The search functionality is under construction.
The search functionality is under construction.

Keyword Search Result

[Keyword] interaction(124hit)

1-20hit(124hit)

  • Dual-Path Convolutional Neural Network Based on Band Interaction Block for Acoustic Scene Classification Open Access

    Pengxu JIANG  Yang YANG  Yue XIE  Cairong ZOU  Qingyun WANG  

     
    LETTER-Engineering Acoustics

      Pubricized:
    2023/10/04
      Vol:
    E107-A No:7
      Page(s):
    1040-1044

    Convolutional neural network (CNN) is widely used in acoustic scene classification (ASC) tasks. In most cases, local convolution is utilized to gather time-frequency information between spectrum nodes. It is challenging to adequately express the non-local link between frequency domains in a finite convolution region. In this paper, we propose a dual-path convolutional neural network based on band interaction block (DCNN-bi) for ASC, with mel-spectrogram as the model’s input. We build two parallel CNN paths to learn the high-frequency and low-frequency components of the input feature. Additionally, we have created three band interaction blocks (bi-blocks) to explore the pertinent nodes between various frequency bands, which are connected between two paths. Combining the time-frequency information from two paths, the bi-blocks with three distinct designs acquire non-local information and send it back to the respective paths. The experimental results indicate that the utilization of the bi-block has the potential to improve the initial performance of the CNN substantially. Specifically, when applied to the DCASE 2018 and DCASE 2020 datasets, the CNN exhibited performance improvements of 1.79% and 3.06%, respectively.

  • DanceUnisoner: A Parametric, Visual, and Interactive Simulation Interface for Choreographic Composition of Group Dance

    Shuhei TSUCHIDA  Satoru FUKAYAMA  Jun KATO  Hiromu YAKURA  Masataka GOTO  

     
    PAPER-Human-computer Interaction

      Pubricized:
    2023/11/27
      Vol:
    E107-D No:3
      Page(s):
    386-399

    Composing choreography is challenging because it involves numerous iterative refinements. According to our video analysis and interviews, choreographers typically need to imagine dancers' movements to revise drafts on paper since testing new movements and formations with actual dancers takes time. To address this difficulty, we present an interactive group-dance simulation interface, DanceUnisoner, that assists choreographers in composing a group dance in a simulated environment. With DanceUnisoner, choreographers can arrange excerpts from solo-dance videos of dancers throughout a three-dimensional space. They can adjust various parameters related to the dancers in real time, such as each dancer's position and size and each movement's timing. To evaluate the effectiveness of the system's parametric, visual, and interactive interface, we asked seven choreographers to use it and compose group dances. Our observations, interviews, and quantitative analysis revealed their successful usage in iterative refinements and visual checking of choreography, providing insights to facilitate further computational creativity support for choreographers.

  • Stackelberg Game for Wireless-Powered Relays Assisted Batteryless IoT Networks

    Yanming CHEN  Bin LYU  Zhen YANG  Fei LI  

     
    PAPER-Wireless Communication Technologies

      Pubricized:
    2023/08/10
      Vol:
    E106-B No:12
      Page(s):
    1479-1490

    In this paper, we investigate a wireless-powered relays assisted batteryless IoT network based on the non-linear energy harvesting model, where there exists an energy service provider constituted by the hybrid access point (HAP) and an IoT service provider constituted by multiple clusters. The HAP provides energy signals to the batteryless devices for information backscattering and the wireless-powered relays for energy harvesting. The relays are deployed to assist the batteryless devices with the information transmission to the HAP by using the harvested energy. To model the energy interactions between the energy service provider and IoT service provider, we propose a Stackelberg game based framework. We aim to maximize the respective utility values of the two providers. Since the utility maximization problem of the IoT service provider is non-convex, we employ the fractional programming theory and propose a block coordinate descent (BCD) based algorithm with successive convex approximation (SCA) and semi-definite relaxation (SDR) techniques to solve it. Numerical simulation results confirm that compared to the benchmark schemes, our proposed scheme can achieve larger utility values for both the energy service provider and IoT service provider.

