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"content": "The rapid growth of DNA-sequencing technologies motivates more personalized and predictive genetic-oriented services, which further attract individuals to increasingly release their genome information to learn about personalized medicines, disease predispositions, genetic compatibilities, etc. Individual genome information is notoriously privacy-sensitive and highly associated with relatives. In this paper, we present an inference attack algorithm to predict target genotypes and phenotypes based on belief propagation in factor graphs. With this algorithm, an attacker can effectively predict the target genotypes and phenotypes of target individuals based on genome information shared by individuals or their relatives, and genotype and phenotype association from genome-wide association study (GWAS). To address the privacy threats resulted from such inference attacks, we elaborate the metrics to evaluate data utility and privacy and then present a data sanitization method. We evaluate our inference attack algorithm and data sanitization method on real GWAS dataset: Age-related macular degeneration (AMD) case/control dataset. The evaluation results show that our work can effectively defense against genome threats while guaranteeing data utility.",
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"content": "Releasing social network data could seriously breach user privacy. User profile and friendship relations are inherently private. Unfortunately, sensitive information may be predicted out of released data through data mining techniques. Therefore, sanitizing network data prior to release is necessary. In this paper, we explore how to launch an inference attack exploiting social networks with a mixture of non-sensitive attributes and social relationships. We map this issue to a collective classification problem and propose a collective inference model. In our model, an attacker utilizes user profile and social relationships in a collective manner to predict sensitive information of related victims in a released social network dataset. To protect against such attacks, we propose a data sanitization method collectively manipulating user profile and friendship relations. Besides sanitizing friendship relations, the proposed method can take advantages of various data-manipulating methods. We show that we can easily reduce adversary’s prediction accuracy on sensitive information, while resulting in less accuracy decrease on non-sensitive information towards three social network datasets. This is the first work to employ collective methods involving various data-manipulating methods and social relationships to protect against inference attacks in social networks.",
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"abstract": "Hand interaction techniques in virtual reality often exploit visual dominance over proprioception to remap physical hand movements onto different virtual movements. However, when the offset between virtual and physical hands increases, the remapped virtual hand movements are hardly self-attributed, and the users become aware of the remapping. Interestingly, the sense of self-attribution of a body is called the sense of body ownership (SoBO) in the field of psychology, and the realistic the avatar, the stronger is the SoBO. Hence, we hypothesized that realistic avatars (i.e., human hands) can foster self-attribution of the remapped movements better than abstract avatars (i.e., spherical pointers), thus making the remapping less noticeable. In this article, we present an experiment in which participants repeatedly executed reaching movements with their right hand while different amounts of horizontal shifts were applied. We measured the remapping detection thresholds for each combination of shift directions (left or right) and avatar appearances (realistic or abstract). The results show that realistic avatars increased the detection threshold (i.e., lowered sensitivity) by 31.3 percent than the abstract avatars when the leftward shift was applied (i.e., when the hand moved in the direction away from the body-midline). In addition, the proprioceptive drift (i.e., the displacement of self-localization toward an avatar) was larger with realistic avatars for leftward shifts, indicating that visual information was given greater preference during visuo-proprioceptive integration in realistic avatars. Our findings quantifiably show that realistic avatars can make remapping less noticeable for larger mismatches between virtual and physical movements and can potentially improve a wide variety of hand-remapping techniques without changing the mapping itself.",
