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This paper presents a content-based image retrieval (CBIR) system using multiple Hierarchical Temporal Memory classifiers. in order to improve the efficiency of image management and retrieval, the CBIR system proposed in this paper take advantage of Hierarchical Temporal Memory Algorithm which replicates the structure and function of the human neocortex. in this study, multiple Hierarchical Temporal...
In this paper, we propose a method for representing “neighborhoods” of moving objects such as people. By using neighborhoods, it is possible to determine whether the spatial relations between objects and their surrounding spatial information are strong. It can be said that a neighborhood is the spatial area of an object's attention, interest or concern. It is preferable that neighborhoods move while...
This paper presents a unified action recognition framework combining harris3D descriptor with 3D SIFT detector. We perform action recognition experiments on the KTH dataset using Support Vector Machines. Experiments apply the leave-one-out and compare our proposed approach with state-of-the-art methods. The result shows that our proposed approach is effective. Compared with other approaches our approach...
GORGE is the name of a research tool developed for investigations into playful development of technology competence. As a research tool, it has been employed several times in varying settings and application scenarios always quite successfully. Set up as a browser game, GORGE is now invading private homes. Playing GORGE may result in a gain of technology competence provided that particular aspects...
CAPTCHA (Completely Automated Public Turing Test to tell Computers and Human Apart) is widely used than before, which becomes the common part of current website login system. However, the CAPTCHA implementation is tricky and risky without deliberate design. In this paper, we give a study case of the vulnerabilities in current login website using text-based CAPTCHA. Our target is a website of mainstream...
The incapability of virtual agents to analyze the irrational behavior in human-virtual agent interactions urges to develop efficient mechanisms to capture the irrationality. Irrational actions in cognitive interactions are employed to attract the opponent's trust or to make future actions harder to anticipate. Recent works mostly investigate interactions of multiple decision makers with perfect knowledge...
The English alphabet is employed for inputting English and other Western languages into the Computer. It is also used for many other languages such as the Chinese and Japanese for the same purpose. Since the Alphabet is a phonetic system, it can be said that all computer input is made through phonetics. Although the script system of these languages use commonly the Alphabet, the way of reading them...
CAPTCHAs are popularly used techniques to distinguish humans and automated applications. Such techniques are often useful in banking transactions, email creation, online surveys, data downloads etc. Starting from a very primitive stage of providing the users with a simple alphabetical string to asking using to do complex calculations, CAPTCHAs have come a long way in terms of sophistication of human-bot...
Play is a vital activity in which children observe the world, learn new concepts and experiment with them. Even though the social aspect of play is very important, the computer science community has struggled to address it. Digital playgrounds have been built in which children can play in technologically enhanced installations, but the detailed study of the social component of play within these installations...
Social Web applications have successfully transformed content consuming users into content producers. Aside of socializing, these applications are frequently used to disseminate information and coordinate purposeful activities, such as disaster response, political action, and neighborhood organizations. These activities are carried out via human interpreted messages. In many cases, dedicated information...
In this article we introduce the C-Model of Interaction between humans and Digital Media1 we empirically researched and analyzed in learning scenarios (workshops). In our trienal research project called “Subject Formation and Digital Culture” (SKUDI) we arranged and designed a series of constructivist and constructionist workshops. In these workshops dealing with robots, smart textiles, fabrication...
Usability as well as accessibility is a key aspect in development of human-computer interaction. This paper presents the basis of usability evaluation methodology and reviews the methodology used in empirical studies of usability evaluation for disabled people. Finally, we present a solution (METBA) as a system for managing the information related to evaluation of human behavioral observation contents...
A main challenge facing the law-enforcement and intelligence-gathering environment is accurately and efficiently analyzing the huge volumes of data. Analyzing crime data can be difficult because of recognizing key features and transactions among the large amounts of data, of which only a small section is relevant to illegal process. An intelligent forensic system (IFS) is a powerful medium that enables...
A novel concept for approaching digital investigations is presented. User-contributory case-based reasoning (UCCBR) is a method by which previous results from digital forensic (DF) examinations are stored and reused in future investigations. The advantages of a UCCBR system are discussed which include implementing UCCBR as an auditing tool, a method for optimizing evidence retrieval and anomalous...
This paper describes the early stages of an experiment investigating the role of the computer as a creative collaborator in the game design process. We introduce the Shibumi set, a closed game system so simple that its rule space can be completely defined, yet deep enough to allow interesting games to emerge. Constraining the search space to such a closed system has computational benefits, but had...
Cooperation in nature is a complex topic and its study has left scientists with many open questions. Over the past two decades research has been undertaken into how cooperation works in an evolutionary context and how we can emulate it for social analysis. Numerous computer models have been developed and analyzed, with many models formulated as spatial or network games. These games use various update...
We investigate the practical effectiveness of a theoretically sound algorithm for dynamic difficulty adjustment in computer games: Firstly, we show how the partially ordered set master (Posm) algorithm [11] can be incorporated in board games, taking checkers and Chinese chess as examples. Secondly, we describe an empirical study of (i) Posm on checkers against synthetic opponents of varying strength,...
Driving includes many social factors, such as interaction with other vehicles. In this study, we attempted to examine the social interactions in driving through developing a novel driver assistance system; this system is intended to aid non-expert drivers in assessing such interactions. We first present a novel networked driving simulator based on SIGVerse which is a software platform for research...
We present strike response times comparison for a traditional and popular table top Indian game, Carrom, measured under three conditions: face-to-face/co-located live, virtual with live feed of the co-player and virtual without the feed of co-player. The game of Carrom, in Indian context, rates high on the social interaction experience and is played with extreme levels of engagement and involvement...
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