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Instructional design and practice of installation art based on Steam-Obe concept 基于Steam-Obe理念的装置艺术教学设计与实践
Pub Date : 2023-01-01 DOI: 10.54941/ahfe1004228
Xu Dongjie, Ye Junnan
The digital wave triggered by new technology has changed the traditional way of life. Digital media art, as the most cutting-edge part of contemporary art, has been gradually followed up with professional creation courses related to digital media in colleges and universities. Interactive device art creation course is an important practical course for digital media art major. Seek innovation points in multi-media platforms and conduct independent interdisciplinary creation, so as to learn interactive installation art creation in digital media art.At present, there are still some problems in the design of interactive device art creation course, which are mainly reflected in the following aspects:1. The teaching system is not comprehensive enough. The comprehensiveness and pioneering nature of interactive installation art make it require higher and more comprehensive professional quality of students. However, the current teaching system has problems such as single curriculum, lack of interdisciplinary integration and lack of special training.2. Lack of project management awareness. In the practical teaching of interactive installation art creation, due to the comprehensiveness and diversity of the course, students often need to organize a team to complete it. However, due to the lack of project management awareness, students are difficult to lack effective organization and management of complex projects such as interdisciplinary practice and media integration.3. The assessment and evaluation system is not comprehensive enough. The current curriculum assessment and evaluation system lacks an incentive mechanism for innovation, attaches too much importance to the training of new media art talents, and fails to assess the quality of students' innovation ability quantitatively. As a result, students have problems such as stylized creation and weak innovation consciousness, and a more perfect assessment mechanism for new media art education.In view of the above problems, by analyzing the concept of OBE and STEAM, the content and process of experimental teaching are optimized, and an online and offline experimental teaching mode of interactive installation art that integrates OBE and STEAM is constructed. This model includes two modules of basic theory and experiment, and the course development and evaluation system based on STEAM concept.Combining OBE mode with STEAM concept, the change of teaching mode pays more attention to improving students' comprehensive quality fundamentally, and attaches importance to students' learning and development. In teaching, "student-teacher-problem" should be the center. Students are given learning tasks or problems, and teachers help students with academic practice, thinking and exploration in the process of guidance, so as to achieve the purpose of understanding new knowledge.The concrete practice of the construction of the teaching model integrating the concepts of OBE and STEAM is as follows:1. Establish a teaching kn
新技术引发的数字浪潮改变了传统的生活方式。数字媒体艺术作为当代艺术中最前沿的部分,在高校中也逐渐跟进了与数字媒体相关的专业创作课程。交互装置艺术创作课程是数字媒体艺术专业的一门重要的实践性课程。在多媒体平台上寻找创新点,进行独立的跨学科创作,学习数字媒体艺术中的互动装置艺术创作。目前,交互装置艺术创作课程的设计还存在一些问题,主要体现在以下几个方面:1.互动装置艺术创作课程的设计。教学体系不够全面。互动装置艺术的综合性和开拓性对学生的专业素质提出了更高、更全面的要求。然而,目前的教学体系存在课程单一、跨学科整合不足、专业培训不足等问题。缺乏项目管理意识。在互动装置艺术创作的实践教学中,由于课程的全面性和多样性,学生往往需要组织一个团队来完成。然而,由于缺乏项目管理意识,学生很难缺乏对跨学科实践、媒体整合等复杂项目的有效组织和管理。考核评价体系不够全面。现行课程评价体系缺乏创新的激励机制,过于重视新媒体艺术人才的培养,未能定量评估学生创新能力的质量。因此,学生存在创作程式化、创新意识淡薄等问题,新媒体艺术教育的考核机制较为完善。针对上述问题,通过对OBE和STEAM概念的分析,优化实验教学的内容和过程,构建OBE和STEAM相结合的互动装置艺术线上线下实验教学模式。该模型包括基础理论和实验两个模块,以及基于STEAM理念的课程开发与评价体系。将OBE模式与STEAM理念相结合,教学模式的转变更注重从根本上提高学生的综合素质,重视学生的学习与发展。在教学中,要以“学生-教师-问题”为中心。学生被赋予学习任务或问题,教师在指导过程中帮助学生进行学术实践、思考和探索,从而达到理解新知识的目的。构建OBE与STEAM相结合的教学模式的具体实践如下:建立基于STEAM理念的教学知识体系,培养运用STEAM理念进行艺术创作的能力。以学生为中心。以学生为中心是OBE模式的核心理念。STEAM理念强调实践的本质,通过提高学生的综合素质,支持学生主动、独立、社会化的学习。基于项目的学习。通过项目导向的学习,提出问题导向的、具体的开放式问题,使学生探索答案,掌握方法,拓宽思维,提高实践能力,最终使学生能够独立开发创新的项目作品。建立基于STEAM理念的课程评价体系和作品评价体系,完善对学生课程成绩和专业创作的整体评价。目前,华东理工大学已经成功地将OBE和STEAM的理念融合在一起,开展了线上线下的混合实验课程教学。学生通过学校的在线学习平台观看老师录制的MOOC视频,在线学习装置艺术的创作过程,并在线下的基础实验课程中进行集中实验。在项目实践模块中,学生们充分发挥自己的思维,制定计划。经过原型测试和优化,最终产生了许多优秀的作业,学生们也取得了不错的成绩。选择华东理工大学数字媒体艺术专业进行实践验证。通过课程评估和教学评价,该教学模式取得了良好的效果,可以提高学生的学习参与度,提高学生的设计创新素养、跨媒体创新素养,增强学生的学习体验和教学满意度。为互动装置艺术的教学改革提供参考。
