8,416 research outputs found
Enhancing Operation of a Sewage Pumping Station for Inter Catchment Wastewater Transfer by Using Deep Learning and Hydraulic Model
This paper presents a novel Inter Catchment Wastewater Transfer (ICWT) method
for mitigating sewer overflow. The ICWT aims at balancing the spatial mismatch
of sewer flow and treatment capacity of Wastewater Treatment Plant (WWTP),
through collaborative operation of sewer system facilities. Using a hydraulic
model, the effectiveness of ICWT is investigated in a sewer system in Drammen,
Norway. Concerning the whole system performance, we found that the S{\o}ren
Lemmich pump station plays a vital role in the ICWT framework. To enhance the
operation of this pump station, it is imperative to construct a multi-step
ahead water level prediction model. Hence, one of the most promising artificial
intelligence techniques, Long Short Term Memory (LSTM), is employed to
undertake this task. Experiments demonstrated that LSTM is superior to Gated
Recurrent Unit (GRU), Recurrent Neural Network (RNN), Feed-forward Neural
Network (FFNN) and Support Vector Regression (SVR)
Agents for educational games and simulations
This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications
Ono: an open platform for social robotics
In recent times, the focal point of research in robotics has shifted from industrial ro- bots toward robots that interact with humans in an intuitive and safe manner. This evolution has resulted in the subfield of social robotics, which pertains to robots that function in a human environment and that can communicate with humans in an int- uitive way, e.g. with facial expressions. Social robots have the potential to impact many different aspects of our lives, but one particularly promising application is the use of robots in therapy, such as the treatment of children with autism. Unfortunately, many of the existing social robots are neither suited for practical use in therapy nor for large scale studies, mainly because they are expensive, one-of-a-kind robots that are hard to modify to suit a specific need. We created Ono, a social robotics platform, to tackle these issues. Ono is composed entirely from off-the-shelf components and cheap materials, and can be built at a local FabLab at the fraction of the cost of other robots. Ono is also entirely open source and the modular design further encourages modification and reuse of parts of the platform
Virtual Reality Games for Motor Rehabilitation
This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
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