769 research outputs found

    A STUDY IN THE INFORMATION CONTENT, CONSISTENCY, AND EXPRESSIVE POWER OF FUNCTION STRUCTURES IN MECHANICAL DESIGN

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    In engineering design research, function structures are used to represent the intended functionality of technical artifacts. Function structures are graph-based representations where the nodes are functions, or actions, and the edges are flows, or objects of those actions. For the consistent description of artifact functionality, multiple controlled vocabularies have been developed in previous research. The Functional Basis is one such vocabulary that provides for a set of verbs and a set of nouns, organized in the three-level hierarchy. This vocabulary is extensively studied in design research. Two major application of this vocabulary are the Design Repository, which is a web-base archive of design information of consumer electro-mechanical products obtained through reverse engineering, and the functional decomposition grammar rules that synthesizes sub-functions or elementary actions of a product from the overall function or goal of the product. However, despite the Functional Basis\u27 popularity, the usefulness of its hierarchical structure has not been specifically tested. Additionally, although this vocabulary provides the verbs and nouns, no explicit guideline for using those terms in function structures has been proposed. Consequently, multiple representational inconsistencies can be found in the function structures within the Design Repository. The two research goals in this thesis are: (1) to investigate if the hierarchy in the Functional Basis is useful for constructing function structures and (2) to explore means to increase the consistency and expressive power of the Functional Basis vocabulary. To address the first goal, an information metric for function structures and function vocabularies is developed based on the principles of Information Theory. This metric is applied to three function structures from the Design Repository to demonstrate that the secondary level of the Functional Basis is the most informative of the three. This finding is validated by an external empirical study, which shows that the secondary level is used most frequently in the Design Repository, finally indicating that the hierarchy is not useful for constructing function structures. To address the second research goal, a new representation of functions, including rules the topological connections in a function structure, is presented. It is demonstrated through experiments that the new representation is more expressive than the text-based descriptions of functions used in the Functional Basis, as it formally describes which flows can be connected to which functions. It is also shown that the new representation reduces the uncertainty involved in the individual function structures

    Model-Driven Engineering in the Large: Refactoring Techniques for Models and Model Transformation Systems

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    Model-Driven Engineering (MDE) is a software engineering paradigm that aims to increase the productivity of developers by raising the abstraction level of software development. It envisions the use of models as key artifacts during design, implementation and deployment. From the recent arrival of MDE in large-scale industrial software development – a trend we refer to as MDE in the large –, a set of challenges emerges: First, models are now developed at distributed locations, by teams of teams. In such highly collaborative settings, the presence of large monolithic models gives rise to certain issues, such as their proneness to editing conflicts. Second, in large-scale system development, models are created using various domain-specific modeling languages. Combining these models in a disciplined manner calls for adequate modularization mechanisms. Third, the development of models is handled systematically by expressing the involved operations using model transformation rules. Such rules are often created by cloning, a practice related to performance and maintainability issues. In this thesis, we contribute three refactoring techniques, each aiming to tackle one of these challenges. First, we propose a technique to split a large monolithic model into a set of sub-models. The aim of this technique is to enable a separation of concerns within models, promoting a concern-based collaboration style: Collaborators operate on the submodels relevant for their task at hand. Second, we suggest a technique to encapsulate model components by introducing modular interfaces in a set of related models. The goal of this technique is to establish modularity in these models. Third, we introduce a refactoring to merge a set of model transformation rules exhibiting a high degree of similarity. The aim of this technique is to improve maintainability and performance by eliminating the drawbacks associated with cloning. The refactoring creates variability-based rules, a novel type of rule allowing to capture variability by using annotations. The refactoring techniques contributed in this work help to reduce the manual effort during the refactoring of models and transformation rules to a large extent. As indicated in a series of realistic case studies, the output produced by the techniques is comparable or, in the case of transformation rules, partly even preferable to the result of manual refactoring, yielding a promising outlook on the applicability in real-world settings