  • Fixed Point Preserving Model Reduction of Boolean Networks Focusing on Complement and Absorption Laws

    Fuma MOTOYAMA  Koichi KOBAYASHI  Yuh YAMASHITA  

     
    PAPER

      Pubricized:
    2022/10/24
      Vol:
    E106-A No:5
      Page(s):
    721-728

    A Boolean network (BN) is well known as a discrete model for analysis and control of complex networks such as gene regulatory networks. Since complex networks are large-scale in general, it is important to consider model reduction. In this paper, we consider model reduction that the information on fixed points (singleton attractors) is preserved. In model reduction studied here, the interaction graph obtained from a given BN is utilized. In the existing method, the minimum feedback vertex set (FVS) of the interaction graph is focused on. The dimension of the state is reduced to the number of elements of the minimum FVS. In the proposed method, we focus on complement and absorption laws of Boolean functions in substitution operations of a Boolean function into other one. By simplifying Boolean functions, the dimension of the state may be further reduced. Through a numerical example, we present that by the proposed method, the dimension of the state can be reduced for BNs that the dimension of the state cannot be reduced by the existing method.

  • Synchronous Sharing of Lecture Slides and Photo Messaging during Real-Time Online Classes

    Haeyoung LEE  

     
    LETTER-Educational Technology

      Pubricized:
    2022/04/21
      Vol:
    E105-D No:7
      Page(s):
    1348-1351

    This letter presents an innovative solution for real-time interaction during online classes. Synchronous sharing enables instructors to provide real-time feedback to students. This encourages students to stay focused and feel engaged during class. Consequently, students evaluated anonymously that this solution significantly enhanced their learning experience during real-time online classes.

  • An Improved Adaptive Algorithm for Locating Faulty Interactions in Combinatorial Testing Open Access

    Qianqian YANG  Xiao-Nan LU  

     
    PAPER-Algorithms and Data Structures

      Pubricized:
    2021/11/29
      Vol:
    E105-A No:6
      Page(s):
    930-942

    Combinatorial testing is an effective testing technique for detecting faults in a software or hardware system with multiple factors using combinatorial methods. By performing a test, which is an assignment of possible values to all the factors, and verifying whether the system functions as expected (pass) or not (fail), the presence of faults can be detected. The failures of the tests are possibly caused by combinations of multiple factors assigned with specific values, called faulty interactions. Martínez et al. [1] proposed the first deterministic adaptive algorithm for discovering faulty interactions involving at most two factors where each factor has two values, for which graph representations are adopted. In this paper, we improve Martínez et al.'s algorithm by an adaptive algorithmic approach for discovering faulty interactions in the so-called “non-2-locatable” graphs. We show that, for any system where each “non-2-locatable factor-component” involves two faulty interactions (for example, a system having at most two faulty interactions), our improved algorithm efficiently discovers all the faulty interactions with an extremely low mistaken probability caused by the random selection process in Martínez et al.'s algorithm. The effectiveness of our improved algorithm are revealed by both theoretical discussions and experimental evaluations.

  • Toward Generating Robot-Robot Natural Counseling Dialogue

    Tomoya HASHIGUCHI  Takehiro YAMAMOTO  Sumio FUJITA  Hiroaki OHSHIMA  

     
    PAPER

      Pubricized:
    2022/02/07
      Vol:
    E105-D No:5
      Page(s):
    928-935

    In this study, we generate dialogue contents in which two systems discuss their distress with each other. The user inputs sentences that include environment and feelings of distress. The system generates the dialogue content from the input. In this study, we created dialogue data about distress in order to generate them using deep learning. The generative model fine-tunes the GPT of the pre-trained model using the TransferTransfo method. The contribution of this study is the creation of a conversational dataset using publicly available data. This study used EmpatheticDialogues, an existing empathetic dialogue dataset, and Reddit r/offmychest, a public data set of distress. The models fine-tuned with each data were evaluated both automatically (such as by the BLEU and ROUGE scores) and manually (such as by relevance and empathy) by human assessors.

