ICAT is the oldest international conference on virtual reality and tele-existence. ICAT 2006 not only looked for innovations in the technology itself, but also explored novel ways to transfer and express information a...
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ISBN:
(数字)9783540497790
ISBN:
(纸本)9783540497769
ICAT is the oldest international conference on virtual reality and tele-existence. ICAT 2006 not only looked for innovations in the technology itself, but also explored novel ways to transfer and express information and creative ideas to the society and people. The 16th International Conference on Artificial Reality and Telexistence was held at the Zhejiang University of Technology, Hangzhou, P. R. China from November 29 to December 1, 2006. The main purpose of the conference is to provide opportunities for researchers and practitioners to present their research findings and exchange opinions on the development and use of such systems. The conference included plenary invited talks, workshops, tutorials, and paper presentation tracks. The main conference received 523 submissions in total from 21 different countries, including China (mainland, Hong Kong, Taiwan), USA, UK, Germany, Austria, France, Australia, Canada, Korea, Japan, Malaysia, Mexico, etc. , of which 138 papers were accepted for this volume and 11 papers were invited to submit extended versions for a special issue of International Journal of Virtual Reality (IJVR, 5(4)).
Carefully perturbing adversarial inputs degrades the performance of traditional machine learning (ML) models. Adversarial machine learning (AML) that takes adversaries into account during training and learning emerges...
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Carefully perturbing adversarial inputs degrades the performance of traditional machine learning (ML) models. Adversarial machine learning (AML) that takes adversaries into account during training and learning emerges as a valid technique to defend against attacks. Due to the complexity and uncertainty of adversaries’ attack strategies, researchers utilize game theory to study the interactions between an adversary and an ML system designer. By configuring different game rules and analyzing game outcomes in an adversarial game, it is possible to effectively predict attack strategies and to produce optimal defense strategies for the system designer. However, the literature still lacks a holistic review of adversarial games in AML. In this paper, we extend the scope of previous surveys and provide a thorough overview of existing game theoretical approaches in AML for adaptively defending against adversarial attacks. For evaluating these approaches, we propose a set of metrics to discuss their merits and drawbacks. Finally, based on our literature review and analysis, we raise several open problems and suggest interesting research directions worthy of special investigation.
E-learning and digital entertainment techniques, tools and systems are becoming popular and can be found in many real-world educational applications in many co- tries. The driving force behind these technologies is th...
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ISBN:
(数字)9783642144844
ISBN:
(纸本)9783642144837
E-learning and digital entertainment techniques, tools and systems are becoming popular and can be found in many real-world educational applications in many co- tries. The driving force behind these technologies is the rapidly growing requirements of edutainment, especially from the perspective of the users. This has led to the increasing interest of researchers in this area. The articles in this issue give a rich overview of how edutainment technologies can be creatively used for training and education purposes. The first 12 articles of this issue represent a selection of outstanding contributions from Edutainment 2010, the 5th International Conference on E-learning and Games, held in Changchun, China, in August 2010. The main purpose of this event is to faci- tate the discussion, presentation, and information exchange on the scientific and te- nological developments in the emerging field of digital entertainment techniques and systems for education. These 12 papers concentrated on three aspects: e-learning s- tem and applications, game techniques for learning, and virtual reality techniques for entertainment. They are closely related to the topics of this journal.
Thread-Level Speculation (TLS) utilizes speculative parallelization to accelerate hard-to-parallelize serial codes on multi-cores. As the heterogeneous multi-core architecture is becoming ubiquitous, it presents an op...
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Thread-Level Speculation (TLS) utilizes speculative parallelization to accelerate hard-to-parallelize serial codes on multi-cores. As the heterogeneous multi-core architecture is becoming ubiquitous, it presents an opportunity for TLS to reorganize little cores for the acceleration of these serial codes instead of a big core with similar or more area and power. However, previous TLS designs significantly suffer from extended hardware overhead and costly speculative *** present LitTLS, a lightweight TLS design with versioning caches to eliminate significant extended hardware overhead by storing versions in caches without speculative write buffers and memory undo-logs. Additionally, LitTLS introduces the Speculative Address Table, a novel component to accelerate speculative forwarding with a central structure to trace memory dependencies. Evaluations on four little cores show that LitTLS achieves an average performance speedup of 2.87 × compared to a little core, outperforming a big core by 94% with similar area and less power. The extended area size is only 0.07 mm2, and the maximum increase in dynamic power consumption is limited to 0.3%, compared to four little cores.
