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Toward a General Conceptualization of Multi-Display Environments 多显示环境的一般概念
Q1 Computer Science Pub Date : 2016-09-21 DOI: 10.3389/fict.2016.00020
Fernando Garcia-Sanjuan, J. Martínez, Vicente Nacher
Combining multiple displays in the same environment enables more immersive and rich experiences in which visualization and interaction can be improved. Although much research has been done in the field of Multi-Display Environments (MDEs) and previous studies have provided taxonomies to define them, these have usually consisted of partial descriptions. In this paper we propose a general taxonomy that identifies the key dimensions to tackle when developing MDEs and a classification of previous studies, with the aim of helping designers to identify the key aspects that must be addressed when developing the next generation of MDEs.
在同一环境中组合多个显示器可以提供更加身临其境和丰富的体验,从而可以改进可视化和交互。虽然在多显示环境(MDEs)领域已经做了大量的研究,并且以前的研究已经提供了分类来定义它们,但这些通常是由部分描述组成的。在本文中,我们提出了一个通用的分类法,该分类法确定了开发MDEs时需要解决的关键维度,并对以前的研究进行了分类,目的是帮助设计者确定开发下一代MDEs时必须解决的关键方面。
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引用次数: 14
Exponential Enhancement of the Efficiency of Quantum Annealing by Non-Stoquastic Hamiltonians 非随机哈密顿量对量子退火效率的指数增强
Q1 Computer Science Pub Date : 2016-09-13 DOI: 10.3389/fict.2017.00002
H. Nishimori, K. Takada
Non-stoquastic Hamiltonians have both positive and negative signs in off-diagonal elements in their matrix representation in the standard computational basis and thus cannot be simulated efficiently by the standard quantum Monte Carlo method due to the sign problem. We describe our analytical studies of this type of Hamiltonians with infinite-range non-random as well as random interactions from the perspective of possible enhancement of the efficiency of quantum annealing or adiabatic quantum computing. It is shown that multi-body transverse interactions like $XX$ and $XXXXX$ with positive coefficients appended to a stoquastic transverse-field Ising model render the Hamiltonian non-stoquastic and reduce a first-order quantum phase transition in the simple transverse-field case to a second-order transition. This implies that the efficiency of quantum annealing is exponentially enhanced, because a first-order transition has an exponentially small energy gap (and therefore exponentially long computation time) whereas a second-order transition has a polynomially decaying gap (polynomial computation time). The examples presented here represent rare instances where strong quantum effects, in the sense that they cannot be efficiently simulated in the standard quantum Monte Carlo, have analytically been shown to exponentially enhance the efficiency of quantum annealing for combinatorial optimization problems.
在标准计算基的矩阵表示中,非随机哈密顿量的非对角元素有正负两种符号,由于符号问题,标准量子蒙特卡罗方法无法有效地模拟。我们从可能提高量子退火或绝热量子计算效率的角度描述了我们对这类具有无限范围非随机和随机相互作用的哈密顿量的分析研究。结果表明,在随机横场Ising模型上附加正系数的多体横向相互作用(如$XX$和$XXXXX$)使哈密顿量变为非随机,并将简单横场情况下的一阶量子相变减小为二阶相变。这意味着量子退火的效率呈指数增强,因为一阶跃迁具有指数小的能量间隙(因此计算时间呈指数长),而二阶跃迁具有多项式衰减间隙(多项式计算时间)。这里给出的例子代表了一些罕见的例子,在这种情况下,强量子效应,在标准量子蒙特卡罗中不能有效地模拟,已经被解析地证明了以指数方式提高组合优化问题的量子退火效率。
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引用次数: 80
How Major Depressive Disorder Affects the Ability to Decode Multimodal Dynamic Emotional Stimuli 重度抑郁症如何影响解码多模态动态情绪刺激的能力
Q1 Computer Science Pub Date : 2016-09-12 DOI: 10.3389/fict.2016.00016
Filomena Scibelli, A. Troncone, Laurence Likforman-Sulem, A. Vinciarelli, A. Esposito
Most studies investigating the processing of emotions in depressed patients reported impairments in the decoding of negative emotions. However, these studies adopted static stimuli (mostly stereotypical facial expressions corresponding to basic emotions) which do not reflect the way people experience emotions in everyday life. For this reason, this work proposes to investigate the decoding of emotional expressions in patients affected by Recurrent Major Depressive Disorder (RMDDs) using dynamic audio/video stimuli. RMDDs’ performance is compared with the performance of patients with Adjustment Disorder with Depressed Mood (ADs) and healthy (HCs) subjects. The experiments involve 27 RMDDs (16 with acute depression - RMDD-A, and 11 in a compensation phase - RMDD-C), 16 ADs and 16 HCs. The ability to decode emotional expressions is assessed through an emotion recognition task based on short audio (without video), video (without audio) and audio/video clips. The results show that AD patients are significantly less accurate than HCs in decoding fear, anger, happiness, surprise and sadness. RMDD-As with acute depression are significantly less accurate than HCs in decoding happiness, sadness and surprise. Finally, no significant differences were found between HCs and RMDD-Cs in a compensation phase. The different communication channels and the types of emotion play a significant role in limiting the decoding accuracy.
