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1.
Light is a common ambient medium to express additional information in a peripheral and calm way, but it is also an environmental stimulant to create atmosphere, evoke moods, and provide immersive experiences. Through the design of the DeLight system, we aim to establish a biofeedback-driven lighting environment that informs users about their stress level for intervention and assists them in biofeedback relaxation training. In this study, DeLight is interfaced with a heart rate variability biofeedback system with two modes for different purposes: stress intervention and relaxation assistance. We evaluated the prototype of DeLight in two user studies. The results of the first study show that DeLight has the potential for stress intervention; the HRV biofeedback through the changes of ambient light could improve a user’s awareness of stress and trigger behavioral conditioning, such as deep breathing. The results of the second study confirm that DeLight has potential as a new biofeedback interface for relaxation assistance; biofeedback through an immersive lighting environment can support physiological regulation as effectively as graphic biofeedback; it offers enhanced relaxation effects regarding both subjective experience and physiological arousal. These findings suggest that the biofeedback-driven ambient light can perform as persuasive technology in the domain of health self-management. The combination of decorative and informative aspects enables the lighting interface to offer the users a comfortable and relaxing condition for biofeedback-assisted relaxation training.  相似文献   

2.
Recently, researches on smart phones have received attentions because the wide potential applications. One of interesting and useful topic is mining and predicting the users’ mobile application (App) usage behaviors. With more and more Apps installed in users’ smart phone, the users may spend much time to find the Apps they want to use by swiping the screen. App prediction systems benefit for reducing search time and launching time since the Apps which may be launched can preload in the memory before they are actually used. Although some previous studies had been proposed on the problem of App usage analysis, they recommend Apps for users only based on the frequencies of App usages. We consider that the relationship between App usage demands and users’ recent spatial and temporal behaviors may be strong. In this paper, we propose Spatial and Temporal App Recommender (STAR), a novel framework to predict and recommend the Apps for mobile users under a smart phone environment. The STAR framework consists of four major modules. We first find the meaningful and semantic location movements from the geographic GPS trajectory data by the Spatial Relation Mining Module and generate the suitable temporal segments by the Temporal Relation Mining Module. Then, we design Spatial and Temporal App Usage Pattern Mine (STAUP-Mine) algorithm to efficiently discover mobile users’ Spatial and Temporal App Usage Patterns (STAUPs). Furthermore, an App Usage Demand Prediction Module is presented to predict the following App usage demands according to the discovered STAUPs and spatial/temporal relations. To our knowledge, this is the first study to simultaneously consider the spatial movements, temporal properties and App usage behavior for mining App usage pattern and demand prediction. Through rigorous experimental analysis from two real mobile App datasets, STAR framework delivers an excellent prediction performance.  相似文献   

3.
Traditional post-level opinion classification methods usually fail to capture a person’s overall sentiment orientation toward a topic from his/her microblog posts published for a variety of themes related to that topic. One reason for this is that the sentiments connoted in the textual expressions of microblog posts are often obscure. Moreover, a person’s opinions are often influenced by his/her social network. This study therefore proposes a new method based on integrated information of microblog users’ social interactions and textual opinions to infer the sentiment orientation of a user or the whole group regarding a hot topic. A Social Opinion Graph (SOG) is first constructed as the data model for sentiment analysis of a group of microblog users who share opinions on a topic. This represents their social interactions and opinions. The training phase then uses the SOGs of training sets to construct Sentiment Guiding Matrix (SGM), representing the knowledge about the correlation between users’ sentiments, Textual Sentiment Classifier (TSC), and emotion homophily coefficients of the influence of various types of social interaction on users’ mutual sentiments. All of these support a high-performance social sentiment analysis procedure based on the relaxation labeling scheme. The experimental results show that the proposed method has better sentiment classification accuracy than the textual classification and other integrated classification methods. In addition, IMSA can reduce pre-annotation overheads and the influence from sampling deviation.  相似文献   

