{"title":"Exactly Periodic Spatial Filter for SSVEP Based BCIs","authors":"KIRAN KUMAR G R, R. Machireddy","doi":"10.1109/CW.2018.00050","DOIUrl":"https://doi.org/10.1109/CW.2018.00050","url":null,"abstract":"This study introduces a novel, high accuracy, calibration less spatial filter for reliable steady-state visual evoked potential (SSVEP) extraction from noisy electroencephalogram (EEG) data. The proposed method, exactly periodic subspace decomposition (EPSD), utilises the periodic properties of the SSVEP components to achieve a robust spatial filter for SSVEP extraction. It tries to extract the SSVEP components by projecting the EEG data onto a subspace where only the target signal components are retained. The performance of the method was tested on an SSVEP dataset obtained from ten subjects and compared with common SSVEP spatial filtering and detection techniques. The results obtained from the study shows that EPSD consistently provides a significant improvement in detection performance than other SSVEP spatial filters used in brain-computer interface (BCI) applications.","PeriodicalId":388539,"journal":{"name":"2018 International Conference on Cyberworlds (CW)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129808617","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Autonomous Virtual Player in a Video Game Imitating Human Players: The ORION Framework","authors":"Cédric Buche, Cindy Even, J. Soler","doi":"10.1109/CW.2018.00029","DOIUrl":"https://doi.org/10.1109/CW.2018.00029","url":null,"abstract":"This paper introduces the design of autonomous virtual player based on imitation learning using human behavior observations. The ORION model provides both data mining techniques allowing the extraction of knowledge and behavior models allowing the control of the autonomous behaviors. ORION is also an operational tool allowing the representation, transformation, visualization and prediction of data. We illustrate the use of our model by detailing the implementation of a virtual player for the video game Unreal Tournament 3. Thanks to ORION, data from low level behaviors were collected through three scenarios performed by human players: movement, long range aiming and close combat. Behaviors can then be learned from the obtained data-sets after transformations and application of data mining techniques. ORION allows us to build a complete behavior using an extension of a Behavior Tree integrating ad hoc features in order to manage aspects of behavior that we have not been able to learn automatically.","PeriodicalId":388539,"journal":{"name":"2018 International Conference on Cyberworlds (CW)","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123828712","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Yee Xin Chiew, S. H. Soon, Santiago E. Montesdeoca
{"title":"Real-Time Art-Directed Charcoal Cyber Arts","authors":"Yee Xin Chiew, S. H. Soon, Santiago E. Montesdeoca","doi":"10.1109/CW.2018.00026","DOIUrl":"https://doi.org/10.1109/CW.2018.00026","url":null,"abstract":"In this paper, we present a stylization pipeline in 3D object space to emulate traditional charcoal drawing style in real time for cyber arts. First, we introduce an algorithm to produce a rough, grainy charcoal effect based on the lighting available in a 3D scene and the height map of a paper substrate. Then, to further refine the stylized result, we introduce several methods to reproduce some common techniques used in charcoal drawings, such as mixing, smudging and edge softening. The effects can be art-directed in real time to achieve sophisticated charcoal renders that reflect the aesthetic vision of the artist.","PeriodicalId":388539,"journal":{"name":"2018 International Conference on Cyberworlds (CW)","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134517552","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Yisi Liu, Zirui Lan, Han Hua Glenn Khoo, Holden King Ho Li, O. Sourina, W. Müller-Wittig
{"title":"EEG-based Evaluation of Mental Fatigue Using Machine Learning Algorithms","authors":"Yisi Liu, Zirui Lan, Han Hua Glenn Khoo, Holden King Ho Li, O. Sourina, W. Müller-Wittig","doi":"10.1109/CW.2018.00056","DOIUrl":"https://doi.org/10.1109/CW.2018.00056","url":null,"abstract":"When people are exhausted both physically and mentally from overexertion, they experience fatigue. Fatigue can lead to a decrease in motivation and vigilance which may result in certain accidents or injuries. It is crucial to monitor fatigue in workplace for safety reasons and well-being of the workers. In this paper, Electroencephalogram (EEG)-based evaluation of mental fatigue is investigated using the state-of-the-art machine learning algorithms. An experiment lasted around 2 hours and 30 minutes was designed and carried out to induce four levels of fatigue and collect EEG data from seven subjects. The results show that for subject-dependent 4-level fatigue recognition, the best average accuracy of 93.45% was achieved by using 6 statistical features with a linear SVM classifier. With subject-independent approach, the best average accuracy of 39.80% for 4 levels was achieved by using fractal dimension, 6 statistical features and a linear discriminant analysis classifier. The EEG-based fatigue recognition has the potential to be used in workplace such as cranes to monitor the fatigue of operators who are often subjected to long working hours with heavy workloads.","PeriodicalId":388539,"journal":{"name":"2018 International Conference on Cyberworlds (CW)","volume":"67 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132268142","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Fatigue Prediction and Intervention for Continuous Play in Video Games","authors":"T. Damrongwatanapokin, Koji Mikami","doi":"10.1109/CW.2018.00089","DOIUrl":"https://doi.org/10.1109/CW.2018.00089","url":null,"abstract":"Recently, there are many video games that keep relatively high difficulty for an extended period of time. However, the game with high level of challenges will induce more frustration and tiredness causing players to take more short breaks than usual. While mental fatigue has been studied widely, there are not many game studies and applications related to mental fatigue. One of the possible applications that we want to explore is artificial insertion of an interval serving as a break for