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A head posture estimation method based on 3-D images measurement for intuitive human-system interaction 基于三维图像测量的直观人机交互头部姿态估计方法
Pub Date : 2013-11-01 DOI: 10.1109/ICAWST.2013.6765469
Cheng Xul, Ying Kang, Kazuhiro Tsujino, Cunwei Lu
Real-time detection of the person's head posture is very important in field such as safe driving of automobile, man-machine interface of game and robot, and so on. Some techniques about the posture estimation of driver's head are existed, like detecting the sight line from the position of the pupil and iris of the eyes, using the positional relationship between the eyes and nose, and so on. However, there is a problem that the result of image measuring is influenced by ambient light and face makeup of the driver in these techniques. And then, it cannot estimate a wide range of face direction. In order to solve this problem, we propose a technique of estimate the head posture of the driver by three-dimensional (3-D) image analysis which is based on the infrared pattern projection technique. The technique we proposed includes two portions: one is 3-D image measurement of driver's head and the other is the head posture estimation by 3-D image analysis. As the 3-D image measurement method, in order to obtain a reliable 3-D image, we use slit pattern projection technique; in order to keep the 3-D measurement accurate of the portion near the nose, and the 3-D measurement speed, we only use three stripes to project on the face; in order to reduce the influence of external light on the people's body, we use infrared pattern projection. To estimate the head posture quickly, we face contour modeled as linear approximation, and then use the relationship between the face degree and the slope of the line to judge the face direction.
人的头部姿态的实时检测在汽车安全驾驶、游戏和机器人人机界面等领域具有重要意义。针对驾驶员头部的姿态估计,已有一些技术,如利用眼睛瞳孔和虹膜的位置来检测视线,利用眼睛和鼻子之间的位置关系等。然而,在这些技术中存在一个问题,即图像测量结果受环境光和驾驶员面部化妆的影响。然后,它不能估计大范围的面部方向。为了解决这一问题,我们提出了一种基于红外模式投影技术的三维图像分析估计驾驶员头部姿态的技术。我们提出的技术包括两部分:一是驾驶员头部的三维图像测量,二是基于三维图像分析的头部姿态估计。作为三维图像测量方法,为了获得可靠的三维图像,我们采用了狭缝投影技术;为了保证近鼻部分的三维测量精度和三维测量速度,我们只使用三条条纹投影在脸上;为了减少外界光线对人体的影响,我们采用了红外模式投影。为了快速估计头部姿态,我们将人脸轮廓建模为线性逼近,然后利用人脸度与直线斜率之间的关系来判断人脸方向。
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引用次数: 0
The paradigm framework of cloud migration based on BPR and gBPR 基于BPR和gBPR的云迁移范式框架
Pub Date : 2013-11-01 DOI: 10.1109/ICAWST.2013.6765484
Hsing-I Wang, Chouyin Hsu
The rise of cloud services also raises numerous myths and problems. On one hand, the definitions of cloud services are misunderstood or misapplied; on the other hand, neither governments/enterprises are fully prepared for the new phenomena, nor have the shift paradigms been established. As a result, many failure examples are found in the transformation to cloud environment. Business process reengineering created a revolutionary tide in many businesses in late of the 20th century. Business put a lot of efforts to examine and change processes radically to improve performance. As the concept of energy saving and environmental protection has got great attentions around the world, the term Green BPR that focuses on the redesign of the processes within and between enterprises to meet the characteristics of green IT gives a new definition to BPR. This research aims to combine the concept of BPR and GBPR to set up a paradigm for could migration so that the enterprises can be transformed to cloud successfully. The research agenda that applies BPR and gBPR in cloud migration is proposed in this paper. The framework of the paradigms of the migration to cloud is established as well.
