20,999 research outputs found

    The 1990 progress report and future plans

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    This document describes the progress and plans of the Artificial Intelligence Research Branch (RIA) at ARC in 1990. Activities span a range from basic scientific research to engineering development and to fielded NASA applications, particularly those applications that are enabled by basic research carried out at RIA. Work is conducted in-house and through collaborative partners in academia and industry. Our major focus is on a limited number of research themes with a dual commitment to technical excellence and proven applicability to NASA short, medium, and long-term problems. RIA acts as the Agency's lead organization for research aspects of artificial intelligence, working closely with a second research laboratory at JPL and AI applications groups at all NASA centers

    Customizing smart environments: a tabletop approach

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    Smart environments are becoming a reality in our society and the number of intelligent devices integrated in these spaces is in-creasing very rapidly. As the combination of intelligent elements will open a wide range of new opportunities to make our lives easier, final users should be provided with a simplified method of handling complex intelligent features. Specifying behavior in these environments can be difficult for non-experts, so that more efforts should be directed towards easing the customization tasks. This work presents an entirely visual rule editor based on dataflow expressions for interactive tabletops which allows be-havior to be specified in smart environments. An experiment was carried out aimed at evaluating the usability of the editor in terms of non-programmers understanding of the abstractions and concepts involved in the rule model, ease of use of the pro-posed visual interface and the suitability of the interaction mechanisms implemented in the editing tool. The study revealed that users with no previous programming experience were able to master the proposed rule model and editing tool for specifying be-havior in the context of a smart home, even though some minor usability issues were detected.We would like to thank all the volunteers that participated in the empirical study. Our thanks are also due to the ASIC/Polimedia team for their computer hardware support. This work was partially funded by the Spanish Ministry of Science and Innovation under the National R&D&I Program within the project CreateWorlds (TIN2010-20488). It also received support from a postdoctoral fellowship within the VALi+d Program of the Conselleria d'Educacio, Cultura I Esport (Generalitat Valenciana) awarded to Alejandro Catala (APOSTD/2013/013). The work of Patricia Pons has been supported by the Universitat Politecnica de Valencia under the "Beca de Excelencia" program, and currently by an FPU fellowship from the Spanish Ministry of Education, Culture and Sports (FPU13/03831).Pons Tomás, P.; Catalá Bolós, A.; Jaén Martínez, FJ. (2015). Customizing smart environments: a tabletop approach. Journal of Ambient Intelligence and Smart Environments. 7(4):511-533. https://doi.org/10.3233/AIS-150328S51153374[1]C. Becker, M. Handte, G. Schiele and K. Rothermel, PCOM – a component system for pervasive computing, in: Proc. of the Second IEEE International Conference on Pervasive Computing and Communications (PerCom’04), IEEE Computer Society, Washington, DC, USA, 2004, pp. 67–76.Bhatti, Z. W., Naqvi, N. Z., Ramakrishnan, A., Preuveneers, D., & Berbers, Y. (2014). Learning distributed deployment and configuration trade-offs for context-aware applications in Intelligent Environments. Journal of Ambient Intelligence and Smart Environments, 6(5), 541-559. doi:10.3233/ais-140274Bonino, D., & Corno, F. (2011). What would you ask to your home if it were intelligent? Exploring user expectations about next-generation homes. Journal of Ambient Intelligence and Smart Environments, 3(2), 111-126. doi:10.3233/ais-2011-0099[4]D. Bonino, F. Corno and L. Russis, A user-friendly interface for rules composition in intelligent environments, in: Ambient Intelligence – Software and Applications, Advances in Intelligent and Soft Computing, Vol. 92, Springer, Berlin, Heidelberg, 2011, pp. 213–217.