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2015 6th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)最新文献

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Disambiguated linear word translation in medium European languages 中欧洲语言的消歧线性词翻译
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390618
Márton Makrai
An earlier paper used triangulated word translations as seed in linear translation between medium European languages. The present work improves upon it by handling word ambiguity both in the main (i.e. source and target) languages and in the pivot by training a multi-prototype vector space model in the former, filtering triangles based on scores computed by a linear model trained with direct (non-triangulated) translations, and finally translating the whole vocabulary with a linear translation trained on filtered triangles (in addition to direct ones).
较早的一篇论文使用三角形的单词翻译作为中欧洲语言之间线性翻译的种子。目前的工作在此基础上进行了改进,通过在主语言(即源语言和目标语言)和枢轴语言中训练一个多原型向量空间模型来处理单词歧义,在主语言中训练一个多原型向量空间模型,根据用直接(非三角化)翻译训练的线性模型计算的分数过滤三角形,最后用过滤三角形(除了直接三角形)训练的线性翻译来翻译整个词汇表。
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引用次数: 0
"Empirical identification" of the creative cognitive unconscious processes in the collective individuation concerning the "World-Clock models": Part I. Pauli's World Clock dreams and some historical "World-Clock models" 集体个性化中创造性认知无意识过程的“经验认同”:关于“世界时钟模型”的第一部分:泡利的“世界时钟梦”与一些历史的“世界时钟模型”
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390660
P. Várlaki, P. Baranyi
This paper discusses the empirical identification of hypothetical unconscious creative processes of collective individuation on the basis of Pauli-Jung "World-Clock" interpretations comparing them with their historical ante-descents starting from the "revolutionary" double rotating Sephirotic (partly astronomical partly pleromatic `World-Clocklike') circles as "models" of the Book Bahir and the Royal Mirror of St Stephen. According to our Jungian depth-psychological hypothesis the latter can identify the significant broadening of the creative reflective consciousness.
本文在保利-荣格的“世界时钟”解释的基础上,讨论了集体个性化假设无意识创造过程的经验识别,并将其与历史上的起源进行了比较,从“革命性”的双旋转Sephirotic(部分是天文学的,部分是pleromatic的“世界时钟”)圆圈作为“模型”,作为《巴希尔书》和《圣斯蒂芬的皇家镜子》。根据荣格深度心理学假说,后者可以识别创造性反思意识的显著扩展。
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引用次数: 0
Q-learning vs. FRIQ-learning in the Maze problem 迷宫问题中的q -学习和friq -学习
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390652
T. Tompa, S. Kovács
The goal of this paper is to give a demonstrative example for introducing the benefits of the FRIQ-learning (Fuzzy Rule Interpolation-based Q-learning) versus the traditional discrete Q-learning. The chosen example is an easily scalable discrete state and discrete action space task the Maze problem. The main difference of the two studied reinforcement learning methods, that the traditional Q-learning has discrete state, action and Q-function representation. While the FRIQ-learning has continuous state, action space and a Fuzzy Rule Interpolation based Q-function representation. For comparing the convergence speed of the two methods, both will start from an empty knowledge base, zero Q-table for the Q-learning and empty rule-base for the FRIQ-learning and following the same policy stops at the same performance condition. In the example of the paper the Maze problem will be studied in different obstacle configurations and different scaling.
本文的目的是给出一个示范性的例子,介绍friq学习(基于模糊规则插值的q学习)与传统离散q学习的优势。所选择的例子是一个易于伸缩的离散状态和离散动作空间任务的迷宫问题。两种强化学习方法的主要区别在于传统的q -学习具有离散的状态、动作和q -函数表示。而friq学习具有连续状态、动作空间和基于模糊规则插值的q函数表示。为了比较两种方法的收敛速度,两种方法都从一个空的知识库开始,Q-learning的q表为零,FRIQ-learning的规则库为空,遵循相同的策略,在相同的性能条件下停止。在本文的例子中,我们将研究不同障碍物配置和不同尺度下的迷宫问题。
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引用次数: 3
InfoPlant: Multimodal augmentation of plants for enhanced human-computer interaction InfoPlant:植物的多模式增强,以增强人机交互
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390646
Jan Hammerschmidt, T. Hermann, Alex Walender, Niels Kromker
In this work, we present and evaluate a novel ambient information display that is designed to provide unobtrusive yet engaging feedback. The basis of this display is a natural, living plant, which is augmented in several ways to enable it to indicate information in various different ways. We describe the design and the construction of the InfoPlant, discuss its different modalities and present two demonstrator systems, including a novel eco-feedback display. A subsequent study showed that the InfoPlant was indeed perceived as unobtrusive by the large majority of participants and that it was easily accepted as a possible new entity in a living-room context. Also, the provided feedback was assessed as generally very helpful and that it would make users aware of their resource consumption and could have an influence on their consumption behavior.