云服务的兴起也带来了许多神话和问题。一方面,云服务的定义被误解或误用;另一方面,政府/企业都没有对新现象做好充分的准备,也没有建立转变范式。因此,在向云环境的转型中发现了许多失败的例子。业务流程再造在20世纪后期在许多企业中掀起了一股革命性的浪潮。企业投入了大量精力来检查和彻底改变流程,以提高绩效。随着节能环保理念在世界范围内的广泛关注,绿色业务流程再造这一术语为业务流程再造提供了新的定义。绿色业务流程再造关注的是企业内部和企业之间流程的重新设计,以满足绿色IT的特点。本研究旨在将业务流程再造和业务流程再造的概念结合起来,建立一个数据迁移的范例,使企业能够成功地向云转型。提出了在云迁移中应用BPR和gBPR的研究议程。并建立了向云迁移的范式框架。
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引用次数: 1
User-perceived availability of M-for-N shared spare-server systems with general repair-time distributions 具有一般维修时间分布的M-for-N共享备用服务器系统的用户感知可用性
Pub Date : 2013-11-01 DOI: 10.1109/ICAWST.2013.6765534
Hirokazu Ozaki
In this study, we investigate the user-perceived availability of M-for-N shared spare-server systems. We assume that there are N identical working servers, each serving a single user group, and M identical shared spare servers in the system. We also assume that the time to failure of the server is subject to an exponential distribution, and the time needed to repair a failed server is subject to an arbitrary general distribution (with finite mean and variance). Under these assumptions, we derive the availability for each user group by combining the state transition analysis and the supplementary variable method.
在本研究中,我们调查了M-for-N共享备用服务器系统的用户感知可用性。我们假设系统中有N个相同的工作服务器,每个服务器服务于单个用户组,还有M个相同的共享备用服务器。我们还假设服务器故障的时间服从指数分布,而修复故障服务器所需的时间服从任意一般分布(具有有限的均值和方差)。在此前提下,结合状态转移分析和补充变量法,导出了各用户组的可用性。
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引用次数: 1
Detection of seam carving in JPEG images JPEG图像中接缝雕刻的检测
Pub Date : 2013-11-01 DOI: 10.1109/ICAWST.2013.6765516
Wen-Lung Chang, T. Shih, Hui-Huang Hsu
The content-aware image retargeting algorithm is used for modifying the image size into the suitable size in different device. "Seam carving" is a kind of content aware image retargeting algorithm. In this paper, based on the blocking artifact characteristics matrix (BACM), we propose a method to detect seam carving in natural images without knowledge of the original image. In detail, for the original JPEG images, the BACM exhibits regular symmetrical shapes; for the images that are damaged, the regular symmetrical property of the BACM is destroyed. After found BACM from images, we define 18 features to detect the damage from BACM to train a support vector machine (SVM) classifier for recognizing whether an image is an original or it has been modified by seam-carving. We show that BACM is useful for detect the damage by seam-carving in JPEG format images.
内容感知图像重定位算法用于将图像大小修改为不同设备中的合适大小。“接缝雕刻”是一种内容感知的图像重定向算法。本文基于块伪影特征矩阵(BACM),提出了一种无需了解原始图像即可检测自然图像中接缝雕刻的方法。对于原始JPEG图像,BACM呈现规则的对称形状;对于被破坏的图像,破坏了BACM的规则对称特性。在从图像中发现BACM后,定义18个特征来检测BACM的损伤,训练支持向量机(SVM)分类器来识别图像是原始图像还是被缝切修改过。结果表明,BACM算法可用于检测JPEG格式图像的缝切损伤。
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引用次数: 19
Video seam carving with perspective line structure preservation 视频缝雕刻与透视线结构保存
Pub Date : 2013-11-01 DOI: 10.1109/ICAWST.2013.6765515
Wan-Duo Ma, T. Shih, Hon-Hang Chang, W. Leow
When people want to transform the size of image or video into different kinds of ratio, it is possibly lost the important and significant object while doing this operation. Various strategies have been tested for achieving this issue such as seam carving. It can retain the crucial objects and remove the insignificant pixels repeatedly, resulting in the content-aware image/video. Such ordinary method presents vital problem is that it could destroy the line structure and shape of the object, which can be easily find out by the viewers. The video seam carving will also cause the continuous problem because of the motion. In this paper, we provide the state-of-the-art strategies focus on maintaining the perspective line structure in video, especially in vehicle video recorder. We also compare proposed method with the other papers. The complete experiments would be illustrated in the website http://video.minelab.tw/pl/PLseamCarving.
