This paper introduces SCCA-Net, an advanced end-to-end network designed specifically for Image Manipulation Localization (IML). SCCA-Net comprises four critical modules: Split-Channel Contextual Attention (SCCA), Extr...
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Uninorms on bounded lattices have recently become a significant area of study. In the present study, we describe two new approaches for creating uninorms on bounded lattices, where some necessary and sufficient condit...
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Blind image quality assessment (BIQA) remains challenging due to the diverse types of distortion and variable image content, which complicates the distortion patterns crossing different scales and aggravates the diffi...
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By exploring the possibilities and scientificness of Participatory Design (PD) for children, children can be taught as well as the recipients in the process of collaborative game design. High-tech Virtual Reality (VR)...
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ISBN:
(数字)9783031345500
ISBN:
(纸本)9783031345494;9783031345500
By exploring the possibilities and scientificness of Participatory Design (PD) for children, children can be taught as well as the recipients in the process of collaborative game design. High-tech Virtual Reality (VR) technology can be used to develop popular science games and improve educational experience. Participate in the whole process across the world, obtain the principles, strategies, modes and visual styles of popular science games through PD method, build the process framework of educational game design, use VR technology to enhance user's sense of immersion, sense of cognition and sense of interaction, and complete the development by combining Unity3D engine. The Mental Flow (MF) evaluation model was applied to the test of the game, and the quantitative evaluation model was established. Finally, a set of PD strategies and MF experience testing and evaluation methods for VR popular science educational games are produced, and theoretical basis and practical reference are provided for the development and design of future popular science educational games. PD concept can provide users with real "people-oriented" design output, "edutainment" games can mobilize users to learn knowledge initiative and fun, VR technology for users to create immersive experience, has a positive impact on the MF experience.
Introduction and aim. Chatbots could have a strong potential for competence training, overcoming barriers, and wellbeing management for individuals with special educational needs. We carried out a review to describe t...
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ISBN:
(纸本)9783031358968;9783031358975
Introduction and aim. Chatbots could have a strong potential for competence training, overcoming barriers, and wellbeing management for individuals with special educational needs. We carried out a review to describe the existing knowledge on design characteristics, and user involvement in research on chatbots related to individuals with special educational needs. Methods. We searched for publications on the topic in ACM Digital Library, Web of science, PubMed, ERIC, Education Source, and proceedings from conferences on special needs education, and on health informatics. Results. A total of 9 studies were included in this review. Most of the studies used authoring tools to implement the chatbots or parts of them. Smartphones, tablets and PCs were the most common target devices for chatbots. End-users participated in the research mostly as experimental subjects to test the chatbot. Only one study involved participants as co-designers. Conclusions. Research on chatbots for individuals with special education seems to be in earlier stages. More high-quality research is needed, involving individuals with special educational needs in all stages of development and incorporating evidence-based training strategies.
Administering the incorrect substances during procedures can lead to undesired outcomes. Anesthetists, especially when fatigued, distracted, or under stressful conditions, are at risk of such oversights. The conventio...
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ISBN:
(纸本)9789819703753;9789819703760
Administering the incorrect substances during procedures can lead to undesired outcomes. Anesthetists, especially when fatigued, distracted, or under stressful conditions, are at risk of such oversights. The conventional manual method for identifying, verifying, and preparing such substances has inherent challenges. Addressing these issues is paramount for healthcare professionals and those under their care. This study explores the application of computer vision and artificial intelligence techniques to refine the processes of selection, verification, preparation, and dispensing in procedure settings. The advanced method initiates with scene text detection, extraction, and matching models to discern inscriptions on labels. These inscriptions are subsequently matched with a pre-established database of item attributes using the token set ratio, Levenshtein, and Jaccard distance algorithms. These algorithms provide similarity scores, with the item having the top confidence score being identified as the appropriate one. A groundbreaking facet of this approach is the incorporation of a generalized Ukkonen algorithm, upper bound theory, and branch pruning algorithm. These elements offer an enhanced and more accurate adaptation of the traditional Levenshtein algorithm. Utilizing this method has the potential to drastically diminish errors in procedures and elevate safety measures.
Relation extraction is the task of extracting the semantic relationships between two named entities in a sentence. The task relies on semantic dependencies relevant to named entities. Recently, graph convolutional neu...
