3,351 research outputs found
NASA JSC neural network survey results
A survey of Artificial Neural Systems in support of NASA's (Johnson Space Center) Automatic Perception for Mission Planning and Flight Control Research Program was conducted. Several of the world's leading researchers contributed papers containing their most recent results on artificial neural systems. These papers were broken into categories and descriptive accounts of the results make up a large part of this report. Also included is material on sources of information on artificial neural systems such as books, technical reports, software tools, etc
RadOnc-GPT: A Large Language Model for Radiation Oncology
This paper presents RadOnc-GPT, a large language model specialized for
radiation oncology through advanced tuning methods. RadOnc-GPT was finetuned on
a large dataset of radiation oncology patient records and clinical notes from
the Mayo Clinic in Arizona. The model employs instruction tuning on three key
tasks - generating radiotherapy treatment regimens, determining optimal
radiation modalities, and providing diagnostic descriptions/ICD codes based on
patient diagnostic details. Evaluations conducted by comparing RadOnc-GPT
outputs to general large language model outputs showed that RadOnc-GPT
generated outputs with significantly improved clarity, specificity, and
clinical relevance. The study demonstrated the potential of using large
language models fine-tuned using domain-specific knowledge like RadOnc-GPT to
achieve transformational capabilities in highly specialized healthcare fields
such as radiation oncology
Pedagogy-Driven Smart Games for Primary School Children
TERENCE is an FP7 ICT European project, highly multi-disciplinary, that is developing an adaptive learning system for supporting poor comprehenders and their educators. Their learning materials are stories and games, explicitly designed for classes of primary schools poor comprehenders, where classes were created via an extensive analysis of the context of use and user requirements. The games are specialised into smart games, which stimulate inference-making for story comprehension, and relaxing games, which stimulate visual perception and which train the interaction with devices (e.g., PC and tablet PC). In this paper we focus on how we used the pedagogical underpinnings and the acquired requirements to design the games of the system
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