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2019 10th International Conference on Information, Intelligence, Systems and Applications (IISA)最新文献

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What Does the Pedagogical Agent Say? 教育代理人怎么说?
Athanasios Christopoulos, M. Conrad, Mitul Shukla
The successful employment of Virtual Reality Environments in distance education contexts led to the development of various frameworks and taxonomies related to the Virtual-Learning approach. However, when it comes to Blended or ‘Hybrid’ Virtual Learning (HVL) scenarios, where the learners are concurrently co-present both in the physical and in the virtual environment, the lines are hard to be drawn as this has been a relatively unexplored area. Considering the aforementioned change in the setup of the educational context, different implications, challenges and outcomes are expected to be observed. Motivated by this shortcoming, we conducted a series of experiments with Computer Science and Technology students and investigated the impact of interactions on learners’ motivation to engage with the 3D virtual world and the educational activities by extension. In this paper, we discuss students’ preconceptions towards the inclusion of 3D Virtual Learning Environments in the context of their studies and further elicit their thoughts related to the impact of the ‘hybrid’ interactions. In addition, we investigate the educational value of different Non-Player Characters (Pedagogical Agents) and their impact on the attractiveness of the virtual world and the educational tasks. The concluding remarks provide guidance to educators and instructional designers who work in such setups or consider to employ Pedagogical Agents. To this end, employing Pedagogical Agents requires careful consideration as they need to be meaningful and fully incorporated in the learner’s task. Another take-away message concerns the elements that foster a situated learning experience as they are associated with immersive experiences.
虚拟现实环境在远程教育环境中的成功应用导致了与虚拟学习方法相关的各种框架和分类法的发展。然而,当涉及到混合或“混合”虚拟学习(HVL)场景时,学习者同时在物理和虚拟环境中共同存在,很难划定界限,因为这是一个相对未开发的领域。考虑到上述教育环境设置的变化,预计会观察到不同的影响、挑战和结果。鉴于这一缺陷,我们对计算机科学与技术专业的学生进行了一系列实验,并调查了互动对学习者参与3D虚拟世界和教育活动动机的影响。在本文中,我们讨论了学生对在他们的学习背景下包含3D虚拟学习环境的先入为主的观念,并进一步引出了他们对“混合”互动影响的想法。此外,我们还研究了不同非玩家角色(教学代理)的教育价值及其对虚拟世界吸引力和教育任务的影响。结束语为在此类机构工作或考虑聘用教学代理的教育工作者和教学设计师提供了指导。为此,使用教学代理需要仔细考虑,因为它们需要有意义并完全融入学习者的任务中。另一个要点是关于培养情境学习体验的元素,因为它们与沉浸式体验有关。
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引用次数: 5
RNNs for Classification of Driving Behaviour 用于驾驶行为分类的rnn
Dimitris Mantzekis, M. Savelonas, S. Karkanis, E. Spyrou
Recurrent neural networks are an obvious choice for driving behavior analysis by means of time series of measurements, obtained either from telematics or mobile phone sensors. This work investigates such an application, employing two popular recurrent neural networks, i.e. long short-term memory networks and gated recurrent unit networks, as well as 1D convnets. Experiments are performed on a dataset comprising time series of measurements for four different types of driving. The results lead to the conclusion that gated recurrent unit networks achieve the highest classification accuracy, whereas they are more efficient than long short-term memory networks. Moreover, dropout and recurrent dropout lead to an approximately 3% increase with respect to classification accuracy. Naturally, 1D convnets are a more efficient neural network alternative at the cost of significantly lower classification accuracy.
