10,514 research outputs found

    Fuzzy aesthetic semantics description and extraction for art image retrieval

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    AbstractMore and more digitized art images are accumulated and expanded in our daily life and techniques are needed to be established on how to organize and retrieve them. Though content-based image retrieval (CBIR) made great progress, current low-level visual information based retrieval technology in CBIR does not allow users to search images by high-level semantics for art image retrieval. We propose a fuzzy approach to describe and to extract the fuzzy aesthetic semantic feature of art images. Aiming to deal with the subjectivity and vagueness of human aesthetic perception, we utilize the linguistic variable to describe the image aesthetic semantics, so it becomes possible to depict images in linguistic expression such as ‘very action’. Furthermore, we apply neural network approach to model the process of human aesthetic perception and to extract the fuzzy aesthetic semantic feature vector. The art image retrieval system based on fuzzy aesthetic semantic feature makes users more naturally search desired images by linguistic expression. We report extensive empirical studies based on a 5000-image set, and experimental results demonstrate that the proposed approach achieves excellent performance in terms of retrieval accuracy

    Comparison of Outlier-Tolerant Models for Measuring Visual Complexity

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    [Abstract] Providing the visual complexity of an image in terms of impact or aesthetic preference can be of great applicability in areas such as psychology or marketing. To this end, certain areas such as Computer Vision have focused on identifying features and computational models that allow for satisfactory results. This paper studies the application of recent ML models using input images evaluated by humans and characterized by features related to visual complexity. According to the experiments carried out, it was confirmed that one of these methods, Correlation by Genetic Search (CGS), based on the search for minimum sets of features that maximize the correlation of the model with respect to the input data, predicted human ratings of image visual complexity better than any other model referenced to date in terms of correlation, RMSE or minimum number of features required by the model. In addition, the variability of these terms were studied eliminating images considered as outliers in previous studies, observing the robustness of the method when selecting the most important variables to make the prediction.The Carlos III Health Institute from the Spanish National plan for Scientific and Technical Research and Innovation 2013-2016 and the European Regional Development Funds (FEDER) “A way to build Europe” support this work through the “Colaborative Project in Genomic Data Integration (CICLOGEN)” Pl17/01826. This work has also been supported by the General Directorate of Culture, Education and University Management of Xunta de Galicia (Ref. ED431G/01, ED431D 2017/16), the “Galician Network for Colorectal Cancer Research” (Ref. ED431D 2017/23) and Competitive Reference Groups (Ref. ED431C 2018/49). On the other hand, the unique installation BIOCAI (UNLC08-1E-002, UNLC13-13-3503) was funded by the Spanish Ministry of Economy and Competitiveness and the European Regional Development Funds (FEDER)Xunta de Galicia; ED431G/01Xunta de Galicia; ED431D 2017/16Xunta de Galicia; ED431D 2017/23Xunta de Galicia; ED431C 2018/4

    Evolving artificial terrains with automated genetic terrain programing

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    La industria del videojuego afronta en la actualidad un gran reto: mantener el coste del desarrollo de los proyectos bajo control a medida que estos crecen y se hacen más complejos. La creación de los contenidos de los juegos, que incluye el modelado de personajes, mapas y niveles, texturas, efectos sonoros, etc, representa una parte fundamental del costo final de producción. Por eso, la industria está cada vez más interesada en la utilización de métodos procedurales de generación automática de contenidos. Sin embargo, crear y afinar los métodos procedurales no es una tarea trivial. En esta memoria, se describe un método procedural basado en Programación Genética, que permite la generación automática de terrenos para videojuegos. Los terrenos presentan características estéticas, y no requieren ningún tipo de parametrización para definir su aspecto. Así, el ahorro de tiempo y la reducción de costes en el proceso de producción es notable. Para conseguir los objetivos, se utiliza Programación Genética de Terrenos. La primera implementación de GTP utilizó Evolución Interactiva, en que la presencia del usuario que guía el proceso evolutivo es imprescindible. A pesar de los buenos resultados, el método está limitado por la fatiga del usuario (común en los métodos interactivos). Para resolver esta cuestión se desarrolla un nuevo modelo de GTP en el que el proceso de búsqueda es completamente automático, y dirigido por una función de aptitudo. La función considera accesibilidad de los terrenos y perímetros de los obstáculos. Los resultados obtenidos se incluyeron como parte de un videojuego real.Nowadays video game industry is facing a big challenge: keep costs under control as games become bigger and more complex. Creation of game content, such as character models, maps, levels, textures, sound effects and so on, represent a big slice of total game production cost. Hence, video game industry is increasingly turning to procedural content generation to amplify the cost-effectiveness of video game designers' efforts. However, creating and fine tunning procedural methods for automated content generation is a time consuming task. In this thesis we detail a Genetic Programming based procedural content technique to generate procedural terrains. Those terrains present aesthetic appeal and do not require any parametrization to control its look. Thus, allowing to save time and help reducing production costs. To accomplish these features we devised the Genetic Terrain Programming (GTP) technique. The first implementation of GTP used an Interactive Evolutionary Computation (IEC) approach, were a user guides the evolutionary process. In spite of the good results achieved this way, this approach was limited by user fatigue (common in IEC systems). To address this issue a second version of GTP was developed where the search is automated, being guided by a direct fitness function. That function is composed by two morphological metrics: terrain accessibility and obstacle edge length. The combination of the two metrics allowed us remove the human factor form the evolutionary process and to find a wide range of aesthetic and fit terrains. Procedural terrains produced by GTP are already used in a real video game.Ministerio de Educación y Ciencia (TIN2007-68083-C02-01); (TIN2008-05941); (TIN2011-28627-C04) Junta de Extremadura (GRU-09105); (GR10029) Junta de Andalucía (TIC-6083

