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

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GraFooSha: Food sharing for senior users 为老年用户提供的食物分享
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390602
Miroslav Macík, Anna Kutikova, Z. Míkovec, P. Slavík
In this paper we introduce GraFooSha [GRAndmaFOOdSHAring] - a device that provides access to food sharing social network to senior users. GraFooSha is a physical device that incorporates deep-rooted concepts the target group is familiar with. A user study (N=4), conceptual design as well as industrial design is described in the paper. Followed by description of technical realization of mechanical, electronic and software components. The paper is concluded by evaluation with the target user audience (N=10).
在本文中,我们介绍了GraFooSha [grandmaoodsharing] -一个为老年用户提供食物分享社交网络的设备。GraFooSha是一种物理设备,它融合了目标群体所熟悉的根深蒂固的概念。本文描述了用户研究(N=4)、概念设计和工业设计。其次描述了机械、电子和软件组件的技术实现。本文通过对目标用户受众(N=10)的评价得出结论。
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引用次数: 1
Methodologies for subjective performance assessment of collaboration 协作的主观绩效评估方法
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390627
E. Lógó, K. Hercegfi, Balázs Péter Hámornik
Our goal is to develop methodologies for measuring and analyzing subjective performance of users collaborating in immersive 3D spaces such as Virtual Collaboration Arena (VirCA). The collaborative task in the study was to plan a schedule for a foreign student group spending a weekend in Budapest, Hungary with shared digital representations of documents and other information. The performance is measurable with objective indicators, but a weekend program experience is not an objective category, because includes preferences, aspects, judgement and personal attitudes. Conventionally, users' subjective performance is difficult to measure in collaborative tasks. Q-sorting technique was applied to rank the programs, analyzing them with simple descriptive statistics and Q-methodology.
我们的目标是开发测量和分析用户在沉浸式3D空间(如虚拟协作竞技场(VirCA))中协作的主观表现的方法。这项研究中的协作任务是为一个在匈牙利布达佩斯度过周末的外国学生团体制定一个时间表,并共享文件和其他信息的数字表示。表现是可以用客观指标衡量的,但是周末节目的体验并不是一个客观的范畴,因为它包含了偏好、方面、判断和个人态度。在协作任务中,用户的主观表现通常是难以衡量的。采用q -排序技术对节目进行排序,用简单的描述性统计和q -方法学对节目进行分析。
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引用次数: 3
Granger causal modelling for analysing time series of psychophysiological and behavioural data gained during virtual reality experiments 格兰杰因果模型分析时间序列的心理生理和行为数据获得在虚拟现实实验
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390625
L. Izsó, K. Hercegfi, M. Köles, Balázs Péter Hámornik
For deeper understanding of mechanisms of communication and cooperation between team members in virtual technical environments, it is necessary to identify the causal relations between elementary behavioural actions and the psychophysiological responses. Since time is an important ingredient in all causal relations, there is a strong need for methods capable of causal analysis of time series carrying information about the activities of communicating and cooperating partners. Such a method is Granger causal modelling, by the help of which behavioural and psychophysiological data from team members working in a 3D virtual reality environment were simultaneously analysed.
为了更深入地理解虚拟技术环境中团队成员之间的沟通与合作机制,有必要确定基本行为行为与心理生理反应之间的因果关系。由于时间是所有因果关系中的一个重要因素,因此迫切需要能够对载有交流和合作伙伴活动信息的时间序列进行因果分析的方法。这种方法是格兰杰因果模型,通过在3D虚拟现实环境中同时分析团队成员的行为和心理生理数据。
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引用次数: 1
Distance-based dialog acts labeling 基于距离的对话行为标注
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390572
S. Ondáš, J. Juhár
The capability to recognize a communication function (dialogue act) of the particular utterance spoken by the speaker in the dialogue interaction, is one of the important ability of human participants in dialogue interactions. Automatic dialog act recognition can make human-computer dialogue interaction more natural and effective. Dialogue act recognition is a language-dependent technology and resources in desired language are required in form of a corpus, where each utterance is labeled by one of the dialog acts. Approaches based on statistical modeling are usually applied to classify dialogue acts. In the paper, simple distance-based approach is introduced and results of evaluation experiments on newly-prepared corpus in Slovak language are presented.
