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Search: WFRF:(Bai Hua)

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  • Kristanl, Matej, et al. (author)
  • The Seventh Visual Object Tracking VOT2019 Challenge Results
  • 2019
  • In: 2019 IEEE/CVF INTERNATIONAL CONFERENCE ON COMPUTER VISION WORKSHOPS (ICCVW). - : IEEE COMPUTER SOC. - 9781728150239 ; , s. 2206-2241
  • Conference paper (peer-reviewed)abstract
    • The Visual Object Tracking challenge VOT2019 is the seventh annual tracker benchmarking activity organized by the VOT initiative. Results of 81 trackers are presented; many are state-of-the-art trackers published at major computer vision conferences or in journals in the recent years. The evaluation included the standard VOT and other popular methodologies for short-term tracking analysis as well as the standard VOT methodology for long-term tracking analysis. The VOT2019 challenge was composed of five challenges focusing on different tracking domains: (i) VOT-ST2019 challenge focused on short-term tracking in RGB, (ii) VOT-RT2019 challenge focused on "real-time" short-term tracking in RGB, (iii) VOT-LT2019 focused on long-term tracking namely coping with target disappearance and reappearance. Two new challenges have been introduced: (iv) VOT-RGBT2019 challenge focused on short-term tracking in RGB and thermal imagery and (v) VOT-RGBD2019 challenge focused on long-term tracking in RGB and depth imagery. The VOT-ST2019, VOT-RT2019 and VOT-LT2019 datasets were refreshed while new datasets were introduced for VOT-RGBT2019 and VOT-RGBD2019. The VOT toolkit has been updated to support both standard short-term, long-term tracking and tracking with multi-channel imagery. Performance of the tested trackers typically by far exceeds standard baselines. The source code for most of the trackers is publicly available from the VOT page. The dataset, the evaluation kit and the results are publicly available at the challenge website(1).
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  • Ali, Muhaddisa Barat, 1986, et al. (author)
  • A Feasibility Study on Deep Learning Based Brain Tumor Segmentation Using 2D Ellipse Box Areas.
  • 2022
  • In: Sensors (Basel, Switzerland). - : MDPI AG. - 1424-8220. ; 22:14
  • Journal article (peer-reviewed)abstract
    • In most deep learning-based brain tumor segmentation methods, training the deep network requires annotated tumor areas. However, accurate tumor annotation puts high demands on medical personnel. The aim of this study is to train a deep network for segmentation by using ellipse box areas surrounding the tumors. In the proposed method, the deep network is trained by using a large number of unannotated tumor images with foreground (FG) and background (BG) ellipse box areas surrounding the tumor and background, and a small number of patients (<20) with annotated tumors. The training is conducted by initial training on two ellipse boxes on unannotated MRIs, followed by refined training on a small number of annotated MRIs. We use a multi-stream U-Net for conducting our experiments, which is an extension of the conventional U-Net. This enables the use of complementary information from multi-modality (e.g., T1, T1ce, T2, and FLAIR) MRIs. To test the feasibility of the proposed approach, experiments and evaluation were conducted on two datasets for glioma segmentation. Segmentation performance on the test sets is then compared with those used on the same network but trained entirely by annotated MRIs. Our experiments show that the proposed method has obtained good tumor segmentation results on the test sets, wherein the dice score on tumor areas is (0.8407, 0.9104), and segmentation accuracy on tumor areas is (83.88%, 88.47%) for the MICCAI BraTS'17 and US datasets, respectively. Comparing the segmented results by using the network trained by all annotated tumors, the drop in the segmentation performance from the proposed approach is (0.0594, 0.0159) in the dice score, and (8.78%, 2.61%) in segmented tumor accuracy for MICCAI and US test sets, which is relatively small. Our case studies have demonstrated that training the network for segmentation by using ellipse box areas in place of all annotated tumors is feasible, and can be considered as an alternative, which is a trade-off between saving medical experts' time annotating tumors and a small drop in segmentation performance.