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"content": "High volume acquisition rates are imperative for certain medical ultrasound imaging applications, such as 3D elastography and 3D vector flow imaging. As ultrasound imaging transitions from 2D to 3D, the massive data bandwidth and billions of trigonometric operations required to reconstruct each volume leaves conventional computer architectures falling short. Despite recent algorithmic improvements, high-volume-rate ultrasound imaging remains computationally infeasible on known platforms. In this article, we expand our previous work on Tetris, a novel hardware accelerator for separable ultrasound beamforming that enables volume acquisition rates up to the physics limits of acoustic propagation delay. Through algorithmic and hardware optimizations, we enable an image reconstruction system design outclassing previously proposed accelerators in performance while lowering hardware complexity, storage, and power requirements. Tetris operates in a streaming fashion-without requiring on-chip storage of the entire receive signal-reconstructing volumes in real-time. For a representative imaging task, our proposed system generates physics-limited 13,000 volumes per second in a 2 watt power budget. The Tetris beamformer has an unprecedented power efficiency of 2.03 tera-beamforming operations per watt-an increase in efficiency of nearly 3× compared to the prior work.",
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"content": "The ecological validity of emotion-inducing scenarios is essential for emotion research. In contrast to the classical passive induction paradigm, immersive VR fully engages the psychological and physiological components of the subject, which is considered an ecologically valid paradigm for studying emotion. Several studies investigate the emotional responses to different VR tasks or games using subjective scales. However, little research regards VR as an eliciting material, especially when systematically analyzing emotional processes in VR from a neurophysiological perspective. To fill this gap and scientifically evaluate VR's ability to be used as an active method for emotion elicitation, we investigate the dynamic relationship between explicit information (subjective evaluations) and implicit information (objective neurophysiological data). A total of 28 participants are enlisted to watch eight VR videos while their SAM/IPQ scores and EEG data are recorded simultaneously. In ecologically valid scenarios, the subjective results demonstrate that VR has significant advantages for evoking emotion in arousal-valence. This conclusion is backed by our examination of objective neurophysiological evidence that VR videos effectively induce high-arousal emotions. In addition, we obtain features of critical channels and frequency oscillations associated with emotional valence, thereby validating previous research in more lifelike circumstances. In particular, we discover hemispheric asymmetry in the occipital region under high and low emotional arousal, which adds to our understanding of neural features and the dynamics of emotional arousal. As a result, we successfully integrate EEG and VR to demonstrate that VR is more pragmatic for evoking natural feelings and is beneficial for emotional research. Our research has set a precedent for new methodologies of using VR induction paradigms to acquire a more reliable explanation of affective computing.",
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"normalizedAbstract": "The ecological validity of emotion-inducing scenarios is essential for emotion research. In contrast to the classical passive induction paradigm, immersive VR fully engages the psychological and physiological components of the subject, which is considered an ecologically valid paradigm for studying emotion. Several studies investigate the emotional responses to different VR tasks or games using subjective scales. However, little research regards VR as an eliciting material, especially when systematically analyzing emotional processes in VR from a neurophysiological perspective. To fill this gap and scientifically evaluate VR's ability to be used as an active method for emotion elicitation, we investigate the dynamic relationship between explicit information (subjective evaluations) and implicit information (objective neurophysiological data). A total of 28 participants are enlisted to watch eight VR videos while their SAM/IPQ scores and EEG data are recorded simultaneously. In ecologically valid scenarios, the subjective results demonstrate that VR has significant advantages for evoking emotion in arousal-valence. This conclusion is backed by our examination of objective neurophysiological evidence that VR videos effectively induce high-arousal emotions. In addition, we obtain features of critical channels and frequency oscillations associated with emotional valence, thereby validating previous research in more lifelike circumstances. In particular, we discover hemispheric asymmetry in the occipital region under high and low emotional arousal, which adds to our understanding of neural features and the dynamics of emotional arousal. As a result, we successfully integrate EEG and VR to demonstrate that VR is more pragmatic for evoking natural feelings and is beneficial for emotional research. Our research has set a precedent for new methodologies of using VR induction paradigms to acquire a more reliable explanation of affective computing.",
"title": "Neurophysiological and Subjective Analysis of VR Emotion Induction Paradigm",
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"Emotion Elicitation",