    The Production of Multiform Narratives in the Heterotopic Space of Technoscience: A Critical Instance Case Study of a Western Canadian Genomics Research Facility

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    Broadly speaking, this thesis explores the practices used by employees of a Western Canadian genomics research facility to build four-dimensional models of the human body; models which will be used to study genetic diseases. Usiiig actor-network theory as both a theoretical and methodological foundation, I consider the ways in which both the social (human) and the technical (nonhuman) actors that comprise the genomics research facility work together to construct these models. The work is divided into two sections. First, I investigate the setting of the genomics research facility. I argue that the genomics research facility constitutes a heterotopic site of cultural production. Second, I question what the genomics research facility produces. Ultimately I argue that by using fully immersive virtual environments, and building generic and extendible virtual models of the human body, employees at the genomics research facility are able to produce complex, multiform narratives of biological processes

    In Homage of Change

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    Typogenetic design - aesthetic decision support for architectural shape generation

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    Typogenetic Design is an interactive computational design system combining generative design, evolutionary search and architectural optimisation technology. The active tool for supporting design decisions during architectural shape generation uses an aesthetic system to guide the search process. This aesthetic system directs the search process toward preferences expressed interactively by the designer. An image input as design reference is integrated by means of shape comparison to provide direction to the exploratory search. During the shape generation process, the designer can choose solutions interactively in a graphical user interface. Those choices are then used to support the selection process as part of the fitness function by online classification. Enhancing human decision making capabilities in human-in-the-loop design systems addresses the complexity of architecture in respect to aesthetic requirements. On the strength of machine learning, the integral performance trade-off during multi-criteria optimisation was extended to address aesthetic preferences. The tacit knowledge and subjective understanding of designers can be used in the shape generation process based on interactive mechanisms. As a result, an integrated support system for performance-based design was developed and tested. Closing the loop from design to construction using design optimisation of structural nodes in a set of case studies confirmed the need for intuitive design systems, interfaces and mechanisms to make architectural optimisation more accessible and intuitive to handle. This dissertation investigated Typogenetic Design as a tool for initial morphological search. Novel instruments for human interaction with design systems were developed using mixed-method research. The present investigation consists of an in-depth technological enquiry into the use of interactive generative design for exploratory search as an integrated support system for performance-based design. Associated project-based research on the design potential of Typogenetic Design showcases the application of the design system for architecture. Generative design as an expressive tool to produce architectural geometries was investigated in regard to its ability to drive initial morphological search of complex geometries. The reinterpretation of processes and boosting of productivity by artificial intelligence was instrumental in exploring a holistic approach combining quantitative and qualitative criteria in a human-in-the-loop system. The shift in focus from an objective to a subjective understanding of computational design processes indicates a perspective change from optimisation to learning as a computational paradigm. Integrating learning capabilities in architectural optimisation enhances the capability of architects to explore large design spaces of emergent representations using evolutionary search. The shift from design automation to interactive generative design introduces the possibility for designers to evaluate shape solutions based on their knowledge and expertise to the computational system. At the same time, the aesthetic system is trained in adaptation to the choices made by the designer. Furthermore, an initial image input allows the designer to add a design reference to the Typogenetic Design process. Shape comparison using a similarity measure provides additional guidance to the architectural shape generation using grammar evolution. Finally, a software prototype was built and tested by means of user-experience evaluation. These participant experiments led to the specification of custom software requirements for the software implementation of a parametric Typogenetic tool. I explored semi-automated design in application to different design cases using the software prototype of Typogenetic Design. Interactive mass-customisation is a promising application of Typogenetic Design to interactively specify product structure and component composition. The semi-automated design paradigm is one step on the way to moderating the balance between automation and control of computational design systems

