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18 pages, 1130 KB  
Proceeding Paper
Decision Support System for Evaluating the Effectiveness of YouTube Use and Recommending the Best Channel as a Learning Media for Informatics Engineering Students with Weighted Product Method
by Anggun Fergina, Muhammad Rizky Ramdhani, Ramdani Firmansyah, Dede Ruslan and Lusiana Sani Parwati
Eng. Proc. 2025, 107(1), 87; https://doi.org/10.3390/engproc2025107087 - 12 Sep 2025
Viewed by 403
Abstract
The development of information technology has transformed various aspects of life, including education, by making it more flexible, interactive, and accessible. One platform that plays an important role in this transformation is YouTube, a video sharing platform that allows users to upload, watch, [...] Read more.
The development of information technology has transformed various aspects of life, including education, by making it more flexible, interactive, and accessible. One platform that plays an important role in this transformation is YouTube, a video sharing platform that allows users to upload, watch, share, and comment on videos online. YouTube is not only a medium of entertainment, but also a significant source of additional learning, especially in higher education such as the Informatics Engineering Department. The platform provides various learning materials, such as programming tutorials, computer network concepts, and software development, which can be accessed anytime and anywhere. YouTube’s advantages lie in its accessibility and the ability for users to repeat videos, making it easier to understand complex material. However, using YouTube as a learning resource also has its challenges, such as the difficulty in finding relevant and high-quality content, as well as the variety of academic standards used in the delivery of the material. Therefore, this study aims to evaluate the effectiveness of YouTube as an additional learning media and provide recommendations for the best channels for Informatics Engineering students. Factors, such as the number of views, the number of subscribers, the frequency of uploading new content, and the background of the content creator, are considered in channel selection. The Weighted Product (WP) method in the Decision Support System (SPK) is used to evaluate the effectiveness of YouTube based on predetermined standards. The research results are expected to provide recommendations for the most relevant and high-quality YouTube channels so as to improve students’ understanding of educational materials and optimize the use of digital learning resources. Full article
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20 pages, 1766 KB  
Article
Circular Pythagorean Fuzzy Deck of Cards Model for Optimal Deep Learning Architecture in Media Sentiment Interpretation
by Jiaqi Zheng, Song Wang and Zhaoqiang Wang
Symmetry 2025, 17(9), 1399; https://doi.org/10.3390/sym17091399 - 27 Aug 2025
Viewed by 580
Abstract
The rise of streaming services and online story-sharing has led to a vast amount of cinema and television content being viewed and reviewed daily by a worldwide audience. It is a unique challenge to grasp the nuanced insights of these reviews, particularly as [...] Read more.
The rise of streaming services and online story-sharing has led to a vast amount of cinema and television content being viewed and reviewed daily by a worldwide audience. It is a unique challenge to grasp the nuanced insights of these reviews, particularly as context, emotion, and specific components like acting, direction, and storyline intertwine extensively. The aim of this study is to address said complexity with a new hybrid Multi Criteria Decision-Making MCDM model that combines the Deck of Cards Method (DoCM) with the Circular Pythagorean Fuzzy Set (CPFS) framework, retaining the symmetry of information. The study is conducted on a simulated dataset to demonstrate the framework and outline the plan for approaching real-world press reviews. We postulate a more informed mechanism of assessing and choosing the most appropriate deep learning assembler, such as the transformer version, the hybrid Convolutional Neural Network CNN-RNN, and the attention-based framework of aspect-based sentiment mapping in film and television reviews. The model leverages both the cognitive ease of the DoCM and the expressive ability of the Pythagorean fuzzy set (PFS) in a circular relationship setting possessing symmetry, and can be applied to various decision-making situations other than the interpretation of media sentiments. This enables decision-makers to intuitively and flexibly compare alternatives based on many sentiment-relevant aspects, including classification accuracy, interpretability, computational efficiency, and generalization. The experiments are based on a hypothetical representation of media review datasets and test whether the model can combine human insight with algorithmic precision. Ultimately, this study presents a sound, structurally clear, and expandable framework of decision support to academicians and industry professionals involved in converging deep learning and opinion mining in entertainment analytics. Full article
(This article belongs to the Section Mathematics)
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23 pages, 811 KB  
Article
Efficient Dynamic Emotion Recognition from Facial Expressions Using Statistical Spatio-Temporal Geometric Features
by Yacine Yaddaden
Big Data Cogn. Comput. 2025, 9(8), 213; https://doi.org/10.3390/bdcc9080213 - 19 Aug 2025
Viewed by 1023
Abstract
Automatic Facial Expression Recognition (AFER) is a key component of affective computing, enabling machines to recognize and interpret human emotions across various applications such as human–computer interaction, healthcare, entertainment, and social robotics. Dynamic AFER systems, which exploit image sequences, can capture the temporal [...] Read more.
