电影对coser的超现实性和身份的发展起着重要的作用。这些让coser选择代表他们自我身份的角色来玩。通过这个新身份,coser组成了一个社区来分享他们的经历。
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引用次数: 0
Playback detection using machine learning with spectrogram features approach 回放检测使用机器学习与谱图特征方法
Pub Date : 2017-07-01 DOI: 10.1109/HSI.2017.8004991
J. Dembski, J. Rumiński
This paper presents 2D image processing approach to playback detection in automatic speaker verification (ASV) systems using spectrograms as speech signal representation. Three feature extraction and classification methods: histograms of oriented gradients (HOG) with support vector machines (SVM), HAAR wavelets with AdaBoost classifier and deep convolutional neural networks (CNN) were compared on different data partitions in respect of speakers or playback devices: for instance with different speakers in training and test subsets. The playback detection systems were trained and tested on two speech datasets S1 and S2 manufactured independently by two different institutions. The test error for both datasets oscillates about the level of 1% for HOG+SVM and even below it for CNN in bigger S1 base. In cross validation scenario in which one base was used for training and second base for the test the results were very poor what suggests that the information relevant for playback detection appeared in each base in different way.
本文提出了一种利用频谱图作为语音信号表示的自动说话人验证(ASV)系统中的重放检测的二维图像处理方法。在针对扬声器或播放设备的不同数据分区上,比较了三种特征提取和分类方法:使用支持向量机(SVM)的定向梯度直方图(HOG)、使用AdaBoost分类器的HAAR小波和深度卷积神经网络(CNN):例如在训练和测试子集中使用不同的扬声器。回放检测系统在由两个不同机构独立制造的两个语音数据集S1和S2上进行了训练和测试。对于HOG+SVM,两个数据集的测试误差在1%左右振荡,对于CNN,在更大的S1基数下,测试误差甚至低于1%。在交叉验证场景中,一个基础用于训练,第二个基础用于测试,结果非常差,这表明与回放检测相关的信息以不同的方式出现在每个基础中。
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引用次数: 0
期刊
2017 10th International Conference on Human System Interactions (HSI)
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