222,344 research outputs found

    Improving Exploratory Search Interfaces: Adding Value or Information Overload?

    No full text
    One method for supporting more exploratory forms of search has been to include a compound of new interface features, such as facets, previews, collection points, synchronous communication, and note-taking spaces, within a single search interface. One side effect, however, is that some compounds can be confusing, rather than supportive during search. Faceted browsing, for example, conveys domain terminology and supports rich interaction, but can potentially present an abundance of information. In this paper we focus on the faceted example and conclude with our position that Cognitive Load Theory can be used to estimate and thus manage the potential complexities of adding new features to search interfaces

    Reinforcement Learning for Racecar Control

    Get PDF
    This thesis investigates the use of reinforcement learning to learn to drive a racecar in the simulated environment of the Robot Automobile Racing Simulator. Real-life race driving is known to be difficult for humans, and expert human drivers use complex sequences of actions. There are a large number of variables, some of which change stochastically and all of which may affect the outcome. This makes driving a promising domain for testing and developing Machine Learning techniques that have the potential to be robust enough to work in the real world. Therefore the principles of the algorithms from this work may be applicable to a range of problems. The investigation starts by finding a suitable data structure to represent the information learnt. This is tested using supervised learning. Reinforcement learning is added and roughly tuned, and the supervised learning is then removed. A simple tabular representation is found satisfactory, and this avoids difficulties with more complex methods and allows the investigation to concentrate on the essentials of learning. Various reward sources are tested and a combination of three are found to produce the best performance. Exploration of the problem space is investigated. Results show exploration is essential but controlling how much is done is also important. It turns out the learning episodes need to be very long and because of this the task needs to be treated as continuous by using discounting to limit the size of the variables stored. Eligibility traces are used with success to make the learning more efficient. The tabular representation is made more compact by hashing and more accurate by using smaller buckets. This slows the learning but produces better driving. The improvement given by a rough form of generalisation indicates the replacement of the tabular method by a function approximator is warranted. These results show reinforcement learning can work within the Robot Automobile Racing Simulator, and lay the foundations for building a more efficient and competitive agent

    Designing IS service strategy: an information acceleration approach

    Get PDF
    Information technology-based innovation involves considerable risk that requires insight and foresight. Yet, our understanding of how managers develop the insight to support new breakthrough applications is limited and remains obscured by high levels of technical and market uncertainty. This paper applies a new experimental method based on “discrete choice analysis” and “information acceleration” to directly examine how decisions are made in a way that is behaviourally sound. The method is highly applicable to information systems researchers because it provides relative importance measures on a common scale, greater control over alternate explanations and stronger evidence of causality. The practical implications are that information acceleration reduces the levels of uncertainty and generates a more accurate rationale for IS service strategy decisions

    Categorisation of visualisation methods to support the design of Human-Computer Interaction systems

    Get PDF
    During the design of Human-Computer Interaction (HCI) systems, the creation of visual artefacts forms an important part of design. On one hand producing a visual artefact has a number of advantages: it helps designers to externalise their thought and acts as a common language between different stakeholders. On the other hand, if an inappropriate visualisation method is employed it could hinder the design process. To support the design of HCI systems, this paper reviews the categorisation of visualisation methods used in HCI. A keyword search is conducted to identify a) current HCI design methods, b) approaches of selecting these methods. The resulting design methods are filtered to create a list of just visualisation methods. These are then categorised using the approaches identified in (b). As a result 23 HCI visualisation methods are identified and categorised in 5 selection approaches (The Recipient, Primary Purpose, Visual Archetype, Interaction Type, and The Design Process).Innovate UK, EPSRC, Airbus Group Innovation

    Hybridation of Bayesian networks and evolutionary algorithms for multi-objective optimization in an integrated product design and project management context

    Get PDF
    A better integration of preliminary product design and project management processes at early steps of system design is nowadays a key industrial issue. Therefore, the aim is to make firms evolve from classical sequential approach (first product design the project design and management) to new integrated approaches. In this paper, a model for integrated product/project optimization is first proposed which allows taking into account simultaneously decisions coming from the product and project managers. However, the resulting model has an important underlying complexity, and a multi-objective optimization technique is required to provide managers with appropriate scenarios in a reasonable amount of time. The proposed approach is based on an original evolutionary algorithm called evolutionary algorithm oriented by knowledge (EAOK). This algorithm is based on the interaction between an adapted evolutionary algorithm and a model of knowledge (MoK) used for giving relevant orientations during the search process. The evolutionary operators of the EA are modified in order to take into account these orientations. The MoK is based on the Bayesian Network formalism and is built both from expert knowledge and from individuals generated by the EA. A learning process permits to update probabilities of the BN from a set of selected individuals. At each cycle of the EA, probabilities contained into the MoK are used to give some bias to the new evolutionary operators. This method ensures both a faster and effective optimization, but it also provides the decision maker with a graphic and interactive model of knowledge linked to the studied project. An experimental platform has been developed to experiment the algorithm and a large campaign of tests permits to compare different strategies as well as the benefits of this novel approach in comparison with a classical EA

    Individuality in Fish Behavior: Ecology and Comparative Psychology

    Get PDF
    This work is a brief review of a series of studies of the phenotypic organization and ecological significance of individual differences in fish behavior. The following species were studied: guppy Poecilia retuculata, lion-headed cichlid Steatocranus cassuarius, and the convict cichlid Archocentrus nigrofasciatum. We developed methods for the analysis of individual differences in fish behavior and studied their structure, development, and ecological and evolutionary significance
    corecore