20 research outputs found

    SystĂšme intelligent pour le suivi et l’optimisation de l’état cognitif

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    Les Ă©motions des ĂȘtres humains changent rĂ©guliĂšrement et parfois de maniĂšre brusque entrainant un changement de l’état mental c’est-Ă -dire de l’aptitude cĂ©rĂ©brale Ă  fonctionner normalement. Il en rĂ©sulte une capacitĂ© cognitive (ou Ă©tat cognitif) de l’individu Ă  pouvoir raisonner, accĂ©der Ă  la mĂ©moire, ou effectuer des dĂ©ductions, variable selon l’état mental. Ceci affecte, en consĂ©quence, les performances des utilisateurs qui varient en fonction de leurs Ă©tat cognitifs. Cette thĂšse vise Ă  optimiser l’état cognitif d’un utilisateur lors de ses interactions avec un environnement virtuel. Comme cet Ă©tat dĂ©pend des Ă©motions, l’optimisation de l’état cognitif peut ĂȘtre rĂ©alisĂ©e Ă  travers l’optimisation des Ă©motions et en particulier la rĂ©duction des Ă©motions nĂ©gatives. Une premiĂšre partie concerne les moyens de mesurer en temps rĂ©el (par un Module de mesures) l’état Ă©motionnel et mental d’un utilisateur lors de ses interactions avec un environnement virtuel. Nous avons rĂ©alisĂ© pour cela quatre Ă©tudes expĂ©rimentales avec quatre environnements diffĂ©rents. Nous avons montrĂ© que ces mesures peuvent ĂȘtre rĂ©alisĂ©es en utilisant diffĂ©rents capteurs physiologiques. Nous avons aussi montrĂ© qu’il est possible de prĂ©dire la tendance de l’excitation (un Ă©tat mental) Ă  partir d’un traceur de regard. Dans une deuxiĂšme partie, nous prĂ©sentons l’Agent Neural qui modifie les environnements virtuels afin de provoquer une modification de l’état Ă©motionnel d’un utilisateur pour amĂ©liorer son Ă©tat cognitif. Nous avons rĂ©alisĂ© quatre Ă©tudes expĂ©rimentales avec quatre environnements virtuels, oĂč l’Agent Neural intervient dans ces environnements afin de changer l’état Ă©motionnel de l’utilisateur. Nous avons montrĂ© que l’agent est capable d’intervenir dans plusieurs types d’environnements et de modifier les Ă©motions de l’utilisateur. Dans une troisiĂšme partie, prĂ©sentons l’Agent Limbique, qui personnalise et amĂ©liore les adaptations faites par l’Agent Neural Ă  travers l’observation et l’apprentissage des impacts des changements des environnements virtuels et des rĂ©actions Ă©motionnelles des utilisateurs. Nous avons montrĂ© que cet agent est capable d’analyser les interventions de l’Agent Neural et de les modifier. Nous avons montrĂ© aussi que l’Agent Limbique est capable de gĂ©nĂ©rer une nouvelle rĂšgle d’intervention et de prĂ©dire son impact sur l’utilisateur. La combinaison du Module de mesures, de l’Agent Neural, et de l’Agent Limbique, nous a permis de crĂ©er un systĂšme de contrĂŽle cognitif intelligent que nous avons appelĂ© SystĂšme Limbique Digital.The human’s emotions change regularly and sometimes suddenly leading to changes in their mental state which is the brain’s ability to function normally. This mental state’s changes affect the users’ cognitive ability (or cognitive state) to reason, access memory, or make inferences, which varies depending on the mental state. Consequently, this affects the users’ performances which varies according to their cognitive states. This thesis aims to optimize the users’ cognitive state during their interactions with a virtual environment. Since this state depends on emotions, optimization of cognitive state can be achieved through the optimization of emotions and in particular the reduction of negative emotions. In a first part, we present the means of measuring in real time (using a Measuring module) the users’ emotional and mental state during their interactions with a virtual environment. We performed four experimental studies with four different environments. We have shown that these measurements can be performed using different physiological sensors. We have also shown that it is possible to predict the tendency of excitement (a mental state) using an eye tracker. In a second part, we present the Neural Agent which modifies virtual environments to provoke a modification on the users’ emotional state in order to improve their cognitive state. We performed four experimental studies with four virtual environments, in which the Neural Agent intervenes in these environments to change the users’ emotional state. We have shown that the agent is able to intervene in several types of environments and able to modify the users’ emotions. In a third part, we present the Limbic Agent, which personalizes and improves the adaptations performed by the Neural Agent through the observation and the learning from the virtual environments changes’ impacts and the users’ emotional reactions. We have shown that this agent is able to analyze the Neural Agent’s interventions and able to modify them. We have also shown that the Limbic Agent is able to generate a new intervention rule and predict its impact on the user. The combination of the Measuring Module, the Neural Agent, and the Limbic Agent, allowed us to create an intelligent cognitive control system that we called the Digital Limbic System

