Children diagnosed with anxiety disorders are taught a range of strategies to navigate situations of heightened anxiety. Techniques such as deep breathing and repetition of mantras are commonly employed, as they are k...
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ISBN:
(数字)9798350377705
ISBN:
(纸本)9798350377712
Children diagnosed with anxiety disorders are taught a range of strategies to navigate situations of heightened anxiety. Techniques such as deep breathing and repetition of mantras are commonly employed, as they are known to be calming and reduce elevated heart rates. Although these strategies are often effective, their successful application relies on prior training of the children for successful use when faced with challenging situations. This paper investigates a pocket-sized companion robot designed to offer a relaxation technique requiring no prior training, with a focus on immediate impact on the user’s heart rate. The robot utilizes a tactile game to divert the user’s attention, thereby promoting relaxation. We conducted two studies with children who were not diagnosed with anxiety: a 14-day pilot study with two children (age 8) and a main study with 18 children (ages 7-8). Both studies employed a within-subjects design and focused on measuring heart rate during tactile interaction with the robot and during non-use. Interacting with the robot was found to significantly lower the study participants’ heart rate (p<0.01) compared to the nonuse condition, indicating a consistent calming effect across all participants. These results suggest that tactile companion robots have the potential to enhance the therapeutic value of relaxation techniques.
Isolated dynamic sign language recognition (IDSLR) has the potential to change accessibility and inclusion by enabling speech and/or hearing-impaired people to engage more completely in a variety of spheres of life, i...
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Isolated dynamic sign language recognition (IDSLR) has the potential to change accessibility and inclusion by enabling speech and/or hearing-impaired people to engage more completely in a variety of spheres of life, including social interactions, work, and more. IDSLR is a challenging task due to considering a sequence of image frame analysis with multiple linguistic features for a single gesture in cluttered backgrounds and an illumination variation environment. We have proposed a Hybrid Efficient Convolution (HEC) model that ensembles EfficientNet-B3 and a few modified layers as an alternative to traditional machine learning techniques with improved performances in cluttered backgrounds with illumination variation environments. The architecture of the HCE integrates pre-trained layers of EfficientNet-B3 loaded with customized weights and a new custom dense layer featuring 256 units, followed by batch normalization, dropout, and the final output layer. To enhance the robustness of the system, we employed the augmentation technique during pre-processing. Then, the system executes channel-wise feature transformation through point-wise convolution that reduces the computational complexity and increases the accuracy. The updated dense layer with 256 units processes the output from the standard EfficientNet-B3, shaping the model into a hybrid form to achieve better performance. We have created our own gesture dataset, called "BdSL_OPA_23_GESTURES," which consists of 6000 video clips of 100 isolated dynamic Bangla Sign Language words, with 60 videos for each word from 20 different people in the cluttered background with illumination variation environments to train and evaluate the performances of the proposed model. We have considered 80% of the total dataset for training purpose, while the remaining 20% is dedicated to testing and validation. In a small number of epochs, our proposed HEC model achieves a superior accuracy of 93.17% on our created "BdSL_OPA_23_GESTURES"
The rapid development and usage of digital technologies in modern intelligent systems and applications bring critical challenges on data security and privacy. It is essential to allow cross-organizational data sharing...
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The rapid development and usage of digital technologies in modern intelligent systems and applications bring critical challenges on data security and privacy. It is essential to allow cross-organizational data sharing to achieve smart service provisioning, while preventing unauthorized access and data leak to ensure end users' efficient and secure collaborations. Federated Learning (FL) offers a promising pathway to enable innovative collaboration across multiple organizations. However, more stringent security policies are needed to ensure authenticity of participating entities, safeguard data during communication, and prevent malicious activities. In this paper, we propose a Decentralized Federated Graph Learning (FGL) with Lightweight Zero Trust Architecture (ZTA) model, named DFGL-LZTA, to provide context-aware security with dynamic defense policy update, while maintaining computational and communication efficiency in resource-constrained environments, for highly distributed and heterogeneous systems in next-generation networking. Specifically, with a re-designed lightweight ZTA, which leverages adaptive privacy preservation and reputation-based aggregation together to tackle multi-level security threats (e.g., data-level, model-level, and identity-level attacks), a Proximal Policy Optimization (PPO) based Deep Reinforcement Learning (DRL) agent is introduced to enable the real-time and adaptive security policy update and optimization based on contextual features. A hierarchical Graph Attention Network (GAT) mechanism is then improved and applied to facilitate the dynamic subgraph learning in local training with a layer-wise architecture, while a so-called sparse global aggregation scheme is developed to balance the communication efficiency and model robustness in a P2P manner. Experiments and evaluations conducted based on two open-source datasets and one synthetic dataset demonstrate the usefulness of our proposed model in terms of training performance, computa
Augmented Reality(AR) offers the potential for easy and efficient information access, reinforcing the wide belief that AR Glasses are the next-generation of personal computing devices. However, to realize this all-day...