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引用次数: 0
Flight Training Research Paving the Path for Future eVTOL Pilots 飞行训练研究为未来eVTOL飞行员铺平道路
Pub Date : 2023-01-01 DOI: 10.54941/ahfe1004340
Frank Rister, Nils Bartling
At the dawn of Urban Air Mobility (UAM), namely the introduction of eVTOL (electric Vertical Take-off & Landing) vehicles, we have been pioneering in designing a certifiable flight training programme for those pilots who will be the first in the world to operate such vehicles.This paper will discuss our training design path we pursued, the research and development work behind it and finally the resulting training design. Emphasis is laid on the analysis of the training needs, our design approach based on human-factors research and development, the requirements for the design of new flight simulators, and how a close cooperation with OEMs and aviation authorities made us validate this flight training programme course, which will prepare future eVTOL pilots for a safe and sustainable operation in Urban Air Mobility in just one year from now.
在城市空中交通(UAM)的曙光,即eVTOL(电动垂直起飞&着陆)车辆,我们一直在设计一个认证的飞行训练计划,为那些飞行员谁将是世界上第一个操作这些车辆。本文将讨论我们所追求的培训设计路径,其背后的研究和开发工作,最后得出的培训设计。重点是对培训需求的分析,我们基于人为因素研究和开发的设计方法,新型飞行模拟器的设计要求,以及如何与原始设备制造商和航空当局密切合作,使我们验证这一飞行培训计划课程,这将使未来的eVTOL飞行员在短短一年内为城市空中机动的安全和可持续操作做好准备。
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引用次数: 0
Evaluation and Validation of Emotional Expression Mimicry Tasks for Highly Sensitive Person Assessment 情绪表达模仿任务在高敏感人评估中的评价与验证
Pub Date : 2023-01-01 DOI: 10.54941/ahfe1004387
Yuuna Ishikami, Hisaya Tanaka
In recent years, Highly Sensitive Persons (HSP) have gained increasing attention. HSP refers to individuals with heightened sensory sensitivity, making them more sensitive to stimuli and frequently more empathetic. In this study, we focused on HSPs’ high empathy and their ability to detect subtle cues from facial expressions. We hypothesized that individuals with HSP tendencies are more likely to perceive and express minor changes in facial expressions. To test this hypothesis, we created deliberate facial expressions representing nine emotional states, i.e., happiness (four levels), neutrality (one level), and sadness (four levels). We measured mouth corner movements using the MediaPipe system, which is a webcam-based motion capture system. The subjects imitated 10 facial expressions, ranging from neutral to happy and sad, each with five levels of intensity. We then examined the correlations between the subjects’ facial expressions and psychological measures, including the Highly Sensitive Person Scale (HSPS) and the Japanese version of the Interpersonal Reactivity Index. The result exhibited correlations in specific intervals. First, there was a strong correlation in the five-level range from neutral to happy (r = 0.67). Second, there was a correlation in the interval from minor expression change from neutral to the second level of happiness (r = 0.50). Third, a correlation was observed in the interval from the second to the fourth level of happiness (r = 0.61). These results suggest that individuals with higher HSPS scores (indicating HSP tendencies) exhibit greater changes in facial expressions when experiencing happiness, which suggests that those with HSP tendencies are more receptive to subtle changes in intentional facial expression mimicking stimuli, particularly happiness.