    Knowledge Representation in Engineering 4.0

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    This dissertation was developed in the context of the BMBF and EU/ECSEL funded projects GENIAL! and Arrowhead Tools. In these projects the chair examines methods of specifications and cooperations in the automotive value chain from OEM-Tier1-Tier2. Goal of the projects is to improve communication and collaborative planning, especially in early development stages. Besides SysML, the use of agreed vocabularies and on- tologies for modeling requirements, overall context, variants, and many other items, is targeted. This thesis proposes a web database, where data from the collaborative requirements elicitation is combined with an ontology-based approach that uses reasoning capabilities. For this purpose, state-of-the-art ontologies have been investigated and integrated that entail domains like hardware/software, roadmapping, IoT, context, innovation and oth- ers. New ontologies have been designed like a HW / SW allocation ontology and a domain-specific "eFuse ontology" as well as some prototypes. The result is a modular ontology suite and the GENIAL! Basic Ontology that allows us to model automotive and microelectronic functions, components, properties and dependencies based on the ISO26262 standard among these elements. Furthermore, context knowledge that influences design decisions such as future trends in legislation, society, environment, etc. is included. These knowledge bases are integrated in a novel tool that allows for collabo- rative innovation planning and requirements communication along the automotive value chain. To start off the work of the project, an architecture and prototype tool was developed. Designing ontologies and knowing how to use them proved to be a non-trivial task, requiring a lot of context and background knowledge. Some of this background knowledge has been selected for presentation and was utilized either in designing models or for later immersion. Examples are basic foundations like design guidelines for ontologies, ontology categories and a continuum of expressiveness of languages and advanced content like multi-level theory, foundational ontologies and reasoning. Finally, at the end, we demonstrate the overall framework, and show the ontology with reasoning, database and APPEL/SysMD (AGILA ProPErty and Dependency Descrip- tion Language / System MarkDown) and constraints of the hardware / software knowledge base. There, by example, we explore and solve roadmap constraints that are coupled with a car model through a constraint solver.Diese Dissertation wurde im Kontext des von BMBF und EU / ECSEL gefördertem Projektes GENIAL! und Arrowhead Tools entwickelt. In diesen Projekten untersucht der Lehrstuhl Methoden zur Spezifikationen und Kooperation in der Automotive Wertschöp- fungskette, von OEM zu Tier1 und Tier2. Ziel der Arbeit ist es die Kommunikation und gemeinsame Planung, speziell in den frühen Entwicklungsphasen zu verbessern. Neben SysML ist die Benutzung von vereinbarten Vokabularen und Ontologien in der Modellierung von Requirements, des Gesamtkontextes, Varianten und vielen anderen Elementen angezielt. Ontologien sind dabei eine Möglichkeit, um das Vermeiden von Missverständnissen und Fehlplanungen zu unterstützen. Dieser Ansatz schlägt eine Web- datenbank vor, wobei Ontologien das Teilen von Wissen und das logische Schlussfolgern von implizitem Wissen und Regeln unterstützen. Diese Arbeit beschreibt Ontologien für die Domäne des Engineering 4.0, oder spezifischer, für die Domäne, die für das deutsche Projekt GENIAL! benötigt wurde. Dies betrifft Domänen, wie Hardware und Software, Roadmapping, Kontext, Innovation, IoT und andere. Neue Ontologien wurden entworfen, wie beispielsweise die Hardware-Software Allokations-Ontologie und eine domänen-spezifische "eFuse Ontologie". Das Ergebnis war eine modulare Ontologie-Bibliothek mit der GENIAL! Basic Ontology, die es erlaubt, automotive und mikroelektronische Komponenten, Funktionen, Eigenschaften und deren Abhängigkeiten basierend auf dem ISO26262 Standard zu entwerfen. Des weiteren ist Kontextwissen, welches Entwurfsentscheidungen beinflusst, inkludiert. Diese Wissensbasen sind in einem neuartigen Tool integriert, dass es ermöglicht, Roadmapwissen und Anforderungen durch die Automobil- Wertschöpfungskette hinweg auszutauschen. On tologien zu entwerfen und zu wissen, wie man diese benutzt, war dabei keine triviale Aufgabe und benötigte viel Hintergrund- und Kontextwissen. Ausgewählte Grundlagen hierfür sind Richtlinien, wie man Ontologien entwirft, Ontologiekategorien, sowie das Spektrum an Sprachen und Formen von Wissensrepresentationen. Des weiteren sind fort- geschrittene Methoden erläutert, z.B wie man mit Ontologien Schlußfolgerungen trifft. Am Schluss wird das Overall Framework demonstriert, und die Ontologie mit Reason- ing, Datenbank und APPEL/SysMD (AGILA ProPErty and Dependency Description Language / System MarkDown) und Constraints der Hardware / Software Wissensbasis gezeigt. Dabei werden exemplarisch Roadmap Constraints mit dem Automodell verbunden und durch den Constraint Solver gelöst und exploriert

    QS-TTS: Towards Semi-Supervised Text-to-Speech Synthesis via Vector-Quantized Self-Supervised Speech Representation Learning