通过远程信息处理或移动电话传感器获得的时间序列测量,循环神经网络是驾驶行为分析的明显选择。这项工作研究了这样的应用,采用了两种流行的递归神经网络,即长短期记忆网络和门控递归单元网络,以及1D convnets。实验是在包含四种不同类型驾驶的测量时间序列的数据集上进行的。结果表明,门控循环单元网络的分类准确率最高,但其分类效率高于长短期记忆网络。此外,dropout和经常性dropout导致分类准确率提高约3%。自然,1D convnets是一种更有效的神经网络替代方法,但代价是分类精度明显降低。
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引用次数: 6
A Weighted Late Fusion Framework for Recognizing Human Activity from Wearable Sensors 基于可穿戴传感器的人体活动识别加权后期融合框架
A. Tsanousa, G. Meditskos, S. Vrochidis, Y. Kompatsiaris
Following the technological advancement and the constantly emerging assisted living applications, sensor-based activity recognition research receives great attention. Until recently, the majority of relevant research involved extracting knowledge out of single modalities, however, when individual sensors performances are not satisfactory, combining information from multiple sensors can be of use and improve the activity recognition rate. Early and late fusion classifier strategies are usually employed to successfully merge multiple sensors. This paper proposes a novel framework for combining accelerometers and gyroscopes at decision level, in order to recognize human activity. More specifically, we propose a weighted late fusion framework that utilizes the detection rate of a classifier. Furthermore, we propose the modification of an already existing class-based weighted late fusion framework. Experimental results on a publicly available and widely used dataset demonstrated that the combination of accelerometer and gyroscope under the proposed frameworks improves the classification performance.
随着技术的进步和辅助生活应用的不断涌现,基于传感器的活动识别研究备受关注。到目前为止,大多数相关研究都是从单一的模态中提取知识,但当单个传感器的性能不理想时,可以使用多个传感器的信息进行组合,从而提高活动识别率。早期和晚期融合分类器策略通常用于成功合并多个传感器。本文提出了一种在决策层面将加速度计和陀螺仪相结合的新框架,以识别人类活动。更具体地说,我们提出了一个加权的后期融合框架,利用分类器的检测率。此外,我们还提出了对现有的基于类的加权后期融合框架的改进。在一个公开且广泛使用的数据集上的实验结果表明,在所提出的框架下,加速度计和陀螺仪的组合提高了分类性能。
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引用次数: 9
Optimal Duopolistic Competition Strategies in Social Networks 社会网络中最优双寡头竞争策略
Dionisios N. Sotiropoulos, Ifigeneia Georgoula, Christos Bilanakos
This paper presents a non-linear optimization methodology for determining the Nash Equilibrium (NE) solutions of a non-cooperative two-player game. Each player, in particular, is trying to maximize a rational profit function within a continuous action space. The game arises in the context of a duopolistic network environment where two identical rival firms are competing to maximize their influence over a single consumer. Specifically, we consider a weighted and strongly connected network which mediates the opinion formation processes concerning the perceived qualities of their products. Obtaining the NE solutions for such a game is an extremely difficult task which cannot be analytically addressed, even if additional simplifying assumptions are imposed on the exogenous parameters of the model. Our approach, obtains the required NE solutions by combining the Karush-Kuhn-Tucker (KKT) conditions associated with the original optimization tasks into a single-objective nonlinear maximization problem under nonlinear constrains. The resulting optimization problem is, ultimately, solved through the utilization of the Sequential Quadratic Programming (SQP) algorithm which constitutes a state-of-the-art method for nonlinear optimization problems. The validity of our work is justified through the conduction of a series of experiments in which we simulated the best response-based dynamical behaviour of the two agents in the network that make strategic decisions. Juxtaposing the intersection points of the acquired best response curves against the NE solutions obtained by the proposed non-linear optimization methodology verifies that the corresponding solution points coincide.
本文提出了一种确定非合作二人博弈纳什均衡(NE)解的非线性优化方法。特别是,每个玩家都试图在一个连续的行动空间中最大化一个合理的利润函数。这个游戏是在双寡头网络环境中产生的,两个相同的竞争对手公司为了最大限度地影响单个消费者而竞争。具体来说,我们考虑了一个加权和强连接的网络,它调解了关于他们的产品感知质量的意见形成过程。即使对模型的外生参数施加额外的简化假设,获得这种游戏的NE解决方案也是一项极其困难的任务,无法用分析方法解决。我们的方法通过将与原始优化任务相关的Karush-Kuhn-Tucker (KKT)条件组合成非线性约束下的单目标非线性最大化问题,获得所需的NE解。由此产生的优化问题最终通过使用序列二次规划(SQP)算法来解决,该算法构成了非线性优化问题的最新方法。我们工作的有效性是通过一系列的实验来证明的,在这些实验中,我们模拟了网络中做出战略决策的两个代理的基于最佳响应的动态行为。将所获得的最佳响应曲线的交点与所提出的非线性优化方法得到的NE解并置,验证了相应的解点重合。
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引用次数: 0
Audio Signal Recognition Based on Intervals’ Numbers (INs) Classification Techniques 基于区间数分类技术的音频信号识别
C. Lytridis, E. Vrochidou, George K. Sidiropoulos, G. Papakostas, V. Kaburlasos, Efi Kourampa, Elpida Karageorgiou
Speech is one of the major human-machine interaction modalities and it is especially important in the case of special education using social robots. Although modern speech recognition engines can effectively deal with normal human-robot conversations, there are instances in special education where additional word detection and word comparison capabilities are needed to run in parallel with the typical conversation flow. This paper investigates the efficiency of a word detection method based on intervals’ numbers.