4.
This paper describes the design and ecologically valid evaluation of a learner model that lies at the heart of an intelligent learning environment called iTalk2Learn. A core objective of the learner model is to adapt formative feedback based on students’ affective states. Types of adaptation include what type of formative feedback should be provided and how it should be presented. Two Bayesian networks trained with data gathered in a series of Wizard-of-Oz studies are used for the adaptation process. This paper reports results from a quasi-experimental evaluation, in authentic classroom settings, which compared a version of iTalk2Learn that adapted feedback based on students’ affective states as they were talking aloud with the system (the affect condition) with one that provided feedback based only on the students’ performance (the non-affect condition). Our results suggest that affect-aware support contributes to reducing boredom and off-task behavior, and may have an effect on learning. We discuss the internal and ecological validity of the study, in light of pedagogical considerations that informed the design of the two conditions. Overall, the results of the study have implications both for the design of educational technology and for classroom approaches to teaching, because they highlight the important role that affect-aware modelling plays in the adaptive delivery of formative feedback to support learning.  相似文献   

5.
To effectively and efficiently reduce the transmission costs of large medical image in (mobile) telemedicine systems, we design and implement a professionally user-adaptive large medical image transmission method called UMIT. Before transmission, a preprocessing step is first conducted to obtain the optimal image block (IB) replicas based on the users’ professional preference model and the network bandwidth at a master node. After that, the candidate IBs are transmitted via slave nodes according to the transmission priorities. Finally, the IBs can be reconstructed and displayed at the users’ devices. The proposed method includes three enabling techniques: (1) user’s preference degree derivation of the medically useful areas, (2) an optimal IB replica storage scheme, and (3) an adaptive and robust multi-resolution-based IB replica selection and transmission method. The experimental results show that the performance of our proposed UMIT method is both efficient and effective, minimizing the response time by decreasing the network transmission cost.  相似文献   

6.
To process huge requests issued from web users, web servers often set up a cluster using switches and gateways where a switch directs users’ requests to some gateway. Each gateway, which is connected to some servers, is considered for processing a specific type of request such as fttp or http service. When servers of a gateway are saturated and the gateway is not able to process more requests, adaptation is performed by borrowing a server from another gateway. However, such a reactive adaptation causes some problems. However, due to problem of the reactive techniques, predictive ones have been paid attention. While a reactive adaptation aims to redress the system after incurring a bottleneck, a predictive adaptation tries to prevent the system from entering the bottleneck. In this article, we improved our previous predictive framework using a Recurrent Artificial Neural Network (RANN) called Nonlinear Autoregressive with eXogenous (external) inputs (NARX). We employed our new framework for adaptation of a web-based cluster where each cluster is meant for a specific service and self-adaptation is used for load balancing clusters. To show the improvement, we used the case study presented in our previous study.  相似文献   

7.
In this paper, an innovative framework labeled as cooperative cognitive maritime big data systems (CCMBDSs) on the sea is developed to provide opportunistic channel access and secure communication. A two-phase frame structure is applied to let Secondary users (SUs) entirely utilize the transmission opportunities for a portion of time as the reward by cooperation with Primary users (PUs). Amplify-and-forward (AF) relaying mode is exploited in SU nodes, and Backward induction method based Stackelberg game is employed to achieve optimal determination of SU, power consumption and time portion of cooperation both for non-secure communication scenario and secure communication. Specifically, a jammer-based secure communications scheme is developed to maximize the secure utility of PU, to confront of the situation that the eavesdropper could overheard the signals from SU i and the jammer. Close-form solutions for the best access time portion as well as the power for SU i and jammer are derived to realize the Nash Equilibrium. Simulation results validate the effectiveness of our proposed strategy.  相似文献   

8.
Rapid advances in image acquisition and storage technology underline the need for real-time algorithms that are capable of solving large-scale image processing and computer-vision problems. The minimum st cut problem, which is a classical combinatorial optimization problem, is a prominent building block in many vision and imaging algorithms such as video segmentation, co-segmentation, stereo vision, multi-view reconstruction, and surface fitting to name a few. That is why finding a real-time algorithm which optimally solves this problem is of great importance. In this paper, we introduce to computer vision the Hochbaum’s pseudoflow (HPF) algorithm, which optimally solves the minimum st cut problem. We compare the performance of HPF, in terms of execution times and memory utilization, with three leading published algorithms: (1) Goldberg’s and Tarjan’s Push-Relabel; (2) Boykov’s and Kolmogorov’s augmenting paths; and (3) Goldberg’s partial augment-relabel. While the common practice in computer-vision is to use either BK or PRF algorithms for solving the problem, our results demonstrate that, in general, HPF algorithm is more efficient and utilizes less memory than these three algorithms. This strongly suggests that HPF is a great option for many real-time computer-vision problems that require solving the minimum st cut problem.  相似文献   

