23 research outputs found

    The Future of Sex Robots in Indonesia: Law, Science, And Technology

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    Sex robots are humanoid machines used to fulfill sexual desires of their users. Their presence has created debates around the world. Currently, sex robots are not sold freely in Indonesia. Although, the future of such an innovation has to be scrutinized through the Indonesian laws. From the proponent side, the existence of such robots has possibly several justifications: (1) their usage has no implications on other people other than their users; (2) the market is potentially high; and (3) the use of this object entails some psychological benefits for those in need of them. Conversely, the opposing group will potentially argue that this technology is not in line with the religious values, decency, and even the laws in Indonesia. We did not find any journals that had discussed sex robots, especially through a law, science and technology approach, so there is still a research gap. This article scrutinized sex robots through the law, science, and technology perspective in the context of Indonesia in order to bring up their impacts that may require legal involvement. In principle, the use of sex robots that are used individually does not mean that they cannot be prohibited, especially if they are against the law, violate moral values, and/or disrupt the public interests in Indonesia

    Analysis and use of the emotional context with wearable devices for games and intelligent assistants

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    In this paper, we consider the use of wearable sensors for providing affect-based adaptation in Ambient Intelligence (AmI) systems. We begin with discussion of selected issues regarding the applications of affective computing techniques. We describe our experiments for affect change detection with a range of wearable devices, such as wristbands and the BITalino platform, and discuss an original software solution, which we developed for this purpose. Furthermore, as a test-bed application for our work, we selected computer games. We discuss the state-of-the-art in affect-based adaptation in games, described in terms of the so-called affective loop. We present our original proposal of a conceptual design framework for games, called the affective game design patterns. As a proof-of-concept realization of this approach, we discuss some original game prototypes, which we have developed, involving emotion-based control and adaptation. Finally, we comment on a software framework, that we have previously developed, for context-aware systems which uses human emotional contexts. This framework provides means for implementing adaptive systems using mobile devices with wearable sensors

    Incremental Market Behavior Classification in Presence of Recurring Concepts

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    In recent years, the problem of concept drift has gained importance in the financial domain. The succession of manias, panics and crashes have stressed the non-stationary nature and the likelihood of drastic structural or concept changes in the markets. Traditional systems are unable or slow to adapt to these changes. Ensemble-based systems are widely known for their good results predicting both cyclic and non-stationary data such as stock prices. In this work, we propose RCARF (Recurring Concepts Adaptive Random Forests), an ensemble tree-based online classifier that handles recurring concepts explicitly. The algorithm extends the capabilities of a version of Random Forest for evolving data streams, adding on top a mechanism to store and handle a shared collection of inactive trees, called concept history, which holds memories of the way market operators reacted in similar circumstances. This works in conjunction with a decision strategy that reacts to drift by replacing active trees with the best available alternative: either a previously stored tree from the concept history or a newly trained background tree. Both mechanisms are designed to provide fast reaction times and are thus applicable to high-frequency data. The experimental validation of the algorithm is based on the prediction of price movement directions one second ahead in the SPDR (Standard & Poor's Depositary Receipts) S&P 500 Exchange-Traded Fund. RCARF is benchmarked against other popular methods from the incremental online machine learning literature and is able to achieve competitive results.This research was funded by the Spanish Ministry of Economy and Competitiveness under grant number ENE2014-56126-C2-2-R

    Recent Advances in General Game Playing

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    The goal of General Game Playing (GGP) has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014) in GGP for both traditional games and video games. It is notable that research on GGP has been expanding into modern video games. Monte-Carlo Tree Search and its enhancements have been the most influential techniques in GGP for both research domains. Additionally, international competitions have become important events that promote and increase GGP research. Recently, a video GGP competition was launched. In this survey, we review recent progress in the most challenging research areas of Artificial Intelligence (AI) related to universal game playing

    Parallel memetic algorithms for the problem of workforce distribution in dynamis multi-agent system

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    Tesis inédita de la Universidad Complutense de Madrid, Facultad de Informática, Departamento de Arquitectura de Computadores y Automática, leída el 20/09/2013Esta tesis describe un novedoso enfoque para resolver el problema de distribución de carga de trabajo en sistemas multi-agente dinámicos basados en arquitecturas de pizarra, enfocándose especialmente en un escenario real: el call center multitarea. Para abordar este tipo de entornos dinámicos, tradicionalmente se han aplicado diversas heurísticas voraces que permiten dar una solución en tiempo real. Básicamente, dichas heurísticas realizan planificaciones continuamente, considerando el estado del sistema en cada momento. Como las decisiones se toman de forma voraz sin hacer una planificación óptima, la distribución de la carga de trabajo puede ser pobre a medio y/o largo plazo. El uso de algoritmos meméticos paralelos nos puede permitir encontrar soluciones mucho más precisas. Para aplicar este tipo de algoritmos, introducimos el concepto de ventana temporal adaptativa. De esta forma, el tamaño de la ventana temporal depende del nivel de dinamismo del sistema en un instante dado. Este trabajo propone una serie de herramientas para determinar el dinamismo del sistema de forma automática, así como un novedoso módulo de predicción basado en una red neuronal y un potente método de búsqueda basado en meta-algoritmos meméticos paralelos para poder lidiar con entornos dinámicos complejos. Para concluir, comparamos nuestro enfoque con otras técnicas del estado del arte en un entorno de producción real (Telefónica) obteniendo mejores resultados que el resto de técnicas actuales. También se proporciona un estudio exhaustivo de cada uno de los módulos.Depto. de Arquitectura de Computadores y AutomáticaFac. de InformáticaTRUEunpu

