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Adjunct Proceedings of the 2020 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2020 ACM International Symposium on Wearable Computers最新文献

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UPIC
Md. Sadman Siraj, Md. Ahasan Atick Faisal, Omar Shahid, Farhan Fuad Abir, Tahera Hossain, Sozo Inoue, Md Atiqur Rahman Ahad
The Sussex-Huawei Locomotion-Transportation (SHL) Challenge 2020 was an open competition of recognizing eight different activities that had been performed by three individual users and participants of this competition were tasked to classify these eight different activities with modes of locomotion and transportation. This year's data was recorded with a smartphone which was located in four different body positions. The primary challenge was to make a user-invariant as well as position-invariant classification model. The train set consisted of data from only user-1 with all positions whereas the test set consisted of data from user 2 and 3 with unspeicified sensor position. Moreover, a small validation with the same charecteristics of the test set was given to validate the classifier. In this paper, we have described our (Team Red Circle) approach in which we have used previous year's challenge data as well as this year's provided data to make our training dataset and validation set that have helped us to make our model generative. In our approach, we have extracted various types of features to make our model user independent and position invariant, we have applied Random Forest classifier which is a classical machine learning algorithm and achieved 92.69% accuracy on our customized train set and 77.04% accuracy on our customized validation set.
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引用次数: 17
Doze 瞌睡
Grace Chee, Trevor Cobb, Katarina Richter-Lunn, Irmandy Wicaksono, B. Freedman
Doze is an on-skin, hydrogel-based sleep mask which seeks to improve, enhance, and augment sleep through the use of programmed scent diffusion in tune with the user's cortical rhythms. Taking advantage of hydrogels' unique properties, the Doze mask encapsulates and emits therapeutic scents at a regulated pace. The release of scent is controlled by an embedded heater within the layers of the mask and communicates remotely to a smart device. This communication allows for a personalized dosage release based on the user's biometric or contextual data. Investigating both the pervasive power of smell in enhancing sleep as well as natural topical remedies, this personalized mask explores the potential for unintrusive solutions to the evergrowing rarity of a good night's sleep.
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引用次数: 0
Detecting and differentiating leg bouncing behaviour from everyday movements using tri-axial accelerometer data 使用三轴加速度计数据检测和区分腿部弹跳行为与日常运动
Hashini Senaratne, K. Ellis, S. Oviatt, Glenn Melvin
Leg bouncing is assumed to be related to anxiety, engrossment, boredom, excitement, fatigue, impatience, and disinterest. Objective detection of this behaviour would enable researching its relation to different mental and emotional states. However, differentiating this behaviour from other movements is less studied. Also, it is less known which sensor placements are best for such detection. We collected recordings of everyday movements, including leg bouncing, from six leg bouncers using tri-axial accelerometers at three leg positions. Using a Random Forest Classifier and data collected at the ankle, we could obtain a 90% accuracy in the classification of the recorded everyday movements. Further, we obtained a 94% accuracy in classifying four types of leg bouncing. Based on the subjects' opinion on leg bouncing patterns and experience with wearables, we discuss future research opportunities in this domain.
