183 research outputs found
Fear Feedback Loop: Creative and Dynamic Fear Experiences Driven by User Emotion
This thesis examines whether it is possible to generate fear-eliciting media that custom fits to the user. The system described uses a genetic algorithm to produce images that get more scary through the generations in reaction to either physiological signals obtained from the user or a user-provided fear rating. The system was able to detect differing levels of fear using a regression trained on EEG and heart rate data gathered while users view clips from horror movies. It was also found to produce images with significantly higher fear ratings at the fifth generation as compared to the first generation. These higher scoring images were found to be unique between subjects
Computational Analysis and Generation of Slogans
I reklam anvÀnds sloganer för att förbÀttra Äterkallandet av den annonserade produkten av konsumenter och skilja den frÄn andra pÄ marknaden. Att skapa effektiva slagord Àr en resurskrÀvande uppgift för mÀnniskor. I denna avhandling beskriver vi en ny metod för att automatiskt generera sloganer, med tanke pÄ ett mÄlkoncept (t ex bil) och en adjektivsegenskap för att uttrycka (t ex elegant) som input. Dessutom föreslÄr vi en metod för att generera nominella metaforer med hjÀlp av en metafor-tolkningsmodell för att möjliggöra generering av metaforiska slagord. Metoden för att generera sloganer extraherar skelett frÄn befintliga sloganer, sÄ fyller det ett skelett med lÀmpliga ord genom att anvÀnda flera sprÄkliga resurser (som ett förvar av grammatiska och semantiska relationer och sprÄkmodeller) och genetiska algoritmer samtidigt som man optimerar flera mÄl sÄsom semantiska relateradhet, sprÄkkorrigering och anvÀndning av retoriska enheter.
Vi utvĂ€rderar metaforen och slogangenereringsmetoderna med hjĂ€lp av en tĂ€nktalkoplattform. PĂ„ en 5-punkts Likert-skala ber vi online-domare att bedöma de genererade metaforerna tillsammans med tre andra metaforer som genererades med andra metoder och visa hur bra de kommunicerar den eftersökta betydelsen. Slogangenereringsmetoden utvĂ€rderas genom att be crowdsourced-domare att bedöma genererade sloganer frĂ„n fem perspektiv, vilka Ă€r 1) hur bra Ă€r sloganet relaterat till Ă€mnet, 2) hur korrekt Ă€r sloganets sprĂ„k, 3) hur metaforiskt Ă€r sloganet, 4) hur engagerande, attraktivt och minnesvĂ€rt Ă€r det och 5) hur bra Ă€r sloganet överlag. Dessa frĂ„gor Ă€r utvalda för att undersöka effekterna av relateradhet till produkten och den markerade egenskapen, anvĂ€ndningen av retoriska anordningar och sprĂ„kets korrekthet pĂ„ den övergripande uppskattningen av slogan. PĂ„ samma sĂ€tt utvĂ€rderar vi befintliga sloganer som har skapats av Ă€kta mĂ€nniskor. Baserat pĂ„ utvĂ€rderingarna analyserar vi metoden som helhet tillsammans med de enskilda optimeringsfunktionerna och ger insikter om befintliga sloganer. Resultaten frĂ„n vĂ„ra utvĂ€rderingar visar att vĂ„r metaforgeneringsmetod kan producera lĂ€mpliga metaforer. För slogangenereraren bevisar resultaten att metoden har varit framgĂ„ngsrik i att producera minst en effektiv slogan för varje utvĂ€rderad input. ĂndĂ„ finns det utrymme för att förbĂ€ttra metoden, som diskuteras i slutet av avhandlingen
AN APPROACH TO MACHINE DEVELOPMENT OF MUSICAL ONTOGENY
This Thesis pursues three main objectives: (i) to use computational modelling to
explore how music is perceived, cognitively processed and created by human
beings; (ii) to explore interactive musical systems as a method to model and
achieve the transmission of musical influence in artificial worlds and between
humans and machines; and (iii) to experiment with artificial and alternative
developmental musical routes in order to observe the evolution of musical
styles.
