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Modeling with a Conceptual Representation: Is It Necessary? Does It Work? 用概念表示建模:有必要吗?它有用吗?
Q1 Computer Science Pub Date : 2017-04-20 DOI: 10.3389/fict.2017.00007
R. Jordan, Steven Gray, A. Sorensen, Samantha Pasewark, Suparna Sinha, C. Hmelo‐Silver
In response to recent educational imperatives in the United States, modeling and systems thinking have been identified as being critical for science learning. In this paper, we investigate models in the classroom from two important perspectives: (1) from the teacher perspective to understand how teachers perceive models and use models in the classroom and (2) from the student perspective to understand how student use model-based reasoning to represent their understanding in a classroom setting. Qualitative data collected from 19 teachers who attended a professional development workshop in the northeastern United States indicate that while teachers see the value in teaching to think with models (i.e., during inquiry practices), they tend to use models mostly as communication tools in the classroom. Quantitative data collected about the modeling practices of 42 middle school students who worked collaboratively in small groups (4-5 students) using a computer modeling program indicated that students tended to engage in more mechanistic and function-related thinking with time as they reasoned about a complex system. Further, students had a typified trajectory of first adding and then next paring down ideas in their models. Implications for science education are discussed.
为了响应美国最近的教育需求,建模和系统思维已被确定为科学学习的关键。在本文中,我们从两个重要的角度来研究课堂上的模型:(1)从教师的角度来了解教师如何在课堂上感知模型和使用模型;(2)从学生的角度来了解学生如何在课堂环境中使用基于模型的推理来表示他们的理解。从参加美国东北部专业发展研讨会的19名教师那里收集的定性数据表明,虽然教师看到了用模型思考的教学价值(即在探究实践中),但他们倾向于将模型主要用作课堂上的交流工具。对42名使用计算机建模程序进行小组合作(4-5名学生)的中学生进行建模实践的定量数据表明,随着时间的推移,学生在推理复杂系统时倾向于进行更多的机械和功能相关的思考。此外,学生们有一个典型的轨迹,首先在他们的模型中增加,然后减少想法。讨论了对科学教育的启示。
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引用次数: 6
Gamified Lecture Courses Improve Student Evaluations but Not Exam Scores 游戏化的课堂课程提高了学生的评价,但不能提高考试成绩
Q1 Computer Science Pub Date : 2017-04-12 DOI: 10.3389/fict.2017.00005
Toyohisa Nakada
Gamified lectures are defined as lectures formatted as games, for the purposes of this research. This paper presents an example of a traditional instruction-based lecture that was redesigned using a game-like design. First, confrontations specific to gaming situations were considered, to derive goals for students in a classroom. Students fought using a game system in these experiments. The teacher acted as a game administrator, and controlled all the game materials. He also became an interface between the game system and students. Redesigned lectures were compared with traditional instruction-based lectures for their effects on relieving student dissatisfaction with the classroom. The achievement levels of students showed no improvement in the gamified design compared to the traditional instruction-based format.
在本研究中,游戏化讲座被定义为以游戏形式进行的讲座。本文介绍了一个使用游戏式设计重新设计的传统教学讲座的例子。首先,我们考虑了特定于游戏情境的对抗,从而为课堂上的学生提供目标。在这些实验中,学生们使用游戏系统进行战斗。老师作为游戏管理员,控制所有的游戏素材。他也成为了游戏系统和学生之间的接口。将重新设计的课堂与传统的以教学为基础的课堂进行比较,以缓解学生对课堂的不满。与传统的以教学为基础的教学形式相比,游戏化设计的学生成绩水平没有提高。
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引用次数: 3
Food-Bridging: A New Network Construction to Unveil the Principles of Cooking 食物桥接:一种揭示烹饪原理的新网络结构
Q1 Computer Science Pub Date : 2017-04-07 DOI: 10.3389/fict.2017.00014
T. Simas, M. Ficek, A. Díaz-Guilera, Pere Obrador, Pablo R. Rodriguez
In this manuscript we propose, analyse, and discuss a possible new principle behind traditional cuisine: the Food-bridging hypothesis and its comparison with the food-pairing hypothesis using the same dataset and graphical models employed in the food-pairing study by Ahn et al. [Scientific Reports,1:196,2011]. The Food-bridging hypothesis assumes that if two ingredients do not share a strong molecular or empirical affinity, they may become affine through a chain of pairwise affinities. That is, in a graphical model as employed by Ahn et al., a chain represents a path that joints the two ingredients, the shortest path represents the strongest pairwise chain of affinities between the two ingredients. Food-pairing and Food-bridging are different hypotheses that may describe possible mechanisms behind the recipes of traditional cuisines. Food-pairing intensifies flavour by mixing ingredients in a recipe with similar chemical compounds, and food-bridging smoothes contrast between ingredients. Both food-pairing and food-bridging are observed in traditional cuisines, as shown in this work. We observed four classes of cuisines according to food-pairing and food-bridging: (1) East Asian cuisines, at one extreme, tend to avoid food-pairing as well as food-bridging; and (4) Latin American cuisines, at the other extreme, follow both principles. For the two middle classes: (2) Southeastern Asian cuisines, avoid food-pairing and follow food-bridging; and (3) Western cuisines, follow food-pairing and avoid food-bridging.
