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931.
932.
This paper proposes a deep bidirectional long short-term memory approach in modeling the long contextual, nonlinear mapping between audio and visual streams for video-realistic talking head. In training stage, an audio-visual stereo database is firstly recorded as a subject talking to a camera. The audio streams are converted into acoustic feature, i.e. Mel-Frequency Cepstrum Coefficients (MFCCs), and their textual labels are also extracted. The visual streams, in particular, the lower face region, are compactly represented by active appearance model (AAM) parameters by which the shape and texture variations can be jointly modeled. Given pairs of the audio and visual parameter sequence, a DBLSTM model is trained to learn the sequence mapping from audio to visual space. For any unseen speech audio, whether it is original recorded or synthesized by text-to-speech (TTS), the trained DBLSTM model can predict a convincing AAM parameter trajectory for the lower face animation. To further improve the realism of the proposed talking head, the trajectory tiling method is adopted to use the DBLSTM predicted AAM trajectory as a guide to select a smooth real sample image sequence from the recorded database. We then stitch the selected lower face image sequence back to a background face video of the same subject, resulting in a video-realistic talking head. Experimental results show that the proposed DBLSTM approach outperforms the existing HMM-based approach in both objective and subjective evaluations.  相似文献   
933.
In game theoretical analysis of incentive mechanisms, all players are assumed to be rational. Since it is likely that mechanism participants in the real world may not be fully rational, such mechanisms may not work as effectively as in the idealized settings for which they were designed. Therefore, it is important to evaluate the robustness of incentive mechanisms against various types of agents with bounded rational behaviors. Such evaluations would provide us with the information needed to choose mechanisms with desired properties in real environments. In this article, we first propose a general robustness measure, inspired by research in evolutionary game theory, as the maximal percentage of invaders taking non-equilibrium strategies such that the agents sustain the desired equilibrium strategy. We then propose a simulation framework based on evolutionary dynamics to empirically evaluate the equilibrium robustness. The proposed simulation framework is validated by comparing the simulated results with the analytical predictions based on a modified simplex analysis approach. Finally, we implement the proposed simulation framework for evaluating the robustness of incentive mechanisms in reputation systems for electronic marketplaces. The results from the implementation show that the evaluated mechanisms have high robustness against a certain non-equilibrium strategy, but is vulnerable to another strategy, indicating the need for designing more robust incentive mechanisms for reputation management in e-marketplaces.  相似文献   
934.
935.
Preference information (such as the reference point) of the decision maker (DM) is often used in multiobjective optimization; however, the location of the specified reference point has a detrimental effect on the performance of multiobjective evolutionary algorithms (MOEAs). Inspired by multiobjective evolutionary algorithm-based decomposition (MOEA/D), this paper proposes an MOEA to decompose the preference information of the reference point specified by the DM into a number of scalar optimization subproblems and deals with them simultaneously (called MOEA/D-PRE). This paper presents an approach of iterative weight to map the desired region of the DM, which makes the algorithm easily obtain the desired region. Experimental results have demonstrated that the proposed algorithm outperforms two popular preference-based approaches, g-dominance and r-dominance, on continuous multiobjective optimization problems (MOPs), especially on many-objective optimization problems. Moreover, this study develops distinct models to satisfy different needs of the DM, thus providing a new way to deal with preference-based multiobjective optimization. Additionally, in terms of the shortcoming of MOEA/D-PRE, an improved MOEA/D-PRE that dynamically adjusts the size of the preferred region is proposed and has better performance on some problems.  相似文献   
936.
We focus on practical Hierarchical Identity-Based Broadcast Encryption (HIBBE) with semantic security against adaptively chosen-ciphertext attacks (CCA2) in the standard model. We achieve this goal in two steps. First, we propose a new HIBBE scheme that is secure against chosen-plaintext attacks (CPA). Compared with the existing HIBBE scheme that is built from composite-order bilinear groups, our construction is based on prime-order bilinear groups. The much better efficiency of group operations in prime-order bilinear groups makes our proposed HIBBE scheme more practical. Then, we convert it into a CCA2-secure scheme at the cost of a one-time signature. Instead of extending one user hierarchy in the Canetti–Halevi–Katz approach from CPA-secure (\(l+1\))-Hierarchical Identity-Based Encryption [(\(l+1\))-HIBE] to CCA2-secure \(l\)-HIBE, our construction merely adds one on-the-fly dummy user in the basic scheme. We formally prove the security of these two schemes in the standard model. Comprehensive theoretical analyses and experimental results demonstrate that the proposed HIBBE schemes achieve desirable performance.  相似文献   
937.
938.
Internet of Things (IoT) connects billions of devices in an Internet-like structure. Each device encapsulated as a real-world service which provides functionality and exchanges information with other devices. This large-scale information exchange results in new interactions between things and people. Unlike traditional web services, internet of services is highly dynamic and continuously changing due to constant degrade, vanish and possibly reappear of the devices, this opens a new challenge in the process of resource discovery and selection. In response to increasing numbers of services in the discovery and selection process, there is a corresponding increase in number of service consumers and consequent diversity of quality of service (QoS) available. Increase in both sides’ leads to the diversity in the demand and supply of services, which would result in the partial match of the requirements and offers. This paper proposed an IoT service ranking and selection algorithm by considering multiple QoS requirements and allowing partially matched services to be counted as a candidate for the selection process. One of the applications of IoT sensory data that attracts many researchers is transportation especially emergency and accident services which is used as a case study in this paper. Experimental results from real-world services showed that the proposed method achieved significant improvement in the accuracy and performance in the selection process.  相似文献   
939.
矿山综合自动化系统由于没有考虑容纳第三方的服务,逐步显露出系统封闭、标准不一、信息应用困难、对矿山技术人员要求高等问题,阻碍了其发展。明确了矿山物联网的本质为服务承载平台,矿山物联网应具有相应的公共服务能力,包括基于位置的服务、基于时间的服务、基于信息的服务、基于云的服务、基于大数据的服务、基于语义的服务等,重点论述了矿山物联网应具备的服务能力和矿山购买服务,指出这些服务能力会随着技术和需求的发展而不断充实与增加,使矿山物联网逐步向智慧矿山迈进。  相似文献   
940.
本文通过对螺栓定力断裂机理进行分析及计算,分别从失效形式及断裂源找出导致螺栓断裂的原因,并对影响预紧力的因素逐一分析,得出预紧力与摩擦系数的关系,对为各类螺栓定力做好技术储备,并提出防范措施。  相似文献   
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