102,972 research outputs found
Unsupervised Feature Learning by Deep Sparse Coding
In this paper, we propose a new unsupervised feature learning framework,
namely Deep Sparse Coding (DeepSC), that extends sparse coding to a multi-layer
architecture for visual object recognition tasks. The main innovation of the
framework is that it connects the sparse-encoders from different layers by a
sparse-to-dense module. The sparse-to-dense module is a composition of a local
spatial pooling step and a low-dimensional embedding process, which takes
advantage of the spatial smoothness information in the image. As a result, the
new method is able to learn several levels of sparse representation of the
image which capture features at a variety of abstraction levels and
simultaneously preserve the spatial smoothness between the neighboring image
patches. Combining the feature representations from multiple layers, DeepSC
achieves the state-of-the-art performance on multiple object recognition tasks.Comment: 9 pages, submitted to ICL
The effect of representation location on interaction in a tangible learning environment
Drawing on the 'representation' TUI framework [21], this paper reports a study that investigated the concept of 'representation location' and its effect on interaction and learning. A reacTIVision-based tangible interface was designed and developed to support children learning about the behaviour of light. Children aged eleven years worked with the environment in groups of three. Findings suggest that different representation locations lend themselves to different levels of abstraction and engender different forms and levels of activity, particularly with respect to speed of dynamics and differences in group awareness. Furthermore, the studies illustrated interaction effects according to different physical correspondence metaphors used, particularly with respect to combining familiar physical objects with digital--based table-top representation. The implications of these findings for learning are discussed
Hi-Val: Iterative Learning of Hierarchical Value Functions for Policy Generation
Task decomposition is effective in manifold applications where the global complexity of a problem makes planning and decision-making too demanding. This is true, for example, in high-dimensional robotics domains, where (1) unpredictabilities and modeling limitations typically prevent the manual specification of robust behaviors, and (2) learning an action policy is challenging due to the curse of dimensionality. In this work, we borrow the concept of Hierarchical Task Networks (HTNs) to decompose the learning procedure, and we exploit Upper Confidence Tree (UCT) search to introduce HOP, a novel iterative algorithm for hierarchical optimistic planning with learned value functions. To obtain better generalization and generate policies, HOP simultaneously learns and uses action values. These are used to formalize constraints within the search space and to reduce the dimensionality of the problem. We evaluate our algorithm both on a fetching task using a simulated 7-DOF KUKA light weight arm and, on a pick and delivery task with a Pioneer robot
Overlapping memory replay during sleep builds cognitive schemata
Sleep enhances integration across multiple stimuli, abstraction of general rules, insight into hidden solutions
and false memory formation. Newly learned information
is better assimilated if compatible with an existing cognitive framework or schema. This article proposes a
mechanism by which the reactivation of newly learned
memories during sleep could actively underpin both schema formation and the addition of new knowledge to existing schemata. Under this model, the overlapping replay of related memories selectively strengthens shared elements. Repeated reactivation of memories in different combinations progressively builds schematic representations of the relationships between stimuli.
We argue that this selective strengthening forms the
basis of cognitive abstraction, and explain how it facilitates insight and false memory formation
Using "tangibles" to promote novel forms of playful learning
Tangibles, in the form of physical artefacts that are electronically augmented and enhanced to trigger various digital events to happen, have the potential for providing innovative ways for children to play and learn, through novel forms of interacting and discovering. They offer, too, the scope for bringing playfulness back into learning. To this end, we designed an adventure game, where pairs of children have to discover as much as they can about a virtual imaginary creature called the Snark, through collaboratively interacting with a suite of tangibles. Underlying the design of the tangibles is a variety of transforms, which the children have to understand and reflect upon in order to make the Snark come alive and show itself in a variety of morphological and synaesthesic forms. The paper also reports on the findings of a study of the Snark game and discusses what it means to be engrossed in playful learning
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