在这篇手稿中,我们提出、分析和讨论了传统烹饪背后可能的新原理:食物桥接假说及其与食物配对假说的比较,使用了Ahn等人在食物配对研究中使用的相同数据集和图形模型。[科学报告,1:196,2011]。食物桥接假说认为,如果两种成分在分子或经验上不具有很强的亲和力,它们可能会通过一对亲和链变成仿射。即在Ahn等人采用的图形模型中,一条链表示连接两种成分的路径,最短路径表示两种成分之间最强的成对亲和链。食物配对和食物桥接是不同的假设,可以描述传统烹饪食谱背后的可能机制。食物搭配通过混合化学成分相似的食材来增强风味,而食物桥接则平滑食材之间的对比。正如这项工作所示,在传统烹饪中可以观察到食物配对和食物桥接。根据食物配对和食物桥接,我们观察到菜系分为四类:(1)东亚菜系倾向于避免食物配对和食物桥接;在另一个极端,拉丁美洲菜肴遵循这两个原则。对于两个中产阶级:(2)东南亚菜系,避免食物搭配,遵循食物衔接;(3)西餐讲究食物搭配,避免食物搭桥。
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引用次数: 30
A First Step toward the Automatic Understanding of Social Touch for Naturalistic Human–Robot Interaction 面向自然人机交互的社会接触自动理解的第一步
Q1 Computer Science Pub Date : 2017-03-17 DOI: 10.3389/fict.2017.00003
Merel M. Jung, M. Poel, D. Reidsma, D. Heylen
Social robots should be able to automatically understand and respond to human touch. The meaning of touch does not only depend on the form of touch but also on the context in which the touch takes place. To gain more insight into the factors that are relevant to interpret the meaning of touch within a social context we elicited touch behaviors by letting participants interact with a robot pet companion in the context of different affective scenarios. In a contextualized lab setting participants (n= 31) acted as if they were coming home in different emotional states (i.e. stressed, depressed, relaxed and excited) without being given specific instructions on the kinds of behaviors that they should display. Based on video footage of the interactions and interviews we explored the use of touch behaviors, the expressed social messages and the expected robot pet responses. Results show that emotional state influenced the social messages that were communicated to the robot pet as well as the expected responses. Furthermore, it was found that multimodal cues were used to communicate with the robot pet, that is, participants often talked to the robot pet while touching it and making eye contact. Additionally, the findings of this study indicate that the categorization of touch behaviors into discrete touch gesture categories based on dictionary definitions is not a suitable approach to capture the complex nature of touch behaviors in less controlled settings. These findings can inform the design of a behavioral model for robot pet companions and future directions to interpret touch behaviors in less controlled settings are discussed.
