793 research outputs found
Two-dimensional matrix algorithm using detrended fluctuation analysis to distinguish Burkitt and diffuse large B-cell lymphoma
Copyright © 2012 Rong-Guan Yeh et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.A detrended fluctuation analysis (DFA) method is applied to image analysis. The 2-dimensional (2D) DFA algorithms is proposed
for recharacterizing images of lymph sections. Due to Burkitt lymphoma (BL) and diffuse large B-cell lymphoma (DLBCL), there
is a significant different 5-year survival rates after multiagent chemotherapy. Therefore, distinguishing the difference between BL
and DLBCL is very important. In this study, eighteen BL images were classified as group A, which have one to five cytogenetic
changes. Ten BL images were classified as group B, which have more than five cytogenetic changes. Both groups A and B BLs are
aggressive lymphomas, which grow very fast and require more intensive chemotherapy. Finally, ten DLBCL images were classified
as group C. The short-term correlation exponent α1 values of DFA of groups A, B, and C were 0.370 ± 0.033, 0.382 ± 0.022, and
0.435 ± 0.053, respectively. It was found that α1 value of BL image was significantly lower (P < 0.05) than DLBCL. However, there
is no difference between the groups A and B BLs. Hence, it can be concluded that α1 value based on DFA statistics concept can
clearly distinguish BL and DLBCL image.National Science Council (NSC) of Taiwan the Center for Dynamical Biomarkers and
Translational Medicine, National Central University, Taiwan (also sponsored by National Science Council)
Emergence of Consensus in a Multi-Robot Network: from Abstract Models to Empirical Validation
Consensus dynamics in decentralised multiagent systems are subject to intense studies, and several different models have been proposed and analysed. Among these, the naming game stands out for its simplicity and applicability to a wide range of phenomena and applications, from semiotics to engineering. Despite the wide range of studies available, the implementation of theoretical models in real distributed systems is not always straightforward, as the physical platform imposes several constraints that may have a bearing on the consensus dynamics. In this paper, we investigate the effects of an implementation of the naming game for the kilobot robotic platform, in which we consider concurrent execution of games and physical interferences. Consensus dynamics are analysed in the light of the continuously evolving communication network created by the robots, highlighting how the different regimes crucially depend on the robot density and on their ability to spread widely in the experimental arena. We find that physical interferences reduce the benefits resulting from robot mobility in terms of consensus time, but also result in lower cognitive load for individual agents
On a General Notion of Transformation for Multiagent Systems and its Implementation
The focus of this contribution is on the construction of a transformation system for Multiagent Systems (MAS) based on categorical notions. Based on former work on the categorical modeling of MAS the category MAS of all Multiagent Systems is introduced. A transformation system over this category is established using the Double Pushout Approach. For illustration we present a simple example. First steps of implementational work are described
Virtual Reality Games for Motor Rehabilitation
This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any productâs acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
A multi-agent system for on-the-fly web map generation and spatial conflict resolution
RĂ©sumĂ© Internet est devenu un moyen de diffusion de lâinformation gĂ©ographique par excellence. Il offre de plus en plus de services cartographiques accessibles par des milliers dâinternautes Ă travers le monde. Cependant, la qualitĂ© de ces services doit ĂȘtre amĂ©liorĂ©e, principalement en matiĂšre de personnalisation. A cette fin, il est important que la carte gĂ©nĂ©rĂ©e corresponde autant que possible aux besoins, aux prĂ©fĂ©rences et au contexte de lâutilisateur. Ce but peut ĂȘtre atteint en appliquant les transformations appropriĂ©es, en temps rĂ©el, aux objets de lâespace Ă chaque cycle de gĂ©nĂ©ration de la carte. Lâun des dĂ©fis majeurs de la gĂ©nĂ©ration dâune carte Ă la volĂ©e est la rĂ©solution des conflits spatiaux qui apparaissent entre les objets, essentiellement Ă cause de lâespace rĂ©duit des Ă©crans dâaffichage. Dans cette thĂšse, nous proposons une nouvelle approche basĂ©e sur la mise en Ćuvre dâun systĂšme multiagent pour la gĂ©nĂ©ration Ă la volĂ©e des cartes et la rĂ©solution des conflits spatiaux. Cette approche est basĂ©e sur lâutilisation de la reprĂ©sentation multiple et la gĂ©nĂ©ralisation cartographique. Elle rĂ©sout les conflits spatiaux et gĂ©nĂšre les cartes demandĂ©es selon une stratĂ©gie innovatrice : la gĂ©nĂ©ration progressive des cartes par couches dâintĂ©rĂȘt. Chaque couche dâintĂ©rĂȘt contient tous les objets ayant le mĂȘme degrĂ© dâimportance pour lâutilisateur. Ce contenu est dĂ©terminĂ© Ă la volĂ©e au dĂ©but du processus de gĂ©nĂ©ration de la carte demandĂ©e. Notre approche multiagent gĂ©nĂšre et transfĂšre cette carte suivant un mode parallĂšle. En effet, une fois une couche dâintĂ©rĂȘt gĂ©nĂ©rĂ©e, elle est transmise Ă lâutilisateur. Dans le but de rĂ©soudre les conflits spatiaux, et par la mĂȘme occasion gĂ©nĂ©rer la carte demandĂ©e, nous affectons un agent logiciel Ă chaque objet de lâespace. Les agents entrent ensuite en compĂ©tition pour lâoccupation de lâespace disponible. Cette compĂ©tition est basĂ©e sur un ensemble de prioritĂ©s qui correspondent aux diffĂ©rents degrĂ©s dâimportance des objets pour lâutilisateur. Durant la rĂ©solution des conflits, les agents prennent en considĂ©ration les besoins et les prĂ©fĂ©rences de lâutilisateur afin