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Author(s):  
Han Chen

In order to improve the lighting effect of the museum exhibition hall, clearly express the exhibition content of the museum exhibition hall, a lighting design method of museum exhibition hall based on Internet of Things and deep learning is proposed. According to the characteristics and functions of light sources and lamps, select appropriate light sources and lamps, and establish a convolutional neural network to evaluate the performance of lighting characteristic network model through computing accuracy, precision, recall and F1 score. Because the illumination of museum exhibition hall cannot be too high, the light projection method is designed to realize the lighting design of museum exhibition hall from two aspects: lighting mode and lighting characteristics, environmental lighting and light source form. The experimental results show that the lighting design method of the museum exhibition hall based on the Internet of Things and deep learning can achieve more than 70%, which has a good lighting effect and can clearly express the display content of the museum exhibition hall.


2021 ◽  
Vol 29 (6) ◽  
pp. 0-0

Online review is a crucial display content of many online shopping platforms and an essential source of product information for consumers. Low-quality reviews often cause inconvenience to the platform and review readers. This article aims to help Steam, one of the largest digital distribution platforms, predict the review helpfulness and funniness. Via Python, 480,000 game reviews related data for 20 games were captured for analysis. This article analyzed the impact of three categories of influencing factors on the usefulness and funniness of game reviews, which are characteristics of review, reviewer and game. Additionally, by using the Random Forest-based classifier, the usefulness of reviews could be accurately predicted, while for funniness, Gradient Boosting Decision Tree was the better choice. This article applied research on the usefulness of reviews to game products and proposed research on the funniness of reviews.


2021 ◽  
Vol 29 (6) ◽  
pp. 0-0

Online review is a crucial display content of many online shopping platforms and an essential source of product information for consumers. Low-quality reviews often cause inconvenience to the platform and review readers. This article aims to help Steam, one of the largest digital distribution platforms, predict the review helpfulness and funniness. Via Python, 480,000 game reviews related data for 20 games were captured for analysis. This article analyzed the impact of three categories of influencing factors on the usefulness and funniness of game reviews, which are characteristics of review, reviewer and game. Additionally, by using the Random Forest-based classifier, the usefulness of reviews could be accurately predicted, while for funniness, Gradient Boosting Decision Tree was the better choice. This article applied research on the usefulness of reviews to game products and proposed research on the funniness of reviews.


2021 ◽  
Vol 29 (6) ◽  
pp. 1-23
Author(s):  
Zhi Wang ◽  
Victor Chang ◽  
Gergely Horvath

Online review is a crucial display content of many online shopping platforms and an essential source of product information for consumers. Low-quality reviews often cause inconvenience to the platform and review readers. This article aims to help Steam, one of the largest digital distribution platforms, predict the review helpfulness and funniness. Via Python, 480,000 game reviews related data for 20 games were captured for analysis. This article analyzed the impact of three categories of influencing factors on the usefulness and funniness of game reviews, which are characteristics of review, reviewer and game. Additionally, by using the Random Forest-based classifier, the usefulness of reviews could be accurately predicted, while for funniness, Gradient Boosting Decision Tree was the better choice. This article applied research on the usefulness of reviews to game products and proposed research on the funniness of reviews.


2021 ◽  
Vol 11 (11) ◽  
pp. 4726
Author(s):  
Muhammad Ayaz Shirazi ◽  
Riaz Uddin ◽  
Min-Young Kim

Video display content can be extended to the walls of the living room around the TV using projection. The problem of providing appropriate projection content is hard for the computer and we solve this problem with deep neural network. We propose the peripheral vision system that provides the immersive visual experiences to the user by extending the video content using deep learning and projecting that content around the TV screen. The user may manually create the appropriate content for the existing TV screen, but it is too expensive to create it. The PCE (Pixel context encoder) network considers the center of the video frame as input and the outside area as output to extend the content using supervised learning. The proposed system is expected to pave a new road to the home appliance industry, transforming the living room into the new immersive experience platform.


2021 ◽  
Author(s):  
Garron Hillaire ◽  
Rick Waldron ◽  
Chas Murray ◽  
Ritam Dutt ◽  
Gabrielle R Marvez ◽  
...  

