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An Approach for Learner Categorization Based on Emotions in Intelligent Adaptive E-Learning Environment 智能自适应网络学习环境下基于情绪的学习者分类方法
Pub Date : 2022-07-18 DOI: 10.13052/jmm1550-4646.18611
Madhubala Myneni, Haritha Akkineni, Chennupalli Srinivasulu
The pandemic across the globe has constrained the change from a conventional face to face to e-learning platforms. The most challenging task during online learning is to be aware and support the emotional side of students. In existing environments, the emotion of the listener consideration is lagging. This can be provided by capturing the emotions of the listener through facial expressions. In general, the most common facial expressions are happy, sad, anger, fear, disgust, neutral and surprise. This knowledge can be used to classify different listeners. Hence in this article, we proposed a novel approach to identify an emotion based learner category in the development of Intelligent Adaptive E-Learning Environment by using Convolution Neural Network. The major work is composed of emotion detection model and learner categorization. The emotion detection model is trained by using a standard FER2013 dataset and it is extended with live streams of learners. The results of emotion detection model are extended to categorize the learners by fusing emotions and comprehend as Active, Evaluative, Passive and Non-Listener. The proposed model is trained using 100 epochs and achieved an accuracy of 94.44% in the training phase. This knowledge helps to interpret learner’s participation in e-learning environment.
全球大流行限制了从传统的面对面学习向电子学习平台的转变。在线学习中最具挑战性的任务是意识到并支持学生的情感一面。在现有的环境中,倾听者的情感考虑是滞后的。这可以通过捕捉听众的面部表情来实现。一般来说,最常见的面部表情是快乐、悲伤、愤怒、恐惧、厌恶、中性和惊讶。这些知识可以用来对不同的听众进行分类。因此,在本文中,我们提出了一种利用卷积神经网络识别智能自适应电子学习环境开发中基于情感的学习者类别的新方法。主要工作包括情绪检测模型和学习者分类。情绪检测模型使用标准FER2013数据集进行训练,并使用学习者的实时流进行扩展。将情绪检测模型的结果扩展为融合情绪对学习者进行分类,并将学习者理解为主动、评价型、被动和非倾听型。该模型使用100个epoch进行训练,在训练阶段达到了94.44%的准确率。这些知识有助于解释学习者在电子学习环境中的参与。
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引用次数: 0
Design and Performance Evaluation of Soft 3D Models using Metaball in Unreal Engine 4 在虚幻引擎4中使用metball进行软三维模型的设计与性能评价
Pub Date : 2022-07-18 DOI: 10.13052/jmm1550-4646.18614
Youngsik Kim
Soft 3D models such as Slime need to use a variety of different animations in the same situation in order to show a natural dynamic appearance. Metaball can express soft objects well with a small amount of data, but it requires a lot of computation time for real-time rendering. Because of this, it is difficult to find models using Metaball in 3D games. This paper developed a 3D slime game character using Metaball by applying ray marching technique in Unreal Engine 4. In addition, 3D games including slime characters and general fixed game character models were produced and the performance of it were evaluated. Even if the number of slime characters is changed from 0 to 40, it has been verified that the rendering speed is maintained at 30 FPS (Frames Per Second) or more, so that the game can be played.
