42 research outputs found
DeepPrivacy: A Generative Adversarial Network for Face Anonymization
We propose a novel architecture which is able to automatically anonymize
faces in images while retaining the original data distribution. We ensure total
anonymization of all faces in an image by generating images exclusively on
privacy-safe information. Our model is based on a conditional generative
adversarial network, generating images considering the original pose and image
background. The conditional information enables us to generate highly realistic
faces with a seamless transition between the generated face and the existing
background. Furthermore, we introduce a diverse dataset of human faces,
including unconventional poses, occluded faces, and a vast variability in
backgrounds. Finally, we present experimental results reflecting the capability
of our model to anonymize images while preserving the data distribution, making
the data suitable for further training of deep learning models. As far as we
know, no other solution has been proposed that guarantees the anonymization of
faces while generating realistic images.Comment: Accepted to ISVC 201
SIG on Telepresence Robots
In this document we explain the need and plans for a SIG Meeting at CHI on telepresence robots. We describe the organization of this SIG, our expected attendees, procedure and schedule of topics to be discussed, as well as our recruitment plan. Our goal is to provide a forum to discuss key issues surrounding the uses and usefulness of telepresence robots, including challenges and best practices
Co-designing Cards on Social Issues for Creating Educational Games
This paper presents a participatory methodology to design cards on social issues with the purpose to democratise knowledge among co-designers on the learning content of educational games. Situated on the topic of everyday sexism, the methodology has been developed through an iterative process involving two collaborative workshops, two iterations of card design and a feedback survey. Extracting findings from the workshops and the feedback gathered on the co- designed cards, this paper presents insights that could be used to inform similar studies using cards to inspire and foster reflection on social issues
Anaphylaxis in Elderly Patients-Data From the European Anaphylaxis Registry
Background: Elicitors and symptoms of anaphylaxis are age dependent. However, little is known about typical features of anaphylaxis in patients aged 65 years or more.
Methods: The data from the Network for Online Registration of Anaphylaxis (NORA) considering patients aged ≥65 (elderly) in comparison to data from adults (18–64 years) regarding elicitors, symptoms, comorbidities, and treatment measures were analyzed.
Results: We identified 1,123 elderly anaphylactic patients. Insect venoms were the most frequent elicitor in this group (p < 0.001), followed by drugs like analgesics and antibiotics. Food allergens elicited less frequently anaphylaxis (p < 0.001). Skin symptoms occurred less frequently in elderly patients (77%, p < 0.001). The clinical symptoms were more severe in the elderly (51% experiencing grade III/IV reactions), in particular when skin symptoms (p < 0.001) were absent. Most strikingly, a loss of consciousness (33%, p < 0.001) and preexisting cardiovascular comorbidity (59%, p < 0.001) were more prevalent in the elderly. Finally, adrenaline was used in 30% of the elderly (vs. 26% in the comparator group, p < 0.001) and hospitalization was more often required (60 vs. 50%, p < 0.001).
Discussion and Conclusion: Anaphylaxis in the elderly is often caused by insect venoms and drugs. These patients suffer more often from cardiovascular symptoms, receive more frequently adrenaline and require more often hospitalization. The data indicate that anaphylaxis in the elderly tends to be more frequently life threatening and patients require intensified medical intervention. The data support the need to recognize anaphylaxis in this patient group, which is prone to be at a higher risk for a fatal outcome
HCI interventions for science communication
In this paper we describe the practices used by alternate reality game (ARG) designers to engage fans with the issues and effects of global climate change under the scientific guidance of key non-profit organizations. Our multiple case study is based on three projects: Future Coast (2014), the Disaster Resilience Journal (2014) and Techno Medicine Wheel (2007 -- ongoing). Our analysis derives from each ARG designer»s interview and observations of their game»s narrative structure, postmortem. Findings provide HCI practitioners with a list of best practices related to the designer's use of narrative style and physical locations to support fan engagement. These practices emphasize the goals of non-profit organizations (NPO) through science communication utilizing popular media forms