    Towards the Deployment of Machine Learning Solutions in Network Traffic Classification: A Systematic Survey

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    International audienceTraffic analysis is a compound of strategies intended to find relationships, patterns, anomalies, and misconfigurations, among others things, in Internet traffic. In particular, traffic classification is a subgroup of strategies in this field that aims at identifying the application's name or type of Internet traffic. Nowadays, traffic classification has become a challenging task due to the rise of new technologies, such as traffic encryption and encapsulation, which decrease the performance of classical traffic classification strategies. Machine Learning gains interest as a new direction in this field, showing signs of future success, such as knowledge extraction from encrypted traffic, and more accurate Quality of Service management. Machine Learning is fast becoming a key tool to build traffic classification solutions in real network traffic scenarios; in this sense, the purpose of this investigation is to explore the elements that allow this technique to work in the traffic classification field. Therefore, a systematic review is introduced based on the steps to achieve traffic classification by using Machine Learning techniques. The main aim is to understand and to identify the procedures followed by the existing works to achieve their goals. As a result, this survey paper finds a set of trends derived from the analysis performed on this domain; in this manner, the authors expect to outline future directions for Machine Learning based traffic classification

    Técnicas de visión por computador para la detección del verdor y la detección de obstáculos en campos de maíz

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    Tesis inédita de la Universidad Complutense de Madrid, Facultad de Informática, Departamento de Ingeniería del Software e Inteligencia Artificial, leída el 22/06/2017There is an increasing demand in the use of Computer Vision techniques in Precision Agriculture (PA) based on images captured with cameras on-board autonomous vehicles. Two techniques have been developed in this research. The rst for greenness identi cation and the second for obstacle detection in maize elds, including people and animals, for tractors in the RHEA (robot eets for highly e ective and forestry management) project, equipped with monocular cameras on-board the tractors. For vegetation identi cation in agricultural images the combination of colour vegetation indices (CVIs) with thresholding techniques is the usual strategy where the remaining elements on the image are also extracted. The main goal of this research line is the development of an alternative strategy for vegetation detection. To achieve our goal, we propose a methodology based on two well-known techniques in computer vision: Bag of Words representation (BoW) and Support Vector Machines (SVM). Then, each image is partitioned into several Regions Of Interest (ROIs). Afterwards, a feature descriptor is obtained for each ROI, then the descriptor is evaluated with a classi er model (previously trained to discriminate between vegetation and background) to determine whether or not the ROI is vegetation...Cada vez existe mayor demanda en el uso de t ecnicas de Visi on por Computador en Agricultura de Precisi on mediante el procesamiento de im agenes captadas por c amaras instaladas en veh culos aut onomos. En este trabajo de investigaci on se han desarrollado dos tipos de t ecnicas. Una para la identi caci on de plantas verdes y otra para la detecci on de obst aculos en campos de ma z, incluyendo personas y animales, para tractores del proyecto RHEA. El objetivo nal de los veh culos aut onomos fue la identi caci on y eliminaci on de malas hierbas en los campos de ma z. En im agenes agr colas la vegetaci on se detecta generalmente mediante ndices de vegetaci on y m etodos de umbralizaci on. Los ndices se calculan a partir de las propiedades espectrales en las im agenes de color. En esta tesis se propone un nuevo m etodo con tal n, lo que constituye un objetivo primordial de la investigaci on. La propuesta se basa en una estrategia conocida como \bolsa de palabras" conjuntamente con un modelo se aprendizaje supervisado. Ambas t ecnicas son ampliamente utilizadas en reconocimiento y clasi caci on de im agenes. La imagen se divide inicialmente en regiones homog eneas o de inter es (RIs). Dada una colecci on de RIs, obtenida de un conjunto de im agenes agr colas, se calculan sus caracter sticas locales que se agrupan por su similitud. Cada grupo representa una \palabra visual", y el conjunto de palabras visuales encontradas forman un \diccionario visual". Cada RI se representa por un conjunto de palabras visuales las cuales se cuanti can de acuerdo a su ocurrencia dentro de la regi on obteniendo as un vector-c odigo o \codebook", que es descriptor de la RI. Finalmente, se usan las M aquinas de Vectores Soporte para evaluar los vectores-c odigo y as , discriminar entre RIs que son vegetaci on del resto...Depto. de Ingeniería de Software e Inteligencia Artificial (ISIA)Fac. de InformáticaTRUEunpu

    Forschungsbericht / Hochschule Mittweida

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