    MOON: Assisting Students in Completing Educational Notebook Scenarios

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    Jupyter notebooks are increasingly being adopted by teachers to deliver interactive practical sessions to their students. Notebooks come with many attractive features, such as the ability to combine textual explanations, multimedia content, and executable code alongside a flexible execution model which encourages experimentation and exploration. However, this execution model can quickly become an issue when students do not follow the intended execution order of the teacher, leading to errors or misleading results that hinder their learning. To counter this adverse effect, teachers usually write detailed instructions about how students are expected to use the notebooks. Yet, the use of digital media is known to decrease reading efficiency and compliance with written instructions, resulting in frequent notebook misuse and students getting lost during practical sessions. In this article, we present a novel approach, MOON, designed to remedy this problem. The central idea is to provide teachers with a language that enables them to formalize the expected usage of their notebooks in the form of a script and to interpret this script to guide students with visual indications in real time while they interact with the notebooks. We evaluate our approach using a randomized controlled experiment involving 21 students, which shows that MOON helps students comply better with the intended scenario without hindering their ability to progress. Our follow-up user study shows that about 75% of the surveyed students perceived MOON as rather useful or very useful

    Causal Discovery from Temporal Data: An Overview and New Perspectives

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    Temporal data, representing chronological observations of complex systems, has always been a typical data structure that can be widely generated by many domains, such as industry, medicine and finance. Analyzing this type of data is extremely valuable for various applications. Thus, different temporal data analysis tasks, eg, classification, clustering and prediction, have been proposed in the past decades. Among them, causal discovery, learning the causal relations from temporal data, is considered an interesting yet critical task and has attracted much research attention. Existing casual discovery works can be divided into two highly correlated categories according to whether the temporal data is calibrated, ie, multivariate time series casual discovery, and event sequence casual discovery. However, most previous surveys are only focused on the time series casual discovery and ignore the second category. In this paper, we specify the correlation between the two categories and provide a systematical overview of existing solutions. Furthermore, we provide public datasets, evaluation metrics and new perspectives for temporal data casual discovery.Comment: 52 pages, 6 figure

    Bittm: A core biterms-based topic model for targeted analysis

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    While most of the existing topic models perform a full analysis on a set of documents to discover all topics, it is noticed recently that in many situations users are interested in fine-grained topics related to some specific aspects only. As a result, targeted analysis (or focused analysis) has been proposed to address this problem. Given a corpus of documents from a broad area, targeted analysis discovers only topics related with user-interested aspects that are expressed by a set of user-provided query keywords. Existing approaches for targeted analysis suffer from problems such as topic loss and topic suppression because of their inherent assumptions and strategies. Moreover, existing approaches are not designed to address computation efficiency, while targeted analysis is supposed to provide responses to user queries as soon as possible. In this paper, we propose a core BiTerms-based Topic Model (BiTTM). By modelling topics from core biterms that are potentially relevant to the target query, on one hand, BiTTM captures the context information across documents to alleviate the problem of topic loss or suppression; on the other hand, our proposed model enables the efficient modelling of topics related to specific aspects. Our experiments on nine real-world datasets demonstrate BiTTM outperforms existing approaches in terms of both effectiveness and efficiency

    Goal reasoning for autonomous agents using automated planning

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    Mención Internacional en el título de doctorAutomated planning deals with the task of finding a sequence of actions, namely a plan, which achieves a goal from a given initial state. Most planning research consider goals are provided by a external user, and agents just have to find a plan to achieve them. However, there exist many real world domains where agents should not only reason about their actions but also about their goals, generating new ones or changing them according to the perceived environment. In this thesis we aim at broadening the goal reasoning capabilities of planningbased agents, both when acting in isolation and when operating in the same environment as other agents. In single-agent settings, we firstly explore a special type of planning tasks where we aim at discovering states that fulfill certain cost-based requirements with respect to a given set of goals. By computing these states, agents are able to solve interesting tasks such as find escape plans that move agents in to safe places, hide their true goal to a potential observer, or anticipate dynamically arriving goals. We also show how learning the environment’s dynamics may help agents to solve some of these tasks. Experimental results show that these states can be quickly found in practice, making agents able to solve new planning tasks and helping them in solving some existing ones. In multi-agent settings, we study the automated generation of goals based on other agents’ behavior. We focus on competitive scenarios, where we are interested in computing counterplans that prevent opponents from achieving their goals. We frame these tasks as counterplanning, providing theoretical properties of the counterplans that solve them. We also show how agents can benefit from computing some of the states we propose in the single-agent setting to anticipate their opponent’s movements, thus increasing the odds of blocking them. Experimental results show how counterplans can be found in different environments ranging from competitive planning domains to real-time strategy games.Programa de Doctorado en Ciencia y Tecnología Informática por la Universidad Carlos III de MadridPresidenta: Eva Onaindía de la Rivaherrera.- Secretario: Ángel García Olaya.- Vocal: Mark Robert