[5]X. Carandang and J. Campbell, The design of a tangible user interface for a real-time strategy game, in: Proc. of the 34th International Conference on Information Systems (ICIS 2013), Association for Information Systems (AIS), 2013, pp. 3781–3790.Catalá, A., Garcia-Sanjuan, F., Jaen, J., & Mocholi, J. A. (2012). TangiWheel: A Widget for Manipulating Collections on Tabletop Displays Supporting Hybrid Input Modality. Journal of Computer Science and Technology, 27(4), 811-829. doi:10.1007/s11390-012-1266-4Catala, A., Pons, P., Jaen, J., Mocholi, J. A., & Navarro, E. (2013). A meta-model for dataflow-based rules in smart environments: Evaluating user comprehension and performance. Science of Computer Programming, 78(10), 1930-1950. doi:10.1016/j.scico.2012.06.010[8]C. Chen, Y. Xu, K. Li and S. Helal, Reactive programming optimizations in pervasive computing, in: Proc. of the 2010 10th IEEE/IPSJ International Symposium on Applications and the Internet (SAINT’10), IEEE Computer Society, Washington, DC, USA, 2010, pp. 96–104.Cook, D. J., Augusto, J. C., & Jakkula, V. R. (2009). Ambient intelligence: Technologies, applications, and opportunities. Pervasive and Mobile Computing, 5(4), 277-298. doi:10.1016/j.pmcj.2009.04.001Dey, A. K. (2009). Modeling and intelligibility in ambient environments. Journal of Ambient Intelligence and Smart Environments, 1(1), 57-62. doi:10.3233/ais-2009-0008[11]A.K. Dey, T. Sohn, S. Streng and J. Kodama, iCAP: Interactive prototyping of context-aware applications, in: Proc. of Pervasive Computing, Lecture Notes in Computer Science, Vol. 3968, Springer-Verlag, Berlin, Heidelberg, 2006, pp. 254–271.[12]N. Díaz, J. Lilius, M. Pegalajar and M. Delgado, Rapid prototyping of semantic applications in smart spaces with a visual rule language, in: Proc. of the 2013 ACM Conference on Pervasive and Ubiquitous Computing Adjunct Publication, ACM, New York, NY, USA, 2013, pp. 1335–1338.Gámez, N., & Fuentes, L. (2011). FamiWare: a family of event-based middleware for ambient intelligence. Personal and Ubiquitous Computing, 15(4), 329-339. doi:10.1007/s00779-010-0354-0García-Herranz, M., Alamán, X., & Haya, P. A. (2010). Easing the Smart Home: A rule-based language and multi-agent structure for end user development in Intelligent Environments. Journal of Ambient Intelligence and Smart Environments, 2(4), 437-438. doi:10.3233/ais-2010-0085[17]J. Good, K. Howland and K. Nicholson, Young people’s descriptions of computational rules in role-playing games: An empirical study, in: Proc. of the 2010 IEEE Symposium on Visual Languages and Human-Centric Computing, IEEE, 2010, pp. 67–74.Gouin-Vallerand, C., Abdulrazak, B., Giroux, S., & Dey, A. K. (2013). A context-aware service provision system for smart environments based on the user interaction modalities. Journal of Ambient Intelligence and Smart Environments, 5(1), 47-64. doi:10.3233/ais-120190[19]S. Holloway and C. Julien, The case for end-user programming of ubiquitous computing environments, in: Proc. of the FSE/SDP Workshop on Future of Software Engineering Research (FoSER’10), ACM, New York, NY, USA, 2010, pp. 167–172.Horn, M. S., Crouser, R. J., & Bers, M. U. (2011). Tangible interaction and learning: the case for a hybrid approach. Personal and Ubiquitous Computing, 16(4), 379-389. doi:10.1007/s00779-011-0404-2[21]M.S. Horn, E.T. Solovey, R.J. Crouser and R.J.K. Jacob, Comparing the use of tangible and graphical programming languages for informal science education, in: Proc. of the SIGCHI Conference on Human Factors in Computing Systems (CHI’09), ACM, New York, NY, USA, 2009, pp. 975–984.Kelleher, C., & Pausch, R. (2005). Lowering the barriers to programming. ACM Computing Surveys, 37(2), 83-137. doi:10.1145/1089733.1089734[23]J. Lee, L. Garduño, E. Walker and W. Burleson, A tangible programming tool for creation of context-aware applications, in: Proc. of the 2013 ACM International Joint Conference on Pervasive and Ubiquitous Computing (UbiComp’13), ACM, New York, NY, USA, 2013, pp. 391–400.Lézoray, J.-B., Segarra, M.-T., Phung-Khac, A., Thépaut, A., Gilliot, J.-M., & Beugnard, A. (2011). A design process enabling adaptation in pervasive heterogeneous contexts. 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F., RATANAMAHATANA, C. «ANN», & MYERS, B. A. (2001). Studying the language and structure in non-programmers’ solutions to programming problems. International Journal of Human-Computer Studies, 54(2), 237-264. doi:10.1006/ijhc.2000.0410[33]P. Pons, A. Catala, J. Jaen and J.A. Mocholi, DafRule: Un modelo de reglas enriquecido mediante flujos de datos para la definición visual de comportamiento reactivo de entidades virtuales, in: Actas de las Jornadas de Ingeniería del Software y Bases de Datos (JISBD 2011), 2011, 989–1002.Rasch, K. (2014). An unsupervised recommender system for smart homes. Journal of Ambient Intelligence and Smart Environments, 6(1), 21-37. doi:10.3233/ais-130242[35]K. Ryall, C. Forlines, C. Shen and M.R. Morris, Exploring the effects of group size and table size on interactions with tabletop shared-display groupware, in: Proc. of the 2004 ACM Conference on Computer Supported Cooperative Work, ACM, New York, NY, USA, 2004, pp. 284–293.Schmidt, A. (2000). 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    Consciosusness in Cognitive Architectures. A Principled Analysis of RCS, Soar and ACT-R