dâamĂ©liorer la personnalisation de la carte. Ils amĂ©liorent la lisibilitĂ© des objets importants et utilisent des symboles qui pourraient aider lâutilisateur Ă mieux comprendre lâespace gĂ©ographique. Le processus de gĂ©nĂ©ration de la carte peut ĂȘtre interrompu en tout temps par lâutilisateur lorsque les donnĂ©es dĂ©jĂ transmises rĂ©pondent Ă ses besoins. Dans ce cas, son temps dâattente est rĂ©duit, Ă©tant donnĂ© quâil nâa pas Ă attendre la gĂ©nĂ©ration du reste de la carte. Afin dâillustrer notre approche, nous lâappliquons au contexte de la cartographie sur le web ainsi quâau contexte de la cartographie mobile. Dans ces deux contextes, nous catĂ©gorisons nos donnĂ©es, qui concernent la ville de QuĂ©bec, en quatre couches dâintĂ©rĂȘt contenant les objets explicitement demandĂ©s par lâutilisateur, les objets repĂšres, le rĂ©seau routier et les objets ordinaires qui nâont aucune importance particuliĂšre pour lâutilisateur. Notre systĂšme multiagent vise Ă rĂ©soudre certains problĂšmes liĂ©s Ă la gĂ©nĂ©ration Ă la volĂ©e des cartes web. Ces problĂšmes sont les suivants : 1. Comment adapter le contenu des cartes, Ă la volĂ©e, aux besoins des utilisateurs ? 2. Comment rĂ©soudre les conflits spatiaux de maniĂšre Ă amĂ©liorer la lisibilitĂ© de la carte tout en prenant en considĂ©ration les besoins de lâutilisateur ? 3. Comment accĂ©lĂ©rer la gĂ©nĂ©ration et le transfert des donnĂ©es aux utilisateurs ? Les principales contributions de cette thĂšse sont : 1. La rĂ©solution des conflits spatiaux en utilisant les systĂšmes multiagent, la gĂ©nĂ©ralisation cartographique et la reprĂ©sentation multiple. 2. La gĂ©nĂ©ration des cartes dans un contexte web et dans un contexte mobile, Ă la volĂ©e, en utilisant les systĂšmes multiagent, la gĂ©nĂ©ralisation cartographique et la reprĂ©sentation multiple. 3. Lâadaptation des contenus des cartes, en temps rĂ©el, aux besoins de lâutilisateur Ă la source (durant la premiĂšre gĂ©nĂ©ration de la carte). 4. Une nouvelle modĂ©lisation de lâespace gĂ©ographique basĂ©e sur une architecture multi-couches du systĂšme multiagent. 5. Une approche de gĂ©nĂ©ration progressive des cartes basĂ©e sur les couches dâintĂ©rĂȘt. 6. La gĂ©nĂ©ration et le transfert, en parallĂšle, des cartes aux utilisateurs, dans les contextes web et mobile.Abstract Internet is a fast growing medium to get and disseminate geospatial information. It provides more and more web mapping services accessible by thousands of users worldwide. However, the quality of these services needs to be improved, especially in term of personalization. In order to increase map flexibility, it is important that the map corresponds as much as possible to the userâs needs, preferences and context. This may be possible by applying the suitable transformations, in real-time, to spatial objects at each map generation cycle. An underlying challenge of such on-the-fly map generation is to solve spatial conflicts that may appear between objects especially due to lack of space on display screens. In this dissertation, we propose a multiagent-based approach to address the problems of on-the-fly web map generation and spatial conflict resolution. The approach is based upon the use of multiple representation and cartographic generalization. It solves conflicts and generates maps according to our innovative progressive map generation by layers of interest approach. A layer of interest contains objects that have the same importance to the user. This content, which depends on the userâs needs and the mapâs context of use, is determined on-the-fly. Our multiagent-based approach generates and transfers data of the required map in parallel. As soon as a given layer of interest is generated, it is transmitted to the user. In order to generate a given map and solve spatial conflicts, we assign a software agent to every spatial object. Then, the agents compete for space occupation. This competition is driven by a set of priorities corresponding to the importance of objects for the user. During processing, agents take into account usersâ needs and preferences in order to improve the personalization of the final map. They emphasize important objects by improving their legibility and using symbols in order to help the user to better understand the geographic space. Since the user can stop the map generation process whenever he finds the required information from the amount of data already transferred, his waiting delays are reduced. In order to illustrate our approach, we apply it to the context of tourist web and mobile mapping applications. In these contexts, we propose to categorize data into four layers of interest containing: explicitly required objects, landmark objects, road network and ordinary objects which do not have any specific importance for the user. In this dissertation, our multiagent system aims at solving the following problems related to on-the-fly web mapping applications: 1. How can we adapt the contents of maps to usersâ needs on-the-fly? 2. How can we solve spatial conflicts in order to improve the legibility of maps while taking into account usersâ needs? 3. How can we speed up data generation and transfer to users? The main contributions of this thesis are: 1. The resolution of spatial conflicts using multiagent systems, cartographic generalization and multiple representation. 2. The generation of web and mobile maps, on-the-fly, using multiagent systems, cartographic generalization and multiple representation. 3. The real-time adaptation of mapsâ contents to usersâ needs at the source (during the first generation of the map). 4. A new modeling of the geographic space based upon a multi-layers multiagent system architecture. 5. A progressive map generation approach by layers of interest. 6. The generation and transfer of web and mobile maps at the same time to users
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