Teacher Moments is an open source platform that allows the authoring of simulations used for education which we recently revised to integrate intelligent coaching agents. The initial simulation development for Teacher Moments focused on teacher education, but the platform is actively used for professional development with nurses, psychologists, police officers, judges, and attorneys. Simulations can range in complexity from single-user simulations to multi-user role-play simulations. Single-user simulations provide opportunities for participants to respond using text or audio inputs while multiuser simulations extend those response types to include chat functionality. To support participant learning, Teacher Moments simulations can now be configured to include intelligent coaching agents that review participant inputs, identify salient patterns in text or speech, and respond with feedback and coaching supports. Teacher Moments can be configured to incorporate text or audio binary classifiers or include conversational agents into the chat feature. Once a classifier is configured there is functionality to dynamically display content based on audio or text classification when authoring the simulation. In addition, conversational agents can interject comments into the chat directed at either a particular participant or to all participants in a chat. Finally, there is a new integrated labeling component that supports collecting binary labels from participants for text or audio data, which can be used either to validate the accuracy of a classifier or to establish training data for a classifier. In this demo, we will: 1) highlight GitHub repositories designed to support the deployment of classifiers that can be integrated into Teacher Moments; 2) demonstrate a conversational agent integrated into the chat feature to provide intelligent supports; 3) illustrate how binary classification can trigger the dynamic display of content providing options for dynamic learning supports; and 4) demonstrate how the labeling component can be used for either validation of a classifier or collection of training data.


2021 ◽  
Vol 12 (03) ◽  
pp. 664-674
Author(s):  
Victoria L. Tiase ◽  
Sarah E. Wawrzynski ◽  
Katherine A. Sward ◽  
Guilherme Del Fiol ◽  
Catherine Staes ◽  
...  

Abstract Objective There is a lack of evidence on how to best integrate patient-generated health data (PGHD) into electronic health record (EHR) systems in a way that supports provider needs, preferences, and workflows. The purpose of this study was to investigate provider preferences for the graphical display of pediatric asthma PGHD to support decisions and information needs in the outpatient setting. Methods In December 2019, we conducted a formative evaluation of information display prototypes using an iterative, participatory design process. Using multiple types of PGHD, we created two case-based vignettes for pediatric asthma and designed accompanying displays to support treatment decisions. Semi-structured interviews and questionnaires with six participants were used to evaluate the display usability and determine provider preferences. Results We identified provider preferences for display features, such as the use of color to indicate different levels of abnormality, the use of patterns to trend PGHD over time, and the display of environmental data. Preferences for display content included the amount of information and the relationship between data elements. Conclusion Overall, provider preferences for PGHD include a desire for greater detail, additional sources, and visual integration with relevant EHR data. In the design of PGHD displays, it appears that the visual synthesis of multiple PGHD elements facilitates the interpretation of the PGHD. Clinicians likely need more information to make treatment decisions when PGHD displays are introduced into practice. Future work should include the development of interactive interface displays with full integration of PGHD into EHR systems.


Author(s):  
J. Christopher Sandvig

The growing use of mobile devices for e-commerce, news, social media, and web search has created a need for mobile-friendly web sites. Mobile sites are designed to accommodate the physical limitations of mobile devices such as small displays, touch screens, and slow download times. Mobile-friendly sites typically display content in a single column formatted to use the full screen width, utilize vertical scrolling, use smaller images, provide larger touch targets such as buttons and links, and utilize space saving navigation techniques. The objectives of this article are to describe the attributes of mobile friendly web sites, overview current popular mobile design techniques, and discuss their strengths and weaknesses.


i-Perception ◽  
2021 ◽  
Vol 12 (1) ◽  
pp. 204166952098333 ◽  
Author(s):  
Niklas Stein ◽  
Diederick C. Niehorster ◽  
Tamara Watson ◽  
Frank Steinicke ◽  
Katharina Rifai ◽  
...  

A number of virtual reality head-mounted displays (HMDs) with integrated eye trackers have recently become commercially available. If their eye tracking latency is low and reliable enough for gaze-contingent rendering, this may open up many interesting opportunities for researchers. We measured eye tracking latencies for the Fove-0, the Varjo VR-1, and the High Tech Computer Corporation (HTC) Vive Pro Eye using simultaneous electrooculography measurements. We determined the time from the occurrence of an eye position change to its availability as a data sample from the eye tracker (delay) and the time from an eye position change to the earliest possible change of the display content (latency). For each test and each device, participants performed 60 saccades between two targets 20° of visual angle apart. The targets were continuously visible in the HMD, and the saccades were instructed by an auditory cue. Data collection and eye tracking calibration were done using the recommended scripts for each device in Unity3D. The Vive Pro Eye was recorded twice, once using the SteamVR SDK and once using the Tobii XR SDK. Our results show clear differences between the HMDs. Delays ranged from 15 ms to 52 ms, and the latencies ranged from 45 ms to 81 ms. The Fove-0 appears to be the fastest device and best suited for gaze-contingent rendering.


Author(s):  
Maki Kikuchi ◽  
Misako Kachi ◽  
Hiroshi Murakami
Keyword(s):  

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