5,923 research outputs found

    Towards large scale continuous EDA: a random matrix theory perspective

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    Estimation of distribution algorithms (EDA) are a major branch of evolutionary algorithms (EA) with some unique advantages in principle. They are able to take advantage of correlation structure to drive the search more efficiently, and they are able to provide insights about the structure of the search space. However, model building in high dimensions is extremely challenging and as a result existing EDAs lose their strengths in large scale problems. Large scale continuous global optimisation is key to many real world problems of modern days. Scaling up EAs to large scale problems has become one of the biggest challenges of the field. This paper pins down some fundamental roots of the problem and makes a start at developing a new and generic framework to yield effective EDA-type algorithms for large scale continuous global optimisation problems. Our concept is to introduce an ensemble of random projections of the set of fittest search points to low dimensions as a basis for developing a new and generic divide-and-conquer methodology. This is rooted in the theory of random projections developed in theoretical computer science, and will exploit recent advances of non-asymptotic random matrix theory

    Pathway to Future Symbiotic Creativity

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    This report presents a comprehensive view of our vision on the development path of the human-machine symbiotic art creation. We propose a classification of the creative system with a hierarchy of 5 classes, showing the pathway of creativity evolving from a mimic-human artist (Turing Artists) to a Machine artist in its own right. We begin with an overview of the limitations of the Turing Artists then focus on the top two-level systems, Machine Artists, emphasizing machine-human communication in art creation. In art creation, it is necessary for machines to understand humans' mental states, including desires, appreciation, and emotions, humans also need to understand machines' creative capabilities and limitations. The rapid development of immersive environment and further evolution into the new concept of metaverse enable symbiotic art creation through unprecedented flexibility of bi-directional communication between artists and art manifestation environments. By examining the latest sensor and XR technologies, we illustrate the novel way for art data collection to constitute the base of a new form of human-machine bidirectional communication and understanding in art creation. Based on such communication and understanding mechanisms, we propose a novel framework for building future Machine artists, which comes with the philosophy that a human-compatible AI system should be based on the "human-in-the-loop" principle rather than the traditional "end-to-end" dogma. By proposing a new form of inverse reinforcement learning model, we outline the platform design of machine artists, demonstrate its functions and showcase some examples of technologies we have developed. We also provide a systematic exposition of the ecosystem for AI-based symbiotic art form and community with an economic model built on NFT technology. Ethical issues for the development of machine artists are also discussed

    Developing a Pedagogical Framework for Designing a Multisensory Serious Gaming Environment

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    The importance of multisensory interaction for learning has increased with improved understanding of childrenā€™s sensory development, and a flourishing interest in embodied cognition. The potential to foster new forms of multisensory interaction through various sensor, mobile and haptic technologies is promising in providing new ways for young children to engage with key mathematical concepts. However, designing effective learning environments for real world classrooms is challenging, and requires a pedagogically, rather than technologically, driven approach to design. This paper describes initial work underpinning the development of a pedagogical framework, intended to inform the design of a multisensory serious gaming environment. It identifies the theoretical basis of the framework, illustrates how this informs teaching strategies, and outlines key technology research driven perspectives and considerations important for informing design. An initial table mapping mathematical concepts to design, a framework of considerations for design, and a process model of how the framework will continue to be developed across the design process are provided

    Eyewear Computing \u2013 Augmenting the Human with Head-Mounted Wearable Assistants

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    The seminar was composed of workshops and tutorials on head-mounted eye tracking, egocentric vision, optics, and head-mounted displays. The seminar welcomed 30 academic and industry researchers from Europe, the US, and Asia with a diverse background, including wearable and ubiquitous computing, computer vision, developmental psychology, optics, and human-computer interaction. In contrast to several previous Dagstuhl seminars, we used an ignite talk format to reduce the time of talks to one half-day and to leave the rest of the week for hands-on sessions, group work, general discussions, and socialising. The key results of this seminar are 1) the identification of key research challenges and summaries of breakout groups on multimodal eyewear computing, egocentric vision, security and privacy issues, skill augmentation and task guidance, eyewear computing for gaming, as well as prototyping of VR applications, 2) a list of datasets and research tools for eyewear computing, 3) three small-scale datasets recorded during the seminar, 4) an article in ACM Interactions entitled \u201cEyewear Computers for Human-Computer Interaction\u201d, as well as 5) two follow-up workshops on \u201cEgocentric Perception, Interaction, and Computing\u201d at the European Conference on Computer Vision (ECCV) as well as \u201cEyewear Computing\u201d at the ACM International Joint Conference on Pervasive and Ubiquitous Computing (UbiComp)

    Human-Computer Interaction

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    In this book the reader will find a collection of 31 papers presenting different facets of Human Computer Interaction, the result of research projects and experiments as well as new approaches to design user interfaces. The book is organized according to the following main topics in a sequential order: new interaction paradigms, multimodality, usability studies on several interaction mechanisms, human factors, universal design and development methodologies and tools

    Multisensory Perception and Learning: Linking Pedagogy, Psychophysics, and Humanā€“Computer Interaction

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    In this review, we discuss how specific sensory channels can mediate the learning of properties of the environment. In recent years, schools have increasingly been using multisensory technology for teaching. However, it still needs to be sufficiently grounded in neuroscientific and pedagogical evidence. Researchers have recently renewed understanding around the role of communication between sensory modalities during development. In the current review, we outline four principles that will aid technological development based on theoretical models of multisensory development and embodiment to foster in-depth, perceptual, and conceptual learning of mathematics. We also discuss how a multidisciplinary approach offers a unique contribution to development of new practical solutions for learning in school. Scientists, engineers, and pedagogical experts offer their interdisciplinary points of view on this topic. At the end of the review, we present our results, showing that one can use multiple sensory inputs and sensorimotor associations in multisensory technology to improve the discrimination of angles, but also possibly for educational purposes. Finally, we present an application, the ā€˜RobotAngleā€™ developed for primary (i.e., elementary) school children, which uses sounds and body movements to learn about angles
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