语音是人机交互的主要方式之一,在使用社交机器人的特殊教育中尤为重要。尽管现代语音识别引擎可以有效地处理正常的人机对话,但在特殊教育中,需要额外的单词检测和单词比较功能来与典型的对话流并行运行。本文研究了一种基于区间数的词检测方法的效率。
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引用次数: 4
Evaluation of Regression Algorithms and Features on the Energy Disaggregation Task 能量分解任务的回归算法及特征评价
P. Schirmer, I. Mporas, M. Paraskevas
In this paper we evaluate several well-known and widely used machine learning algorithms for regression in the energy disaggregation task. Specifically, the Non-Intrusive Load Monitoring approach was considered and the K-Nearest-Neighbours, Support Vector Machines, Deep Neural Networks and Random Forest algorithms were evaluated across five datasets using seven different sets of statistical and electrical features. The experimental results demonstrated the importance of selecting both appropriate features and regression algorithms. The best performance in terms of energy disaggregation accuracy was achieved by the Random Forest regression algorithm.
在本文中,我们评估了几个著名的和广泛使用的机器学习算法的回归在能量分解任务。具体来说,我们考虑了非侵入式负载监测方法,并使用7组不同的统计和电气特征在5个数据集上评估了k -近邻、支持向量机、深度神经网络和随机森林算法。实验结果表明,选择合适的特征和回归算法的重要性。随机森林回归算法在能量分解精度方面表现最好。
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引用次数: 9
Transformable Lighting Conditions in Learning VR Environments 学习VR环境中的可变照明条件
Anna-Maria Velentza, Antonios Nikitakis, Konstantinos Alketas-Oungrinis, E. Economou
Virtual Reality Learning Environments (VLE) are a promising approach for the 21st century classroom. Therefore, it is important to identify the best way that these learning environments will enhance students’ cognitive functions. In this paper, we investigate the effect of lighting conditions, within a VLE, on several cognitive functions while we introduce the novel idea of transformable luminance conditions. We have been inspired by evidence from cognitive and environmental studies, from real environments, that lighting conditions affect people’s memory, attention and executive functions. Our transformable luminance approach, when applied in a virtual university amphitheatre, is benchmarked against the conventional approach of a single luminance VLE (either high or low). The first main outcome of our study is that traditional single luminance lighting conditions exert the same effect in both real and virtual learning environments. That is, high luminance enhances sustained attention and short term memory, while low luminance enhances long term memory. The results also indicate that our novel transformable luminance approach enhances student performance in executive tasks, compared to any single luminance condition (i.e. low or high).
