1,954 research outputs found

    Learning 3D Navigation Protocols on Touch Interfaces with Cooperative Multi-Agent Reinforcement Learning

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    Using touch devices to navigate in virtual 3D environments such as computer assisted design (CAD) models or geographical information systems (GIS) is inherently difficult for humans, as the 3D operations have to be performed by the user on a 2D touch surface. This ill-posed problem is classically solved with a fixed and handcrafted interaction protocol, which must be learned by the user. We propose to automatically learn a new interaction protocol allowing to map a 2D user input to 3D actions in virtual environments using reinforcement learning (RL). A fundamental problem of RL methods is the vast amount of interactions often required, which are difficult to come by when humans are involved. To overcome this limitation, we make use of two collaborative agents. The first agent models the human by learning to perform the 2D finger trajectories. The second agent acts as the interaction protocol, interpreting and translating to 3D operations the 2D finger trajectories from the first agent. We restrict the learned 2D trajectories to be similar to a training set of collected human gestures by first performing state representation learning, prior to reinforcement learning. This state representation learning is addressed by projecting the gestures into a latent space learned by a variational auto encoder (VAE).Comment: 17 pages, 8 figures. Accepted at The European Conference on Machine Learning and Principles and Practice of Knowledge Discovery in Databases 2019 (ECMLPKDD 2019

    Experimental study on a metal hydride based hydrogen compressor

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    This is the post-print version of the final paper published in Journal of Alloys and Compounds. The published article is available from the link below. Changes resulting from the publishing process, such as peer review, editing, corrections, structural formatting, and other quality control mechanisms may not be reflected in this document. Changes may have been made to this work since it was submitted for publication. Copyright @ 2008 Elsevier B.V.A three-stage metal hydride based hydrogen compressor prototype was built. It has been designed for a hydrogen production facility using a low-pressure alkaline electrolyser. The compression system should transfer heat recovered from the electrolyser into the hydride beds to allow hydrogen desorption flow. The three-stage compressor achieves a compression ratio of 20:1 atm. It performs a thermal cycling of three AB5 hydrides between 20 and 80 °C. Its flow rate, for 25 g of each hydride bed, reaches about 20 l (NTP) of hydrogen per hour. The prototype is now operational. Some improvements in the heat transfer management system are also carried out before proceeding to the interconnection with the electrolyser and to the extent that the hydrogen produced satisfies the high purity requirement of the hydrides used in the compressor.Natural Resources Canada(NRCan), Ministère des Ressources Naturelles et de la Faune du Québec (MRNF), and Natural Sciences and Engineering Research Council of Canada

    7 Scoping review of homonymous hemianopia in childhood

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    Cerebral visual impairment (CVI) encompasses a heterogeneous group of disorders and a spectrum of types of visual impairments. Research is needed to characterise the different forms of CVI and identify the specific needs of these groups to inform individualised patient care. Homonymous hemianopia (HH) is a definable visual field defect that affect some children with CVI. As part of a new research programme, we conducted a scoping review of the literature on HH in children and young people to map current knowledge and identify evidence gaps.We used the PRISMA extension for Scoping Reviews methodology. Multiple online databases were searched using terms associated with 'homonymous hemianopia' and 'children'. This yielded 1588 papers which were screened by two reviewers. Of these 1001 were excluded at abstract screen and a further 415 excluded after full text review, with full text unavailable for 15. Data were extracted and charted from 157 studies and additional grey literature.Interim analysis shows reported studies are predominantly from high income countries with a paucity of higher-level evidence, and a preponderance of case reports. Most papers reported causative pathology and diagnosis of HH. There was minimal attention to or evidence relating to intervention. Child-specific grey literature on HH was limited.This review collates the current evidence-base for HH in children. It demonstrates the important evidence-gap relating to intervention in these cases that would help inform more individualised care. Similar scoping reviews may be prove useful in assessing the evidence relating to other definable groups within the CVI umbrella

    PMH15 BURDEN OF ILLNESS AMONG PATIENTS WITH ALZHEIMER'S DISEASE IN A COMMERCIALLY-INSURED POPULATION

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    Literature Survey on Interaction Techniques for Large Displays

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    When designing for large screen displays, designers are forced to deal with cursor tracking issues, interacting over distances, and space management issues. Because of the large visual angle of the user that the screen can cover, it may be hard for users to begin and complete search tasks for basic items such as cursors or icons. In addition, maneuvering over long distances and acquiring small targets understandably takes more time than the same interactions on normally sized screen systems. To deal with these issues, large display researchers have developed more and more unconventional devices, methods and widgets for interaction, and systems for space and task management. For tracking cursors there are techniques that deal with the size and shape of the cursor, as well as the “density” of the cursor. There are other techniques that help direct the attention of the user to the cursor. For target acquisition on large screens, many researchers saw fit to try to augment existing 2D GUI metaphors. They try to optimize Fitts’ law to accomplish this. Some techniques sought to enlarge targets while others sought to enlarge the cursor itself. Even other techniques developed ways of closing the distances on large screen displays. However, many researchers feel that existing 2D metaphors do not and will not work for large screens. They feel that the community should move to more unconventional devices and metaphors. These unconventional means include use of eye-tracking, laser-pointing, hand-tracking, two-handed touchscreen techniques, and other high-DOF devices. In the end, many of these developed techniques do provide effective means for interaction on large displays. However, we need to quantify the benefits of these methods and understand them better. The more we understand the advantages and disadvantages of these techniques, the easier it will be to employ them in working large screen systems. We also need to put into place a kind of interaction standard for these large screen systems. This could mean simply supporting desktop events such as pointing and clicking. It may also mean that we need to identify the needs of each domain that large screens are used for and tailor the interaction techniques for the domain