当人们想要将图像或视频的大小转换成不同的比例时,可能会丢失重要和有意义的对象。已经测试了各种策略来实现这个问题,例如接缝雕刻。它可以保留重要的对象,并反复去除不重要的像素,从而产生内容感知的图像/视频。这种普通的方法存在一个重要的问题,那就是它会破坏物体的线条结构和形状,而这一点很容易被观看者发现。视频缝雕刻也会因为运动而造成连续问题。在本文中,我们提供了最先进的策略,重点是保持视频中的透视线结构,特别是在车载视频记录器中。并与其他文献进行了比较。完整的实验可以在http://video.minelab.tw/pl/PLseamCarving网站上看到。
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引用次数: 0
Awareness of manipulation in on-line review 意识到在线评论中的操纵
Pub Date : 2013-11-01 DOI: 10.1109/ICAWST.2013.6765440
Ching-Yun Hsueh, Long-Sheng Chen, Qiangfu Zhao
With the proliferation of e-commerce, internet has become an excellent platform for gathering and sharing consumers' personal views on, preferences for, and experiences with products. With the popularity of text based communication tools, customers can easily express their opinions about purchased products or services. Generally speaking, the on-line reviews should be unbiased reflections of the consumers' experiences with the products or services. However, some comments are biased "manipulation", which might reduce consumers' purchase intentions and bring a great damage to enterprisers. Although the existence of manipulation has been assumed widely, there are few results available in the literature for manipulation detection. This study aims to improve the performance for manipulation detection through feature selection. The study is divided into three parts. In the first part, we use conventional feature vectors obtained directly from the text files, and show that these feature vectors are in fact not useful for manipulation detection. In the second part, we adopt eight features recommended in the literature, and show that these features can improve the detection rate significantly. In the third part, we add three new features that can improve the detection accuracy further. A real case study of smart phone is used to illustrate the effectiveness of the proposed features.
随着电子商务的蓬勃发展,互联网已成为消费者收集和分享个人对产品的看法、偏好和体验的绝佳平台。随着基于文本的交流工具的普及,顾客可以很容易地表达他们对购买的产品或服务的意见。一般来说,在线评论应该是消费者对产品或服务体验的客观反映。然而,有些评论带有“操纵”的偏见,这可能会降低消费者的购买意愿,给企业家带来很大的伤害。尽管操纵的存在已被广泛假设,但在文献中很少有关于操纵检测的结果。本研究旨在通过特征选择来提高操作检测的性能。本研究分为三个部分。在第一部分中,我们使用直接从文本文件中获得的常规特征向量,并表明这些特征向量实际上对操作检测没有用处。在第二部分中,我们采用了文献中推荐的八个特征,并表明这些特征可以显著提高检测率。在第三部分,我们增加了三个新的特征,可以进一步提高检测精度。一个真实的智能手机案例研究被用来说明所提出的功能的有效性。
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引用次数: 0
Mobility support in IPv6 networks with Dynamic DNS servers 动态DNS服务器支持IPv6网络的移动性
Pub Date : 2013-11-01 DOI: 10.1109/ICAWST.2013.6765533
Takayuki Tomonari, S. Kimura
MEPv6 (Mobile IPv6) is considered a foundational technology for a ubiquitous network, available anytime and anywhere to users of mobile terminals. However many problems remain, making HA (Home Agent) a point of failure for handover procedures, and producing handover delays that can degrade the quality of communication for real-time applications. The authors proposed an improved handover procedure in which a DDNS (Dynamic DNS) server notifies a BU (Binding Update) message to CNs (Correspondent Nodes) without authentication via HA, but the method also incurred long handover delays and a large packet loss rate. This paper proposes a new mobility support procedure in IPv6 Networks with DDNS servers, which no longer supports MIPv6. Simulation experiments show that handover delays and packet loss rates are reduced, relative to our previous proposed handover procedure and MIPv6.
MEPv6 (Mobile IPv6)被认为是无所不在网络的基础技术,可以随时随地为移动终端用户提供服务。然而,仍然存在许多问题,使HA (Home Agent)成为切换过程的故障点,并产生切换延迟,从而降低实时应用程序的通信质量。提出了一种改进的切换过程,即动态DNS (DDNS)服务器在不经过HA认证的情况下将绑定更新(BU)消息通知给CNs (Correspondent Nodes),但该方法也存在切换延迟长、丢包率大的问题。本文提出了一种新的基于DDNS服务器的IPv6网络的移动支持流程,该流程不再支持MIPv6。仿真实验表明,相对于我们之前提出的切换过程和MIPv6,切换延迟和丢包率都有所降低。
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引用次数: 1
Generating a variety of expressions from visual information and user-designated viewpoints 从视觉信息和用户指定的视点生成各种表达
Pub Date : 2013-11-01 DOI: 10.1109/ICAWST.2013.6765459
Yasuhiro Noguchi, M. Kondo, Satoru Kogure, Tatsuhiro Konishi, Y. Itoh, A. Takagi, H. Asoh, I. Kobayashi
This paper reports the development and evaluation of a natural language generation system which generates a variety of language expressions from visual information taken by a CCD camera. The feature of this system is to generate a variety of language expressions from combinations of different syntactic structures and different sets of vocabulary, while managing the generation process based on the user-designated viewpoints. The system converts the visual information into a concept dependency structure using a semantic representation framework proposed by Takagi and Itoh. The system then transforms the structure and divides it into a set of words, deriving a word dependency structure, which is later arranged into a sentence. The transformation of a concept dependency structure and the variation in word segmentation allow the system to generate a variety of sentences from the same visual information. In this paper, we employ user-designated viewpoints to scenes containing more than one object. We designed the parameters of the user-designated viewpoints which enable the system to manage the generation process and to generate a variety of expressions. An evaluation has confirmed that the system generates certain variations according to parameter values set by the user. The variations include expressions referring to attribute values of the objects in the scenes and relative expressions denoting the relations between the targeted object and others.
