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Food Image Recognition by Using Bag of SURF: Color Features 基于SURF包的食品图像识别:颜色特征
Pub Date : 2015-10-21 DOI: 10.1145/2814940.2814976
Alameri Abdulrahman, T. Ozeki
The importance of researches in the old days is the retrieval of similar objects. Content-Based Image Retrieval (CBIR) system uses low-level features such as texture, color, and shape to extract the features, but when it comes to food images it is hard to get satisfactory accurate results. Recognition of food images has recently become very important and challenging due to people's health care, religious or cultural reasons. In this paper, we propose a system that recognizes small food images consist of 10 categories by using bag of features (BoF) based on SURF detection features. In addition, we achieved up to 78% accuracy rate, and try to improve the feature detection by using color features at the same time with the SURF feature detection. This experiment shows that more accurate rate of results will be obtained than the existing methods.
在过去,研究的重要性在于检索相似的对象。基于内容的图像检索(Content-Based Image Retrieval, CBIR)系统利用纹理、颜色、形状等底层特征来提取食物图像的特征,但当涉及到食物图像时,很难得到令人满意的准确结果。由于人们的医疗保健、宗教或文化原因,食物图像的识别最近变得非常重要和具有挑战性。本文提出了一种基于SURF检测特征的特征袋(bag of features, BoF)识别10类小食品图像的系统。此外,我们实现了高达78%的准确率,并尝试在SURF特征检测的同时使用颜色特征来改进特征检测。实验表明,与现有方法相比,该方法的结果准确率更高。
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引用次数: 1
How People Perceive Human- and Product-like Robots: Cross-cultural Analysis Between Japan and Korea 人们如何看待人形机器人和类产品机器人:日本和韩国的跨文化分析
Pub Date : 2015-10-21 DOI: 10.1145/2814940.2815007
Hyewon Lee, Hyemee Kang, Sonya S. Kwak, Jaeryoung Lee, Min-Gyu Kim, Jun-Beom Kwon
In this article, we present two robot design types: human-like and product-like robot. A human-like robot is designed to be similar to humans in the appearance or behavior. A product-like robot is designed to maximize the functionality of a product. As well as the comparison between the human-like robot and product-like robot, cultural differences between Korea and Japan on perceived intellectual capability, robot-likeness, usefulness, overall impression and purchase intention were investigated. People evaluated the intellectual capability, usefulness and overall impression of the robots differently depending on their nationalities. The human-like robot was considered to be more robot-like than the product-like robot whereas there was no difference between the robots in both cultures on purchase intention. Implications for the robot design between Korea and Japan are discussed.
在本文中,我们提出了两种机器人设计类型:类人机器人和类产品机器人。类人机器人被设计成在外观或行为上与人类相似。类产品机器人的设计目的是最大限度地发挥产品的功能。除了类人机器人和类产品机器人的比较外,还调查了韩国和日本在感知智力能力、机器人相似度、有用性、总体印象和购买意愿方面的文化差异。不同国籍的人对机器人的智力、实用性和整体印象的评价不同。类人机器人被认为比类产品机器人更像机器人,而两种文化的机器人在购买意愿上没有差异。对韩国和日本机器人设计的启示进行了讨论。
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引用次数: 5
Implementation of Voice Emotion Recognition for Interaction with Mobile Agent 面向移动Agent交互的语音情感识别实现
Pub Date : 2015-10-21 DOI: 10.1145/2814940.2815004
Jeong-Sik Park, Gil-Jin Jang
This paper introduces a voice emotion recognition framework to operate on mobile devices. The fundamental framework consists of detection of human voice, extraction of emotional features, and identification of an emotional state. We implemented a simple smartphone interface to verify the performance of the voice emotion recognition system operating on mobile device.
本文介绍了一种可在移动设备上运行的语音情感识别框架。该系统的基本框架包括人类语音的检测、情感特征的提取和情绪状态的识别。我们实现了一个简单的智能手机界面来验证语音情感识别系统在移动设备上的性能。
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引用次数: 0
Integration of Capillary Devices in the Smart Society based on Web of Things 基于物联网的智能社会中毛细管设备的集成
Pub Date : 2015-10-21 DOI: 10.1145/2814940.2814994
Awais Ahmad, M. Rathore, Anand Paul
A reasonable growth has been noticed in the Web of Things (WoT), in which different embedded devices are inter-connected with each other. These devices are capable of sharing and communicating over the web based application. On the other hand, integration of such devices (capillaries) need a comprehensive architecture, which is still missing. Therefore, this paper proposes the concept of Smart Society; propelling the notion of smart home. In the proposed smart society, we present an architecture for smart society. The proposed smart society consists of three domains, i.e., smart home and smart community, with supportive techniques and related challenges, and visualize of value added smart community. We then describe how to realize a robust networking among individual society. The feasibility and efficiency of the proposed system are implemented on Hadoop single node setup by testing the sample medical, sensory data sets and fire detection datasets. Finally, the results show that the proposed system architecture efficiently process, analyze, and integrates different datasets efficiently and triggers actions to provide safety measurements for elderly age people in smart home, vehicles in smart transportation system, and others.
