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

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Evaluation of feature based image stitching algorithm using OpenCV 基于OpenCV的特征图像拼接算法评价
Pub Date : 2017-07-01 DOI: 10.1109/HSI.2017.8005034
Youngmin Ha, Hyun-Deok Kang
Image stitching is an attractive method to merging multiple images. It can produce a wide-angle panoramic photograph while maintaining the quality of the source images. The process is simply performed by overlapping part of the images which contain common scene. Today, panoramic image stitching is widely used in applications such as 360-degree cameras and virtual reality photography. If the stitching technology ensure fast processing speed and accurate performance, it is expected to produce diverse image contents in real time. Moreover, the panoramic images can be mapped to various projective layouts, e.g. spherical and stereographic projection. The mapping of the panoramic image along the suitable projective layout makes it possible to express more stereoscopic space, that is, the space in the photo can give the impression that it looks as if it is in front. It can be utilized when creating 3D reconstruction space with high-resolution panoramic images. This paper describes the concept of feature based image stitching and presents the implementation results. It also provides the results of stitching with more than 10 images and suggests the time-efficient way for stitching multiple images. The time-efficient stitching method can be applied to various applications so that panoramic images can be easily accessed in everyday life.
图像拼接是一种很有吸引力的多幅图像合并方法。它可以产生广角全景照片,同时保持源图像的质量。该过程简单地通过将包含共同场景的部分图像重叠来完成。如今,全景图像拼接被广泛应用于360度相机和虚拟现实摄影等应用。如果拼接技术能保证快速的处理速度和准确的性能,则有望实时产生多样化的图像内容。此外,全景图像可以映射到各种投影布局,例如球面投影和立体投影。全景图像沿着合适的投影布局进行映射,可以表现出更立体的空间,也就是说,照片中的空间可以给人一种好像在前面的感觉。它可以用于创建具有高分辨率全景图像的3D重建空间。本文介绍了基于特征的图像拼接的概念,并给出了实现结果。给出了10幅以上图像拼接的结果,并提出了多幅图像拼接的省时方法。这种省时的拼接方法可以应用于各种应用,使全景图像在日常生活中可以轻松访问。
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引用次数: 11
Dimensionality reduction of EEG signal using Fuzzy Discernibility Matrix 基于模糊分辨矩阵的脑电信号降维
Pub Date : 2017-07-01 DOI: 10.1109/HSI.2017.8005014
Rajdeep Chatterjee, T. Bandyopadhyay, Debarshi Kumar Sanyal, Dibyajyoti Guha
High dimensionality of feature space is a problem in supervised machine learning. Redundant or superfluous features either slow down the training process or dilute the quality of classification. Many methods are available in literature for dimensionality reduction. Earlier studies explored a discernibility matrix (DM) based reduct calculation for dimensionality reduction. Discernibility matrix works only on discrete values. But most real-world datasets are continuous in nature. Use of traditional discernibility matrix approach inevitably incurs information loss due to discretization. In this paper, we propose a fuzzified adaptation of discernibility matrix with four variants of dissimilarity measure to deal with continuous data. The proposed algorithm has been applied on EEG dataset-III from BCI competition-II. The reduced dataset is then classified using Support Vector Machine (SVM). The performance of the proposed Fuzzy Discernibility Matrix (FDM) variants are compared with original discernibility matrix based method and Principal Component Analysis (PCA). In our empirical study, the proposed method outperforms the other two methods, thus suggesting that it is competitive with them.
特征空间的高维性是监督式机器学习中的一个问题。冗余或多余的特征要么减慢训练过程,要么降低分类质量。文献中有许多降维方法。早期的研究探索了一种基于差别矩阵的降维计算。差别矩阵只适用于离散值。但大多数真实世界的数据集本质上是连续的。传统的差别矩阵方法不可避免地会因离散化而导致信息丢失。本文提出了一种具有四种不同度量变量的模糊化区分矩阵来处理连续数据。该算法已应用于BCI competition-II的EEG数据集iii。然后使用支持向量机(SVM)对简化后的数据集进行分类。将所提出的模糊可辨矩阵(FDM)变体的性能与原始的基于可辨矩阵的方法和主成分分析(PCA)进行了比较。在我们的实证研究中,提出的方法优于其他两种方法,从而表明它具有竞争力。
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引用次数: 9
The acceptance of social network: The role of status seeking on TAM 社会网络接受:地位寻求在TAM中的作用
Pub Date : 2017-07-01 DOI: 10.1109/HSI.2017.8005049
Wornchanok Chaiyasoonthorn, Watanyoo Suksa-Ngiam
online social networks are progressively being adopted among young people in developing countries. The public is questioning why so many people adopt this technology in many aspects of their lives? The purpose of this study is to understand the acceptance of social networks by Thai students. We used traditional TAM's behavioral constructs: subjective norms (SN), perceived usefulness, perceived ease of use (PEOU), and behavioral intention (BI) together with status seeking (SS) to answer the question. We surveyed 350 Thai university students and use structural equation modelling (SEM) for the analysis. The findings depict a significant theoretical model and suggest the future research.
