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Editorial: MAPPING: MAnagement and Processing of Images for Population ImagiNG 编辑:测绘:人口成像的图像管理和处理
Q1 Computer Science Pub Date : 2017-07-17 DOI: 10.3389/fict.2017.00018
M. Dojat, D. Kennedy, W. Niessen
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引用次数: 4
An Exploration of the Benefits of an Animallike Robot Companion with More Advanced Touch Interaction Capabilities for Dementia Care 探索像动物一样的机器人伴侣对痴呆症护理的好处,具有更先进的触摸交互能力
Q1 Computer Science Pub Date : 2017-06-26 DOI: 10.3389/fict.2017.00016
Merel M. Jung, L. V. D. Leij, S. Kelders
Animallike robot companions such as robotic seal Paro are increasingly used in dementia care due to the positive effects that interaction with these robots can have on the well-being of these patients. Touch is one of the most important interaction modalities for patients with dementia and can be a natural way to interact with animallike robots. To advance the development of animallike robots we explored in what ways people with dementia could benefit from interaction with an animallike robot with more advanced touch recognition capabilities and which touch gestures would be important in their interaction with Paro. In addition we explored which other target groups might benefit from interaction with animallike robots with more advanced interaction capabilties. In this study we administered a questionnaire and conducted interviews with two groups of health care providers who all worked in a geriatric psychiatry department. One group used Paro in their work (i.e., the expert group; $n=5$) while the other group had no experience with the use of animallike robot (i.e., the layman group; $n=4$). The results showed that health care providers perceived Paro as an effective intervention to improve the well-being of people with dementia. Examples of usages for Paro that were mentioned were providing distraction, interrupting problematic behaviors and stimulating communication. Furthermore, the care providers indicated that people with dementia (would) use mostly positive forms of touch and speech to interact with Paro. Paro's auditory responses were criticized because they can overstimulate the patients. Additionally, the care providers argued that social interactions with Paro are currently limited and therefore the robot does not meet the needs of a broader audience such as healthy elderly people that still live in their own homes. The development of robot pets with more advanced social capabilities such as touch and speech recognition might result in more intelligent interactions which could help to better adapt to the needs of people with dementia and could make interactions more interesting for a broader audience. Moreover, the robot's response modalities and its appearance should match the needs of to the target group.
类似动物的机器人伴侣,如机器人海豹Paro,越来越多地用于痴呆症护理,因为与这些机器人的互动可以对这些患者的健康产生积极影响。触摸是痴呆症患者最重要的互动方式之一,也是与类动物机器人互动的自然方式。为了推进类动物机器人的发展,我们探索了痴呆症患者如何从与具有更先进触摸识别能力的类动物机器人的互动中受益,以及哪些触摸手势在他们与Paro的互动中很重要。此外,我们还探索了哪些其他目标群体可能会从与具有更高级交互能力的类动物机器人的交互中受益。在这项研究中,我们对两组在老年精神病学部门工作的卫生保健提供者进行了问卷调查和访谈。一组在他们的工作中使用Paro(即专家组;$n=5$),而另一组没有使用类动物机器人的经验(即外行组;n = 4美元)。结果表明,卫生保健提供者认为Paro是一种有效的干预措施,可以改善痴呆症患者的健康状况。他们提到的Paro的用法包括分散注意力、打断有问题的行为和刺激交流。此外,护理人员指出,痴呆症患者将主要使用积极的触摸和语言形式与帕罗互动。帕罗的听觉反应受到了批评,因为它们会过度刺激患者。此外,护理人员认为,目前与Paro的社交互动有限,因此机器人不能满足更广泛的受众的需求,比如仍然住在自己家里的健康老年人。开发具有更先进的社交能力的机器人宠物,如触摸和语音识别,可能会导致更智能的互动,这有助于更好地适应痴呆症患者的需求,并可能使互动对更广泛的受众更有趣。此外,机器人的反应方式和外观应与目标群体的需求相匹配。
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引用次数: 39
Virtual Reality Training for Public Speaking—A QUEST-VR Framework Validation 公共演讲的虚拟现实训练-一个任务- vr框架验证
Q1 Computer Science Pub Date : 2017-06-19 DOI: 10.3389/fict.2017.00013
Sandra Poeschl