In order to achieve these objectives, this Thesis introduces a new paradigm for
the design of computer interactive musical systems called the Ontomemetical
Model of Music Evolution - OMME, which includes the fields of musical
ontogenesis and memetlcs. OMME-based systems are designed to artificially
explore the evolution of music centred on human perceptive and cognitive
faculties.
The potential of the OMME is illustrated with two interactive musical systems,
the Rhythmic Meme Generator (RGeme) and the Interactive Musical
Environments (iMe). which have been tested in a series of laboratory
experiments and live performances. The introduction to the OMME is preceded
by an extensive and critical overview of the state of the art computer models
that explore musical creativity and interactivity, in addition to a systematic
exposition of the major issues involved in the design and implementation of
these systems.
This Thesis also proposes innovative solutions for (i) the representation of
musical streams based on perceptive features, (ii) music segmentation, (iii) a
memory-based music model, (iv) the measure of distance between musical
styles, and (v) an impi*ovisation-based creative model
New horizons for female birdsong : evolution, culture and analysis tools : a thesis submitted in partial fulfilment of the requirements for the degree of Doctor of Philosophy in Ecology at Massey University, Auckland, New Zealand
Published papers appear in Appendix 7.1. and 7.2 respectively under a CC BY 4.0 and CC BY licence:
Webb, W. H., Brunton, D. H., Aguirre, J. D., Thomas, D. B., Valcu, M., & Dale, J. (2016).
Female song occurs in songbirds with more elaborate female coloration and reduced sexual dichromatism. Frontiers in Ecology and Evolution, 4(22). https://doi.org/10.3389/fevo.2016.00022
Yukio Fukuzawa, Wesley Webb, Matthew Pawley, Michelle Roper, Stephen Marsland, Dianne Brunton, & Andrew Gilman. (2020). Koe: Web-based software to classify acoustic units and analyse sequence structure in animal vocalisations. Methods in Ecology and Evolution, 11(3). https://doi.org/10.1111/2041-210X.13336As a result of male-centric, northern-hemisphere-biased sexual selection theory, elaborate female traits in songbirds have been largely overlooked as unusual or non-functional by-products of male evolution. However, recent research has revealed that female song is present in most surveyed songbirds and was in fact the ancestral condition to the clade. Additionally, a high proportion of songbird species have colourful females, and both song and showy colours have demonstrated female-specific functions in a growing number of species. We have much to learn about the evolution and functions of elaborate female traits in general, and female song in particular. This thesis extends the horizons of female birdsong research in three ways: (1) by revealing the broad-scale evolutionary relationship of female song and plumage elaboration across the songbirds, (2) by developing new accessible tools for the measurement and analysis of song complexity, and (3) by showingâthrough a detailed field study on a large natural metapopulationâhow vocal culture operates differentially in males and females.
First, to understand the drivers of elaborate female traits, I tested the evolutionary relationship between female song presence and plumage colouration across the songbirds. I found strong support for a positive evolutionary correlation between traits, with female song more prevalent amongst species with elaborated female plumage. These results suggest that contrary to the idea of trade-off between showy traits, female plumage colouration and female song likely evolved together under similar selection pressures and that their respective functions are reinforcing.
Second, I introduce new bioacoustics software, Koe, designed to meet the need for detailed classification and analysis of song complexity. The program enables visualisation, segmentation, rapid classification and analysis of song structure. I demonstrate Koe with a case study of New Zealand bellbird Anthornis melanura song, showcasing the capabilities for large-scale bioacoustics research and its application to female song.
Third, I conducted one of the first detailed field-based analyses of female song culture, studying an archipelago metapopulation of New Zealand bellbirds. Comparing between male and female sectors of each population, I found equal syllable diversity, largely separate repertoires, and contrasting patterns of sharing between sitesârevealing female dialects and pronounced sex differences in cultural evolution.
By combining broad-scale evolutionary approaches, novel song analysis tools, and a detailed field study, this thesis demonstrates that female song can be as much an elaborate signal as male song. I describe how future work can build on these findings to expand understanding of elaborate female traits
Deep Learning for Distant Speech Recognition
Deep learning is an emerging technology that is considered one of the most
promising directions for reaching higher levels of artificial intelligence.
