With the development of wireless communications and networks, HCC (human-centred computing) has attracted considerable attention in recent years throughout the medical field. HCC can provide an effective integration o...
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With the development of wireless communications and networks, HCC (human-centred computing) has attracted considerable attention in recent years throughout the medical field. HCC can provide an effective integration of various medical auxiliary diagnosis models using machine learning algorithms. In medical HCC, deep learning has demonstrated its powerful ability in the field of computer vision. However, image processing based on deep learning usually requires a large amount of labeled data, which requires significant resources since it needs to be completed by doctors, and it is difficult to collect a large amount of data for some rare diseases. Therefore, how to use the deep learning method to obtain an effective auxiliary diagnosis model based on a small sample or zero sample data set has become an important issue in the study of medical auxiliary diagnosis. We proposes an auxiliary diagnosis model acquisition method based on a variational auto-encoder and zero sample augmentation technology, and the incremental update training program based on wireless communications and networks is designed to obtain the auxiliary diagnosis model to solve the difficulty of collecting a large amount of valid data. The experimental results show that the model obtained by the above method based on a small sample or zero sample data set can effectively diagnose the types of skin diseases, which helps doctors make better judgments.
human-centered computing in cloud, edge, and fog is one of the most concerning issues. Edge and fog nodes generate huge amounts of data continuously, and the analysis of these data provides valuable information. But t...
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human-centered computing in cloud, edge, and fog is one of the most concerning issues. Edge and fog nodes generate huge amounts of data continuously, and the analysis of these data provides valuable information. But they also increase privacy risks. The personal sensitive data may be disclosed by untrusted third-party service providers, and the current solutions to privacy protection are inefficient, costly. It is difficult to obtain available statistics. To solve these problems, we propose a local differential privacy sensitive data collection protocol in human-centered computing. Firstly, to maintain high data utility, the selection of the optimal number of hash functions and the mapping length is based on the size of the collected data. Secondly, we hash the sensitive data, add the appropriate Laplace noise to the client side, and send the reports to the server side. Thirdly, we construct the count sketch matrix to obtain privacy statistics on the server side. Finally, the utility of the proposed protocol is verified by synthetic datasets and a real dataset. The experimental results demonstrate that the protocol can achieve a balance between data utility and privacy protection.
This consolidation of 18 stories from students and researchers of human-centered computing (HCC) represents only some of the diverse shades of feminism that are present and emerging in our discipline. These stories-ou...
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ISBN:
(纸本)9781450359719
This consolidation of 18 stories from students and researchers of human-centered computing (HCC) represents only some of the diverse shades of feminism that are present and emerging in our discipline. These stories-our stories-reflect how we see the world and why, also conveying the change we wish to be in this world.
This paper reports on the results of a study that aims to support end users of a multimedia system that manages a digital cultural heritage collection. The system is provided with automatic tools that simulate the beh...
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ISBN:
(纸本)9783642411892;9783642411908
This paper reports on the results of a study that aims to support end users of a multimedia system that manages a digital cultural heritage collection. The system is provided with automatic tools that simulate the behavior of the research method adopted by professional users when they interact with the multimedia application. The experimental results have been obtained using a multimedia application that manages the digital representation of historical botanical manuscripts.
n this paper, we describe the preliminary results of an NSF sponsored invitational workshop entitled Expanded Interaction: Broadening human-centered computing. The workshop brought together members of academia, indust...
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ISBN:
(纸本)9781581130201
n this paper, we describe the preliminary results of an NSF sponsored invitational workshop entitled Expanded Interaction: Broadening human-centered computing. The workshop brought together members of academia, industry and government, as well as individuals with disabilities to examine the commonalities and expansion of human-computer interaction and universal design. The underlying theme was to encourage a scientific understand of the diversity of human performance.
One of the most important topics in human-centered computing (HCC) is to recognise human's activities. In this paper, the technology of wireless-based activity recognition is introduced. By using wireless signals,...
