11,662 research outputs found

    Proceedings Scholar Metrics 2017: H Index of proceedings on Computer Science, Electrical & Electronic Engineering, and Communications according to Google Scholar Metrics (2012-2016)

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    EC3 Reports;22The objective of this report is to present a list of proceedings (conferences, workshops, symposia, meetings) in the areas of Computer Science, Electrical & Electronic Engineering, and Communications covered by Google Scholar Metrics and ranked according to their h-index. Google Scholar Metrics only displays publications that have published at least 100 papers and have received at least one citation in the last five years (2012-2016). The currently were conducted between the 18th and 22th of December, 2017. A total of 1,918 queries proceedings have been identified.Delgado López-Cózar, E.; Orduña Malea, E. (2017). Proceedings Scholar Metrics 2017: H Index of proceedings on Computer Science, Electrical & Electronic Engineering, and Communications according to Google Scholar Metrics (2012-2016). http://hdl.handle.net/10251/11237

    Real-time motion data annotation via action string

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    Even though there is an explosive growth of motion capture data, there is still a lack of efficient and reliable methods to automatically annotate all the motions in a database. Moreover, because of the popularity of mocap devices in home entertainment systems, real-time human motion annotation or recognition becomes more and more imperative. This paper presents a new motion annotation method that achieves both the aforementioned two targets at the same time. It uses a probabilistic pose feature based on the Gaussian Mixture Model to represent each pose. After training a clustered pose feature model, a motion clip could be represented as an action string. Then, a dynamic programming-based string matching method is introduced to compare the differences between action strings. Finally, in order to achieve the real-time target, we construct a hierarchical action string structure to quickly label each given action string. The experimental results demonstrate the efficacy and efficiency of our method

    CGAMES'2009

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    Enhancing health care via affective computing

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    Affective computing is a multidisciplinary field that studies the various ways by which computational processes are able to elicit, sense, and detect manifestations of human emotion. While the methods and technology delivered by affective computing have demonstrated very promising results across several domains, their adoption by healthcare is still at its initial stages. With that aim in mind, this commentary paper introduces affective computing to the readership of the journal and praises for the benefits of affect-enabled systems for prognostic, diagnostic and therapeutic purposes.peer-reviewe

    Annual Report 2019-2020

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    LETTER FROM THE DEAN As I write this letter wrapping up the 2019-20 academic year, we remain in a global pandemic that has profoundly altered our lives. While many things have changed, some stayed the same: our CDM community worked hard, showed up for one another, and continued to advance their respective fields. A year that began like many others changed swiftly on March 11th when the University announced that spring classes would run remotely. By March 28th, the first day of spring quarter, we had moved 500 CDM courses online thanks to the diligent work of our faculty, staff, and instructional designers. But CDM’s work went beyond the (virtual) classroom. We mobilized our makerspaces to assist in the production of personal protective equipment for Illinois healthcare workers, participated in COVID-19 research initiatives, and were inspired by the innovative ways our student groups learned to network. You can read more about our response to the COVID-19 pandemic on pgs. 17-19. Throughout the year, our students were nationally recognized for their skills and creative work while our faculty were published dozens of times and screened their films at prestigious film festivals. We added a new undergraduate Industrial Design program, opened a second makerspace on the Lincoln Park Campus, and created new opportunities for Chicago youth. I am pleased to share with you the College of Computing and Digital Media’s (CDM) 2019-20 annual report, highlighting our collective accomplishments. David MillerDeanhttps://via.library.depaul.edu/cdmannual/1003/thumbnail.jp

    Affective Game Computing: A Survey

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    This paper surveys the current state of the art in affective computing principles, methods and tools as applied to games. We review this emerging field, namely affective game computing, through the lens of the four core phases of the affective loop: game affect elicitation, game affect sensing, game affect detection and game affect adaptation. In addition, we provide a taxonomy of terms, methods and approaches used across the four phases of the affective game loop and situate the field within this taxonomy. We continue with a comprehensive review of available affect data collection methods with regards to gaming interfaces, sensors, annotation protocols, and available corpora. The paper concludes with a discussion on the current limitations of affective game computing and our vision for the most promising future research directions in the field

    Traditional Wisdom and Monte Carlo Tree Search Face-to-Face in the Card Game Scopone

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    We present the design of a competitive artificial intelligence for Scopone, a popular Italian card game. We compare rule-based players using the most established strategies (one for beginners and two for advanced players) against players using Monte Carlo Tree Search (MCTS) and Information Set Monte Carlo Tree Search (ISMCTS) with different reward functions and simulation strategies. MCTS requires complete information about the game state and thus implements a cheating player while ISMCTS can deal with incomplete information and thus implements a fair player. Our results show that, as expected, the cheating MCTS outperforms all the other strategies; ISMCTS is stronger than all the rule-based players implementing well-known and most advanced strategies and it also turns out to be a challenging opponent for human players.Comment: Preprint. Accepted for publication in the IEEE Transaction on Game

    Annual Report 2020-2021

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    LETTER FROM THE DEAN As I write this letter during the beginning of the 2021–22 academic year, we have started to welcome the majority of our students to campus— many for the very first time, and some for the first time in a year and a half. It has been wonderful to be together, in-person, again. Four quarters of learning and working remotely was challenging, to be sure, but I have been consistently amazed by the resilience, innovation, and hard work of our students, faculty, and staff, even in the most difficult of circumstances. This annual report, covering the 2020–21 academic year—one that was entirely virtual—highlights many of those examples: from a second place national ranking by our Security Daemons team to hosting a blockbuster virtual screenwriting conference with top talent; from gaming grants helping us reach historically excluded youth to alumni successes across our three schools. Recently, I announced that, after 40 years at DePaul and 15 years as the Dean of CDM, I will be stepping down from the deanship at the end of the 2021–22 academic year. I began my tenure at DePaul in 1981 as an assistant professor, with the founding of the Department of Computer Science, joining seven faculty members who were leaving the mathematics department for this new venture. It has been amazing to watch our college grow during that time. We now have more than 40 undergraduate and graduate degree programs, over 22,000 college alumni, and a catalog of nationally ranked programs. And we plan to keep going. If there is anything I’ve learned at CDM, it’s that a lot can be accomplished in a year (as this report shows), and I’m committed to working hard and continuing the progress we’ve made together in 2021–22. David MillerDeanhttps://via.library.depaul.edu/cdmannual/1004/thumbnail.jp
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