9.
Classification methods are becoming more and more useful as part of the standard data analyst’s toolbox in many application domains. The specific data and domain characteristics of social media tools used in online educational contexts present the challenging problem of training high-quality classifiers that bring important insight into activity patterns of learners. Currently, standard and also very successful model for classification tasks is represented by decision trees. In this paper, we introduce a custom-designed data analysis pipeline for predicting “spam” and “don’t care” learners from eMUSE online educational environment. The trained classifiers rely on social media traces as independent variables and on final grade of the learner as dependent variables. Current analysis evaluates performed activities of learners and the similarity of two derived data models. Experiments performed on social media traces from five years and 285 learners show satisfactory classification results that may be further used in productive environment. Accurate identification of “spam” and “don’t care” users may have further a great impact on producing better classification models for the rest of the “regular” learners.  相似文献   

10.
There has been a growing interest in applying human computation – particularly crowdsourcing techniques – to assist in the solution of multimedia, image processing, and computer vision problems which are still too difficult to solve using fully automatic algorithms, and yet relatively easy for humans. In this paper we focus on a specific problem – object segmentation within color images – and compare different solutions which combine color image segmentation algorithms with human efforts, either in the form of an explicit interactive segmentation task or through an implicit collection of valuable human traces with a game. We use Click’n’Cut, a friendly, web-based, interactive segmentation tool that allows segmentation tasks to be assigned to many users, and Ask’nSeek, a game with a purpose designed for object detection and segmentation. The two main contributions of this paper are: (i) We use the results of Click’n’Cut campaigns with different groups of users to examine and quantify the crowdsourcing loss incurred when an interactive segmentation task is assigned to paid crowd-workers, comparing their results to the ones obtained when computer vision experts are asked to perform the same tasks. (ii) Since interactive segmentation tasks are inherently tedious and prone to fatigue, we compare the quality of the results obtained with Click’n’Cut with the ones obtained using a (fun, interactive, and potentially less tedious) game designed for the same purpose. We call this contribution the assessment of the gamification loss, since it refers to how much quality of segmentation results may be lost when we switch to a game-based approach to the same task. We demonstrate that the crowdsourcing loss is significant when using all the data points from workers, but decreases substantially (and becomes comparable to the quality of expert users performing similar tasks) after performing a modest amount of data analysis and filtering out of users whose data are clearly not useful. We also show that – on the other hand – the gamification loss is significantly more severe: the quality of the results drops roughly by half when switching from a focused (yet tedious) task to a more fun and relaxed game environment.  相似文献   

11.
The paper deals with the problem of constructing a code of the maximum possible cardinality consisting of binary vectors of length n and Hamming weight 3 and having the following property: any 3 × n matrix whose rows are cyclic shifts of three different code vectors contains a 3 × 3 permutation matrix as a submatrix. This property (in the special case w = 3) characterizes conflict-avoiding codes of length n for w active users, introduced in [1]. Using such codes in channels with asynchronous multiple access allows each of w active users to transmit a data packet successfully in one of w attempts during n time slots without collisions with other active users. An upper bound on the maximum cardinality of a conflict-avoiding code of length n with w = 3 is proved, and constructions of optimal codes achieving this bound are given. In particular, there are found conflict-avoiding codes for w = 3 which have much more vectors than codes of the same length obtained from cyclic Steiner triple systems by choosing a representative in each cyclic class.  相似文献   

12.
In this paper, we identify and solve a multi-join optimization problem for Arbitrary Feature-based social image Similarity JOINs(AFS-JOIN). Given two collections(i.e., R and S) of social images that carry both visual, spatial and textual(i.e., tag) information, the multiple joins based on arbitrary features retrieves the pairs of images that are visually, textually similar or spatially close from different users. To address this problem, in this paper, we have proposed three methods to facilitate the multi-join processing: 1) two baseline approaches(i.e., a naïve join approach and a maximal threshold(MT)-based), and 2) a Batch Similarity Join(BSJ) method. For the BSJ method, given m users’ join requests, they are first conversed and grouped into m″ clusters which correspond to m″ join boxes, where m > m″. To speedup the BSJ processing, a feature distance space is first partitioned into some cubes based on four segmentation schemes; the image pairs falling in the cubes are indexed by the cube tree index; thus BSJ processing is transformed into the searching of the image pairs falling in some affected cubes for m″ AFS-JOINs with the aid of the index. An extensive experimental evaluation using real and synthetic datasets shows that our proposed BSJ technique outperforms the state-of-the-art solutions.  相似文献   

