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Jialin Wang

Publications and source records attributed to Jialin Wang.

51 records · Page 3Linked to original sources

Electromagnetic Wave Property Inspired Radio Environment Knowledge Construction and AI-based Verification for 6G Digital Twin Channel

As the underlying foundation of a digital twin network (DTN), a digital twin channel (DTC) can accurately depict the process of radio propagation in the air interface to support the DTN-based 6G wireless network. Since radio propagation is affected by the environment, constructing the relationship between the environment and radio wave propagation is the key to improving the accuracy of DTC, and the construction method based on artificial intelligence (AI) is the most concentrated. However, in the existing methods, the environment information input into the neural network (NN) has many dimensions, and the correlation between the environment and the channel relationship is unclear, resulting in a highly complex relationship construction process. To solve this issue, in this paper, we propose a construction method of radio environment knowledge (REK) inspired by the electromagnetic wave property to quantify the contribution of radio propagation. Specifically, a range selection scheme for effective environment information based on random geometry is proposed to reduce the redundancy of environment information. We quantify the contribution of radio propagation reflection, diffraction and scatterer blockage using environment information and propose a flow chart of REK construction to replace the feature extraction process partially based on NN. To validate REK's effectiveness, we conduct a path loss prediction task based on a lightweight convolutional neural network (CNN) employing a simple two-layer convolutional structure. The results show that the accuracy of the range selection method reaches 90\%; the constructed REK maintains the prediction error of 0.3 and only needs 0.04 seconds of testing time, effectively reducing the network complexity.

eess.SP↗

Towards 6G Digital Twin Channel Using Radio Environment Knowledge Pool

The digital twin channel (DTC) is crucial for 6G wireless autonomous networks as it replicates the wireless channel fading states in 6G air interface transmissions. It is well known that the physical environment influences channels. A key task for accurately twinning channels in complex 6G scenarios is establishing precise relationships between the environment and the channels. In this article, the radio environment knowledge pool (REKP) is proposed, with its core function being to construct and store as much knowledge between the environment and channels as possible. Firstly, the research progress related to DTC is summarized, and a comparative analysis of these achievements on key indicators in digital twin is conducted, proposing the challenges faced in knowledge construction. Secondly, instructions on how to construct and update REKP are given. Then, a typical case is presented to demonstrate the great potential of REKP in enabling DTC. Finally, how to utilize REKP to address open issues in the 6G wireless communication system is discussed, including enhancing performance, reducing costs, and keeping a trustworthy DTC.

eess.SP↗

Timed-Elastic-Band Based Variable Splitting for Autonomous Trajectory Planning

Existing trajectory planning methods are struggling to handle the issue of autonomous track swinging during navigation, resulting in significant errors when reaching the destination. In this article, we address autonomous trajectory planning problems, which aims at developing innovative solutions to enhance the adaptability and robustness of unmanned systems in navigating complex and dynamic environments. We first introduce the variable splitting (VS) method as a constrained optimization method to reimagine the renowned Timed-Elastic-Band (TEB) algorithm, resulting in a novel collision avoidance approach named Timed-Elastic-Band based variable splitting (TEB-VS). The proposed TEB-VS demonstrates superior navigation stability, while maintaining nearly identical resource consumption to TEB. We then analyze the convergence of the proposed TEB-VS method. To evaluate the effectiveness and efficiency of TEB-VS, extensive experiments have been conducted using TurtleBot2 in both simulated environments and real-world datasets.

eess.SY↗

Collaborative Remote Control of Unmanned Ground Vehicles in Virtual Reality

Virtual reality (VR) technology is commonly used in entertainment applications; however, it has also been deployed in practical applications in more serious aspects of our lives, such as safety. To support people working in dangerous industries, VR can ensure operators manipulate standardized tasks and work collaboratively to deal with potential risks. Surprisingly, little research has focused on how people can collaboratively work in VR environments. Few studies have paid attention to the cognitive load of operators in their collaborative tasks. Once task demands become complex, many researchers focus on optimizing the design of the interaction interfaces to reduce the cognitive load on the operator. That approach could be of merit; however, it can actually subject operators to a more significant cognitive load and potentially more errors and a failure of collaboration. In this paper, we propose a new collaborative VR system to support two teleoperators working in the VR environment to remote control an uncrewed ground vehicle. We use a compared experiment to evaluate the collaborative VR systems, focusing on the time spent on tasks and the total number of operations. Our results show that the total number of processes and the cognitive load during operations were significantly lower in the two-person group than in the single-person group. Our study sheds light on designing VR systems to support collaborative work with respect to the flow of work of teleoperators instead of simply optimizing the design outcomes.