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"Emotional Valence",
"High Arousal Emotions",
"Immersive VR",
"Neurophysiological Analysis",
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"Occipital Region",
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"Psychology",
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"Games",
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"Task Analysis",
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"Virtual Reality",
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{
"givenName": "Ming",
"surname": "Li",
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"affiliation": "State Key Laboratory of Virtual Reality Technology and Systems, Beihang University, Beijing, China",
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"fullName": "Junjun Pan",
"affiliation": "State Key Laboratory of Virtual Reality Technology and Systems, Beihang University, Beijing, China",
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"surname": "Dai",
"fullName": "Ju Dai",
"affiliation": "Peng Cheng Laboratory, Shenzhen, China",
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"fullName": "Aimin Hao",
"affiliation": "State Key Laboratory of Virtual Reality Technology and Systems, Beihang University, Beijing, China",
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"affiliation": "Department of Computer Science, Stony Brook University, Stony Brook, NY, USA",
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"abstract": "Common existing head-mounted displays (HMDs) for virtual reality (VR) provide users with a high presence and embodiment. However, the field of view (FoV) of a typical HMD for VR is about 90 to 110 [deg] in the diagonal direction and about 70 to 90 [deg] in the vertical direction, which is narrower than that of humans. Specifically, the downward FoV of conventional HMDs is too narrow to present the user avatar's body and feet. To address this problem, we have developed a novel HMD with a pair of additional display units to increase the downward FoV by approximately 60 (<inline-formula><tex-math notation=\"LaTeX\">Z_$10+50$_Z</tex-math></inline-formula>) [deg]. We comprehensively investigated the effects of the increased downward FoV on the sense of immersion that includes presence, sense of self-location (SoSL), sense of agency (SoA), and sense of body ownership (SoBO) during VR experience and on patterns of head movements and cybersickness as its secondary effects. As a result, it was clarified that the HMD with an increased FoV improved presence and SoSL. Also, it was confirmed that the user could see the object below with a head movement pattern close to the real behavior, and did not suffer from cybersickness. Moreover, the effect of the increased downward FoV on SoBO and SoA was limited since it was easier to perceive the misalignment between the real and virtual bodies.",
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"content": "Common existing head-mounted displays (HMDs) for virtual reality (VR) provide users with a high presence and embodiment. However, the field of view (FoV) of a typical HMD for VR is about 90 to 110 [deg] in the diagonal direction and about 70 to 90 [deg] in the vertical direction, which is narrower than that of humans. Specifically, the downward FoV of conventional HMDs is too narrow to present the user avatar's body and feet. To address this problem, we have developed a novel HMD with a pair of additional display units to increase the downward FoV by approximately 60 (<inline-formula><tex-math notation=\"LaTeX\">$10+50$</tex-math><alternatives><graphic position=\"float\" orientation=\"portrait\" xlink:href=\"27tvcg11-nakano-3106513-eqinline-1-small.tif\"/></alternatives></inline-formula>) [deg]. We comprehensively investigated the effects of the increased downward FoV on the sense of immersion that includes presence, sense of self-location (SoSL), sense of agency (SoA), and sense of body ownership (SoBO) during VR experience and on patterns of head movements and cybersickness as its secondary effects. As a result, it was clarified that the HMD with an increased FoV improved presence and SoSL. Also, it was confirmed that the user could see the object below with a head movement pattern close to the real behavior, and did not suffer from cybersickness. Moreover, the effect of the increased downward FoV on SoBO and SoA was limited since it was easier to perceive the misalignment between the real and virtual bodies.",
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"abstract": "In training assembly workers in a factory, there are often barriers such as cost and lost productivity due to shutdown. The use of virtual reality (VR) training has the potential to reduce these costs. This research compares virtual bimanual haptic training versus traditional physical training and the effectiveness for learning transfer. In a mixed experimental design, participants were assigned to either virtual or physical training and trained by assembling a wooden burr puzzle as many times as possible during a twenty minute time period. After training, participants were tested using the physical puzzle and were retested again after two weeks. All participants were trained using brightly colored puzzle pieces. To examine the effect of color, testing involved the assembly of colored physical parts and natural wood colored physical pieces. Spatial ability as measured using a mental rotation test, was shown to correlate with the number of assemblies they were able to complete in the training. While physical training outperformed virtual training, after two weeks the virtually trained participants actually improved their test assembly times. The results suggest that the color of the puzzle pieces helped the virtually trained participants in remembering the assembly process.",