社交机器人应该能够自动理解并对人类的触摸做出反应。触摸的意义不仅取决于触摸的形式,还取决于触摸发生的环境。为了更深入地了解在社会环境中解释触摸意义的相关因素,我们通过让参与者在不同的情感场景中与机器人宠物伴侣互动来激发触摸行为。在一个情境化的实验室环境中,参与者(n= 31)表现得好像他们带着不同的情绪状态(即压力、抑郁、放松和兴奋)回家,而没有得到关于他们应该表现出的行为的具体指示。基于互动的视频片段和访谈,我们探讨了触摸行为的使用,表达的社交信息和预期的机器人宠物反应。结果表明,情绪状态会影响传递给机器人宠物的社交信息以及预期的反应。此外,研究还发现,参与者在与机器人宠物交流时使用了多模态线索,即参与者经常在触摸机器人宠物和眼神交流时与机器人宠物交谈。此外,本研究的结果表明,基于字典定义将触摸行为分类为离散的触摸手势类别并不是一种合适的方法来捕捉较少控制环境下触摸行为的复杂性。这些发现可以为机器人宠物同伴行为模型的设计提供信息,并讨论了在较少控制环境下解释触摸行为的未来方向。
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引用次数: 4
Toolbox for Emotional feAture extraction from Physiological signals (TEAP) 生理信号情感特征提取工具箱
Q1 Computer Science Pub Date : 2017-02-13 DOI: 10.3389/fict.2017.00001
M. Soleymani, Frank Villaro-Dixon, T. Pun, G. Chanel
Physiological response is an important component of an emotional episode. In this paper, we introduce a Toolbox for Emotional feAture Extraction from Physiological signals (TEAP). This open source toolbox can preprocess and calculate emotionally relevant features from multiple physiological signals, namely, electroencephalogram (EEG), galvanic skin response (GSR), electromyogram (EMG), skin temperature, respiration pattern and blood volume pulse. The features from this toolbox are tested on two publicly available databases, i.e., MAHNOB-HCI and DEAP. We demonstrated that we achieve similar performance to the original work with the features from this toolbox. The toolbox is implemented in MATLAB and is also compatible with Octave. We hope this toolbox to be further developed and accelerate research in affective physiological signal analysis.
生理反应是情绪发作的重要组成部分。本文介绍了一个生理信号情感特征提取工具箱(TEAP)。这个开源工具箱可以预处理和计算多个生理信号的情感相关特征,即脑电图(EEG)、皮肤电反应(GSR)、肌电图(EMG)、皮肤温度、呼吸模式和血容量脉搏。这个工具箱中的特性在两个公开可用的数据库(即MAHNOB-HCI和DEAP)上进行了测试。我们演示了使用这个工具箱中的特性可以实现与原始工作相似的性能。该工具箱是在MATLAB中实现的,也与Octave兼容。我们希望这个工具箱能进一步发展,加速情感生理信号分析的研究。
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引用次数: 59
Relative Effects of Real-world and Virtual-World Latency on an Augmented Reality Training Task: An AR Simulation Experiment 现实世界和虚拟世界延迟对增强现实训练任务的相对影响:AR模拟实验
Q1 Computer Science Pub Date : 2017-01-30 DOI: 10.3389/fict.2016.00034
Mahdi Nabiyouni, S. Scerbo, D. Bowman, Tobias Höllerer
In Augmented Reality (AR), virtual objects and information are overlaid onto the user’s view of the physical world and can appear to become part of the real world. Accurate registration of virtual objects is a key requirement for an effective and natural AR system, but misregistration can break the illusion of virtual objects being part of the real world and disrupt immersion. End-to-end system latency severely impacts the quality of AR registration. In this research, we present a controlled study that aims at a deeper understanding of the effects of latency on virtual and real world imagery and its influences on task performance in an AR training task. We utilize an AR Simulation approach, in which an outdoor AR training task is simulated in a high-fidelity VR system. The real and augmented portions of the AR training scenarios are simulated in VR, affording us detailed control over a variety of immersion parameters and the ability to explore the effects of different types of simulated latency. We utilized a representative task inspired by outdoor AR military training systems to compare various AR system configurations, including optical see-through and video see-through setups with both matched and unmatched levels of real and virtual objects latency. Our findings indicate that users are able to perform significantly better when virtual and real-world latencies are matched (as in the case of simulated video-see-through AR with perfect augmentation-to-real-world registration). Unequal levels of latency led to reduction in performance, even when overall latency levels were lower compared to the matched case. The relative results hold up with increased overall latency.
