6,677 research outputs found

    Feature Synthesis Using Genetic Programming for Face Expression Recognition

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    Interactive Evolutionary Algorithms for Image Enhancement and Creation

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    Image enhancement and creation, particularly for aesthetic purposes, are tasks for which the use of interactive evolutionary algorithms would seem to be well suited. Previous work has concentrated on the development of various aspects of the interactive evolutionary algorithms and their application to various image enhancement and creation problems. Robust evaluation of algorithmic design options in interactive evolutionary algorithms and the comparison of interactive evolutionary algorithms to alternative approaches to achieving the same goals is generally less well addressed. The work presented in this thesis is primarily concerned with different interactive evolutionary algorithms, search spaces, and operators for setting the input values required by image processing and image creation tasks. A secondary concern is determining when the use of the interactive evolutionary algorithm approach to image enhancement problems is warranted and how it compares with alternative approaches. Various interactive evolutionary algorithms were implemented and compared in a number of specifically devised experiments using tasks of varying complexity. A novel aspect of this thesis, with regards to other work in the study of interactive evolutionary algorithms, was that statistical analysis of the data gathered from the experiments was performed. This analysis demonstrated, contrary to popular assumption, that the choice of algorithm parameters, operators, search spaces, and even the underlying evolutionary algorithm has little effect on the quality of the resulting images or the time it takes to develop them. It was found that the interaction methods chosen when implementing the user interface of the interactive evolutionary algorithms had a greater influence on the performances of the algorithms

    Wearable performance

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    This is the post-print version of the article. The official published version can be accessed from the link below - Copyright @ 2009 Taylor & FrancisWearable computing devices worn on the body provide the potential for digital interaction in the world. A new stage of computing technology at the beginning of the 21st Century links the personal and the pervasive through mobile wearables. The convergence between the miniaturisation of microchips (nanotechnology), intelligent textile or interfacial materials production, advances in biotechnology and the growth of wireless, ubiquitous computing emphasises not only mobility but integration into clothing or the human body. In artistic contexts one expects such integrated wearable devices to have the two-way function of interface instruments (e.g. sensor data acquisition and exchange) worn for particular purposes, either for communication with the environment or various aesthetic and compositional expressions. 'Wearable performance' briefly surveys the context for wearables in the performance arts and distinguishes display and performative/interfacial garments. It then focuses on the authors' experiments with 'design in motion' and digital performance, examining prototyping at the DAP-Lab which involves transdisciplinary convergences between fashion and dance, interactive system architecture, electronic textiles, wearable technologies and digital animation. The concept of an 'evolving' garment design that is materialised (mobilised) in live performance between partners originates from DAP Lab's work with telepresence and distributed media addressing the 'connective tissues' and 'wearabilities' of projected bodies through a study of shared embodiment and perception/proprioception in the wearer (tactile sensory processing). Such notions of wearability are applied both to the immediate sensory processing on the performer's body and to the processing of the responsive, animate environment. Wearable computing devices worn on the body provide the potential for digital interaction in the world. A new stage of computing technology at the beginning of the 21st Century links the personal and the pervasive through mobile wearables. The convergence between the miniaturisation of microchips (nanotechnology), intelligent textile or interfacial materials production, advances in biotechnology and the growth of wireless, ubiquitous computing emphasises not only mobility but integration into clothing or the human body. In artistic contexts one expects such integrated wearable devices to have the two-way function of interface instruments (e.g. sensor data acquisition and exchange) worn for particular purposes, either for communication with the environment or various aesthetic and compositional expressions. 'Wearable performance' briefly surveys the context for wearables in the performance arts and distinguishes display and performative/interfacial garments. It then focuses on the authors' experiments with 'design in motion' and digital performance, examining prototyping at the DAP-Lab which involves transdisciplinary convergences between fashion and dance, interactive system architecture, electronic textiles, wearable technologies and digital animation. The concept of an 'evolving' garment design that is materialised (mobilised) in live performance between partners originates from DAP Lab's work with telepresence and distributed media addressing the 'connective tissues' and 'wearabilities' of projected bodies through a study of shared embodiment and perception/proprioception in the wearer (tactile sensory processing). Such notions of wearability are applied both to the immediate sensory processing on the performer's body and to the processing of the responsive, animate environment