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    This paper proposes a novel semi-supervised TTS framework, QS-TTS, to improve TTS quality with lower supervised data requirements via Vector-Quantized Self-Supervised Speech Representation Learning (VQ-S3RL) utilizing more unlabeled speech audio. This framework comprises two VQ-S3R learners: first, the principal learner aims to provide a generative Multi-Stage Multi-Codebook (MSMC) VQ-S3R via the MSMC-VQ-GAN combined with the contrastive S3RL, while decoding it back to the high-quality audio; then, the associate learner further abstracts the MSMC representation into a highly-compact VQ representation through a VQ-VAE. These two generative VQ-S3R learners provide profitable speech representations and pre-trained models for TTS, significantly improving synthesis quality with the lower requirement for supervised data. QS-TTS is evaluated comprehensively under various scenarios via subjective and objective tests in experiments. The results powerfully demonstrate the superior performance of QS-TTS, winning the highest MOS over supervised or semi-supervised baseline TTS approaches, especially in low-resource scenarios. Moreover, comparing various speech representations and transfer learning methods in TTS further validates the notable improvement of the proposed VQ-S3RL to TTS, showing the best audio quality and intelligibility metrics. The trend of slower decay in the synthesis quality of QS-TTS with decreasing supervised data further highlights its lower requirements for supervised data, indicating its great potential in low-resource scenarios

    Acoustic-based Smart Tactile Sensing in Social Robots

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    Mención Internacional en el título de doctorEl sentido del tacto es un componente crucial de la interacción social humana y es único entre los cinco sentidos. Como único sentido proximal, el tacto requiere un contacto físico cercano o directo para registrar la información. Este hecho convierte al tacto en una modalidad de interacción llena de posibilidades en cuanto a comunicación social. A través del tacto, podemos conocer la intención de la otra persona y comunicar emociones. De esta idea surge el concepto de social touch o tacto social como el acto de tocar a otra persona en un contexto social. Puede servir para diversos fines, como saludar, mostrar afecto, persuadir y regular el bienestar emocional y físico. Recientemente, el número de personas que interactúan con sistemas y agentes artificiales ha aumentado, principalmente debido al auge de los dispositivos tecnológicos, como los smartphones o los altavoces inteligentes. A pesar del auge de estos dispositivos, sus capacidades de interacción son limitadas. Para paliar este problema, los recientes avances en robótica social han mejorado las posibilidades de interacción para que los agentes funcionen de forma más fluida y sean más útiles. En este sentido, los robots sociales están diseñados para facilitar interacciones naturales entre humanos y agentes artificiales. El sentido del tacto en este contexto se revela como un vehículo natural que puede mejorar la Human-Robot Interaction (HRI) debido a su relevancia comunicativa en entornos sociales. Además de esto, para un robot social, la relación entre el tacto social y su aspecto es directa, al disponer de un cuerpo físico para aplicar o recibir toques. Desde un punto de vista técnico, los sistemas de detección táctil han sido objeto recientemente de nuevas investigaciones, sobre todo dedicado a comprender este sentido para crear sistemas inteligentes que puedan mejorar la vida de las personas. En este punto, los robots sociales se han convertido en dispositivos muy populares que incluyen tecnologías para la detección táctil. Esto está motivado por el hecho de que un robot puede esperada o inesperadamente tener contacto físico con una persona, lo que puede mejorar o interferir en la ejecución de sus comportamientos. Por tanto, el sentido del tacto se antoja necesario para el desarrollo de aplicaciones robóticas. Algunos métodos incluyen el reconocimiento de gestos táctiles, aunque a menudo exigen importantes despliegues de hardware que requieren de múltiples sensores. Además, la fiabilidad de estas tecnologías de detección es limitada, ya que la mayoría de ellas siguen teniendo problemas tales como falsos positivos o tasas de reconocimiento bajas. La detección acústica, en este sentido, puede proporcionar un conjunto de características capaces de paliar las deficiencias anteriores. A pesar de que se trata de una tecnología utilizada en diversos campos de investigación, aún no se ha integrado en la interacción táctil entre humanos y