跳腿被认为与焦虑、专注、无聊、兴奋、疲劳、不耐烦和不感兴趣有关。对这种行为的客观检测将有助于研究其与不同心理和情绪状态的关系。然而,将这种行为与其他动作区分开来的研究却很少。此外,我们还不太清楚哪种传感器位置最适合这种检测。我们收集了六个腿跳者的日常运动记录,包括腿跳,使用三轴加速度计在三个腿的位置。使用随机森林分类器和在脚踝处收集的数据,我们可以在记录的日常运动分类中获得90%的准确率。此外,我们在四种类型的腿部弹跳分类中获得了94%的准确率。根据受试者对腿弹跳模式的看法和使用可穿戴设备的经验,我们讨论了该领域未来的研究机会。
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引用次数: 2
Collaborative edge-network content replication: a joint user preference and mobility approach 协同边缘网络内容复制:联合用户偏好和移动性方法
Ge Ma, Qiyang Huang, Weixi Gu
Today's mobile video users have unsatisfactory quality of experience mainly due to the large network distance to the centralized infrastructure. To improve users' quality of experience, content providers are pushing content distribution capacity to the edge-networks. However, existing content replication approaches cannot provide sufficient quality of experience for mobile video delivery. Because they fail to consider the knowledge of user-behavior such as user preference and mobility, which can capture the dynamically changing content popularity. To address the problem, we propose a user-behavior driven collaborative edge-network content replication solution in which user preference and mobility are jointly considered. More specifically, using user-bahavior driven measurement studies of videos and trajectories, we first reveal that both users' intrinsic preferences and mobility patterns play a significant role in edge-network content delivery. Second, based on the measurement insights, it is proposed that a joint user preference- and mobility-based collaborative edge-network content replication solution, namely APRank. It is comprised of preference-based demand prediction to predict the requests of video content, mobility-based collaboration to predict the movement of users across edge access points (APs), and workload-based collaboration to enables collaborative replication across adjacent APs. APRank is able to predict the fine-grained content popularity distribution of each AP, handle the trajectory data sparseness problem, and make dynamic and collaborative content replication for edge APs. Finally, through extensive trace-driven experiments, we demonstrate the effectiveness of our design: APRank achieves 20% less content access latency and 32% less workload against traditional approaches.
目前移动视频用户体验质量不理想的主要原因是网络距离较远。为了提高用户的体验质量,内容提供商正在将内容分发能力推向边缘网络。然而,现有的内容复制方法无法为移动视频交付提供足够质量的体验。因为他们没有考虑用户偏好和移动性等用户行为的知识,而这些知识可以捕捉到动态变化的内容流行度。为了解决这个问题,我们提出了一个用户行为驱动的协作边缘网络内容复制解决方案,其中用户偏好和移动性被联合考虑。更具体地说,通过对视频和轨迹的用户行为驱动的测量研究,我们首先揭示了用户的内在偏好和移动模式在边缘网络内容交付中发挥着重要作用。其次,基于测量见解,提出了基于用户偏好和移动性的协同边缘网络内容复制解决方案,即APRank。它由基于偏好的需求预测(用于预测视频内容的请求)、基于移动性的协作(用于预测用户跨边缘接入点(ap)的移动)和基于工作负载的协作(用于实现跨相邻ap的协作复制)组成。APRank能够预测每个AP的细粒度内容流行度分布,处理轨迹数据稀疏性问题,并对边缘AP进行动态、协作的内容复制。最后,通过广泛的跟踪驱动实验,我们证明了我们设计的有效性:与传统方法相比,APRank的内容访问延迟减少了20%,工作量减少了32%。
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引用次数: 2
HmwkCheck HmwkCheck
Lingyu Zhang, Yafeng Yin, Linfu Xie, Sanglu Lu
The homework for low-grade pupils often contains simple arithmetic problems, i.e., four arithmetic operations. To evaluate the learning quality of pupils, teachers and parents often need to check the homework manually, which is time and labor consuming. In this paper, we propose a homework auto-checking system HmwkCheck, which checks the four arithmetic operations automatically. Specifically, HmwkCheck utilizes the embedded camera of a smartphone to capture the homework as an image, and then processes the image in the smartphone to detect, segment and recognize both printed characters and handwritten characters. We implement HmwkCheck in an Android smartphone. The experiment results show that HmwkCheck can check homework efficiently, i.e., the average precision, recall and F1-score of character recognition achieve 94.03%, 93.41% and 93.72%, respectively.