Automatic Facial Expression Recognition (AFER) is a key component of affective computing, enabling machines to recognize and interpret human emotions across various applications such as human–computer interaction, healthcare, entertainment, and social robotics. Dynamic AFER systems, which exploit image sequences, can capture the temporal evolution of facial expressions but often suffer from high computational costs, limiting their suitability for real-time use. In this paper, we propose an efficient dynamic AFER approach based on a novel spatio-temporal representation. Facial landmarks are extracted, and all possible Euclidean distances are computed to model the spatial structure. To capture temporal variations, three statistical metrics are applied to each distance sequence. A feature selection stage based on the Extremely Randomized Trees (ExtRa-Trees) algorithm is then performed to reduce dimensionality and enhance classification performance. Finally, the emotions are classified using a linear multi-class Support Vector Machine (SVM) and compared against the k-Nearest Neighbors (k-NN) method. The proposed approach is evaluated on three benchmark datasets: CK+, MUG, and MMI, achieving recognition rates of 94.65%, 93.98%, and 75.59%, respectively. Our results demonstrate that the proposed method achieves a strong balance between accuracy and computational efficiency, making it well-suited for real-time facial expression recognition applications. Full article
(This article belongs to the Special Issue Perception and Detection of Intelligent Vision)
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42 pages, 2122 KB  
Review
A Review Toward Deep Learning for High Dynamic Range Reconstruction
by Gabriel de Lima Martins, Josue Lopez-Cabrejos, Julio Martins, Quefren Leher, Gustavo de Souza Ferreti, Lucas Hildelbrano Costa Carvalho, Felipe Bezerra Lima, Thuanne Paixão and Ana Beatriz Alvarez
Appl. Sci. 2025, 15(10), 5339; https://doi.org/10.3390/app15105339 - 10 May 2025
Viewed by 2294
Abstract
High Dynamic Range (HDR) image reconstruction has gained prominence in a wide range of fields; not only is it implemented in computer vision, but industries such as entertainment and medicine also benefit considerably from this technology due to its ability to capture and [...] Read more.
High Dynamic Range (HDR) image reconstruction has gained prominence in a wide range of fields; not only is it implemented in computer vision, but industries such as entertainment and medicine also benefit considerably from this technology due to its ability to capture and reproduce scenes with a greater variety of luminosities, extending conventional levels of perception. This article presents a review of the state of the art of HDR reconstruction methods based on deep learning, ranging from classical approaches that are still expressive and relevant to more recent proposals involving the advent of new architectures. The fundamental role of high-quality datasets and specific metrics in evaluating the performance of HDR algorithms is also discussed, as well as emphasizing the challenges inherent in capturing multiple exposures and dealing with artifacts. Finally, emerging trends and promising directions for overcoming current limitations and expanding the potential of HDR reconstruction in real-world scenarios are highlighted. Full article
(This article belongs to the Special Issue Novel Research on Image and Video Processing Technology)
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17 pages, 1978 KB  
Article
Lightweight Deepfake Detection Based on Multi-Feature Fusion
by Siddiqui Muhammad Yasir and Hyun Kim
Appl. Sci. 2025, 15(4), 1954; https://doi.org/10.3390/app15041954 - 13 Feb 2025
Cited by 5 | Viewed by 4434
Abstract
Deepfake technology utilizes deep learning (DL)-based face manipulation techniques to seamlessly replace faces in videos, creating highly realistic but artificially generated content. Although this technology has beneficial applications in media and entertainment, misuse of its capabilities may lead to serious risks, including identity [...] Read more.