  • Effectiveness of “Neither-Good-Nor-Bad” Information on User's Trust in Agents in Presence of Numerous Options

    Yuta SUZUMURA  Jun-ichi IMAI  

     
    PAPER

      Pubricized:
    2021/12/07
      Vol:
    E105-D No:3
      Page(s):
    557-564

    The effect of provision of “Neither-Good-Nor-Bad” (NGNB) information on the perceived trustworthiness of agents has been investigated in previous studies. The experimental results have revealed several conditions under which the provision of NGNB information works effectively to make users perceive greater trust of agents. However, the experiments in question were carried out in a situation in which a user is able to choose, with the agent's advice, one of a limited number of options. In practical problems, we are often at a loss as to which to choose because there are too many possible options and it is not easy to narrow them down. Furthermore, in the above-mentioned previous studies, it was easy to predict the size of profits that a user would obtain because its pattern was also limited. This prompted us, in this paper, to investigate the effect of provision of NGNB information on the users' trust of agents under conditions where it appears to the users that numerous options are available. Our experimental results reveal that an agent that reliably provides NGNB information tends to gain greater user trust in a situation where it appears to the users that there are numerous options and their consequences, and it is not easy to predict the size of profits. However, in contradiction to the previous study, the results in this paper also reveal that stable provision of NGNB information in the context of numerous options is less effective in a situation where it is harder to obtain larger profits.

  • Movie Map for Virtual Exploration in a City

    Kiyoharu AIZAWA  

     
    INVITED PAPER

      Pubricized:
    2021/10/12
      Vol:
    E105-D No:1
      Page(s):
    38-45

    This paper introduces our work on a Movie Map, which will enable users to explore a given city area using 360° videos. Visual exploration of a city is always needed. Nowadays, we are familiar with Google Street View (GSV) that is an interactive visual map. Despite the wide use of GSV, it provides sparse images of streets, which often confuses users and lowers user satisfaction. Forty years ago, a video-based interactive map was created - it is well-known as Aspen Movie Map. Movie Map uses videos instead of sparse images and seems to improve the user experience dramatically. However, Aspen Movie Map was based on analog technology with a huge effort and never built again. Thus, we renovate the Movie Map using state-of-the-art technology. We build a new Movie Map system with an interface for exploring cities. The system consists of four stages; acquisition, analysis, management, and interaction. After acquiring 360° videos along streets in target areas, the analysis of videos is almost automatic. Frames of the video are localized on the map, intersections are detected, and videos are segmented. Turning views at intersections are synthesized. By connecting the video segments following the specified movement in an area, we can watch a walking view along a street. The interface allows for easy exploration of a target area. It can also show virtual billboards in the view.

  • A Comparison Study on Camera-Based Pointing Techniques for Handheld Displays Open Access

    Liang CHEN  Dongyi CHEN  

     
    PAPER-Electromechanical Devices and Components

      Pubricized:
    2020/08/04
      Vol:
    E104-C No:2
      Page(s):
    73-80

    Input devices based on direct touch have replaced traditional ones and become the mainstream interactive technology for handheld devices. Although direct touch interaction proves to be easy to use, its problems, e.g. the occlusion problem and the fat finger problem, lower user experience. Camera-based mobile interaction is one of the solutions to overcome the problems. There are two typical interaction styles to generate camera-based pointing interaction for handheld devices: move the device or move an object before the camera. In the first interaction style, there are two approaches to move a cursor's position across the handheld display: move it towards the same direction or the opposite direction which the device moves to. In this paper, the results of a comparison research, which compared the pointing performances of three camera-based pointing techniques, are presented. All pointing techniques utilized input from the rear-facing camera. The results indicate that the interaction style of moving a finger before the camera outperforms the other one in efficiency, accuracy, and throughput. The results also indicate that within the interaction style of moving the device, the cursor positioning style of moving the cursor to the opposite direction is slightly better than the other one in efficiency and throughput. Based on the findings, we suggest giving priority to the interaction style of moving a finger when deploying camera-based pointing techniques on handheld devices. Given that the interaction style of moving the device supports one-handed manipulation, it also worth deploying when one-handed interaction is needed. According to the results, the cursor positioning style of moving the cursor towards the opposite direction which the device moves to may be a better choice.

