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2014 International Conference on Advanced Computer Science and Information System最新文献

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Immersive virtual 3D environment based on 499 fps hand gesture interface 基于499 fps手势界面的沉浸式虚拟3D环境
Pub Date : 2014-10-01 DOI: 10.1109/ICACSIS.2014.7065850
M. S. Alvissalim, M. Yasui, Chihiro Watanabe, M. Ishikawa
This paper presents an immersive and highly responsive virtual 3D environment. By combining state of the art 3D display device zSpace and a high speed 499 fps hand gesture interface system a truly immersive system is achieved. Truly immersive virtual 3D environment can only be achieved with low latency interaction. Utilizing high speed camera, the system is capable of detecting two hands simultaneously. The system offers temporal congruency, spatial congruency, and intuitive interaction. The system offers temporal congruency by having a end-to-end latency of only 27.7 ms. It also offers spatial congruency with an accuracy of less than 3mm. It also provides intuitive interaction by allowing the user to use simple hand gestures to interact with the system. Small and fast movements can be detected easily in this system. Therefore, this system is suitable for settings where reflex speed response is required from the user. The possibility to operate using bare hand also offers a convenience in setting where hand hygiene is important such as in medical surgery.
本文提出了一种沉浸式、高响应性的虚拟三维环境。通过结合最先进的3D显示设备zSpace和高速499 fps手势界面系统,实现了真正的沉浸式系统。真正的沉浸式虚拟3D环境只有通过低延迟交互才能实现。该系统利用高速摄像机,能够同时检测两只手。该系统提供了时间一致性、空间一致性和直观的交互。该系统通过端到端延迟仅为27.7 ms来提供时间一致性。它还提供精度小于3毫米的空间一致性。它还允许用户使用简单的手势与系统进行交互,从而提供直观的交互。在这个系统中可以很容易地检测到小而快速的运动。因此,该系统适用于需要用户反射速度响应的设置。徒手操作的可能性也为医疗手术等需要手卫生的场合提供了便利。
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引用次数: 3
Making "Energy-saving strategies": Using a cue offering interface 制定“节能策略”:使用提示提供界面
Pub Date : 2014-10-01 DOI: 10.1109/ICACSIS.2014.7065836
Y. Kishi, Kyoko Ito, S. Nishida
Mass consumption of energy is a big problem. Energy-saving activities which are a solution to this problem have been attracting a lot of attention. Nevertheless, in order to engage in thorough energy-saving activities, consumers need support; on the other hand, even with support, the effects seem to be only temporary. In this paper, to obtain a long-term effect, we focus on developing a method to raise consumers' awareness about energy-saving behavior. To this end, we designed an interface which offers consumers the cue to think about energy-saving activities and conducted a 2week-experiment using the interface with 10 participants. The results suggest two things. First, offering cues increases the number of the energy-saving activities. Second, the more times they perform an activity, the less likely it is that they will change their way of thinking about the activity as time passes. We discuss a more effective method of helping consumers create energy-saving strategies.
能源的大量消耗是个大问题。节能活动作为解决这一问题的一种方法已经引起了人们的广泛关注。然而,为了进行彻底的节能活动,消费者需要支持;另一方面,即使有支持,效果似乎也只是暂时的。在本文中,为了获得长期的效果,我们重点研究了一种方法来提高消费者对节能行为的认识。为此,我们设计了一个界面,提示消费者考虑节能活动,并进行了为期两周的实验,共有10名参与者使用该界面。研究结果表明了两件事。首先,提供提示增加了节能活动的数量。其次,他们执行一项活动的次数越多,随着时间的推移,他们改变对该活动的看法的可能性就越小。我们讨论了一种更有效的方法来帮助消费者制定节能策略。
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引用次数: 0
SMOTE-Out, SMOTE-Cosine, and Selected-SMOTE: An enhancement strategy to handle imbalance in data level SMOTE-Out、SMOTE-Cosine和Selected-SMOTE:一种处理数据级别不平衡的增强策略
Pub Date : 2014-10-01 DOI: 10.1109/ICACSIS.2014.7065849
Fajri Koto
The imbalanced dataset often becomes obstacle in supervised learning process. Imbalance is case in which the example in training data belonging to one class is heavily outnumber the examples in the other class. Applying classifier to this dataset results in the failure of classifier to learn the minority class. Synthetic Minority Oversampling Technique (SMOTE) is a well known over-sampling method that tackles imbalance in data level. SMOTE creates synthetic example between two close vectors that lay together. Our study considers three improvements of SMOTE and call them as SMOTE-Out, SMOTE-Cosine, and Selected-SMOTE, in order to cover cases which are not already done by SMOTE. To investigate the proposed method, our experiments were conducted with eighteen different datasets. The results show that our proposed SMOTE give some improvements of B-ACC and F1-Score.