With the technical advancement of digital media and the medium of communication in recent years, there is a widespread interest in digital entertainment. An emerging te- nical research area edutainment, or educational...
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ISBN:
(数字)9783642145339
ISBN:
(纸本)9783642145322
With the technical advancement of digital media and the medium of communication in recent years, there is a widespread interest in digital entertainment. An emerging te- nical research area edutainment, or educational entertainment, has been accepted as education using digital entertainment. Edutainment has been recognized as an eff- tive way of learning using modern digital media tools, like computers, games, mobile phones, televisions, or other virtual reality applications, which emphasizes the use of entertainment with application to the education domain. The Edutainment conference series was established in 2006 and subsequently - ganized as a special event for researchers working in this new interest area of e-learning and digital entertainment. The main purpose of Edutainment conferences is to facilitate the discussion, presentation, and information exchange of the scientific and technological development in the new community. The Edutainment conference series becomes a valuable opportunity for researchers, engineers, and graduate s- dents to communicate at these international annual events. The conference series - cludes plenary invited talks, workshops, tutorials, paper presentation tracks, and panel discussions. The Edutainment conference series was initiated in Hangzhou, China in 2006. Following the success of the first event, the second (Edutainment 2007 in Hong Kong, China), third (Edutainment 2008 in Nanjing, China), and fourth editions (Edutainment 2009 in Banff, Canada) were organized. Edutainment 2010 was held during August 16–18, 2010 in Changchun, China. Two workshops were jointly org- ized together with Edutainment 2010.
This book provides a comprehensive review and in-depth discussion of the state-of-the-art research literature and propose energy-efficient computation offloading and resources management for mobile edge computing (MEC...
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ISBN:
(数字)9783031168222
ISBN:
(纸本)9783031168215;9783031168246
This book provides a comprehensive review and in-depth discussion of the state-of-the-art research literature and propose energy-efficient computation offloading and resources management for mobile edge computing (MEC), covering task offloading, channel allocation, frequency scaling and resource scheduling. Since the task arrival process and channel conditions are stochastic and dynamic, the authors first propose an energy efficient dynamic computing offloading scheme to minimize energy consumption and guarantee end devices’ delay performance. To further improve energy efficiency combined with tail energy, the authors present a computation offloading and frequency scaling scheme to jointly deal with the stochastic task allocation and CPU-cycle frequency scaling for minimal energy consumption while guaranteeing the system stability. They also investigate delay-aware and energy-efficient computation offloading in a dynamic MEC system with multiple edge servers, and introduce anend-to-end deep reinforcement learning (DRL) approach to select the best edge server for offloading and allocate the optimal computational resource such that the expected long-term utility is maximized. Finally, the authors study the multi-task computation offloading in multi-access MEC via non-orthogonal multiple access (NOMA) and accounting for the time-varying channel conditions. An online algorithm based on DRL is proposed to efficiently learn the near-optimal offloading solutions.;Researchers working in mobile edge computing, task offloading and resource management, as well as advanced level students in electrical and computer engineering, telecommunications, computerscience or other related disciplines will find this book useful as a reference. Professionals working within these related fields will also benefit from this book.
This book constitutes the refereed proceedings of the 7th International Conference on Combinatorial Optimization and Applications, COCOA 2013, held in Chengdu, China, in December 2013. The 36 full papers presented wer...
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ISBN:
(数字)9783319037806
ISBN:
(纸本)9783319037790
This book constitutes the refereed proceedings of the 7th International Conference on Combinatorial Optimization and Applications, COCOA 2013, held in Chengdu, China, in December 2013. The 36 full papers presented were carefully reviewed and selected from 72 submissions. The papers feature original research in the areas of combinatorial optimization and its applications. In addition to theoretical results there are reports on experimental and applied research of general algorithmic interest.
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