识别说话人在对话互动中所说的特定话语的交际功能(对话行为)的能力,是对话互动中人类参与者的重要能力之一。自动对话行为识别可以使人机对话交互更加自然有效。对话行为识别是一种依赖语言的技术,需要以语料库的形式提供所需语言的资源,语料库中每个话语都用一个对话行为来标记。基于统计建模的方法通常用于对对话行为进行分类。本文介绍了一种简单的基于距离的评价方法,并给出了对斯洛伐克语新语料库的评价实验结果。
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引用次数: 4
Towards a physiology based difficulty control system for serious games 针对严肃游戏的生理难度控制系统
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390612
M. Köles, Luca Szegletes, B. Forstner
Serious games can be most efficient if the users are motivated and engaged in the gameplay. Whereas improving core gameplay mechanics can probably yield good results, a dynamic difficulty controlling system might offer additional benefit to a well-designed game. Although performance is the easiest measure to base a control framework on, it is a combination of many different effects. Physiology channels, such as electroencephalography, electrocardiography and pupillometry can reveal the changes in invested mental effort levels and would serve as a more objective base for a difficulty controlling system. To test this assumption, we used Tetris because it is a well-known game and it is simple to manipulate difficulty. In the first half of the experiment, all participants played four pre-set difficulty levels and one customized. In the second part, we tried to elicit certain mental states (boredom, frustration, engagement and fatigue) that are important markers for a controlling system by manipulating difficulty in different patterns. We have found that only pupil diameter data corresponded with expected results. Possible causes and future directions are discussed.
如果玩家能够受到激励并沉浸于游戏玩法中,严肃游戏便能够发挥最大的作用。虽然改进核心玩法机制可能会产生好的结果,但动态难度控制系统可能会为设计良好的游戏带来额外的好处。尽管性能是基于控制框架的最简单度量,但它是许多不同效果的组合。生理通道,如脑电图、心电图和瞳孔测量可以揭示投入的精神努力水平的变化,为难度控制系统提供更客观的基础。为了验证这一假设,我们以《俄罗斯方块》为例,因为它是一款著名的游戏,而且很容易操纵难度。在实验的前半部分,所有参与者都玩了四个预先设定的难度等级和一个自定义的难度等级。在第二部分中,我们试图通过操纵不同模式的难度来引出某些心理状态(无聊、受挫、投入和疲劳),这些都是控制系统的重要标志。我们发现只有瞳孔直径数据符合预期结果。讨论了可能的原因和未来的发展方向。
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引用次数: 4
Generalizing route descriptions based on the user's spatial knowledge: Considering the user's spatial cognitive information in communicating route instructions 基于用户空间知识的路线描述泛化:考虑用户在交流路线指令时的空间认知信息
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390570
F. Karimipour, A. Niroo, Negar Alinaghi
Route descriptions are instructions that tell one how to go from one place to another. The route descriptions generated by classical navigation services, e.g. car navigations are simply turn-by-turn instructions, which do not consider any user's prior spatial knowledge of the environment. In other words, the level of detail of the communicated information is not appropriate for users with previous spatial knowledge of the environment. In this paper, we describe a model to represent a user's spatial knowledge and propose a method to use this knowledge to generalize turn-by-turn route descriptions in order to be more suitable to the individual user's spatial cognitive background.
路线描述是告诉人们如何从一个地方到另一个地方的指示。传统导航服务(例如汽车导航)生成的路线描述只是简单的逐行指令,不考虑用户对环境的先验空间知识。换句话说,传达信息的细节级别不适合具有先前环境空间知识的用户。在本文中,我们描述了一个表示用户空间知识的模型,并提出了一种利用这些知识来概括逐向路线描述的方法,以便更适合用户个体的空间认知背景。
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引用次数: 1
Intelligent appraisal for sustainable urban mobility planning 可持续城市交通规划的智能评价
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390559
M. Juhasz
Rapid development of information and communications technology changed our world for the better in the last couple of years. It has also opened the door ahead of new possibilities in order to organize large social systems like urban transportation more efficiently. However, exploitation of these opportunities in this smarter world is still at a low level. A major reason for this could be that smarter planning of urban transport requires smarter appraisal tools to aid policy making. The objective of this paper is to give an overview on the limitations of current transport appraisal practices and on the way ahead in providing a more intelligent decision-making framework for Sustainable Urban Mobility Planning.
在过去的几年里,信息和通信技术的快速发展使我们的世界变得更加美好。它还为更有效地组织城市交通等大型社会系统开辟了新的可能性。然而,在这个更智能的世界中,对这些机会的利用仍然处于较低水平。其中一个主要原因可能是,更智能的城市交通规划需要更智能的评估工具来帮助政策制定。本文的目的是概述当前交通评估实践的局限性,并为可持续城市交通规划提供更智能的决策框架。
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引用次数: 1
Utilizing the synergic combination of art and game technologies in engineering applications 在工程应用中利用艺术和游戏技术的协同结合
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390565
Mika Luimula, Taisto Suominen, S. Pieskä
In this paper, we will report our first experiences of engineering applications developed in a research project named Fast Wow Effects Boosting SME Business. The ultimate goal in this project is to focus on digitalization, namely, on digital transformation of value creation. In addition, digitalization opens new possibilities to cut the costs. Our approach is to create so called Wow effects for SME companies to create consumer experiences. To get a Wow experience to a customer, our goal is to give customers a pleasant surprise and exceed their expectations. We will present in this paper technologies as enablers for Wow effects. In addition, we will introduce engineering pilot applications as examples how these technologies can be utilized to boost SME business.