在这项工作中,我们提出并评估了一种新的环境信息显示,旨在提供不引人注目但引人入胜的反馈。这种显示的基础是一种天然的、活的植物,它通过几种方式得到增强,使其能够以各种不同的方式显示信息。我们描述了信息工厂的设计和建造,讨论了其不同的模式,并提出了两个演示系统,包括一个新颖的生态反馈显示。随后的一项研究表明,大多数参与者确实认为InfoPlant不引人注目,并且很容易接受它作为客厅环境中可能的新实体。此外,所提供的反馈被评估为总体上非常有帮助,它将使用户意识到他们的资源消耗,并可能对他们的消费行为产生影响。
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引用次数: 13
Supervising Biofeedback-based serious games 监督基于生物反馈的严肃游戏
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390603
Dorottya Bodolai, László Gazdi, B. Forstner, Luca Szegletes
Children with learning disabilities require the supervision of special expert teachers during their learning process. The recent years, educational pieces of software for students with dyslexia, dysgraphia, dyscalculia or Attention Deficit Hyperactivity Disorder (ADHD) were developed. The problem of using such applications is twofold. First, there is no solution for distance supervising those students who have no direct access to the appropriate experts. Second, in classroom situations or frontal education, the attention of the supervisor is shared. In this paper we present a framework that gives universal solution to supervising students learning with mobile applications. In addition, biofeedback technologies are applied to represent the mental state of the children for the teacher, enabling her to infer their mood to keep the learning process on an optimal track.
学习障碍儿童在学习过程中需要特殊专家教师的监督。近年来,为患有阅读障碍、书写障碍、计算障碍或注意缺陷多动障碍(ADHD)的学生开发了一些教育软件。使用这些应用程序的问题是双重的。首先,对于那些无法直接接触到相关专家的学生,没有办法进行远程监督。第二,在课堂情境或正面教育中,导师的注意力是共享的。在本文中,我们提出了一个框架,给出了通用的解决方案,以监督学生的学习与移动应用程序。此外,利用生物反馈技术为教师呈现儿童的心理状态,使教师能够推断儿童的情绪,使学习过程保持在最佳轨道上。
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引用次数: 5
Eye tracking precision in a virtual CAVE environment 虚拟洞穴环境下的眼动追踪精度
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390611
M. Köles, K. Hercegfi
Engaging in collaborative work using a virtual CAVE environment can be a stimulating experience for the user. However, recording eye movements in such an environment poses new challenges for the experimenter. In our study we used a collaborative information management task where one of the participants was in a CAVE. A three wall setup with electromagnetic head tracking and head mounted eye tracker was used. Each time there was a subtask inserted before and after the main task where specific points in space were pointed out to the participant to measure gaze tracking accuracy. In this paper we report our experiences and some preliminary results about eye tracking accuracy in the CAVE environment.
使用虚拟CAVE环境进行协作工作对用户来说可能是一种刺激的体验。然而,在这样的环境下记录眼球运动给实验者带来了新的挑战。在我们的研究中,我们使用了一个协作信息管理任务,其中一个参与者在一个CAVE中。采用三墙装置,电磁头部跟踪和头戴式眼动仪。每次在主任务之前和之后插入一个子任务,并指出空间中的特定点,以测量注视跟踪的准确性。在本文中,我们报告了我们在CAVE环境下眼动追踪精度方面的经验和一些初步结果。
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引用次数: 4
Visual analytics support for the SOI VLSI layout design for multiple patterning technology 可视化分析支持多种模式技术的SOI VLSI布局设计
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390566
V. Shakhnov, L. Zinchenko, V. Makarchuk, V. Verstov
In the paper, we discuss visualization techniques for SOI VLSI layout design. Our goal is visual analytics support of time-consuming SOI VLSI layout design process. Our analytics are based on graph models for VLSI layout representation. We propose classification and clustering approaches for data visualization. We illustrate our approach for contradictions visualization for multiple patterning technology case study.
本文讨论了SOI VLSI版图设计的可视化技术。我们的目标是为耗时的SOI VLSI版图设计过程提供可视化分析支持。我们的分析是基于VLSI布局表示的图形模型。我们提出了数据可视化的分类和聚类方法。我们举例说明了我们的方法的矛盾可视化多模式技术的案例研究。
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引用次数: 1
Classifying document categories based on physiological measures of analyst responses 根据分析人员反应的生理测量对文件类别进行分类
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390631
Christopher Chow, Tom Gedeon
Improvements in the collection and analysis of physiological signals has increased the potential for computer systems to assist human analysts in various workplace tasks. We have constructed a data set of documents with three main categories of documents, being related to national security, natural disasters and computer science, ranging from stressful to non-stressful. We include some documents which contain more than one of these categories and some which contain none of these categories. The document collection is designed to mimic the range of documents an intelligence analyst would need to read quickly and categorize in the few days after the seizure of computers from suspects in a national security investigation. Our participants were university students, primarily our own computer science students, hence the inclusion of the computer science category. We found that on our dataset our participants were 79% correct on average, which we could replicate with 88% accuracy, that is, by a 70% correctness on the underlying task. The worst results by our participants was on the computer science task which was surprising, but this did not reduce the performance of our replicating the results using AI techniques.