近年来,高敏感人群(HSP)越来越受到人们的关注。HSP指的是感觉敏感度较高的人,他们对刺激更敏感,通常更有同理心。在这项研究中,我们关注高敏感人群的高同理心和他们从面部表情中发现微妙线索的能力。我们假设具有HSP倾向的个体更有可能感知和表达面部表情的微小变化。为了验证这一假设,我们特意创造了代表九种情绪状态的面部表情,即快乐(四个层次)、中立(一个层次)和悲伤(四个层次)。我们使用MediaPipe系统测量嘴角运动,这是一个基于网络摄像头的动作捕捉系统。受试者模仿10种面部表情,从中性到快乐和悲伤,每种表情都有5个强度等级。然后,我们检查了受试者的面部表情和心理测量之间的相关性,包括高敏感人量表(HSPS)和日本版的人际反应指数。结果在特定的时间间隔内显示出相关性。首先,从中性到快乐的五个等级之间存在很强的相关性(r = 0.67)。其次,从轻微的表情变化从中性到第二级幸福水平的间隔存在相关性(r = 0.50)。第三,在幸福的第二级到第四级之间存在相关性(r = 0.61)。这些结果表明,HSPS得分较高的人(表明HSP倾向)在经历快乐时面部表情的变化更大,这表明那些有HSP倾向的人更容易接受有意识的面部表情模仿刺激的细微变化,尤其是快乐。
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引用次数: 0
The incremental development of a collapsible aerial module for the management of the calamity generated by soil drought 用于土壤干旱灾害管理的可折叠空中模块的增量开发
Pub Date : 2023-01-01 DOI: 10.54941/ahfe1004301
Alexandra Gabriela Ene, Mihaela Jomir, Carmen Mihai
Extended areas of the planet are experiencing drought, a natural phenomenon that occurs due to a prolonged period of abnormally low rainfall or when water is insufficient. Drought is a critical global problem affecting the environment, economies and social well-being of communities around the world, with severe impacts on agriculture, wildlife, water supplies and public health.The most efficient technique for protecting the soil against pedological drought is represented by mulching, a technique that enables the preservation of the soil moisture (by reducing evaporation) and limitation of the weed growth (lack of light forces etiolation and exhaustion). In addition, considering that an extraordinary variety of living beings could be developed under the mulch, the most important being represented by the Oligochaeta taxon and Annelida family, through mulching, digging and loosening operations are eliminated.The paper presents the stages of the incremental iterative development of a collapsible aerial module used for mulching the soil affected by extreme pedological drought, starting from the specific requirements imposed to the functional system by the real conditions of usage. The phases of iterative development were completed, starting from the digital and experimental design, the realization and testing of the system. Thus, the initialization phase included the digitization sequences corresponding to the digital design of the system and performance evaluation through testing (sketcher, part design, assembly design and generative structural analysis) for 3 distinct requirements: i) the module has a load with a mass of 5000 kg, t0=0 s; ii) part of the load is placed and there is a remaining part of 2000 kg, t1=t0+ɛ s, and iii) the module is empty, t2= t0+ɛ+ɤ s. The testing was carried out for all the 3 different situations as a function of time and the deformation under the effect of dynamic pressure, Von Mises stress fields and distribution of displacement vectors and errors were visualised.The possible cracks of the system were predicted using the Von Mises criterion, according to which the limit state of the solid body appears when the specific potential energy that modify the shape reaches the characteristic limit value of the material (allowable resistance of min +010N_m2). The second phase of the incremental development consists in the experimental design with the help of the Optitex Pattern Making PDS (EFI Optitex) software, obtaining the type-dimensions of the system and the multiplication (2D pattern construction, 3D simulation and visualization).The incremental development approach leads to a rapid development and realization of the functional model used in the case of pedological drought, and its systematic testing in real conditions of usage will determine both the improvement of the type-dimensional parameters, and the definition of the technological process.
