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Brain-Computer Interface (BCI) Based Musical Composition 基于脑机接口(BCI)的作曲
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.32
B. Hamadicharef, Mufeng Xu, S. Aditya
In this paper we present, for the first time in Brain-Computer Interface (BCI) research, a novel application for music composition. We developed, based on the I$^2$R NeuroComm BCI platform, a novel Graphical User Interface (GUI) to allow composition of short melodies by selecting individual musical notes. The user can select any individual musical key (quarter note with Do, R'{e}, Mi, Fa, Sol, La, Si, Do, etc.), insert a silence (quarter rest), delete (Del) the last note to correct the composition, or listen (Play) to the final melody, shown in text form and as a musical partition. Our BCI system for music composition has been successfully demonstrated and shown to be, with very short training time, effective and easy to use. This work is the first step towards a more intelligent BCI system that will extend current BCI-based Virtual Reality (VR) navigation for e.g. exploring a Virtual Synthesizer Museum/shop, in which the user would first move around within the virtual museum/shop and at the point of interest would try the synthesizer by composing music. More advanced modes (e.g. musical puzzle) with various levels of difficulty will be added in future developments as well as using the Open Vibe environment and mobile platforms such as the Apple's iPAD.
在本文中,我们首次在脑机接口(BCI)研究中提出了一种新的应用于音乐创作的方法。基于I$^2$R NeuroComm BCI平台,我们开发了一个新颖的图形用户界面(GUI),允许通过选择单个音符来创作短旋律。用户可以选择任何单个音乐键(带有Do, R {e}, Mi, Fa, Sol, La, Si, Do等的四分音符),插入沉默(四分音休息),删除(Del)最后一个音符以纠正构图,或听(Play)到最后的旋律,以文本形式显示并作为音乐分区。我们的音乐作曲脑机接口系统已经被成功地证明,训练时间很短,有效且易于使用。这项工作是迈向更智能的BCI系统的第一步,它将扩展当前基于BCI的虚拟现实(VR)导航,例如探索虚拟合成器博物馆/商店,用户将首先在虚拟博物馆/商店中移动,并在感兴趣的地方通过作曲来尝试合成器。在未来的开发中,将添加各种难度的更高级模式(例如音乐拼图),以及使用Open Vibe环境和苹果iPAD等移动平台。
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引用次数: 23
Haptic Rendering Algorithm for Biomolecular Docking with Torque Force 基于扭矩力的生物分子对接触觉渲染算法
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.59
Xiyuan Hou, O. Sourina
Haptic devices enable the user to manipulate the molecules and feel interactions during the docking process in virtual environment on the computer. Implementation of torque feedback allows the user to have more realistic experience during force simulation and find the optimum docking positions faster. In this paper, we propose a haptic rendering algorithm for biomolecular docking with torque force. It enables the user to experience six degree-of-freedom (DOF) haptic manipulation in docking process. The linear smoothing method was proposed to improve stability of the haptic rendering during molecular docking.
触觉设备使用户能够在计算机上的虚拟环境中操纵分子并感受到对接过程中的相互作用。实现扭矩反馈,使用户在受力模拟过程中获得更真实的体验,更快地找到最佳对接位置。本文提出了一种具有扭矩的生物分子对接触觉渲染算法。它使用户能够在对接过程中体验六自由度的触觉操作。为了提高分子对接过程中触觉绘制的稳定性,提出了线性平滑方法。
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引用次数: 14
Robotic Cybernavigation in Natural Known Environments 自然已知环境下的机器人网络导航
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.28
R. Jarvis, Nghia Ho
This paper concerns the navigation of a physical robot in real natural environments which have been previously scanned in considerable (3D and colour image) detail so as to permit virtual exploration by cyber navigation prior to mission replication in the real world. An on-board high speed 3D laser scanner is used to localize the robot (determine its position and orientation) in its working environment by applying scan matching against the model data previously collected.
本文涉及物理机器人在真实自然环境中的导航,这些环境之前已经被扫描了相当多的细节(3D和彩色图像),以便在现实世界的任务复制之前通过网络导航进行虚拟探索。利用机载高速三维激光扫描仪,通过对先前收集的模型数据进行扫描匹配,实现机器人在工作环境中的定位(确定其位置和方向)。
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引用次数: 3
Leisure Time in Second Life: Cultural Differences and Similarities 第二人生中的休闲时间:文化差异与相似之处
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.73
L. Flores, M. Horner
This paper analyses leisure activities in Cyber worlds such as Virtual Communities (VCs) in the Internet, and how people through their avatars explore this new worlds in search of fun. It makes a cross cultural study between three different cultures represented within a VC in the Internet. The three chosen cultures are Latin American, American and British, and the VC is Second Life (SL). Te main objective is to assess if and how the cultural background of the people behind avatars influence leisure time spent in these communities, proposes a methodology using 3D avatars as researchers, and draws some conclusions about the subject.
