157,600 research outputs found

    Personalized Ambience: An Integration of Learning Model and Intelligent Lighting Control

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    The number of households and offices adopting automation system is on the rise. Although devices and actuators can be controlled through wireless transmission, they are mostly static with preset schedules, or at different times it requires human intervention. This paper presents a smart ambience system that analyzes the user’s lighting habits, taking into account different environmental context variables and user needs in order to automatically learn about the user’s preferences and automate the room ambience dynamically. Context information is obtained from Yahoo Weather and environmental data pertaining to the room is collected via Cubesensors to study the user’s lighting habits. We employs a learning model known as the Reduced Error Prune Tree (REPTree) to analyze the users’ preferences, and subsequently predicts the preferred lighting condition to be actuated in real time through Philips Hue. The system is able to ensure the user’s comfort at all time by performing a closed feedback control loop which checks and maintains a suitable lighting ambience at optimal level

    Human Preference-Based Learning for High-dimensional Optimization of Exoskeleton Walking Gaits

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    Optimizing lower-body exoskeleton walking gaits for user comfort requires understanding users’ preferences over a high-dimensional gait parameter space. However, existing preference-based learning methods have only explored low-dimensional domains due to computational limitations. To learn user preferences in high dimensions, this work presents LINECOSPAR, a human-in-the-loop preference-based framework that enables optimization over many parameters by iteratively exploring one-dimensional subspaces. Additionally, this work identifies gait attributes that characterize broader preferences across users. In simulations and human trials, we empirically verify that LINECOSPAR is a sample-efficient approach for high-dimensional preference optimization. Our analysis of the experimental data reveals a correspondence between human preferences and objective measures of dynamicity, while also highlighting differences in the utility functions underlying individual users’ gait preferences. This result has implications for exoskeleton gait synthesis, an active field with applications to clinical use and patient rehabilitation

    An experimental comparative study for interactive evolutionary computation problems

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    Proceeding of: EvoWorkshops 2006: EvoBIO, EvoCOMNET, EvoHOT, EvoIASP, EvoINTERACTION, EvoMUSART, and EvoSTOC, Budapest, Hungary, April 10-12, 2006This paper presents an objective experimental comparative study between four algorithms: the Genetic Algorithm, the Fitness Prediction Genetic Algorithm, the Population Based Incremental Learning algorithm and the purposed method based on the Chromosome Appearance Probability Matrix. The comparative is done with a non subjective evaluation function. The main objective is to validate the efficiency of several methods in Interactive Evolutionary Computation environments. The most important constraint of working within those environments is the user interaction, which affects the results adding time restrictions for the experimentation stage and subjectivity to the validation. The experiments done in this paper replace user interaction with several approaches avoiding user limitations. So far, the results show the efficiency of the purposed algorithm in terms of quality of solutions and convergence speed, two known keys to decrease the user fatigue.This article has been financed by the Spanish founded research MCyT project OPLINK, Ref: TIN2006-08818-C04-02
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