Good public speaking skills are essential in many professions as well as everyday life, but speech anxiety is a common problem. While it is established that public speaking training in Virtual Reality is effective, comprehensive studies on the underlying factors that contribute to this success are rare. The QUEST-VR framework for evaluation of VR applications is presented that includes system features, user factors, and moderating variables. Based on this framework, variables that are postulated to influence the quality of a public speaking training application were selected for a first validation study. In a cross-sectional, repeated measures laboratory study (N = 36 undergraduate students; 36% men, 64% women, mean age = 26.42 years (SD = 3.42)), the effects of task difficulty (independent variable), ability to concentrate, fear of public speaking, and social presence (covariates) on public speaking performance (dependent variable) in a virtual training scenario were analyzed, using stereoscopic visualization on a screen. The results indicate that the covariates moderate the effect of task difficulty on speech performance, turning it into a non-significant effect. Further interrelations are explored. The presenter’s reaction to the virtual agents in the audience shows a tendency of overlap of explained variance with task difficulty. This underlines the need for more studies dedicated to the interaction of contributing factors for determining the quality of VR public speaking applications.
良好的演讲技巧在许多职业和日常生活中都是必不可少的,但演讲焦虑是一个常见的问题。虽然在虚拟现实中进行公开演讲训练是有效的,但对促成这种成功的潜在因素的全面研究却很少。提出了用于评估VR应用程序的QUEST-VR框架,其中包括系统功能、用户因素和调节变量。基于这个框架,我们选择了假设会影响公共演讲培训应用质量的变量进行第一次验证研究。在横断面重复测量实验室研究中(N = 36名本科生;在虚拟训练场景中,研究对象(男性36%,女性64%,平均年龄26.42岁(SD = 3.42)),利用屏幕立体视觉分析任务难度(自变量)、注意力集中能力、对公开演讲的恐惧和社交存在(协变量)对公开演讲表现(因变量)的影响。结果表明,协变量调节了任务难度对言语表现的影响,使其变为不显著的影响。进一步探讨相互关系。演示者对听众虚拟代理的反应呈现出解释方差与任务难度重叠的趋势。这强调了需要更多的研究,致力于决定VR公开演讲应用质量的贡献因素之间的相互作用。
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引用次数: 28
Films, Affective Computing and Aesthetic Experience: Identifying Emotional and Aesthetic Highlights from Multimodal Signals in a Social Setting 电影,情感计算和审美体验:从社会环境中的多模态信号中识别情感和审美亮点
Q1 Computer Science Pub Date : 2017-06-12 DOI: 10.3389/fict.2017.00011
Theodoros Kostoulas, G. Chanel, Michal Muszynski, Patrizia Lombardo, T. Pun
Over the last years affective computing has been strengthening its ties with the humanities, exploring and building understanding of people's responses to specific artistic multimedia stimuli. 'Aesthetic experience' is acknowledged to be the subjective part of some artistic exposure, namely, the inner affective state of a person exposed to some artistic object. In this work we describe ongoing research activities for studying the aesthetic experience of people when exposed to movie artistic stimuli. To do so, this work is focused on the definition of emotional and aesthetic highlights in movies and studies the people responses to them using physiological and behavioural signals, in a social setting. In order to examine the suitability of multimodal signals for detecting highlights we initially evaluate a supervised highlight detection system. Further, in order to provide an insight on the reactions of people, in a social setting, during emotional and aesthetic highlights, we study two unsupervised systems. Those systems are able to (a) measure the distance among the captured signals of multiple people using the dynamic time warping algorithm and (b) create a reaction profile for a group of people that would be indicative of whether that group reacts or not at a given time. The results indicate that the proposed systems are suitable for detecting highlights in movies and capturing some form of social interactions across different movie genres. Moreover, similar social interactions during exposure to emotional and some types of aesthetic highlights, such as those corresponding to technical or lightening choices of the director, can be observed. The utilisation of electrodermal activity measurements yields in better performances than those achieved when using acceleration measurements, whereas fusion of the modalities does not appear to be beneficial for the majority of the cases.