地球上越来越多的地区正在经历干旱,这是一种自然现象,是由于长时间异常少雨或缺水造成的。干旱是一个严重的全球问题,影响到世界各地社区的环境、经济和社会福祉,对农业、野生动物、供水和公共卫生产生严重影响。保护土壤免受土壤干旱的最有效技术是覆盖,这种技术可以保持土壤水分(通过减少蒸发)和限制杂草生长(缺乏光的力量黄化和枯竭)。此外,考虑到覆盖层下可以发育的生物种类繁多,以寡毛纲和环节动物科为代表,通过覆盖、挖掘和松动等操作可以消除。本文从实际使用条件对功能系统的具体要求出发,介绍了用于覆盖受极端土壤干旱影响的土壤的可折叠空中模块的增量迭代开发阶段。完成了从数字设计、实验设计、系统实现到测试的迭代开发阶段。因此,初始化阶段包括对应于系统数字化设计和通过测试(草图、零件设计、装配设计和生成结构分析)进行性能评估的数字化序列,以满足3个不同的要求:1)模块具有质量为5000 kg的负载,t0=0 s;ii)放置部分载荷,剩余部分为2000kg, t1=t0+ β s, iii)模块为空,t2= t0+ β + β s。在三种不同情况下进行测试,显示动压作用下的变形,Von Mises应力场和位移矢量分布以及误差。利用Von Mises准则预测了体系可能出现的裂纹,根据该准则,当改变形状的比势能达到材料的特征极限值(允许电阻min +010N_m2)时,固体出现极限状态。增量开发的第二阶段是借助Optitex Pattern Making PDS (EFI Optitex)软件进行实验设计,获得系统的类型尺寸并进行乘法运算(二维图案构建、三维仿真和可视化)。增量开发方法使土壤干旱情况下的功能模型得以快速开发和实现,其在实际使用条件下的系统测试将决定类型维参数的改进和技术过程的定义。
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引用次数: 0
Virtual Reality for Adult Training 成人培训的虚拟现实
Pub Date : 2023-01-01 DOI: 10.54941/ahfe1004441
Iulia Stefan, Lia Pop, Teodora Praja, Nicolae Costea
In many different industries including IT, business, medicine, engineering, and many more, technology refers to a collection of methods and information that are used to develop, produce, and improve services and products. Technology has evolved quickly in recent years, and innovations have completely changed how we work, live, and interact with the world. For instance, the Internet has made it possible to access a vast quantity of information and quick communication through a variety of applications like Facebook and Instagram, and being able to swiftly access it on our phones enables us to be constantly connected to social networks and various other resources. As such, digital technologies offer a unique opportunity to improve educational standards. On the one hand, teachers and trainers become equipped with cutting-edge tools that help them engage their classroom with contextualized information in a way that is not only personalized and differentiated according to everyone's distinctive progress and needs but also time-efficient. Alternatively, students benefit from a customized learning experience that is also sensitive to their performance, sometimes through an immersive experience, to be able to go on and use their education to contribute to the society they will live in in the future. As such, the advantages of integrating digital technologies with pedagogy to develop an elevated learning environment have become increasingly apparent. Virtual reality is one of the most recent developments in technological innovation that is being used as a tool for educators in the educational process in nations with more developed economies. People are captivated by virtual reality because of the intriguing images, the distinctive experience it provides, and the way it captures their attention consistently. Immersion in a virtual space becomes an experience through which users can unconsciously integrate the knowledge, images, and content they are exposed to, which has a real and positive effect on their mental health. Training in fields where the direct experience could provoke more cognitive and behavioral damage is training teachers for children with special needs. As it offers a realistic and interactive experience in a regulated and safe setting, virtual reality can be a highly beneficial tool for the training and education of teachers working in such environments. In such an immersive environment, teachers can learn how to react appropriately and deal with challenging situations because a virtual reality application can simulate scenarios that imitate the distinctive behaviors of children. In these scenarios, each child's particular needs and preferences may be attended to, which might be challenging to imitate in the real world. The current work seeks to create experimental game scenarios tailored for special needs classroom training, assess their usefulness, and examine how they affect the growth of children's social and communicative abilities. Th
