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

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Problems of blind chess players 盲人棋手的问题
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390587
Jan Balata, Z. Míkovec, P. Slavík
A chess game is very popular also for visually impaired players. To some extent we can see similarities to blindfold chess game of sighted players. However blindfold chess is played by master players only. Thus blind beginners are facing demanding conditions for playing chess. We started with initial observation of a game play of blind chess players and indicated signs of using mental images, limits in learning efficient chess play, or accessibility problems. We extracted 114 findings from the semi-structured interviews conducted with 5 blind advanced chess players. Based on these findings we propose directions for future research and development.
国际象棋游戏也很受视障玩家的欢迎。在某种程度上,我们可以看到有视力的棋手蒙着眼睛下棋的相似之处。然而,只有棋手才会下蒙眼棋。因此,盲人初学者面临着苛刻的下棋条件。我们首先对盲人棋手的游戏玩法进行了初步观察,并指出了使用心理图像的迹象、学习有效下棋的限制或可访问性问题。我们从对5位盲人高级棋手进行的半结构化访谈中提取了114项调查结果。在此基础上,提出了今后的研究和发展方向。
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引用次数: 3
Pauses delimiting semantic boundaries 分隔语义边界的停顿
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390650
Costanza Navarretta
This paper deals with speech pauses marking clause boundaries and the gestures which co-occur with them in an audio- and video-recorded corpus of first encounters. The paper also investigates whether information about gestures co-occurring with speech contributes to the automatic prediction of the clause boundary pauses. Since one clause corresponds to one or more semantic units (dialog acts) the pauses investigated mark the start and end of large semantic units. The results of my study indicate that pauses that mark clause boundaries, co-occur with all gesture types in the analyzed corpus. Finally, my automatic prediction experiments show that information about speech tokens preceding the pauses can predict their function as clause boundary markers with high precision and recall, while information about the gestures co-occurring with speech (head movements, facial expressions, and body postures) does not contribute to the prediction.
本文研究了在初次接触的音频和视频记录语料库中标记分句边界的言语停顿和与之同时出现的手势。本文还研究了手势与语音共存的信息是否有助于子句边界停顿的自动预测。由于一个子句对应于一个或多个语义单元(对话行为),因此所研究的停顿标志着大语义单元的开始和结束。我的研究结果表明,在分析的语料库中,标记子句边界的停顿与所有手势类型共同出现。最后,我的自动预测实验表明,关于暂停前的语音标记的信息可以以高精度和召回率预测它们作为子句边界标记的功能,而关于与语音共同发生的手势(头部运动,面部表情和身体姿势)的信息对预测没有贡献。
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引用次数: 5
Investigating the effects of robot affect and embodiment on attention and natural language of human teammates 研究机器人的情感和化身对人类队友的注意力和自然语言的影响
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390626
T. Donahue, Matthias Scheutz
HRI studies investigating human-robot interactions in mixed initiative teams typically only look at macro-level behaviors. Yet, an investigation of micro-level behaviors such as eye gaze fixations, attentional shifts, communicative acts, and others is often necessary in order to determine the exact influence of robot behaviors on human cognitive processes. In this paper, we report the first results from several novel analyses of micro-level behaviors obtained from video and audio recordings from previous HRI team studies. The analyses focus on the effects of both robot embodiment and affect expression in the robot's voice on the human's verbal behavior and allocation of attention. The findings show complex relationships among all factors that have to be better understood to improve team performance.
HRI研究在混合主动性团队中调查人机交互,通常只关注宏观层面的行为。然而,为了确定机器人行为对人类认知过程的确切影响,通常需要对微观行为(如眼睛注视、注意力转移、交流行为等)进行调查。在本文中,我们报告了从先前HRI团队研究的视频和音频记录中获得的一些微观层面行为的新分析的第一批结果。分析了机器人声音中的机器人体现和情感表达对人的言语行为和注意力分配的影响。研究结果表明,为了提高团队绩效,必须更好地理解所有因素之间的复杂关系。
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引用次数: 5
Knowledge-based process management 基于知识的流程管理
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390560
Peter Szmodics
The paper gives an introduction about the knowledge-based process management. First it introduces the related theoretical and practical background and then it gives a an analysis about the business processes and the connected human interactions. As an infocommunication-aspect it provides a practical guideline about the current behavior of the human entities what might help the cognitive sciences to understand the human driven events from a different perspective.
本文介绍了基于知识的流程管理。首先介绍了相关的理论和实践背景,然后对业务流程和相关的人际互动进行了分析。作为信息交流的一个方面,它提供了一个关于人类实体当前行为的实用指南,这可能有助于认知科学从不同的角度理解人类驱动的事件。
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引用次数: 3
Interactive object recognition with sensor fusion 基于传感器融合的交互式目标识别
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390640
L. Czúni, Metwally Rashad
A new approach for lightweight video-based object recognition is introduced where a user moves a camera around a target object of interest. The extraction of image features and the retrieval algorithm is running in a lightweight mobile computer (tablet or phone). We apply a view based model of the objects and the matching of the query and candidate images is based on compact image descriptors coupled with relative orientation.
介绍了一种轻量级的基于视频的物体识别新方法,用户在感兴趣的目标物体周围移动相机。图像特征的提取和检索算法在轻量级移动计算机(平板电脑或手机)上运行。我们采用基于视图的对象模型,查询和候选图像的匹配基于压缩图像描述符和相对方向。
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引用次数: 0
Recognition of road types and speed choice 识别道路类型和速度选择
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390616
G. Kosztolanyi-Ivan, C. Koren, A. Borsos
This paper outlines the recognition process of road types and its influence on speed choice. The appearance and spreading of the term "cognitive infocommunications" led the authors to rethink some of their earlier work from the cognitive perspective. In order to assess the recognition of road types and speed choice a picture sorting exercise and an on-line speed choice survey was completed. Limitations and extensions of the method are also considered.
本文概述了道路类型的识别过程及其对速度选择的影响。“认知信息传播”一词的出现和传播,促使作者从认知的角度重新思考他们早期的一些工作。为了评估道路类型和速度选择的识别,完成了图片分类练习和在线速度选择调查。本文还考虑了该方法的局限性和扩展。
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引用次数: 2
"empirical identification" of the creative cognitive unconscious processes in the collective individuation concerning the "world-clock models" part ii. pauli's regiomontanus dream and its historical and spiritual background 集体个体化中创造性认知无意识过程的“实证识别”:“世界时钟模型”第二部分。泡利的地域性梦及其历史精神背景
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390661
P. Várlaki, P. Baranyi
This part of the paper first deals with some methodological problems of the possible identification of special patterns in the hypothetical evolution of the broadening reflective consciousness ("collective individuation") related to the spiritual history of the 11th century. Furthermore, we intend to present some hypothetical important episodes of the process of the development of the consciousness, the collective individuation with partial interpretation of Pauli's Regiomontanus dream and subsequent famous dream series of 1954-1956, by their interpretation as a long run cognitive process.
本文的这一部分首先讨论了在与11世纪精神历史有关的扩大反思意识(“集体个性化”)的假设演变中可能识别特殊模式的一些方法论问题。此外,我们打算提出意识发展过程中的一些假设的重要情节,集体个性化与泡利的区域梦和随后的1954-1956年著名的梦系列的部分解释,通过他们的解释作为一个长期的认知过程。
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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
期刊
2015 6th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)
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