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IEEE Transactions on Human-Machine Systems Information for Authors IEEE人机系统信息汇刊
IF 3.5 3区 计算机科学 Q2 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-03-25 DOI: 10.1109/THMS.2025.3553008
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引用次数: 0
IEEE Systems, Man, and Cybernetics Society Information IEEE系统、人与控制论学会信息
IF 3.5 3区 计算机科学 Q2 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-03-25 DOI: 10.1109/THMS.2025.3553004
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引用次数: 0
Call for Papers: IEEE Transactions on Human-Machine Systems 征稿:电气和电子工程师学会人机系统论文集
IF 3.5 3区 计算机科学 Q2 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-03-25 DOI: 10.1109/THMS.2025.3546139
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引用次数: 0
IEEE Systems, Man, and Cybernetics Society Information 电气和电子工程师学会系统、人和控制论学会信息
IF 3.5 3区 计算机科学 Q2 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-03-25 DOI: 10.1109/THMS.2025.3553006
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引用次数: 0
Brain-Supervised Conditional Generative Modeling 脑监督条件生成建模
IF 3.5 3区 计算机科学 Q2 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-03-21 DOI: 10.1109/THMS.2025.3537339
Jun Ma;Tuukka Ruotsalo
Present machine learning approaches to steer generative models rely on the availability of manual human input. We propose an alternative approach to supervising generative machine learning models by directly detecting task-relevant information from brain responses. That is, requiring humans only to perceive stimulus and react to it naturally. Brain responses of participants (N=30) were recorded via electroencephalography (EEG) while they perceived artificially generated images of faces and were instructed to look for a particular semantic feature, such as “smile” or “young”. A supervised adversarial autoencoder was trained to disentangle semantic image features by using EEG data as a supervision signal. The model was subsequently conditioned to generate images matching users' intentions without additional human input. The approach was evaluated in a validation study comparing brain-conditioned models to manually conditioned and randomly conditioned alternatives. Human assessors scored the saliency of images generated from different models according to the target visual features (e.g., which face image is more “smiling” or more “young”). The results show that brain-supervised models perform comparably to models trained with manually curated labels, without requiring any manual input from humans.
目前的机器学习方法来引导生成模型依赖于人工输入的可用性。我们提出了一种替代方法,通过直接从大脑反应中检测任务相关信息来监督生成机器学习模型。也就是说,只需要人类感知刺激并自然地做出反应。研究人员通过脑电图(EEG)记录了参与者(N=30)在感知人工生成的人脸图像时的大脑反应,并指示他们寻找特定的语义特征,如“微笑”或“年轻”。利用脑电数据作为监督信号,训练了一个有监督的对抗自编码器来解耦图像的语义特征。该模型随后被调整为生成符合用户意图的图像,而无需额外的人工输入。该方法在一项验证研究中进行了评估,将脑条件模型与手动条件和随机条件的替代方案进行了比较。人类评估人员根据目标视觉特征(例如,哪张脸更“微笑”或更“年轻”)对不同模型生成的图像的显著性进行评分。结果表明,大脑监督模型的表现与人工管理标签训练的模型相当,不需要任何人工输入。
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引用次数: 0
Erratum to “Effects of Target Trajectory Bandwidth on Manual Control Behavior in Pursuit and Preview Tracking” “目标轨迹带宽对跟踪和预瞄跟踪中手动控制行为的影响”的勘误
IF 3.5 3区 计算机科学 Q2 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-03-07 DOI: 10.1109/THMS.2025.3561858
Kasper van der El;Daan M. Pool;Marinus M. van Paassen;Max Mulder
This erratum applies to the following published paper [1].
本勘误适用于以下已发表的论文[1]。
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引用次数: 0
Adaptive Virtual Fixture Based on Learning Trajectory Distribution for Comanipulation Tasks 基于学习轨迹分布的协同操作任务自适应虚拟夹具
IF 3.5 3区 计算机科学 Q2 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-03-04 DOI: 10.1109/THMS.2025.3540123
Shaqi Luo;Min Cheng;Ruqi Ding
Virtual fixture is a powerful tool to improve safety and efficiency for co-manipulation tasks. However, traditional virtual fixtures with constant stiffness are inadequate for scenarios where robots need to leave the constraints to perform tasks. To address this, we propose an adaptive virtual fixture based on the motion refinement tube, which dynamically adjusts the guiding force according to the distribution of trajectories. To prevent tube deformation in the Cartesian space due to the neglect of off-diagonal elements of covariance matrices, the refinement tube radii and nonlinear stiffness terms are computed in local coordinate systems based on the decomposed covariance matrix. An energy-tank-based passivity controller is designed to ensure system stability when employing the virtual fixture with state-dependent stiffness terms. In the validation tests with 18 participants, the proposed method showed improvements in task efficiency (18.69% increase) and collision avoidance (97.87% reduction) for a typical pick-and-place task with scattered materials. It also provided better subjective experiences of the users than traditional virtual fixtures. Meanwhile, compared with the method that neglects off-diagonal elements of the covariance matrix, the proposed method exhibited a 4.28% efficiency improvement and a 40.42% decrease in collision occurrences.
