149 research outputs found

    Detección de Escenas de Violencia con Modelos Deep Learning

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    Este Trabajo de Fin de Grado propone desarrollar un sistema de detección automática de escenas violentas. En primer lugar, se realiza un estudio del estado del arte examinando las distintas herramientas técnicas disponibles para el análisis de vídeo, concentrando este trabajo en el empleo de técnicas de aprendizaje automático, en concreto el aprendizaje profundo (deep learning). Se compararán distintos modelos convolucionales profundos con el objetivo de entender las ventajas y desventajas de estas técnicas de análisis y su aplicación en el caso de reconocimiento de escenas de violencia. Se usan modelos tanto totalmente desarrollados como modelos basados en transferencia de aprendizaje (transfer learning) con el objetivo de mejorar la calidad de la red entrenada. Se procede a perfeccionar estos modelos con técnicas que se apoyan en otros campos de aprendizaje profundo para mejorar su capacidad, y por último se somete a examen el modelo en juegos de datos (Datasets) públicos como: MoviesFight y HockeyFight, con el objetivo de medir su tasa de acierto y entendimiento cualitativo del modelo. Por último, se revisan futuras perspectivas de investigación que surgen a partir de las conclusiones de este trabajo

    Video Games as Free Speech

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    The prevalence of video game violence remains a concern for members of the mass media as well as political actors, especially in light of recent shootings. However, many individuals who criticize the industry for influencing real-world violence have not played games extensively nor are they aware of the gaming community as a whole. First, this thesis aims to illuminate the chronological history of game distribution. Second, this thesis covers small segments of games of the modern age to illustrate the unique communicative mechanisms offered by games. Third, this thesis analyzes whether or not the industry should be regulated through the Supreme Court case of Brown v. Entertainment Merchants Association. Finally, this thesis explores the research about the possible links between game violence and real-world violence, while also summarizing and analyzing recent tragedies associated with the medium. It is suggested that video games should be considered free speech without any governmental regulation and that the medium, as creative expression, has value through its unique communicative mechanisms

    2018 IMSAloquium, Student Investigation Showcase

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    This is IMSA\u27s 31st year of leading in educational innovation and the 30th year of the Student Inquiry and Research Program (SIR)! ... These studies have all happened during the past year in a variety of laboratories, real or virtual, on and off campus. Students were asked to not only learn a great deal about complex topics, but to contribute to them in meaningful ways. The presentations you hear today reflect the various stages of their work on a myriad of projects.https://digitalcommons.imsa.edu/archives_sir/1028/thumbnail.jp

    ATHENA Research Book

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    The ATHENA European University is an alliance of nine Higher Education Institutions with the mission of fostering excellence in research and innovation by facilitating international cooperation. The ATHENA acronym stands for Advanced Technologies in Higher Education Alliance. The partner institutions are from France, Germany, Greece, Italy, Lithuania, Portugal, and Slovenia: the University of Orléans, the University of Siegen, the Hellenic Mediterranean University, the Niccolò Cusano University, the Vilnius Gediminas Technical University, the Polytechnic Institute of Porto, and the University of Maribor. In 2022 institutions from Poland and Spain joined the alliance: the Maria Curie-Skłodowska University and the University of Vigo. This research book presents a selection of the ATHENA university partners' research activities. It incorporates peer-reviewed original articles, reprints and student contributions. The ATHENA Research Book provides a platform that promotes joint and interdisciplinary research projects of both advanced and early-career researchers

    Advances in Artificial Intelligence: Models, Optimization, and Machine Learning

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    The present book contains all the articles accepted and published in the Special Issue “Advances in Artificial Intelligence: Models, Optimization, and Machine Learning” of the MDPI Mathematics journal, which covers a wide range of topics connected to the theory and applications of artificial intelligence and its subfields. These topics include, among others, deep learning and classic machine learning algorithms, neural modelling, architectures and learning algorithms, biologically inspired optimization algorithms, algorithms for autonomous driving, probabilistic models and Bayesian reasoning, intelligent agents and multiagent systems. We hope that the scientific results presented in this book will serve as valuable sources of documentation and inspiration for anyone willing to pursue research in artificial intelligence, machine learning and their widespread applications

