1,365 research outputs found
"Le present est plein de lâavenir, et chargĂ© du passĂ©" : VortrĂ€ge des XI. Internationalen Leibniz-Kongresses, 31. Juli â 4. August 2023, Leibniz UniversitĂ€t Hannover, Deutschland. Band 2
[No abstract available]Deutschen Forschungsgemeinschaft (DFG)/Projektnr. 517991912VGH VersicherungNiedersĂ€chsisches Ministerium fĂŒr Wissenschaft und Kultur (MWK
Under construction: infrastructure and modern fiction
In this dissertation, I argue that infrastructural development, with its technological promises but widening geographic disparities and social and environmental consequences, informs both the narrative content and aesthetic forms of modernist and contemporary Anglophone fiction. Despite its prevalent material formsâroads, rails, pipes, and wiresâinfrastructure poses particular formal and narrative problems, often receding into the background as mere setting. To address how literary fiction theorizes the experience of infrastructure requires reading âinfrastructurallyâ: that is, paying attention to the seemingly mundane interactions between characters and their built environments. The writers central to this projectâJames Joyce, William Faulkner, Karen Tei Yamashita, and Mohsin Hamidâtake up the representational challenges posed by infrastructure by bringing transit networks, sanitation systems, and electrical grids and the histories of their development and use into the foreground. These writers call attention to the political dimensions of built environments, revealing the ways infrastructures produce, reinforce, and perpetuate racial and socioeconomic fault lines. They also attempt to formalize the material relations of power inscribed by and within infrastructure; the novel itself becomes an imaginary counterpart to the technologies of infrastructure, a form that shapes and constrains what types of social action and affiliation are possible
Advances and Applications of DSmT for Information Fusion. Collected Works, Volume 5
This ïŹfth volume on Advances and Applications of DSmT for Information Fusion collects theoretical and applied contributions of researchers working in different ïŹelds of applications and in mathematics, and is available in open-access. The collected contributions of this volume have either been published or presented after disseminating the fourth volume in 2015 in international conferences, seminars, workshops and journals, or they are new. The contributions of each part of this volume are chronologically ordered.
First Part of this book presents some theoretical advances on DSmT, dealing mainly with modiïŹed Proportional ConïŹict Redistribution Rules (PCR) of combination with degree of intersection, coarsening techniques, interval calculus for PCR thanks to set inversion via interval analysis (SIVIA), rough set classiïŹers, canonical decomposition of dichotomous belief functions, fast PCR fusion, fast inter-criteria analysis with PCR, and improved PCR5 and PCR6 rules preserving the (quasi-)neutrality of (quasi-)vacuous belief assignment in the fusion of sources of evidence with their Matlab codes.
Because more applications of DSmT have emerged in the past years since the apparition of the fourth book of DSmT in 2015, the second part of this volume is about selected applications of DSmT mainly in building change detection, object recognition, quality of data association in tracking, perception in robotics, risk assessment for torrent protection and multi-criteria decision-making, multi-modal image fusion, coarsening techniques, recommender system, levee characterization and assessment, human heading perception, trust assessment, robotics, biometrics, failure detection, GPS systems, inter-criteria analysis, group decision, human activity recognition, storm prediction, data association for autonomous vehicles, identiïŹcation of maritime vessels, fusion of support vector machines (SVM), Silx-Furtif RUST code library for information fusion including PCR rules, and network for ship classiïŹcation.
