49 research outputs found

    An empirical biometric-based study for user identification from different roles in the online game League of Legends

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    © 2017 CEUR-WS. All rights reserved. The popularity of computer games has grown exponentially in the last few years. In some games, players can choose to play with different characters from a pre-defined list, exercising distinct roles in each match. Although such games were created to promote competition and promote self-improvement, there are several recurrent issues. One that has received the least amount of attention is the problem of "account sharing" so far is when a player pays more experienced players to progressing in the game. The companies running those games tend to punish this behaviour, but this specific case is hard to identify. The aim of this study is to use a database of mouse and keystroke dynamics biometric data of League of Legends players as a case study to understand the specific characteristics a player will keep (or not) when playing different roles and distinct characters

    Women in Resistance: Reporting the impact of IEEEWiEUFRNexhibition at Science and Tech Week at UFRN

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    In celebration of the 60th anniversary of UFRN, we have proposed an initiative by IEEE WiEUFRNat CIENTEC aiming to highlight the female contribution to the STEM (Science, Technology, Engineering and Maths) degrees at UFRN over the last 60 years. The highlights were made through an exhibition, composed of four parts: I) description of renowned female icons and their contributions to the STEM areas. II) History of female participation in STEM courses at UFRN, through graphs showing the percentage of female students in the courses since its creation. III) #euexisto campaign: display of testimonials videos from current students of STEM courses explaining why they chose the course. IV) Tribute to female Lecturers: display all female lecturersnames that have taught in STEM courses at UFRN. As a result, the group paida tribute to those brilliant women and highlighted their contribution to STEM;acknowledged the current students and teachers of the courses; and helped raising awareness about the need to encourage the participation of women in these courses and in order to build a more diverse environment. Our main goal was raise awareness that the degrees of STEM had consistently less women than man and thus, our feminist group had a very important role to play in increasing those numbers. From the informal feedback we received, we believe our goal was achieved

    An empirical analysis of Brazilian courts law documents using learning techniques

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    This paper describes a survey on investigating judicial data to find patterns and relations between crime attributes and corresponding decisions made by courts, aiming to find import directions that interpretation of the law might be taking. We have developed an initial methodology and experimentation to look for behaviour patterns to build judicial sentences in the scope of Brazilian criminal courts and achieved results related to important trends in decision making. Neural networks-based techniques were applied for classification and pattern recognition, based on Multi-Layer Perceptron and Radial-basis Functions, associated with data organisation techniques and behavioral modalities extractio

    Smart Rescue Drones to Find Snowslide Victims

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    In the approach of using autonomous robots to find victims on risk zones, there are specific ones that can reach the victims faster, the Unmanned Autonomous Vehicles (UAVs), better known as Drones. For this to happen, artificial intelligence algorithms were designed to teach them to search for the victims faster. On this paper, a simulation of three drones flying on different environments was made based on a Hidden Markov Models with KNN classifier as an artificial intelligence approach for the learning. The results revealed that for some environments, based on memory to store the paths and the classification of the objects, different hardware settings for the drones can be needed

    An evaluation of a three-modal hand-based database to forensic-based gender recognition

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    In recent years, behavioural soft-biometrics have been widely used to improve biometric systems performance. Information like gender, age and ethnicity can be obtained from more than one behavioural modality. In this paper, we propose a multimodal hand-based behavioural database for gender recognition. Thus, our goal in this paper is to evaluate the performance of the multimodal database. For this, the experiment was realised with 76 users and was collected keyboard dynamics, touchscreen dynamics and handwritten signature data. Our approach consists of compare two-modal and one-modal modalities of the biometric data with the multimodal database. Traditional and new classifiers were used and the statistical Kruskal-Wallis to analyse the accuracy of the databases. The results showed that the multimodal database outperforms the other databases

    Automatic offensive language detection from Twitter data using machine learning and feature selection of metadata

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    The popularity of social networks has only increased in recent years. In theory, the use of social media was proposed so we could share our views online, keep in contact with loved ones or share good moments of life. However, the reality is not so perfect, so you have people sharing hate speech-related messages, or using it to bully specific individuals, for instance, or even creating robots where their only goal is to target specific situations or people. Identifying who wrote such text is not easy and there are several possible ways of doing it, such as using natural language processing or machine learning algorithms that can investigate and perform predictions using the metadata associated with it. In this work, we present an initial investigation of which are the best machine learning techniques to detect offensive language in tweets. After an analysis of the current trend in the literature about the recent text classification techniques, we have selected Linear SVM and Naive Bayes algorithms for our initial tests. For the preprocessing of data, we have used different techniques for attribute selection that will be justified in the literature section. After our experiments, we have obtained 92% of accuracy and 95% of recall to detect offensive language with Naive Bayes and 90% of accuracy and 92% of recall with Linear SVM. From our understanding, these results overcome our related literature and are a good indicative of the importance of the data description approach we have used

    FAMOS: a framework for investigating the use of face features to identify spontaneous emotions

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    © 2017, Springer-Verlag London Ltd., part of Springer Nature. Emotion-based analysis has raised a lot of interest, particularly in areas such as forensics, medicine, music, psychology, and human-machine interface. Following this trend, the use of facial analysis (either automatic or human-based) is the most common subject to be investigated once this type of data can easily be collected and is well accepted in the literature as a metric for inference of emotional states. Despite this popularity, due to several constraints found in real-world scenarios (e.g. lightning, complex backgrounds, facial hair and so on), automatically obtaining affective information from face accurately is a very challenging accomplishment. This work presents a framework which aims to analyse emotional experiences through spontaneous facial expressions. The method consists of a new four-dimensional model, called FAMOS, to describe emotional experiences in terms of appraisal, facial expressions, mood, and subjective experiences using a semi-automatic facial expression analyser as ground truth for describing the facial actions. In addition, we present an experiment using a new protocol proposed to obtain spontaneous emotional reactions. The results have suggested that the initial emotional state described by the participants of the experiment was different from that described after the exposure to the eliciting stimulus, thus showing that the used stimuli were capable of inducing the expected emotional states in most individuals. Moreover, our results pointed out that spontaneous facial reactions to emotions are very different from those in prototypic expressions, especially in terms of expressiveness

    An empirical biometric-based study for user identification with different neural networks in the online game League of Legends

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    The popularity of computer games has grown exponentially in the last years. Although such games were created to promote competition and promote self-improvement, there are some recurrent issues. One that has received the least amount of attention so far is the problem of 'account sharing' which is when a player shares his/her account with more experienced players to make progress in the game. The companies running those games tend to punish this behaviour, but this specific case is hard to identify. Since, the popularity of neural networks has never been higher, the aim of this study is to investigate how different neural network algorithms behave when analysing a database of biometric information (keystroke and mouse dynamics) regarding the game League of Legends, and how those algorithms are affected by how frequently a sample is collected
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