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ISBN:
(纸本)9781665484039
Augmented Reality(AR) offers the potential for easy and efficient information access, reinforcing the wide belief that AR Glasses are the next-generation of personal computing devices. However, to realize this all-day AR vision, the AR interface must be able to address the challenges that constant and pervasive presence of virtual content can cause for the user. The optimal interface, that is the most efficient yet least intrusive, in one context may be the worst interface for another context. Throughout the day, as the user switches context, an optimal all-day interface must adapts its virtual content display and interactions as well. This work aims to propose a research agenda to design and validate different adaptation techniques and context-aware AR interfaces and introduce a framework for the design of such intelligent interfaces.
Developing resilient autonomous systems requires an interdisciplinary approach that can understand performance variability and respond to critical events when they occur. Resilience within autonomous systems must also...
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In increasingly digitized working and living environments, human-robot collaboration is growing fast with human trust toward robotic collaboration as a key factor for the innovative teamwork tosucceed. This article ex...
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Virtual Reality (VR) allows users to flexibly choose the perspective through which they interact with a synthetic environment. Users can either adopt a first-person perspective, in which they see through the eyes of t...
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ISBN:
(数字)9798331516475
ISBN:
(纸本)9798331516482
Virtual Reality (VR) allows users to flexibly choose the perspective through which they interact with a synthetic environment. Users can either adopt a first-person perspective, in which they see through the eyes of their virtual avatar, or a third-person perspective, in which their viewpoint is detached from the virtual avatar. Prior research has shown that the visual perspective affects different interactions and influences core experiential factors, such as the user’s sense of embodiment. However, there is limited understanding of how auditory perspective mediates user experience in immersive virtual environments. In this paper, we conducted a controlled experiment $(N=24)$ on the effect of the user’s auditory perspective on their performance in a sound localization task and their sense of embodiment. Our results showed that when viewing a virtual avatar from a third-person visual perspective, adopting the auditory perspective of the avatar may increase agency and self-avatar merging, even when controlling for variations in task difficulty caused by shifts in auditory perspective. Additionally, our findings suggest that differences in auditory perspective generally have a smaller effect than differences in visual perspective. We discuss the implications of our empirical investigation of audio perspective for designing embodied auditory experiences in VR.
The application of physiological signals in emotion recognition is a popular research topic in human-computerinteractions. Eye movement, as an important physiological signal, plays an essential role in medicine, psyc...
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Robot grasping is of paramount importance in industrial and service robotics. In recent years, various data-driven algorithms have been proposed to solve the problem of grasp detection and a part of them are based on ...
Robot grasping is of paramount importance in industrial and service robotics. In recent years, various data-driven algorithms have been proposed to solve the problem of grasp detection and a part of them are based on reinforcement learning (RL) approaches. In a variety of proposed algorithms, random key points are being employed which will make the learning process inefficient and time-consuming. In this paper, a geometry-based algorithm is presented which can find grasp poses based on the geometry of the unknown object and propose the ones which may lead to successful grasping. For the grasp contacts computation part, the presented algorithm produces a finite number of key points based on the 2D shape of the object from a specific point of view. Afterward, it will narrow down the candidate points and output a finite number of successful grasp poses based on three grasp quality metrics for various unknown objects. Three approaches are proposed in order to achieve center points which can describe different parts of a 2D shape. Then, the obtained points are used as the center of circles which are tangent to the 2D shape contour. Also, a new grasp quality metric is proposed. The time of the grasp and the amount of object disorientation after grasping are considered as a metric to evaluate the successfulness of the grasp. Simulation results demonstrate that the proposed algorithm for unknown object grasping can find a finite number of successful grasp poses for different seen or unseen objects without using any random point,
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