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2018 International Conference on Information and Computer Technologies (ICICT)最新文献

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Infant cry signal detection, pattern extraction and recognition 婴儿啼哭信号检测、模式提取与识别
Pub Date : 2018-03-23 DOI: 10.1109/INFOCT.2018.8356861
Lichuan Liu, Yang Li, Kevin Kuo
The cry signals generated by infants serves as the primary communication for infants. Cry signals can provide insight into their wellbeing. This paper proposes to use the speech signal identification technique to recognize infant cry signals. Advanced signal processing methods are used to analyze the infant cry by using audio features in the time and frequency domains in an attempt to classify each cry to a specific need. The features extracted from audio feature space include linear predictive coding (LPC), linear predictive cepstral coefficients (LPCC), Bark frequency cepstral coefficients (BFCC) and Mel frequency cepstral coefficients (MFCC). The primary classification technique used were: nearest neighbor approach, neural networks method. The cry recognition of specific infants yielded promising results.
婴儿产生的哭声信号是婴儿的主要交流方式。哭泣信号可以让我们了解他们的健康状况。本文提出利用语音信号识别技术对婴儿啼哭信号进行识别。采用先进的信号处理方法,利用时间和频率域的音频特征对婴儿哭声进行分析,试图将每个哭声分类到特定的需要。从音频特征空间中提取的特征包括线性预测编码(LPC)、线性预测倒谱系数(LPCC)、树皮频率倒谱系数(BFCC)和梅尔频率倒谱系数(MFCC)。主要采用的分类技术有:最近邻法、神经网络法。对特定婴儿的哭声识别产生了令人鼓舞的结果。
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引用次数: 19
Predicting the performance of school: Case study in Sultanate of Oman 学校绩效预测:阿曼苏丹国案例研究
Pub Date : 2018-03-23 DOI: 10.1109/INFOCT.2018.8356833
Ismail Almuniri, A. Said
Advancement of the pedagogical education systems is imperative for any country. The education systems in Sultanate of Oman have come a long way in the processes of improving the quality of education provided to students from the primary school until the university. Like any system, the education system generates a huge amount of data related to all the stakeholders involve in the education process. However, this data is still untapped and it is considered very important to enhance the quality of education. The objective of this study is to predict the performance of schools based on educational data set. Several classification algorithms were employed to achieve the goal of the paper and the result shows a high accuracy for the generated models.
教学教育体系的进步对任何国家来说都是必不可少的。阿曼苏丹国的教育系统在提高向从小学到大学的学生提供的教育质量的过程中取得了长足的进步。像任何系统一样,教育系统会产生与参与教育过程的所有利益相关者相关的大量数据。然而,这些数据仍然未被开发,并且被认为对提高教育质量非常重要。本研究的目的是基于教育数据集来预测学校的绩效。采用了几种分类算法来实现本文的目标,结果表明生成的模型具有较高的准确率。
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引用次数: 3
Stylized line rendering for three-dimensional models 用于三维模型的程式化线条渲染
Pub Date : 2018-03-23 DOI: 10.1109/INFOCT.2018.8356840
Yue Zhang, Huimin Liu, Dongliang Chen, Pin Xu
Line rendering is an important issue in the field of Non-Photorealistic Rendering. How to use lines to describe the features of 3D models properly has long been a challenging goal for researchers, especially when some artistic rules have to be obeyed. In this article, a new method has been proposed for illustrating loose line style. We proposed a mathematical model according to the features of loose lines, our main work focus on three aspects as follows: silhouette artistic thickness performance, silhouette loose style display, and the temporal coherence of line texture performance.
线条绘制是非真实感绘制领域的一个重要问题。如何用线条恰当地描述三维模型的特征一直是研究者们面临的一个具有挑战性的目标,特别是在一些艺术规则必须遵守的情况下。本文提出了一种新的松线画法。我们根据松散线条的特点提出了一个数学模型,我们的主要工作集中在三个方面:剪影艺术厚度表现、剪影松散风格表现和线条纹理表现的时间一致性。
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引用次数: 0
Modeling banking processes 银行流程建模
Pub Date : 2018-03-23 DOI: 10.1109/INFOCT.2018.8356838
S. Al-Fedaghi, Mahmoud BehBehani
This paper describes modeling of banking processes provided by information technology (IT) services by capturing and conceptually describing the processes in a holistic manner to facilitate understanding by the IT organization. Banks have found that streamlining processes across organizational units, products, customers, and even geographies leads to real savings while improving ratio of cost to savings. A process refers to a series of activities, each of which is activated as a result of triggers occurring within its network. Currently, diagramming languages such as UML and PBMN are used in this context. This paper applies a new representation method based on the notion of flow of things. The result indicates a viable approach to representing bank processes in an integrated manner.