13.
Cellular Learning Automata (CLAs) are hybrid models obtained from combination of Cellular Automata (CAs) and Learning Automata (LAs). These models can be either open or closed. In closed CLAs, the states of neighboring cells of each cell called local environment affect on the action selection process of the LA of that cell whereas in open CLAs, each cell, in addition to its local environment has an exclusive environment which is observed by the cell only and the global environment which can be observed by all the cells in CLA. In dynamic models of CLAs, one of their aspects such as structure, local rule or neighborhood radius may change during the evolution of the CLA. CLAs can also be classified as synchronous CLAs or asynchronous CLAs. In a synchronous CLA, all LAs in different cells are activated synchronously whereas in an asynchronous CLA, the LAs in different cells are activated asynchronously. In this paper, a new closed asynchronous dynamic model of CLA whose structure and the number of LAs in each cell may vary with time has been introduced. To show the potential of the proposed model, a landmark clustering algorithm for solving topology mismatch problem in unstructured peer-to-peer networks has been proposed. To evaluate the proposed algorithm, computer simulations have been conducted and then the results are compared with the results obtained for two existing algorithms for solving topology mismatch problem. It has been shown that the proposed algorithm is superior to the existing algorithms with respect to communication delay and average round-trip time between peers within clusters.  相似文献   

14.
In this paper, an efficient construction of multicast key distribution schemes based on semantically secure symmetric-key encryption schemes and cryptographically strong pseudo-random number generators is presented and analyzed. The proposed scheme is provably secure against adaptive adversaries leveraging the security amplification technique defined over the logical key hierarchy structures. Our protocol tolerates any coalition of revoked users; in particular, we do not assume any limit on the size or structure of the coalition. The proposed scheme is efficient as a performance of Join or Leave procedure requires 2 log(N) multicast activities defined over a sibling ancestor node set, 2 log(N) internal state updates of the underlying pseudo-random number generator and 2 log(N) symmetric-key encryption activities for N users in a session.  相似文献   

15.
Choosing the best location for starting a business or expanding an existing enterprize is an important issue. A number of location selection problems have been discussed in the literature. They often apply the Reverse Nearest Neighbor as the criterion for finding suitable locations. In this paper, we apply the Average Distance as the criterion and propose the so-called k-most suitable locations (k-MSL) selection problem. Given a positive integer k and three datasets: a set of customers, a set of existing facilities, and a set of potential locations. The k-MSL selection problem outputs k locations from the potential location set, such that the average distance between a customer and his nearest facility is minimized. In this paper, we formally define the k-MSL selection problem and show that it is NP-hard. We first propose a greedy algorithm which can quickly find an approximate result for users. Two exact algorithms are then proposed to find the optimal result. Several pruning rules are applied to increase computational efficiency. We evaluate the algorithms’ performance using both synthetic and real datasets. The results show that our algorithms are able to deal with the k-MSL selection problem efficiently.  相似文献   

16.
We consider a single-cell network with a hybrid full-/half-duplex base station. For the practical scenario with N channels, K uplink users, and M downlink users (max{K,M} ≤ NK + M), we tackle the issue of user admission and power control to simultaneously maximize the user admission number and minimize the total transmit power when guaranteeing the quality-of-service requirement of individual users. We formulate a 0–1 integer programming problem for the joint-user admission and power allocation problem. Because finding the optimal solution of this problem is NP-hard in general, a low-complexity algorithm is proposed by introducing the novel concept of adding dummy users. Simulation results show that the proposed algorithm achieves performance similar to that of branch and bound algorithm and significantly outperforms the random pairing algorithm.  相似文献   

