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1.
There are many expressive and structural differences between product names and general named entities such as person names,
location names and organization names. To date, there has been little research on product named entity recognition (NER),
which is crucial and valuable for information extraction in the field of market intelligence. This paper focuses on product
NER (PRO NER) in Chinese text. First, we describe our efforts on data annotation, including well-defined specifications, data
analysis and development of a corpus with annotated product named entities. Second, a hierarchical hidden Markov model-based
approach to PRO NER is proposed and evaluated. Extensive experiments show that the proposed method outperforms the cascaded
maximum entropy model and obtains promising results on the data sets of two different electronic product domains (digital
and cell phone).
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2.
This paper describes the simulated car racing competition that was arranged as part of the 2007 IEEE Congress on Evolutionary
Computation. Both the game that was used as the domain for the competition, the controllers submitted as entries to the competition
and its results are presented. With this paper, we hope to provide some insight into the efficacy of various computational
intelligence methods on a well-defined game task, as well as an example of one way of running a competition. In the process,
we provide a set of reference results for those who wish to use the simplerace game to benchmark their own algorithms. The paper is co-authored by the organizers and participants of the competition.
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3.
We present a study of using camera-phones and visual-tags to access mobile services. Firstly, a user-experience study is described in which participants were both observed learning to interact with a prototype mobile service and interviewed
about their experiences. Secondly, a pointing-device task is presented in which quantitative data was gathered regarding the speed and accuracy with which participants aimed and clicked
on visual-tags using camera-phones. We found that participants’ attitudes to visual-tag-based applications were broadly positive,
although they had several important reservations about camera-phone technology more generally. Data from our pointing-device
task demonstrated that novice users were able to aim and click on visual-tags quickly (well under 3 s per pointing-device
trial on average) and accurately (almost all meeting our defined speed/accuracy tradeoff of 6% error-rate). Based on our findings,
design lessons for camera-phone and visual-tag applications are presented.
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4.
This paper proposes a notion of interaction corpus, a captured collection of human behaviors and interactions among humans and artifacts. Digital multimedia and ubiquitous
sensor technologies create a venue to capture and store interactions that are automatically annotated. A very large-scale
accumulated corpus provides an important infrastructure for a future digital society for both humans and computers to understand
verbal/non-verbal mechanisms of human interactions. The interaction corpus can also be used as a well-structured stored experience,
which is shared with other people for communication and creation of further experiences. Our approach employs wearable and ubiquitous sensors, such as video cameras, microphones, and tracking tags, to capture all of the events from multiple viewpoints simultaneously.
We demonstrate an application of generating a video-based experience summary that is reconfigured automatically from the interaction
corpus.
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5.
Quantitative usability requirements are a critical but challenging, and hence an often neglected aspect of a usability engineering process. A case study is described where quantitative usability requirements played a key role in the development of a new user interface of a mobile phone. Within the practical constraints of the project, existing methods for determining usability requirements and evaluating the extent to which these are met, could not be applied as such, therefore tailored methods had to be developed. These methods and their applications are discussed. 相似文献
6.
Speech is a fundamental means of human communication. Design and construction are social activities. We argue that designers
and builders generate and develop concepts through dialogue. These communicative events are typically not captured. Consequently,
knowledge transfer and reuse opportunities are missed. Our objective is to capture and mine rich, contextual, social communicative
events for further knowledge reuse. We present a methodology and prototype called I-Dialogue that: (1) captures the knowledge
generated during informal communicative events through dialogue, sketching and gestures in the form of unstructured digital
design knowledge corpus; (2) adds structure to the unstructured digital knowledge corpus; and (3) processes the corpus using
an innovative notion disambiguation algorithm in support of knowledge retrieval. The paper concludes with results of evaluation
experiments with I-Dialogue using a testbed of design–construction projects.
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7.