在许多不同的行业,包括IT、商业、医学、工程等,技术是指用于开发、生产和改进服务和产品的方法和信息的集合。近年来,科技发展迅速,创新彻底改变了我们工作、生活和与世界互动的方式。例如,互联网使人们可以通过Facebook和Instagram等各种应用程序访问大量信息和快速通信,并且能够在手机上快速访问它使我们能够不断地连接到社交网络和各种其他资源。因此,数字技术为提高教育水平提供了独特的机会。一方面,教师和培训师配备了先进的工具,帮助他们在课堂上融入情境化信息,不仅可以根据每个人的独特进步和需求进行个性化和差异化,而且还可以节省时间。另外,学生也可以从定制的学习体验中受益,这种体验对他们的表现也很敏感,有时是通过沉浸式体验,以便能够继续使用他们的教育,为他们未来生活的社会做出贡献。因此,将数字技术与教学法相结合以创造更高层次的学习环境的优势日益明显。虚拟现实是技术创新的最新发展之一,在经济较发达的国家,它被用作教育工作者在教育过程中的工具。人们被虚拟现实所吸引,因为它提供了有趣的图像,独特的体验,以及它持续吸引人们注意力的方式。沉浸在虚拟空间中成为一种体验,通过这种体验,用户可以不自觉地整合他们接触到的知识、图像和内容,这对他们的心理健康产生了真实而积极的影响。在那些直接经历可能引起更多认知和行为损害的领域,培训有特殊需要的儿童的教师。由于它在规范和安全的环境中提供了现实和互动的体验,因此虚拟现实可以成为在这种环境中工作的教师培训和教育的非常有益的工具。在这样一个身临其境的环境中,教师可以学习如何做出适当的反应和处理具有挑战性的情况,因为虚拟现实应用程序可以模拟模仿儿童独特行为的场景。在这些场景中,每个孩子的特殊需求和偏好可能会得到关注,这在现实世界中可能很难模仿。目前的工作旨在为特殊需要的课堂训练创造实验游戏场景,评估它们的有用性,并研究它们如何影响儿童社交和沟通能力的发展。游戏场景是基于真实的教学实践,在不同的背景下与特殊需要的孩子一起工作,并在教学中融入了实践创新的方法。帮助成年人在课堂环境中轻松学习和识别现实生活场景的功能,以及管理3-6岁儿童的困难情绪和行为表现的工具,使该方法成为未来专业个人培训的解决方案,而不仅仅是。
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引用次数: 0
Scenario innovation of virtual reality in medical education: Possibility Advantages and Barriers 虚拟现实在医学教育中的场景创新:可能性、优势与障碍
Pub Date : 2023-01-01 DOI: 10.54941/ahfe1004439
Yuqi Liu, Yunlu Liu
The development of digital technology is profoundly transforming the practice of medical education. Virtual simulation is becoming the cornerstone of clinical education and training. With the increasing budget and standardized teaching pressure of universities and related medical institutions, virtual reality is playing a more and more important role on medical simulation teaching. VR can provide cost-effective, repeatable, and standardized clinical training for learners and educators as needed. The future of VR lies in its continuous integration with the curriculum and the technological development that allows the sharing of simulated clinical experience. It can achieve large-scale medical education without time and space limitation, and change the way of future clinical education. Especially in the context of public health crises, virtual medical training systems can greatly alleviate the shortage of professionals in medical institutions, protect medical personnel, and obtain a large number of well-trained medical staff in the short term. As a powerful and highly potential medical education tool, Virtual reality has attracted high attention from top international medical colleges and institutions. This study analyzes the scenario innovation of virtual reality technology in medical education through a combination of theory and case studies, summarizes the possibilities, advantages, and barriers of technology use, and provides reference for the development of related virtual medical education systems.In terms of the possibility of scenario innovation, the following five points can be considered: firstly, virtual reality technology can showcase the functions of medical devices and drug action mechanisms in medical procurement and marketing; Secondly, for doctor-patient communication, education can be provided to medical patients and their families, informing and explaining the patient's condition, surgical operation plan, and the role of "trial operation"; Thirdly, for rehabilitation training, it can help patients receive dual psychological and physiological treatment and rehabilitation guidance; Fourthly, for medical teaching, nursing teaching and clinical training can be conducted; Fifth, for medical science popularization, health knowledge popularization, promotion of healthy lifestyles, emergency rescue training, and disaster response education can be carried out. The advantages of virtual reality technology in medical education innovation mainly include the following three aspects: firstly, for learners, virtual simulation systems equipped with virtual reality technology make learning clinical easier with immersive experience; Secondly, for educators, it can greatly release teachers' time and space; Thirdly, for universities and medical institutions, it is allowed to provide simulated teaching with fewer resources and lower costs. The disadvantages of virtual reality technology in medical education mainly include three aspects: firstly, virtu