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The growth of e-commerce has led to increasing online transactions, inevitably requiring online negotiations. However, manual negotiation cannot meet the growing need. As a result, automated negotiation attracts lots ...
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ISBN:
(纸本)9789819755004;9789819755011
The growth of e-commerce has led to increasing online transactions, inevitably requiring online negotiations. However, manual negotiation cannot meet the growing need. As a result, automated negotiation attracts lots of researchers. However, most work of this kind is on computer-computer negotiation and a little on human-computer one. Moreover, even the research on human-computer negotiation tends to ignore the emotional factors of human negotiators. So, it cannot deal with human emotions during a negotiation, which may significantly influence its outcome. To this end, this paper proposes a novel human-computer negotiation model. First, we fine-tune the ERNIE pretrained language model on a dataset we create. Then, the negotiating agent uses it to understand the intents and emotions of human dialogue in negotiation. Finally, the agent responds to humans according to the sentiment-related negotiation strategy we designed in this paper. Our extensive experiments show the effectiveness of our model.
Aesthetic evaluation of vehicle appearance design is an important part of the vehicle design process. How to conduct a high-confidence, rapid, objective and systematic evaluation of a given vehicle appearance is of gr...
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ISBN:
(纸本)9789819786916;9789819786923
Aesthetic evaluation of vehicle appearance design is an important part of the vehicle design process. How to conduct a high-confidence, rapid, objective and systematic evaluation of a given vehicle appearance is of great significance to vehicle designers, consumers, decision makers and other groups. Big data-driven deep learning approach to automated, reliable, multi-dimensional and systematic evaluation of vehicle appearance relies on high-quality datasets. There is a lack of datasets for exterior styling of automobiles. And the previous methods have the subjective problems of results, limitation of evaluation dimensions, and lower consumer involvement. Aiming at the above problems, this paper combines intelligent mechanisms such as quantitative scoring and perceptual imagery evaluation of vehicle appearance from the perspectives of vehicle users, styling experts, etc., and the main research contents are as follows: Create a large-scale and multi-dimensional vehicle appearance datasets (VAD), with near 140000 images, which is merged by three datasets: MVVA, VAS and VAPIE. Multi-view vehicle appearance image dataset (MVVA) contains 2093 automobile models and 78590 images, with small samples in the aesthetic evaluation of vehicle appearance design;Vehicle appearance scoring data set (VAS) with 19610 images is collected, cleaned and preprocessed online then labeled by the quantitative scoring and perceptual imagery evaluation of the two dimensions of users and experts;And vehicle appearance perceptual imagery evaluation dataset (VAPIE) with 40017 images based on the perspectives of the users and the experts is labeled from the image data. Our dataset is now available on Github: https://***/KDafu/Vehicle-Appearance-Dataset.
Due to the increasing number of entities and more powerful sensors involved in beyond-visual-range air combat missions, the amount of situational information to be considered by aircrews is growing exponentially. To e...
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ISBN:
(纸本)9783031713965;9783031713972
Due to the increasing number of entities and more powerful sensors involved in beyond-visual-range air combat missions, the amount of situational information to be considered by aircrews is growing exponentially. To enable pilots to handle and effectively utilize these volumes of information, it is necessary to provide them with appropriate training in simulators. Here, the further development of the simulated opposing forces is of particular importance to confront pilots with constantly new challenges. In order to sufficiently represent enemy forces and their team behavior, the information processing procedures in modern airborne warfare must be transferred towards the computer-generated forces (CGF) behavior models. To meet these demands, conducting a comprehensive situation analysis is essential. Therefore, in this paper, we present a conceptual approach for a situation analysis that is utilized later on to facilitate tactical behavior planning on the adversary side in training simulators or threat evaluations. In our proposed concept, the situation analysis process is partitioned into three sequential segments. It begins with the collection and sorting of situation data, incorporating subtasks such as identifying the enemy's intent and addressing data uncertainties. As a subsequent step, a risk analysis is described to identify potential risks and to evaluate their potential impact for the fighter team. Subsequently, we employ methods to evaluate the probability of these risks and combine them to calculate an impact analysis. Finally, we explore methods that perform a situation assessment, which serves as the foundation for CGF tactical behavior planning. In the conclusion, we outline first implementations in our simulation frame.
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