    Applying multiobjective evolutionary algorithms in industrial projects

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    During the recent years, multiobjective evolutionary algorithms have matured as a flexible optimization tool which can be used in various areas of reallife applications. Practical experiences showed that typically the algorithms need an essential adaptation to the specific problem for a successful application. Considering these requirements, we discuss various issues of the design and application of multiobjective evolutionary algorithms to real-life optimization problems. In particular, questions on problem-specific data structures and evolutionary operators and the determination of method parameters are treated. As a major issue, the handling of infeasible intermediate solutions is pointed out. Three application examples in the areas of constrained global optimization (electronic circuit design), semi-infinite programming (design centering problems), and discrete optimization (project scheduling) are discussed

    Novel system of pavement cracking detection algorithms using 1mm 3D surface data

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    Pavement cracking is one of the major concerns for pavement design and management. There have been rapid developments of automated pavement cracking detection in recent years. However, none of them has been widely accepted so far due to lack of capability of maintaining consistently high detection accuracy for various pavement surfaces. Using 1mm 3D data collected by WayLink Digital Highway Data Vehicle (DHDV), an entire system of algorithms, which consists of Fully Automated Cracking Detection Subsystem, Interactive Cracking Detection Subsystem and Noisy Pattern Detection Subsystem, is proposed in this study for improvements in adaptability, reliability and interactivity of pavement cracking detection.The Fully Automated Cracking Detection Subsystem utilizes 3D Shadow Simulation to find lower areas in local neighborhood, and then eliminates noises by subsequent noise suppressing procedures. The assumption behind 3D Shadow Simulation is that local lower areas will be shadowed under light with a certain projection angle. According to the Precision-Recall Analysis on two real pavement segments, the fully automated subsystem can achieve a high level of Precision and Recall on both pavement segments.The Interactive Cracking Detection Subsystem implements an interactive algorithm proposed in this study, which is capable of improving its detection accuracy by adjustments based on the operator's feedback, to provide a slower but more flexible as well as confident approach to pavement cracking detection. It is demonstrated in the case study that the interactive subsystem can retrieve almost 100 percent of cracks with nearly no noises.The Noisy Pattern Detection Subsystem is proposed to exclude pavement joints and grooves from cracking detection so that false-positive errors on rigid pavements can be reduced significantly. This subsystem applies Support Vector Machines (SVM) to train the classifiers for the recognition of transverse groove, transverse joint, longitudinal groove and longitudinal joint respectively. Based on the trained classifiers, pattern extraction procedures are developed to find the exact locations of pavement joints and grooves.Non-dominated Sorting Genetic Algorithm II (NSGA-II), which is one of multi objective genetic algorithms, is employed in this study to optimize parameters of the fully automated subsystem for the pursuing of high Precision and high Recall simultaneously. In addition to NSGA-II, an Auxiliary Prediction Model (APM) is proposed in this study to assist NSGA-II for faster convergence and better diversity.Finally, CPU-based and GPU-based Parallel Computing Techniques, including MultiGPU, GPU streaming, Multi-Core and Multi-Threading are combined in this study to increase the processing speed for all computational tasks that can be synchronous

    Using the Sharp Operator for edge detection and nonlinear diffusion

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    In this paper we investigate the use of the sharp function known from functional analysis in image processing. The sharp function gives a measure of the variations of a function and can be used as an edge detector. We extend the classical notion of the sharp function for measuring anisotropic behaviour and give a fast anisotropic edge detection variant inspired by the sharp function. We show that these edge detection results are useful to steer isotropic and anisotropic nonlinear diffusion filters for image enhancement

