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2016 7th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)最新文献

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Estimating task difficulty in educational games 教育游戏中任务难度的估计
Pub Date : 2016-10-01 DOI: 10.1109/COGINFOCOM.2016.7804582
M. Szabó, K. Pomázi, Bertalan Radostyán, Luca Szegletes, B. Forstner
This paper presents a method for estimating difficulty of game tasks found in educational games. The method uses techniques from the field of socio-cognitive ICT, a branch of cognitive infocommunications. Our aim was to create an adaptive gaming experience for users of educational games. Adjusting the difficulty of game tasks according to the mental state of users is required for this approach. For some game tasks, however, difficulty is not known in advance. Our paper proposes a solution to this problem by presenting a model of an algorithm for game task difficulty estimation based on Bayesian probability theory and existing research on human intelligence. The paper also presents a simulation algorithm which is used to analyze the validity and efficiency of the estimation algorithm. An example of a real-world application of our method-an educational game made for university students of architecture and civil engineering-is also part of the paper.
本文提出了一种估算教育游戏中游戏任务难度的方法。该方法使用了社会认知信息通信技术领域的技术,这是认知信息通信的一个分支。我们的目标是为教育类游戏的用户创造一种适应性游戏体验。这种方法需要根据用户的心理状态调整游戏任务的难度。然而,对于某些游戏任务来说,难度是事先不知道的。本文提出了一种基于贝叶斯概率论和现有人类智能研究的游戏任务难度估计算法模型,以此来解决这一问题。文中还给出了一个仿真算法,用来分析估计算法的有效性和效率。我们的方法的一个实际应用的例子——一个为建筑和土木工程专业的大学生制作的教育游戏——也是论文的一部分。
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引用次数: 10
How cognitive infocommunications play a critical role in shaping the future of forensic sciences defining forensic cognitive infocommunications 认知信息通信如何在塑造法医科学的未来中发挥关键作用
Pub Date : 2016-10-01 DOI: 10.1109/COGINFOCOM.2016.7804562
András Czebe, Gabor Kovacs
Forensic sciences are facing radical changes. Cognitive technologies are one of the main efforts in forming these changes which can fulfill cognitive procedures that were once exclusively the scope of forensic experts. However, the acquisition of a cognitive structure that makes experts more effectual, can also lead them to erroneous identifications. Therefore, one must fully examine and interpret how information transfer occurs between two cognitive beings. Our focus in this paper is to lay the basis and to inspire further research on the development of Forensic Cognitive Infocommunications.
法医学正面临着根本性的变化。认知技术是形成这些变化的主要努力之一,这些变化可以完成曾经专属于法医专家范围的认知程序。然而,获得一种使专家更有效的认知结构,也会导致他们做出错误的识别。因此,一个人必须充分检查和解释信息传递是如何在两个认知存在之间发生的。本文的重点是为司法认知信息传播的进一步发展奠定基础和启发。
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引用次数: 0
Eye-tracking analysis of computer networks exam question besides different skilled groups 计算机网络考试题型的眼动分析
Pub Date : 2016-10-01 DOI: 10.1109/COGINFOCOM.2016.7804561
T. Ujbanyi, J. Katona, Gergely Sziladi, A. Kovari
The article presents an eye tracking analysis based study in context of learning IT skills. The goal of eye tracking analysis is to determine the gaze movement differences between students with different prior knowledge during answering a question in the topic of computer networks. The gaze movement was tracked by cost-effective Eye Tribe tracker, and the eye movement data was evaluated by Ogama software. Examinations were organized as a student's project using the methodology of project-based learning. The study shows that differences can be detected in eye movement parameters of students with different prior knowledge, in the number and duration of fixations and length of saccades.