在过去的几年里,情感计算一直在加强它与人文学科的联系,探索和建立人们对特定艺术多媒体刺激的反应的理解。“审美体验”被认为是某种艺术暴露的主观部分,即一个人面对某种艺术对象时的内在情感状态。在这项工作中,我们描述了正在进行的研究活动,研究人们在暴露于电影艺术刺激时的审美体验。为了做到这一点,这项工作的重点是电影中情感和美学亮点的定义,并研究人们在社会环境中使用生理和行为信号对它们的反应。为了检验多模态信号检测高光的适用性,我们首先评估了一个监督高光检测系统。此外,为了深入了解人们在社交环境中,在情感和审美高潮时的反应,我们研究了两个无监督系统。这些系统能够(a)使用动态时间扭曲算法测量多个人捕获的信号之间的距离,(b)为一组人创建反应概况,这将表明该组人在给定时间是否有反应。结果表明,所提出的系统适用于检测电影中的亮点,并捕获不同电影类型之间的某种形式的社会互动。此外,在暴露于情感和某些类型的美学亮点时,例如与导演的技术或照明选择相对应的那些亮点,可以观察到类似的社会互动。使用皮电活动测量比使用加速度测量产生更好的性能,而模式融合似乎对大多数情况没有好处。
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引用次数: 15
Data-driven Methods for the Study of Food Perception, Preparation, Consumption, and Culture 食物感知、准备、消费和文化研究的数据驱动方法
Q1 Computer Science Pub Date : 2017-05-30 DOI: 10.3389/fict.2017.00015
O. Mouritsen, R. Edwards-Stuart, Yong-Yeol Ahn, S. Ahnert
The study of food consumption, in the broadest sense, intersects with a wide range of academic disciplines. The perception of food involves molecular biology, chemistry, soft-matter physics, neuroscience, psychology, physiology, and even machine learning. Our choices and preparation of food are of interest to anthropologists, social scientists, historians, philosophers, and linguists. The advent of information technology has enabled the accumulation and analysis of large amounts of food-related data, from the interactions of biomolecules and the chemical properties of aroma compounds to online recipes and food-related social media postings. In this perspective article, we outline several areas in which the availability and analysis of data can inform us about general principles that may underlie the perception of food and the diversity of culinary practice. One of these areas is the study of umami taste through a combination of chemical analysis and quantitative sensory evaluation for a wide range of fermented products. Another is the mapping of global culinary diversity by mining online recipes and the analysis of culinary habits recorded by individuals on social media. A third area is the study of the properties of flavour compounds, and the application of these insights in the context of high-end gastronomy. These examples illustrate that large-scale data analysis is already transforming our understanding of food perception and consumption, and that it is likely to fundamentally influence our food choices and habits in the future.
