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Huansheng Ning

Publications and source records attributed to Huansheng Ning.

At least 55 records · Page 3Linked to original sources

Efficient Fog Node Placement using Nature-Inspired Metaheuristic for IoT Applications

Managing the explosion of data from the edge to the cloud requires intelligent supervision such as fog node deployments, which is an essential task to assess network operability. To ensure network operability, the deployment process must be carried out effectively in terms of two main factors: connectivity and coverage. The network connectivity is based on fog node deployment which determines the physical topology of the network while the coverage determines the network accessibility. Both have a significant impact on network performance and guarantee the network QoS. Determining an optimum fog node deployment method that minimizes cost, reduces computation and communication overhead, and provides a high degree of network connection coverage is extremely hard. Therefore, maximizing coverage as well as preserving network connectivity is a non-trivial problem. In this paper, we proposed a fog deployment algorithm that can effectively connect the fog nodes and cover all edge devices. Firstly, we formulate fog deployment as an instance of multi-objective optimization problems with a large search space. Then, we leverage Marine Predator Algorithm (MPA) to tackle the deployment problem and prove that MPA is well-suited for fog node deployment due to its rapid convergence and low computational complexity compared to other population-based algorithms. Finally, we evaluate the proposed algorithm on a different benchmark of generated instances with various fog scenario configurations. The experimental results demonstrate that our proposed algorithm is capable of providing very promising results when compared to state-of-the-art methods for determining an optimal deployment of fog nodes.

cs.NI↗

Human Digital Twin: A Survey

Digital twin has recently attracted growing attention, leading to intensive research and applications. Along with this, a new research area, dubbed as "human digital twin" (HDT), has emerged. Similar to the conception of digital twin, HDT is referred to as the replica of a physical-world human in the digital world. Nevertheless, HDT is much more complicated and delicate compared to digital twins of any physical systems and processes, due to humans' dynamic and evolutionary nature, including physical, behavioral, social, physiological, psychological, cognitive, and biological dimensions. Studies on HDT are limited, and the research is still in its infancy. In this paper, we first examine the inception, development, and application of the digital twin concept, providing a context within which we formally define and characterize HDT based on the similarities and differences between digital twin and HDT. Then we conduct an extensive literature review on HDT research, analyzing underpinning technologies and establishing typical frameworks in which the core HDT functions or components are organized. Built upon the findings from the above work, we propose a generic architecture for the HDT system and describe the core function blocks and corresponding technologies. Following this, we present the state of the art of HDT technologies and applications in the healthcare, industry, and daily life domain. Finally, we discuss various issues related to the development of HDT and point out the trends and challenges of future HDT research and development.

cs.HC↗

Dynamic Interactional And Cooperative Network For Shield Machine

The shield machine (SM) is a complex mechanical device used for tunneling. However, the monitoring and deciding were mainly done by artificial experience during traditional construction, which brought some limitations, such as hidden mechanical failures, human operator error, and sensor anomalies. To deal with these challenges, many scholars have studied SM intelligent methods. Most of these methods only take SM into account but do not consider the SM operating environment. So, this paper discussed the relationship among SM, geological information, and control terminals. Then, according to the relationship, models were established for the control terminal, including SM rate prediction and SM anomaly detection. The experimental results show that compared with baseline models, the proposed models in this paper perform better. In the proposed model, the R2 and MSE of rate prediction can reach 92.2\%, and 0.0064 respectively. The abnormal detection rate of anomaly detection is up to 98.2\%.

cs.LG↗

A new technology perspective of the Metaverse: its essence, framework and challenges

The Metaverse depicts a parallel digitalized world where virtuality and reality are fused. It has economic and social systems like those in the real world and provides intelligent services and applications. In this paper, we introduce the Metaverse from a new technology perspective, including its essence, corresponding technical framework, and potential technical challenges. Specifically, we analyze the essence of the Metaverse from its etymology and point out breakthroughs promising to be made in time, space, and contents of the Metaverse by citing Maslow's Hierarchy of Needs. Subsequently, we conclude four pillars of the Metaverse, named ubiquitous connections, space convergence, virtuality and reality interaction, and human-centered communication, and establish a corresponding technical framework. Additionally, we envision open issues and challenges of the Metaverse in the technical aspect. The work proposes a new technology perspective of the Metaverse and will provide further guidance for its technology development in the future.