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ISBN:
(纸本)9781509006212
One of the most important topics in human-centered computing (HCC) is to recognise human's activities. In this paper, the technology of wireless-based activity recognition is introduced. By using wireless signals, one can achieve Non-Line-Of-Sight (NLOS) recognition without carrying any devices. Also, it is easy to deploy a wireless-based recognition system due to the ubiquity of wireless communication systems. The basic idea is to detect different characteristics of signal propagation that correspond to the distinct human behaviors. As a result, action recognition is performed by analyzing the distinguishable features of signal propagation. This paper introduces the basic principles and applications of wireless-based activity recognition, and discusses the challenges and related performance metrics. Finally, open problems are discussed to point out the future research trends.
作者:
Daniel Gatica-PerezSocial Computing Group
Idiap Research Institute Switzerland and School of Engineering and College of Humanities Ecole Polytechnique Federale de Lausanne (EPFL) Switzerland
A substantial body of research in multimodal interaction has studied how people naturally interact –face-to-face and through machines– and developed technology to analyze, support, and extend such forms of interacti...
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ISBN:
(纸本)9781450393904
A substantial body of research in multimodal interaction has studied how people naturally interact –face-to-face and through machines– and developed technology to analyze, support, and extend such forms of interaction. The talk will share personal experiences and views on how audio-visual and ubiquitous research on social interaction has evolved over the past two decades. Five recurrent questions, then and now, include how to study interaction in everyday life; how to learn from and collaborate with the humanities and social sciences; how to think about data; how to address the challenges brought by automation; and how to engage and empower individuals and communities to take part in research projects. Today, the limitations of technology-centric solutions are more evident than ever. Future research with a people-first focus will continue to call for reflection, commitment, and action for a long-term alignment with societal needs and nature’s limits.
Annotations are an essential part of data analysis and communication in visualizations, which focus a readers attention on critical visual elements (e.g. an arrow that emphasizes a downward trend in a bar chart). Anno...
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Annotations are an essential part of data analysis and communication in visualizations, which focus a readers attention on critical visual elements (e.g. an arrow that emphasizes a downward trend in a bar chart). Annotations enhance comprehension, mental organization, memorability, user engagement, and interaction and are crucial for data externalization and exploration, collaborative data analysis, and narrative storytelling in visualizations. However, we have identified a general lack of understanding of how people annotate visualizations to support effective communication. In this study, we evaluate how visualization students annotate grouped bar charts when answering high-level questions about the data. The resulting annotations were qualitatively coded to generate a taxonomy of how they leverage different visual elements to communicate critical information. We found that the annotations used significantly varied by the task they were supporting and that whereas several annotation types supported many tasks, others were usable only in special cases. We also found that some tasks were so challenging that ensembles of annotations were necessary to support the tasks sufficiently. The resulting taxonomy of approaches provides a foundation for understanding the usage of annotations in broader contexts to help visualizations achieve their desired message.
Dance learning through online videos has gained popularity, but it presents challenges in providing comprehensive information and personalized feedback. This paper introduces DanceSculpt, a system that utilizes 3D hum...
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Dance learning through online videos has gained popularity, but it presents challenges in providing comprehensive information and personalized feedback. This paper introduces DanceSculpt, a system that utilizes 3D human reconstruction and tracking technology to enhance the dance learning experience. DanceSculpt consists of a dancer viewer that reconstructs dancers in video into 3D avatars and a dance feedback tool that analyzes and compares the user's performance with that of the reference dancer. We conducted a comparative study to investigate the effectiveness of DanceSculpt against conventional video-based learning. Participants' dance performances were evaluated using a motion comparison algorithm that measured the temporal and spatial deviation between the users' and reference dancers' movements in terms of pose, trajectory, formation, and timing accuracy. Additionally, user experience was assessed through questionnaires and interviews, focusing on aspects such as effectiveness, usefulness, and satisfaction with the system. The results showed that participants using DanceSculpt achieved significant improvements in dance performance compared to those using conventional methods. Furthermore, the participants rated DanceSculpt highly in terms of effectiveness (avg. 4.27) and usefulness (avg. 4.17) for learning dance. The DanceSculpt system demonstrates the potential of leveraging 3D human reconstruction and tracking technology to provide a more informative and interactive dance learning experience. By offering detailed visual information, multiple viewpoints, and quantitative performance feedback, DanceSculpt addresses the limitations of traditional video-based learning and supports learners in effectively analyzing and improving their dance skills.
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