数字技术的发展正在深刻地改变着医学教育的实践。虚拟模拟正在成为临床教育和培训的基石。随着高校及相关医疗机构预算的增加和规范化教学的压力,虚拟现实在医学模拟教学中发挥着越来越重要的作用。VR可以根据需要为学习者和教育者提供具有成本效益、可重复和标准化的临床培训。VR的未来在于它与课程和技术的不断融合,使模拟临床经验的共享成为可能。它可以实现不受时间和空间限制的大规模医学教育,改变未来临床教育的方式。特别是在公共卫生危机的背景下,虚拟医学培训系统可以极大地缓解医疗机构专业人才的短缺,保护医务人员,并在短期内获得大量训练有素的医务人员。虚拟现实作为一种强大的、极具潜力的医学教育工具,受到了国际顶尖医学院校和机构的高度重视。本研究通过理论与案例相结合的方法,分析了虚拟现实技术在医学教育中的场景创新,总结了技术使用的可能性、优势和障碍,为相关虚拟医学教育系统的开发提供参考。在场景创新的可能性方面,可以考虑以下五点:第一,虚拟现实技术可以展示医疗器械的功能和药品在医疗采购和营销中的作用机制;二是医患沟通,对患者及其家属进行教育,告知并说明患者病情、手术方案、“试手术”的作用;第三,对于康复训练,可以帮助患者接受双重心理生理治疗和康复指导;第四,对于医学教学,可以进行护理教学和临床培训;五是开展医学科普、健康知识普及、健康生活方式推广、应急救援培训、灾害应对教育等。虚拟现实技术在医学教育创新中的优势主要包括以下三个方面:第一,对于学习者来说,配备虚拟现实技术的虚拟仿真系统,使临床学习更容易,具有身临其境的体验;其次,对于教育者来说,它可以极大地释放教师的时间和空间;第三,对于高校和医疗机构来说,可以以更少的资源和更低的成本提供模拟教学。虚拟现实技术在医学教育中的弊端主要有三个方面:首先,配备虚拟现实技术的虚拟仿真系统并不适用于所有的医学教育场景;其次,由于自身技术的限制,一些教学活动的实施仍然需要人力的支持;第三,提供模拟学习方法的系统本身仍然不能取代专家教育工作者。
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引用次数: 0
A Method for Adversarial Example Generation Using Wavelet Transformation 一种基于小波变换的对抗样例生成方法
Pub Date : 2023-01-01 DOI: 10.54941/ahfe1004250
Kanato Takahashi, Masaomi Kimura, Imam Mukhlash, Mohammad Iqbal
With the advance of Deep Neural Networks (DNN), the accuracy of various tasks in machine learning has dramatically improved. Image classification is one of the most typical tasks. However, various papers have pointed out the vulnerability of DNN.It is known that small changes to an image can easily makes the DNN model misclassify it. The images with such small changes are called adversarial examples. This vulnerability of DNN is a major problem in practical image recognition. There have been researches on the methods to generate adversarial examples and researches on the methods to defense DNN models not to be fooled by adversarial example. In addition, the transferability of the adversarial example can be used to easily attack a model in a black-box attack situation. Many of the attack methods used techniques to add perturbations to images in the spatial domain. However, we focus on the spatial frequency domain and propose a new attack method.Since the low-frequency component is responsible for the overall tendency of color distributions in the images, it is easy to see the change if modified. On the other hand, the high-frequency component of an image holds less information than the low-frequency component. Even if it is changed, the change is less apparent in the appearance of the image. Therefore, it is difficult to perceive an attack on the high-frequency component at a glance, which makes it easy to attack. Thus, by adding perturbation to the high-frequency components of the images, we can expect to generate adversarial examples that appear similar to the original image with human eyes.R. Duan et al. used a discrete cosine transformation for images when focusing on the spatial frequency domain. This was a method by use of quantization, which drops the information that DNN models would have extracted. However, this method has the disadvantage that block-like noise appears in a resultant image because the target image is separated by 8 × 8 to apply the discrete cosine transformation. In order to avoid such disadvantage, we propose a method which applies the wavelet transformation to target images. Reduction of the information in the high-frequency component changes the image with the perturbation that is not noticeable, which results in a smaller change of the image than previous studies. For experiments, the peak signal to noise ratio (PSNR) was used to quantify how much the image was degraded from the original image. In our experiments, we compared the results of our method with different learning rates used to generate perturbations with the previous study and found that the maximum learning rate of our method was about 43, compared to about 32 in the previous study. Unlike previous studies, the attached success rate was also improved without using quantization: our method improved attack accuracy by about 9% compared to the previous work.
随着深度神经网络(DNN)的发展,机器学习中各种任务的准确性得到了显著提高。图像分类是其中最典型的任务之一。然而,各种论文都指出了DNN的脆弱性。众所周知,图像的微小变化很容易使DNN模型对其进行错误分类。具有如此小变化的图像被称为对抗性示例。深度神经网络的这种漏洞是实际图像识别中的一个主要问题。人们对生成对抗样例的方法和保护DNN模型不被对抗样例愚弄的方法进行了研究。此外,对抗性示例的可转移性可以用于在黑盒攻击情况下轻松攻击模型。许多攻击方法使用的技术,以增加摄动的图像在空间域。然而,我们关注空间频域,提出了一种新的攻击方法。由于低频分量负责图像中颜色分布的总体趋势,因此如果进行修改,很容易看到变化。另一方面,图像的高频成分比低频成分含有更少的信息。即使它被改变了,这种改变在图像的外观上也不那么明显。因此,对高频元件的攻击很难一眼察觉,这使得攻击变得容易。因此,通过对图像的高频成分添加扰动,我们可以期望生成与人眼原始图像相似的对抗性示例。Duan等人在聚焦空间频域时对图像进行离散余弦变换。这是一种使用量化的方法,它放弃了DNN模型所提取的信息。然而,该方法的缺点是,由于目标图像被8 × 8分隔以应用离散余弦变换,因此在合成图像中会出现块状噪声。为了避免这种缺点,我们提出了一种将小波变换应用于目标图像的方法。减少高频分量中的信息会使图像产生不明显的扰动,从而使图像的变化比以往的研究要小。在实验中,使用峰值信噪比(PSNR)来量化图像与原始图像的退化程度。在我们的实验中,我们将我们的方法用不同的学习率产生扰动的结果与之前的研究进行了比较,发现我们的方法的最大学习率约为43,而之前的研究大约为32。与之前的研究不同,在不使用量化的情况下,附加成功率也得到了提高:我们的方法与之前的工作相比,攻击准确率提高了约9%。