大多数调查抑郁症患者情绪处理的研究都报告了消极情绪解码的损伤。然而,这些研究采用的静态刺激(大多是与基本情绪相对应的刻板面部表情)并不能反映人们在日常生活中体验情绪的方式。基于此,本研究提出利用动态音频/视频刺激研究复发性重度抑郁症(rmdd)患者的情绪表达解码。将rmdd的表现与抑郁心境适应障碍患者(ADs)和健康受试者(hc)的表现进行比较。实验涉及27例rmdd(急性抑郁期16例- RMDD-A,代偿期11例- RMDD-C), 16例ad和16例hc。通过基于短音频(无视频)、视频(无音频)和音频/视频剪辑的情感识别任务来评估解码情绪表达的能力。结果表明,AD患者对恐惧、愤怒、快乐、惊讶和悲伤的解码准确率明显低于hc。患有急性抑郁症的rmdd - a在解码快乐、悲伤和惊讶方面的准确性明显低于hc。最后,在补偿阶段hcc和RMDD-Cs之间没有发现显著差异。不同的沟通渠道和情感类型对解码的准确性有很大的影响。
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引用次数: 14
Inducing an Anxiety Response Using a Contaminated Virtual Environment: Validation of a Therapeutic Tool for Obsessive–Compulsive Disorder 使用被污染的虚拟环境诱导焦虑反应:强迫症治疗工具的验证
Q1 Computer Science Pub Date : 2016-09-05 DOI: 10.3389/fict.2016.00018
M. Laforest, S. Bouchard, A. Crétu, Olivier Mesly
Obsessive-compulsive disorder (OCD) is characterized by the presence of unwanted and repetitive thoughts triggering significant anxiety, as well as the presence of ritual behaviours or mental acts carried out in response to obsessions to reduce the associated distress. In the contamination subtype, individuals are scared of germs and bacteria, are excessively concerned with cleaning, fear contamination and the spread of disease, and may have a very strong aversion to bodily secretions. A few studies on virtual reality have been conducted with people suffering from OCD, but they all focus on the subtype characterized by checking rituals. The goal of this study is to confirm the potential of a “contaminated” virtual environment in inducing anxiety in 12 adults suffering from contamination-subtype OCD compared to 20 adults without OCD (N = 32) using a within-between protocol. Subjective (questionnaire) and objective (heart rate) measurements were compiled. Participants were immersed in a control virtual environment (empty and clean room) and a “contaminated” virtual environment (filthy public restroom) designed for the treatment of OCD. Immersions were conducted in a 6-wall CAVE-like system. As hypothesized, the results of repeated-measures ANCOVAs revealed the significant impact of immersion in a filthy public restroom for participants suffering from OCD on both measures. Presence was correlated with anxiety in OCD participants and no difference in presence was observed between groups. Unwanted negative side effects induced by immersions in virtual reality were higher in the OCD group. The clinical implications of the results and directions for further studies are discussed.