Finally, the third part presents interesting contributions related to belief functions in general published or presented along the years since 2015. These contributions are related with decision-making under uncertainty, belief approximations, probability transformations, new distances between belief functions, non-classical multi-criteria decision-making problems with belief functions, generalization of Bayes theorem, image processing, data association, entropy and cross-entropy measures, fuzzy evidence numbers, negator of belief mass, human activity recognition, information fusion for breast cancer therapy, imbalanced data classiïŹcation, and hybrid techniques mixing deep learning with belief functions as well
Deep learning for computer vision constrained by limited supervision
This thesis presents the research work conducted on developing algo- rithms capable of training neural networks for image classification and re- gression in low supervision settings. The research was conducted on publicly available benchmark image datasets as well as real world data with appli- cations to herbage quality estimation in an agri-tech scope at the VistaMilk SFI centre. Topics include label noise and web-crawled datasets where some images have an incorrect classification label, semi-supervised learning where only a small part of the available images have been annotated by humans and unsupervised learning where the images are not annotated. The principal contributions are summarized as follows. Label noise: a study highlighting the dual in- and out-of-distribution nature of web-noise; a noise detection metric than can independently retrieve each noise type; an observation of the linear separability of in- and out-of-distribution images in unsupervised contrastive feature spaces; two noise-robust algorithms DSOS and SNCF that iteratively improve the state-of-the-art accuracy on the mini-Webvision dataset. Semi-supervised learning: we use unsupervised features to propagate labels from a few labeled examples to the entire dataset; ReLaB an algorithm that allows to decrease the classification error up to 8% with one labeled representative image on CIFAR-10. Biomass composition estimation from images: two semi-supervised approaches that utilize unlabeled images either through an approximate annotator or by adapting semi-supervised algorithms from the image classification litterature. To scale the biomass to drone images, we use super-resolution paired with semi-supervised learning. Early results on grass biomass estimation show the feasibility of automating the process with accuracies on par or better than human experts. The conclusion of the thesis will summarize the research contributions and discuss thoughts on future research that I believe should be tackled in the field of low supervision computer vision
Fully-Automated Packaging Structure Recognition of Standardized Logistics Assets on Images
Innerhalb einer logistischen Lieferkette mĂŒssen vielfĂ€ltige TransportgĂŒter an zahlreichen Knotenpunkten bearbeitet, wiedererkannt und kontrolliert werden. Dabei ist oft ein groĂer manueller Aufwand erforderlich, um die PaketidentitĂ€t oder auch die Packstruktur zu erkennen oder zu verifizieren. Solche Schritte sind notwendig, um beispielsweise eine Lieferung auf ihre VollstĂ€ndigkeit hin zu ĂŒberprĂŒfen. Wir untersuchen die Konzeption und Implementierung eines Verfahrens zur vollstĂ€ndigen Automatisierung der Erkennung der Packstruktur logistischer Sendungen. Ziel dieses
Verfahrens ist es, basierend auf einem einzigen Farbbild, eine oder mehrere Transporteinheiten akkurat zu lokalisieren und relevante Charakteristika, wie beispielsweise die Gesamtzahl oder die Anordnung der enthaltenen PackstĂŒcke, zu erkennen. Wir stellen eine aus mehreren Komponenten bestehende Bildverarbeitungs-Pipeline vor, die diese Aufgabe der Packstrukturerkennung lösen soll.
Unsere erste Implementierung des Verfahrens verwendet mehrere Deep Learning Modelle, genauer gesagt Convolutional Neural Networks zur Instanzsegmentierung, sowie Bildverarbeitungsmethoden und heuristische Komponenten. Wir verwenden einen eigenen Datensatz von Echtbildern aus einer Logistik-Umgebung fĂŒr Training und Evaluation unseres Verfahrens. Wir zeigen, dass unsere Lösung in der Lage ist, die korrekte Packstruktur in etwa 85% der TestfĂ€lle unseres Datensatzes zu erkennen, und sogar eine höhere Genauigkeit erzielt wird, wenn nur die meist vorkommenden PackstĂŒcktypen betrachtet werden.
FĂŒr eine ausgewĂ€hlte Bilderkennungs-Komponente unseres Algorithmus vergleichen wir das Potenzial der Verwendung weniger rechenintensiver, eigens designter Bildverarbeitungsmethoden mit den zuvor implementierten Deep Learning Verfahren. Aus dieser Untersuchung schlussfolgern wir die bessere Eignung der lernenden Verfahren, welche wir auf deren sehr gute FĂ€higkeit zur Generalisierung zurĂŒckfĂŒhren.
AuĂerdem formulieren wir das Problem der Objekt-Lokalisierung in Bildern anhand selbst gewĂ€hlter Merkmalspunkte, wie beispielsweise Eckpunkte logistischer Transporteinheiten. Ziel hiervon ist es, Objekte prĂ€ziser zu lokalisieren, als dies insbesondere im Vergleich zur Verwendung herkömmlicher umgebender Rechtecke möglich ist, wĂ€hrend gleichzeitig die Objektform durch bekanntes Vorwissen zur Objektgeometrie forciert wird. Wir stellen ein spezifisches Deep Learning Modell vor, welches die beschriebene Aufgabe löst im Fall von Objekten, welche durch vier Eckpunkte beschrieben
werden können. Das dabei entwickelte Modell mit Namen TetraPackNet wird evaluiert mittels allgemeiner und anwendungsbezogener Metriken. Wir belegen die Anwendbarkeit der Lösung im Falle unserer Bilderkennungs-Pipeline und argumentieren die Relevanz fĂŒr andere AnwendungsfĂ€lle, wie beispielweise Kennzeichenerkennung
Latent Spaces for Antimicrobial Peptide Design