像Slime这样的软3D模型需要在相同的情况下使用各种不同的动画,以显示自然的动态外观。元球可以用少量的数据很好地表达软对象,但是实时渲染需要大量的计算时间。正因为如此,在3D游戏中使用metball很难找到模型。本文在虚幻引擎4中应用光线推进技术,利用metball开发了一个三维黏液游戏角色。此外,制作了包括黏液角色和一般固定游戏角色模型在内的3D游戏,并对其性能进行了评价。即使将黏液字符的数量从0更改为40,也已经验证了渲染速度保持在30 FPS(帧每秒)或更高,从而可以玩游戏。
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引用次数: 0
A Hybrid Approach Based Diet Recommendation System Using ML and Big Data Analytics 基于ML和大数据分析的混合方法的饮食推荐系统
Pub Date : 2022-07-18 DOI: 10.13052/jmm1550-4646.1864
M. Lambay, S.Pakkir Mohideen, Dr. S. Pakkir Mohideen
Recommendations are useful suggestions used by people from all walks of life. However, the usage of recommender systems plays a vital role in modern applications. They are found in different domains such as E-commerce. Concerning the health care industry, recommendations play a very crucial role. This industry has significance as it is linked to the lives of people and their well-being. Human health depends on the diet followed. Keeping this fact in mind, in this paper, we investigated healthy diet recommendations. The recommender systems that are existing in healthcare focused a little in this area. From the literature, it is understood that most of the frameworks on health recommendations are theoretical in nature. As food decides health, it is to be given paramount importance. In this paper, we proposed a hybrid mechanism based on Artificial Intelligence (AI) for big data analytics. Particularly we used Machine Learning (ML) for generating healthy diet recommendations. The proposed system is known as Hybrid Recommender System (HRS). It involves a hybrid approach with Natural Language Processing (NLP) and machine learning. An algorithm named Intelligent Recommender for Healthy Diet (IR-HD) is proposed to analyze data and provide healthy diet recommendations. IR-HD could generate recommendations on a healthy diet and outperform existing models. Python data science platform is used to implement the recommender system. The results of experiments showed that the system is capable of providing quality recommendations and it has performance improvement over the state of the art.
推荐是各行各业的人都使用的有用的建议。然而,推荐系统的使用在现代应用中起着至关重要的作用。它们存在于不同的领域,比如电子商务。对于医疗保健行业来说,建议起着非常关键的作用。这个行业具有重要意义,因为它与人们的生活和福祉有关。人类的健康取决于遵循的饮食习惯。考虑到这一事实,在本文中,我们调查了健康饮食建议。现有的医疗保健推荐系统对这一领域关注较少。从文献中可以了解到,大多数关于健康建议的框架本质上是理论性的。正如食物决定健康一样,它应该被赋予至高无上的重要性。在本文中,我们提出了一种基于人工智能(AI)的大数据分析混合机制。特别是我们使用机器学习(ML)来生成健康饮食建议。该系统被称为混合推荐系统(HRS)。它涉及自然语言处理(NLP)和机器学习的混合方法。提出了一种健康饮食智能推荐算法(IR-HD),用于分析数据并提供健康饮食建议。IR-HD可以生成关于健康饮食的建议,并超越现有的模型。推荐系统采用Python数据科学平台实现。实验结果表明,该系统能够提供高质量的推荐,并且在性能上比目前的技术水平有所提高。
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引用次数: 2
Strategic IT Demand Management for Business and Innovation Organization 商业和创新组织的战略IT需求管理
Pub Date : 2022-07-18 DOI: 10.13052/jmm1550-4646.18617
Ronnasak Wongverawatanakul, A. Leelasantitham
Strategic IT demand plays a crucial role in the success of any business. This process requires an in-depth understanding of the organizational strategy level by senior management and management at various levels. This abstract describes the importance of IT Demand Management to the strategic planning of organizations’ information technology innovations where management at all levels are involved in thinking, analyzing, and deciding every important IT investment that it can contribute to business success. This abstract presents a conceptual model, the relationship between EO and TO strategies, and ITDM processes to meet the needs of Optimization of OP that aims to become Innovation Organizations. This result is obtained through a survey study of 50 companies. Samples were management at different levels as the survey can confirm that the ITDM process is an important part of what management needs to know, understand and it can be used as a decision-making tool in organizations’strategic planning as well as it can create a process to become good governance. It can be able to drive and support the IT needs of customers and organizations for the success of the business in the future, truly. Moreover, this concept can be applied in several business areas or industries such as Banking, Energy, Mobile technology, or Telecommunication business.