本文分析了网络世界中的休闲活动,如互联网上的虚拟社区(VCs),以及人们如何通过他们的化身探索这个新世界以寻找乐趣。本文对互联网风险投资中所代表的三种不同文化进行了跨文化研究。选择的三种文化是拉丁美洲,美国和英国,VC是第二人生(SL)。主要目的是评估虚拟人物背后的文化背景是否以及如何影响这些社区的休闲时间,提出一种使用3D虚拟人物作为研究人员的方法,并得出有关该主题的一些结论。
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引用次数: 3
Harnessing Recommendations from Weakly Linked Neighbors in Reputation-Based Trust Formation 在基于声誉的信任形成中利用弱关联邻居的推荐
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.57
S. Hauke, M. Pyka, M. Borschbach, D. Heider
Interactions between individuals are inherently dependent upon trust, no matter if they occur in the real world or in cyber communities. Over the past years, proposals have been made to model trust relations computationally, either to assist users or for modeling purposes in multi-agent systems. These models rely implicitly on the social networks established by participating entities (be they autonomous agents or internet users). However, state-of-the-art trust frameworks often neglect the structure of those complex networks. In this paper, we present a new approach allowing agent-based trust frameworks to leverage information from so-called weak ties that would otherwise be neglected. An effective and robust voting scheme based on an agreement metric is presented and its benefit is shown through simulations.
个人之间的互动本质上依赖于信任,无论是发生在现实世界还是网络社区。在过去的几年中,已经提出了计算建模信任关系的建议,以帮助用户或用于多智能体系统中的建模目的。这些模型隐含地依赖于由参与实体(自主代理或互联网用户)建立的社会网络。然而,最先进的信任框架往往忽略了这些复杂网络的结构。在本文中,我们提出了一种新的方法,允许基于代理的信任框架利用来自所谓的弱联系的信息,否则这些信息将被忽略。提出了一种有效的基于协议度量的鲁棒投票方案,并通过仿真验证了该方案的有效性。
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引用次数: 1
Virtual Shelf: Sharing Music Between People and Devices 虚拟货架:在人和设备之间共享音乐
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.35
M. Hopmann, D. Thalmann, F. Vexo
Digital media are more and more present in our lives, but we are still waiting for interfaces and devices completely adapted to this content. In this paper, we present the virtual shelf, an application dedicated to interact with our digital music collection. Our concept is to visualize our music collection in a familiar environment, a classic CD shelf, and to interact with it in a natural way, using the well-known drag-and-drop paradigm: you can drop an album in your friend’s shelf to automatically add it to his/her personal music collection, or you can drop it on a close sound player in order to play the selected album on this device.
数字媒体越来越多地出现在我们的生活中,但我们仍在等待完全适应这些内容的界面和设备。在本文中,我们提出了虚拟书架,一个专门与我们的数字音乐收藏进行交互的应用程序。我们的概念是将我们的音乐收藏可视化到一个熟悉的环境中,一个经典的CD架子,并以一种自然的方式与它互动,使用众所周知的拖放模式:你可以把一张专辑放在你朋友的架子上,自动添加到他/她的个人音乐收藏中,或者你可以把它放在一个近距离的声音播放器上,以便在这个设备上播放选定的专辑。
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引用次数: 1
3D Automatic Feature Construction System for Lower Limb Alignment 用于下肢对齐的 3D 自动特征构建系统
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.15
Qi Xing, Wenzhen Yang, M. Theiss, Jihui Li, Qiang Peng, Jim X. Chen
Accurate measurement of lower limb alignment is vital for orthopedic surgery planning. Based on the 3D lower limb bone models reconstructed from CT images, a 3D feature construction system is developed to find the lower limb alignment. This paper presents new methods to automatically identify the anatomic axes, mechanical axes, joint center points, and reference planes of the lower extremities. As far as we know, there is no other system that can construct all these features automatically. With the above identified features, our system can calculate the related angles of the lower limb alignment accurately for orthopedic knee surgery planning. We applied our system on two groups of specimen (with 6 pairs of lower limbs), and the resulting related angles are identical to the actual angles of the lower limb alignment.