robots. Por ello, en este trabajo proponemos el sistema Acoustic Touch Recognition (ATR), un sistema inteligente de detección táctil (smart tactile sensing system) basado en la detección acústica y diseñado para mejorar la interacción social humano-robot. Nuestro sistema está desarrollado para clasificar gestos táctiles y localizar su origen. Además de esto, se ha integrado en plataformas robóticas sociales y se ha probado en aplicaciones reales con éxito. Nuestra propuesta se ha enfocado desde dos puntos de vista: uno técnico y otro relacionado con el tacto social. Por un lado, la propuesta tiene una motivación técnica centrada en conseguir un sistema táctil rentable, modular y portátil. Para ello, en este trabajo se ha explorado el campo de las tecnologías de detección táctil, los sistemas inteligentes de detección táctil y su aplicación en HRI. Por otro lado, parte de la investigación se centra en el impacto afectivo del tacto social durante la interacción humano-robot, lo que ha dado lugar a dos estudios que exploran esta idea.The sense of touch is a crucial component of human social interaction and is unique among the five senses. As the only proximal sense, touch requires close or direct physical contact to register information. This fact makes touch an interaction modality full of possibilities regarding social communication. Through touch, we are able to ascertain the other person’s intention and communicate emotions. From this idea emerges the concept of social touch as the act of touching another person in a social context. It can serve various purposes, such as greeting, showing affection, persuasion, and regulating emotional and physical well-being. Recently, the number of people interacting with artificial systems and agents has increased, mainly due to the rise of technological devices, such as smartphones or smart speakers. Still, these devices are limited in their interaction capabilities. To deal with this issue, recent developments in social robotics have improved the interaction possibilities to make agents more seamless and useful. In this sense, social robots are designed to facilitate natural interactions between humans and artificial agents. In this context, the sense of touch is revealed as a natural interaction vehicle that can improve HRI due to its communicative relevance. Moreover, for a social robot, the relationship between social touch and its embodiment is direct, having a physical body to apply or receive touches. From a technical standpoint, tactile sensing systems have recently been the subject of further research, mostly devoted to comprehending this sense to create intelligent systems that can improve people’s lives. Currently, social robots are popular devices that include technologies for touch sensing. This is motivated by the fact that robots may encounter expected or unexpected physical contact with humans, which can either enhance or interfere with the execution of their behaviours. There is, therefore, a need to detect human touch in robot applications. Some methods even include touch-gesture recognition, although they often require significant hardware deployments primarily that require multiple sensors. Additionally, the dependability of those sensing technologies is constrained because the majority of them still struggle with issues like false positives or poor recognition rates. Acoustic sensing, in this sense, can provide a set of features that can alleviate the aforementioned shortcomings. Even though it is a technology that has been utilised in various research fields, it has yet to be integrated into human-robot touch interaction. Therefore, in thiswork,we propose theATRsystem, a smart tactile sensing system based on acoustic sensing designed to improve human-robot social interaction. Our system is developed to classify touch gestures and locate their source. It is also integrated into real social robotic platforms and tested in real-world applications. Our proposal is approached from two standpoints, one technical and the other related to social touch. Firstly, the technical motivation of thiswork centred on achieving a cost-efficient, modular and portable tactile system. For that, we explore the fields of touch sensing technologies, smart tactile sensing systems and their application in HRI. On the other hand, part of the research is centred around the affective impact of touch during human-robot interaction, resulting in two studies exploring this idea.Programa de Doctorado en Ingeniería Eléctrica, Electrónica y Automática por la Universidad Carlos III de MadridPresidente: Pedro Manuel Urbano de Almeida Lima.- Secretaria: María Dolores Blanco Rojas.- Vocal: Antonio Fernández Caballer