{"title":"HmwkCheck","authors":"Lingyu Zhang, Yafeng Yin, Linfu Xie, Sanglu Lu","doi":"10.1145/3410530.3414393","DOIUrl":"https://doi.org/10.1145/3410530.3414393","url":null,"abstract":"The homework for low-grade pupils often contains simple arithmetic problems, i.e., four arithmetic operations. To evaluate the learning quality of pupils, teachers and parents often need to check the homework manually, which is time and labor consuming. In this paper, we propose a homework auto-checking system HmwkCheck, which checks the four arithmetic operations automatically. Specifically, HmwkCheck utilizes the embedded camera of a smartphone to capture the homework as an image, and then processes the image in the smartphone to detect, segment and recognize both printed characters and handwritten characters. We implement HmwkCheck in an Android smartphone. The experiment results show that HmwkCheck can check homework efficiently, i.e., the average precision, recall and F1-score of character recognition achieve 94.03%, 93.41% and 93.72%, respectively.","PeriodicalId":7183,"journal":{"name":"Adjunct Proceedings of the 2020 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2020 ACM International Symposium on Wearable Computers","volume":"20 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87372692","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Using gamification to create and label photos that are challenging for computer vision and people 使用游戏化来创建和标记对计算机视觉和人来说具有挑战性的照片
Piotr Kotlinski, Xi-Jing Chang, Chih-Yun Yang, Wei-Chen Chiu, Yung-Ju Chang
It would be hard to overstate the importance of Computer Vision (CV), applications of which can be found from self-driving cars, through facial recognition to augmented reality and the healthcare industry. Recent years have witnessed dramatic progress in visual-object recognition, partially ascribable to the availability of labeled data. Unfortunately, recognition of obscure, unclear and ambiguous photos that are taken from unusual angles or distances remains a major challenge, as recently shown by the creation of the ObjectNet [1]. This paper complements that work via a game in which obscure, unclear and ambiguous photos are collaboratively created and labeled by the players, who adopt the role of detectives collecting evidence against in-game criminals. The game rules enforce the creation of images that are challenging to identify for CV and people alike, as a means of ensuring the high quality of players' input.
计算机视觉(CV)的重要性怎么强调都不为过,从自动驾驶汽车到面部识别,再到增强现实和医疗保健行业,都可以找到它的应用。近年来,视觉物体识别取得了巨大的进步,部分原因是标记数据的可用性。不幸的是,识别从不寻常的角度或距离拍摄的模糊、不清晰和模糊的照片仍然是一个主要的挑战,正如最近ObjectNet的创建所显示的那样[1]。这篇论文通过一款游戏补充了这一工作,在这款游戏中,玩家共同创造并标记了模糊、不清晰和模棱两可的照片,他们扮演侦探的角色,收集针对游戏内罪犯的证据。游戏规则强制创建图像,这对于CV和其他人来说都是具有挑战性的,以确保玩家输入的高质量。
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引用次数: 2
A preliminary attempt of an intelligent system predicting users' correctness of notifications' sender speculation 智能系统预测用户对通知发送者猜测的正确性的初步尝试
Tang-Jie Chang, Jian-Hua Jiang Chen, Hao-Ping Lee, Yung-Ju Chang
Prior interruptibility research has focused on identifying interruptible or opportune moments for users to handle notifications. Yet, users may not want to attend to all notifications even at these moments. Research has shown that users' current practices for selective attendance are through speculating about notification sources. Yet, sometimes the above information is insufficient, making speculations difficult. This paper describes the first research attempt to examine how well a machine learning model can predict the moments when users would incorrectly speculate the sender of a notification. We built a machine learning model that can achieve an recall: 84.39%, precision: 56.78%, and F1-score of 0.68. We also show that important features for predicting these moments.