发展中国家的年轻人正逐渐采用在线社交网络。公众质疑为什么这么多人在生活的许多方面采用这项技术?本研究的目的是了解泰国学生对社交网络的接受程度。我们使用传统TAM的行为构念:主观规范(SN)、感知有用性(PEOU)、感知易用性(PEOU)和行为意图(BI)以及状态寻求(SS)来回答这个问题。我们调查了350名泰国大学生,并使用结构方程模型(SEM)进行分析。这些发现描述了一个重要的理论模型,并为未来的研究提出了建议。
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引用次数: 2
Sterile zone monitoring with human verification 无菌区监测与人工验证
Pub Date : 2017-07-01 DOI: 10.1109/HSI.2017.8004997
Ajmal Shahbaz, Wahyono, K. Jo
This paper proposes efficient real time method for sterile zone monitoring with human verification. The propose method consists of two main parts: Motion detection module and human verification module. The role of motion detection module is to segment out foreground object from background. Probabilistic Foreground Detector based on Gaussian Mixture Model(GMM) is used. Region of interest (ROI) obtained from motion detection module is fed into SVM classifier. SVM classifier is trained using HOG descriptor. The proposed method is tested on the standard datasets gives promising results.
提出了一种高效的实时人工验证无菌区监测方法。该方法主要包括两个部分:运动检测模块和人体验证模块。运动检测模块的作用是从背景中分割出前景目标。采用基于高斯混合模型(GMM)的概率前景检测器。将运动检测模块得到的感兴趣区域(ROI)输入到SVM分类器中。使用HOG描述符训练SVM分类器。在标准数据集上对该方法进行了测试,结果令人满意。
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引用次数: 3
Predicting students performance in final examination using linear regression and multilayer perceptron 利用线性回归和多层感知器预测学生期末考试成绩
Pub Date : 2017-07-01 DOI: 10.1109/HSI.2017.8005026
Febrianti Widyahastuti, V. U. Tjhin
Currently, many educational institutions are highly oriented to improve the quality of education and students? learning achievement-examination result. To fulfil such intention, predicting students? performance by analyzing their learning behavior is one of the best way can be taken into account. Once the performance was predicted, it will be easy for teachers, school authority or other related parties to determine the appropriate policies on the issue. Relatedly, this paper aimed to provide the prediction of students? performance in final examination by applying linear regression and multilayer perceptron in WEKA- in terms of accuracy, performance and error rate- to compare their feasibility. The basis of data was derived from extraction and analysis of e-learning logged-post in discussion forum and attendance. Based on the result, it has been concluded that multilayer perceptron provides better prediction results of final examination than linear regression.
目前,许多教育机构都高度注重提高教育质量和学生素质。学习成绩-考试成绩。为了实现这样的意图,预测学生?通过分析自己的学习行为表现是可以考虑的最好方式之一。一旦预测了成绩,教师、学校当局或其他相关方就很容易确定适当的政策。与此相关,本文的目的是提供学生的预测?运用WEKA中的线性回归和多层感知器,从准确率、性能和错误率三个方面来比较它们的可行性。数据的基础是对在线学习论坛的登录帖子和出席人数的提取和分析。结果表明,多层感知器对期末考试的预测效果优于线性回归。
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引用次数: 31
A navigation device utilizing body communication channel for mobile wearable systems 一种用于移动可穿戴系统的利用身体通信信道的导航装置
Pub Date : 2017-07-01 DOI: 10.1109/HSI.2017.8004990
A. Bujnowski, Kamil Osiński, J. Wtorek
A novel touch sensor utilizing a body communication technology is presented in the paper. The proposed device accepts orders (gestures) only from a person wearing it. Moreover, when comparing it to a similar, however an optical one, it appears as a less power consumable. Preliminary results of its properties examination are presented and discussed. Additionally, the developed sensor allows to measure a human body the electrical passive parameters thus, aside it performs a basic functionality it also delivers additional information on the user.