战略IT需求在任何业务的成功中都起着至关重要的作用。这个过程需要高级管理人员和各级管理人员对组织战略层面有深入的了解。该摘要描述了IT需求管理对组织信息技术创新战略规划的重要性,其中各级管理都涉及思考,分析和决定每一项重要的IT投资,它可以为业务成功做出贡献。本文提出了一个概念模型,分析了组织创新战略与组织创新战略之间的关系,以及满足组织创新优化需要的ITDM流程。这一结果是通过对50家公司的调查研究得出的。样本是不同层次的管理,因为调查可以确认ITDM过程是管理需要知道,理解的重要组成部分,它可以用作组织战略规划中的决策工具,也可以创建一个过程,成为良好的治理。它能够真正地驱动和支持客户和组织的It需求,以实现未来业务的成功。此外,这个概念可以应用于多个业务领域或行业,如银行、能源、移动技术或电信业务。
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引用次数: 4
OrBI - A Hands-free Virtual Reality User Interface for Mobile Devices OrBI -移动设备的免提虚拟现实用户界面
Pub Date : 2022-07-18 DOI: 10.13052/jmm1550-4646.1866
Paulo Victor de Magalhães Rozatto, André Luiz Cunha de Oliveira, Rodrigo L. S. Silva
The purpose of this paper is to present OrBI, a framework for developing hands-free user interfaces for interacting with low-cost Virtual Reality systems through mobile devices. The proposed implementation was developed and used in various Virtual Reality apps. To assess OrBI’s precision and ease to use, we submit the framework to a quantitative and qualitative evaluation. The findings indicate that the proposed interface model is easy to use and have a suitable precision. The findings also showed that the framework might be challenging for older people to use and, in some cases, tiresome.
本文的目的是介绍OrBI,一个用于开发通过移动设备与低成本虚拟现实系统交互的免提用户界面的框架。提出的实现被开发并用于各种虚拟现实应用程序。为了评估OrBI的准确性和易用性,我们将该框架提交给定量和定性评估。结果表明,所提出的界面模型易于使用,具有较好的精度。研究结果还表明,该框架对老年人来说可能具有挑战性,在某些情况下甚至令人厌倦。
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引用次数: 0
Refresh Rate and Graphical Benchmarks for Mobile VR Application Development 手机VR应用开发的刷新率和图形基准
Pub Date : 2022-07-18 DOI: 10.13052/jmm1550-4646.1865
Zhong Wang, K. Foo, Steven Yan, V. A. González, Nasser Giacaman
Virtual reality (VR) technology is quickly becoming more accessible to the general public due to the availability and capabilities of modern smartphone devices. However, such mobile devices are not as powerful as high-end desktop systems where VR is mostly established. Running demanding VR apps leads to performance issues such as lag, excessive heat, and fast battery drainage. To avoid these problems, software factors must be optimised. The user evaluation (N=51)(N=51) involved presenting multiple VR scenes (with varying frame rates), requiring participants to judge which scenes felt smooth; the results indicate that anything below 50 FPS was tolerable at best and nauseating at worst. To also measure the performance impact of various software settings, benchmarks were conducted on different smartphones. The results highlight the effects when varying the number of displayed on-screen objects, as well as outlining which settings should be avoid when specifically targeting mobile VR platforms. Heat and battery life were found to be non-issues at recommended performance levels. The proposed work established valuable guidelines which can be helpful for real time applications in development time reduction and complexity simplification from graphical and refresh rate optimization perspectives.