本文提出了一项基于眼动追踪分析的IT技能学习研究。眼动追踪分析的目的是确定具有不同先验知识的学生在回答计算机网络主题问题时的注视运动差异。眼球运动采用高性价比的Eye Tribe追踪器进行跟踪,眼球运动数据采用Ogama软件进行评估。采用基于项目的学习方法,将考试组织为学生的项目。研究表明,具有不同先验知识的学生在眼动参数、注视次数、注视持续时间、扫视时长等方面存在差异。
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引用次数: 45
An approach to interactive deep reinforcement learning for serious games 一种用于严肃游戏的交互式深度强化学习方法
Pub Date : 2016-10-01 DOI: 10.1109/COGINFOCOM.2016.7804530
Aline Dobrovsky, Uwe M. Borghoff, Marko A. Hofmann
Serious games receive increasing interest in the area of e-learning. Their development, however, is often still a demanding, specialized and arduous process, especially when regarding reasonable non-player character behaviour. Reinforcement learning and, since recently, also deep reinforcement learning have proven to automatically generate successful AI behaviour to a certain degree. These methods are computationally expensive and hardly scalable to various complex serious game scenarios. For this reason, we introduce a new approach of augmenting the application of deep reinforcement learning methods by interactively making use of domain experts' knowledge to guide the learning process. Thereby, we aim to create a synergistic combination of experts and emergent cognitive systems. We call this approach interactive deep reinforcement learning and point out important aspects regarding realization within a framework.
严肃游戏在电子学习领域受到越来越多的关注。然而,它们的开发通常仍然是一个苛刻、专业和艰巨的过程,特别是在考虑合理的非玩家角色行为时。强化学习和深度强化学习已被证明在一定程度上自动生成成功的人工智能行为。这些方法在计算上非常昂贵,并且很难扩展到各种复杂的严肃游戏场景中。因此,我们引入了一种新的方法,通过交互式地利用领域专家的知识来指导学习过程,从而扩大深度强化学习方法的应用。因此,我们的目标是创造一个专家和新兴认知系统的协同组合。我们称这种方法为交互式深度强化学习,并指出了在框架内实现的重要方面。
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引用次数: 19
Evaluation of human-Myo gesture control capabilities in continuous search and select operations 评价人肌在连续搜索和选择操作中的手势控制能力
Pub Date : 2016-10-01 DOI: 10.1109/COGINFOCOM.2016.7804585
Á. Csapó, H. Nagy, Á. Kristjánsson, G. Wersényi
Tactile and haptic devices can be used to control and interact with a wide range of systems, including games, virtual environments and assistive technologies. Although many psychophysical studies have measured thresholds of human sensory capabilities for interpreting haptic and tactile feedback, relatively little is known about the precision with which we are able to guide the behavior of a system based on kinesthetic and myoelectric gestures. A broad study of the latter problem is important, especially now that a number of devices have appeared - such as the Leap Motion Controller and the Myo armband - which enable humans to use finger, hand and arm gestures to interact with the digital world. This paper provides a broad overview on the topic, and reports a set of preliminary experiments on the extent to which the Myo armband can be used to control auditory feedback in real time. Test results are evaluated based on a Bayesian statistical model of an empirical (but for the most part, unambiguous) performance scale. The goal is to investigate ways in which visually impaired users could use the Myo to control the output of an assistive technology.
触觉和触觉设备可用于控制各种系统并与之交互,包括游戏、虚拟环境和辅助技术。尽管许多心理物理学研究已经测量了人类解释触觉和触觉反馈的感觉能力的阈值,但相对而言,我们能够指导基于动觉和肌电手势的系统行为的精确度知之甚少。对后一个问题进行广泛的研究是很重要的,尤其是现在已经出现了许多设备,比如Leap运动控制器和Myo臂带,它们使人类能够使用手指、手和手臂的手势与数字世界进行交互。本文对该主题进行了广泛的概述,并报告了一组关于Myo臂环可用于实时控制听觉反馈的程度的初步实验。测试结果是基于贝叶斯统计模型的经验(但在大多数情况下,明确的)性能量表来评估的。目的是研究视障用户如何使用Myo来控制辅助技术的输出。
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引用次数: 19
Novel speech features of disturbances in laryngeal muscle coordination 喉肌协调障碍的新语言特征
Pub Date : 2016-10-01 DOI: 10.1109/COGINFOCOM.2016.7804545
Branimir Dropuljić, D. Petrinović, K. Ćosić
The present paper proposes speech features derived from the fundamental frequency (Fo) contour decomposition. The decomposition method is designed in order to differentiate, as much as possible, simultaneous neurobiological effects on vocal fold vibration. The focus of this paper is placed on involuntary disturbances of such vibrations, which are analyzed in the context of emotional stress. The proposed features are compared with conventional perturbation measures, i.e. jitter and shimmer, using two datasets: Synthetic perturbations and SUSAS (Speech Under Simulated and Actual Stress) subset - Roller-coaster. Features are additionally analyzed in the context of elimination potential of voluntary effects like Fo contour changes during natural pronunciation. Results of the initial synthetic perturbation analysis indicate that the proposed features could be less affected by the voluntary control and, on the other hand, more related to disturbances in laryngeal muscle coordination. The proposed features generally outperform conventional perturbation features in speech under stress analysis.