强迫症(OCD)的特点是出现不想要的和重复的想法,引发严重的焦虑,以及出现仪式行为或精神行为,以回应强迫,以减少相关的痛苦。在污染亚型中,个体害怕细菌和细菌,过分关注清洁,害怕污染和疾病的传播,并且可能对身体分泌物有非常强烈的厌恶。一些关于虚拟现实的研究已经对强迫症患者进行了研究,但它们都集中在以检查仪式为特征的亚型上。本研究的目的是利用一种介于两者之间的方法,在12名患有污染亚型强迫症的成年人中,与20名没有强迫症的成年人(N = 32)相比,确认“受污染”的虚拟环境在诱导焦虑方面的潜力。编制主观(问卷)和客观(心率)测量结果。参与者沉浸在一个控制虚拟环境(空的和干净的房间)和一个“污染”虚拟环境(肮脏的公共厕所)设计用于治疗强迫症。浸泡在一个6壁的类似洞穴的系统中。正如假设的那样,重复测量的ANCOVAs结果显示,对于患有强迫症的参与者来说,浸泡在肮脏的公共厕所中对两项测量都有显著影响。存在与强迫症参与者的焦虑相关,两组之间没有观察到存在的差异。沉浸在虚拟现实中产生的负面影响在强迫症组中更高。讨论了研究结果的临床意义和进一步研究的方向。
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引用次数: 41
Fastr: A Workflow Engine for Advanced Data Flows in Medical Image Analysis Fastr:用于医学图像分析中的高级数据流的工作流引擎
Q1 Computer Science Pub Date : 2016-08-24 DOI: 10.3389/fict.2016.00015
H. Achterberg, Marcel Koek, W. Niessen
With the increasing number of datasets encountered in imaging studies, the increasing complexity of processing workflows, and a growing awareness for data stewardship, there is a need for managed, automated workflows. In this paper we introduce Fastr, an automated workflow engine with support for advanced data flows. Fastr has built-in data provenance for recording processing trails and ensuring reproducible results. The extensible plugin-based design allows the system to interface with virtually any image archive and processing infrastructure. This workflow engine is designed to consolidate quantitative imaging biomarker pipelines in order to enable easy application to new data.
随着成像研究中遇到的数据集数量的增加,处理工作流程的复杂性的增加,以及对数据管理的认识的提高,需要管理的自动化工作流程。本文介绍了Fastr,一个支持高级数据流的自动化工作流引擎。Fastr具有内置的数据来源,用于记录处理轨迹并确保可重复的结果。基于插件的可扩展设计允许系统与几乎任何图像存档和处理基础设施进行交互。该工作流引擎旨在整合定量成像生物标志物管道,以便轻松应用于新数据。
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引用次数: 13
Training Together: How Another Human Trainee’s Presence Affects Behavior during Virtual Human-Based Team Training 一起训练:在虚拟的基于人的团队训练中,另一个人类学员的存在如何影响行为
Q1 Computer Science Pub Date : 2016-08-01 DOI: 10.3389/fict.2016.00017
Andrew C. Robb, A. Kleinsmith, Andrew Cordar, C. White, A. Wendling, S. Lampotang, Benjamin C. Lok
Despite research showing that team training can lead to strong improvements in team performance, logistical difficulties can prevent team training programs from being adopted on a large scale. A proposed solution to these difficulties is the use of virtual humans to replace missing teammates. Existing research evaluating the use of virtual humans for team training has been conducted in settings involving a single human trainee. However, in the real world multiple human trainees would most likely train together. In this paper, we explore how the presence of a second human trainee can alter behavior during a medical team training program. Ninety-two nurses and surgical technicians participated in a medical training exercise, where they worked with a virtual surgeon and virtual anesthesiologist to prepare a simulated patient for surgery. The agency of the nurse and the surgical technician were varied between three conditions: human nurses and surgical technicians working together; human nurses working with a virtual surgical technician; and human surgical technicians working with a virtual nurse. Variations in agency did not produce statistically significant differences in the training outcomes, but several notable differences were observed in other aspects of the team's behavior. Specifically, when working with a virtual nurse, human surgical technicians were more likely to assist with speaking up about patient safety issues that were outside of their normal responsibilities; human trainees spent less time searching for a missing item when working with a virtual partner, likely because the virtual partner was physically unable to move throughout the room and assist with the searching process; and more breaks in presence were observed when two human teammates were present. These results show that some behaviors may be influenced by the presence of multiple human trainees, though these behaviors may not impinge on core training goals. When developing virtual human-based training programs, designers should consider that the presence of other humans may reduce involvement during training moments perceived to be the responsibility of other trainees, and should consider that a virtual teammate's limitations may cause human teammates to limit their own behaviors in corresponding ways (e.g. searching less).