  • Proposal and Evaluation of Visual Analytics Interface for Time-Series Data Based on Trajectory Representation

    Rei TAKAMI  Yasufumi TAKAMA  

     
    PAPER-Human-computer Interaction

      Pubricized:
    2019/09/30
      Vol:
    E103-D No:1
      Page(s):
    142-151

    This paper proposes a visual analytics (VA) interface for time-series data so that it can solve the problems arising from the property of time-series data: a collision between interaction and animation on the temporal aspect, collision of interaction between the temporal and spatial aspects, and the trade-off of exploration accuracy, efficiency, and scalability between different visualization methods. To solve these problems, this paper proposes a VA interface that can handle temporal and spatial changes uniformly. Trajectories can show temporal changes spatially, of which direct manipulation enables to examine the relationship among objects either at a certain time point or throughout the entire time range. The usefulness of the proposed interface is demonstrated through experiments.

  • Rhythm Tap Technique for Cross-Device Interaction Enabling Uniform Operation for Various Devices Open Access

    Hirohito SHIBATA  Junko ICHINO  Shun'ichi TANO  Tomonori HASHIYAMA  

     
    PAPER-Human-computer Interaction

      Pubricized:
    2019/09/19
      Vol:
    E102-D No:12
      Page(s):
    2515-2523

    This paper proposes a novel interaction technique to transfer data across various types of digital devices in uniform a manner and to allow specifying what kind of data should be sent. In our framework, when users tap multiple devices rhythmically, data corresponding to the rhythm (transfer type) are transferred from a device tapped in the first tap (source device) to the other (target device). It is easy to operate, applicable to a wide range of devices, and extensible in a sense that we can adopt new transfer types by adding new rhythms. Through a subjective evaluation and a simulation, we had a prospect that our approach would be feasible. We also discuss suggestions and limitation to implement the technique.

  • Analysis of Relevant Quality Metrics and Physical Parameters in Softness Perception and Assessment System

    Zhiyu SHAO  Juan WU  Qiangqiang OUYANG  

     
    PAPER-Rehabilitation Engineering and Assistive Technology

      Pubricized:
    2019/06/11
      Vol:
    E102-D No:10
      Page(s):
    2013-2024

    Many quality metrics have been proposed for the compliance perception to assess haptic device performance and perceived results. Perceived compliance may be influenced by factors such as object properties, experimental conditions and human perceptual habits. In this paper, analysis of softness perception was conducted to find out relevant quality metrics dominating in the compliance perception system and their correlation with perception results, by expressing these metrics by basic physical parameters that characterizing these factors. Based on three psychophysical experiments, just noticeable differences (JNDs) for perceived softness of combination of different stiffness coefficients and damping levels rendered by haptic devices were analyzed. Interaction data during the interaction process were recorded and analyzed. Preliminary experimental results show that the discrimination ability of softness perception changes with the ratio of damping to stiffness when subjects exploring at their habitual speed. Analysis results indicate that quality metrics of Rate-hardness, Extended Rate-hardness and ratio of damping to stiffness have high correlation for perceived results. Further analysis results show that parameters that reflecting object properties (stiffness, damping), experimental conditions (force bandwidth) and human perceptual habits (initial speed, maximum force change rate) lead to the change of these quality metrics, which then bring different perceptual feeling and finally result in the change of discrimination ability. Findings in this paper may provide a better understanding of softness perception and useful guidance in improvement of haptic and teleoperation devices.