不平衡数据集经常成为监督学习过程中的障碍。失衡是指训练数据中属于一个类的样本数量远远超过另一个类的样本数量。将分类器应用于该数据集导致分类器无法学习少数类。合成少数派过采样技术(SMOTE)是一种解决数据层次不平衡的过采样方法。SMOTE在两个靠近的向量之间创建了一个合成的例子。我们的研究考虑了SMOTE的三种改进,并将它们称为SMOTE- out, SMOTE- cosine和Selected-SMOTE,以涵盖SMOTE尚未完成的情况。为了验证所提出的方法,我们在18个不同的数据集上进行了实验。结果表明,我们提出的SMOTE对B-ACC和F1-Score有一定的改善。
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引用次数: 32
A comparison of backpropagation and LVQ: A case study of lung sound recognition 反向传播与LVQ的比较:以肺部声音识别为例
Pub Date : 2014-10-01 DOI: 10.1109/ICACSIS.2014.7065873
Fadhilah Syafria, A. Buono, B. P. Silalahi
One way to evaluate the state of the lungs is by listening to breath sounds using stethoscope. This technique is known as auscultation. This technique is fairly simple and inexpensive, but it has some disadvantage. They are the results of subjective analysis, human hearing is less sensitive to low frequency, environmental noise and pattern of lung sounds that almost similar. Because of these factors, misdiagnosis can occur if procedure of auscultation is not done properly. In this research, will be made a model of lung sound recognition with neural network approach. Artificial neural network method used is Backpropagation (BP) and learning Vector Quantization (LVQ). Comparison of these two methods performed to determine and recommend algorithms which provide better recognition accuracy of speech recognition in the case of lung sounds. In addition to the above two methods, the method of Mel Frequency Cepstrum Coefficient (MFCC) is also used as method of feature extraction. The results show the accuracy of using Backpropagation is 93.17%, while the value of using the LVQ is 86.88%. It can be concluded that the introduction of lung sounds using Backpropagation method gives better performance compared to the LVQ method for speech recognition cases of lung sounds.
评估肺部状况的一种方法是用听诊器听呼吸音。这种技术被称为听诊。这种技术相当简单和便宜,但是它有一些缺点。它们是主观分析的结果,人的听觉对低频不太敏感,环境噪声与肺部发出的声音模式几乎相似。由于这些因素,如果听诊程序不正确,可能会发生误诊。本研究将利用神经网络方法建立一个肺声识别模型。采用的人工神经网络方法有反向传播(BP)和学习向量量化(LVQ)。对这两种方法进行比较,以确定和推荐在肺音情况下提供更好识别精度的语音识别算法。除了以上两种方法外,还使用Mel Frequency倒频谱系数(MFCC)方法作为特征提取的方法。结果表明,反向传播法的准确率为93.17%,LVQ法的准确率为86.88%。由此可见,在肺音语音识别案例中,使用反向传播方法引入肺音的效果优于LVQ方法。
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引用次数: 4
Digital watermarking in audio for copyright protection 用于版权保护的音频数字水印
Pub Date : 2014-10-01 DOI: 10.1109/ICACSIS.2014.7065826
Mustapha Hemis, B. Boudraa
Digital watermarking is a technique that consists in hiding binary information within a signal in an imperceptibly way. This technique plays an important role for copyright protection of multimedia data. In this paper an efficient robust audio watermarking algorithm based on double transforms is introduced. In a first step, the original signal is decomposed by discrete wavelet transform (DWT). Then the prominent approximation coefficients are segmented in non-overlapping 2D blocks. Singular value decomposition (SVD) is applied on each one. The watermark is embedded in the singular values (SVs) for each block. Watermark extraction is non-blind and it's done by performing inverse operation of embedding process. Experimental results show that this scheme provides high robustness against common signal processing attacks such as noise addition, resampling, filtering, MP3 compression and maintains good perceptual transparency. In addition, this method use a double key for insertion and extraction, making it suitable for secure application such as copyright protection.