尽管研究表明,团队培训可以大大提高团队绩效,但后勤方面的困难可能会阻碍团队培训计划的大规模采用。针对这些困难的一个建议解决方案是使用虚拟人来代替失踪的队友。现有的研究评估了虚拟人在团队训练中的使用,这些研究是在涉及单个人类受训者的环境中进行的。然而,在现实世界中,多个人类受训者很可能会一起训练。在本文中,我们探讨了在医疗团队训练计划中,第二名人类受训者的存在如何改变行为。92名护士和外科技术人员参加了一项医疗培训演习,在那里他们与虚拟外科医生和虚拟麻醉师一起为模拟患者做手术准备。护士和外科技术人员的代理在三种情况下有所不同:人类护士和外科技术人员一起工作;人类护士与虚拟外科技术人员一起工作;人类外科技术人员和虚拟护士一起工作。代理的变化在训练结果上没有统计学上的显著差异,但在团队行为的其他方面观察到一些显著的差异。具体来说,当与虚拟护士合作时,人类外科技术人员更有可能协助谈论患者安全问题,这些问题超出了他们的正常职责;当与虚拟伙伴一起工作时,人类受训者花在寻找丢失物品上的时间更少,这可能是因为虚拟伙伴在身体上无法在房间里移动并协助搜索过程;当两名人类队友在场时,观察到更多的断裂。这些结果表明,一些行为可能会受到多个人类受训者的影响,尽管这些行为可能不会影响核心训练目标。在开发基于人类的虚拟训练项目时,设计师应该考虑到其他人的存在可能会减少训练期间其他受训者的参与度,并且应该考虑到虚拟队友的局限性可能会导致人类队友以相应的方式限制自己的行为(例如减少搜索)。
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引用次数: 16
Design Guidelines for Wearable Pointing Devices 可穿戴式指向设备的设计指南
Q1 Computer Science Pub Date : 2016-07-27 DOI: 10.3389/fict.2016.00013
J. Zucco, B. Thomas
This paper presents design guidelines and recommendations for developing cursor manipulation interaction devices to be employed in a wearable context. The work presented in this paper is the culmination three usability studies designed to understand commercially available pointing (cursor manipulation) devices suitable for use in a wearable context. The set of guidelines and recommendations presented are grounded on experimental and qualitative evidence derived from three usability studies and are intended to be used in order to inform the design of future wearable input devices. In addition to guiding the design process, the guidelines and recommendations may also be used to inform users of wearable computing devices by guiding towards the selection of a suitable wearable input device. The synthesis of results derived from a series of usability studies provide insights pertaining to the choice and usability of the devices in a wearable context. That is, the guidelines form a checklist that may be utilized as a point of comparison when choosing between the different input devices available for wearable interaction.
本文提出了在可穿戴环境中开发光标操作交互设备的设计指南和建议。本文介绍的工作是三个可用性研究的高潮,旨在了解商业上可用的指向(光标操作)设备,适合在可穿戴环境中使用。提出的一套指导方针和建议是基于三项可用性研究得出的实验和定性证据,旨在为未来可穿戴输入设备的设计提供信息。除了指导设计过程之外,指南和建议还可用于通过指导选择合适的可穿戴输入设备来告知用户可穿戴计算设备。从一系列可用性研究中得出的综合结果提供了与可穿戴设备的选择和可用性有关的见解。也就是说,该指南形成了一个清单,可以用作在可穿戴交互的不同输入设备之间进行选择时的比较点。
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引用次数: 8
Strong Isomorphism in Marinatto–Weber Type Quantum Games Marinatto-Weber型量子博弈中的强同构
Q1 Computer Science Pub Date : 2016-06-27 DOI: 10.3389/fict.2016.00012
Piotr Frąckiewicz
Our purpose is to focus attention on a new criterion for quantum schemes by bringing together the notions of quantum game and game isomorphism. A quantum game scheme is required to generate the classical game as a special case. Now, given a quantum game scheme and two isomorphic classical games, we additionally require the resulting quantum games to be isomorphic as well. We show how this isomorphism condition influences the players’ strategy sets. We are concerned with the Marinatto-Weber type quantum game scheme and the strong isomorphism between games in strategic form.
