24,598 research outputs found

    Differentiable world programs

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    L'intelligence artificielle (IA) moderne a ouvert de nouvelles perspectives prometteuses pour la création de robots intelligents. En particulier, les architectures d'apprentissage basées sur le gradient (réseaux neuronaux profonds) ont considérablement amélioré la compréhension des scènes 3D en termes de perception, de raisonnement et d'action. Cependant, ces progrès ont affaibli l'attrait de nombreuses techniques ``classiques'' développées au cours des dernières décennies. Nous postulons qu'un mélange de méthodes ``classiques'' et ``apprises'' est la voie la plus prometteuse pour développer des modèles du monde flexibles, interprétables et exploitables : une nécessité pour les agents intelligents incorporés. La question centrale de cette thèse est : ``Quelle est la manière idéale de combiner les techniques classiques avec des architectures d'apprentissage basées sur le gradient pour une compréhension riche du monde 3D ?''. Cette vision ouvre la voie à une multitude d'applications qui ont un impact fondamental sur la façon dont les agents physiques perçoivent et interagissent avec leur environnement. Cette thèse, appelée ``programmes différentiables pour modèler l'environnement'', unifie les efforts de plusieurs domaines étroitement liés mais actuellement disjoints, notamment la robotique, la vision par ordinateur, l'infographie et l'IA. Ma première contribution---gradSLAM--- est un système de localisation et de cartographie simultanées (SLAM) dense et entièrement différentiable. En permettant le calcul du gradient à travers des composants autrement non différentiables tels que l'optimisation non linéaire par moindres carrés, le raycasting, l'odométrie visuelle et la cartographie dense, gradSLAM ouvre de nouvelles voies pour intégrer la reconstruction 3D classique et l'apprentissage profond. Ma deuxième contribution - taskography - propose une sparsification conditionnée par la tâche de grandes scènes 3D encodées sous forme de graphes de scènes 3D. Cela permet aux planificateurs classiques d'égaler (et de surpasser) les planificateurs de pointe basés sur l'apprentissage en concentrant le calcul sur les attributs de la scène pertinents pour la tâche. Ma troisième et dernière contribution---gradSim--- est un simulateur entièrement différentiable qui combine des moteurs physiques et graphiques différentiables pour permettre l'estimation des paramètres physiques et le contrôle visuomoteur, uniquement à partir de vidéos ou d'une image fixe.Modern artificial intelligence (AI) has created exciting new opportunities for building intelligent robots. In particular, gradient-based learning architectures (deep neural networks) have tremendously improved 3D scene understanding in terms of perception, reasoning, and action. However, these advancements have undermined many ``classical'' techniques developed over the last few decades. We postulate that a blend of ``classical'' and ``learned'' methods is the most promising path to developing flexible, interpretable, and actionable models of the world: a necessity for intelligent embodied agents. ``What is the ideal way to combine classical techniques with gradient-based learning architectures for a rich understanding of the 3D world?'' is the central question in this dissertation. This understanding enables a multitude of applications that fundamentally impact how embodied agents perceive and interact with their environment. This dissertation, dubbed ``differentiable world programs'', unifies efforts from multiple closely-related but currently-disjoint fields including robotics, computer vision, computer graphics, and AI. Our first contribution---gradSLAM---is a fully differentiable dense simultaneous localization and mapping (SLAM) system. By enabling gradient computation through otherwise non-differentiable components such as nonlinear least squares optimization, ray casting, visual odometry, and dense mapping, gradSLAM opens up new avenues for integrating classical 3D reconstruction and deep learning. Our second contribution---taskography---proposes a task-conditioned sparsification of large 3D scenes encoded as 3D scene graphs. This enables classical planners to match (and surpass) state-of-the-art learning-based planners by focusing computation on task-relevant scene attributes. Our third and final contribution---gradSim---is a fully differentiable simulator that composes differentiable physics and graphics engines to enable physical parameter estimation and visuomotor control, solely from videos or a still image

    Aerospace Medicine and Biology. A continuing bibliography with indexes

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    This bibliography lists 244 reports, articles, and other documents introduced into the NASA scientific and technical information system in February 1981. Aerospace medicine and aerobiology topics are included. Listings for physiological factors, astronaut performance, control theory, artificial intelligence, and cybernetics are included

    Transcendence through Play: Child-Centered Play Therapy and Young Children with Autism

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    This qualitative study was designed to explore the impact of child-centered play therapy on young children identified as having autism spectrum disorder (ASD). Children with autism often experience difficulties in social, communication, behavioral, and relational domains. Often the treatment protocol for these children is an intense schedule of behavioral interventions designed to decrease problematic and increase desired behaviors. However, little emphasis has been placed on the child’s core deficits in relational skills and even less importance has been placed on his/her adequate emotional development. The current study sought to understand the impact of participation in play therapy on emotional and relational skills in young children with ASD. Using qualitative methods including parent interviews, participant observation, weekly parent probes, and expert check-in/supervision, the progress of three children ages six- to seven-years-old was monitored as they participated in 16 bi-weekly (twice per week) child-centered play therapy (CPPT) sessions. The play of all three participants was coded and analyzed. A mobile play therapy room stocked with toys appropriate for children with ASD was utilized for each session. Transcripts of video-recorded sessions, field notes, parent interviews, and responses to weekly parent probes that occurred throughout the duration of the CCPT intervention were analyzed for themes. A subsequent within and cross case analysis was completed. Expert check-in and supervision occurred on a weekly basis to ensure adherence to CCPT intervention. Member checks, multiple reviews of videos, and transcribed interviews were completed by the researcher. To enhance trustworthiness, trained reviewers coded a sample of videos and transcriptions. Results from this study suggested young children with ASD experienced positive growth in a range of areas throughout their participation in CCPT. While the progress and growth noted was varied in the degree of improvement between individuals, results indicated participants displayed improvement in the areas of social engagement, autonomy, academic participation, emotional state, and sensory/repetitive behaviors. Study results also indicated varying degrees of change with regard to play skills in all three participants; two participants advanced through the play stages while one participant displayed fewer play skill changes. For all three participants, emergence of improved skills within CCPT sessions included more natural play, increased communicative behaviors, and enhanced social engagement. These skills occurred in tandem with the reduction of self-soothing behaviors within the play room, providing support to the theory that when provided a safe, accepting environment, children with ASD can display increased motivation and ability to interact more naturally, intimately, and freely with their external world and experience a forward moving state of self-healing power

    Study on the application of information technology in inland maritime supervision

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    Fear behavior in virtual reality

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