    Digital Filter Design Using Improved Artificial Bee Colony Algorithms

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    Digital filters are often used in digital signal processing applications. The design objective of a digital filter is to find the optimal set of filter coefficients, which satisfies the desired specifications of magnitude and group delay responses. Evolutionary algorithms are population-based meta-heuristic algorithms inspired by the biological behaviors of species. Compared to gradient-based optimization algorithms such as steepest descent and Newton’s like methods, these bio-inspired algorithms have the advantages of not getting stuck at local optima and being independent of the starting point in the solution space. The limitations of evolutionary algorithms include the presence of control parameters, problem specific tuning procedure, premature convergence and slower convergence rate. The artificial bee colony (ABC) algorithm is a swarm-based search meta-heuristic algorithm inspired by the foraging behaviors of honey bee colonies, with the benefit of a relatively fewer control parameters. In its original form, the ABC algorithm has certain limitations such as low convergence rate, and insufficient balance between exploration and exploitation in the search equations. In this dissertation, an ABC-AMR algorithm is proposed by incorporating an adaptive modification rate (AMR) into the original ABC algorithm to increase convergence rate by adjusting the balance between exploration and exploitation in the search equations through an adaptive determination of the number of parameters to be updated in every iteration. A constrained ABC-AMR algorithm is also developed for solving constrained optimization problems.There are many real-world problems requiring simultaneous optimizations of more than one conflicting objectives. Multiobjective (MO) optimization produces a set of feasible solutions called the Pareto front instead of a single optimum solution. For multiobjective optimization, if a decision maker’s preferences can be incorporated during the optimization process, the search process can be confined to the region of interest instead of searching the entire region. In this dissertation, two algorithms are developed for such incorporation. The first one is a reference-point-based MOABC algorithm in which a decision maker’s preferences are included in the optimization process as the reference point. The second one is a physical-programming-based MOABC algorithm in which physical programming is used for setting the region of interest of a decision maker. In this dissertation, the four developed algorithms are applied to solve digital filter design problems. The ABC-AMR algorithm is used to design Types 3 and 4 linear phase FIR differentiators, and the results are compared to those obtained by the original ABC algorithm, three improved ABC algorithms, and the Parks-McClellan algorithm. The constrained ABC-AMR algorithm is applied to the design of sparse Type 1 linear phase FIR filters of filter orders 60, 70 and 80, and the results are compared to three state-of-the-art design methods. The reference-point-based multiobjective ABC algorithm is used to design of asymmetric lowpass, highpass, bandpass and bandstop FIR filters, and the results are compared to those obtained by the preference-based multiobjective differential evolution algorithm. The physical-programming-based multiobjective ABC algorithm is used to design IIR lowpass, highpass and bandpass filters, and the results are compared to three state-of-the-art design methods. Based on the obtained design results, the four design algorithms are shown to be competitive as compared to the state-of-the-art design methods

    Application of general semi-infinite Programming to Lapidary Cutting Problems

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    We consider a volume maximization problem arising in gemstone cutting industry. The problem is formulated as a general semi-infinite program (GSIP) and solved using an interiorpoint method developed by Stein. It is shown, that the convexity assumption needed for the convergence of the algorithm can be satisfied by appropriate modelling. Clustering techniques are used to reduce the number of container constraints, which is necessary to make the subproblems practically tractable. An iterative process consisting of GSIP optimization and adaptive refinement steps is then employed to obtain an optimal solution which is also feasible for the original problem. Some numerical results based on realworld data are also presented

    Structure and pressure drop of real and virtual metal wire meshes

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    An efficient mathematical model to virtually generate woven metal wire meshes is presented. The accuracy of this model is verified by the comparison of virtual structures with three-dimensional images of real meshes, which are produced via computer tomography. Virtual structures are generated for three types of metal wire meshes using only easy to measure parameters. For these geometries the velocity-dependent pressure drop is simulated and compared with measurements performed by the GKD - Gebr. Kufferath AG. The simulation results lie within the tolerances of the measurements. The generation of the structures and the numerical simulations were done at GKD using the Fraunhofer GeoDict software
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