cs.HC↗

SSGCNet: A Sparse Spectra Graph Convolutional Network for Epileptic EEG Signal Classification

In this article, we propose a sparse spectra graph convolutional network (SSGCNet) for solving Epileptic EEG signal classification problems. The aim is to achieve a lightweight deep learning model without losing model classification accuracy. We propose a weighted neighborhood field graph (WNFG) to represent EEG signals, which reduces the redundant edges between graph nodes. WNFG has lower time complexity and memory usage than the conventional solutions. Using the graph representation, the sequential graph convolutional network is based on a combination of sparse weight pruning technique and the alternating direction method of multipliers (ADMM). Our approach can reduce computation complexity without effect on classification accuracy. We also present convergence results for the proposed approach. The performance of the approach is illustrated in public and clinical-real datasets. Compared with the existing literature, our WNFG of EEG signals achieves up to 10 times of redundant edge reduction, and our approach achieves up to 97 times of model pruning without loss of classification accuracy.

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Effect of Render Resolution on Gameplay Experience, Performance, and Simulator Sickness in Virtual Reality Games

Higher resolution is one of the main directions and drivers in the development of virtual reality (VR) head-mounted displays (HMDs). However, given its associated higher cost, it is important to determine the benefits of having higher resolution on user experience. For non-VR games, higher resolution is often thought to lead to a better experience, but it is unexplored in VR games. This research aims to investigate the resolution tradeoff in gameplay experience, performance, and simulator sickness (SS) for VR games, particularly first-person shooter (FPS) games. To this end, we designed an experiment to collect gameplay experience, SS, and player performance data with a popular VR FPS game, Half-Life: Alyx. Our results indicate that 2K resolution is an important threshold for an enhanced gameplay experience without affecting performance and increasing SS levels. Moreover, the resolution from 1K to 4K has no significant difference in player performance. Our results can inform game developers and players in determining the type of HMD they want to use to balance the tradeoff between costs and benefits and achieve a more optimal experience.

cs.HC↗

In-Device Feedback in Immersive Head-Mounted Displays for Distance Perception During Teleoperation of Unmanned Ground Vehicles

In recent years, Virtual Reality (VR) Head-Mounted Displays (HMD) have been used to provide an immersive, first-person view in real-time for the remote-control of Unmanned Ground Vehicles (UGV). One critical issue is that it is challenging to perceive the distance of obstacles surrounding the vehicle from 2D views in the HMD, which deteriorates the control of UGV. Conventional distance indicators used in HMD take up screen space which leads clutter on the display and can further reduce situation awareness of the physical environment. To address the issue, in this paper we propose off-screen in-device feedback using vibro-tactile and/or light-visual cues to provide real-time distance information for the remote control of UGV. Results from a study show a significantly better performance with either feedback type, reduced workload and improved usability in a driving task that requires continuous perception of the distance between the UGV and its environmental objects or obstacles. Our findings show a solid case for in-device vibro-tactile and/or light-visual feedback to support remote operation of UGVs that highly relies on distance perception of objects.

cs.HC↗

Monoscopic vs. Stereoscopic Views and Display Types in the Teleoperation of Unmanned Ground Vehicles for Object Avoidance