由于现代智能手机设备的可用性和功能,虚拟现实(VR)技术正迅速向公众普及。然而,这样的移动设备并不像高端桌面系统那样强大,而高端桌面系统是VR的主要基础。运行高要求的VR应用程序会导致性能问题,如延迟、过热和电池快速耗尽。为了避免这些问题,必须优化软件因素。用户评估(N=51)(N=51)涉及呈现多个VR场景(具有不同的帧率),要求参与者判断哪些场景感觉流畅;结果表明任何低于50 FPS的情况在最好的情况下是可以忍受的,在最坏的情况下是令人作呕的。为了衡量不同软件设置对性能的影响,我们在不同的智能手机上进行了基准测试。结果强调了当屏幕上显示的对象数量变化时的效果,以及概述了当专门针对移动VR平台时应该避免哪些设置。在推荐的性能水平下,发热和电池寿命不是问题。所提出的工作建立了有价值的指导方针,可以帮助实时应用程序从图形化和刷新率优化的角度减少开发时间和简化复杂性。
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引用次数: 1
Real Time Skin Color Detection Based on Adaptive HSV Thresholding 基于自适应HSV阈值的实时肤色检测
Pub Date : 2022-07-18 DOI: 10.13052/jmm1550-4646.1867
Mohammed Elamine Moumene, Khadidja Benkedadra, Fatima Zohra Berras
The detection of human skin color has been studied extensively during the past two decades. It is an essential task for various computer vision applications such as biometric authentication, face/hands tracking and gesture analysis. New machine learning methods are effective for skin color detection. However, they are not suitable for real time applications since they are computationally heavy. A lightweight approach for skin color detection consists of using segmentation rules extracted by an investigation on skin color distribution. The kin appearance varies with diversity of image types, acquisition parameters and scene illumination. There are no general segmentation rules that provide effective skin segmentation for different scene conditions. In this paper we present a real-time skin color detector which adapts itself according to tracked human parts. First, initial thresholds are calculated using two popular skin datasets. Those thresholds can also be calculated quickly using small training sets. The proposed skin color detector showed comparable skin segmentation to DeepLabV3++ application and an improvement in term of F1 measure when compared to methods that relies on static rules.
在过去的二十年里,人们对人类肤色的检测进行了广泛的研究。它是各种计算机视觉应用的基本任务,如生物识别认证,面部/手部跟踪和手势分析。新的机器学习方法对肤色检测是有效的。然而,它们不适合实时应用程序,因为它们的计算量很大。一种轻量级的肤色检测方法是利用对肤色分布的研究提取的分割规则。随着图像类型、采集参数和场景光照的不同,kin的外观也会发生变化。对于不同的场景条件,没有通用的分割规则来提供有效的皮肤分割。本文提出了一种实时皮肤颜色检测器,它能根据被跟踪的人体部位进行自适应检测。首先,使用两个流行的皮肤数据集计算初始阈值。这些阈值也可以使用小的训练集快速计算出来。与基于静态规则的方法相比,所提出的肤色检测器具有与DeepLabV3++应用程序相当的皮肤分割效果,并且在F1度量方面有所改进。
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引用次数: 0
Deep and Lightweight Neural Network for Histopathological Image Classification 用于组织病理图像分类的深度轻量级神经网络
Pub Date : 2022-07-18 DOI: 10.13052/jmm1550-4646.18619
Shin Kim, Kyoungro Yoon
Breast cancer is a fatal disease affecting women, and early detection and proper treatment are crucial. Classifying medical images correctly is the first and most important step in the cancer diagnosis stage. Deep learning-based classification methods in various domains demonstrate advances in accuracy.However, as deep learning improves, the layers of neural networks get deeper, raising challenges, such as overfitting and gradient vanishing. For instance, a medical image is simpler than an ordinary one, making it vulnerable to overfitting issues.We present breast histopathological classification methods with two deep neural networks, Xception and LightXception with aid of voting schemes over split images. Most deep neural networks classify thousands classes of images, but the breast histopathological image classes are far fewer than those of other image classification tasks. Because the BreakHis dataset is relatively simpler than typical image datasets, such as ImageNet, applying the conventional highly deep neural networks may suffer from the aforementioned overfitting or gradient vanishing problems. Additionally, highly deep neural networks require more resources, leading to high computational costs. Consequently, we propose a new network; LightXception by cutting off layers at the bottom of the Xception network and reducing the number of channels of convolution filters. LightXception has only about 35% of parameters compared to those of the original Xception network with minimal expense on performance. Based on images with 100X magnification factor, the performance comparisons for Xception vs. LightXception are 97.42% vs. 97.31% on classification accuracy, 97.42% vs. 97.42% on recall, and 99.26% vs. 98.67% of precision.