虚拟夹具是提高协同操作任务安全性和效率的有力工具。然而,传统的具有恒定刚度的虚拟夹具不适合机器人需要离开约束来执行任务的场景。为了解决这个问题,我们提出了一种基于运动细化管的自适应虚拟夹具,它可以根据轨迹分布动态调整导向力。为了防止因协方差矩阵的非对角元素被忽略而导致管材在笛卡尔空间中变形,基于分解后的协方差矩阵,在局部坐标系中计算细化管材半径和非线性刚度项。设计了一种基于能量罐的无源控制器,以保证系统在使用状态相关刚度项的虚拟夹具时的稳定性。在18人的验证测试中,对于典型的材料分散拾取任务,该方法的任务效率提高了18.69%,避免碰撞的效率降低了97.87%。它还为用户提供了比传统虚拟设备更好的主观体验。同时,与忽略协方差矩阵非对角元素的方法相比,该方法的效率提高了4.28%,碰撞次数减少了40.42%。
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引用次数: 0
Visual Interfaces to Mitigate Eye Problems in a Virtual Environment via Triggering Eye Blinking and Movement 通过触发眼睛眨眼和运动来减轻虚拟环境中眼睛问题的视觉界面
IF 3.5 3区 计算机科学 Q2 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-03-04 DOI: 10.1109/THMS.2025.3542452
Jongwook Jeong;Myeongseok Kwak;HyeongYeop Kang
With the increase of virtual reality (VR) applications in daily life, protecting the comfort and health of VR users has become increasingly important. The immersive nature of VR often results in decreased eye blinking and movement, putting users at risk of developing conditions such as dry eye syndrome and eye strain. In this article, we propose visual interfaces to induce temporary eye blinks or movements by drawing users' attention temporarily in order to mitigate the negative effects of VR on eye health. Our proposed interfaces can induce eye blinking and movement, which are known to mitigate eye problems in VR. The experimental results confirmed that our interfaces increase the frequency of eye blinking and movement in VR users.
随着虚拟现实(VR)在日常生活中的应用越来越多,保护VR用户的舒适和健康变得越来越重要。VR的沉浸性通常会导致眨眼和运动减少,使用户面临患上干眼综合征和眼睛疲劳等疾病的风险。在这篇文章中,我们提出了视觉界面,通过暂时吸引用户的注意力来诱导暂时的眨眼或运动,以减轻VR对眼睛健康的负面影响。我们提出的界面可以诱导眼睛眨眼和运动,这可以缓解VR中的眼睛问题。实验结果证实,我们的界面增加了VR用户眨眼和运动的频率。
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引用次数: 0
SLYKLatent: A Learning Framework for Gaze Estimation Using Deep Facial Feature Learning 基于深度面部特征学习的注视估计学习框架
IF 3.5 3区 计算机科学 Q2 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-03-02 DOI: 10.1109/THMS.2025.3553404
Samuel Adebayo;Joost C. Dessing;Seán McLoone
In this research, we present self-learn your key latent (SLYKLatent), a novel approach for enhancing gaze estimation by addressing appearance instability challenges in datasets due to aleatoric uncertainties, covariant shifts, and test domain generalization. SLYKLatent utilizes self-supervised learning for initial training with facial expression datasets, followed by refinement with a patch-based tribranch network and an inverse explained variance weighted training loss function. Our evaluation on benchmark datasets achieves a 10.98% improvement on Gaze360, supersedes the top result with 3.83% improvement on MPIIFaceGaze, and leads on a subset of ETH-XGaze by 11.59%, surpassing existing methods by significant margins. In addition, adaptability tests on RAF-DB and Affectnet show 86.4% and 60.9% accuracies, respectively. Ablation studies confirm the effectiveness of SLYKLatent's novel components. This approach has strong potential in human–robot interaction.