虚拟现实学习环境(VLE)是一种很有前途的21世纪课堂学习方法。因此,确定这些学习环境提高学生认知功能的最佳方式是很重要的。在本文中,我们在引入可变换亮度条件的新思想的同时,研究了在VLE内照明条件对几种认知功能的影响。我们的灵感来自于认知和环境研究的证据,来自真实的环境,光照条件会影响人们的记忆、注意力和执行功能。当应用于虚拟大学圆形剧场时,我们的可转换亮度方法是针对单一亮度VLE(高或低)的传统方法进行基准测试的。我们研究的第一个主要结果是传统的单一亮度照明条件在真实和虚拟学习环境中发挥相同的效果。也就是说,高亮度增强持续注意力和短期记忆,而低亮度增强长期记忆。结果还表明,与任何单一亮度条件(即低或高)相比,我们的新型可转换亮度方法可以提高学生在执行任务中的表现。
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引用次数: 1
Spiking Neuron Model with Gamma-distributed Synaptic Weights for Different Thresholds 不同阈值下突触权分布的脉冲神经元模型
S. Panda, Chittotosh Ganguly, S. Chakrabarti
In an attempt to propose a closer model of a biological neuron, various artificial neural models have been reported in the literature. Very few reported articles are available which consider the time-varying synaptic weights of the model. Hence there is further scope to develop and investigate alternative improved spiking neural models which will better represent the activities of a biological neuron. With this motivation, the synaptic weight of the conventional integrate and fire (CIF) model is considered as gamma distributed time-varying nature. Further, for spike generation at the output of the model, different thresholds are employed. The gamma distribution in weight is assumed to take into account the temporal behavior of the synapse. To assess the performance of the proposed model, statistical properties such as similarity indices of the output sequence, mean and variance of normalized similarity indices (NSI) are obtained from simulation-based experiments and are compared.
为了提出一个更接近生物神经元的模型,文献中已经报道了各种人工神经模型。考虑模型的时变突触权的文献报道很少。因此,有进一步的空间来开发和研究替代改进的尖峰神经模型,以更好地代表生物神经元的活动。基于这一动机,传统的CIF模型的突触权值被认为是伽马分布的时变性质。此外,对于模型输出端的尖峰产生,采用了不同的阈值。假设权重的伽马分布考虑了突触的时间行为。为了评估该模型的性能,通过仿真实验获得了输出序列的相似指数、归一化相似指数(NSI)的均值和方差等统计特性,并对其进行了比较。
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引用次数: 1
Legal issues within ambient intelligence environments 环境情报环境中的法律问题
Lambrini Seremeti, I. Kougias
Juris-informatics is a new research area which has emerged from the pervasive presence of sophisticated artifacts in the everyday scenery, for example every human activity, such as planning a journey, applying for a job, shopping, attending a course, etc. involves the use of intelligent ICT. Within these artificial intelligence environments, where the coexistence of living and non-living entities is their intrinsic characteristic, the main priority is ensuring a harmonious symbiosis of their stakeholders. This, in turn, leads to insoluble legal conflicts which are created by the fact that all the involved entities do not have the same liability against written law. The aim of this paper is to emphasize, by setting out some imaginative scenarios, yet posing real, everyday situations/questions, the lack of legal framework within artificial intelligence environments, which may lead to a dystopian society. Based on each such scenario, emerging legal issues are described that need to be tackled.
法学信息学是一个新兴的研究领域,它是由于复杂的人工制品在日常生活中无处不在而产生的,例如,每一个人类活动,如计划旅行、申请工作、购物、参加课程等都涉及到智能信息通信技术的使用。在这些人工智能环境中,生物和非生物实体的共存是它们的内在特征,首要任务是确保利益相关者之间的和谐共生。这反过来又导致无法解决的法律冲突,这些冲突是由所有涉及的实体对成文法不负有相同的责任这一事实造成的。本文的目的是通过设定一些富有想象力的场景,同时提出真实的日常情况/问题,强调人工智能环境中缺乏法律框架,这可能导致反乌托邦社会。根据每一种情况,描述了需要解决的新出现的法律问题。
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引用次数: 0
Modelling prediction of enterprises payment behavior for applying machine learning methods 应用机器学习方法对企业支付行为进行建模预测
A. Christidi, Constantinos Christidis, Tilemahos Manolatos, I. Hatzilygeroudis, E. Voyiatzaki
Business registries keep data from thousands of enterprises and offer a range of services that vary among different countries. Enterprises pay registration fees and fees per service. We propose to use machine learning to reveal existing payment behavior patterns and predict obligatory payments of enterprises to organizations responsible for business registries. To this end, we present a model of the problem suitable for applying machine learning methods.
企业注册中心保存着数千家企业的数据,并提供一系列因国家而异的服务。企业缴纳登记费和服务费。我们建议使用机器学习来揭示现有的支付行为模式,并预测企业向负责业务注册的组织的强制性支付。为此,我们提出了一个适合应用机器学习方法的问题模型。
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引用次数: 0
期刊
2019 10th International Conference on Information, Intelligence, Systems and Applications (IISA)
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