11,063 research outputs found

    Automatic generation of level maps with the do what's possible representation

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    © 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.Automatic generation of level maps is a popular form of automatic content generation. In this study, a recently developed technique employing the do what's possible representation is used to create open-ended level maps. Generation of the map can continue indefinitely, yielding a highly scalable representation. A parameter study is performed to find good parameters for the evolutionary algorithm used to locate high quality map generators. Variations on the technique are presented, demonstrating its versatility, and an algorithmic variant is given that both improves performance and changes the character of maps located. The ability of the map to adapt to different regions where the map is permitted to occupy space are also tested.Final Accepted Versio

    Visual Question Answering: A Survey of Methods and Datasets

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    Visual Question Answering (VQA) is a challenging task that has received increasing attention from both the computer vision and the natural language processing communities. Given an image and a question in natural language, it requires reasoning over visual elements of the image and general knowledge to infer the correct answer. In the first part of this survey, we examine the state of the art by comparing modern approaches to the problem. We classify methods by their mechanism to connect the visual and textual modalities. In particular, we examine the common approach of combining convolutional and recurrent neural networks to map images and questions to a common feature space. We also discuss memory-augmented and modular architectures that interface with structured knowledge bases. In the second part of this survey, we review the datasets available for training and evaluating VQA systems. The various datatsets contain questions at different levels of complexity, which require different capabilities and types of reasoning. We examine in depth the question/answer pairs from the Visual Genome project, and evaluate the relevance of the structured annotations of images with scene graphs for VQA. Finally, we discuss promising future directions for the field, in particular the connection to structured knowledge bases and the use of natural language processing models.Comment: 25 page

    NLSC: Unrestricted Natural Language-based Service Composition through Sentence Embeddings

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    Current approaches for service composition (assemblies of atomic services) require developers to use: (a) domain-specific semantics to formalize services that restrict the vocabulary for their descriptions, and (b) translation mechanisms for service retrieval to convert unstructured user requests to strongly-typed semantic representations. In our work, we argue that effort to developing service descriptions, request translations, and matching mechanisms could be reduced using unrestricted natural language; allowing both: (1) end-users to intuitively express their needs using natural language, and (2) service developers to develop services without relying on syntactic/semantic description languages. Although there are some natural language-based service composition approaches, they restrict service retrieval to syntactic/semantic matching. With recent developments in Machine learning and Natural Language Processing, we motivate the use of Sentence Embeddings by leveraging richer semantic representations of sentences for service description, matching and retrieval. Experimental results show that service composition development effort may be reduced by more than 44\% while keeping a high precision/recall when matching high-level user requests with low-level service method invocations.Comment: This paper will appear on SCC'19 (IEEE International Conference on Services Computing) on July 1

    An analysis of the application of AI to the development of intelligent aids for flight crew tasks

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    This report presents the results of a study aimed at developing a basis for applying artificial intelligence to the flight deck environment of commercial transport aircraft. In particular, the study was comprised of four tasks: (1) analysis of flight crew tasks, (2) survey of the state-of-the-art of relevant artificial intelligence areas, (3) identification of human factors issues relevant to intelligent cockpit aids, and (4) identification of artificial intelligence areas requiring further research

    Understanding citizen science and environmental monitoring: final report on behalf of UK Environmental Observation Framework

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    Citizen science can broadly be defined as the involvement of volunteers in science. Over the past decade there has been a rapid increase in the number of citizen science initiatives. The breadth of environmental-based citizen science is immense. Citizen scientists have surveyed for and monitored a broad range of taxa, and also contributed data on weather and habitats reflecting an increase in engagement with a diverse range of observational science. Citizen science has taken many varied approaches from citizen-led (co-created) projects with local community groups to, more commonly, scientist-led mass participation initiatives that are open to all sectors of society. Citizen science provides an indispensable means of combining environmental research with environmental education and wildlife recording. Here we provide a synthesis of extant citizen science projects using a novel cross-cutting approach to objectively assess understanding of citizen science and environmental monitoring including: 1. Brief overview of knowledge on the motivations of volunteers. 2. Semi-systematic review of environmental citizen science projects in order to understand the variety of extant citizen science projects. 3. Collation of detailed case studies on a selection of projects to complement the semi-systematic review. 4. Structured interviews with users of citizen science and environmental monitoring data focussing on policy, in order to more fully understand how citizen science can fit into policy needs. 5. Review of technology in citizen science and an exploration of future opportunities