Listening to music on personal, digital devices whilst mobile is an enjoyable, everyday activity. We explore a scheme for
exploiting this practice to immerse listeners in navigation cues. Our prototype, ONTRACK, continuously adapts audio, modifying
the spatial balance and volume to lead listeners to their target destination. First we report on an initial lab-based evaluation
that demonstrated the approach’s efficacy: users were able to complete tasks within a reasonable time and their subjective
feedback was positive. Encouraged by these results we constructed a handheld prototype. Here, we discuss this implementation
and the results of field-trials. These indicate that even with a low-fidelity realisation of the concept, users can quite
effectively navigate complicated routes.
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8.
The complexity of group dynamics occurring in small group interactions often hinders the performance of teams. The availability
of rich multimodal information about what is going on during the meeting makes it possible to explore the possibility of providing
support to dysfunctional teams from facilitation to training sessions addressing both the individuals and the group as a whole.
A necessary step in this direction is that of capturing and understanding group dynamics. In this paper, we discuss a particular
scenario, in which meeting participants receive multimedia feedback on their relational behaviour, as a first step towards
increasing self-awareness. We describe the background and the motivation for a coding scheme for annotating meeting recordings
partially inspired by the Bales’ Interaction Process Analysis. This coding scheme was aimed at identifying suitable observable
behavioural sequences. The study is complemented with an experimental investigation on the acceptability of such a service.
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9.
Awareness systems have attracted significant research interest for their potential to support interpersonal relationships.
Investigations of awareness systems for the domestic environment have suggested that such systems can help individuals stay
in touch with dear friends or family and provide affective benefits to their users. Our research provides empirical evidence
to refine and substantiate such suggestions. We report our experience with designing and evaluating the ASTRA awareness system,
for connecting households and mobile family members. We introduce the concept of connectedness and its measurement through
the Affective Benefits and Costs of communication questionnaire (ABC-Q). We inform results that testify the benefits of sharing
experiences at the moment they happen without interrupting potential receivers. Finally, we document the role that lightweight,
picture-based communication can play in the range of communication media available.
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10.
Recently, multi-objective evolutionary algorithms have been applied to improve the difficult tradeoff between interpretability
and accuracy of fuzzy rule-based systems. It is known that both requirements are usually contradictory, however, these kinds
of algorithms can obtain a set of solutions with different trade-offs. This contribution analyzes different application alternatives
in order to attain the desired accuracy/interpr-etability balance by maintaining the improved accuracy that a tuning of membership
functions could give but trying to obtain more compact models. In this way, we propose the use of multi-objective evolutionary
algorithms as a tool to get almost one improved solution with respect to a classic single objective approach (a solution that
could dominate the one obtained by such algorithm in terms of the system error and number of rules). To do that, this work
presents and analyzes the application of six different multi-objective evolutionary algorithms to obtain simpler and still
accurate linguistic fuzzy models by performing rule selection and a tuning of the membership functions. The results on two
different scenarios show that the use of expert knowledge in the algorithm design process significantly improves the search
ability of these algorithms and that they are able to improve both objectives together, obtaining more accurate and at the
same time simpler models with respect to the single objective based approach.
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12.
The paper reflects on the unique experience of social and technological development in Lithuania since the regaining of independence
as a newly reshaped society constructing a distinctive competitive IST-based model at global level. This has presented Lithuanian
pattern of how to integrate different experiences and relations between generations in implementing complex information society
approaches. The resulting programme in general is linked to the Lisbon objectives of the European Union. The experience of
transitional countries in Europe, each different but facing some common problems, may be useful to developing countries in
Africa.
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13.
In this paper, we present an Inverse Multi-Objective Robust Evolutionary (IMORE) design methodology that handles the presence
of uncertainty without making assumptions about the uncertainty structure. We model the clustering of uncertain events in
families of nested sets using a multi-level optimization search. To reduce the high computational costs of the proposed methodology
we proposed schemes for (1) adapting the step-size in estimating the uncertainty, and (2) trimming down the number of calls
to the objective function in the nested search. Both offline and online adaptation strategies are considered in conjunction
with the IMORE design algorithm. Design of Experiments (DOE) approaches further reduce the number of objective function calls
in the online adaptive IMORE algorithm. Empirical studies conducted on a series of test functions having diverse complexities
show that the proposed algorithms converge to a set of Pareto-optimal design solutions with non-dominated nominal and robustness
performances efficiently.