Virtual reality (VR) head-mounted displays (HMD) have recently been used to provide an immersive, first-person vision/view in real-time for manipulating remotely-controlled unmanned ground vehicles (UGV). The teleoperation of UGV can be challenging for operators when it is done in real time. One big challenge is for operators to perceive quickly and rapidly the distance of objects that are around the UGV while it is moving. In this research, we explore the use of monoscopic and stereoscopic views and display types (immersive and non-immersive VR) for operating vehicles remotely. We conducted two user studies to explore their feasibility and advantages. Results show a significantly better performance when using an immersive display with stereoscopic view for dynamic, real-time navigation tasks that require avoiding both moving and static obstacles. The use of stereoscopic view in an immersive display in particular improved user performance and led to better usability.

cs.HC↗

Real-Time Detection of Simulator Sickness in Virtual Reality Games Based on Players' Psychophysiological Data during Gameplay

Virtual Reality (VR) technology has been proliferating in the last decade, especially in the last few years. However, Simulator Sickness (SS) still represents a significant problem for its wider adoption. Currently, the most common way to detect SS is using the Simulator Sickness Questionnaire (SSQ). SSQ is a subjective measurement and is inadequate for real-time applications such as VR games. This research aims to investigate how to use machine learning techniques to detect SS based on in-game characters' and users' physiological data during gameplay in VR games. To achieve this, we designed an experiment to collect such data with three types of games. We trained a Long Short-Term Memory neural network with the dataset eye-tracking and character movement data to detect SS in real-time. Our results indicate that, in VR games, our model is an accurate and efficient way to detect SS in real-time.

cs.HC↗

An In-Depth Exploration of the Effect of 2D/3D Views and Controller Types on First Person Shooter Games in Virtual Reality

The amount of interest in Virtual Reality (VR) research has significantly increased over the past few years, both in academia and industry. The release of commercial VR Head-Mounted Displays (HMDs) has been a major contributing factor. However, there is still much to be learned, especially how views and input techniques, as well as their interaction, affect the VR experience. There is little work done on First-Person Shooter (FPS) games in VR, and those few studies have focused on a single aspect of VR FPS. They either focused on the view, e.g., comparing VR to a typical 2D display or on the controller types. To the best of our knowledge, there are no studies investigating variations of 2D/3D views in HMDs, controller types, and their interactions. As such, it is challenging to distinguish findings related to the controller type from those related to the view. If a study does not control for the input method and finds that 2D displays lead to higher performance than VR, we cannot generalize the results because of the confounding variables. To understand their interaction, we propose to analyze in more depth, whether it is the view (2D vs. 3D) or the way it is controlled that gives the platforms their respective advantages. To study the effects of the 2D/3D views, we created a 2D visual technique, PlaneFrame, that was applied inside the VR headset. Our results show that the controller type can have a significant positive impact on performance, immersion, and simulator sickness when associated with a 2D view. They further our understanding of the interactions that controllers and views have and demonstrate that comparisons are highly dependent on how both factors go together. Further, through a series of three experiments, we developed a technique that can lead to a substantial performance, a good level of immersion, and can minimize the level of simulator sickness.

cs.HC↗

Bidirectional RNN-based Few-shot Training for Detecting Multi-stage Attack

"Feint Attack", as a new type of APT attack, has become the focus of attention. It adopts a multi-stage attacks mode which can be concluded as a combination of virtual attacks and real attacks. Under the cover of virtual attacks, real attacks can achieve the real purpose of the attacker, as a result, it often caused huge losses inadvertently. However, to our knowledge, all previous works use common methods such as Causal-Correlation or Cased-based to detect outdated multi-stage attacks. Few attentions have been paid to detect the "Feint Attack", because the difficulty of detection lies in the diversification of the concept of "Feint Attack" and the lack of professional datasets, many detection methods ignore the semantic relationship in the attack. Aiming at the existing challenge, this paper explores a new method to solve the problem. In the attack scenario, the fuzzy clustering method based on attribute similarity is used to mine multi-stage attack chains. Then we use a few-shot deep learning algorithm (SMOTE&CNN-SVM) and bidirectional Recurrent Neural Network model (Bi-RNN) to obtain the "Feint Attack" chains. "Feint Attack" is simulated by the real attack inserted in the normal causal attack chain, and the addition of the real attack destroys the causal relationship of the original attack chain. So we used Bi-RNN coding to obtain the hidden feature of "Feint Attack" chain. In the end, our method achieved the goal to detect the "Feint Attack" accurately by using the LLDoS1.0 and LLDoS2.0 of DARPA2000 and CICIDS2017 of Canadian Institute for Cybersecurity.