本文报道了一个自然语言生成系统的开发和评价,该系统利用CCD相机拍摄的视觉信息生成多种语言表达式。该系统的特点是将不同的句法结构和不同的词汇集组合在一起,生成多种语言表达式,并根据用户指定的视点对生成过程进行管理。该系统使用Takagi和Itoh提出的语义表示框架将视觉信息转换为概念依赖结构。然后,系统对该结构进行转换并将其划分为一组单词,从而得出一个单词依赖结构,然后将其排列成一个句子。概念依赖结构的转换和分词的变化使系统能够从相同的视觉信息生成多种句子。在本文中,我们对包含多个对象的场景使用用户指定的视点。我们设计了用户指定视点的参数,使系统能够管理生成过程并生成各种表达式。经评估确认,系统会根据用户设置的参数值产生一定的变化。这些变化包括指场景中对象的属性值的表达式和表示目标对象与其他对象之间关系的相对表达式。
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引用次数: 0
Towards a flexible architecture for interaction with augmented surfaces 朝着与增强表面交互的灵活架构发展
Pub Date : 2013-11-01 DOI: 10.1109/ICAWST.2013.6765543
Paolo Bottoni, K. Kanev
Augmented surfaces are a novel paradigm for supporting interaction, where information is coded on the surface of a physical object, from which it can be read and used for different purposes. We introduce a novel software architecture by which object producers and application designers can independently define the information to be added on surfaces, as well as computational activities to be started upon identification of a coding. Moreover, we also offer the possibility to the end user to choose to set the type of activities to launch as well as to select a specific activity when more than one is available.
增强表面是一种支持交互的新范例,其中信息被编码在物理对象的表面上,可以从中读取和用于不同目的。我们引入了一种新的软件架构,通过该架构,对象生产者和应用程序设计人员可以独立地定义要添加到表面上的信息,以及在识别编码后启动的计算活动。此外,我们还为最终用户提供了选择设置要启动的活动类型的可能性,以及在多个活动可用时选择特定活动的可能性。
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引用次数: 0
The psychological aspects and implementation of adaptive games for mobile application 手机应用适应性游戏的心理层面与实施
Pub Date : 2013-11-01 DOI: 10.1109/ICAWST.2013.6765427
W. Budiharto, R. N. Rachmawati, M. Ricky, B. R. P. Chyntia
The mobile games industry and its development goals were not just for entertainment, but also used for educational of students interactively. Unfortunately the development of adaptive educational games that consider the psychological aspects for student on mobile platforms in Indonesian language that interesting and entertaining for learning process is very limited. This paper shows the research of development of novel adaptive games for students who can adjust the difficulty level of games based on the ability of the user, so that it can motivate students to continue to play these games. We propose a method where these games can adjust the level of difficulty, based on the assessment of the results of previous problems using neural networks with three inputs in the form of percentage correct, the speed of answer and interest mode of games (animation / lessons) to producel output. The experimental results are presented and show the adaptive games are running well on mobile devices based on BlackBerry platform.
手机游戏产业及其发展目标不仅仅是娱乐,还可以用于学生的互动教育。不幸的是,考虑到印尼语手机平台上学生心理方面的适应性教育游戏的开发非常有限,这种游戏在学习过程中很有趣。本文研究开发一种新颖的学生自适应游戏,可以根据用户的能力调整游戏的难度,从而激励学生继续玩这些游戏。我们提出了一种方法,这些游戏可以根据对先前问题结果的评估来调整难度水平,使用神经网络,以正确率、回答速度和游戏(动画/课程)的兴趣模式的形式进行三种输入,以产生输出。实验结果表明,该自适应游戏在基于BlackBerry平台的移动设备上运行良好。
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引用次数: 5
期刊
炎黄地理
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