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引用次数: 0
Evaluation of electromagnetic hypersensitivity (EHS) of Business Process Outsourcing (BPO) employees under traditional and remote work environments 传统和远程工作环境下业务流程外包(BPO)员工电磁超敏性评价
Pub Date : 2023-01-01 DOI: 10.54941/ahfe1004317
Ezri Jiana Santos, Diana Marie De Silva, Haerold Dean Layaoen, John Kenneth Punongbayan, Josefa Angelie Revilla
Following the success of remote work in the Business Process Outsourcing (BPO) industry during the Covid-19 pandemic, several organizations have considered choosing a permanent remote work policy for their employees over the traditional face-to-face setup. The primary determinants that dictate adopting a permanent working environment are often centered on cost-related considerations with little regard for the slow onset of occupational health hazards. Studies have identified various health hazards experienced by BPO personnel, including headaches, back pain, neck and shoulder discomfort, wrist and hand pain, eye strain, overweight, hearing loss, and digestion issues. Electromagnetic hypersensitivity (EHS) is a term used to describe such symptoms that manifest in response to exposure to electromagnetic field (EMF)-emitting devices. In the context of the Philippines, most are unaware of the potential implications of EMF exposure, hence it is worthwhile to closely investigate the EHS of BPO employees. This study aims to investigate the health-effects of EMF-emitting devices on BPO personnel in both traditional and remote work setups. The study used a web-based questionnaire to collect and assess data from two discrete populations. A self-reporting questionnaire (SRQ-20) was used to pre-assess the respondents’ general wellness and health status. Statistical significance was established using the independent t-test. Principal component analysis was used to identify the major symptoms associated with EHS, whereas the EMF sources were analyzed using an independent sample t-test with bootstrapping. Based on the SRQ-20, traditional BPO personnel encounter health risks with statistically higher severity (p < 0.05) than their remote counterparts which may infer that the two different working settings possibly have distinct effects on the health of the workers. However, upon further evaluation, the two distinct populations both exhibited negligible to moderate indications of EHS symptoms in separate environments. A significant difference in the perception of BPO workers is observed regarding the intensity of the effects of EMF across all possible sources except three specific devices: a computer, a television, and a television or radio transmitter. However, the source analysis indicates that the influence of EMF-emitting devices on the EHS of employees is low to negligible in both occupational settings. The study concluded that there is an absence of potential health risks stemming from exposure to EMF in both occupational settings for BPO employees. Considering the negligible impact of EMF exposure on EHS symptoms, BPO industries possess the flexibility to choose between the two work setups, as both environments do not pose significant EMF-related occupational health and safety threats.
在2019冠状病毒病大流行期间,远程工作在业务流程外包(BPO)行业取得了成功,一些组织已经考虑为员工选择永久的远程工作策略,而不是传统的面对面设置。决定采用永久性工作环境的主要决定因素往往集中在与成本有关的考虑上,很少考虑到职业健康危害的缓慢发生。研究已经确定了业务流程外包人员所经历的各种健康危害,包括头痛、背痛、颈部和肩部不适、手腕和手部疼痛、眼疲劳、超重、听力丧失和消化问题。电磁超敏反应(EHS)是一个术语,用于描述暴露于电磁场(EMF)发射装置后出现的症状。在菲律宾的情况下,大多数人不知道EMF暴露的潜在影响,因此值得仔细调查BPO员工的EHS。本研究旨在探讨电磁场发射装置对传统和远程工作环境下BPO人员健康的影响。该研究使用基于网络的问卷来收集和评估来自两个离散人群的数据。采用自我报告问卷(SRQ-20)对被调查者的总体健康状况进行预评估。采用独立t检验建立统计学显著性。主成分分析用于确定与EHS相关的主要症状,而EMF源则使用带有自举的独立样本t检验进行分析。基于SRQ-20,传统业务流程外包人员面临的健康风险在统计上的严重程度更高(p <0.05),这可以推断,两种不同的工作环境可能对工人的健康有不同的影响。然而,经过进一步评估,这两个不同的人群在不同的环境中都表现出可忽略不计到中度的EHS症状。除了三种特定设备:计算机、电视和电视或无线电发射机外,BPO工人对所有可能来源的EMF影响强度的感知存在显著差异。然而,来源分析表明,在两种职业环境中,电磁场发射装置对员工EHS的影响都很低,可以忽略不计。研究得出的结论是,在这两种职业环境中,业务流程外包员工都不存在因接触电磁场而产生的潜在健康风险。考虑到EMF暴露对EHS症状的影响可以忽略不计,业务流程外包行业可以灵活选择这两种工作环境,因为这两种环境都不会构成与EMF相关的重大职业健康和安全威胁。