cs.CY↗

Artificial Intelligence for Suicide Assessment using Audiovisual Cues: A Review

Death by suicide is the seventh leading death cause worldwide. The recent advancement in Artificial Intelligence (AI), specifically AI applications in image and voice processing, has created a promising opportunity to revolutionize suicide risk assessment. Subsequently, we have witnessed fast-growing literature of research that applies AI to extract audiovisual non-verbal cues for mental illness assessment. However, the majority of the recent works focus on depression, despite the evident difference between depression symptoms and suicidal behavior and non-verbal cues. This paper reviews recent works that study suicide ideation and suicide behavior detection through audiovisual feature analysis, mainly suicidal voice/speech acoustic features analysis and suicidal visual cues. Automatic suicide assessment is a promising research direction that is still in the early stages. Accordingly, there is a lack of large datasets that can be used to train machine learning and deep learning models proven to be effective in other, similar tasks.

cs.AI↗

When Six Degrees of Separation Meets Online Social Networks: How Low Can the Degree Be?

The proposal of Six Degrees of Separation makes people realize that the world is not as big as we imagined. Even if the world's population now exceeds 7 billion, two strangers can still get in touch through a limited intermediary. When online social networks have taken the world by storm, can people connect through shorter distances? This issue is worth thinking about. This paper describes Six Degrees of Separation and the limitations of this theory in practical applications. Combined with online social networks, the paper analyzes the development and change of the degrees of connection between people. Finally, the paper considers the actual coverage of online social networks and other issues, and rationalizes the possible degrees of the future Six Degrees of Separation.

cs.SI↗

Trust2Vec: Large-Scale IoT Trust Management System based on Signed Network Embeddings

A trust management system (TMS) is an integral component of any IoT network. A reliable trust management system must guarantee the network security, data integrity, and act as a referee that promotes legitimate devices, and punishes any malicious activities. Trust scores assigned by TMSs reflect devices' reputations, which can help predict the future behaviours of network entities and subsequently judge the reliability of different network entities in IoT networks. Many TMSs have been proposed in the literature, these systems are designed for small-scale trust attacks, and can deal with attacks where a malicious device tries to undermine TMS by spreading fake trust reports. However, these systems are prone to large-scale trust attacks. To address this problem, in this paper, we propose a TMS for large-scale IoT systems called Trust2Vec, which can manage trust relationships in large-scale IoT systems and can mitigate large-scale trust attacks that are performed by hundreds of malicious devices. Trust2Vec leverages a random-walk network exploration algorithm that navigates the trust relationship among devices and computes trust network embeddings, which enables it to analyze the latent network structure of trust relationships, even if there is no direct trust rating between two malicious devices. To detect large-scale attacks, suck as self-promoting and bad-mouthing, we propose a network embeddings community detection algorithm that detects and blocks communities of malicious nodes. The effectiveness of Trust2Vec is validated through large-scale IoT network simulation. The results show that Trust2Vec can achieve up to 94\% mitigation rate in various network scenarios.

cs.NI↗

Edge-enabled Metaverse: The Convergence of Metaverse and Mobile Edge Computing

The Metaverse is a virtual environment where users are represented by avatars to navigate a virtual world, which has strong links with the physical one. State-of-the-art Metaverse architectures rely on a cloud-based approach for avatar physics emulation and graphics rendering computation. Such centralized design is unfavorable as it suffers from several drawbacks caused by the long latency required for cloud access, such as low quality visualization. To solve this issue, in this paper, we propose a Fog-Edge hybrid computing architecture for Metaverse applications that leverage an edge-enabled distributed computing paradigm, which makes use of edge devices computing power to fulfil the required computational cost for heavy tasks such as collision detection in virtual universe and computation of 3D physics in virtual simulation. The computational cost related to an entity in the Metaverse such as collision detection or physics emulation are performed at the end-device of the associated physical entity. To prove the effectiveness of the proposed architecture, we simulate a distributed social metaverse application. Simulation results shows that the proposed architecture can reduce the latency by 50% when compared with the legacy cloud-based Metaverse applications.

cs.DC↗

Sensor Data Augmentation by Resampling for Contrastive Learning in Human Activity Recognition

