168,812 research outputs found
Sparse Transfer Learning for Interactive Video Search Reranking
Visual reranking is effective to improve the performance of the text-based
video search. However, existing reranking algorithms can only achieve limited
improvement because of the well-known semantic gap between low level visual
features and high level semantic concepts. In this paper, we adopt interactive
video search reranking to bridge the semantic gap by introducing user's
labeling effort. We propose a novel dimension reduction tool, termed sparse
transfer learning (STL), to effectively and efficiently encode user's labeling
information. STL is particularly designed for interactive video search
reranking. Technically, it a) considers the pair-wise discriminative
information to maximally separate labeled query relevant samples from labeled
query irrelevant ones, b) achieves a sparse representation for the subspace to
encodes user's intention by applying the elastic net penalty, and c) propagates
user's labeling information from labeled samples to unlabeled samples by using
the data distribution knowledge. We conducted extensive experiments on the
TRECVID 2005, 2006 and 2007 benchmark datasets and compared STL with popular
dimension reduction algorithms. We report superior performance by using the
proposed STL based interactive video search reranking.Comment: 17 page
Application of Genetic Algorithms to a Multi-Agent Autonomous Pilot of Motorcycles
Thesis (M.S) -- Indiana University South Bend, 2005.The physics behind motorcycle driving are well understood and implemented by studying the laws of kinetics and kinematics behind the operation of the single track motor vehicle. In this thesis I worked with an application which is currently using OpenGL and implements an interactive motorcycle simulator which is based on the laws of physics. This application involves a multi-agent pilot capable of autonomously driving the vehicle using some configurable equations. I have applied genetic algorithms to find suitable values for the parameters of the pilot by testing it in a non graphical environment, and I visually verified the results of the genetic algorithms with the graphical interface application. The performance of the pilot derived by the genetic algorithms is also compared with the manually configured pilot
A comparative evaluation of interactive segmentation algorithms
In this paper we present a comparative evaluation of four popular interactive segmentation algorithms. The evaluation was carried out as a series of user-experiments, in which participants were tasked with extracting 100 objects from a common dataset: 25 with each algorithm, constrained within a time limit of 2 min for each object. To facilitate the experiments, a “scribble-driven” segmentation tool was developed to enable interactive image segmentation by simply marking areas of foreground and background with the mouse. As the participants refined and improved their respective segmentations, the corresponding updated segmentation mask was stored along with the elapsed time. We then collected and evaluated each recorded mask against a manually segmented ground truth, thus allowing us to gauge segmentation accuracy over time. Two benchmarks were used for the evaluation: the well-known Jaccard index for measuring object accuracy, and a new fuzzy metric, proposed in this paper, designed for measuring boundary accuracy. Analysis of the experimental results demonstrates the effectiveness of the suggested measures and provides valuable insights into the performance and characteristics of the evaluated algorithms
Exploratory Analysis of Benchmark Experiments -- An Interactive Approach
The analysis of benchmark experiments consists in a large part of exploratory methods, especially visualizations. In Eugster et al. [2008] we presented a comprehensive toolbox including the bench plot. This plot visualizes the behavior of the algorithms on the individual drawn learning and test samples according to specific performance measures. In this paper we show an interactive version of the bench plot can easily uncover details and relations unseen with the static version
EVEREST IST - 2002 - 00185 : D23 : final report
Deliverable públic del projecte europeu EVERESTThis deliverable constitutes the final report of the project IST-2002-001858 EVEREST. After its successful completion, the project presents this document that firstly summarizes the context, goal and the approach objective of the project. Then it presents a concise summary of the major goals and results, as well as highlights the most valuable lessons derived form the project work. A list of deliverables and publications is included in the annex.Postprint (published version
Ergonomic Chair Design by Fusing Qualitative and Quantitative Criteria using Interactive Genetic Algorithms
This paper emphasizes the necessity of formally bringing qualitative and
quantitative criteria of ergonomic design together, and provides a novel
complementary design framework with this aim. Within this framework, different
design criteria are viewed as optimization objectives; and design solutions are
iteratively improved through the cooperative efforts of computer and user. The
framework is rooted in multi-objective optimization, genetic algorithms and
interactive user evaluation. Three different algorithms based on the framework
are developed, and tested with an ergonomic chair design problem. The parallel
and multi-objective approaches show promising results in fitness convergence,
design diversity and user satisfaction metrics
Multi-agent evolutionary systems for the generation of complex virtual worlds
Modern films, games and virtual reality applications are dependent on
convincing computer graphics. Highly complex models are a requirement for the
successful delivery of many scenes and environments. While workflows such as
rendering, compositing and animation have been streamlined to accommodate
increasing demands, modelling complex models is still a laborious task. This
paper introduces the computational benefits of an Interactive Genetic Algorithm
(IGA) to computer graphics modelling while compensating the effects of user
fatigue, a common issue with Interactive Evolutionary Computation. An
intelligent agent is used in conjunction with an IGA that offers the potential
to reduce the effects of user fatigue by learning from the choices made by the
human designer and directing the search accordingly. This workflow accelerates
the layout and distribution of basic elements to form complex models. It
captures the designer's intent through interaction, and encourages playful
discovery
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