3,574 research outputs found

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Development of a fuzzy qualitative risk assessment model applied to construction industry

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    Dissertação para obtenção do Grau de Doutor em Engenharia IndustrialThe construction industry is plagued by occupational risky situations and poor working conditions. Risk Assessment for Occupational Safety (RAOS) is the first and key step to achieve adequate safety levels, particularly to support decision-making in safety programs. Most construction safety efforts are applied informally under the premise that simply allocating more resources to safety management will improve safety on site. Moreover, there are many traditional methods to address RAOS, but few have been adapted and validated for use in the construction industry, thus producing poor results. The contribution of this dissertation is a qualitative fuzzy RAOS model, tailored for the construction industry, named QRAM (Qualitative Risk Assessment Model). QRAM is based on four dimensions: Safety Climate Adequacy, (work accidents) Severity Factors, (work accidents) Possibility Factors and Safety Barriers Effectiveness. The risk assessment is based on real data collected by observation of reality, interviews with workers, foreman and engineers and consultation of site documents (working procedures, reports of work accident investigation, etc.), avoiding the use of data obtained by statistical tecnhiques. To rating each parameter it was defined qualitative evaluators - linguistic variables - which allow to perform a user-friendly knowledge elicitation. QRAM was, firstly evaluated by “peer” review, with 12 safety experts from Brazil (2), Bulgaria (1), Greece (3), Turkey (3) and Portugal (3), and then, evaluated by comparing QRAM with other RAOS tecnhiques and methods. The safety experts , concluded that: a) QRAM is a versatile tool for occupational safety risk assessment on construction sites; b) the specific checklists for knowledge elicitation are a good decision aid and, c) the use of linguistic variables is a better way to make the risk assessments process more objective and reliable.Fundação para a Ciência e Tecnologia - PhD Scholarship SFRH/BD/39610/200

    Management of an intelligent argumentation network for a web-based collaborative engineering design environment

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    Conflict resolution is one of the most challenging tasks in collaborative engineering design. In the previous research, a web-based intelligent collaborative system was developed to address this challenge based on intelligent computational argumentation. However, two important issues were not resolved in that system: priority of participants and self-conflicting arguments. In this thesis, two methods are developed for incorporating priorities of participants into the computational argumentation network: 1) weighted summation and 2) re-assessment of strengths of arguments based on priority of owners of the argument using fuzzy logic inference. In addition, a method for detection of self-conflicting arguments was developed --Abstract, page iii

    Toward enhancement of deep learning techniques using fuzzy logic: a survey

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    Deep learning has emerged recently as a type of artificial intelligence (AI) and machine learning (ML), it usually imitates the human way in gaining a particular knowledge type. Deep learning is considered an essential data science element, which comprises predictive modeling and statistics. Deep learning makes the processes of collecting, interpreting, and analyzing big data easier and faster. Deep neural networks are kind of ML models, where the non-linear processing units are layered for the purpose of extracting particular features from the inputs. Actually, the training process of similar networks is very expensive and it also depends on the used optimization method, hence optimal results may not be provided. The techniques of deep learning are also vulnerable to data noise. For these reasons, fuzzy systems are used to improve the performance of deep learning algorithms, especially in combination with neural networks. Fuzzy systems are used to improve the representation accuracy of deep learning models. This survey paper reviews some of the deep learning based fuzzy logic models and techniques that were presented and proposed in the previous studies, where fuzzy logic is used to improve deep learning performance. The approaches are divided into two categories based on how both of the samples are combined. Furthermore, the models' practicality in the actual world is revealed

    Computational Tools and Facilities for the Next-Generation Analysis and Design Environment

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    This document contains presentations from the joint UVA/NASA Workshop on Computational Tools and Facilities for the Next-Generation Analysis and Design Environment held at the Virginia Consortium of Engineering and Science Universities in Hampton, Virginia on September 17-18, 1996. The presentations focused on the computational tools and facilities for analysis and design of engineering systems, including, real-time simulations, immersive systems, collaborative engineering environment, Web-based tools and interactive media for technical training. Workshop attendees represented NASA, commercial software developers, the aerospace industry, government labs, and academia. The workshop objectives were to assess the level of maturity of a number of computational tools and facilities and their potential for application to the next-generation integrated design environment

    Design and semantics of form and movement (DeSForM 2006)

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    Design and Semantics of Form and Movement (DeSForM) grew from applied research exploring emerging design methods and practices to support new generation product and interface design. The products and interfaces are concerned with: the context of ubiquitous computing and ambient technologies and the need for greater empathy in the pre-programmed behaviour of the ‘machines’ that populate our lives. Such explorative research in the CfDR has been led by Young, supported by Kyffin, Visiting Professor from Philips Design and sponsored by Philips Design over a period of four years (research funding £87k). DeSForM1 was the first of a series of three conferences that enable the presentation and debate of international work within this field: • 1st European conference on Design and Semantics of Form and Movement (DeSForM1), Baltic, Gateshead, 2005, Feijs L., Kyffin S. & Young R.A. eds. • 2nd European conference on Design and Semantics of Form and Movement (DeSForM2), Evoluon, Eindhoven, 2006, Feijs L., Kyffin S. & Young R.A. eds. • 3rd European conference on Design and Semantics of Form and Movement (DeSForM3), New Design School Building, Newcastle, 2007, Feijs L., Kyffin S. & Young R.A. eds. Philips sponsorship of practice-based enquiry led to research by three teams of research students over three years and on-going sponsorship of research through the Northumbria University Design and Innovation Laboratory (nuDIL). Young has been invited on the steering panel of the UK Thinking Digital Conference concerning the latest developments in digital and media technologies. Informed by this research is the work of PhD student Yukie Nakano who examines new technologies in relation to eco-design textiles

    Ordering based decision making: a survey

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    Decision making is the crucial step in many real applications such as organization management, financial planning, products evaluation and recommendation. Rational decision making is to select an alternative from a set of different ones which has the best utility (i.e., maximally satisfies given criteria, objectives, or preferences). In many cases, decision making is to order alternatives and select one or a few among the top of the ranking. Orderings provide a natural and effective way for representing indeterminate situations which are pervasive in commonsense reasoning. Ordering based decision making is then to find the suitable method for evaluating candidates or ranking alternatives based on provided ordinal information and criteria, and this in many cases is to rank alternatives based on qualitative ordering information. In this paper, we discuss the importance and research aspects of ordering based decision making, and review the existing ordering based decision making theories and methods along with some future research directions

    Interactions in Virtual Worlds:Proceedings Twente Workshop on Language Technology 15

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