Among the other achievements, building computers that understand speech
represents a crucial leap towards intelligent machines. Despite the great
efforts of the past decades, however, a natural and robust human-machine speech
interaction still appears to be out of reach, especially when users interact
with a distant microphone in noisy and reverberant environments. The latter
disturbances severely hamper the intelligibility of a speech signal, making
Distant Speech Recognition (DSR) one of the major open challenges in the field.
This thesis addresses the latter scenario and proposes some novel techniques,
architectures, and algorithms to improve the robustness of distant-talking
acoustic models. We first elaborate on methodologies for realistic data
contamination, with a particular emphasis on DNN training with simulated data.
We then investigate on approaches for better exploiting speech contexts,
proposing some original methodologies for both feed-forward and recurrent
neural networks. Lastly, inspired by the idea that cooperation across different
DNNs could be the key for counteracting the harmful effects of noise and
reverberation, we propose a novel deep learning paradigm called network of deep
neural networks. The analysis of the original concepts were based on extensive
experimental validations conducted on both real and simulated data, considering
different corpora, microphone configurations, environments, noisy conditions,
and ASR tasks.Comment: PhD Thesis Unitn, 201
Vector graphics to improve BLAST graphic representations
Thesis (M.Sc.)-University of KwaZulu-Natal, Pietermaritzburg, 2007.BLAST reports can be complicated. Viewing them graphically helps to understand
them better, especially when the reports are long. At present "Web BLAST" and
the stand-alone "wwwBLAST" versions, distributed by the NCBI, include graph-
ical viewers for BLAST results. An alternative approach is "BLAST Graphic
Viewer" developed by GMOD as part of the BioPerl library. It provides a more
aesthetically pleasing and informative graphical visualization to represent BLAST
results. All the strategies mentioned above are based on the use of bitmap graph-
ics and dependent on JavaScript code embedded in HTML. We present Vector
Graphic BLAST (VEGRA) a Python object orientated library based on BioPy-
thon to yield graphical visualization of results from BLAST utilizing vector graph-
ics. Graphics produced by VEGRA are better than bitmaps for illustration, more
exible because they can be resized and stretched, require less memory, and their
interactivity is more e ective as it is independent of tertiary technologies due to
its integration into the graphic. In addition, the library facilitates a de nition
of any layout for the di erent components of the graphic, as well as adjustment
of size and colour properties. This dissertation studies previous alternatives and
improves them by making use of vector graphics and thus allowing more e ective
presentation of results. VEGRA is not just an improvement for BLAST visualiza-
tion but a model that illustrates how other visualization tools could make use of
vector graphics. VEGRA currently works with BLAST, nevertheless the library
has been written to be extended to other visualization problems
Proceedings of the 7th Sound and Music Computing Conference
Proceedings of the SMC2010 - 7th Sound and Music Computing Conference, July 21st - July 24th 2010
Automated validation of minimum risk model-based system designs of complex avionics systems
Today, large civil aircraft incorporate a vast array of complex and coupled subsystems with thousands of electronic control units and software with millions of lines of code. Aircraft suppliers are challenged to provide superior products that are developed at a minimum time and cost, with maximum safety and security. No single person can understand the complex interactions of such a system of systems. Finding an optimal solution from large sets of different possible designs is an impossible task if done manually. Thus, written, non-executable specifications carry a high degree of product uncertainty. As a result, more than two-thirds of all specifications need to be reworked. Since most specification flaws are discovered and resolved at a late stage during development, when expenditures for redesign are at a maximum, the development approach currently used has a high probability of project cost and time overruns or even project failure, thus maximizing the risk of development.
It is the aim of this work, to develop a model- and simulation-based systems engineering method with associated design and validation environment that minimizes the risk of development for complex systems, e.g. aircraft. The development risk is a minimum, if all development decisions are validated early against the services of a product at mission level by the final customer. To do so, executable specifications are created during design and validated against the requirements of system services at mission level. Validated executable specifications are used and updated for all decisions from concept development through implementation and training. In addition, virtual prototypes are developed. A virtual prototype is an executable system specification that is combined with human machine interface concept models to include usability requirements in the overall design and to enable interactive specification validation and early end user training by means of interactive user-driven system simulation.