Deepfake technology utilizes deep learning (DL)-based face manipulation techniques to seamlessly replace faces in videos, creating highly realistic but artificially generated content. Although this technology has beneficial applications in media and entertainment, misuse of its capabilities may lead to serious risks, including identity theft, cyberbullying, and false information. The integration of DL with visual cognition has resulted in important technological improvements, particularly in addressing privacy risks caused by artificially generated “deepfake” images on digital media platforms. In this study, we propose an efficient and lightweight method for detecting deepfake images and videos, making it suitable for devices with limited computational resources. In order to reduce the computational burden usually associated with DL models, our method integrates machine learning classifiers in combination with keyframing approaches and texture analysis. Moreover, the features extracted with a histogram of oriented gradients (HOG), local binary pattern (LBP), and KAZE bands were integrated to evaluate using random forest, extreme gradient boosting, extra trees, and support vector classifier algorithms. Our findings show a feature-level fusion of HOG, LBP, and KAZE features improves accuracy to 92% and 96% on FaceForensics++ and Celeb-DF(v2), respectively. Full article
(This article belongs to the Collection Trends and Prospects in Multimedia)
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16 pages, 572 KB  
Systematic Review
Integration Between Serious Games and EEG Signals: A Systematic Review
by Julian Patiño, Isabel Vega, Miguel A. Becerra, Eduardo Duque-Grisales and Lina Jimenez
Appl. Sci. 2025, 15(4), 1946; https://doi.org/10.3390/app15041946 - 13 Feb 2025
Cited by 1 | Viewed by 2384
Abstract
A serious game combines concepts, principles, and methods of game design with information and communication technologies for the achievement of a given goal beyond entertainment. Serious game studies have been reported under a brain–computer interface (BCI) approach, with the specific use of electroencephalographic [...] Read more.
A serious game combines concepts, principles, and methods of game design with information and communication technologies for the achievement of a given goal beyond entertainment. Serious game studies have been reported under a brain–computer interface (BCI) approach, with the specific use of electroencephalographic (EEG) signals. This study presents a review of the technological solutions from existing works related to serious games and EEG signals. A taxonomy is proposed for the classification of the research literature in three different categories according to the experimental strategy for the integration of the game and EEG: (1) evoked signals, (2) spontaneous signals, and (3) hybrid signals. Some details and additional aspects of the studies are also reviewed. The analysis involves factors such as platforms and development languages (serious game), software tools (integration between serious game and EEG signals), and the number of test subjects. The findings indicate that 50% of the identified studies use spontaneous signals as the experimental strategy. Based on the definition, categorization, and state of the art, the main research challenges and future directions for this class of technological solutions are discussed. Full article
(This article belongs to the Special Issue Serious Games and Extended Reality in Healthcare)
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46 pages, 13038 KB  
Review
A Review on Deep Learning for UAV Absolute Visual Localization
by Andy Couturier and Moulay A. Akhloufi
Drones 2024, 8(11), 622; https://doi.org/10.3390/drones8110622 - 29 Oct 2024
Cited by 9 | Viewed by 8686
Abstract
In the past few years, the use of Unmanned Aerial Vehicles (UAVs) has expanded and now reached mainstream levels for applications such as infrastructure inspection, agriculture, transport, security, entertainment, real estate, environmental conservation, search and rescue, and even insurance. This surge in adoption [...] Read more.