本文提出了一种利用身体通信技术的新型触摸传感器。该设备只接受佩戴者的指令(手势)。此外,当将其与类似的光学设备进行比较时,它的功耗似乎更低。介绍并讨论了其性能测试的初步结果。此外,开发的传感器允许测量人体的电无源参数,因此,除了它执行一个基本的功能,它还提供对用户的附加信息。
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引用次数: 1
To classify two-dimensional motion state of step length and walking speed by applying cerebral hemoglobin information 利用脑血红蛋白信息对步长和步行速度的二维运动状态进行分类
Pub Date : 2017-07-01 DOI: 10.1109/HSI.2017.8005032
Jin Hedian, Li Chunguagn, S. Li-ning, Huang Haiyan, Xu Jiacheng, Qu Wei
This paper presents a research on classifying walking speed and step length simultaneously by using cerebral hemoglobin information. Nine healthy subjects performed walking task spontaneously in three levels of speed and three levels of step length. Brain information of the subjects was measured by using functional near-infrared spectroscopy (fNIRS) technology. The differences between the oxygenated hemoglobin (oxyHb) and deoxygenated hemoglobin (deoxyHb) were decomposed by wavelet packet. Feature vectors were extracted in both the time domain and frequency domain. Walking speed and step length was identified by applying support vector machine (SVM) method. The preliminary identification accuracy was 62.97%. This finding puts forward a new method for identifying two-dimensional state of lower limbs in level walking. And it lays a foundation for realizing autonomous control of walking-assistive equipment.
本文研究了利用脑血红蛋白信息同时对步行速度和步长进行分类的方法。9名健康受试者以3种不同的速度和步长自发地完成步行任务。采用功能近红外光谱(fNIRS)技术测量被试的脑信息。用小波包分析了氧合血红蛋白(oxyHb)和脱氧血红蛋白(deoxyHb)的差异。分别在时域和频域提取特征向量。采用支持向量机方法对行走速度和步长进行识别。初步鉴定准确率为62.97%。这一发现为水平行走中下肢二维状态的识别提供了一种新的方法。为实现行走辅助设备的自主控制奠定了基础。
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引用次数: 1
Study on play specific to the saddle type interface for personal mobility 研究了适合个人移动的专用鞍式游戏界面
Pub Date : 2017-07-01 DOI: 10.1109/HSI.2017.8005046
S. Yokota, D. Chugo, H. Hashimoto
The saddle type human body movement interface uses not only translational movements but also a twisting movement for controlling a personal mobility. The saddle is mounted on a personal mobility through a universal joint having 3 axes, and follows human body movement. One axis following the body movement on forward/backward is used for making the control input (velocity) of a personal mobility. And two axes on translational right/left and twisting right/left are used for making the control input of angular velocity. For making these control inputs, appropriate plays on each axis should be considered, because play of an interface absorbs low precise and small human movement in order not to reflect these movement to a machine's movement for providing high usability. This paper, therefore, experimentally investigates typical ranges of play (software backlash) on the saddle type interface, and implements them into the control scheme for the personal mobility, and evaluate it.
马鞍式人体运动界面不仅使用平移运动,还使用扭转运动来控制个人的活动。鞍座通过3轴万向节安装在个人机动性上,跟随人体运动。随着身体向前/向后运动的一个轴用于控制个人移动的输入(速度)。采用平移左右和扭转左右两个轴作为角速度的控制输入。为了制作这些控制输入,应该考虑在每个轴上进行适当的播放,因为界面的播放吸收了低精度和小的人类运动,以便不将这些运动反映到机器的运动中,以提供高可用性。因此,本文通过实验研究了鞍型界面上典型的游戏范围(软件间隙),并将其实现到个人移动的控制方案中,并对其进行了评估。
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引用次数: 0
期刊
2017 10th International Conference on Human System Interactions (HSI)
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