1,883 research outputs found

    SDEMG: Score-based Diffusion Model for Surface Electromyographic Signal Denoising

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    Surface electromyography (sEMG) recordings can be influenced by electrocardiogram (ECG) signals when the muscle being monitored is close to the heart. Several existing methods use signal-processing-based approaches, such as high-pass filter and template subtraction, while some derive mapping functions to restore clean sEMG signals from noisy sEMG (sEMG with ECG interference). Recently, the score-based diffusion model, a renowned generative model, has been introduced to generate high-quality and accurate samples with noisy input data. In this study, we proposed a novel approach, termed SDEMG, as a score-based diffusion model for sEMG signal denoising. To evaluate the proposed SDEMG approach, we conduct experiments to reduce noise in sEMG signals, employing data from an openly accessible source, the Non-Invasive Adaptive Prosthetics database, along with ECG signals from the MIT-BIH Normal Sinus Rhythm Database. The experiment result indicates that SDEMG outperformed comparative methods and produced high-quality sEMG samples. The source code of SDEMG the framework is available at: https://github.com/tonyliu0910/SDEMGComment: This paper is accepted by ICASSP 202

    Virtual Goods Recommendations in Virtual Worlds

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    Virtual worlds (VWs) are computer-simulated environments which allow users to create their own virtual character as an avatar. With the rapidly growing user volume in VWs, platform providers launch virtual goods in haste and stampede users to increase sales revenue. However, the rapidity of development incurs virtual unrelated items which will be difficult to remarket. It not only wastes virtual global companies’ intelligence resources, but also makes it difficult for users to find suitable virtual goods fit for their virtual home in daily virtual life. In the VWs, users decorate their houses, visit others’ homes, create families, host parties, and so forth. Users establish their social life circles through these activities. This research proposes a novel virtual goods recommendation method based on these social interactions. The contact strength and contact influence result from interactions with social neighbors and influence users’ buying intention. Our research highlights the importance of social interactions in virtual goods recommendation. The experiment’s data were retrieved from an online VW platform, and the results show that the proposed method, considering social interactions and social life circle, has better performance than existing recommendation methods
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