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2019 Nicograph International (NicoInt)最新文献

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Research on Algorithm of Sugarcane Nodes Identification Based on Machine Vision 基于机器视觉的甘蔗节点识别算法研究
Pub Date : 2019-07-01 DOI: 10.1109/NICOInt.2019.00030
Deqiang Zhou, Yunlei Fan, Ganran Deng, Fengguang He, Meili Wang
In order to realize automatic cutting of sugarcane seeds in single bud segment, machine vision technology was used to identify sugarcane nodes. Firstly, the sugarcane color image was obtained, and the R component image of RGB color space was separated, and the median value of R component image was filtered and denoised. Second, the contour information of sugarcane image was obtained by FindContours function, and the area of interest of sugarcane image was selected by the width and height of contour. Finally, Sobel edge detection image of region of interest was acquired, and a rectangular detection operator was constructed to perform integral operation on the interested region to obtain a feature description vector of the interested region. Threshold value of the feature description vector was processed. The peak of the feature description vector was defined as the node feature point. The experimental results show that the recognition rate is 93% and the average time is 0.539 seconds.
为了实现甘蔗单芽段种子的自动切割,采用机器视觉技术对甘蔗节点进行识别。首先获取甘蔗彩色图像,对RGB色彩空间的R分量图像进行分离,并对R分量图像的中值进行滤波和去噪;其次,利用FindContours函数获取甘蔗图像的轮廓信息,并根据轮廓的宽度和高度选择甘蔗图像的感兴趣区域;最后,获取感兴趣区域的Sobel边缘检测图像,构造矩形检测算子对感兴趣区域进行积分运算,得到感兴趣区域的特征描述向量。对特征描述向量的阈值进行处理。将特征描述向量的峰值定义为节点特征点。实验结果表明,该方法的识别率为93%,平均时间为0.539秒。
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引用次数: 2
Granular Material Display: Information Presentation System using Two Layers of Granular Material and Speakers 颗粒材料显示:使用两层颗粒材料和扬声器的信息显示系统
Pub Date : 2019-07-01 DOI: 10.1109/NICOInt.2019.00025
S. Nakanishi, Shumpei Akahoshi, Mitsunori Matsushita
In this paper, we propose a method of presenting information by manipulating granular material that are placed on two layers. In recent years, substantial displays, which are displays that present information by manipulating some form of material have been gaining traction in the research community. As these displays utilize materials found in nature, they are capable of blending in with the surrounding environment. To create a novel substantial display, we propose a substantial display that utilizes granular material and speakers. In the proposed system, two types of granular material with different colors and sizes are placed on two layers. By emitting sound waves from a speaker installed under the lower layer, the granular material on the lower layer rises to the upper layer and creates a pattern as the color of the granular material on each layer is different. To determine the optimal parameters, we examined four different granular material and varied the sound wave frequency. Finally, we implemented a system that allows users to emit sound waves at any arbitrary position on the canvas with two layers of granular material.
在本文中,我们提出了一种通过操纵放置在两层上的颗粒材料来呈现信息的方法。近年来,实体显示器,即通过操纵某种形式的材料来显示信息的显示器,在研究界得到了越来越多的关注。由于这些显示器使用了自然界中发现的材料,它们能够与周围的环境融为一体。为了创造一个新颖的实体展示,我们提出了一个利用颗粒材料和扬声器的实体展示。在提出的系统中,两种不同颜色和大小的颗粒材料被放置在两层上。通过安装在下层下面的扬声器发射声波,下层的颗粒材料上升到上层,并形成每层颗粒材料颜色不同的图案。为了确定最佳参数,我们测试了四种不同的颗粒材料,并改变了声波频率。最后,我们实现了一个系统,允许用户在画布上的任意位置用两层颗粒材料发出声波。
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引用次数: 0
The Recombination of Gesture Nodes Enables Higher Accuracy in Small Data Sets 手势节点的重组使小数据集的精度更高
Pub Date : 2019-07-01 DOI: 10.1109/NICOInt.2019.00022
Yuan Feng, Ning Xie, Yuxin Gu, Shixiao Fan, Chun Yang
The hand gesture conveys many information such as hand sign language, detailed operation by hand, and gesture command in policy and army. In VR application, hand motion capture becomes more and more important in order to build the immerse virtual experience. The existing digital hand glove mainly works on the key point tracking of hands in real time. However, the immerse VR system needs not only the changes of the hand position movement but also the meanings of its movement and gesture in order to create the realistic interaction. In this paper, we treat this issue as a classification problem in supervised learning. We use Principal Component Analysis (PCA) to reduce the dimension of original input and analyze its result. We recombining the new data and raw data according to analysis, reduce not only the amount of computation but also the dataset. In the experiment, we implement our method on Raspberry Pi 3 Model B+. The results demonstrate that our method successfully classify 12 different hand gestures in the accuracy rate is over 93.5% less than 1ms in the immerse system and with just 500 training data.
