1,768 research outputs found

    AI for in-line vehicle sequence controlling: development and evaluation of an adaptive machine learning artifact to predict sequence deviations in a mixed-model production line

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    Customers in the manufacturing sector, especially in the automotive industry, have a high demand for individualized products at price levels comparable to traditional mass production. The contrary objectives of providing a variety of products and operating at minimum costs have introduced a high degree of production planning and control mechanisms based on a stable order sequence for mixed-model assembly lines. A major threat to this development is sequence scrambling, triggered by both operational and product-related root causes. Despite the introduction of just-in-time and fixed production times, the problem of sequence scrambling remains partially unresolved in the automotive industry. Negative downstream effects range from disruptions in the just-in-sequence supply chain to a stop of the production process. A precise prediction of sequence deviations at an early stage allows the introduction of counteractions to stabilize the sequence before disorder emerges. While procedural causes are widely addressed in research, the work at hand requires a different perspective involving a product-related view. Built on unique data from a real-world global automotive manufacturer, a supervised classification model is trained and evaluated. This includes all the necessary steps to design, implement, and assess an AI artifact, as well as data gathering, preprocessing, algorithm selection, and evaluation. To ensure long-term prediction stability, we include a continuous learning module to counter data drifts. We show that up to 50% of the major deviations can be predicted in advance. However, we do not consider any process-related information, such as machine conditions and shift plans, but solely focus on the exploitation of product features like body type, powertrain, color, and special equipment

    CLiFF Notes: Research In Natural Language Processing at the University of Pennsylvania

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    CLIFF is the Computational Linguists\u27 Feedback Forum. We are a group of students and faculty who gather once a week to hear a presentation and discuss work currently in progress. The \u27feedback\u27 in the group\u27s name is important: we are interested in sharing ideas, in discussing ongoing research, and in bringing together work done by the students and faculty in Computer Science and other departments. However, there are only so many presentations which we can have in a year. We felt that it would be beneficial to have a report which would have, in one place, short descriptions of the work in Natural Language Processing at the University of Pennsylvania. This report then, is a collection of abstracts from both faculty and graduate students, in Computer Science, Psychology and Linguistics. We want to stress the close ties between these groups, as one of the things that we pride ourselves on here at Penn is the communication among different departments and the inter-departmental work. Rather than try to summarize the varied work currently underway at Penn, we suggest reading the abstracts to see how the students and faculty themselves describe their work. The report illustrates the diversity of interests among the researchers here, as well as explaining the areas of common interest. In addition, since it was our intent to put together a document that would be useful both inside and outside of the university, we hope that this report will explain to everyone some of what we are about

    CLiFF Notes: Research In Natural Language Processing at the University of Pennsylvania

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    The Computational Linguistics Feedback Forum (CLIFF) is a group of students and faculty who gather once a week to discuss the members\u27 current research. As the word feedback suggests, the group\u27s purpose is the sharing of ideas. The group also promotes interdisciplinary contacts between researchers who share an interest in Cognitive Science. There is no single theme describing the research in Natural Language Processing at Penn. There is work done in CCG, Tree adjoining grammars, intonation, statistical methods, plan inference, instruction understanding, incremental interpretation, language acquisition, syntactic parsing, causal reasoning, free word order languages, ... and many other areas. With this in mind, rather than trying to summarize the varied work currently underway here at Penn, we suggest reading the following abstracts to see how the students and faculty themselves describe their work. Their abstracts illustrate the diversity of interests among the researchers, explain the areas of common interest, and describe some very interesting work in Cognitive Science. This report is a collection of abstracts from both faculty and graduate students in Computer Science, Psychology and Linguistics. We pride ourselves on the close working relations between these groups, as we believe that the communication among the different departments and the ongoing inter-departmental research not only improves the quality of our work, but makes much of that work possible

    CLiFF Notes: Research in the Language Information and Computation Laboratory of The University of Pennsylvania

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    This report takes its name from the Computational Linguistics Feedback Forum (CLIFF), an informal discussion group for students and faculty. However the scope of the research covered in this report is broader than the title might suggest; this is the yearly report of the LINC Lab, the Language, Information and Computation Laboratory of the University of Pennsylvania. It may at first be hard to see the threads that bind together the work presented here, work by faculty, graduate students and postdocs in the Computer Science, Psychology, and Linguistics Departments, and the Institute for Research in Cognitive Science. It includes prototypical Natural Language fields such as: Combinatorial Categorial Grammars, Tree Adjoining Grammars, syntactic parsing and the syntax-semantics interface; but it extends to statistical methods, plan inference, instruction understanding, intonation, causal reasoning, free word order languages, geometric reasoning, medical informatics, connectionism, and language acquisition. With 48 individual contributors and six projects represented, this is the largest LINC Lab collection to date, and the most diverse

    CLiFF Notes: Research in the Language, Information and Computation Laboratory of the University of Pennsylvania

