463 research outputs found

    Data mining in soft computing framework: a survey

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    The present article provides a survey of the available literature on data mining using soft computing. A categorization has been provided based on the different soft computing tools and their hybridizations used, the data mining function implemented, and the preference criterion selected by the model. The utility of the different soft computing methodologies is highlighted. Generally fuzzy sets are suitable for handling the issues related to understandability of patterns, incomplete/noisy data, mixed media information and human interaction, and can provide approximate solutions faster. Neural networks are nonparametric, robust, and exhibit good learning and generalization capabilities in data-rich environments. Genetic algorithms provide efficient search algorithms to select a model, from mixed media data, based on some preference criterion/objective function. Rough sets are suitable for handling different types of uncertainty in data. Some challenges to data mining and the application of soft computing methodologies are indicated. An extensive bibliography is also included

    Recent Trends and Applications of Soft Computing: A Survey

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    Abstract: This paper is survey on the development of soft computing applications in various domains. Specifically, it briefly reviews main approaches of soft computing (in the wide sense) , the more recent development of soft computing, and finalise by presenting a panoramic view of applications: from the most abstract to the most practical ones. Within this context, fuzzy logic (FL), genetic algorithms (GA) and artificial neural networks (ANN), as well as their fusion are reviewed in order to examine the capability of soft computing methods and techniques to effectively address various hard-to-solve design tasks and issues. This paper presents applications of using different Soft Computation methods in both industrial, biological processes, in engineering design, in investment and financial Trading. It analyses the literature according to the style of soft computing used, the investment discipline used, the successes demonstrated, and the applicability of the research to real world trading

    Proposed Fuzzy Real-Time HaPticS Protocol Carrying Haptic Data and Multisensory Streams

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    Sensory and haptic data transfers to critical real-time applications over the Internet require better than best effort transport, strict timely and reliable ordered deliveries. Multi-sensory applications usually include video and audio streams with real-time control and sensory data, which aggravate and compress within real-time flows. Such real-time are vulnerable to synchronization to synchronization problems, if combined with poor Internet links. Apart from the use of differentiated QoS and MPLS services, several haptic transport protocols have been proposed to confront such issues, focusing on minimizing flows rate disruption while maintaining a steady transmission rate at the sender. Nevertheless, these protocols fail to cope with network variations and queuing delays posed by the Internet routers. This paper proposes a new haptic protocol that tries to alleviate such inadequacies using three different metrics: mean frame delay, jitter and frame loss calculated at the receiver end and propagated to the sender. In order to dynamically adjust flow rate in a fuzzy controlled manners, the proposed protocol includes a fuzzy controller to its protocol structure. The proposed FRTPS protocol (Fuzzy Real-Time haPticS protocol), utilizes crisp inputs into a fuzzification process followed by fuzzy control rules in order to calculate a crisp level output service class, denoted as Service Rate Level (SRL). The experimental results of FRTPS over RTP show that FRTPS outperforms RTP in cases of congestion incidents, out of order deliveries and goodput

    Ubiquitous Integration and Temporal Synchronisation (UbilTS) framework : a solution for building complex multimodal data capture and interactive systems

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    Contemporary Data Capture and Interactive Systems (DCIS) systems are tied in with various technical complexities such as multimodal data types, diverse hardware and software components, time synchronisation issues and distributed deployment configurations. Building these systems is inherently difficult and requires addressing of these complexities before the intended and purposeful functionalities can be attained. The technical issues are often common and similar among diverse applications. This thesis presents the Ubiquitous Integration and Temporal Synchronisation (UbiITS) framework, a generic solution to address the technical complexities in building DCISs. The proposed solution is an abstract software framework that can be extended and customised to any application requirements. UbiITS includes all fundamental software components, techniques, system level layer abstractions and reference architecture as a collection to enable the systematic construction of complex DCISs. This work details four case studies to showcase the versatility and extensibility of UbiITS framework’s functionalities and demonstrate how it was employed to successfully solve a range of technical requirements. In each case UbiITS operated as the core element of each application. Additionally, these case studies are novel systems by themselves in each of their domains. Longstanding technical issues such as flexibly integrating and interoperating multimodal tools, precise time synchronisation, etc., were resolved in each application by employing UbiITS. The framework enabled establishing a functional system infrastructure in these cases, essentially opening up new lines of research in each discipline where these research approaches would not have been possible without the infrastructure provided by the framework. The thesis further presents a sample implementation of the framework on a device firmware exhibiting its capability to be directly implemented on a hardware platform. Summary metrics are also produced to establish the complexity, reusability, extendibility, implementation and maintainability characteristics of the framework.Engineering and Physical Sciences Research Council (EPSRC) grants - EP/F02553X/1, 114433 and 11394

    Cognitive Maps

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    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

    A Fuzzy Logic Architecture for Rehabilitation Robotic Systems

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    Robots are highly incorporated in rehabilitation in the last decade to compensate lost functions in disabled individuals. By controlling the rehabilitation robots from far, many benefits are achieved. These benefits include but not restricted to minimum hospital stays, decreasing cost, and increasing the level of care. The main goal of this work is to have an effective solution to take care of patients from far. Tackling the problem of the remote control of rehabilitation robots is undergoing and highly challenging. In this paper, a remote wrist rehabilitation system is presented. The developed system is a sophisticated robot ensuring the two wrist movements (Flexion /extension and abduction/adduction). Additionally, the proposed system provides a software interface enabling the physiotherapists to control the rehabilitation process remotely. The patient’s safety during the therapy is achieved through the integration of a fuzzy controller in the system control architecture. The fuzzy controller is employed to control the robot action according to the pain felt by the patient. By using fuzzy logic approach, the system can adapt effectively according to the patients’ conditions. The Queue Telemetry Transport Protocol (MQTT) is considered to overcome the latency during the human robot interaction. Based on a Kinect camera, the control technique is made gestural. The physiotherapist gestures are detected and transmitted to the software interface to be processed and be sent to the robot. The acquired measurements are recorded in a database that can be used later to monitor patient progress during the treatment protocol. The obtained experimental results show the effectiveness of the developed remote rehabilitation system
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