    Goal Reasoning: Papers from the ACS Workshop

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    This technical report contains the 14 accepted papers presented at the Workshop on Goal Reasoning, which was held as part of the 2015 Conference on Advances in Cognitive Systems (ACS-15) in Atlanta, Georgia on 28 May 2015. This is the fourth in a series of workshops related to this topic, the first of which was the AAAI-10 Workshop on Goal-Directed Autonomy; the second was the Self-Motivated Agents (SeMoA) Workshop, held at Lehigh University in November 2012; and the third was the Goal Reasoning Workshop at ACS-13 in Baltimore, Maryland in December 2013

    Semantic relations between sentences: from lexical to linguistically inspired semantic features and beyond

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    This thesis is concerned with the identification of semantic equivalence between pairs of natural language sentences, by studying and computing models to address Natural Language Processing tasks where some form of semantic equivalence is assessed. In such tasks, given two sentences, our models output either a class label, corresponding to the semantic relation between the sentences, based on a predefined set of semantic relations, or a continuous score, corresponding to their similarity on a predefined scale. The former setup corresponds to the tasks of Paraphrase Identification and Natural Language Inference, while the latter corresponds to the task of Semantic Textual Similarity. We present several models for English and Portuguese, where various types of features are considered, for instance based on distances between alternative representations of each sentence, following lexical and semantic frameworks, or embeddings from pre-trained Bidirectional Encoder Representations from Transformers models. For English, a new set of semantic features is proposed, from the formal semantic representation of Discourse Representation Structure. In Portuguese, suitable corpora are scarce and formal semantic representations are unavailable, hence an evaluation of currently available features and corpora is conducted, following the modelling setup employed for English. Competitive results are achieved on all tasks, for both English and Portuguese, particularly when considering that our models are based on generally available tools and technologies, and that all features and models are suitable for computation in most modern computers, except for those based on embeddings. In particular, for English, our semantic features from DRS are able to improve the performance of other models, when integrated in the feature set of such models, and state of the art results are achieved for Portuguese, with models based on fine tuning embeddings to a specific task; SumĂĄrio: RelaçÔes semĂąnticas entre frases: de aspectos lexicais a aspectos semĂąnticos inspirados em linguĂ­stica e alĂ©m destes Esta tese Ă© dedicada Ă  identificação de equivalĂȘncia semĂąntica entre frases em lĂ­ngua natural, atravĂ©s do estudo e computação de modelos destinados a tarefas de Processamento de Linguagem Natural relacionadas com alguma forma de equivalĂȘncia semĂąntica. Em tais tarefas, a partir de duas frases, os nossos modelos produzem uma etiqueta de classificação, que corresponde Ă  relação semĂąntica entre as frases, baseada num conjunto predefinido de possĂ­veis relaçÔes semĂąnticas, ou um valor contĂ­nuo, que corresponde Ă  similaridade das frases numa escala predefinida. A primeira configuração mencionada corresponde Ă s tarefas de Identificação de ParĂĄfrases e de InferĂȘncia em LĂ­ngua Natural, enquanto que a Ășltima configuração mencionada corresponde Ă  tarefa de Similaridade SemĂąntica em Texto. Apresentamos diversos modelos para InglĂȘs e PortuguĂȘs, onde vĂĄrios tipos de aspectos sĂŁo considerados, por exemplo baseados em distĂąncias entre representaçÔes alternativas para cada frase, seguindo formalismos semĂąnticos e lexicais, ou vectores contextuais de modelos previamente treinados com RepresentaçÔes Codificadas Bidirecionalmente a partir de Transformadores. Para InglĂȘs, propomos um novo conjunto de aspectos semĂąnticos, a partir da representação formal de semĂąntica em Estruturas de Representação de Discurso. Para PortuguĂȘs, os conjuntos de dados apropriados sĂŁo escassos e nĂŁo estĂŁo disponĂ­veis representaçÔes formais de semĂąntica, entĂŁo implementĂĄmos uma avaliação de aspectos actualmente disponĂ­veis, seguindo a configuração de modelos aplicada para InglĂȘs. Obtivemos resultados competitivos em todas as tarefas, em InglĂȘs e PortuguĂȘs, particularmente considerando que os nossos modelos sĂŁo baseados em ferramentas e tecnologias disponĂ­veis, e que todos os nossos aspectos e modelos sĂŁo apropriados para computação na maioria dos computadores modernos, excepto os modelos baseados em vectores contextuais. Em particular, para InglĂȘs, os nossos aspectos semĂąnticos a partir de Estruturas de Representação de Discurso melhoram o desempenho de outros modelos, quando integrados no conjunto de aspectos de tais modelos, e obtivemos resultados estado da arte para PortuguĂȘs, com modelos baseados em afinação de vectores contextuais para certa tarefa
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