In the past few years, the use of Unmanned Aerial Vehicles (UAVs) has expanded and now reached mainstream levels for applications such as infrastructure inspection, agriculture, transport, security, entertainment, real estate, environmental conservation, search and rescue, and even insurance. This surge in adoption can be attributed to the UAV ecosystem’s maturation, which has not only made these devices more accessible and cost effective but has also significantly enhanced their operational capabilities in terms of flight duration and embedded computing power. In conjunction with these developments, the research on Absolute Visual Localization (AVL) has seen a resurgence driven by the introduction of deep learning to the field. These new approaches have significantly improved localization solutions in comparison to the previous generation of approaches based on traditional computer vision feature extractors. This paper conducts an extensive review of the literature on deep learning-based methods for UAV AVL, covering significant advancements since 2019. It retraces key developments that have led to the rise in learning-based approaches and provides an in-depth analysis of related localization sources such as Inertial Measurement Units (IMUs) and Global Navigation Satellite Systems (GNSSs), highlighting their limitations and advantages for more effective integration with AVL. The paper concludes with an analysis of current challenges and proposes future research directions to guide further work in the field. Full article
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20 pages, 816 KB  
Article
How to Promote the Adoption of Electric Robotaxis: Understanding the Moderating Role of Inclusive Design on Interactive Features
by Chao Gu, Lie Zhang and Yingjie Zeng
Sustainability 2024, 16(20), 8882; https://doi.org/10.3390/su16208882 - 14 Oct 2024
Cited by 3 | Viewed by 2545
Abstract
In recent years, China has witnessed a growing trend in the adoption of electric robotaxi services, with an increasing number of users beginning to experience this emerging mode of transportation. However, enhancing user willingness to ride remains a core challenge that the electric [...] Read more.
In recent years, China has witnessed a growing trend in the adoption of electric robotaxi services, with an increasing number of users beginning to experience this emerging mode of transportation. However, enhancing user willingness to ride remains a core challenge that the electric robotaxi industry urgently needs to address. Our study approached this issue from the perspective of interactive features, surveying 880 respondents and utilizing structural equation modeling to analyze user preferences. The research findings indicate that computer-based entertainment has a significant positive impact on traffic information completeness and social interaction, with a large effect (β > 0.5, p < 0.05), and it also exerts a small positive effect on behavioral intention (β > 0.1, p < 0.05). Traffic information completeness and social interaction have a medium positive effect on behavioral intention (β > 0.3, p < 0.05). In addition, we confirmed that inclusive design, gender, and age have significant moderating effects. Understanding the impact of inclusive design on user behavior can help drive industry changes, creating a more inclusive human–vehicle interaction environment for people with different abilities, such as those with autism. Our study reveals the key factors influencing users’ willingness to ride and offers insights and recommendations for the development and practical application of interactive features in electric robotaxis. Full article
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30 pages, 14025 KB  
Article
Player Experience Evaluation in Game-Based Systems for Older Adults
by Johnny Alexander Salazar-Cardona, Bryjeth Ceballos-Cardona, Patricia Paderewski-Rodriguez, Francisco Gutiérrez-Vela and Jeferson Arango-López
Sensors 2024, 24(18), 6121; https://doi.org/10.3390/s24186121 - 22 Sep 2024
Cited by 6 | Viewed by 2256
Abstract
Significant efforts are currently being made to improve the quality of life of the older adult population. These efforts focus on aspects such as health, social interaction, and mental health. One of the approaches that has shown positive results in several studies is [...] Read more.
Significant efforts are currently being made to improve the quality of life of the older adult population. These efforts focus on aspects such as health, social interaction, and mental health. One of the approaches that has shown positive results in several studies is the application of game-based systems. These systems are not only used for entertainment, but also as tools for learning and promoting positive feelings. They are a means to overcome loneliness and isolation, as well as to improve health and provide support in daily life. However, it is important to note that, while these experiences are gradually being introduced to the older adult population, they are often designed with a younger audience in mind who are assumed to be more technologically proficient. This supposition can make older adults initially feel intimidated when interacting with this type of technology, which limits their ability to fully utilize and enjoy these technological solutions. Therefore, the purpose of this article is to apply a game experience and fun evaluation process oriented toward the older adult population based on the playability theory of human–computer interaction in virtual reality game experiences. This is expected to offer highly rewarding and pleasurable experiences, which will improve engagement with the older population and promote active and healthy aging. Full article
(This article belongs to the Special Issue Computer Vision and Virtual Reality: Technologies and Applications)
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28 pages, 6881 KB  
Article
Engagement Analysis Using Electroencephalography Signals in Games for Hand Rehabilitation with Dynamic and Random Difficulty Adjustments
by Raúl Daniel García-Ramón, Ericka Janet Rechy-Ramirez, Luz María Alonso-Valerdi and Antonio Marin-Hernandez
Appl. Sci. 2024, 14(18), 8464; https://doi.org/10.3390/app14188464 - 20 Sep 2024
Cited by 3 | Viewed by 2739
Abstract
Background: Traditional physical rehabilitation involves participants performing repetitive body movements with the assistance of physiotherapists. Owing to the exercises’ monotonous nature and lack of reward, participants may become disinterested and cease their recovery. Games could be used as tools to engage participants in [...] Read more.