    Brain Learning, Attention, and Consciousness

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    The processes whereby our brains continue to learn about a changing world in a stable fashion throughout life are proposed to lead to conscious experiences. These processes include the learning of top-down expectations, the matching of these expectations against bottom-up data, the focusing of attention upon the expected clusters of information, and the development of resonant states between bottom-up and top-down processes as they reach an attentive consensus between what is expected and what is there in the outside world. It is suggested that all conscious states in the brain are resonant states, and that these resonant states trigger learning of sensory and cognitive representations. The model which summarize these concepts are therefore called Adaptive Resonance Theory, or ART, models. Psychophysical and neurobiological data in support of ART are presented from early vision, visual object recognition, auditory streaming, variable-rate speech perception, somatosensory perception, and cognitive-emotional interactions, among others. It is noted that ART mechanisms seem to be operative at all levels of the visual system, and it is proposed how these mechanisms are realized by known laminar circuits of visual cortex. It is predicted that the same circuit realization of ART mechanisms will be found in the laminar circuits of all sensory and cognitive neocortex. Concepts and data are summarized concerning how some visual percepts may be visibly, or modally, perceived, whereas amoral percepts may be consciously recognized even though they are perceptually invisible. It is also suggested that sensory and cognitive processing in the What processing stream of the brain obey top-down matching and learning laws that arc often complementary to those used for spatial and motor processing in the brain's Where processing stream. This enables our sensory and cognitive representations to maintain their stability a.s we learn more about the world, while allowing spatial and motor representations to forget learned maps and gains that are no longer appropriate as our bodies develop and grow from infanthood to adulthood. Procedural memories are proposed to be unconscious because the inhibitory matching process that supports these spatial and motor processes cannot lead to resonance.Defense Advance Research Projects Agency; Office of Naval Research (N00014-95-1-0409, N00014-95-1-0657); National Science Foundation (IRI-97-20333

    Tracing the Scenarios in Scenario-Based Product Design: a study to support scenario generation

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    Scenario-based design originates from the human-computer interaction and\ud software engineering disciplines, and continues to be adapted for product development. Product development differs from software development in the former’s more varied context of use, broader characteristics of users and more tangible solutions. The possible use of scenarios in product design is therefore broader and more challenging. Existing design methods that involve scenarios can be employed in many different stages of the product design process. However, there is no proficient overview that discusses a\ud scenario-based product design process in its full extent. The purposes of creating scenarios and the evolution of scenarios from their original design data are often not obvious, although the results from using scenarios are clearly visible. Therefore, this paper proposes to classify possible scenario uses with their purpose, characteristics and supporting design methods. The classification makes explicit different types of scenarios and their relation to one another. Furthermore, novel scenario uses can be referred or added to the classification to develop it in parallel with the scenario-based design\ud practice. Eventually, a scenario-based product design process could take inspiration for creating scenarios from the classification because it provides detailed characteristics of the scenario

    Quo vadimus? The 21st Century and multimedia

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    The concept is related of computer driven multimedia to the NASA Scientific and Technical Information Program (STIP). Multimedia is defined here as computer integration and output of text, animation, audio, video, and graphics. Multimedia is the stage of computer based information that allows access to experience. The concepts are also drawn in of hypermedia, intermedia, interactive multimedia, hypertext, imaging, cyberspace, and virtual reality. Examples of these technology developments are given for NASA, private industry, and academia. Examples of concurrent technology developments and implementations are given to show how these technologies, along with multimedia, have put us at the threshold of the 21st century. The STI Program sees multimedia as an opportunity for revolutionizing the way STI is managed
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