物联网(WoT)出现了合理的增长,不同的嵌入式设备相互连接。这些设备能够通过基于web的应用程序进行共享和通信。另一方面,这些设备(毛细血管)的集成需要一个全面的架构,这一点仍然缺失。因此,本文提出了智慧社会的概念;推动智能家居的概念。在提出的智慧社会中,我们提出了一个智慧社会的架构。提出的智能社会包括智能家居和智能社区三个领域,支持技术和相关挑战,以及增值智能社区的可视化。然后,我们描述了如何实现个体社会之间的强大网络。通过对样本医疗数据集、传感数据集和火灾探测数据集的测试,在Hadoop单节点设置上实现了系统的可行性和高效性。最后,结果表明,所提出的系统架构能够有效地处理、分析和整合不同的数据集,并触发行动,为智能家居中的老年人、智能交通系统中的车辆等提供安全测量。
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引用次数: 2
Influence of Social Communication Skills on Collaborative Learning with a Pedagogical Agent: Investigation Based on the Autism-spectrum Quotient 社会沟通技巧对教学主体协作学习的影响:基于自闭症谱系商的调查
Pub Date : 2015-10-21 DOI: 10.1145/2814940.2814946
Yugo Hayashi
Studies in collaborative learning show that learners with fewer social interaction skills have difficulty during collaborative activities with others. The present study investigates how such a learner's skills influence the performance of an online concept-learning tutoring task with a Pedagogical Conversational Agent (PCA). During the task, the learners were guided by a PCA that helped them formulate their explanations of a key concept taught in a large-scale class. The study assesses the degree of learner's social skills based on the autism spectrum quotient (AQ) and investigates how this level skills influences learning with the PCA. Results show that learners with higher social skills performed better on explanation activities with the PCA. This shows that social cognitive skills influence learning performance during communication-based learning support systems. The results of this study suggest that there is a need to design efficient online tutoring systems that consider a learner's social skills.
协作学习的研究表明,社会交往技能较低的学习者在与他人的协作活动中存在困难。本研究探讨了学习者的技能如何影响在线概念学习辅导任务与教学会话代理(PCA)的表现。在任务中,学习者在PCA的指导下,帮助他们对大型课堂上教授的关键概念进行阐述。本研究以自闭症谱系商(autism spectrum quotient, AQ)为基础,评估学习者的社交技能程度,并以主成分分析法(PCA)探讨该水平技能对学习的影响。结果表明,社会技能越高的学习者在PCA解释活动中表现越好。这表明在基于交流的学习支持系统中,社会认知技能影响学习表现。这项研究的结果表明,有必要设计有效的在线辅导系统,考虑学习者的社交技能。
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引用次数: 5
Feel as Agent: Immersive Digital Dollhouse Enhances Sociality of Children with Developmental Disorders 感觉作为代理:沉浸式数字娃娃屋增强发展性障碍儿童的社会性
Pub Date : 2015-10-21 DOI: 10.1145/2814940.2814963
Midori Sugaya, Hirotaka Osawa, Yoshiko Okada, I. Giannopulu
Children suffering with learning and developmental disorders require daily training to develop their social skills. However, such daily training is sometimes not provided because it requires interactive help from therapists, and lots of special programs required for the training. We proposed an immersive digital dollhouse that enhances traditional psychological play therapy with sensors installed, while provides feedback from the sensors to the computer graphics (CG). The immersive digital dollhouse provides an immersive space for children, which develops their communication skills through their imaginary play with the complement of CG for enhancing the understanding of their situation, and it is easy to use in their home as daily training. We conducted an experiment with a 6-year old child with a similar level as the older children with developmental disorders. We found that the number of reactions was twice as many as with a normal dollhouse, and the number of miscommunications was less than one-tenth.
患有学习和发育障碍的儿童需要日常训练来发展他们的社交技能。然而,这种日常培训有时并不提供,因为它需要治疗师的互动帮助,并且需要许多特殊的培训项目。我们提出了一个身临其境的数字娃娃屋,它通过安装传感器来增强传统的心理游戏治疗,同时从传感器向计算机图形(CG)提供反馈。沉浸式数字娃娃屋为孩子们提供了一个沉浸式的空间,通过他们想象的游戏来发展他们的沟通能力,并辅以CG来增强他们对自己情况的理解,并且很容易在家中使用作为日常训练。我们对一个6岁的孩子进行了实验,他的发育障碍水平与年龄较大的儿童相似。我们发现,反应的数量是普通玩具屋的两倍,而误解的数量不到十分之一。
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引用次数: 6
Measuring Similarity Between Matrix Objects for Pattern Recognition 基于模式识别的矩阵对象相似性度量
Pub Date : 2015-10-21 DOI: 10.1145/2814940.2814967
Hyunsoek Choi, Hyeyoung Park
In order to make machines able to recognize various patterns, it is important to define an appropriate function for measuring similarities between different objects. Conventional similarity measures are devised mainly for 1D vector data, which may lead to loss of information of 2D matrix data. We cast the calculation of similarity between two matrices as a neural network problem, and design the architecture for learning a similarity measure. We provide experiments on real 2D matrix data in the face recognition and gesture recognition, where we show that the learning of a similarity measure leads to improvements in the performance of the recognition problem. Also we compare the performance of the proposed measure with conventional distance measures for 2D matrix data.