Current antibacterial treatments cannot overcome the growing resistance of bacteria to antibiotic drugs, and novel treatment methods are required. One option is the development of new antimicrobial peptides (AMPs), to which bacterial resistance build-up is comparatively slow. Deep generative models have emerged as a powerful method for generating novel therapeutic candidates from existing datasets; however, there has been less research focused on evaluating the search spaces associated with these generators. In this research I employ five deep learning model architectures for de novo generation of antimicrobial peptide sequences and assess the properties of their associated latent spaces. I train a RNN, RNN with attention, WAE, AAE and Transformer model and compare their abilities to construct desirable latent spaces in 32, 64, and 128 dimensions. I assess reconstruction accuracy, generative capability, and model interpretability and demonstrate that while most models are able to create a partitioning in their latent spaces into regions of low and high AMP sampling probability, they do so in different manners and by appealing to different underlying physicochemical properties. In this way I demonstrate several benchmarks that must be considered for such models and suggest that for optimization of search space properties, an ensemble methodology is most appropriate for design of new AMPs. I design an AMP discovery pipeline and present candidate sequences and properties from three models that achieved high benchmark scores. Overall, by tuning models and their accompanying latent spaces, targeted sampling of anti-microbial peptides with ideal characteristics is achievable
Permutation-Aware Action Segmentation via Unsupervised Frame-to-Segment Alignment
This paper presents an unsupervised transformer-based framework for temporal
activity segmentation which leverages not only frame-level cues but also
segment-level cues. This is in contrast with previous methods which often rely
on frame-level information only. Our approach begins with a frame-level
prediction module which estimates framewise action classes via a transformer
encoder. The frame-level prediction module is trained in an unsupervised manner
via temporal optimal transport. To exploit segment-level information, we
utilize a segment-level prediction module and a frame-to-segment alignment
module. The former includes a transformer decoder for estimating video
transcripts, while the latter matches frame-level features with segment-level
features, yielding permutation-aware segmentation results. Moreover, inspired
by temporal optimal transport, we introduce simple-yet-effective pseudo labels
for unsupervised training of the above modules. Our experiments on four public
datasets, i.e., 50 Salads, YouTube Instructions, Breakfast, and Desktop
Assembly show that our approach achieves comparable or better performance than
previous methods in unsupervised activity segmentation.Comment: Accepted to WACV 202
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Social Addictive Gameful Engineering (SAGE): A Game-based Learning and Assessment System for Computational Thinking
At an unrivaled and enduring pace, computing has transformed the world, resulting in demand for a universal fourth foundation beyond reading, writing, and arithmetic: computational thinking (CT). Despite increasingly widespread acceptance of CT as a crucial competency for all, transforming education systems accordingly has proven complex. The principal hypothesis of this thesis is that we can improve the efficiency and efficacy of teaching and learning CT by building gameful learning and assessment systems on top of block-based programming environments. Additionally, we believe this can be accomplished at scale and cost conducive to accelerating CT dissemination for all.
After introducing the requirements, approach, and architecture, we present a solution named Gameful Direct Instruction. This involves embedding Parsons Programming Puzzles (PPPs) in Scratch, which is a block-based programming environment currently used prevalently in grades 6-8. PPPs encourage students to practice CT by assembling into correct order sets of mixed-up blocks that comprise samples of well-written code which focus on individual concepts. The structure provided by PPPs enable instructors to design games that steer learner attention toward targeted learning goals through puzzle-solving play. Learners receive continuous automated feedback as they attempt to arrange programming constructs in correct order, leading to more efficient comprehension of core CT concepts than they might otherwise attain through less structured Scratch assignments. We measure this efficiency first via a pilot study conducted after the initial integration of PPPs with Scratch, and second after the addition of scaffolding enhancements in a study involving a larger adult general population.
We complement Gameful Direct Instruction with a solution named Gameful Constructionism. This involves integrating with Scratch implicit assessment functionality that facilitates constructionist video game (CVG) design and play. CVGs enable learner to explore CT using construction tools sufficiently expressive for personally meaningful gameplay. Instructors are enabled to guide learning by defining game objectives useful for implicit assessment, while affording learners the opportunity to take ownership of the experience and progress through the sequence of interest and motivation toward sustained engagement. When strategically arranged within a learning progression after PPP gameplay produces evidence of efficient comprehension, CVGs amplify the impact of direct instruction by providing the sculpted context in which learners can apply CT concepts more freely, thereby broadening and deepening understanding, and improving learning efficacy. We measure this efficacy in a study of the general adult population.
Since these approaches leverage low fidelity yet motivating gameful techniques, they facilitate the development of learning content at scale and cost supportive of widespread CT uptake. We conclude this thesis with a glance at future work that anticipates further progress in scalability via a solution named Gameful Intelligent Tutoring. This involves augmenting Scratch with Intelligent Tutoring System (ITS) functionality that offers across-activity next-game recommendations, and within-activity just-in-time and on-demand hints. Since these data-driven methods operate without requiring knowledge engineering for each game designed, the instructor can evolve her role from one focused on knowledge transfer to one centered on supporting learning through the design of educational experiences, and we can accelerate the dissemination of CT at scale and reasonable cost while also advancing toward continuously differentiated instruction for each learner
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