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引用次数: 0
The Past, Present and Future of the Metaverse Research: A Bibliometric Review 元宇宙研究的过去、现在和未来:文献计量学回顾
Pub Date : 2023-01-01 DOI: 10.54941/ahfe1004291
Xinyue Lei, Liqun Du
Since the word “Metaverse” was first coined by the novelist Neal Stephenson in 1992, it has immediately shown endless charm and attracted many scientists, engineers, and geeks from all over the world to become its “vassals”. In recent years, with the development of virtual reality, blockchain and smart wearable devices, the idea of Metaverse seemed to be touchable and became a popular topic in academic literature. This study aims to highlight the influential authors, sources, institutions, and countries in the research of Metaverse through bibliometric analysis. 665 related documents from 1995 to 2023 January were collected and analyzed from the Web of Science Core Collection database. The R-tool Bibliometrix 4.0.0, and the software VOSviewer 1.6.19 were used to analyzed research trends. The results showed that almost 80% of the relevant documents was published in the past year. Wang Feiyue is the most relevant author with 17 articles. Sustainability, IEEE Access, and Applied Sciences Basel are influential journals in this field. Chinese Academy of Sciences is the most productive institution, and China is as well as the most productive country, while the United Kingdom is the most cited country. Furthermore, our study identified five research streams, which not only summarized current academic activities, but also provided potential directions for the future study.
自从小说家尼尔·斯蒂芬森(Neal Stephenson)在1992年首次创造出“超宇宙”一词以来,它立即展现出无穷的魅力,吸引了来自世界各地的许多科学家、工程师和极客成为它的“附庸”。近年来,随着虚拟现实、区块链和智能可穿戴设备的发展,虚拟世界的概念似乎触手可及,成为学术文献中的热门话题。本研究旨在透过文献计量学分析,凸显在元宇宙研究中有影响力的作者、来源、机构和国家。从Web of Science Core Collection数据库中收集1995年至2023年1月的665篇相关文献进行分析。采用R-tool Bibliometrix 4.0.0和软件VOSviewer 1.6.19对研究趋势进行分析。结果显示,近80%的相关文献是在过去一年发表的。王飞跃是最相关的作者,有17篇文章。Sustainability、IEEE Access和Applied Sciences Basel是该领域有影响力的期刊。中国科学院是生产率最高的机构,中国也是生产率最高的国家,而英国是被引用次数最多的国家。此外,我们的研究还确定了五个研究方向,不仅总结了当前的学术活动,而且为未来的研究提供了潜在的方向。
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引用次数: 0
Effects of System Reliability on Workload and Performance in Image Recognition Tasks 图像识别任务中系统可靠性对工作量和性能的影响
Pub Date : 2023-01-01 DOI: 10.54941/ahfe1004417
Xiaodong Xu, Liang Ma, Yun Zhang, Cheng Xu
Autonomy has found wide-ranging applications, yet its imperfect nature necessitates human oversight and intervention. Investigating autonomy's impact on the operator is pivotal for enhancing human-machine system performance and safety. This study analyzes the effects of autonomous system reliability on operator task performance and mental workload in the context of vehicle type recognition. Experimental findings reveal that autonomy with 90% reliability significantly reduces task completion time and lessens subjective workload. Autonomy with 70% reliability supports the participants, while 50% reliability hampers them, although insignificantly. The reliability threshold for autonomy to have no effect on the participants is around 55%. Autonomy reliability's influence on the operator lies in altering task completion strategies — an all-or-none approach that accelerates task processing speed without improving overall response accuracy. The experiment yielded insights applicable to the design of assistive autonomous systems and the allocation of human-machine functions in real-world tasks.
自动驾驶已经有了广泛的应用,但其不完美的本质需要人类的监督和干预。研究自动驾驶对操作员的影响对于提高人机系统的性能和安全性至关重要。本研究分析了车辆类型识别中自主系统可靠性对驾驶员任务绩效和心理负荷的影响。实验结果表明,具有90%信度的自主性显著减少了任务完成时间和主观工作量。70%可靠性的自主性支持参与者,而50%可靠性阻碍他们,尽管不显著。自主性对参与者没有影响的可靠性阈值约为55%。自主可靠性对操作员的影响在于改变任务完成策略——一种全有或全无的方法,在不提高整体响应精度的情况下加快任务处理速度。该实验产生了适用于辅助自主系统设计和现实世界任务中人机功能分配的见解。
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引用次数: 0
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AHFE international
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