17.
To solve structural optimization problems, it is necessary to integrate a structural analysis package and an optimization package. Since most structural analysis packages suffer from closeness of system, it is very difficult to integrate it with an optimization package. To overcome the difficulty, we propose a possible alternative, DAMDO, which integrate Design, Analysis, Modeling, Definition, and Optimization phases into an integration environment as follows. (1) Design first generate many possible structural design alternatives. Each design alternative consists of many design variables X. (2) Analysis employ the structural analysis software to analyze all structural design alternatives to obtain their internal forces and displacements. They are the response variables Y. (3) Modeling employ artificial neural networks to build model Y = f(X) to obtain the relationship functions between the design variables X and the response variables Y. (4) Definition employ the design variables X and the response variables Y to define the objective function and constraint functions. (5) Optimization employ the optimization software to solve the optimization problem consisting of the objective function and the constraint functions to produce the optimum design variables X*. Optimization of truss structures was used to validate the DAMDO approach. The empirical results show that the truss optimization problems can be solved by the DAMDO approach, which employ neural networks to integrate the structural analysis package and optimization package without requiring direct integration of the two packages. This approach is promising in many engineering optimization domains which need to couple an analysis package and an optimization one to obtain the optimum solutions.  相似文献   

18.
Social networks have become a good place to promote products and also to campaign for causes. Maximizing the spread of information in an online social network at a least cost has attracted the attention of publicist’s. In general, influence user ranking methods are derived either by a network’s topological features or by user features but not both. Existing Influence Maximization Problem (IMP) operates as a modification of greedy algorithms that cannot scale streaming data. Which are time consuming and cannot handle large networks because it requires heavy Monte-Carlo simulation. This is also an NP hard problem in both linear threshold and independent cascade models. Our proposed work aims to address IMP through a Rank-based sampling approach in the Map-Reduce environment. This novel technique combines user and topological features of the network enabling it to handle real-time streaming data. Our experiment of influenced rank-based sampling approach to influence maximization is compared to the greedy approach with and without sampling that exhibits an accuracy of 82%. Performance analysis in terms of running time is reduced from O(n 3) to O(k n). Where ‘k’ is the size of the sample dataset and ‘n’ is the number of user’s.  相似文献   

19.
Quantum-memory-assisted entropic uncertainty relation (QMA-EUR) in two-qubit Heisenberg XYZ spin chain model with Dzyaloshinskii–Moriya (DM) interaction has been investigated. The paper shows that the DM interactions and the spin interactions alone xyz directions can efficiently suppress the entropic uncertainty of Pauli observables (\(\sigma _{x}\) and \(\sigma _{z}\)), even make the entropic uncertainty close to zero. As well, it is pointed out that the entropic uncertainty reaches to zero at very low temperature, starts to increase with temperature after a threshold, and generally becomes constant at a fixed value. We also verified the Bob’s uncertainty about Alice’s measurement outcomes is anticorrelated with the sum of the accessible information of observer. Furthermore, the decoherence conditions including dephasing and noisy environments are considered. For the fixed initial state, the entropic uncertainty of the XYZ model with DM interaction in z-direction are independent of spin–spin coupling \(J_z\) and the anisotropy parameter \(\varDelta \). In the dephasing environment, the evolutions of entropic uncertainty and its lower bound \(U_{B}\) oscillate with the time and saturates at a finite value, and this value is varied with the purity parameter r of initial state. In the noisy environment, the entropic uncertainty and its lower bound monotonically increase with the time and will be stable at value 2 quickly. This is because the combined effects of the DM interaction and the decoherence force the various initial entanglement states to oscillate into an identical state, regardless of the value of \(D_{z}\) and the parameter r of initial state.  相似文献   

20.
Distance automata are automata weighted over the semiring \((\mathbb {N}\cup \{\infty \},\min , +)\) (the tropical semiring). Such automata compute functions from words to \(\mathbb {N}\cup \{\infty \}\). It is known from Krob that the problems of deciding ‘ fg’ or ‘ f=g’ for f and g computed by distance automata is an undecidable problem. The main contribution of this paper is to show that an approximation of this problem is decidable. We present an algorithm which, given ε>0 and two functions f,g computed by distance automata, answers “yes” if f≤(1?ε)g, “no” if f≦?g, and may answer “yes” or “no” in all other cases. The core argument behind this quasi-decision procedure is an algorithm which is able to provide an approximated finite presentation of the closure under products of sets of matrices over the tropical semiring. Lastly, our theorem of affine domination gives better bounds on the precision of known decision procedures for cost automata, when restricted to distance automata.  相似文献   

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