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14.
There are only a few ethical regulations that deal explicitly with robots, in contrast to a vast number of regulations, which
may be applied. We will focus on ethical issues with regard to “responsibility and autonomous robots”, “machines as a replacement
for humans”, and “tele-presence”. Furthermore we will examine examples from special fields of application (medicine and healthcare,
armed forces, and entertainment). We do not claim to present a complete list of ethical issue nor of regulations in the field
of robotics, but we will demonstrate that there are legal challenges with regard to these issues.
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15.
Ohne Zusammenfassung
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16.
Research on hybrid bionic systems (HBSs) is still in its infancy but promising results have already been achieved in laboratories.
Experiments on humans and animals show that artificial devices can be controlled by neural signals. These results suggest
that HBS technologies can be employed to restore sensorimotor functionalities in disabled and elderly people. At the same
time, HBS research raises ethical concerns related to possible exogenous and endogenous limitations to human autonomy and
freedom. The analysis of these concerns requires reflecting on the availability of scientific models accounting for key aspects
of sensorimotor coordination and plastic adaptation mechanisms in the brain.
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17.
In the age of speech and voice recognition technologies, sign language recognition is an essential part of ensuring equal
access for deaf people. To date, sign language recognition research has mostly ignored facial expressions that arise as part
of a natural sign language discourse, even though they carry important grammatical and prosodic information. One reason is
that tracking the motion and dynamics of expressions in human faces from video is a hard task, especially with the high number
of occlusions from the signers’ hands. This paper presents a 3D deformable model tracking system to address this problem,
and applies it to sequences of native signers, taken from the National Center of Sign Language and Gesture Resources (NCSLGR),
with a special emphasis on outlier rejection methods to handle occlusions. The experiments conducted in this paper validate
the output of the face tracker against expert human annotations of the NCSLGR corpus, demonstrate the promise of the proposed
face tracking framework for sign language data, and reveal that the tracking framework picks up properties that ideally complement
human annotations for linguistic research.
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18.
The purposes of this study are (a) to establish a measurement for evaluating conversational impressions of group discussions,
and (b) to make an exploratory investigation on their interactional processes which may affect to form those impressions.
The impression rating and factor analysis undertaken first give us four factors concerning conversational impressions of “focus
group interviews (FGIs)”: conversational activeness, conversational sequencing, the attitudes of participants and the relationships
of participants. In relation to the factors of conversational activeness and conversational sequencing in particular, the
microanalysis of four selected topical scenes from our database further shows that the behavior of the moderator and the interviewees
is organized not independently but with reference to each other. The study thus emphasizes the importance of the integration
of quantitative and qualitative approaches towards human interactions.
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19.
The Stanford Event Heap has been shown to provide appropriate support for constructing interactive workspace applications.
Given this success it is natural to consider the Event Heap as a platform to support other classes of Ubiquitous Computing
applications. In this paper we argue that the distributed, spontaneous nature of these applications places additional demands
on the Event Heap that require extensions to both the engineering and API. Suitable extensions are described and their use
to support a typical Ubicomp application is discussed.
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20.
Documents and authors can be clustered into “knowledge communities” based on the overlap in the papers they cite. We introduce
a new clustering algorithm, Streemer, which finds cohesive foreground clusters embedded in a diffuse background, and use it
to identify knowledge communities as foreground clusters of papers which share common citations. To analyze the evolution
of these communities over time, we build predictive models with features based on the citation structure, the vocabulary of
the papers, and the affiliations and prestige of the authors. Findings include that scientific knowledge communities tend
to grow more rapidly if their publications build on diverse information and if they use a narrow vocabulary.
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