Background: Traditional physical rehabilitation involves participants performing repetitive body movements with the assistance of physiotherapists. Owing to the exercises’ monotonous nature and lack of reward, participants may become disinterested and cease their recovery. Games could be used as tools to engage participants in the rehabilitation process. Consequently, participants could perform rehabilitation exercises while playing the game, receiving rewards from the experience. Maintaining the players’ engagement requires regularly adjusting the game difficulty. The players’ engagement can be measured using questionnaires and biosignals (e.g., electroencephalography signals—EEG). This study aims to determine whether there is a significant difference in players’ engagement between two game modes with different game difficulty adjustments: non-tailored and tailored modes. Methods: We implemented two game modes which were controlled using hand movements. The features of the game rewards (position and size) were changed in the game scene; hence, the game difficulty could be modified. The non-tailored mode set the features of rewards in the game scene randomly. Conversely, the tailored mode set the features of rewards in the game scene based on the participants’ range of motion using fuzzy logic. Consequently, the game difficulty was adjusted dynamically. Additionally, engagement was computed from 53 healthy participants in both game modes using two EEG sensors: Bitalino Revolution and Unicorn. Specifically, the theta (θ) and alpha (α) bands from the frontal and parietal lobes were computed from the EEG data. A questionnaire was applied to participants after finishing playing both game modes to collect their impressions on the following: their favorite game mode, the game mode that was the easiest to play, the game mode that was the least frustrating to play, the game mode that was the least boring to play, the game mode that was the most entertaining to play, and the game mode that had the fastest game response time. Results: The non-tailored game mode reported the following means of engagement: 6.297 ± 11.274 using the Unicorn sensor, and 3.616 ± 0.771 using the Bitalino sensor. The tailored game mode reported the following means of engagement: 4.408 ± 6.243 using the Unicorn sensor, and 3.619 ± 0.551 using Bitalino. The non-tailored mode reported the highest mean engagement (6.297) when the Unicorn sensor was used to collect EEG signals. Most participants selected the non-tailored game mode as their favorite, and the most entertaining mode, irrespective of the EEG sensor. Conversely, most participants chose the tailored game mode as the easiest, and the least frustrating mode to play, irrespective of the EEG sensor. Conclusions: A Wilcoxon-Signed-Rank test revealed that there was only a significant difference in engagement between game modes when the EEG signal was collected via the Unicorn sensor (p value = 0.04054). Fisher’s exact tests showed significant associations between the game modes (non-tailored, tailored) and the following players’ variables: ease of play using the Unicorn sensor (p value = 0.009341), and frustration using Unicorn sensor (p value = 0.0466). Full article
(This article belongs to the Special Issue Serious Games and Extended Reality in Healthcare)
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33 pages, 2134 KB  
Article
A Methodical Framework Utilizing Transforms and Biomimetic Intelligence-Based Optimization with Machine Learning for Speech Emotion Recognition
by Sunil Kumar Prabhakar and Dong-Ok Won
Biomimetics 2024, 9(9), 513; https://doi.org/10.3390/biomimetics9090513 - 26 Aug 2024
Cited by 3 | Viewed by 1281
Abstract
Speech emotion recognition (SER) tasks are conducted to extract emotional features from speech signals. The characteristic parameters are analyzed, and the speech emotional states are judged. At present, SER is an important aspect of artificial psychology and artificial intelligence, as it is widely [...] Read more.