While deep learning has contributed to the advancement of sensor-based Human Activity Recognition (HAR), it is usually a costly and challenging supervised task with the needs of a large amount of labeled data. To alleviate this issue, contrastive learning has been applied for sensor-based HAR. Data augmentation is an essential part of contrastive learning and has a significant impact on the performance of downstream tasks. However, current popular augmentation methods do not achieve competitive performance in contrastive learning for sensor-based HAR. Motivated by this issue, we propose a new sensor data augmentation method by resampling, which simulates more realistic activity data by varying the sampling frequency to maximize the coverage of the sampling space. In addition, we extend MoCo, a popular contrastive learning framework, to MoCoHAR for HAR. The resampling augmentation method will be evaluated on two contrastive learning frameworks, SimCLRHAR and MoCoHAR, using UCI-HAR, MotionSensor, and USC-HAD datasets. The experiment results show that the resampling augmentation method outperforms all state-of-the-art methods under a small amount of labeled data, on SimCLRHAR and MoCoHAR, with mean F1-score as the evaluation metric. The results also demonstrate that not all data augmentation methods have positive effects in the contrastive learning framework.

cs.HC↗

Negative Selection by Clustering for Contrastive Learning in Human Activity Recognition

Contrastive learning has been applied to Human Activity Recognition (HAR) based on sensor data owing to its ability to achieve performance comparable to supervised learning with a large amount of unlabeled data and a small amount of labeled data. The pre-training task for contrastive learning is generally instance discrimination, which specifies that each instance belongs to a single class, but this will consider the same class of samples as negative examples. Such a pre-training task is not conducive to human activity recognition tasks, which are mainly classification tasks. To address this problem, we follow SimCLR to propose a new contrastive learning framework that negative selection by clustering in HAR, which is called ClusterCLHAR. Compared with SimCLR, it redefines the negative pairs in the contrastive loss function by using unsupervised clustering methods to generate soft labels that mask other samples of the same cluster to avoid regarding them as negative samples. We evaluate ClusterCLHAR on three benchmark datasets, USC-HAD, MotionSense, and UCI-HAR, using mean F1-score as the evaluation metric. The experiment results show that it outperforms all the state-of-the-art methods applied to HAR in self-supervised learning and semi-supervised learning.

cs.CV↗

A Review on Serious Games for Phobia

Phobia is a widespread mental illness, and severe phobias can seriously impact patients daily lives. One-session Exposure Treatment (OST) has been used to treat phobias in the early days,but it has many disadvantages. As a new way to treat a phobia, virtual reality exposure therapy(VRET) based on serious games is introduced. There have been much researches in the field of serious games for phobia therapy (SGPT), so this paper presents a detailed review of SGPT from three perspectives. First, SGPT in different stages has different forms with the update and iteration of technology. Therefore, we reviewed the development history of SGPT from the perspective of equipment. Secondly, there is no unified classification framework for a large number of SGPT. So we classified and combed SGPT according to different types of phobias. Finally, most articles on SGPT have studied the therapeutic effects of serious games from a medical perspective, and few have studied serious games from a technical perspective. Therefore, we conducted in-depth research on SGPT from a technical perspective in order to provide technical guidance for the development of SGPT. Accordingly, the challenges facing the existing technology has been explored and listed.

cs.HC↗

A Review on Serious Games for Exercise Rehabilitation

Disability is an important factor affecting todays society. At the same time, more and more sub-healthy people are sick due to reduced body functions and cognitive functions. Exercise rehabilitation is a kind of physical therapy, which can recover the motor ability, cognitive ability, and mental state of them through exercise. But the traditional exercise rehabilitation has some drawbacks so that people who need exercise rehabilitation cannot stick to it. Therefore, many researchers improved the drawbacks of traditional exercise rehabilitation by serious games for exercise rehabilitation. Although there were abundant achievements in the games, its relevant technologies and representative games are not be summarized systematically. To fill this gap, we introduced the significance of the convergence of exercise rehabilitation and serious games. Then, our paper sorted out the development of the games based on interaction mode between games and players. Besides, we analyzed the characteristics of different user groups and the specific functions of the games corresponding to them, and gave our classification based on this. Based on the classification, we reviewed related studies of the games in the past decade years and gave some suggestions on game design and development. Finally, we proposed serval research directions worth studying about the games technology development, functional design and social popularization.

cs.HC↗

Review of Serious Games for Medical Operation

Medical operations (MOs) are essential in healthcare,and they are also a big concept that includes various operations during the perioperative period.Traditional operation exposes its limitations during the perioperative period,reflected in medical training,surgical preparation,and postoperative rehabilitation.Serious Games for Medical Operation (SGMO) offer new ways and complementary solutions to support MOs.As a review,this paper analyzes the development of SGMO and considers various aspects of the SGMO,such as interface,functions,and technologies.By combining MO and serious games characteristics,the paper classifies SGMO and analyzes their features and functions for different groups of users and at various stages of the perioperative period (before,during,and after an MO).Interactive technologies used in SGMO are presented from a visual,haptic,and auditory perspective.This paper reviews the development of SGMO,summarizes its functions and technologies.Besides,it presents representative products and suggests future research directions.

