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.
21308144
EmoEars: An Emotion Recognition System for Mandarin Speech
In this paper, an emotion recognition system for mandarin speech is presented. Five basic human emotions including angry, fear, happy, neutral and sad are investigated. The recognizer is based on neural network with OCON and ACON architecture. Some novel feature selection methods are also added as optional tool to enhance the efficiency and classification accuracy. The system can train speaker dependent emotion speech model through online emotional utterance recording. Experiment results show that emotion can be recognized through neural network model, the best mean accuracy is 86.7%. In addition, the feature selection module is effective to reduce the compute load and increase the generalization ability of the recognizer.
11658624
Statistical Feature Selection for Mandarin Speech Emotion Recognition
Performance of speech emotion recognition largely depends on the acoustic features used in a classifier. This paper studies the statistical feature selection problem in Mandarin speech emotion recognition. This study was based on a speaker dependent emotional mandarin database. Pitch, energy, duration, formant related features and some velocity information were selected as base features. Some statistics of them consisted of original feature set and full stepwise discriminant analysis (SDA) was employed to select extracted features. The results of feature selection were evaluated through a LDA based classifier. Experiment results indicate that pitch, log energy, speed and 1st formant are the most important factors and the accuracy rate increases from 63.1 % to 76.5 % after feature selection. Meanwhile, the features selected by SDA are better than the results of other feature selection methods in a LDA based classifier and SVM. The best performance is achieved when the feature number is in the range of 9 to 12.
1426843
Priority based Overlay Multicast with Filtering Mechanism for Distributed Interactive Applications
The "priority-based directed minimum spanning tree" (PST) is designed for distributed interactive applications (DIAs) in which the data are delivered to the receiver node according to their priority; however PST cannot balance the bandwidth usage among the nodes and the system will be unstable when its scale increases. This paper proposes a novel overlay multicast protocol named priority based overlay multicast (POM), which uses the priority, delay and available bandwidth to construct the multicast tree, besides a filtering mechanism is proposed to rebuild the tree when the available bandwidth shortage appears. The effectiveness of our protocol is demonstrated in the simulation results, showing that POM uses the available bandwidth efficiently, besides it keeps the system stable when its scale increases
46218447
Parallelizing Progressive Computation for Skyline Queries in Multi-disk Environment
Given a set of d-dimensional points, skyline query returns the points that are not dominated by any other point on all dimensions. In this paper, we study an interesting scenario of skyline retrieval, where multi-dimensional points are distributed among multiple disks. Efficient algorithms for parallelizing progressive skyline computation are developed, using the parallel R-trees. The core of our scheme is to visit more entries from some disks simultaneously and enable effective pruning strategies with dominance checking to prune away the non-qualifying entries. Extensive experiments with synthetic data confirm that our proposed algorithms are both efficient and scalable.
63481154
MobiMessenger: An Instant Messenger System Based on Mobile Ad-Hoc Network
Mobile ad-hoc network offers many new ways for CSCW resolution. So we develop an ad-hoc instant messenger, MobiMessenger, which will be used as a platform for our future research work on ad-hoc collaboration. In this paper, we present the design and implement of MobiMessenger, which is based on AODV algorithm, including the system architecture and implementation. Also present our future work on ad-hoc collaboration.
18536483
Mesh Smoothing Schemes Based on Optimal Delaunay Triangulations
We present several mesh smoothing schemes based on the concept of optimal Delaunay triangulations. We define the optimal Delaunay triangulation (ODT) as the triangulation that minimizes the interpolation error among all triangulations with the same number of vertices. ODTs aim to equidistribute the edge length under a new metric related to the Hessian matrix of the approximated function. Therefore we define the interpolation error as the mesh quality and move each node to a new location, in its local patch, that reduces the interpolation error. With several formulas for the interpolation error, we derive a suitable set of mesh smoothers among which Laplacian smoothing is a special case. The computational cost of proposed new mesh smoothing schemes in the isotropic case is as low as Laplacian smoothing while the error-based mesh quality is provably improved. Our mesh smoothing schemes also work well in the anisotropic case.