先前的可中断性研究主要集中在确定用户处理通知的可中断或合适的时刻。然而,即使在这些时刻,用户也可能不想关注所有通知。研究表明,用户目前选择出席的做法是通过猜测通知来源。然而,有时上述信息是不充分的,使猜测困难。本文描述了第一次研究尝试,以检验机器学习模型如何很好地预测用户错误推测通知发送者的时刻。我们建立了一个机器学习模型,该模型的召回率为84.39%,准确率为56.78%,f1得分为0.68。我们还展示了预测这些时刻的重要特征。
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引用次数: 0
HeadgearX HeadgearX
A. Aliyev, Bo Zhou, Peter Hevesi, Marco Hirsch, P. Lukowicz
This work demonstrates a connected smart helmet platform, HeadgearX, aimed at improving personnel safety and real-time monitoring of construction sites. The smart helmet hardware design is driven by flexible and expandable sensing and actuating capabilities to adapt to various workplace requirements and functionalities. In our demonstrator, the system consists of ten different sensors, visual and haptic feedback mechanism, and Bluetooth connectivity. A companion Android application is also developed to add further functionalities including those configurable over-the-air. The construction project supervisors can monitor all on-site personnel's real-time statuses from a central web server which communicates to individual HeadgearX helmets via the companion app. Several use case scenarios are demonstrated as examples, while further specific functionalities can be added into HeadgearX by either software re-configurations with the existing system or hardware modifications.
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引用次数: 5
Enticing notification text & the impact on engagement 诱人的通知文本&对用户粘性的影响
Kieran Fraser, Owen Conlan
Push-notifications are a design tool used by mobile and web apps to alert subscribers to new information. In recent years, due to widespread adoption of the technology and the shrinking level of user attention available, marketing techniques have been deployed to persuade subscribers to engage positively with notifications. One such technique, known as the curiosity gap, exploits Lowenstein's Information-Gap theory. This paper explores the impact of enticing notification text, instilled by the curiosity gap, on subsequent engagement actions. A classifier was defined to identify enticing language in notifications. Features commonly paired with enticing text were identified. Intelligent notification delivery agents, trained using data captured in-the-wild, were evaluated using enticing and non-enticing notifications to demonstrate the influence of enticing text. Additionally, a solution was proposed and briefly evaluated for limiting subscriber susceptibility to enticing notifications.
推送通知是手机和网页应用程序用来提醒用户新信息的设计工具。近年来,由于该技术的广泛采用和用户可用注意力水平的下降,已经部署了营销技术来说服订阅者积极参与通知。其中一种技术被称为好奇心缺口,它利用了洛温斯坦的信息缺口理论。本文探讨了吸引人的通知文本对后续用户粘性行动的影响。定义了一个分类器来识别通知中的诱人语言。识别出通常与诱人文本配对的特征。使用野外捕获的数据进行训练的智能通知传递代理,使用诱人和非诱人的通知进行评估,以展示诱人文本的影响。此外,提出并简要评估了限制订阅者对诱人通知敏感性的解决方案。
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引用次数: 2
Gamified navigation system: enhancing resident user experience in city exploration 游戏化导航系统:增强居民用户探索城市的体验
Yiyi Zhang, Tatsuoki Nakajima
A memorable city exploration experience requires some unexpected surprises. For pedestrians exploring in city blocks, ordinary route planning and navigation system cannot meet the need of interesting exploration and would even miss the possible surprises on the way. In order to enhance resident user experience in city exploration, we designed a gamified exploratory navigation system. Our system would engage the user when they are close to a point of interest (POI) by proposing interactive activities and "conversing" with them. We conducted preliminary field experiment with 5 participants to evaluate our system and observe how mobile technology and navigation system are practical used in city exploration. We hope our study could provide some reflecting for the further design of these kinds of services and systems which would engage residents in exploring the city and strengthen the connection with the city.
令人难忘的城市探索体验需要一些意想不到的惊喜。对于在城市街区中探索的行人来说,普通的路线规划和导航系统无法满足有趣探索的需要,甚至会错过途中可能出现的惊喜。为了增强居民在城市探索中的体验,我们设计了一个游戏化的探索导航系统。当用户接近兴趣点(POI)时,我们的系统会通过提出互动活动并与他们“交谈”来吸引用户。我们与5名参与者进行了初步的现场实验,以评估我们的系统,并观察移动技术和导航系统在城市探索中的实际应用情况。我们希望我们的研究可以为这些服务和系统的进一步设计提供一些反思,让居民探索城市,加强与城市的联系。
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引用次数: 1
期刊
Adjunct Proceedings of the 2020 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2020 ACM International Symposium on Wearable Computers
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