手势传达了许多信息,如手势语,手的详细操作,手势在政策和军队中的指挥。在虚拟现实应用中,手部动作捕捉对于构建沉浸式虚拟体验变得越来越重要。现有的数字手套主要是对手部的关键点进行实时跟踪。然而,沉浸式VR系统不仅需要手部位置运动的变化,还需要其运动和手势的意义,以创造逼真的交互。在本文中,我们将此问题视为监督学习中的分类问题。我们使用主成分分析(PCA)对原始输入进行降维并分析其结果。我们根据分析将新数据和原始数据进行重组,不仅减少了计算量,而且减少了数据集。在实验中,我们在Raspberry Pi 3 Model B+上实现了我们的方法。结果表明,我们的方法在仅500个训练数据的情况下,在不到1ms的时间内成功地对12种不同的手势进行了分类,准确率超过93.5%。
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引用次数: 0
Verification of Applying Curiosity-Driven to Fighting Game AI 基于好奇心驱动的格斗游戏AI应用验证
Pub Date : 2019-07-01 DOI: 10.1109/NICOInt.2019.00033
Hideyasu Inoue, Yoshina Takano, R. Thawonmas, Tomohiro Harada
In this paper, we apply a curiosity-driven intrinsic reward to reinforcement learning (RL) in a fighting game and verify its effectiveness. An actor-critic model is used for RL. Our experimental results show that the proposed AI has a better learning ability than an AI using a standard actor-critic model.
在本文中,我们将好奇心驱动的内在奖励应用于战斗游戏中的强化学习(RL)并验证其有效性。演员-评论家模型用于强化学习。我们的实验结果表明,所提出的人工智能比使用标准演员-评论家模型的人工智能具有更好的学习能力。
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引用次数: 1
Training Data Clustering for Key-Sound Estimation in Rhythm Action Games 节奏动作游戏中键音估计的训练数据聚类
Pub Date : 2019-07-01 DOI: 10.1109/NICOInt.2019.00021
Daiki Fukunaga, K. Ochi, Y. Obuchi
A rhythm action game is a genre of video game in which the player acts in accordance with visual symbols (charts) representing the rhythm of music. This work aims at generating a chart from the music automatically to realize easy development of rhythm action games. A key-sound is a sound object which is played in response to the player's operation. To generate a chart, it is necessary to classify the sound objects into key-sounds and the other sounds. This process can be done by machine learning, but the training data have a wide variety due to the individuality of creators, and the optimal chart is not unique. Accordingly, we divided the training data into clusters based on the classification tendency and prepared multiple models. Classification experiments using multiple models suggested the possibility of improvement, but further investigation is necessary for the selection of the optimum cluster.
节奏动作游戏是一种电子游戏类型,在游戏中,玩家根据代表音乐节奏的视觉符号(图表)行事。本工作旨在从音乐中自动生成图表,实现节奏动作游戏的轻松开发。key-sound是一个声音对象,它会响应播放器的操作而播放。为了生成图表,有必要将声音对象分为键音和其他声音。这个过程可以通过机器学习来完成,但由于创建者的个性,训练数据种类繁多,最优图表并不是唯一的。据此,我们将训练数据根据分类倾向进行聚类,并准备了多个模型。多个模型的分类实验表明了改进的可能性,但选择最优聚类还需要进一步的研究。
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引用次数: 0
A Visual Analysis of Gameplay in a Fighting Game 格斗游戏玩法的视觉分析
Pub Date : 2019-07-01 DOI: 10.1109/NICOInt.2019.00031
Suguru Ito, Tomohiro Harada, R. Thawonmas
In this paper, we perform a visual analysis of gameplay in a fighting game. In recent years, game streaming is actively performed on platforms typified by Twitch. In order to cope with an increase in the number of users watching such streaming, a method for generating gameplay by AI and providing it to spectators has been recently proposed by our group. However, it is necessary to verify beforehand whether the generated gameplay is appropriate for streaming. Therefore, in this paper, we locate such an issue and describe our improvement plan.
