65,716 research outputs found
Conjunctive Visual and Auditory Development via Real-Time Dialogue
Human developmental learning is capable of
dealing with the dynamic visual world, speech-based
dialogue, and their complex real-time association.
However, the architecture that realizes
this for robotic cognitive development has
not been reported in the past. This paper takes
up this challenge. The proposed architecture does
not require a strict coupling between visual and
auditory stimuli. Two major operations contribute
to the āabstractionā process: multiscale temporal
priming and high-dimensional numeric abstraction
through internal responses with reduced variance.
As a basic principle of developmental learning,
the programmer does not know the nature
of the world events at the time of programming
and, thus, hand-designed task-specific representation
is not possible. We successfully tested the
architecture on the SAIL robot under an unprecedented
challenging multimodal interaction mode:
use real-time speech dialogue as a teaching source
for simultaneous and incremental visual learning
and language acquisition, while the robot is viewing
a dynamic world that contains a rotating object
to which the dialogue is referring
Collaborative Categorization on the Web
Collaborative categorization is an emerging direction for research and innovative
applications. Arguably, collaborative categorization on the Web is an especially
promising emerging form of collaborative Web systems because of both, the
widespread use of the conventional Web and the emergence of the Semantic Web
providing with more semantic information on Web data. This paper discusses this issue
and proposes two approaches: collaborative categorization via category merging and
collaborative categorization proper. The main advantage of the first approach is that it
can be rather easily realized and implemented using existing systems such as Web
browsers and mail clients. A prototype system for collaborative Web usage that uses
category merging for collaborative categorization is described and the results of field
experiments using it are reported. The second approach, called collaborative
categorization proper, however, is more general and scales better. The data structure and
user interface aspects of an approach to collaborative categorization proper are
discussed
Learning emotions in virtual environments
A modular hybrid neural network architecture, called SHAME, for emotion learning is introduced. The system learns from annotated data how the emotional state is generated and changes due to internal and external stimuli. Part of the modular architecture is domain independent and part must be\ud
adapted to the domain under consideration.\ud
The generation and learning of emotions is based on the event appraisal model.\ud
The architecture is implemented in a prototype consisting of agents trying to survive in a virtual world. An evaluation of this prototype shows that the architecture is capable of\ud
generating natural emotions and furthermore that training of the neural network modules in the architecture is computationally feasible.\ud
Keywords: hybrid neural systems, emotions, learning, agents
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Agile thinking in motion graphics practice and its potential for design education
Motion Graphics is relatively new subject and its methodologies are still being developed. There are useful lessons to be learnt from the practice in early cinema from the 1890's to the 1930's where Agile thinking was used by a number of practitioners including Fritz Lang. Recent studies in MA Motion Graphics have accessed some of this thinking incorporating them in a series of Motion Graphic tests and experiments culminating in a two minute animation ā1896 Olympic Marathonā. This paper demonstrates how the project and its design methodology can contribute new knowledge for the practice and teaching of this relatively new and expanding area of Motion Graphic Design. This would be not only invaluable to the International community of Motion Graphic practitioners, Educators and Researchers in their development of this maturing field. But also to the broader Multidisciplinary disciplines within Design Education. These methodologies have been arrived at by accessing the work of creative and reflective practice as defined by Carol Grey and Julian Marlin in Visualizing Research (2004) and reflective practice as defined by Donald Schon (1983). Central to the investigation has been the approach of Agile thinking from the methodology of "Bricolage" by Levi Strauss "The Savage Mind" (1966)
Covert Perceptual Capability Development
In this paper, we propose a model to develop
robotsā covert perceptual capability using reinforcement learning. Covert perceptual behavior is treated as action selected by a motivational system. We apply this model to
vision-based navigation. The goal is to enable
a robot to learn road boundary type. Instead
of dealing with problems in controlled environments with a low-dimensional state space,
we test the model on images captured in non-stationary environments. Incremental Hierarchical Discriminant Regression is used to
generate states on the fly. Its coarse-to-fine
tree structure guarantees real-time retrieval
in high-dimensional state space. K Nearest-Neighbor strategy is adopted to further reduce training time complexity
Simulation of emotions of agents in virtual environments using neural networks
A distributed architecture for a system simulating the emotional state of an agent acting in a virtual environment is presented. The system is an implementation of an event appraisal model of emotional behaviour and uses neural networks to learn how the emotional state should be influenced by the occurrence of environmental and internal\ud
stimuli. A part of the modular system is domain-independent. The system can easily be adapted for handling different events that influence the emotional state. A first\ud
prototype and a testbed for this architecture are presented
PQ TREES, CONSECUTIVE ONES PROBLEM AND APPLICATIONS
A PQ tree is an advanced treeābased data structure, which represents a family of permutations on a set of elements. In this research article, we considered the significance of PQ trees and the Consecutive ones Problem to Computer Science and bioinformatics and their various applications.
We also went further to demonstrate the operations of the characteristics of the Consecutive ones property by simulation, using high level programming languages. Attempt was also made at developing a PQ treeāConsecutive Ones analyzer, which could be instrumental not only as an
educative tool to inquisitive students, but also serve as an important tool in developing clustering software in the field of bioinformatics and other application domains, with respect to solving real life problems
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