从最广泛的意义上讲,食品消费研究与广泛的学科交叉。对食物的感知涉及分子生物学、化学、软物质物理学、神经科学、心理学、生理学,甚至机器学习。人类学家、社会科学家、历史学家、哲学家和语言学家都对我们选择和准备食物感兴趣。信息技术的出现使大量与食物相关的数据得以积累和分析,从生物分子的相互作用和芳香化合物的化学性质,到在线食谱和与食物相关的社交媒体帖子。在这篇透视文章中,我们概述了几个领域,在这些领域中,数据的可用性和分析可以告诉我们关于可能构成食物感知和烹饪实践多样性的一般原则。其中一个领域是通过化学分析和定量感官评价对各种发酵产品进行鲜味的研究。另一个是通过挖掘在线食谱和分析个人在社交媒体上记录的烹饪习惯,绘制全球烹饪多样性的地图。第三个领域是对风味化合物特性的研究,以及在高端美食背景下这些见解的应用。这些例子表明,大规模数据分析已经改变了我们对食物感知和消费的理解,并可能从根本上影响我们未来的食物选择和习惯。
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引用次数: 16
Detection and Localization of Anomalous Motion in Video Sequences from Local Histograms of Labeled Affine Flows 基于标记仿射流局部直方图的视频序列异常运动检测与定位
Q1 Computer Science Pub Date : 2017-05-26 DOI: 10.3389/fict.2017.00010
Juan-Manuel Pérez-Rúa, A. Basset, P. Bouthemy
We propose an original method for detecting and localizing anomalous motion patterns in videos from a camera view -based motion representation perspective. Anomalous motion should be taken in a broad sense, i.e., unexpected, abnormal, singular, irregular, or unusual motion. Identifying distinctive dynamic information at any time point and at any image location in a sequence of images is a key requirement in many situations and applications. The proposed method relies on so-called labeled affine flows (LAF) involving both affine velocity vectors and affine motion classes. At every pixel a motion class is inferred from the affine motion model selected in a set of candidate models estimated over a collection of windows. Then, the image is subdivided in blocks where motion class histograms weighted by the affine motion vector magnitudes are computed. They are compared blockwise to histograms of normal behaviours with a dedicated distance. More specifically, we introduce the local outlier factor (LOF) to detect anomalous blocks. LOF is a local flexible measure of the relative density of data points in a feature space, here the space of LAF histograms. By thresholding the LOF value, we can detect an anomalous motion pattern in any block at any time instant of the video sequence. The threshold value is automatically set in each block by means of statistical arguments. We report comparative experiments on several real video datasets, demonstrating that our method is highly competitive for the intricate task of detecting different types of anomalous motion in videos. Specifically, we obtain very competitive results on all the tested datasets: 99.2 % AUC for UMN, 82.8 % AUC for UCSD, and 95.73 % accuracy for PETS 2009, at the frame level.
我们提出了一种从基于摄像机视图的运动表示角度检测和定位视频中异常运动模式的原始方法。异常运动应从广义上理解,即意外的、异常的、奇异的、不规则的或不寻常的运动。在许多情况和应用中,在任何时间点和图像序列中的任何图像位置识别独特的动态信息是一个关键要求。所提出的方法依赖于所谓的标记仿射流(LAF),涉及仿射速度矢量和仿射运动类。在每个像素处,从在窗口集合上估计的一组候选模型中选择的仿射运动模型推断出一个运动类。然后,将图像细分为块,计算由仿射运动矢量大小加权的运动类直方图。将它们与具有特定距离的正常行为的直方图逐块进行比较。更具体地说,我们引入了局部离群因子(LOF)来检测异常块。LOF是特征空间中数据点相对密度的局部灵活度量,这里是LAF直方图的空间。通过设定LOF值的阈值,我们可以在视频序列的任何时刻检测到任何块中的异常运动模式。通过统计参数在每个块中自动设置阈值。我们报告了几个真实视频数据集的比较实验,表明我们的方法对于检测视频中不同类型的异常运动的复杂任务具有很强的竞争力。具体来说,我们在所有测试数据集上获得了非常有竞争力的结果:在帧水平上,UMN的AUC为99.2%,UCSD的AUC为82.8%,PETS 2009的准确率为95.73%。
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引用次数: 12
A New Database of Digits Extracted from Coins with Hard-to-Segment Foreground for Optical Character Recognition Evaluation 一种用于光学字符识别评价的前景难以分割硬币数字提取新数据库
Q1 Computer Science Pub Date : 2017-05-09 DOI: 10.3389/fict.2017.00009
Xingyu Pan, L. Tougne
Since the release date struck on a coin is important information of its monetary type, recognition of extracted digits may assist in identification of monetary types. However, digit images extracted from coins are challenging for conventional optical character recognition (OCR) methods because the foreground of such digits has very often the same color as their background. In addition, other noises, including the wear of coin metal, make it more difficult to obtain a correct segmentation of the character shape. To address those challenges, this paper presents the CoinNUMS database for automatic digit recognition. The database CoinNUMS, containing 3006 digit images, is divided into three subsets. The first subset CoinNUMS_geni consists of 606 digit images manually cropped from high-resolution photos of well-conserved coins from GENI coin photos; the second subset CoinNUMS_pcgs_a consists of 1200 digit images automatically extracted from a subset of the USA_Grading numismatic database containing coins in different quality; the last subset CoinNUMS_pcgs_m consists of 1200 digit images manually extracted from the same coin photos as CoinNUMS_pcgs_a. In CoinNUMS_pcgs_a and CoinNUMS_pcgs_m, the digit images are extracted from the release date. In CoinNUMS_geni, the digit images can come from the cropped date, the face value or any other legends containing digits in the coin. To show the difficulty of these databases, we have tested recognition algorithms of the literature. The database and the results of the tested algorithms will be freely available on a dedicated website .
