3,487 research outputs found
Towards a human eye behavior model by applying Data Mining Techniques on Gaze Information from IEC
In this paper, we firstly present what is Interactive Evolutionary
Computation (IEC) and rapidly how we have combined this artificial intelligence
technique with an eye-tracker for visual optimization. Next, in order to
correctly parameterize our application, we present results from applying data
mining techniques on gaze information coming from experiments conducted on
about 80 human individuals
A validation study regarding a generative approach in choosing appropriate colors for impaired users
Automatic Graphics And Game Content Generation Through Evolutionary Computation
Simulation and game content includes the levels, models, textures, items, and other objects encountered and possessed by players during the game. In most modern video games and simulation software, the set of content shipped with the product is static and unchanging, or at best, randomized within a narrow set of parameters. However, ideally, if game content could be constantly and automatically renewed, players would remain engaged longer in the evolving stream of content. This dissertation introduces three novel technologies that together realize this ambition. (1) The first, NEAT Particles, is an evolutionary method to enable users to quickly and easily create complex particle effects through a simple interactive evolutionary computation (IEC) interface. That way, particle effects become an evolvable class of content, which is exploited in the remainder of the dissertation. In particular, (2) a new algorithm called content-generating NeuroEvolution of Augmenting Topologies (cgNEAT) is introduced that automatically generates graphical and game content while the game is played, based on the past preferences of the players. Through cgNEAT, the game platform on its own can generate novel content that is designed to satisfy its players. Finally, (3) the Galactic Arms Race (GAR) multiplayer online video game is constructed to demonstrate these techniques working on a real online gaming platform. In GAR, which was made available to the public and playable online, players pilot space ships and fight enemies to acquire unique particle system weapons that are automatically evolved by the cgNEAT algorithm. The resulting study shows that cgNEAT indeed enables players to discover a wide variety of appealing content that is not only novel, but also based on and extended from previous content that they preferred in the past. The implication is that with cgNEAT it is now possible to create applications that generate their own content to satisfy users, potentially significantly reducing the cost of content creation and considerably increasing entertainment value with a constant stream of evolving content
vrmlgen: An R Package for 3D Data Visualization on the Web
The 3-dimensional representation and inspection of complex data is a frequently used strategy in many data analysis domains. Existing data mining software often lacks functionality that would enable users to explore 3D data interactively, especially if one wishes to make dynamic graphical representations directly viewable on the web. In this paper we present vrmlgen, a software package for the statistical programming language R to create 3D data visualizations in web formats like the Virtual Reality Markup Language (VRML) and LiveGraphics3D. vrmlgen can be used to generate 3D charts and bar plots, scatter plots with density estimation contour surfaces, and visualizations of height maps, 3D object models and parametric functions. For greater flexibility, the user can also access low-level plotting methods through a unified interface and freely group different function calls together to create new higher-level plotting methods. Additionally, we present a web tool allowing users to visualize 3D data online and test some of vrmlgen's features without the need to install any software on their computer.
A graphical user interface for evolutionary algorithms
The purpose of Generic Evolutionary Algorithms Programming Library (GEA1) system is to provide researchers with an easy-to-use, widely applicable and extendable programming library which solves real-world optimization problems by means of evolutionary algorithms. It contains algorithms for various evolutionary methods, implemented genetic operators for the most common representation forms for individuals, various selection methods, and examples on how to use and expand the library. All these functions assure that GEA can be effectively applied on many problems. GraphGEA is a graphical user interface to GEA written with the GTK API. The numerous parameters of the evolutionary algorithm can be set in appropriate dialog boxes. The program also checks the correctness of the parameters and saving/restoring of parameter sets is also possible. The selected evolutionary algorithm can be executed interactively on the specified optimization problem through the graphical user interface of GraphGEA, and the results and behavior of the EA can be observed on several selected graphs and drawings. While the main purpose of GEA is solving optimization problems, that of GraphGEA is education and analysis. It can be of great help for students understanding the characteristics of evolutionary algorithms and researchers of the area can use it to analyze an EA's behavior on particular problems
User's web page aesthetics opinion: a matter of low-level image descriptors based on MPEG-7
Analyzing a user's first impression of a Web site is essential for interface designers, as it is tightly related to their overall opinion of a site. In fact, this early evaluation affects user navigation behavior. Perceived usability and user interest (e.g., revisiting and recommending the site) are parameters influenced by first opinions. Thus, predicting the latter when creating a Web site is vital to ensure usersâ acceptance. In this regard, Web aesthetics is one of the most influential factors in this early perception. We propose the use of low-level image parameters for modeling Web aesthetics in an objective manner, which is an innovative research field. Our model, obtained by applying a stepwise multiple regression algorithm, infers a user's first impression by analyzing three different visual characteristics of Web site screenshotsâtexture, luminance, and colorâwhich are directly derived from MPEG-7 descriptors. The results obtained over three wide Web site datasets (composed by 415, 42, and 6 Web sites, respectively) reveal a high correlation between low-level parameters and the usersâ evaluation, thus allowing a more precise and objective prediction of usersâ opinion than previous models that are based on other image characteristics with fewer predictors. Therefore, our model is meant to support a rapid assessment of Web sites in early stages of the design process to maximize the likelihood of the usersâ final approval
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Self-Organizing Floor Plans
© 2021 by the author(s). The editorial is licensed under a Creative Commons Attribution (CC BY 4.0) International license (https://creativecommons.org/licenses/by/4.0/legalcode)This article introduces and comments on some of the techniques currently used by designers to generate automatic building floor plans and spatial configurations in general, with emphasis on machine learning and neural networks models. This is a relatively new tendency in computational design that reflects a growing interest in advanced generative and optimization models by architects and building engineers. The first part of this work contextualizes self-organizing floor plans in architecture and computational design, highlighting their importance and potential for designers as well as software developers. The central part discusses some of the most common techniques with concrete examples, including Neuro Evolution of Augmenting Topologies (NEAT) and Generative Adversarial Networks (GAN). The final section of the article provides some general comments considering pitfalls and possible future developments, as well as speculating on the future of this trend.Peer reviewe
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