本文提出了基于基频(Fo)轮廓分解的语音特征。分解方法的设计是为了尽可能区分同时对声带振动的神经生物学效应。本文的重点是放在这种振动的无意识干扰,这是在情绪压力的背景下进行分析。使用两个数据集:合成摄动和SUSAS(模拟和实际压力下的语音)子集-过山车,将所提出的特征与传统的摄动措施(即抖动和闪烁)进行比较。此外,在消除自然发音过程中Fo轮廓变化等自愿效应的可能性的背景下,对特征进行了分析。初始合成扰动分析的结果表明,所提出的特征受自主控制的影响较小,而另一方面,与喉肌协调的干扰更相关。在语音应力分析中,所提出的特征总体上优于传统的扰动特征。
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引用次数: 2
The construction of android computer-based application on neurocognitive executive function for early age children inhibitory control measurement 构建基于android计算机的应用程序对早期儿童神经认知执行功能进行抑制控制测量
Pub Date : 2016-10-01 DOI: 10.1109/COGINFOCOM.2016.7804584
D. Hendrawan, C. Carolina, F. Fauzani, Hanifah Nurul Fatimah, F. Kurniawati, Muhammad Azmi Malik Ariefa
Present study constructed a set of computer tests to measure inhibitory control, a core component of executive function, which is responsible for suppressing irrelevant automatic responses to promote consciously goal-directed behaviour. In accordance with our previous study, the battery test was adapted to an artificially cognitive system in form of computer-based application compatible to android system. Unity engine 5.3 was employed to convert the tasks from conventional administration method to the computer-based application. Conventional tasks employed in this study were Rabbit/Crocodile and Sun-Grass, whereas the computerized version consisted of Rabbit/Crocodile, Moon/Star, and Day-Night tasks. The Spearman's correlation was applied to validate between conventional and computer-based application. Result showed that in Stroop task, the computerized Day-Night task correlated to conventional Sun-Grass task, while both computerized Go/NoGo tasks correlated each other. This result suggests an implementation of assessment method, which involves the principles of both cognitive-infocommunication and augmented cognition in case of intervention to optimize the ability to control behaviour since early ages.
抑制控制是执行功能的一个核心组成部分,它负责抑制无关的自动反应,以促进有意识的目标导向行为。根据我们之前的研究,电池测试采用人工认知系统,以兼容android系统的基于计算机的应用程序的形式进行。采用Unity引擎5.3将任务从传统的管理方式转换为基于计算机的应用。本研究中使用的传统任务是兔子/鳄鱼和太阳-草,而计算机版本包括兔子/鳄鱼,月亮/星星和昼夜任务。应用Spearman相关性来验证传统应用与计算机应用之间的相关性。结果表明,在Stroop任务中,计算机化的昼夜任务与传统的太阳-草任务相关,而计算机化的围棋/不围棋任务相互关联。这一结果提示了一种评估方法的实施,该方法涉及认知信息沟通和增强认知的原则,在干预的情况下优化早期控制行为的能力。
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引用次数: 2
Emotion analysis in DiaCoSk dialog corpus DiaCoSk对话语料库中的情感分析
Pub Date : 2016-10-01 DOI: 10.1109/COGINFOCOM.2016.7804541
S. Ondáš, Lenka Máčková, D. Hládek
The proposed paper describes our experimental work with the dialogue corpus DiaCoSk, which is a small corpus of dialogue interactions in the Slovak language. The original corpus consists of recordings, transcriptions and dialogue act labels that can be used for training dialogue act labeling machine. Emotions in DiaCoSK utterances were labeled additionally to observe their frequency and relation to dialogue acts. Obtained results indicate interesting relations between dialogue acts and emotions. Moreover, influence of emotions on automatic DA labeling has been proven.