  • Multimodal Interface for Drawing Diagrams that Does not Interfere with Natural Talking and Drawing

    Xingya XU  Hirohito SHIBATA  

     
    PAPER-Electronic Displays

      Vol:
    E102-C No:5
      Page(s):
    408-415

    The aim of this research is to support real-time drawingin talking by using multimodal user interface technologies. In this situation, if talking and drawing are considered as commands by mistake during presentation, it will disturb users' natural talking and drawing. To prevent this problem, we introduce two modes of a command mode and a free mode, and explore smooth mode switching techniques that does not interfere with users' natural talking and drawing. We evaluate four techniques. Among them, a technique that specifies the command mode after actions using a pen gesture was the most effective. In this technique, users could quickly draw diagrams, and specifying mode switching didn't interfere with users' natural talk.

  • A Robot Model That Obeys a Norm of a Human Group by Participating in the Group and Interacting with Its Members

    Yotaro FUSE  Hiroshi TAKENOUCHI  Masataka TOKUMARU  

     
    PAPER-Kansei Information Processing, Affective Information Processing

      Pubricized:
    2018/10/03
      Vol:
    E102-D No:1
      Page(s):
    185-194

    Herein, we proposed a robot model that will obey a norm of a certain group by interacting with the group members. Using this model, a robot system learns the norm of the group as a group member itself. The people with individual differences form a group and a characteristic norm that reflects the group members' personalities. When robots join a group that includes humans, the robots need to obey a characteristic norm: a group norm. We investigated whether the robot system generates a decision-making criterion to obey group norms by learning from interactions through reinforcement learning. In this experiment, human group members and the robot system answer same easy quizzes that could have several vague answers. When the group members answered differently from one another at first, we investigated whether the group members answered the quizzes while considering the group norm. To avoid bias toward the system's answers, one of the participants in a group only obeys the system, whereas the other participants are unaware of the system. Our experiments revealed that the group comprising the participants and the robot system forms group norms. The proposed model enables a social robot to make decisions socially in order to adjust their behaviors to common sense not only in a large human society but also in partial human groups, e.g., local communities. Therefore, we presumed that these robots can join human groups by interacting with its members. To adapt to these groups, these robots adjust their own behaviors. However, further studies are required to reveal whether the robots' answers affect people and whether the participants can form a group norm based on a robot's answer even in a situation wherein the participants recognize that they are interacting in a group that include a real robot. Moreover, some participants in a group do not know that the other participant only obeys the system's decisions and pretends to answer questions to prevent biased answers.

  • A Comparison Study on Front- and Back-of-Device Touch Input for Handheld Displays

    Liang CHEN  Dongyi CHEN  Xiao CHEN  

     
    BRIEF PAPER

      Vol:
    E101-C No:11
      Page(s):
    880-883

    Touch screen has become the mainstream manipulation technique on handheld devices. However, its innate limitations, e.g. the occlusion problem and fat finger problem, lower user experience in many use scenarios on handheld displays. Back-of-device interaction, which makes use of input units on the rear of a device for interaction, is one of the most promising approaches to address the above problems. In this paper, we present the findings of a user study in which we explored users' pointing performances in using two types of touch input on handheld devices. The results indicate that front-of-device touch input is averagely about two times as fast as back-of-device touch input but with higher error rates especially in acquiring the narrower targets. Based on the results of our study, we argue that in the premise of keeping the functionalities and layouts of current mainstream user interfaces back-of-device touch input should be treated as a supplement to front-of-device touch input rather than a replacement.

  • Advanced Photonic Crystal Nanocavity Quantum Dot Lasers Open Access

    Yasutomo OTA  Katsuyuki WATANABE  Masahiro KAKUDA  Satoshi IWAMOTO  Yasuhiko ARAKAWA  

     
    INVITED PAPER

      Vol:
    E101-C No:7
      Page(s):
    553-560

    We discuss our recent progress in photonic crystal nanocavity quantum dot lasers. We show how enhanced light matter interactions in the nanocavity lead to diverse and fascinating lasing phenomena that are in general inaccessible by conventional bulky semiconductor lasers. First, we demonstrate thresholdless lasing, in which any clear kink in the output laser curve does not appear. This is a result of near unity coupling of spontaneous emission into the lasing cavity mode, enabled by the strong Purcell effect supported in the nanocavity. Then, we discuss self-frequency conversion nanolasers, in which both near infrared lasing oscillation and nonlinear optical frequency conversion to visible light are simultaneously supported in the individual nanocavity. Owing to the tight optical confinement both in time and space, a high normalized conversion efficiency over a few hundred %/W is demonstrated. We also show that the intracavity nonlinear frequency conversion can be utilized to measure the statistics of the intracavity photons. These novel phenomena will be useful for developing various nano-optoelectronic devices with advanced functionalities.

