4,146 research outputs found
Matrix Completion With Variational Graph Autoencoders: Application in Hyperlocal Air Quality Inference
Inferring air quality from a limited number of observations is an essential
task for monitoring and controlling air pollution. Existing inference methods
typically use low spatial resolution data collected by fixed monitoring
stations and infer the concentration of air pollutants using additional types
of data, e.g., meteorological and traffic information. In this work, we focus
on street-level air quality inference by utilizing data collected by mobile
stations. We formulate air quality inference in this setting as a graph-based
matrix completion problem and propose a novel variational model based on graph
convolutional autoencoders. Our model captures effectively the spatio-temporal
correlation of the measurements and does not depend on the availability of
additional information apart from the street-network topology. Experiments on a
real air quality dataset, collected with mobile stations, shows that the
proposed model outperforms state-of-the-art approaches
KCRC-LCD: Discriminative Kernel Collaborative Representation with Locality Constrained Dictionary for Visual Categorization
We consider the image classification problem via kernel collaborative
representation classification with locality constrained dictionary (KCRC-LCD).
Specifically, we propose a kernel collaborative representation classification
(KCRC) approach in which kernel method is used to improve the discrimination
ability of collaborative representation classification (CRC). We then measure
the similarities between the query and atoms in the global dictionary in order
to construct a locality constrained dictionary (LCD) for KCRC. In addition, we
discuss several similarity measure approaches in LCD and further present a
simple yet effective unified similarity measure whose superiority is validated
in experiments. There are several appealing aspects associated with LCD. First,
LCD can be nicely incorporated under the framework of KCRC. The LCD similarity
measure can be kernelized under KCRC, which theoretically links CRC and LCD
under the kernel method. Second, KCRC-LCD becomes more scalable to both the
training set size and the feature dimension. Example shows that KCRC is able to
perfectly classify data with certain distribution, while conventional CRC fails
completely. Comprehensive experiments on many public datasets also show that
KCRC-LCD is a robust discriminative classifier with both excellent performance
and good scalability, being comparable or outperforming many other
state-of-the-art approaches
Natural human interaction in virtual immersive environments
REVERIE (REal and Virtual Engagement in Realistic Immersive Environments [1]) targets novel research to address the demanding challenges involved with developing state-of-the-art technologies for online human interaction. The REVERIE framework enables users to meet, socialise and share experiences online by integrating cutting-edge technologies for 3D data acquisition and processing, networking, autonomy and real-time rendering. In this paper, we describe the innovative research that is showcased through the REVERIE integrated framework through richly defined use-cases which demonstrate the validity and potential for natural interaction in a virtual immersive and safe environment. Previews of the REVERIE demo and its key research components can be viewed at www.youtube.com/user/REVERIEFP7
Developing serious games for cultural heritage: a state-of-the-art review
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
Serious Games in Cultural Heritage
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
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