数字水印是一种以不被察觉的方式隐藏信号中二进制信息的技术。该技术对多媒体数据的版权保护起着重要的作用。提出了一种基于双变换的高效鲁棒音频水印算法。首先,对原始信号进行离散小波变换(DWT)分解。然后将突出的近似系数分割成不重叠的二维块。对每个模型进行奇异值分解(SVD)。水印嵌入在每个块的奇异值(SVs)中。水印提取是非盲的,是通过对嵌入过程进行逆操作来实现的。实验结果表明,该方案对噪声添加、重采样、滤波、MP3压缩等常见的信号处理攻击具有较高的鲁棒性,并保持了良好的感知透明度。此外,该方法使用双密钥进行插入和提取,适用于版权保护等安全应用。
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引用次数: 11
Visual usability design for mobile application based on user personality 基于用户个性的移动应用可视化可用性设计
Pub Date : 2014-10-01 DOI: 10.1109/ICACSIS.2014.7065893
Riva Aktivia, Taufik Djatna, Yani Nurhadryani
Currently visual usability for mobile applications is a must, whilst more demand for personalized the design both aesthetic and personal preference dynamically. It was designed to ease people with high mobility. When designing user interface, designers focus on visual usability, user needs, and user preferences. Each user has different preferences about interface designs because of their personality. In this paper, we proposed a visual usability design for mobile application based on user personality. Our approach was based on psychological aspects that enabled to perform personal preference appointing to specific visual usability of preferred experiences. The objectives of this paper are to identify and formulate rules for interface design in mobile application based on user personality. Kansei engineering is a method to get user needs and user preferences based on his or her senses and cognition. Association rule mining and bond measure is a method for finding a relationship between user preferences and user personality.
目前,移动应用程序的视觉可用性是必须的,而更多的需求是个性化的设计,包括美学和个人偏好的动态。它是为方便行动不便的人而设计的。在设计用户界面时,设计师关注视觉可用性、用户需求和用户偏好。每个用户的个性决定了他们对界面设计的偏好。本文提出了一种基于用户个性的移动应用可视化可用性设计方法。我们的方法是基于心理学方面,使执行个人偏好指定特定的视觉可用性的首选体验。本文的目的是识别和制定基于用户个性的移动应用界面设计规则。感性工学是一种根据用户的感官和认知来获取用户需求和偏好的方法。关联规则挖掘和绑定度量是一种寻找用户偏好和用户个性之间关系的方法。
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引用次数: 8
Hybrid sampling for multiclass imbalanced problem: Case study of students' performance prediction 多班不平衡问题的混合抽样:学生成绩预测的个案研究
Pub Date : 2014-10-01 DOI: 10.1109/ICACSIS.2014.7065824
Wanthanee Prachuabsupakij, N. Soonthornphisaj
The aim of this paper is to propose a method namely CLUSS - CLUstering and SMOTE Sampling that can improve the prediction performance on multiclass imbalanced problem with students' performance data. Firstly, the clustering approach is used to create a new subset from all majority classes. The new subsets consists of the groups of majority classes instances which have different characteristics. Secondly, oversampling technique is applied to generate the new synthetic minority class instances. Then, CLUSS constructs the new training set by combining all minority class instances and the majority class instances in each subset. Finally, for each training set decision tree is used as a classifier to predict the classes via majority vote. The experimental results show that CLUSS achieved high performance on both majority and minority classes.
本文的目的是提出一种基于CLUSS -聚类和SMOTE采样的方法来提高学生成绩数据对多班不平衡问题的预测性能。首先,使用聚类方法从所有多数类中创建一个新的子集。新的子集由具有不同特征的多数类实例组组成。其次,采用过采样技术生成新的合成少数类实例;然后,CLUSS通过组合每个子集中的所有少数类实例和多数类实例来构建新的训练集。最后,对每个训练集使用决策树作为分类器,通过多数投票来预测类别。实验结果表明,CLUSS在多数类和少数类上都取得了良好的性能。
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引用次数: 2
Adaptive information extraction of disaster information from Twitter 自适应信息提取灾难信息从Twitter
Pub Date : 2014-10-01 DOI: 10.1109/ICACSIS.2014.7065859
Ralph Vincent J. Regalado, Jenina L. Chua, J. L. Co, H. C. Cheng, Angelo Bruce L. Magpantay, Kristine Kalaw
With the popularity of the Internet and social media platforms, information that is potentially useful in disaster response becomes available online in the hours and days immediately following a disaster. The use of information extraction in retrieving relevant disaster information from all these crowdsourced data would provide more information coming from both official reports, and the affected people themselves which in turn facilitate better decision making environments for disaster managers. This paper describes a system which performs an adaptive information retrieval of disaster related information coming from Twitter. Result shows 94.33% accuracy when extracting disaster and location information in the typhoon corpus while 90.79% accuracy for the fire corpus.