在增强现实技术(AR)中,虚拟对象和信息被覆盖在用户对物理世界的看法上,并且可以看起来成为现实世界的一部分。虚拟物体的准确注册是一个有效和自然的AR系统的关键要求,但错误的注册会打破虚拟物体是现实世界的一部分的错觉,破坏沉浸感。端到端系统延迟严重影响AR注册质量。在这项研究中,我们提出了一项对照研究,旨在更深入地了解延迟对虚拟和现实世界图像的影响及其对AR训练任务中任务性能的影响。我们利用AR模拟方法,在高保真VR系统中模拟户外AR训练任务。AR训练场景的真实和增强部分在VR中进行模拟,为我们提供了对各种沉浸参数的详细控制,并能够探索不同类型的模拟延迟的影响。我们利用了一个受户外AR军事训练系统启发的代表性任务来比较各种AR系统配置,包括光学透明和视频透明设置,具有匹配和不匹配的真实和虚拟物体延迟水平。我们的研究结果表明,当虚拟和现实世界的延迟相匹配时,用户能够表现得更好(就像模拟视频透视AR的情况一样,具有完美的增强到现实世界的注册)。不相等的延迟水平会导致性能下降,即使总体延迟水平比匹配的情况更低。相对结果与增加的总延迟保持一致。
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引用次数: 21
BIOMIST: A Platform for Biomedical Data Lifecycle Management of Neuroimaging Cohorts 生物学家:神经成像队列生物医学数据生命周期管理平台
Q1 Computer Science Pub Date : 2017-01-30 DOI: 10.3389/fict.2016.00035
Marianne Allanic, P. Hervé, C. Pham, Myriam Lekkal, A. Durupt, Thierry Brial, Arthur Grioche, N. Matta, P. Boutinaud, B. Eynard, M. Joliot
The data management needs of the neuroimaging community are currently addressed by several specialized software platforms, which automate repetitive data import, archiving and processing tasks. The BIOMIST (BIOMedical Imaging SemanTic data management) project aims at creating such a framework, yet with a radically different approach: the key insight behind it is the realisation that the data management needs of the neuroimaging community – organizing the secure and convenient storage of large amounts of large files, bringing together data from different scientific domains, managing workflows and access policies, ensuring traceability and sharing data across different labs – are actually strikingly similar to those already expressed by the manufacturing industry. The BIOMIST neuroimaging data management framework is built around the same systems as those that were designed in order to meet the requirements of the industry. Product Lifecycle Management (PLM) systems rely on an object-oriented data model and allow the traceability of data and workflows throughout the life of a product, from its design to its manufacturing, maintenance and end of life, while guaranteeing data consistency and security. The BioMedical Imaging – Lifecycle Management (BMI-LM) data model was designed to handle the specificities of neuroimaging data in PLM systems, throughout the lifecycle of a scientific study. This data model is both flexible and scalable, thanks to the combination of generic objects and domain-specific classes sourced from publicly available ontologies. The Data Integrated Management and Processing (DIMP) method was then designed to handle workflows of processing chains in PLM. Following these principles, workflows are parameterised and launched from the PLM platform onto a computer cluster, and the results automatically return to the PLM where they are archived along with their provenance information. Third, to transform the PLM into a full-fledged neuroimaging framework, we developed a series of external modules: DICOM import, XML form data import web-services, flexible graphical querying interface, and SQL export to spreadsheets. Overall, the BIOMIST platform is well suited for the management of neuroimaging cohorts, and it is currently used for the management of the BIL&GIN dataset (300 participants) and the ongoing MRI-Share cohort acquisition of 2000 participants.
神经影像学社区的数据管理需求目前由几个专门的软件平台来解决,这些软件平台可以自动执行重复的数据导入、归档和处理任务。BIOMIST(生物医学成像语义数据管理)项目旨在创建这样一个框架,但采用了一种完全不同的方法:它背后的关键见解是认识到神经影像学社区的数据管理需求-组织大量大文件的安全和方便存储,汇集来自不同科学领域的数据,管理工作流程和访问策略,确保可追溯性和跨不同实验室共享数据-实际上与制造业已经表达的需求惊人地相似。BIOMIST神经成像数据管理框架与那些为满足行业需求而设计的系统是围绕相同的系统构建的。产品生命周期管理(PLM)系统依赖于面向对象的数据模型,并允许在产品的整个生命周期(从设计到制造、维护和生命周期结束)中对数据和工作流进行可追溯性,同时保证数据的一致性和安全性。生物医学成像-生命周期管理(BMI-LM)数据模型旨在处理PLM系统中神经成像数据的特殊性,贯穿科学研究的整个生命周期。该数据模型既灵活又可扩展,这要归功于通用对象和源自公开可用本体的特定于领域的类的组合。然后设计了数据集成管理与处理(DIMP)方法来处理PLM中处理链的工作流。遵循这些原则,工作流被参数化,并从PLM平台启动到计算机集群,结果自动返回到PLM,在那里它们连同它们的来源信息一起被存档。第三,为了将PLM转变为一个成熟的神经成像框架,我们开发了一系列外部模块:DICOM导入、XML表单数据导入web服务、灵活的图形查询界面和SQL导出到电子表格。总体而言,BIOMIST平台非常适合神经成像队列的管理,目前它被用于管理BIL&GIN数据集(300名参与者)和正在进行的MRI-Share队列获取2000名参与者。
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引用次数: 3