    Artificial Intelligence Technology

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    This open access book aims to give our readers a basic outline of today’s research and technology developments on artificial intelligence (AI), help them to have a general understanding of this trend, and familiarize them with the current research hotspots, as well as part of the fundamental and common theories and methodologies that are widely accepted in AI research and application. This book is written in comprehensible and plain language, featuring clearly explained theories and concepts and extensive analysis and examples. Some of the traditional findings are skipped in narration on the premise of a relatively comprehensive introduction to the evolution of artificial intelligence technology. The book provides a detailed elaboration of the basic concepts of AI, machine learning, as well as other relevant topics, including deep learning, deep learning framework, Huawei MindSpore AI development framework, Huawei Atlas computing platform, Huawei AI open platform for smart terminals, and Huawei CLOUD Enterprise Intelligence application platform. As the world’s leading provider of ICT (information and communication technology) infrastructure and smart terminals, Huawei’s products range from digital data communication, cyber security, wireless technology, data storage, cloud computing, and smart computing to artificial intelligence

    A Field Guide to Genetic Programming

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    xiv, 233 p. : il. ; 23 cm.Libro ElectrónicoA Field Guide to Genetic Programming (ISBN 978-1-4092-0073-4) is an introduction to genetic programming (GP). GP is a systematic, domain-independent method for getting computers to solve problems automatically starting from a high-level statement of what needs to be done. Using ideas from natural evolution, GP starts from an ooze of random computer programs, and progressively refines them through processes of mutation and sexual recombination, until solutions emerge. All this without the user having to know or specify the form or structure of solutions in advance. GP has generated a plethora of human-competitive results and applications, including novel scientific discoveries and patentable inventions. The authorsIntroduction -- Representation, initialisation and operators in Tree-based GP -- Getting ready to run genetic programming -- Example genetic programming run -- Alternative initialisations and operators in Tree-based GP -- Modular, grammatical and developmental Tree-based GP -- Linear and graph genetic programming -- Probalistic genetic programming -- Multi-objective genetic programming -- Fast and distributed genetic programming -- GP theory and its applications -- Applications -- Troubleshooting GP -- Conclusions.Contents xi 1 Introduction 1.1 Genetic Programming in a Nutshell 1.2 Getting Started 1.3 Prerequisites 1.4 Overview of this Field Guide I Basics 2 Representation, Initialisation and GP 2.1 Representation 2.2 Initialising the Population 2.3 Selection 2.4 Recombination and Mutation Operators in Tree-based 3 Getting Ready to Run Genetic Programming 19 3.1 Step 1: Terminal Set 19 3.2 Step 2: Function Set 20 3.2.1 Closure 21 3.2.2 Sufficiency 23 3.2.3 Evolving Structures other than Programs 23 3.3 Step 3: Fitness Function 24 3.4 Step 4: GP Parameters 26 3.5 Step 5: Termination and solution designation 27 4 Example Genetic Programming Run 4.1 Preparatory Steps 29 4.2 Step-by-Step Sample Run 31 4.2.1 Initialisation 31 4.2.2 Fitness Evaluation Selection, Crossover and Mutation Termination and Solution Designation Advanced Genetic Programming 5 Alternative Initialisations and Operators in 5.1 Constructing the Initial Population 5.1.1 Uniform Initialisation 5.1.2 Initialisation may Affect Bloat 5.1.3 Seeding 5.2 GP Mutation 5.2.1 Is Mutation Necessary? 