496,591 research outputs found

    A markov-model-based framework for supporting real-time generation of synthetic memory references effectively and efficiently

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    Driven by several real-life case studies and in-lab developments, synthetic memory reference generation has a long tradition in computer science research. The goal is that of reproducing the running of an arbitrary program, whose generated traces can later be used for simulations and experiments. In this paper we investigate this research context and provide principles and algorithms of a Markov-Model-based framework for supporting real-time generation of synthetic memory references effectively and efficiently. Specifically, our approach is based on a novel Machine Learning algorithm we called Hierarchical Hidden/ non Hidden Markov Model (HHnHMM). Experimental results conclude this paper

    Expressive movement generation with machine learning

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    Movement is an essential aspect of our lives. Not only do we move to interact with our physical environment, but we also express ourselves and communicate with others through our movements. In an increasingly computerized world where various technologies and devices surround us, our movements are essential parts of our interaction with and consumption of computational devices and artifacts. In this context, incorporating an understanding of our movements within the design of the technologies surrounding us can significantly improve our daily experiences. This need has given rise to the field of movement computing – developing computational models of movement that can perceive, manipulate, and generate movements. In this thesis, we contribute to the field of movement computing by building machine-learning-based solutions for automatic movement generation. In particular, we focus on using machine learning techniques and motion capture data to create controllable, generative movement models. We also contribute to the field by creating datasets, tools, and libraries that we have developed during our research. We start our research by reviewing the works on building automatic movement generation systems using machine learning techniques and motion capture data. Our review covers background topics such as high-level movement characterization, training data, features representation, machine learning models, and evaluation methods. Building on our literature review, we present WalkNet, an interactive agent walking movement controller based on neural networks. The expressivity of virtual, animated agents plays an essential role in their believability. Therefore, WalkNet integrates controlling the expressive qualities of movement with the goal-oriented behaviour of an animated virtual agent. It allows us to control the generation based on the valence and arousal levels of affect, the movement’s walking direction, and the mover’s movement signature in real-time. Following WalkNet, we look at controlling movement generation using more complex stimuli such as music represented by audio signals (i.e., non-symbolic music). Music-driven dance generation involves a highly non-linear mapping between temporally dense stimuli (i.e., the audio signal) and movements, which renders a more challenging modelling movement problem. To this end, we present GrooveNet, a real-time machine learning model for music-driven dance generation

    Model and system learners, optimal process constructors and kinetic theory-based goal-oriented design: a new paradigm in materials and processes informatics

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    Traditionally, Simulation-Based Engineering Sciences (SBES) has relied on the use of static data inputs (model parameters, initial or boundary conditions, ... obtained from adequate experiments) to perform simulations. A new paradigm in the field of Applied Sciences and Engineering has emerged in the last decade. Dynamic Data-Driven Application Systems [9, 10, 11, 12, 22] allow the linkage of simulation tools with measurement devices for real-time control of simulations and applications, entailing the ability to dynamically incorporate additional data into an executing application, and in reverse, the ability of an application to dynamically steer the measurement process. It is in that context that traditional "digital-twins" are giving raise to a new generation of goal-oriented data-driven application systems, also known as "hybrid-twins", embracing models based on physics and models exclusively based on data adequately collected and assimilated for filling the gap between usual model predictions and measurements. Within this framework new methodologies based on model learners, machine learning and kinetic goal-oriented design are defining a new paradigm in materials, processes and systems engineering

    Multi-agent evolutionary systems for the generation of complex virtual worlds

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    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

    Building End-To-End Dialogue Systems Using Generative Hierarchical Neural Network Models

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    We investigate the task of building open domain, conversational dialogue systems based on large dialogue corpora using generative models. Generative models produce system responses that are autonomously generated word-by-word, opening up the possibility for realistic, flexible interactions. In support of this goal, we extend the recently proposed hierarchical recurrent encoder-decoder neural network to the dialogue domain, and demonstrate that this model is competitive with state-of-the-art neural language models and back-off n-gram models. We investigate the limitations of this and similar approaches, and show how its performance can be improved by bootstrapping the learning from a larger question-answer pair corpus and from pretrained word embeddings.Comment: 8 pages with references; Published in AAAI 2016 (Special Track on Cognitive Systems
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