随着互联网和社交媒体平台的普及,在灾难发生后的几小时或几天内,就可以在网上获得可能对救灾有用的信息。在从所有这些众包数据中检索相关灾害信息时,使用信息提取方法将提供来自官方报告和受灾人民本身的更多信息,从而为灾害管理人员提供更好的决策环境。本文介绍了一种对来自Twitter的灾害相关信息进行自适应信息检索的系统。结果表明,台风语料库中灾害和位置信息的提取准确率为94.33%,火灾语料库中灾害和位置信息的提取准确率为90.79%。
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引用次数: 4
Experiences using Z2SAL 使用Z2SAL的经验
Pub Date : 2014-10-01 DOI: 10.1109/ICACSIS.2014.7065856
M. U. Siregar, J. Derrick, Siobhán North, A. Simons
The Z notation is a language that can be used for writing formal specifications of a system since it is based on mathematical notation and logic. However, there is less tool support for this language that one might wish for. In this paper, Z2SAL, a translator for Z which translates the Z notation into a SAL input language, is explored. The generated SAL file can be used further by an existing model checker, specifically ones provided in the SAL tool suite. This paper describes experiences during conducting several experiments on the Z2SAL translator.
Z符号是一种可用于编写系统正式规范的语言,因为它基于数学符号和逻辑。然而,对这种语言的工具支持比人们所希望的要少。本文研究了将Z符号转换成SAL输入语言的Z2SAL翻译器。生成的SAL文件可以由现有的模型检查器进一步使用,特别是SAL工具套件中提供的模型检查器。本文介绍了在Z2SAL翻译器上进行多次实验的经验。
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引用次数: 1
Bayesian rough set model in hybrid Kansei Engineering for beverage packaging design 混合感性工学中饮料包装设计的贝叶斯粗糙集模型
Pub Date : 2014-10-01 DOI: 10.1109/ICACSIS.2014.7065882
Azrifirwan, Taufik Djatna
Human evaluation have common shortage to capture vagueness and uncertainty while input multivariate data due to characteristics such relationship between packaging design attributes and customer requirement and perception about the package. In Kansei Engineering (KE), customer perceptions about a product tend to define the product value and this considered as whole of product attribute. The main objective of this work is to provide the designer with a robust formulation to make relationship between design element and customer perception. Then we proposed decision rules in order to get affective knowledge in bottle packaging design by using Bayesian Rough set method. This paper provided a construction of decision rules between design elements and customer perceptions such as slim shape of bottle body and bright colored of bottle cap to describe a modern bottling design. The result showed that Bayesian Rough Set model effectively extracted the decision rules of human evaluation data in designing beverage bottle from the intuition of customer perception. In conclusion our approach supported the design processes and eased the designer tasks.
由于包装设计属性与顾客对包装的需求和感知之间的关系等特点,在输入多变量数据时,人类评价存在着捕捉模糊性和不确定性的普遍不足。在感性工学(KE)中,顾客对产品的感知倾向于定义产品价值,并将其视为产品属性的整体。这项工作的主要目的是为设计师提供一个强有力的公式,使设计元素和客户感知之间的关系。在此基础上,利用贝叶斯粗糙集方法提出了决策规则,以获取瓶子包装设计中的情感知识。本文构建了瓶身纤细的形状、瓶盖鲜艳的颜色等设计元素与顾客感知之间的决策规则来描述现代装瓶设计。结果表明,贝叶斯粗糙集模型从顾客感知的直觉中有效地提取了饮料瓶设计中人类评价数据的决策规则。总之,我们的方法支持设计过程并简化了设计人员的任务。
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引用次数: 2
期刊
2014 International Conference on Advanced Computer Science and Information System
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