"abstracts": [
{
"abstractType": "Regular",
"content": "In training assembly workers in a factory, there are often barriers such as cost and lost productivity due to shutdown. The use of virtual reality (VR) training has the potential to reduce these costs. This research compares virtual bimanual haptic training versus traditional physical training and the effectiveness for learning transfer. In a mixed experimental design, participants were assigned to either virtual or physical training and trained by assembling a wooden burr puzzle as many times as possible during a twenty minute time period. After training, participants were tested using the physical puzzle and were retested again after two weeks. All participants were trained using brightly colored puzzle pieces. To examine the effect of color, testing involved the assembly of colored physical parts and natural wood colored physical pieces. Spatial ability as measured using a mental rotation test, was shown to correlate with the number of assemblies they were able to complete in the training. While physical training outperformed virtual training, after two weeks the virtually trained participants actually improved their test assembly times. The results suggest that the color of the puzzle pieces helped the virtually trained participants in remembering the assembly process.",
"__typename": "ArticleAbstractType"
}
],
"normalizedAbstract": "In training assembly workers in a factory, there are often barriers such as cost and lost productivity due to shutdown. The use of virtual reality (VR) training has the potential to reduce these costs. This research compares virtual bimanual haptic training versus traditional physical training and the effectiveness for learning transfer. In a mixed experimental design, participants were assigned to either virtual or physical training and trained by assembling a wooden burr puzzle as many times as possible during a twenty minute time period. After training, participants were tested using the physical puzzle and were retested again after two weeks. All participants were trained using brightly colored puzzle pieces. To examine the effect of color, testing involved the assembly of colored physical parts and natural wood colored physical pieces. Spatial ability as measured using a mental rotation test, was shown to correlate with the number of assemblies they were able to complete in the training. While physical training outperformed virtual training, after two weeks the virtually trained participants actually improved their test assembly times. The results suggest that the color of the puzzle pieces helped the virtually trained participants in remembering the assembly process.",
"title": "Virtual Training: Learning Transfer of Assembly Tasks",
"normalizedTitle": "Virtual Training: Learning Transfer of Assembly Tasks",
"fno": "07014246",
"hasPdf": true,
"idPrefix": "tg",
"keywords": [
"Training",
"Assembly",
"Virtual Environments",
"Color",
"Haptic Interfaces",
"Testing",
"Educational Institutions",
"Assembly",
"Learning Transfer",
"Haptics",
"Training",
"Learning Transfer",
"Haptics",
"Virtual Reality",
"Assembly"
],
"authors": [
{
"givenName": "Patrick",
"surname": "Carlson",
"fullName": "Patrick Carlson",
"affiliation": "Department of Human-Computer Interaction (HCI), Iowa State University, Ames, IA",
"__typename": "ArticleAuthorType"
},
{
"givenName": "Anicia",
"surname": "Peters",
"fullName": "Anicia Peters",
"affiliation": "Department of Human-Computer Interaction (HCI), Iowa State University, Ames, IA",
"__typename": "ArticleAuthorType"
},
{
"givenName": "Stephen B.",
"surname": "Gilbert",
"fullName": "Stephen B. Gilbert",
"affiliation": "Department of Industrial and Manufacturing Systems Engineering, Iowa State University, Ames, IA",
"__typename": "ArticleAuthorType"
},
{
"givenName": "Judy M.",
"surname": "Vance",
"fullName": "Judy M. Vance",
"affiliation": "Department of Mechanical Engineering, Iowa State University, Ames, IA",
"__typename": "ArticleAuthorType"
},
{
"givenName": "Andy",
"surname": "Luse",
"fullName": "Andy Luse",
"affiliation": "Department of Management Science and Information Systems, Oklahoma State University, Stillwater, OK",
"__typename": "ArticleAuthorType"
}
],
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"issueNum": "06",
"pubDate": "2015-06-01 00:00:00",
"pubType": "trans",
"pages": "770-782",
"year": "2015",
"issn": "1077-2626",
"isbn": null,
"notes": null,
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"__typename": "ArticleType"
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