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    This report analyses the aplicability of the principles of consciousness developed in the ASys project to three of the most relevant cognitive architectures. This is done in relation to their aplicability to build integrated control systems and studying their support for general mechanisms of real-time consciousness.\ud To analyse these architectures the ASys Framework is employed. This is a conceptual framework based on an extension for cognitive autonomous systems of the General Systems Theory (GST).\ud A general qualitative evaluation criteria for cognitive architectures is established based upon: a) requirements for a cognitive architecture, b) the theoretical framework based on the GST and c) core design principles for integrated cognitive conscious control systems

    Agent Based Modeling and Simulation: An Informatics Perspective

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    The term computer simulation is related to the usage of a computational model in order to improve the understanding of a system's behavior and/or to evaluate strategies for its operation, in explanatory or predictive schemes. There are cases in which practical or ethical reasons make it impossible to realize direct observations: in these cases, the possibility of realizing 'in-machina' experiments may represent the only way to study, analyze and evaluate models of those realities. Different situations and systems are characterized by the presence of autonomous entities whose local behaviors (actions and interactions) determine the evolution of the overall system; agent-based models are particularly suited to support the definition of models of such systems, but also to support the design and implementation of simulators. Agent-Based models and Multi-Agent Systems (MAS) have been adopted to simulate very different kinds of complex systems, from the simulation of socio-economic systems to the elaboration of scenarios for logistics optimization, from biological systems to urban planning. This paper discusses the specific aspects of this approach to modeling and simulation from the perspective of Informatics, describing the typical elements of an agent-based simulation model and the relevant research.Multi-Agent Systems, Agent-Based Modeling and Simulation