提议的论文描述了我们对对话语料库DiaCoSk的实验工作,这是一个斯洛伐克语对话互动的小型语料库。原始语料库由录音、转录和对话行为标签组成,可用于训练对话行为标记机。对DiaCoSK话语中的情绪进行额外标记,观察其频率及其与对话行为的关系。所得结果表明,对话行为与情感之间存在着有趣的关系。此外,情绪对自动标注数据的影响也得到了证实。
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引用次数: 3
Synchronistic historical background for Jung-Pauli's modelling of psyche and nature concerning the aquarius myth part II: The aquarius mythologem and representations of St. Andrew in the Hortus Deliciarum Jung-Pauli关于水瓶座神话的心灵和自然造型的同时性历史背景。第二部分:水瓶座神话和圣安德鲁在《神庙》中的表现
Pub Date : 2016-10-01 DOI: 10.1109/COGINFOCOM.2016.7804590
P. Várlaki, P. Baranyi
In the paper we attempt to present the same in a very beautiful and uniquely interesting picture of the Hortus Deliciarum, with St. Andrew in the leading role, representing St. John the Baptist. We compare the meaning system and the numerical structure of this the Hortus Deliciarum image to the Pala d'Oro's beautiful and unique enamel of hidden meaning, depicting the presentation of the child Christ in the "Temple.". On tha basis of this interpretation and comparison it can be considered as a historical background of the Aquarius mythologem and its Jung-Pauli kinds of imagination and interpretation.
在这篇论文中,我们试图用一幅非常美丽而独特的有趣的画来呈现同样的东西,这幅画的是“Deliciarum Hortus”,其中圣安德鲁是主角,代表施洗者圣约翰。我们将这幅“美味之树”的图像的意义系统和数字结构与Pala d'Oro的美丽而独特的隐藏意义的珐琅进行比较,描绘了“神庙”中儿童基督的呈现。在这种解释和比较的基础上,它可以被认为是水瓶座神话及其重泡利式的想象和解释的历史背景。
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引用次数: 9
Establish innovative learning environment by virtual lab concept: An exploratory research in higher education 利用虚拟实验室理念构建创新学习环境:高等教育的探索性研究
Pub Date : 2016-10-01 DOI: 10.1109/COGINFOCOM.2016.7804578
Mariann Váraljai
In the innovative learning environment, during the learning process supported by LMS systems has already evolved new learning and communication forms, which has led to different forms of collaboration. The inclusion of virtuality into the education also requires special education methodology and planning, there is a great emphasis on cooperative work, and also on the dynamic application of connectivism in pedagogy. Our exploratory research focuses on the information gathering habits of new generation. First, what are the characteristics of the new generation in the information gathering, learning, learning environment and community dimensions. On the other hand, the aim is to explore that how receptive are today's students about the new learning space and what kind of expectations they have about the activities in the virtual space, and how well-informed are they of the pros and cons related with the virtual learning space.
在创新的学习环境中,LMS系统支持的学习过程中已经形成了新的学习和交流形式,从而导致了不同形式的协作。将虚拟性纳入教育还需要特殊的教育方法和规划,需要非常强调合作工作,也需要在教育学中动态应用联系主义。我们的探索性研究侧重于新生代的信息收集习惯。首先,新生代在信息收集、学习、学习环境和社区维度上有哪些特点。另一方面,我们的目的是探索当今的学生对新的学习空间的接受程度如何,他们对虚拟空间中的活动有什么样的期望,以及他们对虚拟学习空间的利弊有多了解。
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引用次数: 12
期刊
2016 7th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)
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