本文描述了信息技术(IT)服务提供的银行流程的建模,方法是以整体的方式捕获和概念性地描述流程,以促进IT组织的理解。银行已经发现,跨组织单位、产品、客户甚至地域的流程化流程可以在提高成本与储蓄比率的同时实现真正的节约。流程指的是一系列活动,其中每个活动都是由于其网络中发生的触发器而激活的。目前,在这种情况下使用了诸如UML和PBMN之类的图表语言。本文采用了一种新的基于物流概念的表示方法。结果表明了一种以综合方式表示银行流程的可行方法。
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引用次数: 9
Reinforcement learning for game personalization on edge devices 边缘设备上游戏个性化的强化学习
Pub Date : 2018-03-23 DOI: 10.1109/INFOCT.2018.8356853
Anand Bodas, Bhargav Upadhyay, Chetan H. Nadiger, Sherine Abdelhak
Good progress has been shown recently in the area of active learning, specifically, Reinforcement learning (RL). In this paper, the authors show how RL can be used to personalize games based on user-interaction with the game. The work uses Deep Q network models (DQN) and the open source framework OpenAI to build an RL model that is able to optimize the gamer's engagement level in a game. The authors define an example quantitative measure of gamer engagement and incorporate that into the DQN learning reward function. The gamer experience optimization is empirically demonstrated using a game of Pong. Simulation testing and analysis of results indicate adapted RL models increase engagement reward values, thus enhancing gamer experience. The contribution of this paper is twofold: (1) using RL, it paves the path for wider adaptation to user-behavior, starting with gaming, and (2) it shows analysis and feasibility of an RL algorithm on an edge device (Personal Computer) in real-time.
最近在主动学习领域,特别是强化学习(RL)方面取得了良好的进展。在本文中,作者展示了如何使用强化学习来基于用户与游戏的交互来个性化游戏。这项工作使用深度Q网络模型(DQN)和开源框架OpenAI来构建一个能够优化玩家在游戏中的参与度的强化学习模型。作者定义了一个量化衡量玩家粘性的例子,并将其融入DQN学习奖励功能中。玩家体验优化是通过《Pong》游戏进行实证验证的。模拟测试和分析结果表明,适应性强化学习模型提高了玩家粘性奖励值,从而提升了玩家体验。本文的贡献是双重的:(1)使用强化学习,它为更广泛地适应用户行为铺平了道路,从游戏开始;(2)它展示了在边缘设备(个人计算机)上实时分析和可行性强化学习算法。
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引用次数: 6
Mining place-time affinity to improve POI recommendation 挖掘地点-时间相关性以改进POI推荐
Pub Date : 2018-03-23 DOI: 10.1109/INFOCT.2018.8356834
Junfei Wang, D. Bagul, Jun Chu, Lu Meng, S. Srihari
A Point of Interest(POI) is a location that one may find useful or interesting. POI recommendation is a key feature in location-based social networks (LBSNs). With the development of mobile devices and apps, POI recommendation becomes a very popular topic and it includes humongous data. Current models always suffer from the problem of data sparsity. In this paper we propose a novel transfer learning model to learn affinity between the time and places, and use the mined features to improve the performance of a content-based POI recommendation system. In particular, we use check-in data to learn latent vectors for time and place category features by non-negative matrix factorization. Then, the mined densely embedded features are input to a gradient boosting decision tree (GBDT) based pairwise scoring model, which is trained by the check-in data of another city, to do POI recommendation. We conduct our experiment on the Foursquare check-in dataset, and discover that the learned latent vectors can dramatically improve the performance of a POI recommendation system.
