30915392
An HCI method to improve the human performance reduced by local-lag mechanism
Local-lag mechanism can maintain consistency for replicated continuous applications, but with a tradeoff of adding delay to local operations. To relieve the negative effects of the delay, this paper proposes an HCI method named echo. With the help of the echo method users can immediately perceive the results of their operations and how large the lag is. In order to evaluate the proposed method, a desktop collaborative virtual environment (CVE) system and a virtual object control task were employed to study the effects of the echo method on human performance (including task completion time, error count, and interaction quality). Experimental results indicate that when the lag exceeds 100ms the echo method can improve human performance with the effects becoming more evident when a larger lag is used.
14850996
Effects of network characteristics on task performance in a desktop CVE system
The influences of network characteristics on the task performance in a desktop collaborative virtual environment (CVE) system were studied. In the experiment, two participants worked together to accomplish a collaborative task and a network emulator was utilized to simulate real network characteristics. The task used in the experiment was designed to be highly interactive and had rigid requirements on network characteristics (e.g. latency and packet loss). The objective performance and subjective assessment were recorded and analyzed quantitatively as a function of network latency and packet loss rate. The experiment results show that network latency has no distinct effect on task performance when network latency is less than 200 ms and lightly affect task performance when network latency is between 200 and 600 ms; packet loss has no effect on task performance when there are 40 state update messages received per second and lightly affect task performance when there are between 15 and 40 state update messages received per second.
17619661
Your way your missions: from location-based to route-based pervasive gaming
In this paper, we describe the design and implementation of a route-based pervasive game named Your Way Your Missions (YWYM). Since the game obtains the planned routes of players and returns missions in the routes, players can play the game in a casual way, without changing their routes to respond to picked up missions. A self-reporting method is proposed to obtain the planned routes of players, and a corresponding route defining tool is developed upon Google Maps. Two approaches to realize route-based mission adaptation with spatial databases are presented.
12012725
An intelligent control system with a multi-objective self-exploration process
Abstract This paper proposes a novel approach based on artificial intelligence technologies (multi-objective Self-Exploration process based Intelligent Control System—mSEICS) for intelligent control systems. Not only can this system adapt to various environments, but it can also continually improve its performance. The mSEICS consists of four basic functions, controller, receptor, m-adaptor and advancer. A five-layer fuzzy neural network is applied to implement the controller. The receptor is used to evaluate the performance of system. The m-adaptor (multi-objective based adaptor) that comprises two elements, action explorer and rule generator, can generate a variety of new action sets in order to adapt to various environments. The Pareto optimality based multi-objective genetic algorithm is proposed to implement the action explorer to discover multiple action sets, and the rule generator is employed to transform the action set to fuzzy rules. In addition, the advancer consisting of action discoverer and rule generator is constructed to produce the novel action set to enhance the system efficiency. The parallel-simulated annealing approach is presented to realize the action discoverer. An application of the robotic path planning is applied to demonstrate the proposed model. The simulation results show that the mobile robot can reach the target successfully in various environments, and the proposed model is more efficient than the similar model.
28885654
Multimodal human emotion/expression recognition
Recognizing human facial expression and emotion by computer is an interesting and challenging problem. Many have investigated emotional contents in speech alone, or recognition of human facial expressions solely from images. However, relatively little has been done in combining these two modalities for recognizing human emotions. L.C. De Silva et al. (1997) studied human subjects' ability to recognize emotions from viewing video clips of facial expressions and listening to the corresponding emotional speech stimuli. They found that humans recognize some emotions better by audio information, and other emotions better by video. They also proposed an algorithm to integrate both kinds of inputs to mimic human's recognition process. While attempting to implement the algorithm, we encountered difficulties which led us to a different approach. We found these two modalities to be complimentary. By using both, we show it is possible to achieve higher recognition rates than either modality alone.
8891364
Supporting a Real-Time Distributed Intrusion Detection Application on GATES
Increasingly, a number of applications across computer sciences and other science and engineering disciplines rely on, or can potentially benefit from, analysis and monitoring of data streams. We view the problem of flexible and adaptive processing of distributed data streams as a grid computing problem. In our recent work, we have been developing a middleware, GATES (Grid-based AdapTive Execution on Streams), for enabling grid-based processing of distributed data streams. 
 
This paper reports an application study using the GATES middleware system. We focus on the problem of intrusion detection. We have created a distributed and self-adaptive real-time implementation of the algorithm proposed by Eskin using our middleware. The main observations from our experiments are as follows. First, our distributed implementation can achieve detection rates which are very close to the detection rate by a centralized algorithm. Second, our implementation is able to effectively adjust the adaptation parameters.
14133000
Software-based diagnosis for processors
Software-based self-test (SBST) is emerging as a promising technology for enabling at-speed test of high-speed microprocessors using low-cost testers. We explore the fault diagnosis capability of SBST, in which functional information can be used to guide and facilitate the generation of diagnostic tests. By using a large number of carefully constructed diagnostic test programs, the fault universe can be divided into fine-grained partitions, each corresponding to a unique pass/fail pattern. We evaluate the quality of diagnosis by constructing diagnostic-tree-based fault dictionaries. We demonstrate the feasibility of the proposed method by applying it to a processor example. Experimental results show its potential as an effective method for diagnosing larger processors.
16730298
Efficient moving object segmentation algorithm using background registration technique
An efficient moving object segmentation algorithm suitable for real-time content-based multimedia communication systems is proposed in this paper. First, a background registration technique is used to construct a reliable background image from the accumulated frame difference information. The moving object region is then separated from the background region by comparing the current frame with the constructed background image. Finally, a post-processing step is applied on the obtained object mask to remove noise regions and to smooth the object boundary. In situations where object shadows appear in the background region, a pre-processing gradient filter is applied on the input image to reduce the shadow effect. In order to meet the real-time requirement, no computationally intensive operation is included in this method. Moreover, the implementation is optimized using parallel processing and a processing speed of 25 QCIF fps can be achieved on a personal computer with a 450-MHz Pentium III processor. Good segmentation performance is demonstrated by the simulation results.