    Digital Interaction and Machine Intelligence

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    This book is open access, which means that you have free and unlimited access. This book presents the Proceedings of the 9th Machine Intelligence and Digital Interaction Conference. Significant progress in the development of artificial intelligence (AI) and its wider use in many interactive products are quickly transforming further areas of our life, which results in the emergence of various new social phenomena. Many countries have been making efforts to understand these phenomena and find answers on how to put the development of artificial intelligence on the right track to support the common good of people and societies. These attempts require interdisciplinary actions, covering not only science disciplines involved in the development of artificial intelligence and human-computer interaction but also close cooperation between researchers and practitioners. For this reason, the main goal of the MIDI conference held on 9-10.12.2021 as a virtual event is to integrate two, until recently, independent fields of research in computer science: broadly understood artificial intelligence and human-technology interaction

    The 1st International Electronic Conference on Algorithms

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    This book presents 22 of the accepted presentations at the 1st International Electronic Conference on Algorithms which was held completely online from September 27 to October 10, 2021. It contains 16 proceeding papers as well as 6 extended abstracts. The works presented in the book cover a wide range of fields dealing with the development of algorithms. Many of contributions are related to machine learning, in particular deep learning. Another main focus among the contributions is on problems dealing with graphs and networks, e.g., in connection with evacuation planning problems

    Computational model of negotiation skills in virtual artificial agents

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    Negotiation skills represent crucial abilities for engaging in effective social interactions in formal and informal settings. Serious games, intelligent systems and virtual agents can provide solid tools upon which one-to-one training and assessment can be reliably made available. The aim of the present work is to fill the gap between the recent growing interest towards soft skills, and the lack of a robust and modern methodology for supporting their investigation. A computational model for the development of Enact, a 3D virtual intelligent platform for training and testing negotiation skills, will be presented. The serious game allows users to interact with simulated peers in scenarios depicting daily life situations and receive a psychological assessment and adaptive training reflecting their negotiation abilities. To pursue this goal, this work has gone through different research stages, each with a unique methodology, results and discussion described in its specific section. In the first phase, the platform was designed to operationalize the examined negotiation theory, developed and assessed. The negotiation styles considered, consistently with previous findings, have been found not to correlate with personality traits, coping strategies and perceived self-efficacy. The serious game has been widely tested for its usability and underwent two development and release stages aimed at improving its accuracy, usability and likeability. The variables measured by the platform have been found to predict in all cases at least two of the negotiation styles considered. Concerning the user feedback, the game has been judged as useful, more pleasant than the traditional test, and the perceived time spent on the game resulted significantly lower than the real time spent. In the second stage of this research, the game scenarios were used to collect a dataset of documents containing natural language negotiations between users and the virtual agents. The dataset was used to assess the correlations between the personal pronouns' use and the negotiation styles. Results showed that more engaged styles generally used pronouns with a significantly higher frequency than less engaged styles. Styles with a high concern for self showed a higher frequency of singular personal pronouns while styles with a high concern for others used significantly more relational pronouns. The corpus of documents was also used to perform multiclass classification on the negotiation styles using machine learning. Both linear (SVM) and non-linear models (MNB, CNN) performed reliably with a state-of-the-art accuracy

    Serious Games: Video Game Design Techniques for Academic and Commercial Communication

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    Serious Games: Video game design techniques for academic and commercial communication, by Christian Bull-Hansen, Department of Informatics, University of Oslo, Norway. Traditional academic and commercial communication sources, like schools and television, are losing ground to video games. People of all ages spend increasingly more time engaged in virtual worlds and on the Internet, and are becoming used to actively pursuing the information they want to know more about, while rejecting the old passive communication channels where information is presented, but not requested. The result is a generation in need of new ways of informing. This thesis aims to provide ways for academic and commercial communication to exist in commercially popular video games while retaining the entertainment value of the games. Thus making students learn while gaming, as well as provide means for commercial interests to reach the gamer audience. The thesis provides information and analysis of game culture, player-types, social structures, game design techniques, and how knowledge of this information can be used to create and improve academic and commercial communication in video games. The thesis utilizes a custom made prototype, “The Renaissance Prototype”, designed for the purpose of researching and test the theories presented in this thesis
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