8697404
Audio streaming over Bluetooth: an adaptive ARQ timeout approach
Streaming audio has become a popular form of media on the Internet. As wireless personal area network architectures (e.g. Bluetooth) are now targeted to support multimedia traffic, streaming audio over these technologies give rise to interesting applications. But, the variable nature of the wireless medium will not lend itself easily to supporting audio streaming. We focus on Bluetooth and propose, an enhancement to the Bluetooth link layer ARQ mechanism to compensate for channel degradation and to better support audio streaming. Specifically, our scheme adoptively sets the ARQ timeout value based on current channel measurements. We show through testbed experiments that the adaptive ARQ improves the streaming quality significantly compared to the "vanilla" link layer of Bluetooth, especially in noisy environments. Our proposed approach is simple to implement and can actually be extended to the link layer of any wireless technology.
17373350
VLSI architecture design of MPEG-4 shape coding
This paper presents an efficient VLSI architecture design of MPEG-4 shape coding, which is the key technology for supporting the content-based functionality of the MPEG-4 video standard. The real-time constraint of MPEG-4 shape coding leads to a heavy computational bottleneck on today's computer architectures. To overcome this problem, design analysis and optimization of MPEG-4 shape coding are addressed. By utilizing the RISC-based model, computational behaviors of the MPEG-4 shape coding tool are carefully examined and analyzed. The characteristic of a large amount of bit-level data processing and data transfer of MPEG-4 shape coding motivates the optimization of bit-level data operations. Applying data-flow optimization and data reuse techniques, bit-level computation-efficient architectures, such as data-dispatch-based binary-shaped motion estimation, the delay-line model, and configurable context-based arithmetic coding, are designed to accelerate bit-level processing. These hardware blocks are integrated and scheduled in a very efficient data flow to achieve real-time performance for MPEG-4 CPL2 (core profile level 2) specification at 23.5 MHz clock rate. The system architecture is implemented using Verilog HDL and synthesized with a 0.35 /spl mu/m four-layer CMOS standard library.
42859429
Hardware verification using symbolic state transition graphs
A new approach for hardware verification using symbolic state transition graphs (implemented in BDDs) is presented. We propose a novel idea, a symbolic state transition graph (STG), which can represent finite state machines FSM in terms of the relations between symbolic input variables, state variables, and output results, rather than the exact input-output bit patterns. Compared to conventional STG methods, the symbolic STG is more concise, higher-level, has fewer states and is easier to specify. Based on the transition relation method and an event-driven scheduling technique to compute the symbolic states, we propose two algorithms to verify the circuit implementation with respect to its symbolic STGs. The algorithms can be used to find out a necessary condition for the implementation to satisfy the specification, which can be used for the allocation of design errors.<<ETX>>
335267
VLSI implementation of shape-adaptive discrete wavelet transform
In this paper, several VLSI architectures and implementations of Shape-Adaptive Discrete Wavelet Transform (SA-DWT) with odd symmetric biorthogonal filters are presented. The hardware implementation issues of SA-DWT algorithm are first addressed, and one lifting scheme together with some appropriate shape information processing units is introduced for the 1-D SA-DWT architectures. These architectures can efficiently perform 1-D length-adaptive DWT on continuous line segments and solve the corresponding boundary extension and subsampling problems without any overhead. In addition to 1-D architectures, two 2-D SA-DWT architectures are also proposed. One is the direct method, which uses the 1-D SA-DWT architectures as basis to extend to 2-D SA-DWT by direct row-column approach. The other is the line-based method, which is an efficient and feasible architecture that uses internal line buffers rather than external frame memory. These two 2-D SA-DWT architectures are both VLSI implemented by using cell-based chip design flow. The Daubechies (9,7) filter is used for the implementation by direct method, and the Daubechies (9,3) filter is used for the line-based implementation. The proposed architectures can be applied both in arbitrarily shaped visual objects coding such as MPEG-4 still texture coding and rectangular region image coding such as JPEG2000 still image coding.