2,000 research outputs found

    Learning Membership Functions in a Function-Based Object Recognition System

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    Functionality-based recognition systems recognize objects at the category level by reasoning about how well the objects support the expected function. Such systems naturally associate a ``measure of goodness'' or ``membership value'' with a recognized object. This measure of goodness is the result of combining individual measures, or membership values, from potentially many primitive evaluations of different properties of the object's shape. A membership function is used to compute the membership value when evaluating a primitive of a particular physical property of an object. In previous versions of a recognition system known as Gruff, the membership function for each of the primitive evaluations was hand-crafted by the system designer. In this paper, we provide a learning component for the Gruff system, called Omlet, that automatically learns membership functions given a set of example objects labeled with their desired category measure. The learning algorithm is generally applicable to any problem in which low-level membership values are combined through an and-or tree structure to give a final overall membership value.Comment: See http://www.jair.org/ for any accompanying file

    Ways of Applying Artificial Intelligence in Software Engineering

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    As Artificial Intelligence (AI) techniques have become more powerful and easier to use they are increasingly deployed as key components of modern software systems. While this enables new functionality and often allows better adaptation to user needs it also creates additional problems for software engineers and exposes companies to new risks. Some work has been done to better understand the interaction between Software Engineering and AI but we lack methods to classify ways of applying AI in software systems and to analyse and understand the risks this poses. Only by doing so can we devise tools and solutions to help mitigate them. This paper presents the AI in SE Application Levels (AI-SEAL) taxonomy that categorises applications according to their point of AI application, the type of AI technology used and the automation level allowed. We show the usefulness of this taxonomy by classifying 15 papers from previous editions of the RAISE workshop. Results show that the taxonomy allows classification of distinct AI applications and provides insights concerning the risks associated with them. We argue that this will be important for companies in deciding how to apply AI in their software applications and to create strategies for its use

    Experimental user interface design toolkit for interaction research (IDTR).

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    The research reported and discussed in this thesis represents a novel approach to User Interface evaluation and optimisation through cognitive modelling. This is achieved through the development and testing of a toolkit or platform titled Toolkit for Optimisation of Interface System Evolution (TOISE). The research is conducted in two main phases. In phase 1, the Adaptive Control of Thought Rational (ACT-R) cognitive architecture is used to design Simulated Users (SU) models. This allows models of user interaction to be tested on a specific User Interface (UI). In phase 2, an evolutionary algorithm is added and used to evolve and test an optimised solution to User Interface layout based on the original interface design. The thesis presents a technical background, followed by an overview of some applications in their respective fields. The core concepts behind TOISE are introduced through a discussion of the Adaptive Control of Thought “ Rational (ACT-R) architecture with a focus on the ACT-R models that are used to simulate users. The notion of adding a Genetic Algorithm optimiser is introduced and discussed in terms of the feasibility of using simulated users as the basis for automated evaluation to optimise usability. The design and implementation of TOISE is presented and discussed followed by a series of experiments that evaluate the TOISE system. While the research had to address and solve a large number of technical problems the resulting system does demonstrate potential as a platform for automated evaluation and optimisation of user interface layouts. The limitations of the system and the approach are discussed and further work is presented. It is concluded that the research is novel and shows considerable promise in terms of feasibility and potential for optimising layout for enhanced usability

    OC-NMN: Object-centric Compositional Neural Module Network for Generative Visual Analogical Reasoning

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    A key aspect of human intelligence is the ability to imagine -- composing learned concepts in novel ways -- to make sense of new scenarios. Such capacity is not yet attained for machine learning systems. In this work, in the context of visual reasoning, we show how modularity can be leveraged to derive a compositional data augmentation framework inspired by imagination. Our method, denoted Object-centric Compositional Neural Module Network (OC-NMN), decomposes visual generative reasoning tasks into a series of primitives applied to objects without using a domain-specific language. We show that our modular architectural choices can be used to generate new training tasks that lead to better out-of-distribution generalization. We compare our model to existing and new baselines in proposed visual reasoning benchmark that consists of applying arithmetic operations to MNIST digits

    Investigating the storage capacity of a network with cell assemblies

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    Cell assemblies are co-operating groups of neurons believed to exist in the brain. Their existence was proposed by the neuropsychologist D.O. Hebb who also formulated a mechanism by which they could form, now known as Hebbian learning. Evidence for the existence of Hebbian learning and cell assemblies in the brain is accumulating as investigation tools improve. Researchers have also simulated cell assemblies as neural networks in computers. This thesis describes simulations of networks of cell assemblies. The feasibility of simulated cell assemblies that possess all the predicted properties of biological cell assemblies is established. Cell assemblies can be coupled together with weighted connections to form hierarchies in which a group of basic assemblies, termed primitives are connected in such a way that they form a compound cell assembly. The component assemblies of these hierarchies can be ignited independently, i.e. they are activated due to signals being passed entirely within the network, but if a sufficient number of them. are activated, they co-operate to ignite the remaining primitives in the compound assembly. Various experiments are described in which networks of simulated cell assemblies are subject to external activation involving cells in those assemblies being stimulated artificially to a high level. These cells then fire, i.e. produce a spike of activity analogous to the spiking of biological neurons, and in this way pass their activity to other cells. Connections are established, by learning in some experiments and set artificially in others, between cells within primitives and in different ones, and these connections allow activity to pass from one primitive to another. In this way, activating one or more primitives may cause others to ignite. Experiments are described in which spontaneous activation of cells aids recruitment of uncommitted cells to a neighbouring assembly. The strong relationship between cell assemblies and Hopfield nets is described. A network of simulated cells can support different numbers of assemblies depending on the complexity of those assemblies. Assemblies are classified in terms of how many primitives are present in each compound assembly and the minimum number needed to complete it. A 2-3 assembly contains 3 primitives, any 2 of which will complete it. A network of N cells can hold on the order of N 2-3 assemblies, and an architecture is proposed that contains O(N2) 3-4 assemblies. Experiments are described that show the number of connections emanating from each cell must be scaled up linearly as the number of primitives in any network .increases in order to maintain the same mean number of connections between each primitive. Restricting each cell to a maximum number of connections leads, to severe loss of performance as the size of the network increases. It is shown that the architecture can be duplicated with Hopfield nets, but that there are severe restrictions on the carrying capacity of either a hierarchy of cell assemblies or a Hopfield net storing 3-4 patterns, and that the promise of N2 patterns is largely illusory. When the number of connections from each cell is fixed as the number of primitives is increased, only O(N) cell assemblies can be stored

    Evolving visual routines

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    Thesis (M.S.)--Massachusetts Institute of Technology, Program in Media Arts & Sciences, 1995.Includes bibliographical references (leaves 114-117).by Michael Patrick Johnson.M.S
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