在这项研究中,我们提出了自学习关键潜(SLYKLatent),这是一种通过解决由于任意不确定性、协变移位和测试域泛化而导致的数据集中的外观不稳定性挑战来增强凝视估计的新方法。SLYKLatent利用自监督学习对面部表情数据集进行初始训练,然后使用基于补丁的三分支网络和逆解释方差加权训练损失函数进行细化。我们在基准数据集上的评估在Gaze360上实现了10.98%的改进,在MPIIFaceGaze上取代了3.83%的改进,在ETH-XGaze子集上领先11.59%,大大超过了现有的方法。此外,RAF-DB和Affectnet适应性测试的准确率分别为86.4%和60.9%。消融研究证实了SLYKLatent新成分的有效性。这种方法在人机交互方面具有很强的潜力。
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引用次数: 0
Time Series Signal Analysis With Information Granulation Based on Permutation Entropy: An Application to Electroencephalography Signals 基于排列熵的信息粒化时间序列信号分析:在脑电图信号中的应用
IF 3.5 3区 计算机科学 Q2 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-02-25 DOI: 10.1109/THMS.2025.3538098
Youpeng Yang;Sanghyuk Lee;Haolan Zhang;Witold Pedrycz
In this article, we reported a novel granulation method composed of complexity information based on permutation entropy (PeEn). This method aims to recognize the electroencephalography (EEG) patterns using this proposed granulation method. First, we define the complexity information for granular computing by a technique with fast calculation, i.e., PeEn. Then, the information granule can be constructed based on the time domain information, which completes complexity information. Together with the support vector machine algorithm, the proposed granulation method outperformed the existing classification methods in accuracy. It is utilized by classifying three motor imaginary EEG signals. Two of them are binary-class datasets, i.e., one dataset includes two-hand actions, and another includes hand and foot actions. The third dataset is multiclass, including two hands and two feet actions. In addition, the proposed granulation method overcomes the difficulties in cross-individual cases when classifying the EEG signals with a higher accuracy than the existing methods. Meanwhile, this classification procedure makes it interpretable and has a high performance.
在本文中,我们报道了一种基于排列熵(permutation entropy, PeEn)的由复杂度信息组成的新型造粒方法。该方法的目的是识别脑电图(EEG)模式使用这种提议的肉芽化方法。首先,我们利用快速计算技术(PeEn)来定义粒度计算的复杂度信息。然后,基于时域信息构建信息粒,完成复杂性信息。该方法与支持向量机算法相结合,在准确率上优于现有的分类方法。利用该方法对三种运动虚脑电信号进行分类。其中两个是二元类数据集,即一个数据集包括双手动作,另一个数据集包括手脚动作。第三个数据集是多类的,包括两只手和两只脚的动作。此外,本文提出的颗粒化方法克服了脑电信号在跨个体情况下分类的困难,具有比现有方法更高的准确率。同时,该分类方法具有可解释性和高性能。
{"title":"Time Series Signal Analysis With Information Granulation Based on Permutation Entropy: An Application to Electroencephalography Signals","authors":"Youpeng Yang;Sanghyuk Lee;Haolan Zhang;Witold Pedrycz","doi":"10.1109/THMS.2025.3538098","DOIUrl":"https://doi.org/10.1109/THMS.2025.3538098","url":null,"abstract":"In this article, we reported a novel granulation method composed of complexity information based on permutation entropy (PeEn). This method aims to recognize the electroencephalography (EEG) patterns using this proposed granulation method. First, we define the complexity information for granular computing by a technique with fast calculation, i.e., PeEn. Then, the information granule can be constructed based on the time domain information, which completes complexity information. Together with the support vector machine algorithm, the proposed granulation method outperformed the existing classification methods in accuracy. It is utilized by classifying three motor imaginary EEG signals. Two of them are binary-class datasets, i.e., one dataset includes two-hand actions, and another includes hand and foot actions. The third dataset is multiclass, including two hands and two feet actions. In addition, the proposed granulation method overcomes the difficulties in cross-individual cases when classifying the EEG signals with a higher accuracy than the existing methods. Meanwhile, this classification procedure makes it interpretable and has a high performance.","PeriodicalId":48916,"journal":{"name":"IEEE Transactions on Human-Machine Systems","volume":"55 2","pages":"300-308"},"PeriodicalIF":3.5,"publicationDate":"2025-02-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143698215","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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IEEE Transactions on Human-Machine Systems
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