兴趣点(POI)是人们可能会觉得有用或有趣的位置。POI推荐是基于位置的社交网络(LBSNs)的一个关键特性。随着移动设备和应用程序的发展,POI推荐成为一个非常热门的话题,它包含了巨大的数据。当前的模型总是受到数据稀疏性问题的困扰。在本文中,我们提出了一种新的迁移学习模型来学习时间和地点之间的亲和力,并利用挖掘的特征来提高基于内容的POI推荐系统的性能。特别地,我们使用签入数据通过非负矩阵分解来学习时间和地点类别特征的潜在向量。然后,将挖掘出的密集嵌入特征输入到基于梯度增强决策树(GBDT)的两两评分模型中,该模型由另一个城市的入住数据训练,进行POI推荐。我们在Foursquare签到数据集上进行了实验,发现学习的潜在向量可以显著提高POI推荐系统的性能。
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引用次数: 0
Usability and performance of the leap motion controller and oculus rift for interior decoration leap运动控制器和oculus rift室内装饰的可用性和性能
Pub Date : 2018-03-23 DOI: 10.1109/INFOCT.2018.8356839
Waraporn Viyanon, S. Sasananan
At present common problems in interior design involve in many aspects such as customer's satisfaction not met, understanding mismatch between designers and customers since they are not on the same page. Therefore, we aim to develop a VR application for interior decoration in order to let customers decorate a virtual room according to their preferences and be able to share the image of their design to the designer and evaluate usability of the application. The principle of the application is to simulate the Virtual Reality (VR) via Oculus Rift CV1 cooperating a Leap Motion controller, a hand movement and gesture detection device which help users easily design, arrange, and move 3D objects (furniture) in the virtual environment. There are three main functionalities of the application. First, creating a floor plan to define an interior design area. Second, placing the furniture on the scene, which they cannot be overlapped. Third, user movement can be done by the virtual joystick controlled by hand movement. When the design is not complete, the user can save his/her work in XML format in order to work on the design later. Once the design is finished, the user can capture a bird's eye view of the work for better understanding between designers and customers. The performance evaluation of the application can be categorized into two groups: 1) Quantitative method: by assigning tasks to the tester users in order to evaluate the application in learnability aspect. 2) Qualitative method: using Bipolar Laddering (BLA), a participatory subjective exploration method on user experience, to find strengths and weaknesses of the application. The result of the evaluation shows that the average score of learnability is 4.58 out of 5.0 which means that the users would be able to create a floor plan and place furniture as they wish easily on the scene. The application gives the users more realistic view, and the design output can be used in the real world.
目前室内设计中常见的问题涉及到很多方面,如客户的满意度没有得到满足,设计师和客户的理解不匹配,因为他们不在同一个页面上。因此,我们的目标是开发一个室内装饰的VR应用程序,让客户根据自己的喜好来装饰虚拟房间,并可以将自己的设计形象分享给设计师,并评估应用程序的可用性。该应用程序的原理是通过Oculus Rift CV1配合Leap Motion控制器模拟虚拟现实(VR), Leap Motion控制器是一种手部运动和手势检测设备,可以帮助用户轻松地在虚拟环境中设计,排列和移动3D物体(家具)。该应用程序有三个主要功能。首先,创建一个平面来定义一个室内设计区域。第二,将家具摆放在现场,两者不能重叠。第三,用户的移动可以通过虚拟操纵杆通过手部运动来控制。当设计未完成时,用户可以将其工作保存为XML格式,以便以后进行设计。一旦设计完成,用户可以鸟瞰作品,以便更好地了解设计师和客户之间的关系。应用程序的性能评估可以分为两类:1)定量方法:通过分配任务给测试用户,以评估应用程序的可学习性。2)定性方法:采用参与式用户体验主观探索方法双极阶梯法(Bipolar Laddering, BLA),找出应用的优缺点。评估结果显示,可学习性的平均得分为4.58分(满分为5.0分),这意味着用户可以轻松地在现场创建平面图和放置家具。该应用程序为用户提供了更真实的视图,并且设计输出可以在现实世界中使用。
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引用次数: 8
SVR-wavelet adaptive model for forecasting financial time series 金融时间序列预测的svr -小波自适应模型
Pub Date : 2018-03-01 DOI: 10.1109/INFOCT.2018.8356851
M. S. Raimundo, J. Okamoto
There is a necessity to anticipate and identify changes in events points to a new direction in the stock exchange markets in line with the analysis of the oscillations of prices of financial assets. This need leads to argue about new alternatives in the prediction of financial time series using machine learning methods. This paper aims to describe the development of the SVR-wavelet model, an adaptive and hybrid prediction model, which integrates wavelet models and Support Vector Regression (SVR), for prediction of financial time series, particularly applied to Foreign Exchange Market (FOREX), obtained from a public knowledge base. The method consists of using the Discrete Wavelets Transform (DWT) to decompose data from FOREX time series, that are used as SVR input variables to predict new data. The adjusted series are compared with traditional models such as ARIMA and ARFIMA Model. In Addition, statistical tests like normality and unit root are performed to prove that the series in question have non-linear distribution and also to verify the level of correlation between the periods of the series.