精确测量下肢对线对骨科手术规划至关重要。基于从 CT 图像重建的三维下肢骨模型,开发了一个三维特征构建系统,用于发现下肢对齐情况。本文提出了自动识别下肢解剖轴、机械轴、关节中心点和参考平面的新方法。据我们所知,目前还没有其他系统能自动构建所有这些特征。有了上述确定的特征,我们的系统就能准确计算下肢对齐的相关角度,用于膝关节矫形手术规划。我们在两组标本(6 对下肢)上应用了我们的系统,得出的相关角度与实际的下肢对齐角度完全一致。
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引用次数: 8
Modeling Human-Like Decision Making for Virtual Agents in Time-Critical Situations 时间危急情况下虚拟代理类人决策建模
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.61
Linbo Luo, Suiping Zhou, Wentong Cai, M. Lees, M. Low
Generating human-like behaviors for virtual agents has become increasingly important in many applications, such as crowd simulation, virtual training, digital entertainment, and safety planning. One of challenging issues in behavior modeling is how virtual agents make decisions given some time-critical and uncertain situations. In this paper, we present HumDPM, a decision process model for virtual agents, which incorporates two important factors of human decision making in time-critical situations: experience and emotion. In HumDPM, rather than relying on deliberate rational analysis, an agent makes its decisions by matching past experience cases to the current situation. We propose the detailed representation of experience case and investigate the mechanisms of situation assessment, experience matching and experience execution. To incorporate emotion into HumDPM, we introduce an emotion appraisal process in situation assessment for emotion elicitation. In HumDPM, the decision making process of an agent may be affected by its emotional states when: 1) deciding whether it is necessary to do a re-match of experience cases, 2) determining the situational context, and 3) selecting experience cases. We illustrate the effectiveness of HumDPM in crowd simulation. A case study for emergency evacuation in a subway station scenario is conducted, which shows how a varied crowd composition leads to different evacuation behaviors, due to the retrieval of different experiences and the variation of agents' emotional states.
为虚拟代理生成类人行为在许多应用中变得越来越重要,例如人群模拟、虚拟训练、数字娱乐和安全规划。在行为建模中,一个具有挑战性的问题是虚拟代理如何在一些时间紧迫和不确定的情况下做出决策。在本文中,我们提出了一个虚拟代理决策过程模型HumDPM,该模型结合了人类在时间关键情况下决策的两个重要因素:经验和情感。在HumDPM中,agent不是依靠深思熟虑的理性分析,而是通过将过去的经验案例与当前情况相匹配来做出决策。提出了经验案例的详细表述,探讨了情景评估、经验匹配和经验执行的机制。为了将情感融入HumDPM中,我们在情境评估中引入了情感评估过程。在HumDPM中,agent的决策过程可能受到其情绪状态的影响,包括:1)决定是否需要对经验案例进行重新匹配,2)确定情景语境,3)选择经验案例。我们举例说明了HumDPM在人群模拟中的有效性。以某地铁站紧急疏散场景为例,分析了不同人群构成对疏散行为的影响,这主要是由于不同经验的获取和个体情绪状态的变化。
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引用次数: 17
Authorship Identification for Online Text 在线文本的作者身份识别
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.50
Richmond Hong Rui Tan, F. S. Tsai
Authorship identification for online text such as blogs and e-books is a challenging problem as these documents do not have a considerable amount of content. Therefore, identification is much harder than other documents such as books and reports. The paper investigates the choice of features and classifier accuracy which are suitable for such texts. Syntactic features are found to be good for large data sets, whereas lexical features are good for small data sets. The results can be used to customize and further improve authorship detection techniques according to the characteristics of the writing samples.
在线文本(如博客和电子书)的作者身份识别是一个具有挑战性的问题,因为这些文档没有相当多的内容。因此,与书籍和报告等其他文件相比,识别要困难得多。本文研究了适合这类文本的特征选择和分类器精度。我们发现语法特征对大数据集很好,而词汇特征对小数据集很好。研究结果可用于根据写作样本的特点定制和进一步改进作者身份检测技术。
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引用次数: 26
Geodesic Model of Human Body 人体测地线模型
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.16
Weihe Wu, A. Hao, Yongtao Zhao
Anthropometry is widely applied to the research in skeleton extraction from surface meshes of human body. Especially the anatomical proportion can be employed as a benchmark in model segmentation and joint extraction. Unfortunately, the anatomical proportion is usually measured with the Euclidean distance, which makes it difficult to correlate it with the surface mesh. To bridge this gap, we take advantage of the property of the geodesic metrics that is invariance to rotation, translation, scaling and model pose, and propose an original geodesic model in which the length of each part of human body is measured by geodesic metrics, by which the anatomic proportions can be directly mapped to the contours of the mesh surface of human body in arbitrary pose. Combining the geodesic model with automatic extraction of feature points, we can determine the candidate scopes of joint positions and boundaries between the parts on meshes, and then refine the joint positions in the scopes using existing methods. And finally, we illustrate the utility of the geodesic model with an application to joint extraction.
人体测量学广泛应用于从人体表面网格中提取骨骼的研究。特别是解剖比例可以作为模型分割和关节提取的基准。不幸的是,解剖比例通常是用欧几里得距离来测量的,这使得它很难与表面网格相关联。为了弥补这一缺陷,我们利用测地线度量对旋转、平移、缩放和模型姿态的不变性,提出了一种原始的测地线模型,该模型通过测地线度量来测量人体各部分的长度,通过该模型可以将人体的解剖比例直接映射到任意姿态的人体网格表面轮廓。将测地线模型与特征点自动提取相结合,确定关节位置的候选范围和网格上零件之间的边界,然后利用现有方法对范围内的关节位置进行细化。最后,我们举例说明了测地线模型在关节提取中的应用。
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引用次数: 1
期刊
2010 International Conference on Cyberworlds
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