116,774 research outputs found

    JWalk: a tool for lazy, systematic testing of java classes by design introspection and user interaction

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    Popular software testing tools, such as JUnit, allow frequent retesting of modified code; yet the manually created test scripts are often seriously incomplete. A unit-testing tool called JWalk has therefore been developed to address the need for systematic unit testing within the context of agile methods. The tool operates directly on the compiled code for Java classes and uses a new lazy method for inducing the changing design of a class on the fly. This is achieved partly through introspection, using Java’s reflection capability, and partly through interaction with the user, constructing and saving test oracles on the fly. Predictive rules reduce the number of oracle values that must be confirmed by the tester. Without human intervention, JWalk performs bounded exhaustive exploration of the class’s method protocols and may be directed to explore the space of algebraic constructions, or the intended design state-space of the tested class. With some human interaction, JWalk performs up to the equivalent of fully automated state-based testing, from a specification that was acquired incrementally

    The minimum energy expenditure shortest path method

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    This article discusses the addition of an energy parameter to the shortest path execution process; namely, the energy expenditure by a character during execution of the path. Given a simple environment in which a character has the ability to perform actions related to locomotion, such as walking and stair stepping, current techniques execute the shortest path based on the length of the extracted root trajectory. However, actual humans acting in constrained environments do not plan only according to shortest path criterion, they conceptually measure the path that minimizes the amount of energy expenditure. On this basis, it seems that virtual characters should also execute their paths according to the minimization of actual energy expenditure as well. In this article, a simple method that uses a formula for computing vanadium dioxide (VO2VO_2) levels, which is a proxy for the energy expenditure by humans during various activities, is presented. The presented solution could be beneficial in any situation requiring a sophisticated perspective of the path-execution process. Moreover, it can be implemented in almost every path-planning method that has the ability to measure stepping actions or other actions of a virtual character

    Virtual Location-Based Services: Merging the Physical and Virtual World

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    Location-based services gained much popularity through providing users with helpful information with respect to their current location. The search and recommendation of nearby locations or places, and the navigation to a specific location are some of the most prominent location-based services. As a recent trend, virtual location-based services consider webpages or sites associated with a location as 'virtual locations' that online users can visit in spite of not being physically present at the location. The presence of links between virtual locations and the corresponding physical locations (e.g., geo-location information of a restaurant linked to its website), allows for novel types of services and applications which constitute virtual location-based services (VLBS). The quality and potential benefits of such services largely depends on the existence of websites referring to physical locations. In this paper, we investigate the usefulness of linking virtual and physical locations. For this, we analyze the presence and distribution of virtual locations, i.e., websites referring to places, for two Irish cities. Using simulated tracks based on a user movement model, we investigate how mobile users move through the Web as virtual space. Our results show that virtual locations are omnipresent in urban areas, and that the situation that a user is close to even several such locations at any time is rather the normal case instead of the exception

    Stochastic Sampling Simulation for Pedestrian Trajectory Prediction

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    Urban environments pose a significant challenge for autonomous vehicles (AVs) as they must safely navigate while in close proximity to many pedestrians. It is crucial for the AV to correctly understand and predict the future trajectories of pedestrians to avoid collision and plan a safe path. Deep neural networks (DNNs) have shown promising results in accurately predicting pedestrian trajectories, relying on large amounts of annotated real-world data to learn pedestrian behavior. However, collecting and annotating these large real-world pedestrian datasets is costly in both time and labor. This paper describes a novel method using a stochastic sampling-based simulation to train DNNs for pedestrian trajectory prediction with social interaction. Our novel simulation method can generate vast amounts of automatically-annotated, realistic, and naturalistic synthetic pedestrian trajectories based on small amounts of real annotation. We then use such synthetic trajectories to train an off-the-shelf state-of-the-art deep learning approach Social GAN (Generative Adversarial Network) to perform pedestrian trajectory prediction. Our proposed architecture, trained only using synthetic trajectories, achieves better prediction results compared to those trained on human-annotated real-world data using the same network. Our work demonstrates the effectiveness and potential of using simulation as a substitution for human annotation efforts to train high-performing prediction algorithms such as the DNNs.Comment: 8 pages, 6 figures and 2 table

    Stochastic Sampling Simulation for Pedestrian Trajectory Prediction

    Get PDF
    Urban environments pose a significant challenge for autonomous vehicles (AVs) as they must safely navigate while in close proximity to many pedestrians. It is crucial for the AV to correctly understand and predict the future trajectories of pedestrians to avoid collision and plan a safe path. Deep neural networks (DNNs) have shown promising results in accurately predicting pedestrian trajectories, relying on large amounts of annotated real-world data to learn pedestrian behavior. However, collecting and annotating these large real-world pedestrian datasets is costly in both time and labor. This paper describes a novel method using a stochastic sampling-based simulation to train DNNs for pedestrian trajectory prediction with social interaction. Our novel simulation method can generate vast amounts of automatically-annotated, realistic, and naturalistic synthetic pedestrian trajectories based on small amounts of real annotation. We then use such synthetic trajectories to train an off-the-shelf state-of-the-art deep learning approach Social GAN (Generative Adversarial Network) to perform pedestrian trajectory prediction. Our proposed architecture, trained only using synthetic trajectories, achieves better prediction results compared to those trained on human-annotated real-world data using the same network. Our work demonstrates the effectiveness and potential of using simulation as a substitution for human annotation efforts to train high-performing prediction algorithms such as the DNNs.Comment: 8 pages, 6 figures and 2 table

    Running up Blueberry Hill: Prototyping whole body interaction in harmony space

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    Musical harmony is considered to be one of the most abstract and technically difficult parts of music. It is generally taught formally via abstract, domain-specific concepts, principles, rules and heuristics. By contrast, when harmony is represented using an existing interactive desktop tool, Harmony Space, a new, parsimonious, but equivalently expressive, unified level of description emerges. This focuses not on abstract concepts, but on concrete locations, objects, areas and trajectories. This paper presents a design study of a prototype version of Harmony Space driven by whole body navigation, and characterizes the new opportunities presented for the principled manipulation of chord sequences and bass lines. These include: deeper engagement and directness; rich physical cues for memory and reflection, embodied engagement with rhythmic time constraints; hands which are free for other simultaneous activities (such as playing a traditional instrument); and qualitatively new possibilities for collaborative use
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