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    One concern of the Computer Graphics Research Lab is in simulating human task behavior and understanding why the visualization of the appearance, capabilities and performance of humans is so challenging. Our research has produced a system, called Jack, for the definition, manipulation, animation and human factors analysis of simulated human figures. Jack permits the envisionment of human motion by interactive specification and simultaneous execution of multiple constraints, and is sensitive to such issues as body shape and size, linkage, and plausible motions. Enhanced control is provided by natural behaviors such as looking, reaching, balancing, lifting, stepping, walking, grasping, and so on. Although intended for highly interactive applications, Jack is a foundation for other research. The very ubiquitousness of other people in our lives poses a tantalizing challenge to the computational modeler: people are at once the most common object around us, and yet the most structurally complex. Their everyday movements are amazingly fluid, yet demanding to reproduce, with actions driven not just mechanically by muscles and bones but also cognitively by beliefs and intentions. Our motor systems manage to learn how to make us move without leaving us the burden or pleasure of knowing how we did it. Likewise we learn how to describe the actions and behaviors of others without consciously struggling with the processes of perception, recognition, and language. Present technology lets us approach human appearance and motion through computer graphics modeling and three dimensional animation, but there is considerable distance to go before purely synthesized figures trick our senses. We seek to build computational models of human like figures which manifest animacy and convincing behavior. Towards this end, we: Create an interactive computer graphics human model; Endow it with reasonable biomechanical properties; Provide it with human like behaviors; Use this simulated figure as an agent to effect changes in its world; Describe and guide its tasks through natural language instructions. There are presently no perfect solutions to any of these problems; ultimately, however, we should be able to give our surrogate human directions that, in conjunction with suitable symbolic reasoning processes, make it appear to behave in a natural, appropriate, and intelligent fashion. Compromises will be essential, due to limits in computation, throughput of display hardware, and demands of real-time interaction, but our algorithms aim to balance the physical device constraints with carefully crafted models, general solutions, and thoughtful organization. The Jack software is built on Silicon Graphics Iris 4D workstations because those systems have 3-D graphics features that greatly aid the process of interacting with highly articulated figures such as the human body. Of course, graphics capabilities themselves do not make a usable system. Our research has therefore focused on software to make the manipulation of a simulated human figure easy for a rather specific user population: human factors design engineers or ergonomics analysts involved in visualizing and assessing human motor performance, fit, reach, view, and other physical tasks in a workplace environment. The software also happens to be quite usable by others, including graduate students and animators. The point, however, is that program design has tried to take into account a wide variety of physical problem oriented tasks, rather than just offer a computer graphics and animation tool for the already computer sophisticated or skilled animator. As an alternative to interactive specification, a simulation system allows a convenient temporal and spatial parallel programming language for behaviors. The Graphics Lab is working with the Natural Language Group to explore the possibility of using natural language instructions, such as those found in assembly or maintenance manuals, to drive the behavior of our animated human agents. (See the CLiFF note entry for the AnimNL group for details.) Even though Jack is under continual development, it has nonetheless already proved to be a substantial computational tool in analyzing human abilities in physical workplaces. It is being applied to actual problems involving space vehicle inhabitants, helicopter pilots, maintenance technicians, foot soldiers, and tractor drivers. This broad range of applications is precisely the target we intended to reach. The general capabilities embedded in Jack attempt to mirror certain aspects of human performance, rather than the specific requirements of the corresponding workplace. We view the Jack system as the basis of a virtual animated agent that can carry out tasks and instructions in a simulated 3D environment. While we have not yet fooled anyone into believing that the Jack figure is real , its behaviors are becoming more reasonable and its repertoire of actions more extensive. When interactive control becomes more labor intensive than natural language instructional control, we will have reached a significant milestone toward an intelligent agent

    Thiol-Disulfide Exchange in Human Growth Hormone

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    The biopharmaceutical industry has been growing at a tremendous rate, with sales of $63.6 billion 2012 in the US [1]. Nevertheless, the successful development of many protein drugs has been impeded by physical and chemical instabilities arising from their inherent chemical complexity and often leading to protein aggregation. The formation of non-native disulfide bonds is a common route to covalent aggregation of therapeutic proteins and other biologics [2, 3]. Disulfide bonds participate in hydrolytic and oxidative degradation reactions that form non-native disulfide bonds and other reactive species. The mechanisms responsible for protein aggregation are poorly understood and formulations are currently optimized on a trial and error basis. This approach contributes to high development costs and increases the time to market. The main goal of our research is to elucidate the mechanisms of thiol-disulfide exchange and disulfide scrambling in therapeutic proteins. To accomplish this goal, model peptides derived from human growth hormone (hGH) and intact hGH were used to investigate reaction mechanisms and kinetics in solution and solid-state environments. The results will be useful in the rational development of stable, safe and efficacious protein formulations that contain free cysteines and disulfides

    Annual Research Briefs

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    This report contains the 1997 annual progress reports of the research fellows and students supported by the Center for Turbulence Research (CTR). Titles include: Invariant modeling in large-eddy simulation of turbulence; Validation of large-eddy simulation in a plain asymmetric diffuser; Progress in large-eddy simulation of trailing-edge turbulence and aeronautics; Resolution requirements in large-eddy simulations of shear flows; A general theory of discrete filtering for LES in complex geometry; On the use of discrete filters for large eddy simulation; Wall models in large eddy simulation of separated flow; Perspectives for ensemble average LES; Anisotropic grid-based formulas for subgrid-scale models; Some modeling requirements for wall models in large eddy simulation; Numerical simulation of 3D turbulent boundary layers using the V2F model; Accurate modeling of impinging jet heat transfer; Application of turbulence models to high-lift airfoils; Advances in structure-based turbulence modeling; Incorporating realistic chemistry into direct numerical simulations of turbulent non-premixed combustion; Effects of small-scale structure on turbulent mixing; Turbulent premixed combustion in the laminar flamelet and the thin reaction zone regime; Large eddy simulation of combustion instabilities in turbulent premixed burners; On the generation of vorticity at a free-surface; Active control of turbulent channel flow; A generalized framework for robust control in fluid mechanics; Combined immersed-boundary/B-spline methods for simulations of flow in complex geometries; and DNS of shock boundary-layer interaction - preliminary results for compression ramp flow

    How actors become attractors: A neurocognitive investigation of linguistic actorhood

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