    Example-Based Urban Modeling

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    The manual modeling of virtual cities or suburban regions is an extremely time-consuming task, which expects expert knowledge of different fields. Existing modeling tool-sets have a steep learning curve and may need special education skills to work with them productively. Existing automatic methods rely on rule sets and grammars to generate urban structures; however, their expressiveness is limited by the rule-sets. Expert skills are necessary to typeset rule sets successfully and, in many cases, new rule-sets need to be defined for every new building style or street network style. To enable non-expert users, the possibility to construct urban structures for individual experiments, this work proposes a portfolio of novel example-based synthesis algorithms and applications for the controlled generation of virtual urban environments. The notion example-based denotes here that new virtual urban environments are created by computer programs that re-use existing digitized real-world data serving as templates. The data, i.e., street networks, topography, layouts of building footprints, or even 3D building models, necessary to realize the envisioned task is already publicly available via online services. To enable the reuse of existing urban datasets, novel algorithms need to be developed by encapsulating expert knowledge and thus allow the controlled generation of virtual urban structures from sparse user input. The focus of this work is the automatic generation of three fundamental structures that are common in urban environments: road networks, city block, and individual buildings. In order to achieve this goal, the thesis proposes a portfolio of algorithms that are briefly summarized next. In a theoretical chapter, we propose a general optimization technique that allows formulating example-based synthesis as a general resource-constrained k-shortest path (RCKSP) problem. From an abstract problem specification and a database of exemplars carrying resource attributes, we construct an intermediate graph and employ a path-search optimization technique. This allows determining either the best or the k-best solutions. The resulting algorithm has a reduced complexity for the single constraint case when compared to other graph search-based techniques. For the generation of road networks, two different techniques are proposed. The first algorithm synthesizes a novel road network from user input, i.e., a desired arterial street skeleton, topography map, and a collection of hierarchical fragments extracted from real-world road networks. The algorithm recursively constructs a novel road network reusing these fragments. Candidate fragments are inserted into the current state of the road network, while shape differences will be compensated by warping. The second algorithm synthesizes road networks using generative adversarial networks (GANs), a recently introduced deep learning technique. A pre- and postprocessing pipeline allows using GANs for the generation of road networks. An in-depth evaluation shows that GANs faithfully learn the road structure present in the example network and that graph measures such as area, aspect ratio, and compactness, are maintained within the virtual road networks. To fill empty city blocks in road networks we propose two novel techniques. The first algorithm re-uses real-world city blocks and synthesizes building footprint layouts into empty city blocks by retrieving viable candidate blocks from a database. We evaluate the algorithm and synthesize a multitude of city block layouts reusing real-world building footprint arrangements from European and US-cities. In addition, we increase the realism of the synthesized layouts by performing example-based placement of 3D building models. This technique is evaluated by placing buildings onto challenging footprint layouts using different example building databases. The second algorithm computes a city block layout, resembling the style of a real-world city block. The original footprint layout is deformed to construct a textit{guidance map}, i.e., the original layout is transferred to a target city block using warping. This guidance map and the original footprints are used by an optimization technique that computes a novel footprint layout along the city block edges. We perform a detailed evaluation and show that using the guidance map allows transferring of the original layout, locally as well as globally, even when the source and target shapes drastically differ. To synthesize individual buildings, we use the general optimization technique described first and formulate the building generation process as a resource-constrained optimization problem. From an input database of annotated building parts, an abstract description of the building shape, and the specification of resource constraints such as length, area, or a number of architectural elements, a novel building is synthesized. We evaluate the technique by synthesizing a multitude of challenging buildings fulfilling several global and local resource constraints. Finally, we show how this technique can even be used to synthesize buildings having the shape of city blocks and might also be used to fill empty city blocks in virtual street networks. All algorithms presented in this work were developed to work with a small amount of user input. In most cases, simple sketches and the definition of constraints are enough to produce plausible results. Manual work is necessary to set up the building part databases and to download example data from mapping services available on the Internet

    New Logic Synthesis As Nanotechnology Enabler (invited paper)

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    Nanoelectronics comprises a variety of devices whose electrical properties are more complex as compared to CMOS, thus enabling new computational paradigms. The potentially large space for innovation has to be explored in the search for technologies that can support large-scale and high- performance circuit design. Within this space, we analyze a set of emerging technologies characterized by a similar computational abstraction at the design level, i.e., a binary comparator or a majority voter. We demonstrate that new logic synthesis techniques, natively supporting this abstraction, are the technology enablers. We describe models and data-structures for logic design using emerging technologies and we show results of applying new synthesis algorithms and tools. We conclude that new logic synthesis methods are required to both evaluate emerging technologies and to achieve the best results in terms of area, power and performance

    A Primer on Bayesian Neural Networks: Review and Debates

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    Neural networks have achieved remarkable performance across various problem domains, but their widespread applicability is hindered by inherent limitations such as overconfidence in predictions, lack of interpretability, and vulnerability to adversarial attacks. To address these challenges, Bayesian neural networks (BNNs) have emerged as a compelling extension of conventional neural networks, integrating uncertainty estimation into their predictive capabilities. This comprehensive primer presents a systematic introduction to the fundamental concepts of neural networks and Bayesian inference, elucidating their synergistic integration for the development of BNNs. The target audience comprises statisticians with a potential background in Bayesian methods but lacking deep learning expertise, as well as machine learners proficient in deep neural networks but with limited exposure to Bayesian statistics. We provide an overview of commonly employed priors, examining their impact on model behavior and performance. Additionally, we delve into the practical considerations associated with training and inference in BNNs. Furthermore, we explore advanced topics within the realm of BNN research, acknowledging the existence of ongoing debates and controversies. By offering insights into cutting-edge developments, this primer not only equips researchers and practitioners with a solid foundation in BNNs, but also illuminates the potential applications of this dynamic field. As a valuable resource, it fosters an understanding of BNNs and their promising prospects, facilitating further advancements in the pursuit of knowledge and innovation.Comment: 65 page
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