Affective and Behavioral Responses to Robot-Initiated Social Touch: Toward Understanding the Opportunities and Limitations of Physical Contact in Human–Robot Interaction 对机器人发起的社交接触的情感和行为反应:了解人机交互中身体接触的机会和局限性
Q1 Computer Science Pub Date : 2017-01-01 DOI: 10.3389/fict.2017.00012
Christian J. A. M. Willemse, A. Toet, J. V. Erp
Social touch forms an important aspect of the human non-verbal communication repertoire, but is often overlooked in human-robot interaction. In this study, we investigated whether robot-initiated touches can induce physiological, emotional, and behavioral responses similar to those reported for human touches. 39 Participants were invited to watch a scary movie together with a robot that spoke soothing words. In the Touch condition, these words were accompanied by a touch on the shoulder. We hypothesized that this touch – as compared with no touch – could (H1) attenuate physiological (heart rate (variability), skin conductance, cortisol, and respiration rate) and subjective stress responses that were caused by the movie. Moreover, we expected that a touch could (H2) decrease aversion towards the movie, (H3) increase positive perceptions of the robot (e.g., its appearance and one’s attitude towards it), and (H4) increase compliance to the robot’s request to make a monetary donation. Although the movie did increase arousal as intended, none of the hypotheses could be confirmed. Our findings suggest that merely simulating a human touching action with the robot’s limbs is insufficient to elicit physiological, emotional, and behavioral responses in this specific context and with this amount of participants. To inform future research on the opportunities and limitations of robot-initiated touch, we reflect on our methodology and identify dimensions that may play a role in physical human-robot interactions: e.g., the robot’s touching behavior, its appearance and behavior, the user’s personality, the body location where the touch is applied, and the (social) context of the interaction. Social touch can only become an integral and effective part of a robot’s non-verbal communication repertoire, when we better understand if, and under which boundary conditions such touches can elicit responses in humans.
社交接触是人类非语言交流的一个重要方面,但在人机交互中却经常被忽视。在这项研究中,我们调查了机器人发起的触摸是否会引起类似于人类触摸的生理、情感和行为反应。39名参与者被邀请与一个会说安慰话的机器人一起观看一部恐怖电影。在触摸条件下,这些话伴随着肩膀的触摸。我们假设,与不接触相比,这种接触可以(H1)减弱由电影引起的生理(心率(可变性)、皮肤电导、皮质醇和呼吸速率)和主观应激反应。此外,我们预计触摸可以(H2)减少对电影的厌恶,(H3)增加对机器人的积极感知(例如,它的外观和对它的态度),(H4)增加对机器人捐款请求的依从性。尽管这部电影确实像预期的那样提高了人们的兴奋程度,但这些假设都无法得到证实。我们的研究结果表明,仅仅用机器人的肢体模拟人类的触摸动作,不足以在这种特定的环境和如此多的参与者中引发生理、情感和行为反应。为了告知未来关于机器人启动触摸的机会和局限性的研究,我们反思了我们的方法并确定了可能在人机物理交互中发挥作用的维度:例如,机器人的触摸行为,其外观和行为,用户的个性,触摸应用的身体位置以及交互的(社会)背景。只有当我们更好地理解它,以及在何种边界条件下,这种触碰才能引起人类的反应时,社交触碰才能成为机器人非语言交流技能中不可或缺的有效部分。
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引用次数: 54
Foodsheds in Virtual Water Flow Networks: A Spectral Graph Theory Approach 虚拟水流网络中的粮食棚:谱图理论方法
Q1 Computer Science Pub Date : 2017-01-01 DOI: 10.3389/fict.2017.00017
Nina Kshetry, L. Varshney
A foodshed is a geographic area from which a population derives its food supply, but a method to determine boundaries of foodsheds has not been formalized. Drawing on the food-water energy nexus, we propose a formal network science definition of foodsheds by using data from virtual water flows, i.e. water that is virtually embedded in food. In particular we use spectral graph partitioning for directed graphs. If foodsheds turn out to be geographically compact, it suggests the food system is local and therefore reduces energy and externality costs of food transport. Using our proposed method we compute foodshed boundaries at the global-scale, and at the national-scale in the case of two of the largest agricultural countries: India and the United States. Based on our determination of foodshed boundaries, we are able to better understand commodity flows and whether foodsheds are contiguous and compact, and other factors that impact environmental sustainability. The formal method we propose may be used more broadly to study commodity flows and their impact on environmental sustainability.
