3,000 research outputs found

    A Physiologically Based System Theory of Consciousness

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    A system which uses large numbers of devices to perform a complex functionality is forced to adopt a simple functional architecture by the needs to construct copies of, repair, and modify the system. A simple functional architecture means that functionality is partitioned into relatively equal sized components on many levels of detail down to device level, a mapping exists between the different levels, and exchange of information between components is minimized. In the instruction architecture functionality is partitioned on every level into instructions, which exchange unambiguous system information and therefore output system commands. The von Neumann architecture is a special case of the instruction architecture in which instructions are coded as unambiguous system information. In the recommendation (or pattern extraction) architecture functionality is partitioned on every level into repetition elements, which can freely exchange ambiguous information and therefore output only system action recommendations which must compete for control of system behavior. Partitioning is optimized to the best tradeoff between even partitioning and minimum cost of distributing data. Natural pressures deriving from the need to construct copies under DNA control, recover from errors, failures and damage, and add new functionality derived from random mutations has resulted in biological brains being constrained to adopt the recommendation architecture. The resultant hierarchy of functional separations can be the basis for understanding psychological phenomena in terms of physiology. A theory of consciousness is described based on the recommendation architecture model for biological brains. Consciousness is defined at a high level in terms of sensory independent image sequences including self images with the role of extending the search of records of individual experience for behavioral guidance in complex social situations. Functional components of this definition of consciousness are developed, and it is demonstrated that these components can be translated through subcomponents to descriptions in terms of known and postulated physiological mechanisms

    Semantic Image Retrieval via Active Grounding of Visual Situations

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    We describe a novel architecture for semantic image retrieval---in particular, retrieval of instances of visual situations. Visual situations are concepts such as "a boxing match," "walking the dog," "a crowd waiting for a bus," or "a game of ping-pong," whose instantiations in images are linked more by their common spatial and semantic structure than by low-level visual similarity. Given a query situation description, our architecture---called Situate---learns models capturing the visual features of expected objects as well the expected spatial configuration of relationships among objects. Given a new image, Situate uses these models in an attempt to ground (i.e., to create a bounding box locating) each expected component of the situation in the image via an active search procedure. Situate uses the resulting grounding to compute a score indicating the degree to which the new image is judged to contain an instance of the situation. Such scores can be used to rank images in a collection as part of a retrieval system. In the preliminary study described here, we demonstrate the promise of this system by comparing Situate's performance with that of two baseline methods, as well as with a related semantic image-retrieval system based on "scene graphs.

    Active Object Localization in Visual Situations

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    We describe a method for performing active localization of objects in instances of visual situations. A visual situation is an abstract concept---e.g., "a boxing match", "a birthday party", "walking the dog", "waiting for a bus"---whose image instantiations are linked more by their common spatial and semantic structure than by low-level visual similarity. Our system combines given and learned knowledge of the structure of a particular situation, and adapts that knowledge to a new situation instance as it actively searches for objects. More specifically, the system learns a set of probability distributions describing spatial and other relationships among relevant objects. The system uses those distributions to iteratively sample object proposals on a test image, but also continually uses information from those object proposals to adaptively modify the distributions based on what the system has detected. We test our approach's ability to efficiently localize objects, using a situation-specific image dataset created by our group. We compare the results with several baselines and variations on our method, and demonstrate the strong benefit of using situation knowledge and active context-driven localization. Finally, we contrast our method with several other approaches that use context as well as active search for object localization in images.Comment: 14 page

    Compliance flow: an intelligent workflow management system to support engineering processes

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    This work is about extending the scope of current workflow management systems to support engineering processes. On the one hand engineering processes are relatively dynamic, and on the other their specification and performance are constrained by industry standards and guidelines for the sake of product acceptability, such as IEC 61508 for safety and ISO 9001 for quality. A number of technologies have been proposed to increase the adaptability of current workflow systems to deal with dynamic situations. A primary concern is how to support open-ended processes that cannot be completely specified in detail prior to their execution. A survey of adaptive workflow systems is given and the enabling technologies are discussed. Engineering processes are studied and their characteristics are identified and discussed. Current workflow systems have been successfully used in managing "administrative" processes for some time, but they lack the flexibility to support dynamic, unpredictable, collaborative, and highly interdependent engineering processes. [Continues.

    Tools for producing formal specifications : a view of current architectures and future directions

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    During the last decade, one important contribution towards requirements engineering has been the advent of formal specification languages. They offer a well-defined notation that can improve consistency and avoid ambiguity in specifications. However, the process of obtaining formal specifications that are consistent with the requirements is itself a difficult activity. Hence various researchers are developing systems that aid the transition from informal to formal specifications. The kind of problems tackled and the contributions made by these proposed systems are very diverse. This paper brings these studies together to provide a vision for future architectures that aim to aid the transition from informal to formal specifications. The new architecture, which is based on the strengths of existing studies, tackles a number of key issues in requirements engineering such as identifying ambiguities, incompleteness, and reusability. The paper concludes with a discussion of the research problems that need to be addressed in order to realise the proposed architecture

    Business data structures for B2B commerce

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    Paperspace : a novel approach to document management by combining paper and digital documents

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    Personal document management systems provide good support for storing and organizing digital documents. However, there are no computer tools that support organization of paper documents on our desks. We ran a study of people's organization of their office desk space with respect to their digital workspace. This study resulted in a set of requirements for a media bridging tool. Based on these requirements, we built a prototype media bridging tool called PaperSpace that uses computer vision to link paper and digital documents. The system also tracks piles of paper documents on the real desktop, and links those papers to digital documents stored in the computer. Digital documents can be sorted and grouped according to the physical layout of the corresponding papers on the desk. The system automatically creates digital piles of documents in a simulated desktop that reflect the paper piles on the real desktop. The user can access valuable information through the system, such as printing statistics, location of a printed document on the desk, and past projects and their documents. A two week user evaluation of the system showed interesting usage scenarios and future trends for improving user interaction

    Learning Action Maps of Large Environments via First-Person Vision

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    When people observe and interact with physical spaces, they are able to associate functionality to regions in the environment. Our goal is to automate dense functional understanding of large spaces by leveraging sparse activity demonstrations recorded from an ego-centric viewpoint. The method we describe enables functionality estimation in large scenes where people have behaved, as well as novel scenes where no behaviors are observed. Our method learns and predicts "Action Maps", which encode the ability for a user to perform activities at various locations. With the usage of an egocentric camera to observe human activities, our method scales with the size of the scene without the need for mounting multiple static surveillance cameras and is well-suited to the task of observing activities up-close. We demonstrate that by capturing appearance-based attributes of the environment and associating these attributes with activity demonstrations, our proposed mathematical framework allows for the prediction of Action Maps in new environments. Additionally, we offer a preliminary glance of the applicability of Action Maps by demonstrating a proof-of-concept application in which they are used in concert with activity detections to perform localization.Comment: To appear at CVPR 201

    Robot graphic simulation testbed

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    The objective of this research was twofold. First, the basic capabilities of ROBOSIM (graphical simulation system) were improved and extended by taking advantage of advanced graphic workstation technology and artificial intelligence programming techniques. Second, the scope of the graphic simulation testbed was extended to include general problems of Space Station automation. Hardware support for 3-D graphics and high processing performance make high resolution solid modeling, collision detection, and simulation of structural dynamics computationally feasible. The Space Station is a complex system with many interacting subsystems. Design and testing of automation concepts demand modeling of the affected processes, their interactions, and that of the proposed control systems. The automation testbed was designed to facilitate studies in Space Station automation concepts
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