    An exceptionally potent inhibitor of human CD73

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    The research described in this manuscript was fully funded by Arcus Biosciences, Inc. a publicly traded biotechnology company.We recently reported the initiation of a Phase I clinical trial with AB680, a potent human CD73 inhibitor, being developed for the treatment of solid tumors (NCT03677973). We undertook a detailed kinetic analysis of the interaction between human CD73 and AB680 to determine the mode of inhibition. We found AB680 to be a reversible, slow-onset competitive inhibitor of human CD73 with a Ki of 5 pM. Clinical candidates of this potency are uncommon and deserve special consideration during lead optimization.PostprintPeer reviewe

    Presynaptic actions of 4-Aminopyridine and γ-aminobutyric acid on rat sympathetic ganglia in vitro

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    Responses to bath-applications of 4-aminopyridine (4-AP) and -aminobutyric acid (GABA) were recorded intracellularly from neurones in the rat isolated superior cervical ganglion. 4-aminopyridine (0.1–1.0 mmol/l) usually induced spontaneous action potentials and excitatory postsynaptic potentials (EPSPs), which were blocked by hexamethonium. Membrane potential was unchanged; spike duration was slightly increased. Vagus nerve B-and C-fibre potentials were prolonged. In 4-AP solution (0.1–0.3 mmol/l), GABA (0.1 mmol/l), 3-aminopropanesulphonic acid or muscimol evoked bursts of spikes and EPSPs in addition to a neuronal depolarization. These bursts, which were not elicited by glycine, glutamate, taurine or (±)-baclofen, were completely antagonised by hexamethonium, tetrodotoxin or bicuculline methochloride. It is concluded that: (a) 4-AP has a potent presynaptic action on sympathetic ganglia; (b) presynaptic actions of GABA can be recorded postsynaptically in the presence of 4-AP; and (c) the presynaptic GABA-receptors revealed in this condition are similar to those on the postsynaptic membrane

    Using Cognitive Walkthrough and Hybrid Prototyping to Gather User Requirements in Early Design Virtual Reality Prototypes

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    To evaluate Virtual Reality (VR) prototypes usability involves a va-riety of single-perspective or Hybrid methods. The latter has being suggested by literature as offering a more complete sets of requirements highlighting both ‘in-world’ and user interface problems. This paper describes our experiences in using a single-perspective method for gathering user requirements in the REVERIE (Real and Virtual Engagement In Realistic Immersive Environment) project. The study reports results involving nine evaluators who reviewed two hybrid VR prototypes with educational context. It was found that this approach was effective in highlighting a plethora of usability problems covering all as-pects of the two VR prototypes. The performance of our approach was similar to the literature. Although additional validation work is required, we can con-clude that our approach may provide a viable option to evaluate early design VR prototypes when required (e.g., when the expertise needed to use a hybrid method is not available). Future work aims to compare the performance of our approach with two-stage and multiple stage hybrid methods

    Immersiveness of ubiquitous computing environments prototypes: A case study

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    The development of ubiquitous computing (ubicomp) environments raises several challenges in terms of their evaluation. Ubicomp virtual reality prototyping tools enable users to experience the system to be developed and are of great help to face those challenges, as they support developers in assessing the consequences of a design decision in the early phases of development. Given the situated nature of ubicomp environments, a particular issue to consider is the level of realism provided by the prototypes. This work presents a case study where two ubicomp prototypes, featuring different levels of immersion (desktop-based versus CAVE-based), were developed and compared. The goal was to determine the cost/benefits relation of both solutions, which provided better user experience results, and whether or not simpler solutions provide the same user experience results as more elaborate one.Fundação para a Ciência e a Tecnologia (FCT) through Projecto Estratégico – LA 9 – 2014-2015 (PEst-OE/EEI/LA0009/201

    Branching Time Active Inference: The theory and its generality

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    Over the last 10 to 15 years, active inference has helped to explain various brain mechanisms from habit formation to dopaminergic discharge and even modelling curiosity. However, the current implementations suffer from an exponential (space and time) complexity class when computing the prior over all the possible policies up to the time-horizon. Fountas et al. (2020) used Monte Carlo tree search to address this problem, leading to impressive results in two different tasks. In this paper, we present an alternative framework that aims to unify tree search and active inference by casting planning as a structure learning problem. Two tree search algorithms are then presented. The first propagates the expected free energy forward in time (i.e., towards the leaves), while the second propagates it backward (i.e., towards the root). Then, we demonstrate that forward and backward propagations are related to active inference and sophisticated inference, respectively, thereby clarifying the differences between those two planning strategies
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