生理信号收集和分析的改进增加了计算机系统在各种工作场所任务中协助人类分析人员的潜力。我们构建了一个文档数据集,包含三大类文档,分别与国家安全、自然灾害和计算机科学相关,从有压力到无压力。我们包括了一些包含以上一个类别的文档,以及一些不包含这些类别的文档。收集文件的目的是模仿情报分析人员在国家安全调查中没收嫌疑人的电脑后几天内需要快速阅读和分类的文件范围。我们的参与者是大学生,主要是我们自己的计算机科学专业的学生,因此包含了计算机科学类别。我们发现,在我们的数据集中,参与者的平均正确率为79%,我们可以以88%的准确率复制,也就是说,在底层任务上的正确率为70%。我们的参与者的最差结果是在计算机科学任务上,这令人惊讶,但这并没有降低我们使用人工智能技术复制结果的性能。
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引用次数: 10
Server sounds and network noises 服务器声音和网络噪音
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390562
S. Rinderle-Ma, Tobias Hildebrandt
For server and network administrators, it is a challenge to keep an overview of their systems to detect potential intrusions and security risks in real-time as well as in retrospect. Most security tools leverage our inherent ability for pattern detection by visualizing different types of security data. Several studies suggest that complementing visualization with sonification (the presentation of data using sound) can alleviate some of the challenges of visual monitoring (such as the need for constant visual focus). This paper therefore provides an overview of the current state of research regarding auditory-based and multimodal tools in computer security. Most existing research in this area is geared towards supporting users in real-time network and server monitoring, while there are only few approaches that are designed for retrospective data analysis. There exist several sonification-based tools in a mature state, but their effectiveness has hardly been tested in formal user and usability studies. Such studies are however needed to provide a solid basis for deciding which type of sonification is most suitable for which kind of scenarios and how to best combine the two modalities, visualization and sonification, to support users in their daily routines.
对于服务器和网络管理员来说,保持对其系统的概述以实时检测潜在的入侵和安全风险以及事后回顾是一项挑战。大多数安全工具通过可视化不同类型的安全数据来利用我们固有的模式检测能力。几项研究表明,用声音(用声音呈现数据)来补充可视化可以减轻视觉监控的一些挑战(例如需要持续的视觉焦点)。因此,本文概述了计算机安全中基于审计和多模态工具的研究现状。该领域的大多数现有研究都是面向支持用户实时网络和服务器监测,而用于回顾性数据分析的方法很少。目前已经有一些成熟的基于声音的工具,但它们的有效性很少在正式的用户和可用性研究中得到检验。然而,需要这样的研究来提供一个坚实的基础,以决定哪种类型的超声最适合哪种场景,以及如何最好地结合两种模式,可视化和超声,以支持用户的日常生活。
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引用次数: 12
The MOBOT human-robot communication model MOBOT人机通信模型
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390590
Stavroula-Evita Fotinea, E. Efthimiou, Maria Koutsombogera, Athanasia-Lida Dimou, Theodore Goulas, P. Maragos, C. Tzafestas
This paper reports on work related to the modelling of Human-Robot Communication on the basis of multimodal and multisensory human behaviour analysis. A primary focus in this framework of analysis is the definition of semantics of human actions, i.e. verbal and non-verbal signals, in a specific context with distinct Human-Robot interaction states. These states are captured and represented in terms of communicative behavioural patterns that influence, and in turn are adapted to the interaction flow with the goal to feed a multimodal human-robot communication system. This multimodal HRI model is defined upon, and ensures the usability of a multimodal sensory corpus acquired as a primary source of data retrieval, analysis and testing of mobility assistive robot prototypes.
本文报道了基于多模态和多感官人类行为分析的人机通信建模相关工作。这个分析框架的主要焦点是人类行为的语义定义,即在具有不同人机交互状态的特定上下文中的语言和非语言信号。这些状态被捕获并以影响的交流行为模式表示,并相应地适应交互流,目标是为多模态人机通信系统提供信息。这个多模态HRI模型被定义,并确保了作为数据检索、分析和测试移动辅助机器人原型的主要来源的多模态感官语料库的可用性。
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引用次数: 10
期刊
2015 6th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)
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