粮棚是一个地理区域,人们从中获得食物供应,但确定粮棚边界的方法尚未正式确定。利用食物-水-能量关系,我们通过使用虚拟水流(即虚拟嵌入食物中的水)的数据,提出了一个正式的粮食棚网络科学定义。特别地,我们对有向图使用谱图划分。如果粮仓在地理上是紧凑的,这表明粮食系统是地方性的,因此减少了粮食运输的能源和外部性成本。使用我们提出的方法,我们在全球范围内计算了粮食棚边界,在两个最大的农业国家:印度和美国的情况下,我们在国家范围内计算了粮食棚边界。根据我们对粮食棚边界的确定,我们能够更好地了解商品流动、粮食棚是否连续和紧凑,以及影响环境可持续性的其他因素。我们提出的正式方法可以更广泛地用于研究商品流动及其对环境可持续性的影响。
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引用次数: 1
Optimization Strategies for Interactive Classification of Interstitial Lung Disease Textures 间质性肺疾病纹理交互分类优化策略
Q1 Computer Science Pub Date : 2016-12-27 DOI: 10.3389/fict.2016.00033
Thessa T. J. P. Kockelkorn, Rui Ramos, José Ramos, P. A. Jong, C. Schaefer-Prokop, R. Wittenberg, A. Tiehuis, J. Grutters, M. Viergever, B. Ginneken
For computerized analysis of textures in interstitial lung disease, manual annotations of lung tissue are necessary. Since making these annotations is labor-intensive, we previously proposed an interactive annotation framework. In this framework, observers iteratively trained a classifier to distinguish the different texture types by correcting its classification errors. In this work, we investigated three ways to extend this approach, in order to decrease the amount of user interaction required to annotate all lung tissue in a CT scan. First, we conducted automatic classification experiments to test how data from previously annotated scans can be used for classification of the scan under consideration. We compared the performance of a classifier trained on data from one observer, a classifier trained on data from multiple observers, a classifier trained on consensus training data, and an ensemble of classifiers, each trained on data from different sources. Experiments were conducted without and with texture selection. In the former case, training data from all 8 textures was used. In the latter, only training data from the texture types present in the scan were used, and the observer would have to indicate textures contained in the scan to be analyzed. Second, we simulated interactive annotation to test the effects of (1) asking observers to perform texture selection before the start of annotation, (2) the use of a classifier trained on data from previously annotated scans at the start of annotation, when the interactive classifier is untrained, and (3) allowing observers to choose which interactive or automatic classification results they wanted to correct. Finally, various strategies for selecting the classification results that were presented to the observer were considered. Classification accuracies for all possible interactive annotation scenarios were compared. Using the best performing protocol, in which observers select the textures that should be distinguished in the scan and in which they can choose which classification results to use for correction, a median accuracy of 88% was reached. The results obtained using this protocol were significantly better than results obtained with other interactive or automatic classification protocols.
对于间质性肺疾病的组织结构进行计算机分析,需要手工注释肺组织。由于制作这些注释需要大量的劳动,我们之前提出了一个交互式注释框架。在该框架中,观察者迭代训练分类器,通过修正分类错误来区分不同的纹理类型。在这项工作中,我们研究了三种方法来扩展这种方法,以减少在CT扫描中注释所有肺组织所需的用户交互量。首先,我们进行了自动分类实验,以测试如何使用先前标注的扫描数据对考虑的扫描进行分类。我们比较了在一个观察者数据上训练的分类器,在多个观察者数据上训练的分类器,在共识训练数据上训练的分类器,以及在不同来源的数据上训练的分类器集合的性能。在没有纹理选择和纹理选择的情况下进行了实验。在前一种情况下,使用所有8种纹理的训练数据。在后者中,只使用扫描中存在的纹理类型的训练数据,并且观察者必须指出扫描中包含的纹理以进行分析。其次,我们模拟了交互式标注,以测试(1)要求观察者在标注开始前进行纹理选择,(2)在标注开始时使用未经训练的交互式分类器,以及(3)允许观察者选择他们想要纠正的交互式或自动分类结果的效果。最后,考虑了各种选择呈现给观察者的分类结果的策略。比较了所有可能的交互注释场景的分类精度。使用性能最好的协议,观察者选择扫描中应该区分的纹理,他们可以选择使用哪些分类结果进行校正,中位数准确率达到88%。使用该协议获得的结果明显优于其他交互或自动分类协议获得的结果。
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引用次数: 0
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