我们的目的是通过将量子博弈和博弈同构的概念结合起来,将注意力集中在量子方案的一个新准则上。作为一种特殊情况,需要一个量子博弈方案来生成经典博弈。现在,给定一个量子博弈方案和两个同构的经典博弈,我们还要求得到的量子博弈也是同构的。我们展示了这种同构条件如何影响参与者的策略集。我们关注Marinatto-Weber型量子博弈方案和策略形式博弈之间的强同构。
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引用次数: 0
Improving Medical Students’ Awareness of Their Non-Verbal Communication through Automated Non-Verbal Behavior Feedback 通过非语言行为自动反馈提高医学生的非语言交际意识
Q1 Computer Science Pub Date : 2016-06-20 DOI: 10.3389/fict.2016.00011
Chunfeng Liu, R. Calvo, Renee L Lim
The nonverbal communication of clinicians has an impact on patients’ satisfaction and health outcomes. Yet medical students are not receiving enough training on the appropriate nonverbal behaviors in clinical consultations. Computer vision techniques have been used for detecting different kinds of nonverbal behaviors, and they can be incorporated in educational systems that help medical students develop communication skills. We describe EQClinic, a system that combines a tele-health platform with automated nonverbal behavior recognition. The system aims to help medical students improve their communication skills through a combination of human and automatically generated feedback. EQClinic provides fully automated calendaring and video-conferencing features for doctors or medical students to interview patients. We describe a pilot (18 dyadic interactions) in which standardized patients (i.e. someone acting as a real patient), were interviewed by medical students and provided assessments and comments about their performance. After the interview, computer vision and audio processing algorithms were used to recognize students’ nonverbal behaviors known to influence the quality of a medical consultation: including turn taking, speaking ratio, sound volume, sound pitch, smiling, frowning, head leaning, head tilting, nodding, shaking, face-touch gestures and overall body movements. The results showed that students’ awareness of nonverbal communication was enhanced by the feedback information, which was both provided by the standardized patients and generated by the machines.
临床医生的非语言沟通对患者满意度和健康结果有影响。然而,在临床咨询中,医学生在适当的非语言行为方面没有得到足够的培训。计算机视觉技术已被用于检测不同类型的非语言行为,它们可以被纳入教育系统,帮助医学生培养沟通技巧。我们描述了EQClinic,一个结合了远程医疗平台和自动非语言行为识别的系统。该系统旨在通过人工和自动生成的反馈相结合,帮助医学生提高沟通技巧。EQClinic提供全自动日历和视频会议功能,供医生或医学生采访患者。我们描述了一个试点(18个二元互动),在这个试点中,医学生采访了标准化的病人(即扮演真正病人的人),并对他们的表现进行了评估和评论。访谈结束后,使用计算机视觉和音频处理算法来识别已知影响医疗咨询质量的学生非语言行为:包括轮流、说话比例、音量、音高、微笑、皱眉、头倾斜、点头、摇晃、触脸手势和整体身体动作。结果表明,学生的非语言交际意识在反馈信息的作用下得到了增强,反馈信息既有标准化患者提供的,也有机器产生的。
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引用次数: 16
Understanding Social Influence in Activity Location Choice and Lifestyle Patterns Using Geolocation Data from Social Media 利用社交媒体的地理位置数据了解活动地点选择和生活方式的社会影响
Q1 Computer Science Pub Date : 2016-06-20 DOI: 10.3389/fict.2016.00010
Samiul Hasan, S. Ukkusuri, Xianyuan Zhan
Social media check-in services have enabled people to share their activity-related choices providing a new source of human activity and social networks data. Geo-location data from these services offers us information, in new ways, to understand social influence on individual choices. In this paper, we investigate the extent of social influence on individual activity and life-style choices from social media check-in data. We first collect user check-ins and their social network information by linking two social media systems (Twitter and Foursquare) and analyze the structure of the underlying social network. We next infer user check-in and geo life-style patterns using topic models. We analyze the correlation between the social relationships and individual-level patterns. We investigate whether or not two individuals have similar activity choice and geo life-style patterns if they are socially connected. We find that the similarity between two users, in their check-in behavior and life-style patterns, increases with the increase of the friendship probability.
社交媒体签到服务使人们能够分享他们与活动相关的选择,为人类活动和社交网络数据提供了新的来源。来自这些服务的地理位置数据以新的方式为我们提供信息,以了解社会对个人选择的影响。在本文中,我们从社交媒体签到数据调查社会对个人活动和生活方式选择的影响程度。我们首先通过连接两个社交媒体系统(Twitter和Foursquare)来收集用户签到和他们的社交网络信息,并分析底层社交网络的结构。接下来,我们使用主题模型推断用户签入和地理生活方式模式。我们分析了社会关系与个体层面模式之间的相关性。我们调查是否两个个人有相似的活动选择和地理生活方式模式,如果他们是社会联系。我们发现,两个用户在签到行为和生活方式模式上的相似性随着友谊概率的增加而增加。
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引用次数: 28
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