在本文中,我们将报告我们在一个名为Fast Wow Effects Boosting SME Business的研究项目中开发的工程应用程序的第一次经验。这个项目的最终目标是专注于数字化,即价值创造的数字化转型。此外,数字化为降低成本开辟了新的可能性。我们的方法是为中小企业创造所谓的Wow效应,以创造消费者体验。为了让客户获得Wow的体验,我们的目标是给客户一个惊喜,超出他们的期望。我们将在这篇论文中介绍作为《魔兽世界》效果推动者的技术。此外,我们将介绍工程试点应用,作为如何利用这些技术促进中小企业业务的例子。
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引用次数: 4
Toward a knowledge base of literary content focusing on the ancient Library of Alexandria in the three dimensional space 朝向一个以古代亚历山大图书馆的三维空间为中心的文学内容知识库
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390600
I. Boda, E. Tóth, István Csont, László T. Nagy
In our paper we would like to introduce a three-dimensional virtual library model based on the system and presumable content of the ancient Library of Alexandria. We use the classification system elaborated by the famous librarian, poet and scholar Callimachus focusing primarily on the field of Greek poetry and drama in the 3rd century BC. Accordingly, we select those ancient and well-known authors on that field whose texts, completed with short biographical data, may be a good starting point for the content of the virtual library which we would like to gradually develop to be a knowledge base of literary content. Currently we are using the English translations of the selected ancient Greek texts with the intention to gradually improve the content of the library with other texts and multimedia materials (other translations, paintings, commentaries, related texts from the ancient and modern culture etc.) which would serve as background knowledge for the interpretation of the texts. We present a web-based search and presentation interface created for our three dimensional virtual library model which provides both a 3D and a spatial 2D hypertext representation of the search results. We describe a scale-free network model, the so-called Alexandrian model of network, which the organization and future development of the represented library content is based on. Finally, we discuss the main purpose and possible applications of our virtual library model.
本文以古代亚历山大图书馆的系统和假定内容为基础,提出了一种三维虚拟图书馆模型。我们使用的分类系统是由著名图书管理员、诗人和学者卡利马库斯(Callimachus)详细阐述的,主要集中在公元前3世纪的希腊诗歌和戏剧领域。因此,我们选择了该领域的古代和知名作家,他们的文本以简短的传记数据完成,可能是虚拟图书馆内容的一个很好的起点,我们希望逐步发展成为文学内容的知识库。目前,我们正在使用精选的古希腊文本的英文翻译,目的是逐步改善图书馆的内容,包括其他文本和多媒体材料(其他翻译,绘画,评论,古代和现代文化的相关文本等),这些文本将作为文本解释的背景知识。我们为我们的三维虚拟图书馆模型创建了一个基于web的搜索和呈现界面,该界面提供了搜索结果的3D和空间2D超文本表示。我们描述了一个无标度的网络模型,即所谓的亚历山大网络模型,它是代表图书馆内容的组织和未来发展的基础。最后,我们讨论了虚拟图书馆模型的主要目的和可能的应用。
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引用次数: 17
Using crowdsensed information for traffic simulation in the Robocar World Championship framework 在Robocar世界锦标赛框架下,使用众感信息进行交通模拟
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390614
Renátó Besenczi, M. Szilágyi, Norbert Bátfai, Andras Mamenyak, I. Oniga, M. Ispány
Smart city applications are expected to play an important role in city traffic management. Smart traffic solutions seem inevitable to manage expected growths in road loads. In this paper, we present a combination of hardware and software which allows us to simulate traffic situations. The measurement occurs in real-time with a designated hardware component assembled into cars. The simulation itself is implemented within the Robocar World Championship system, or more precisely within the Robocar City Emulator. We will show that this system is suitable to create such a simulation based on crowdsensed data.
智慧城市应用有望在城市交通管理中发挥重要作用。智能交通解决方案似乎不可避免地要控制道路负荷的预期增长。在本文中,我们提出了一个硬件和软件的组合,使我们能够模拟交通情况。通过将指定的硬件组件组装到汽车中,实时进行测量。模拟本身在Robocar世界锦标赛系统中实现,或者更准确地说在Robocar城市模拟器中实现。我们将证明该系统适合创建基于众感数据的仿真。
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引用次数: 3
期刊
2015 6th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)
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