cs.CR↗

Visual-Texual Emotion Analysis with Deep Coupled Video and Danmu Neural Networks

User emotion analysis toward videos is to automatically recognize the general emotional status of viewers from the multimedia content embedded in the online video stream. Existing works fall in two categories: 1) visual-based methods, which focus on visual content and extract a specific set of features of videos. However, it is generally hard to learn a mapping function from low-level video pixels to high-level emotion space due to great intra-class variance. 2) textual-based methods, which focus on the investigation of user-generated comments associated with videos. The learned word representations by traditional linguistic approaches typically lack emotion information and the global comments usually reflect viewers' high-level understandings rather than instantaneous emotions. To address these limitations, in this paper, we propose to jointly utilize video content and user-generated texts simultaneously for emotion analysis. In particular, we introduce exploiting a new type of user-generated texts, i.e., "danmu", which are real-time comments floating on the video and contain rich information to convey viewers' emotional opinions. To enhance the emotion discriminativeness of words in textual feature extraction, we propose Emotional Word Embedding (EWE) to learn text representations by jointly considering their semantics and emotions. Afterwards, we propose a novel visual-textual emotion analysis model with Deep Coupled Video and Danmu Neural networks (DCVDN), in which visual and textual features are synchronously extracted and fused to form a comprehensive representation by deep-canonically-correlated-autoencoder-based multi-view learning. Through extensive experiments on a self-crawled real-world video-danmu dataset, we prove that DCVDN significantly outperforms the state-of-the-art baselines.

cs.CV↗

RippleNet: Propagating User Preferences on the Knowledge Graph for Recommender Systems

To address the sparsity and cold start problem of collaborative filtering, researchers usually make use of side information, such as social networks or item attributes, to improve recommendation performance. This paper considers the knowledge graph as the source of side information. To address the limitations of existing embedding-based and path-based methods for knowledge-graph-aware recommendation, we propose Ripple Network, an end-to-end framework that naturally incorporates the knowledge graph into recommender systems. Similar to actual ripples propagating on the surface of water, Ripple Network stimulates the propagation of user preferences over the set of knowledge entities by automatically and iteratively extending a user's potential interests along links in the knowledge graph. The multiple "ripples" activated by a user's historically clicked items are thus superposed to form the preference distribution of the user with respect to a candidate item, which could be used for predicting the final clicking probability. Through extensive experiments on real-world datasets, we demonstrate that Ripple Network achieves substantial gains in a variety of scenarios, including movie, book and news recommendation, over several state-of-the-art baselines.

cs.IR↗

GraphGAN: Graph Representation Learning with Generative Adversarial Nets

The goal of graph representation learning is to embed each vertex in a graph into a low-dimensional vector space. Existing graph representation learning methods can be classified into two categories: generative models that learn the underlying connectivity distribution in the graph, and discriminative models that predict the probability of edge existence between a pair of vertices. In this paper, we propose GraphGAN, an innovative graph representation learning framework unifying above two classes of methods, in which the generative model and discriminative model play a game-theoretical minimax game. Specifically, for a given vertex, the generative model tries to fit its underlying true connectivity distribution over all other vertices and produces "fake" samples to fool the discriminative model, while the discriminative model tries to detect whether the sampled vertex is from ground truth or generated by the generative model. With the competition between these two models, both of them can alternately and iteratively boost their performance. Moreover, when considering the implementation of generative model, we propose a novel graph softmax to overcome the limitations of traditional softmax function, which can be proven satisfying desirable properties of normalization, graph structure awareness, and computational efficiency. Through extensive experiments on real-world datasets, we demonstrate that GraphGAN achieves substantial gains in a variety of applications, including link prediction, node classification, and recommendation, over state-of-the-art baselines.

cs.LG↗