5.2.2 Mutation Cookbook 5.3 GP Crossover 5.4 Other Techniques 32 5.5 Tree-based GP 39 6 Modular, Grammatical and Developmental Tree-based GP 47 6.1 Evolving Modular and Hierarchical Structures 47 6.1.1 Automatically Defined Functions 48 6.1.2 Program Architecture and Architecture-Altering 50 6.2 Constraining Structures 51 6.2.1 Enforcing Particular Structures 52 6.2.2 Strongly Typed GP 52 6.2.3 Grammar-based Constraints 53 6.2.4 Constraints and Bias 55 6.3 Developmental Genetic Programming 57 6.4 Strongly Typed Autoconstructive GP with PushGP 59 7 Linear and Graph Genetic Programming 61 7.1 Linear Genetic Programming 61 7.1.1 Motivations 61 7.1.2 Linear GP Representations 62 7.1.3 Linear GP Operators 64 7.2 Graph-Based Genetic Programming 65 7.2.1 Parallel Distributed GP (PDGP) 65 7.2.2 PADO 67 7.2.3 Cartesian GP 67 7.2.4 Evolving Parallel Programs using Indirect Encodings 68 8 Probabilistic Genetic Programming 8.1 Estimation of Distribution Algorithms 69 8.2 Pure EDA GP 71 8.3 Mixing Grammars and Probabilities 74 9 Multi-objective Genetic Programming 75 9.1 Combining Multiple Objectives into a Scalar Fitness Function 75 9.2 Keeping the Objectives Separate 76 9.2.1 Multi-objective Bloat and Complexity Control 77 9.2.2 Other Objectives 78 9.2.3 Non-Pareto Criteria 80 9.3 Multiple Objectives via Dynamic and Staged Fitness Functions 80 9.4 Multi-objective Optimisation via Operator Bias 81 10 Fast and Distributed Genetic Programming 83 10.1 Reducing Fitness Evaluations/Increasing their Effectiveness 83 10.2 Reducing Cost of Fitness with Caches 86 10.3 Parallel and Distributed GP are Not Equivalent 88 10.4 Running GP on Parallel Hardware 89 10.4.1 Master–slave GP 89 10.4.2 GP Running on GPUs 90 10.4.3 GP on FPGAs 92 10.4.4 Sub-machine-code GP 93 10.5 Geographically Distributed GP 93 11 GP Theory and its Applications 97 11.1 Mathematical Models 98 11.2 Search Spaces 99 11.3 Bloat 101 11.3.1 Bloat in Theory 101 11.3.2 Bloat Control in Practice 104 III Practical Genetic Programming 12 Applications 12.1 Where GP has Done Well 12.2 Curve Fitting, Data Modelling and Symbolic Regression 12.3 Human Competitive Results – the Humies 12.4 Image and Signal Processing 12.5 Financial Trading, Time Series, and Economic Modelling 12.6 Industrial Process Control 12.7 Medicine, Biology and Bioinformatics 12.8 GP to Create Searchers and Solvers – Hyper-heuristics xiii 12.9 Entertainment and Computer Games 127 12.10The Arts 127 12.11Compression 128 13 Troubleshooting GP 13.1 Is there a Bug in the Code? 13.2 Can you Trust your Results? 13.3 There are No Silver Bullets 13.4 Small Changes can have Big Effects 13.5 Big Changes can have No Effect 13.6 Study your Populations 13.7 Encourage Diversity 13.8 Embrace Approximation 13.9 Control Bloat 13.10 Checkpoint Results 13.11 Report Well 13.12 Convince your Customers 14 Conclusions Tricks of the Trade A Resources A.1 Key Books A.2 Key Journals A.3 Key International Meetings A.4 GP Implementations A.5 On-Line Resources 145 B TinyGP 151 B.1 Overview of TinyGP 151 B.2 Input Data Files for TinyGP 153 B.3 Source Code 154 B.4 Compiling and Running TinyGP 162 Bibliography 167 Inde

    Discrepancy-based Evolutionary Diversity Optimization

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    Diversity plays a crucial role in evolutionary computation. While diversity has been mainly used to prevent the population of an evolutionary algorithm from premature convergence, the use of evolutionary algorithms to obtain a diverse set of solutions has gained increasing attention in recent years. Diversity optimization in terms of features on the underlying problem allows to obtain a better understanding of possible solutions to the problem at hand and can be used for algorithm selection when dealing with combinatorial optimization problems such as the Traveling Salesperson Problem. We explore the use of the star-discrepancy measure to guide the diversity optimization process of an evolutionary algorithm. In our experimental investigations, we consider our discrepancy-based diversity optimization approaches for evolving diverse sets of images as well as instances of the Traveling Salesperson problem where a local search is not able to find near optimal solutions. Our experimental investigations comparing three diversity optimization approaches show that a discrepancy-based diversity optimization approach using a tie-breaking rule based on weighted differences to surrounding feature points provides the best results in terms of the star discrepancy measure
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