乳腺癌是一种影响妇女的致命疾病,早期发现和适当治疗至关重要。医学图像的正确分类是癌症诊断阶段的第一步,也是最重要的一步。基于深度学习的分类方法在各个领域都显示出准确性的进步。然而,随着深度学习的进步,神经网络的层次越来越深,这就带来了挑战,比如过拟合和梯度消失。例如,医学图像比普通图像简单,容易出现过拟合问题。我们提出了乳房组织病理学分类方法与两个深度神经网络,Xception和LightXception与投票方案的分裂图像的帮助。大多数深度神经网络可以对数千类图像进行分类,但乳腺组织病理学图像的分类数量远远少于其他图像分类任务。由于BreakHis数据集比典型的图像数据集(如ImageNet)相对简单,因此应用传统的高度深度神经网络可能会遇到上述过拟合或梯度消失问题。此外,高度深度的神经网络需要更多的资源,导致高计算成本。因此,我们提出了一个新的网络;LightXception通过切断Xception网络底部的层并减少卷积滤波器的通道数量。与原始的Xception网络相比,LightXception只有大约35%的参数,性能上的损失最小。在100倍放大倍数的图像上,Xception与LightXception的分类准确率分别为97.42%与97.31%,召回率分别为97.42%与97.42%,准确率分别为99.26%与98.67%。
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引用次数: 1
The EEG Brain Signal Pattern Analysis During Touching Learning of the Blind and Normal People via a Low-cost Device 基于低成本设备的盲人和正常人触摸学习过程的脑电图脑信号模式分析
Pub Date : 2022-07-18 DOI: 10.13052/jmm1550-4646.18613
Wachira Lawpradit, T. Yooyativong, R. Chaisricharoen
This research was designed for analyse and compare patterns of EEG signals while blinded and normal people performing touching-leaning. The pattern analysis focuses on important EEG wavebands during touching, such as delta, theta, alpha and gamma waveband. The EEG waveband-datasets were detected and recorded with inexpensive device, the NeuroSky Mindwave, where it is connected to a computer for data analysis through Bluetooth communication and had electric noise reduction chipset inside. The analysis for the EEG waveband pattern-comparisons is performed by utilizing waveband power spectrum and statistical technique based on FFT algorithm, Area Under Curve (AUC), mean, S.D., T-score, and P-value testing. The experiment shown that dominant EEG signal wavebands of blinded people when touching-learning are delta, theta, alpha and gamma. These wavebands were higher than normal people. Moreover, by using statistical analysis T-score and P-values testing, analyzed results illustrate that normal and blinded people EEG wave patterns are significantly different on gamma waveband where blinded people have significantly higher gramma wave during touching-learning activities. The objects used for touching-leaning in the experiments are square, triangle, circle, and hexagon shape of tactile pictures. The observation also shown that blinded people use their muscle in movement more than normal people which also strongly related to gramma wave. In addition, another wave did not relate to statistic significant. This result illustrated to normal and blinded people thinking and imagination with the same pattern.