  • Robust Human-Computer Interaction for Unstable Camera Systems

    Hao ZHU  Qing YOU  Wenjie CHEN  

     
    PAPER-Image Processing and Video Processing

      Pubricized:
    2018/03/26
      Vol:
    E101-D No:7
      Page(s):
    1915-1923

    A lot of vision systems have been embedded in devices around us, like mobile phones, vehicles and UAVs. Many of them still need interactive operations of human users. However, specifying accurate object information could be a challenging task due to video jitters caused by camera shakes and target motions. In this paper, we first collect practical hand drawn bounding boxes on real-life videos which are captured by hand-held cameras and UAV-based cameras. We give a deep look into human-computer interactive operations on unstable images. The collected data shows that human input suffers heavy deviations which are harmful to interaction accuracy. To achieve robust interactions on unstable platforms, we propose a target-focused video stabilization method which utilizes a proposal-based object detector and a tracking-based motion estimation component. This method starts with a single manual click and outputs stabilized video stream in which the specified target stays almost stationary. Our method removes not only camera jitters but also target motions simultaneously, therefore offering an comfortable environment for users to do further interactive operations. The experiments demonstrate that the proposed method effectively eliminates image vibrations and significantly increases human input accuracy.

  • BackAssist: Augmenting Mobile Touch Manipulation with Back-of-Device Assistance

    Liang CHEN  Dongyi CHEN  Xiao CHEN  

     
    LETTER-Computer System

      Pubricized:
    2018/03/16
      Vol:
    E101-D No:6
      Page(s):
    1682-1685

    Operations, such as text entry and zooming, are simple and frequently used on mobile touch devices. However, these operations are far from being perfectly supported. In this paper, we present our prototype, BackAssist, which takes advantage of back-of-device input to augment front-of-device touch interaction. Furthermore, we present the results of a user study to evaluate whether users can master the back-of-device control of BackAssist or not. The results show that the back-of-device control can be easily grasped and used by ordinary smart phone users. Finally, we present two BackAssist supported applications - a virtual keyboard application and a map application. Users who tried out the two applications give positive feedback to the BackAssist supported augmentation.

  • An Active Transfer Learning Framework for Protein-Protein Interaction Extraction

    Lishuang LI  Xinyu HE  Jieqiong ZHENG  Degen HUANG  Fuji REN  

     
    PAPER-Natural Language Processing

      Pubricized:
    2017/10/30
      Vol:
    E101-D No:2
      Page(s):
    504-511

    Protein-Protein Interaction Extraction (PPIE) from biomedical literatures is an important task in biomedical text mining and has achieved great success on public datasets. However, in real-world applications, the existing PPI extraction methods are limited to label effort. Therefore, transfer learning method is applied to reduce the cost of manual labeling. Current transfer learning methods suffer from negative transfer and lower performance. To tackle this problem, an improved TrAdaBoost algorithm is proposed, that is, relative distribution is introduced to initialize the weights of TrAdaBoost to overcome the negative transfer caused by domain differences. To make further improvement on the performance of transfer learning, an approach combining active learning with the improved TrAdaBoost is presented. The experimental results on publicly available PPI corpora show that our method outperforms TrAdaBoost and SVM when the labeled data is insufficient,and on document classification corpora, it also illustrates that the proposed approaches can achieve better performance than TrAdaBoost and TPTSVM in final, which verifies the effectiveness of our methods.

1-20hit(124hit)