Speech emotion recognition (SER) tasks are conducted to extract emotional features from speech signals. The characteristic parameters are analyzed, and the speech emotional states are judged. At present, SER is an important aspect of artificial psychology and artificial intelligence, as it is widely implemented in many applications in the human–computer interface, medical, and entertainment fields. In this work, six transforms, namely, the synchrosqueezing transform, fractional Stockwell transform (FST), K-sine transform-dependent integrated system (KSTDIS), flexible analytic wavelet transform (FAWT), chirplet transform, and superlet transform, are initially applied to speech emotion signals. Once the transforms are applied and the features are extracted, the essential features are selected using three techniques: the Overlapping Information Feature Selection (OIFS) technique followed by two biomimetic intelligence-based optimization techniques, namely, Harris Hawks Optimization (HHO) and the Chameleon Swarm Algorithm (CSA). The selected features are then classified with the help of ten basic machine learning classifiers, with special emphasis given to the extreme learning machine (ELM) and twin extreme learning machine (TELM) classifiers. An experiment is conducted on four publicly available datasets, namely, EMOVO, RAVDESS, SAVEE, and Berlin Emo-DB. The best results are obtained as follows: the Chirplet + CSA + TELM combination obtains a classification accuracy of 80.63% on the EMOVO dataset, the FAWT + HHO + TELM combination obtains a classification accuracy of 85.76% on the RAVDESS dataset, the Chirplet + OIFS + TELM combination obtains a classification accuracy of 83.94% on the SAVEE dataset, and, finally, the KSTDIS + CSA + TELM combination obtains a classification accuracy of 89.77% on the Berlin Emo-DB dataset. Full article
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18 pages, 37868 KB  
Article
3D Character Animation and Asset Generation Using Deep Learning
by Vlad-Constantin Lungu-Stan and Irina Georgiana Mocanu
Appl. Sci. 2024, 14(16), 7234; https://doi.org/10.3390/app14167234 - 16 Aug 2024
Cited by 2 | Viewed by 4016
Abstract
Besides video content, a significant part of entertainment is represented by computer games and animations such as cartoons. Creating such entertainment is based on two fundamental steps: asset generation and character animation. The main problem stems from its repetitive nature and the needed [...] Read more.
Besides video content, a significant part of entertainment is represented by computer games and animations such as cartoons. Creating such entertainment is based on two fundamental steps: asset generation and character animation. The main problem stems from its repetitive nature and the needed amounts of concentration and skill. The latest advances in deep learning and generative techniques have provided a set of powerful tools which can be used to alleviate these problems by facilitating the tasks of artists and engineers and providing a better workflow. In this work we explore practical solutions for facilitating and hastening the creative process: character animation and asset generation. In character animation, the task is to either move the joints of a subject manually or to correct the noisy data coming out of motion capture. The main difficulties of these tasks are their repetitive nature and the needed amounts of concentration and skill. For the animation case, we propose two decoder-only transformer based solutions, inspired by the current success of GPT. The first, AnimGPT, targets the original animation workflow by predicting the next pose of an animation based on a set of previous poses, while the second, DenoiseAnimGPT, tackles the motion capture case by predicting the clean current pose based on all previous poses and the current noisy pose. Both models obtained good performances on the CMU motion dataset, with the generated results being imperceptible to the untrained human eye. Quantitative evaluation was performed using mean absolute error between the ground truth motion vectors and the predicted motion vector. For both networks AnimGPT and DenoiseAnimGPT errors were 0.345, respectively 0.2513 (for 50 frames) that indicates better performances compared with other solutions. For asset generation, diffusion models were used. Using image generation and outpainting, we created a method that generates good backgrounds by combining the idea of text conditioned generation and text conditioned image editing. A time coherent algorithm that creates animated effects for characters was obtained. Full article
(This article belongs to the Special Issue Applications of Artificial Intelligence and Machine Learning in Games)
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12 pages, 395 KB  
Article
Real-Time Sensor-Based Human Activity Recognition for eFitness and eHealth Platforms
by Łukasz Czekaj, Mateusz Kowalewski, Jakub Domaszewicz, Robert Kitłowski, Mariusz Szwoch and Włodzisław Duch
Sensors 2024, 24(12), 3891; https://doi.org/10.3390/s24123891 - 15 Jun 2024
Cited by 6 | Viewed by 2974
Abstract
Human Activity Recognition (HAR) plays an important role in the automation of various tasks related to activity tracking in such areas as healthcare and eldercare (telerehabilitation, telemonitoring), security, ergonomics, entertainment (fitness, sports promotion, human–computer interaction, video games), and intelligent environments. This paper tackles [...] Read more.