这项研究的目的是分析和比较盲人和正常人进行触摸学习时的脑电图信号模式。模式分析侧重于触摸过程中重要的脑电信号波段,如delta、theta、alpha和gamma波段。脑电图波段数据集是用廉价的设备NeuroSky Mindwave检测和记录的,该设备通过蓝牙通信连接到计算机进行数据分析,内部装有电子降噪芯片组。基于FFT算法、曲线下面积(Area Under Curve, AUC)、均值、标准差、T-score和p值检验,利用波段功率谱和统计技术对EEG波段模式比较进行分析。实验表明,盲人触摸学习时的主要脑电图信号波段为δ、θ、α和γ。这些波段比正常人高。此外,通过统计分析T-score和p值检验,分析结果表明正常人和盲者的脑电波在伽玛波段上存在显著差异,其中盲者在触摸学习活动中伽玛波明显较高。实验中用于触觉学习的对象为触觉图片的正方形、三角形、圆形和六边形。观察还表明,盲人在运动中比正常人更多地使用肌肉,这也与脑电波密切相关。另外,另一波无统计学意义相关。这一结果说明正常人和盲人的思维和想象具有相同的模式。
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引用次数: 0
An Electronic Double Auction of Prepaid Electricity Trading Using Blockchain Technology 基于区块链技术的预付费电力交易电子双重拍卖
Pub Date : 2022-07-18 DOI: 10.13052/jmm1550-4646.18616
Thammavich Wongsamerchue, A. Leelasantitham
Thailand’s current energy trading system is an Enhanced Single Buyer (ESB), a market monopoly by a single buyer. It will produce and distribute electricity to service providers in each area, enabling them to distribute services to consumers. In terms of the consumer aspect, it is necessary to purchase electricity from only one seller, and it is not possible to choose the manufacturer independently. Since the price mechanism is not competitive, the market price is mainly determined by a single buyer. Meanwhile, alternative energy power generation technology has progressed. Anyone can become a power producer using wind power or solar energy. People can easily produce electricity to use in their households. Besides, residual energy from use will be sold only to the ESB. However, there is a selling restriction because there is only one buyer. Importantly, Blockchain technology can be applied to enable independent electricity trading. In other words, called peer-to-peer (P2P) trading, the Thai government has policies to promote P2P trading. However, there are not many systems supporting P2P energy trading since P2P trading is still in the beginning stages of the Pilot Project. In this study, the researchers have presented a P2P Power Trading Model using Blockchain technology. This research presents a system with efficiency and simplicity. Also, there are other technology highlights such as IoT, Lora, and Electronic Double Auction. The researcher has designed, implemented, and tested it for actual electrical power trading. It can prove to be traded according to the designed test cases. Importantly, we are truly confident that this research will benefit those interested in developing real-world applications. This research can also be used as an alternative to the traditional power purchase and sale system.
泰国目前的能源交易体系是增强型单一买家(ESB),即由单一买家垄断市场。它将生产和分配电力给每个地区的服务提供商,使他们能够向消费者提供服务。在消费者方面,必须只向一个卖家购买电力,而不可能独立选择制造商。由于价格机制不具有竞争性,市场价格主要由单一购买者决定。与此同时,替代能源发电技术也取得了进步。任何人都可以利用风能或太阳能发电。人们可以很容易地生产电力供家庭使用。此外,使用产生的剩余能源将只出售给ESB。然而,由于只有一个买家,因此存在销售限制。重要的是,区块链技术可以应用于实现独立的电力交易。换句话说,被称为点对点(P2P)交易,泰国政府有促进P2P交易的政策。然而,支持P2P能源交易的系统并不多,因为P2P交易还处于试点的初级阶段。在这项研究中,研究人员提出了一个使用区块链技术的P2P电力交易模型。本研究提出了一种高效、简便的系统。此外,还有物联网、Lora、电子双重拍卖等其他技术亮点。研究人员对实际电力交易进行了设计、实现和测试。根据所设计的测试用例,它可以被证明是交易的。重要的是,我们真的相信这项研究将使那些对开发实际应用感兴趣的人受益。本研究也可作为传统购电系统的替代方案。
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引用次数: 2
期刊
J. Mobile Multimedia
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