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  • Arzoumanian, Doris, et al. (author)
  • Dust polarized emission observations of NGC 6334: BISTRO reveals the details of the complex but organized magnetic field structure of the high-mass star-forming hub-filament network
  • 2021
  • In: Astronomy and Astrophysics. - : EDP Sciences. - 0004-6361 .- 1432-0746. ; 647
  • Journal article (peer-reviewed)abstract
    • Context. Molecular filaments and hubs have received special attention recently thanks to new studies showing their key role in star formation. While the (column) density and velocity structures of both filaments and hubs have been carefully studied, their magnetic field (B-field) properties have yet to be characterized. Consequently, the role of B-fields in the formation and evolution of hub-filament systems is not well constrained. Aims. We aim to understand the role of the B-field and its interplay with turbulence and gravity in the dynamical evolution of the NGC 6334 filament network that harbours cluster-forming hubs and high-mass star formation. Methods. We present new observations of the dust polarized emission at 850 μm toward the 2 pc × 10 pc map of NGC 6334 at a spatial resolution of 0.09 pc obtained with the James Clerk Maxwell Telescope (JCMT) as part of the B-field In STar-forming Region Observations (BISTRO) survey. We study the distribution and dispersion of the polarized intensity (PI), the polarization fraction (PF), and the plane-of-The-sky B-field angle (χB_POS) toward the whole region, along the 10 pc-long ridge and along the sub-filaments connected to the ridge and the hubs. We derived the power spectra of the intensity and χBPOS along the ridge crest and compared them with the results obtained from simulated filaments. Results. The observations span 3 orders of magnitude in Stokes I and PI and 2 orders of magnitude in PF (from 0.2 to 20%). A large scatter in PI and PF is observed for a given value of I. Our analyses show a complex B-field structure when observed over the whole region ( 10 pc); however, at smaller scales (1 pc), χBPOS varies coherently along the crests of the filament network. The observed power spectrum of χBPOS can be well represented with a power law function with a slope of-1.33 ± 0.23, which is 20% shallower than that of I. We find that this result is compatible with the properties of simulated filaments and may indicate the physical processes at play in the formation and evolution of star-forming filaments. Along the sub-filaments, χBPOS rotates frombeing mostly perpendicular or randomly oriented with respect to the crests to mostly parallel as the sub-filaments merge with the ridge and hubs. This variation of the B-field structure along the sub-filaments may be tracing local velocity flows of infalling matter in the ridge and hubs. Our analysis also suggests a variation in the energy balance along the crests of these sub-filaments, from magnetically critical or supercritical at their far ends to magnetically subcritical near the ridge and hubs. We also detect an increase in PF toward the high-column density (NH2 â 1023 cm-2) star cluster-forming hubs. These latter large PF values may be explained by the increase in grain alignment efficiency due to stellar radiation from the newborn stars, combined with an ordered B-field structure. Conclusions. These observational results reveal for the first time the characteristics of the small-scale (down to 0.1 pc) B-field structure of a 10 pc-long hub-filament system. Our analyses show variations in the polarization properties along the sub-filaments that may be tracing the evolution of their physical properties during their interaction with the ridge and hubs. We also detect an impact of feedback from young high-mass stars on the local B-field structure and the polarization properties, which could put constraints on possible models for dust grain alignment and provide important hints as to the interplay between the star formation activity and interstellar B-fields.
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  • Backlund, Per, 1964-, et al. (author)
  • Teaching cardiovascular health through a purposeful game
  • 2022
  • In: Collection of materials: II International Scientific and Practical Internet Conference "Innovative Solutions in Economy, Business, Public Communications and International Relationships", April 21, 2022, Dnipro. - Dnipro : Університет митної справи та фінансів / Universytet mytnoyi spravy ta finansiv. ; , s. 391-396
  • Conference paper (other academic/artistic)abstract
    • Games for health is one of the most prominent areas for serious games, i.e. games with a purpose beyond only entertainment. The purpose of a health game may be to inform about health related issues; promote healthy lifestyles and even to drive behavioral change. This paper outlines the initial game design considerations and some future research directions for a game focusing on cardiovascular health. As the overall aim of the project is to promote a healthy lifestyle through diet and physical activity to prevent future cardiovascular disease, we focused on “taking care of your heart” as the basis for the game. Hence we call the game Happy Heart and use a heart symbol as a non-playable character (NPC) that the player needs to take care of. To some extent we are inspired by the electronic Tamagochi toys (Bandai) where players need to take care of a digital pet. The heart symbol is universal and is also an ideograph that expresses the concept of love and as such it transcends language barriers.The burden of non-communicable diseases (NCD) is rapidly increasing across the world. Today they are the main drivers of morbidity, disability, and mortality in low- and middle income countries (LMICs), and are expected to increase due to unhealthy lifestyles in the wake of ongoing societal changes [1]. Among the major risk factors in many LMICs are poor diet, insufficient physical activity, tobacco and alcohol consumption, and exposure to hazardous substances, e.g. from air pollution. LMICs currently contribute three quarters of the deaths from NCD.Among the NCD, cardiovascular diseases are the most common cause of hospitalization in Nepal [1]. Digitalization and collaboration with the education sector (e.g. community schools) in health promotion interventions could further improve children’s behavior by targeting factors that affect their lifestyle outside the family environment [4]. Hence, the Digital Game Based Learning approach.