由于硬币上的发行日期是其货币类型的重要信息,因此对提取的数字的识别可能有助于识别货币类型。然而,从硬币中提取的数字图像对传统的光学字符识别(OCR)方法具有挑战性,因为这些数字的前景通常与背景具有相同的颜色。此外,其他噪音,包括硬币金属的磨损,使得获得正确的字符形状分割更加困难。为了解决这些挑战,本文提出了用于自动数字识别的CoinNUMS数据库。包含3006个数字图像的数据库CoinNUMS分为三个子集。第一个子集CoinNUMS_geni由606位数字图像组成,这些图像是从GENI硬币照片中保存良好的硬币的高分辨率照片中手动裁剪出来的;第二个子集CoinNUMS_pcgs_a由1200个数字图像组成,这些图像自动从包含不同质量硬币的USA_Grading钱币数据库的子集中提取;最后一个子集CoinNUMS_pcgs_m由从与CoinNUMS_pcgs_a相同的硬币照片中手动提取的1200个数字图像组成。在CoinNUMS_pcgs_a和CoinNUMS_pcgs_m中,数字图像是从发布日期提取的。在CoinNUMS_geni中,数字图像可以来自裁剪的日期、面值或任何其他包含硬币中数字的图例。为了显示这些数据库的难度,我们测试了文献的识别算法。数据库和测试算法的结果将在一个专门的网站上免费提供。
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引用次数: 5
Computer Screen Use Detection Using Smart Eyeglasses 使用智能眼镜检测电脑屏幕使用情况
Q1 Computer Science Pub Date : 2017-05-05 DOI: 10.3389/fict.2017.00008
Florian Wahl, Jakob Kasbauer, O. Amft
Screen use can influence the circadian phase and cause eye strain. Smart eyeglasses with an integrated colour light sensor can detect screen use. We present a screen use detection approach based on a light sensor embedded into the bridge of smart eyeglasses. By calculating the light intensity at the user’s eyes for different screens and content types we found only computer screens to have significant impact on the circadian phase. Our screen use detection is based on ratios between colour channels and used a linear support vector machine to detect screen use. We validated our detection approach in three studies. A Test bench was built to detect screen use under different ambient light sources and intensities in a controlled environment. In a Lab study, we evaluated recognition performance for different ambient light intensities. Using participant-independent models we achieved a ROC AUC above 0.9 for ambient light intensities below 200 lux. In a study of typical ADLs screen use was detected with an average ROC AUC of 0.83 assuming screen use for 30 % of the time.