有必要预测和识别事件的变化,指出一个新的方向,在证券交易市场与金融资产价格的波动分析一致。这种需求引发了关于使用机器学习方法预测金融时间序列的新替代方案的争论。本文旨在描述SVR-小波模型的发展,这是一种自适应混合预测模型,它集成了小波模型和支持向量回归(SVR),用于预测金融时间序列,特别是外汇市场(FOREX),从公共知识库中获得。该方法包括使用离散小波变换(DWT)从外汇时间序列中分解数据,这些数据用作SVR输入变量来预测新数据。将调整后的序列与ARIMA、ARFIMA模型等传统模型进行了比较。此外,通过正态性、单位根等统计检验来证明所讨论的序列具有非线性分布,并验证序列各时期之间的相关程度。
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引用次数: 12
A new method of software reliability models 一种建立软件可靠性模型的新方法
Pub Date : 2018-03-01 DOI: 10.1109/INFOCT.2018.8356837
Guotai-Ding, Haihe-Shi
As the development of computer technology and the rapid reduction of hardware cost, lots of computer systems which have complex constructions or powerful functions are used in every key areas far and wide. The study of software reliability models will becomes more and more important and useful in the future. The paper introduces the definitions and theoretical foundations of one-dimensional and many dimensional Random Walks. After analyzing and comparing other relevant models, we put forward a software reliability model based on Random Walks. However, Random Walks is a kind of hardly predictable random behavior. The distance of Random Walks is only related to times and is in direct proportion to the square root of times without a certain direction. So there is less factors influenced the model and the model doesn't need high-quality conditions. The advantages of this model are that the test cases from this model can be used for a long time to save time, the model is simpler than others, the cost is low and the results are more reliability.
随着计算机技术的发展和硬件成本的迅速降低,大量结构复杂或功能强大的计算机系统广泛应用于各个关键领域。软件可靠性模型的研究在未来将变得越来越重要和有用。介绍了一维和多维随机漫步的定义和理论基础。在分析比较其他相关模型的基础上,提出了一种基于随机游走的软件可靠性模型。然而,随机漫步是一种难以预测的随机行为。随机漫步的距离只与时间有关,与时间的平方根成正比,没有一定的方向。因此影响模型的因素较少,模型不需要高质量的条件。该模型的优点是该模型中的测试用例可以长期使用,节省了时间;该模型比其他模型更简单,成本更低,结果更可靠。
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引用次数: 0
A descriptive design for a smart kitchen management application (SKM) 智能厨房管理应用程序(SKM)的描述性设计
Pub Date : 2018-03-01 DOI: 10.1109/INFOCT.2018.8356841
Pita Jarupunphol, W. Buathong, Tanagrit Chansaeng, Nasith Laosen
This research aimed to design a mobile application for smart kitchen management (SKM) for reducing the number of purchased kitchen items/ingredients derived from ignorant and unorganised behaviour. The UML (Unified Modeling Language) and Z schemata were used in a design process to represent discourses associated with the system. The logical arguments defined in the SKM state schema and operation schema enforce essential rules regarding how the SKM should be designed. The SKM was also experimented with 180 participants, who were required to answer the questionnaire comprising question items adapted from USE Questionnaire for measuring four usability dimensions of the SKM (i.e., usefulness, ease of use, ease of learning, and satisfaction). The experimental results showed that the application could function properly and had potential to address the number of unnecessary purchases of kitchen items/ingredients and also prioritised the importance of such items/ingredients. The participants were satisfied with the application and perceived that the application was easy to use and useful for kitchen management allowing them to prepare a list of ‘to be purchased’ items/ingredients more efficiently.
本研究旨在为智能厨房管理(SKM)设计一个移动应用程序,以减少因无知和无组织行为而购买的厨房物品/食材的数量。在设计过程中使用UML(统一建模语言)和Z模式来表示与系统相关的话语。在SKM状态模式和操作模式中定义的逻辑参数强制执行关于如何设计SKM的基本规则。180名参与者参与了SKM实验,他们被要求回答由USE问卷改编的问题项组成的问卷,以测量SKM的四个可用性维度(即有用性、易用性、易学性和满意度)。实验结果表明,该应用程序可以正常运行,并有可能解决厨房物品/食材的不必要购买数量,并对这些物品/食材的重要性进行优先排序。参与者对该应用程序感到满意,并认为该应用程序易于使用,对厨房管理很有用,使他们能够更有效地准备“购买”物品/配料清单。
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引用次数: 5
期刊
2018 International Conference on Information and Computer Technologies (ICICT)
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