    Unified Behavior Framework for Reactive Robot Control

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    Behavior-based systems form the basis of autonomous control for many robots. In this article, we demonstrate that a single software framework can be used to represent many existing behavior based approaches. The unified behavior framework presented, incorporates the critical ideas and concepts of the existing reactive controllers. Additionally, the modular design of the behavior framework: (1) simplifies development and testing; (2) promotes the reuse of code; (3) supports designs that scale easily into large hierarchies while restricting code complexity; and (4) allows the behavior based system developer the freedom to use the behavior system they feel will function the best. When a hybrid or three layer control architecture includes the unified behavior framework, a common interface is shared by all behaviors, leaving the higher order planning and sequencing elements free to interchange behaviors during execution to achieve high level goals and plans. The framework\u27s ability to compose structures from independent elements encourages experimentation and reuse while isolating the scope of troubleshooting to the behavior composition. The ability to use elemental components to build and evaluate behavior structures is demonstrated using the Robocode simulation environment. Additionally, the ability of a reactive controller to change its active behavior during execution is shown in a goal seeking robot implementation

    A 64mW DNN-based Visual Navigation Engine for Autonomous Nano-Drones

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    Fully-autonomous miniaturized robots (e.g., drones), with artificial intelligence (AI) based visual navigation capabilities are extremely challenging drivers of Internet-of-Things edge intelligence capabilities. Visual navigation based on AI approaches, such as deep neural networks (DNNs) are becoming pervasive for standard-size drones, but are considered out of reach for nanodrones with size of a few cm2{}^\mathrm{2}. In this work, we present the first (to the best of our knowledge) demonstration of a navigation engine for autonomous nano-drones capable of closed-loop end-to-end DNN-based visual navigation. To achieve this goal we developed a complete methodology for parallel execution of complex DNNs directly on-bard of resource-constrained milliwatt-scale nodes. Our system is based on GAP8, a novel parallel ultra-low-power computing platform, and a 27 g commercial, open-source CrazyFlie 2.0 nano-quadrotor. As part of our general methodology we discuss the software mapping techniques that enable the state-of-the-art deep convolutional neural network presented in [1] to be fully executed on-board within a strict 6 fps real-time constraint with no compromise in terms of flight results, while all processing is done with only 64 mW on average. Our navigation engine is flexible and can be used to span a wide performance range: at its peak performance corner it achieves 18 fps while still consuming on average just 3.5% of the power envelope of the deployed nano-aircraft.Comment: 15 pages, 13 figures, 5 tables, 2 listings, accepted for publication in the IEEE Internet of Things Journal (IEEE IOTJ

    Dynamic Behavior Sequencing in a Hybrid Robot Architecture

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    Hybrid robot control architectures separate plans, coordination, and actions into separate processing layers to provide deliberative and reactive functionality. This approach promotes more complex systems that perform well in goal-oriented and dynamic environments. In various architectures, the connections and contents of the functional layers are tightly coupled so system updates and changes require major changes throughout the system. This work proposes an abstract behavior representation, a dynamic behavior hierarchy generation algorithm, and an architecture design to reduce this major change incorporation process. The behavior representation provides an abstract interface for loose coupling of behavior planning and execution components. The hierarchy generation algorithm utilizes the interface allowing dynamic sequencing of behaviors based on behavior descriptions and system objectives without knowledge of the low-level implementation or the high-level goals the behaviors achieve. This is accomplished within the proposed architecture design, which is based on the Three Layer Architecture (TLA) paradigm. The design provides functional decomposition of system components with respect to levels of abstraction and temporal complexity. The layers and components within this architecture are independent of surrounding components and are coupled only by the linking mechanisms that the individual components and layers allow. The experiments in this thesis demonstrate that the: 1) behavior representation provides an interface for describing a behavior’s functionality without restricting or dictating its actual implementation; 2) hierarchy generation algorithm utilizes the representation interface for accomplishing high-level tasks through dynamic behavior sequencing; 3) representation, control logic, and architecture design create a loose coupling, but defined link, between the planning and behavior execution layer of the hybrid architecture, which creates a system-of-systems implementation that requires minimal reprogramming for system modifications
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