players before they get fatigue and take a break from playing games. We plan to use Electroencephalogram (EEG) for fatigue monitoring and machine learning approaches to help predict the right time for intervention. Currently, we have created a prototype game to be used in the experiment and collect sample data for the machine learning.","PeriodicalId":388539,"journal":{"name":"2018 International Conference on Cyberworlds (CW)","volume":"64 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134231717","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Kinect vs Lytro in RGB-D Face Recognition","authors":"V. Chiesa, J. Dugelay","doi":"10.1109/CW.2018.00069","DOIUrl":"https://doi.org/10.1109/CW.2018.00069","url":null,"abstract":"Light field cameras are becoming increasingly popular thanks to higher capabilities with respect to regular cameras in capturing information of a scene. Even though the principle associated with structured light sensors is quite different from the technology behind light field cameras, data provided by these technologies are similar in terms of depth map. With the aim of comparing the potential of Kinect and Lytro sensors on face recognition, two experiments are conducted on separate but publically available datasets and validated on a database acquired simultaneously with Lytro Illum camera and Kinect V1 sensor. The results obtained on RGB and depth maps are integrated with an experiment based on fusion at score level. The introduction of depth information in the RGB data is found more effective than standard bi dimensional imaging, especially in case of occlusions.","PeriodicalId":388539,"journal":{"name":"2018 International Conference on Cyberworlds (CW)","volume":"372 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133339644","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Cross Dataset Workload Classification Using Encoded Wavelet Decomposition Features","authors":"W. L. Lim, O. Sourina, Lipo Wang","doi":"10.1109/CW.2018.00062","DOIUrl":"https://doi.org/10.1109/CW.2018.00062","url":null,"abstract":"For practical applications, it is desirable for a trained classification system to be independent of task and/or subject. In this study, we show one-way transfer between two independent EEG workload datasets: from a large multitasking dataset with 48 subjects to a second Stroop test dataset with 18 subjects. This was achieved with a classification system trained using sparse encoded representations of the decomposed wavelets in the alpha, beta and theta power bands, which learnt a feature representation that outperformed benchmark power spectral density features by 3.5%. We also explore the possibility of enhancing performance with the utilization of domain adaptation techniques using transfer component analysis (TCA), obtaining 30.0% classification accuracy for a 4-class cross dataset problem.","PeriodicalId":388539,"journal":{"name":"2018 International Conference on Cyberworlds (CW)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127637205","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Zirui Lan, O. Sourina, Lipo Wang, Yisi Liu, Reinhold Scherer, G. Müller-Putz
{"title":"Stable Feature Selection for EEG-based Emotion Recognition","authors":"Zirui Lan, O. Sourina, Lipo Wang, Yisi Liu, Reinhold Scherer, G. Müller-Putz","doi":"10.1109/CW.2018.00042","DOIUrl":"https://doi.org/10.1109/CW.2018.00042","url":null,"abstract":"Affective brain-computer interface (aBCI) introduces personal affective factors into human-computer interactions, which could potentially enrich the user's experience during the interaction with a computer. However, affective neural patterns are volatile even within the same subject. To maintain satisfactory emotion recognition accuracy, the state-of-the-art aBCIs mainly tailor the classifier to the subject-of-interest and require frequent re-calibrations for the classifier. In this paper, we demonstrate that the recognition accuracy of aBCIs deteriorates when re-calibration is ruled out during the long-term usage for the same subject. Then, we propose a stable feature selection method to choose the most stable affective features, for mitigating the accuracy deterioration to a lesser extent and maximizing the aBCI performance in the long run. We validate our method on a dataset comprising six subjects' EEG data collected during two sessions per day for each subject for eight consecutive days.","PeriodicalId":388539,"journal":{"name":"2018 International Conference on Cyberworlds (CW)","volume":" 43","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120970272","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Bot Believability Assessment: A Novel Protocol & Analysis of Judge Expertise","authors":"Cindy Even, Anne-Gwenn Bosser, Cédric Buche","doi":"10.1109/CW.2018.00027","DOIUrl":"https://doi.org/10.1109/CW.2018.00027","url":null,"abstract":"For video game designers, being able to provide both interesting and human-like opponents is a definite benefit to the game's entertainment value. The development of such believable virtual players also known as Non-Player Characters or bots remains a challenge which has kept the research community busy for many years. However, evaluation methods vary widely which can make systems difficult to compare. The BotPrize competition has provided some highly regarded assessment methods for comparing bots' believability in a first person shooter game. It involves humans judging virtual agents competing for the most believable bot title. In this paper, we describe a system allowing us to partly automate such a competition, a novel evaluation protocol based on an early version of the BotPrize, and an analysis of the data we collected regarding human judges during a national event. We observed that the best judges were those who play video games the most often, especially games involving combat, and are used to playing against virtual players, strangers and physically present players. This result is a starting point for the design of a new generic and rigorous protocol for the evaluation of bots' believability in first person shooter games.","PeriodicalId":388539,"journal":{"name":"2018 International Conference on Cyberworlds (CW)","volume":"67 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115008658","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}