Human Activity Recognition (HAR) plays an important role in the automation of various tasks related to activity tracking in such areas as healthcare and eldercare (telerehabilitation, telemonitoring), security, ergonomics, entertainment (fitness, sports promotion, human–computer interaction, video games), and intelligent environments. This paper tackles the problem of real-time recognition and repetition counting of 12 types of exercises performed during athletic workouts. Our approach is based on the deep neural network model fed by the signal from a 9-axis motion sensor (IMU) placed on the chest. The model can be run on mobile platforms (iOS, Android). We discuss design requirements for the system and their impact on data collection protocols. We present architecture based on an encoder pretrained with contrastive learning. Compared to end-to-end training, the presented approach significantly improves the developed model’s quality in terms of accuracy (F1 score, MAPE) and robustness (false-positive rate) during background activity. We make the AIDLAB-HAR dataset publicly available to encourage further research. Full article
(This article belongs to the Special Issue Sensing Technology and Wearables for Physical Activity)
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16 pages, 1194 KB  
Article
CoreTemp: Coreset Sampled Templates for Multimodal Mobile Biometrics
by Jaeho Yoon, Jaewoo Park, Jungyun Kim and Andrew Beng Jin Teoh
Appl. Sci. 2024, 14(12), 5183; https://doi.org/10.3390/app14125183 - 14 Jun 2024
Viewed by 1784
Abstract
Smart devices have become the core ingredient in maintaining human society, where their applications span basic telecommunication, entertainment, education, and even critical security tasks. However, smartphone security measures have not kept pace with their ubiquitousness and convenience, exposing users to potential security breaches. [...] Read more.
Smart devices have become the core ingredient in maintaining human society, where their applications span basic telecommunication, entertainment, education, and even critical security tasks. However, smartphone security measures have not kept pace with their ubiquitousness and convenience, exposing users to potential security breaches. Shading light on shortcomings of traditional security measures such as PINs gives rise to biometrics-based security measures. Open-set authentication with pretrained Transformers especially shows competitive performance in this context. Bringing this closer to practice, we propose CoreTemp, a greedy coreset sampled template, which offers substantially faster authentication speeds. In parallel with CoreTemp, we design a fast match algorithm where the combination shows robust performance in open-set mobile biometrics authentication. Designed to resemble the effects of ensembles with marginal increment in computation, we propose PIEformer+, where its application with CoreTemp has state-of-the-art performance. Benefiting from much more efficient authentication speeds to the best of our knowledge, we are the first to attempt identification in this context. Our proposed methodology achieves state-of-the-art results on HMOG and BBMAS datasets, particularly with much lower computational costs. In summary, this research introduces a novel integration of greedy coreset sampling with an advanced form of pretrained, implicitly ensembled Transformers (PIEformer+), greatly enhancing the speed and efficiency of mobile biometrics authentication, and also enabling identification, which sets a new benchmark in the relevant field. Full article
(This article belongs to the Special Issue Advanced Technologies in Gait Recognition)
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18 pages, 1182 KB  
Article
Towards a New Business Model for Streaming Platforms Using Blockchain Technology
by Rendrikson Soares and André Araújo
Future Internet 2024, 16(6), 207; https://doi.org/10.3390/fi16060207 - 13 Jun 2024
Cited by 1 | Viewed by 3605
Abstract
Streaming platforms have revolutionized the digital entertainment industry, but challenges and research opportunities remain to be addressed. One current concern is the lack of transparency in the business model of video streaming platforms, which makes it difficult for content creators to access viewing [...] Read more.
Streaming platforms have revolutionized the digital entertainment industry, but challenges and research opportunities remain to be addressed. One current concern is the lack of transparency in the business model of video streaming platforms, which makes it difficult for content creators to access viewing metrics and receive payments without the intermediary of third parties. Additionally, there is no way to trace payment transactions. This article presents a computational architecture based on blockchain technology to enable transparency in audience management and payments in video streaming platforms. Smart contracts will define the business rules of the streaming services, while middleware will integrate the metadata of the streaming platforms with the proposed computational solution. The proposed solution has been validated through data transactions on different blockchain networks and interviews with content creators from video streaming platforms. The results confirm the viability of the proposed solution in enhancing transparency and auditability in the realm of audience control services and payments on video streaming platforms. Full article
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