41 research outputs found

    Computing User Reputation in a Social Network of Web 2.0

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    In the Web 2.0 era, people not only read web contents but create, upload, view, share and evaluate all contents on the web. This leads us to introduce a new type of social network based on user activity and content metadata. We notice that we can determine the quality of related contents using this new social network. Based on this observation, we introduce a user evaluation algorithm for user-generated video sharing website. First, we make a social network of users from video contents and related social activities such as subscription, uploading or favorite. We then use a modified PageRank algorithm to compute user reputation from the social network. We re-calculate the content scores using user reputations and compare the results with a standard BM25 result. We apply the proposed approach to YouTube and demonstrate that the user reputation is closely related to the number of subscriptions and the number of uploaded contents. Furthermore, we show that the new ranking results relied on the user reputation is better than the standard BM25 approach by experiments

    Electroencephalography characteristics related to risk of sudden unexpected death in epilepsy in patients with Dravet syndrome

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    ObjectiveTo investigate the quantitative electroencephalography (EEG) features associated with a high risk of sudden unexpected death in epilepsy (SUDEP) in patients with Dravet syndrome (DS).MethodsPatients with DS and healthy controls (HCs) who underwent EEG were included in the study. EEG signals were recorded using a 21 channel digital EEG system, and pre-processed data were analyzed to identify quantitative EEG features associated with a high SUDEP risk. To assess the risk of SUDEP, SUDEP-7 scores were used.ResultsA total of 64 patients with DS [38 males and 26 females, aged: 128.51 ± 75.50 months (range: 23–380 months)], and 13 HCs [7 males and 6 females, aged: 95.46 ± 86.48 months (range: 13–263 months)] were included. For the absolute band power, the theta power was significantly higher in the high-SUDEP group than in the low-SUDEP group in the central brain region. For the relative band power, the theta power was also significantly higher in the high-SUDEP group than in the low-SUDEP group in the central and occipital brain regions. The alpha power was significantly lower in the high-SUDEP group than in the low-SUDEP group in the central and parietal brain regions.ConclusionPatients with high SUDEP-7 scores have different EEG features from those with low SUDEP-7 scores, suggesting that EEG may be used as a biomarker of SUDEP in DS.SignificanceEarly intervention in patients with DS at a high risk of SUDEP can reduce mortality and morbidity. Patients with high theta band powers warrant high-level supervision

    Gamma EEG Correlates of Haptic Preferences for a Dial Interface

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    Consumers often develop preferences toward consumer electronics based not only on the visual appearance of a product, but also on its haptic interface. If consumers express a strong haptic preference for a consumer electronic product, they are more likely to purchase it. Hence, it is important to understand how consumers' haptic preference for consumer electronics is formed. Conventional paper-based methods may not provide sufficient information for this purpose, because they provide post-event (i.e., after haptic experience) and environment-dependent (i.e., depending on the manner of asking questions, the person asking the questions, and so on.) data. Therefore, the present study investigated haptic preferences for consumer electronics using neural responses during haptic experiences, which provide the advantage of observing changes while the user is manipulating the product and obtaining environment-independent data. We measured neural responses using non-invasive electroencephalography (EEG). Eighteen volunteers participated in the study and manipulated a haptic dial knob that generates four different haptic profiles; during the manipulation, their EEG signals were recorded. After experiencing different haptic profiles, participants reported their level of preference for each profile. The analysis of EEG revealed that frontal gamma oscillations correlate with the level of haptic preferences, with oscillations becoming stronger with increasing haptic preference. The highest correlation between frontal gamma power and haptic preference was found in the early period of the dial task. Therefore, the frontal gamma oscillation of the EEG may represent a neural correlate of the haptic preference and provides a neural basis for understanding this preference in relation to consumer electronics

    A comprehensive dataset for home appliance control using ERP-based BCIs with the application of inter-subject transfer learning

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    Brain-computer interfaces (BCIs) have a potential to revolutionize human-computer interaction by enabling direct links between the brain and computer systems. Recent studies are increasingly focusing on practical applications of BCIs—e.g., home appliance control just by thoughts. One of the non-invasive BCIs using electroencephalography (EEG) capitalizes on event-related potentials (ERPs) in response to target stimuli and have shown promise in controlling home appliance. In this paper, we present a comprehensive dataset of online ERP-based BCIs for controlling various home appliances in diverse stimulus presentation environments. We collected online BCI data from a total of 84 subjects among whom 60 subjects controlled three types of appliances (TV: 30, door lock: 15, and electric light: 15) with 4 functions per appliance, 14 subjects controlled a Bluetooth speaker with 6 functions via an LCD monitor, and 10 subjects controlled air conditioner with 4 functions via augmented reality (AR). Using the dataset, we aimed to address the issue of inter-subject variability in ERPs by employing the transfer learning in two different approaches. The first approach, “within-paradigm transfer learning,” aimed to generalize the model within the same paradigm of stimulus presentation. The second approach, “cross-paradigm transfer learning,” involved extending the model from a 4-class LCD environment to different paradigms. The results demonstrated that transfer learning can effectively enhance the generalizability of BCIs based on ERP across different subjects and environments