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  • Bai, Hua, 1990-, et al. (author)
  • A Model for Balancing Clarity and Appeal in Serious Game Visuals
  • 2023
  • In: Proceedings of the 17th European Conference on Games Based Learning. - : Academic Conferences International Limited. - 9781914587887 - 9781914587894 ; , s. 46-52
  • Conference paper (peer-reviewed)abstract
    • In serious game development, graphic design needs to be eye-catching, while also depicting subject matter content in a responsible, accurate, and clear way. Previous research has shown that abstract and symbolic game visuals seem to be preferable for learning and providing an engaging experience. Our research focuses on describing the challenges involved in creating effective visual communication through game graphics in cross cultures. In particular, we’re interested in examining if certain styles of visual communication are more or less effective between different cultural demographics. To examine this, we have created a serious game which aims to promote healthy food and nutrition habits to teenagers in both Nepalese and Swedish schools and by doing so also motivate behavioral changes toward healthier eating habits. We are currently conducting studies to see whether preferences and image recognition differ between the two demographical spheres. This paper will only discuss the exploratory study done in Nepal. Ultimately, this paper aims to contribute development guidelines that can aid developers in creating more effective visual communication in their serious games, and we primarily focus on exploring what we call the compromise of ‘clarity’ and ‘appeal’ in the creation of game graphics. We present an initial model for choosing at what level in terms of realism/abstraction and taxonomic hierarchy the graphical components of serious games optimally should be produced in order to solve the dilemma of precise, unmistakable, yet appealing visuals in serious games. It all comes down to two primary decisions: defining the taxonomic hierarchy of the items to depict, and choosing the style in which to depict them. With a better understanding of when different game visuals are more or less appropriate, both in terms of style and in which objects are represented, game developers will be able to balance production costs better while also creating something that strikes the compromise between clarity and appeal.
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  • Bai, Hua, 1990-, et al. (author)
  • An Exploratory Study on Nepalese Teenager’s Visual Recognition and Preferences in Serious Games
  • 2022
  • In: Proceedings 2022 IEEE International Conference on e-Business Engineering ICEBE 2022. - : IEEE Computer Society. - 9781665492447 - 9781665492454 ; , s. 13-18
  • Conference paper (peer-reviewed)abstract
    • In serious game development, effective communication through both languages, sounds, and icons can be crucial for a game to have its intended impact. While this is also true for entertainment games, serious games have added layers of challenges as they are a) often played by audiences outside of the “typical” game ecosystem, and b) miscommunication can lead to players missing important lessons or even learning incorrect information. When a serious game is intended to be used in different parts of the world, however, clear visual communication gets an added layer of complexity: culturally informed symbol interpretation and visual preference. In order to examine how these might affect players’ experiences when playing serious games, this paper presents the results of a mixed-method study conducted in two schools in Nepal. The study included 10 participants, between 13-16 years old, who played a prototype of a mobile game currently in development, which has the purpose of teaching young players about food nutrition and healthy habits. After playing the prototype, they took a short survey where they were asked to identify different food types, and they were also interviewed to discuss their opinions of the game’s visual style. The results of the study indicate that, while higher fidelity images were much easier to correctly identify by the participants, the participants’ preference for visual fidelity varied to a large degree.
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  • Bai, Hua, 1990-, et al. (author)
  • Game graphics and effective learning : A review of visual communication research in serious games
  • 2022
  • In: Proceedings of the International Conferences Interfaces and Human Computer Interaction 2022, Game and Entertainment Technologies 2022. - : IADIS Press. - 9789898704412 ; , s. 165-173
  • Conference paper (peer-reviewed)abstract
    • The visuals of a game is a crucial element when it comes to providing good player experiences. Visuals are also an incredibly complex subject in a game context since different modes of visual representation can be more or less “appropriate” for different settings. For example, while one can look at photo-realism as an impressive feature of a game due to its technical complexity and functionally accurate representation of real-world objects, it might still not be a fitting choice for different audiences, or for different pedagogical strategies. Serious game research seldom focuses on understanding the design of these components or their applicability to different types of learning, and it more often focuses on games’ mechanics and how well they manage to capture subject matter content while still being engaging. The aim of this paper is to explore the gap in visual communication research, describing what studies tend to focus on providing some valuable context. This review was conducted on papers that dealt with visual aspects of serious games. The results show that visual communication is rarely addressed in serious game development research. Future research would benefit from taking visual communication in detail to facilitate the effectiveness of serious games.
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  • Result 1-10 of 41
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Qian, Lei (10)
Kwon, Jungmi (10)
Tamura, Motohide (10)
Byun, Do Young (10)
Kim, Jongsoo (10)
Koch, Patrick M. (10)
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Lee, Sang Sung (10)
Parsons, Harriet (10)
Law, Chi Yan, 1990 (10)
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Hoang, Thiem (10)
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Hasegawa, Tetsuo (10)
Hull, Charles L. H. (10)
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