TY - GEN
T1 - Sensing keyboard input for computer activity recognition with a smartphone
AU - Du, He
AU - Han, Qi
AU - Yu, Zhiwen
AU - Guo, Bin
AU - Xiao, Dong
AU - Wang, Zhu
N1 - Publisher Copyright:
© 2017 Association for Computing Machinery.
PY - 2017/9/11
Y1 - 2017/9/11
N2 - Computer activities such as writing documents and playing games are becoming more and more popular in our daily life. These activities (especially if identified in a nonintrusive manner) can be used to facilitate context-aware services. In this paper, we propose to recognize computer activities through keyboard input sensing with a smartphone. Specifically, we first utilize the microphone embedded in a smartphone to sense the acoustic signal of keystrokes on a computer keyboard. We then identify keystrokes using fingerprint identification techniques. The determined keystrokes are then corrected by using the proposed adjacent similarity matrix algorithm. Finally, by fusing both semantic and acoustic features, a classification model is constructed to recognize four typical computer activities: chatting, coding, writing documents, and playing games. We evaluated the proposed approach from multiple aspects in realistic environments. Experimental results validated the effectiveness of our approach.
AB - Computer activities such as writing documents and playing games are becoming more and more popular in our daily life. These activities (especially if identified in a nonintrusive manner) can be used to facilitate context-aware services. In this paper, we propose to recognize computer activities through keyboard input sensing with a smartphone. Specifically, we first utilize the microphone embedded in a smartphone to sense the acoustic signal of keystrokes on a computer keyboard. We then identify keystrokes using fingerprint identification techniques. The determined keystrokes are then corrected by using the proposed adjacent similarity matrix algorithm. Finally, by fusing both semantic and acoustic features, a classification model is constructed to recognize four typical computer activities: chatting, coding, writing documents, and playing games. We evaluated the proposed approach from multiple aspects in realistic environments. Experimental results validated the effectiveness of our approach.
KW - Activity recognition
KW - Keystroke sensing
KW - Smartphone sensing
UR - http://www.scopus.com/inward/record.url?scp=85030869907&partnerID=8YFLogxK
U2 - 10.1145/3123024.3123150
DO - 10.1145/3123024.3123150
M3 - 会议稿件
AN - SCOPUS:85030869907
T3 - UbiComp/ISWC 2017 - Adjunct Proceedings of the 2017 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2017 ACM International Symposium on Wearable Computers
SP - 25
EP - 28
BT - UbiComp/ISWC 2017 - Adjunct Proceedings of the 2017 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2017 ACM International Symposium on Wearable Computers
PB - Association for Computing Machinery, Inc
T2 - 2017 ACM International Joint Conference on Pervasive and Ubiquitous Computing and ACM International Symposium on Wearable Computers, UbiComp/ISWC 2017
Y2 - 11 September 2017 through 15 September 2017
ER -