    Boolean operations between two colliding shells: a robust, exact, and simple method

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    Machine-Learning-Based Detection of Craving for Gaming Using Multimodal Physiological Signals: Validation of Test-Retest Reliability for Practical Use

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    Internet gaming disorder in adolescents and young adults has become an increasing public concern because of its high prevalence rate and potential risk of alteration of brain functions and organizations. Cue exposure therapy is designed for reducing or maintaining craving, a core factor of relapse of addiction, and is extensively employed in addiction treatment. In a previous study, we proposed a machine-learning-based method to detect craving for gaming using multimodal physiological signals including photoplethysmogram, galvanic skin response, and electrooculogram. Our previous study demonstrated that a craving for gaming could be detected with a fairly high accuracy; however, as the feature vectors for the machine-learning-based detection of the craving of a user were selected based on the physiological data of the user that were recorded on the same day, the effectiveness of the reuse of the machine learning model constructed during the previous experiments, without any further calibration sessions, was still questionable. This “high test-retest reliability” characteristic is of importance for the practical use of the craving detection system because the system needs to be repeatedly applied to the treatment processes as a tool to monitor the efficacy of the treatment. We presented short video clips of three addictive games to nine participants, during which various physiological signals were recorded. This experiment was repeated with different video clips on three different days. Initially, we investigated the test-retest reliability of 14 features used in a craving detection system by computing the intraclass correlation coefficient. Then, we classified whether each participant experienced a craving for gaming in the third experiment using various classifiers—the support vector machine, k-nearest neighbors (kNN), centroid displacement-based kNN, linear discriminant analysis, and random forest—trained with the physiological signals recorded during the first or second experiment. Consequently, the craving/non-craving states in the third experiment were classified with an accuracy that was comparable to that achieved using the data of the same day; thus, demonstrating a high test-retest reliability and the practicality of our craving detection method. In addition, the classification performance was further enhanced by using both datasets of the first and second experiments to train the classifiers, suggesting that an individually customized game craving detection system with high accuracy can be implemented by accumulating datasets recorded on different days under different experimental conditions

    Effect of Visually Induced Motion Sickness from Head-Mounted Display on Cardiac Activity

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    Head-mounted display (HMD) virtual reality devices can facilitate positive experiences such as co-presence and deep immersion; however, motion sickness (MS) due to these experiences hinders the development of the VR industry. This paper proposes a method for assessing MS caused by watching VR content on an HMD using cardiac features. Twenty-eight undergraduate volunteers participated in the experiment by watching VR content on a 2D screen and HMD for 12 min each, and their electrocardiogram signals were measured. Cardiac features were statistically analyzed using analysis of covariance (ANCOVA). The proposed model for classifying MS was implemented in various classifiers using significant cardiac features. The results of ANCOVA reveal a significant difference between 2D and VR viewing conditions, and the correlation coefficients between the subjective ratings and cardiac features have significant results in the range of −0.377 to −0.711 (for SDNN, pNN50, and ln HF) and 0.653 to 0.677 (for ln VLF and ln VLF/ln HF ratio). Among the MS classification models, the linear support vector machine achieves the highest average accuracy of 91.1% (10-fold cross validation) and has a significant permutation test outcome. The proposed method can contribute to quantifying MS and establishing viewer-friendly VR by determining its qualities

    EEG patterns of subacute stroke patients performing motor tasks correlate with motor functional outcome: preliminary results

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    If an early predictor of motor functional outcome after stroke were available, stroke patients would receive more appropriate treatments for motor recovery. We performed a correlation analysis of the electroencephalography (EEG) signal patterns of nine subacute stroke patients (recorded 22.9 ?? 7.1 days after onset) and their motor recovery rates (measured 100.2 ?? 8.9 days after onset). The beta band spectral power in the bilateral motor cortex after physical upper limb movement correlated significantly with the motor recovery rates [Fugl-Meyer assessment (FMA) scores; Pearson's linear correlation, p <; 0.05]. The R-squared of a regression model of the FMA scores and the EEG features was 0.89. These results suggest that the EEG patterns in motor areas correlate with motor recovery after stroke and can be used as an early predictor of motor functional outcome
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