为了使机器能够识别各种模式,重要的是定义一个适当的函数来测量不同对象之间的相似性。传统的相似性度量主要针对一维矢量数据,这可能导致二维矩阵数据的信息丢失。我们将两个矩阵之间的相似度计算作为一个神经网络问题,并设计了学习相似度度量的体系结构。我们在人脸识别和手势识别中提供了真实二维矩阵数据的实验,在这些实验中,我们证明了相似性度量的学习可以提高识别问题的性能。我们还比较了所提出的测量方法与传统的二维矩阵数据距离测量方法的性能。
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引用次数: 1
Application of Intelligent Product Design on STEAM Education 智能产品设计在STEAM教育中的应用
Pub Date : 2015-10-21 DOI: 10.1145/2814940.2814988
Chaehyun Baek, Jung-Ju Choi, Jeonghye Han, Sonya S. Kwak
In this paper, a STEAM education was developed by applying intelligent product design. One promising approach to improve children's STEAM attitudes, knowledge, and skills is to utilize robotics in the program. As an intelligent product is a robot with the shape of the common object, intelligent product design could allow children to learn robotics and product design. Field trial of STEAM education was held at a Korean elementary school for two weeks. After the field trial, children evaluated the perception toward a common product and a developed intelligent product. The results showed that the intelligent product was perceived more positively and intelligent than the common product.
本文应用智能产品设计开发了一款STEAM教育产品。提高孩子们对STEAM的态度、知识和技能的一个有希望的方法是在项目中使用机器人。智能产品是具有常见物体形状的机器人,智能产品设计可以让孩子学习机器人和产品设计。在韩国的一所小学进行了为期两周的STEAM教育实地试验。实地试验后,儿童评估对普通产品和开发的智能产品的感知。结果表明,智能产品比普通产品被认为更积极、更智能。
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引用次数: 1
Performance Evaluation of Tile Coding in Reinforcement Learning 贴图编码在强化学习中的性能评价
Pub Date : 2015-10-21 DOI: 10.1145/2814940.2814975
Kenji Ota, T. Ozeki
Reinforcement learning is one of research fields in artificial intelligence. The learning method usually assumes a discrete state in computer simulations. However, we must treat a continuous value in a realistic situation. In this paper, we investigate various techniques of the tile cording scheme which is a representative technique to handle continuous states. We check the performance of single tiling, multiple tiling, time-shift method and the proposed method in the issue of space search.
强化学习是人工智能的研究领域之一。在计算机模拟中,学习方法通常假定为离散状态。然而,我们必须在现实情况下对待连续值。本文研究了具有代表性的连续状态处理技术瓦片编码方案的各种技术。在空间搜索问题上,对单次平铺法、多次平铺法、时移法和所提方法的性能进行了检验。
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引用次数: 1
Generating Music from an Image 从图像生成音乐
Pub Date : 2015-10-21 DOI: 10.1145/2814940.2814978
Gwenaelle Cunha Sergio, R. Mallipeddi, Jun-Su Kang, Minho Lee
Images can convey emotion just like music. If that's so, then it might be possible that, given an image, one can obtain a music that can produce a similar reaction from the listener/viewer. The challenge lies in how to do that. In this paper, we analyze the image using the HSV color space model and assume that each one of the three components have a relation with basic music elements, like tone, pitch, rhythm and loudness. The image is then scanned from left to right and top to bottom in order to generate a sequence of notes. In the end, the emotional Mean Opinion Score (MOS) is used to evaluate the performance of the proposed method. This work could prove to be a very important contribution to the field of HCI because it can improve the interaction between computers and humans who are visually and/or hearing impaired. In the current work, we only consider two emotions; positive and negative.
图像可以像音乐一样传达情感。如果是这样的话,那么就有可能,给定一个图像,就可以获得一个音乐,可以从听众/观众那里产生类似的反应。挑战在于如何做到这一点。在本文中,我们使用HSV色彩空间模型对图像进行分析,并假设这三种成分中的每一种都与音调、音高、节奏和响度等基本音乐元素有一定的关系。然后从左到右,从上到下扫描图像,以生成一系列音符。最后,使用情感平均意见评分(MOS)来评估所提出方法的性能。这项工作可能被证明是对人机交互领域的一个非常重要的贡献,因为它可以改善计算机与视觉和/或听力受损的人之间的互动。在目前的工作中,我们只考虑两种情绪;积极和消极。
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引用次数: 6
期刊
Proceedings of the 3rd International Conference on Human-Agent Interaction
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