使用屏幕会影响昼夜节律,导致眼睛疲劳。内置彩色光传感器的智能眼镜可以检测屏幕使用情况。我们提出了一种基于嵌入智能眼镜桥的光传感器的屏幕使用检测方法。通过计算不同屏幕和内容类型时用户眼睛的光强度,我们发现只有电脑屏幕对昼夜节律阶段有显著影响。我们的屏幕使用检测是基于颜色通道之间的比例,并使用线性支持向量机来检测屏幕使用。我们在三项研究中验证了我们的检测方法。建立了一个试验台,在受控环境中检测不同环境光源和强度下的屏幕使用情况。在实验室研究中,我们评估了不同环境光强度下的识别性能。使用与参与者无关的模型,我们实现了环境光强度低于200勒克斯的ROC AUC高于0.9。在一项典型adl的研究中,假设屏幕使用时间为30%,检测到屏幕使用的平均ROC AUC为0.83。
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引用次数: 12
The Impact of Robot Tutor Nonverbal Social Behavior on Child Learning 机器人导师非语言社会行为对儿童学习的影响
Q1 Computer Science Pub Date : 2017-04-24 DOI: 10.3389/fict.2017.00006
James Kennedy, Paul E. Baxter, Tony Belpaeme
Several studies have indicated that interacting with social robots in educational contexts may lead to greater learning than interactions with computers or virtual agents. As such, an increasing amount of social human-robot interaction research is being conducted in the learning domain, particularly with children. However, it is unclear precisely what social behaviour a robot should employ in such interactions. Inspiration can be taken from human-human studies; this often leads to an assumption that the more social behaviour an agent utilises, the better the learning outcome will be. We apply a nonverbal behaviour metric to a series of studies in which children are taught how to identify prime numbers by a robot with various behavioural manipulations. We find a trend which generally agrees with the pedagogy literature, but also that overt nonverbal behaviour does not account for all learning differences. We discuss the impact of novelty, child expectations, and responses to social cues to further the understanding of the relationship between robot social behaviour and learning. We suggest that the combination of nonverbal behaviour and social cue congruency is necessary to facilitate learning.
几项研究表明,在教育环境中与社交机器人互动可能比与计算机或虚拟代理互动更能促进学习。因此,越来越多的社会人机交互研究正在学习领域进行,特别是与儿童。然而,目前还不清楚机器人在这种互动中应该采取什么样的社会行为。灵感可以从人与人之间的研究中获得;这通常会导致一种假设,即智能体使用的社会行为越多,学习结果就越好。我们将非语言行为度量应用到一系列研究中,在这些研究中,孩子们被一个具有各种行为操纵的机器人教导如何识别素数。我们发现了一种趋势,这与教育学文献普遍一致,但也表明,公开的非语言行为并不能解释所有的学习差异。我们讨论了新颖性、儿童期望和对社会线索的反应的影响,以进一步理解机器人社会行为和学习之间的关系。我们认为,非语言行为和社会线索一致性的结合对于促进学习是必要的。
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引用次数: 18
Algorithmic Identification of Looted Archaeological Sites from Space 从太空中识别被掠夺考古遗址的算法
Q1 Computer Science Pub Date : 2017-04-24 DOI: 10.3389/fict.2017.00004
E. Bowen, Brett Tofel, S. Parcak, R. Granger
In response to widespread looting of archaeological sites, archaeologists have used satellite imagery to enable the investigation of looting of affected archaeological sites. Such analyses often require time-consuming direct human interpretation of images, with the potential for human-induced error. We introduce a novel automated image processing mechanism applied to the analysis of very high resolution panchromatic satellite images, and demonstrate its ability to identify damage at archaeological sites with high accuracy and low false-positive rates compared to standard image classification methods. This has great potential for large scale applications whereby country-wide satellite datasets can be batch processed to find looting hotspots. Time is running out for many archaeological sites in the Middle East and elsewhere, and this mechanism fills a needed gap for locating looting damage in a cost and time efficient manner, with potential global applications.
为了应对考古遗址的广泛掠夺,考古学家使用卫星图像来调查受影响的考古遗址的掠夺情况。这种分析通常需要耗费大量时间,直接由人类对图像进行解读,并有可能出现人为错误。我们介绍了一种新的自动化图像处理机制,用于分析非常高分辨率全色卫星图像,并证明了与标准图像分类方法相比,它具有高精度和低误报率的考古遗址损伤识别能力。这对于大规模应用具有巨大的潜力,可以对全国范围的卫星数据集进行批量处理,以找到抢劫热点。对于中东和其他地方的许多考古遗址来说,时间已经不多了,而这种机制填补了以成本和时间效率高的方式定位掠夺损害所需的空白,具有潜在的全球应用前景。
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引用次数: 16
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