在本文中,我们将对一款格斗游戏的玩法进行视觉分析。近年来,游戏流媒体在以Twitch为代表的平台上表现活跃。为了应对观看此类流媒体的用户数量的增加,我们小组最近提出了一种通过AI生成游戏玩法并将其提供给观众的方法。然而,有必要事先验证生成的游戏玩法是否适合流媒体。因此,在本文中,我们定位了这一问题,并描述了我们的改进计划。
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引用次数: 0
A Proposal of Interactive Projection Mapping by Touching Rays Visualized by Smoke 一种基于烟雾可视化的接触射线的交互式投影映射方法
Pub Date : 2019-07-01 DOI: 10.1109/NICOInt.2019.00035
Nao Kotani, S. Mizuno
We propose interactive projection mapping using smoke. In this projection mapping, a user enjoys rays rather than images. The user can change color of rays, move rays, and generate sound interactively by touching rays.
我们提出了使用烟雾的交互式投影映射。在这种投影映射中,用户享受的是光线而不是图像。用户可以通过触摸光线来改变光线的颜色,移动光线,并产生声音。
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引用次数: 1
A Study of E-Books for Infants to Learning 婴儿学习用电子书的研究
Pub Date : 2019-07-01 DOI: 10.1109/NICOInt.2019.00024
Yuankai Gao, Masatoshi Tezuka, Y. Seta, M. Kuwahara, Kazuya Ueki
In this paper, survey about e-books for infant that focus at "learning" for the purpose of popularizing e-books. It is a general thing to obtain knowledge and words from books. It is said that children get a lot of things from books in the process of language learning. For example, story time is important. This study looks at achieving a similar effect of parents reading e-books and books by story-telling through an application.
本文以“学习”为中心,对幼儿电子书进行调查,以期普及电子书。从书本上获得知识和文字是一件普遍的事情。据说孩子们在学习语言的过程中可以从书本上学到很多东西。例如,讲故事的时间就很重要。这项研究着眼于父母通过应用程序讲故事来阅读电子书和书籍的类似效果。
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引用次数: 0
Adding New Classes in Semantic Segmentation 添加语义分割的新类
Pub Date : 2019-07-01 DOI: 10.1109/NICOInt.2019.00029
K. Ueki
To implement semantic segmentation and assign one of the classes to each pixel, a large amount of pixel labelled images are required. However, annotations in existing image datasets are limited both in terms of quantity and diversity owing to the heavy annotation cost. Therefore, in this study, we examined a method to readily add new classes of training images and evaluate feasibility by testing semantic segmentation on car-mounted camera images.
为了实现语义分割并为每个像素分配一个类,需要大量的像素标记图像。然而,由于标注成本高,现有图像数据集的标注在数量和多样性上都受到限制。因此,在本研究中,我们研究了一种易于添加新训练图像类别的方法,并通过测试车载摄像头图像的语义分割来评估可行性。
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引用次数: 0
Ontology-based 3D Relief Models Retrieval 基于本体的三维地形模型检索
Pub Date : 2019-07-01 DOI: 10.1109/NICOInt.2019.00018
Xiaolong Zhao, Tingting Li, Jiahui Mao, Meili Wang
To improve the precision and efficiency in 3D models management in digital relief editing, this paper proposes a 3D relief models retrieval method based on ontology semantic analysis. Firstly, according to the specific field(Chinese classical story) of relief art, we classified the models, and established the corresponding ontology for these models. Secondly, after analyzing the relationship among these models, we constructed the association between the ontologies and the rule-based semantic reasoning. Then, we used the similarity calculation based on synonyms to solved the common problem if there is no results when search a resemble word. Finally, we developed a relief models retrieval system, which can retrieve 3D models accurately. The experimental results have shown that the proposed method can effectively assist the digital relief editing when retrieving the 3D models, enhance the relativities among the relief models and improve the retrieval efficiency.
为了提高数字地形编辑中三维模型管理的精度和效率,提出了一种基于本体语义分析的三维地形模型检索方法。首先,根据浮雕艺术的具体领域(中国古典故事),对模型进行分类,并为这些模型建立相应的本体。其次,在分析了这些模型之间的关系后,我们构建了本体与基于规则的语义推理之间的关联。然后,我们利用基于同义词的相似度计算,解决了搜索相似词时无结果的常见问题。最后,我们开发了一个地形模型检索系统,可以准确地检索三维模型。实验结果表明,该方法可以有效地辅助数字地形编辑检索三维模型,增强地形模型之间的相关性,提高检索效率。
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2019 Nicograph International (NicoInt)
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