cs.HC↗

A Review on Serious Games for Disaster Relief

Human beings have been affected by disasters from the beginning of life, bringing them many sad memories. In the long struggle against disaster, people have devised a variety of methods to train relevant participants in disaster relief capabilities. However, many traditional training methods, such as disaster exercises may not provide effective training to meet the need of today. Serious games provide an innovative approach to train participants in disaster relief, and a large number of Serious Games for Disaster Relief (SGDRs) have been developed to train disaster planning and rescue capabilities. At the same time, there is no systematics phase description for disaster relief, which cannot effectively guide participants' work and training in disaster relief. Therefore, this paper proposes a comprehensive and professional disaster relief classification framework according to different relief work in each stage of the disaster. Based on this framework, we review the functions and technologies of serious games in each classification, which can offer reliable guidance for researchers to better understand and use SGDRs. In addition, we analyze the serious games in each category, point out the limitations, and provide some valuable advice for developers on game design.

cs.HC↗

A Review on Serious Games in E-learning

E-learning is a widely used learning method, but with the development of society, traditional E-learning method has exposed some shortcomings, such as the boring way of teaching, so that it is difficult to increase the enthusiasm of students and raise their attention in class. The application of serious games in E-learning can make up for these shortcomings and effectively improve the quality of teaching. When applying serious games to E-learning, there are two main considerations: educational goals and game design. A successful serious game should organically combine the two aspects and balance the educational and entertaining nature of serious games. This paper mainly discusses the role of serious games in E-learning, various elements of game design, the classification of the educational goals of serious games and the relationship between educational goals and game design. In addition, we try to classify serious games and match educational goals with game types to provide guidance and assistance in the design of serious games. This paper also summarizes some shortcomings that serious games may have in the application of E-learning.

cs.CY↗

A Survey on Personality-Aware Recommendation Systems

With the emergence of personality computing as a new research field related to artificial intelligence and personality psychology, we have witnessed an unprecedented proliferation of personality-aware recommendation systems. Unlike conventional recommendation systems, these new systems solve traditional problems such as the cold start and data sparsity problems. This survey aims to study and systematically classify personality-aware recommendation systems. To the best of our knowledge, this survey is the first that focuses on personality-aware recommendation systems. We explore the different design choices of personality-aware recommendation systems, by comparing their personality modeling methods, as well as their recommendation techniques. Furthermore, we present the commonly used datasets and point out some of the challenges of personality-aware recommendation systems.

cs.IR↗

A Survey on Metaverse: the State-of-the-art, Technologies, Applications, and Challenges

Metaverse is a new type of Internet application and social form that integrates a variety of new technologies. It has the characteristics of multi-technology, sociality, and hyper spatiotemporality. This paper introduces the development status of Metaverse, from the five perspectives of network infrastructure, management technology, basic common technology, virtual reality object connection, and virtual reality convergence, it introduces the technical framework of Metaverse. This paper also introduces the nature of Metaverse's social and hyper spatiotemporality, and discusses the first application areas of Metaverse and some of the problems and challenges it may face.

cs.CY↗

VeSoNet: Traffic-Aware Content Caching for Vehicular Social Networks based on Path Planning and Deep Reinforcement Learning

Vehicular social networking is an emerging application of the promising Internet of Vehicles (IoV) which aims to achieve the seamless integration of vehicular networks and social networks. However, the unique characteristics of vehicular networks such as high mobility and frequent communication interruptions make content delivery to end-users under strict delay constrains an extremely challenging task. In this paper, we propose a social-aware vehicular edge computing architecture that solves the content delivery problem by using some of the vehicles in the network as edge servers that can store and stream popular content to close-by end-users. The proposed architecture includes three components. First, we propose a social-aware graph pruning search algorithm that computes and assigns the vehicles to the shortest path with the most relevant vehicular content providers. Secondly, we use a traffic-aware content recommendation scheme to recommend relevant content according to their social context. This scheme uses graph embeddings in which the vehicles are represented by a set of low-dimension vectors (vehicle2vec) to store information about previously consumed content. Finally, we propose a Deep Reinforcement Learning (DRL) method to optimize the content provider vehicles distribution across the network. The results obtained from a realistic traffic simulation show the effectiveness and robustness of the proposed system when compared to the state-of-the-art baselines.

cs.NI↗