In a first step, so called executable workflows and simulation sets are developed to enable the execution of sets of structured and coupled simulation models. In a second step, a model- and simulation-based development and validation process model is developed from concept design to specification development. In a final step, two different validation processes are developed. An automated validation process based on executable specifications and an interactive validation process based on virtual prototypes. For the development of executable specifications and virtual prototypes, plug-and-play capable model components are developed. The developed method is validated for examples from civil aircraft development with focus on avionics and highly configurable and customizable cabin systems.GroĂe zivile Flugzeuge umfassen eine hohe Anzahl von komplexen und gekoppelten Subsystemen mit Tausenden von elektronischen SteuergerĂ€ten und Software mit Millionen von Codezeilen. Keine einzelne Person kann die komplexen Wechselwirkungen eines solchen Systems von Systemen verstehen. Daher beinhalten geschriebene, nicht ausfĂŒhrbare Spezifikationen einen hohen Grad an Produktunsicherheit. Infolgedessen mĂŒssen mehr als zwei Drittel aller Spezifikationen ĂŒberarbeitet werden. Da die meisten Spezifikationsfehler zu einem spĂ€ten Zeitpunkt entdeckt und gelöst werden, wenn AufwĂ€nde fĂŒr Ăberarbeitungen maximal sind, hat der gegenwĂ€rtige Entwicklungsansatz eine hohe Wahrscheinlichkeit fĂŒr Kosten- und ZeitĂŒberschreitungen oder fĂŒhrt zum Fehlschlagen von Projekten. Hierdurch wird das Entwicklungsrisiko maximiert.
Es ist das Ziel dieser Arbeit, eine modell- und simulationsbasierte Entwicklungsmethode mit zugehöriger Entwurfs- und Validierungsumgebung zu entwickeln, welche das Risiko der Entwicklung fĂŒr komplexe Systeme minimiert. Das Entwicklungsrisiko ist minimal, wenn alle Entwicklungsentscheidungen frĂŒhzeitig vom Endkunden gegen die Leistungen eines Produktes auf Missionsebene validiert werden. Dazu werden ausfĂŒhrbare Spezifikationen wĂ€hrend des Entwurfs erstellt und anhand der Anforderungen auf Missionsebene validiert. Validierte ausfĂŒhrbare Spezifikationen werden fĂŒr alle Entscheidungen von der Konzeptentwicklung bis zur Implementierung verwendet und aktualisiert. DarĂŒber hinaus werden virtuelle Prototypen entwickelt, welche ausfĂŒhrbare Spezifikationen mit Konzeptmodellen fĂŒr Mensch-Maschine-Schnittstellen kombinieren, um Usability-Anforderungen in den Gesamtentwurf aufzunehmen. Dies ermöglicht eine interaktive Validierung sowie frĂŒhes Endbenutzertraining mittels benutzergesteuerter Systemsimulation.
Es werden ausfĂŒhrbare ArbeitsablĂ€ufe und Simulation Sets entwickelt, welche die AusfĂŒhrung von strukturierten und gekoppelten Simulationsmodellen ermöglichen. AnschlieĂend wird ein modell- und simulationsbasiertes Entwicklungs- und Validierungsprozessmodell vom Konzeptdesign bis zur Spezifikationsentwicklung entwickelt. HierfĂŒr werden zwei verschiedene Validierungsprozesse verwendet. Ein automatisierter Validierungsprozess basierend auf ausfĂŒhrbaren Spezifikationen und ein interaktiver Validierungsprozess basierend auf virtuellen Prototypen. FĂŒr die Entwicklung von ausfĂŒhrbaren Spezifikationen und virtuellen Prototypen werden Modellkomponenten entwickelt. Die entwickelte Methode wird mithilfe von Beispielen aus der zivilen Flugzeugentwicklung validiert, insbesondere in Hinblick auf Avionik sowie hoch konfigurierbare und anpassbare Kabinensysteme
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