2,130 research outputs found
A Fast Parameterized Algorithm for Co-Path Set
The k-CO-PATH SET problem asks, given a graph G and a positive integer k,
whether one can delete k edges from G so that the remainder is a collection of
disjoint paths. We give a linear-time fpt algorithm with complexity
O^*(1.588^k) for deciding k-CO-PATH SET, significantly improving the previously
best known O^*(2.17^k) of Feng, Zhou, and Wang (2015). Our main tool is a new
O^*(4^{tw(G)}) algorithm for CO-PATH SET using the Cut&Count framework, where
tw(G) denotes treewidth. In general graphs, we combine this with a branching
algorithm which refines a 6k-kernel into reduced instances, which we prove have
bounded treewidth
Gaze Behavior, Believability, Likability and the iCat
The iCat is a user-interface robot with the ability to express a range of emotions through its facial features. This paper summarizes our research whether we can increase the believability and likability of the iCat for its human partners through the application of gaze behaviour. Gaze behaviour serves several functions during social interaction such as mediating conversation flow, communicating emotional information and avoiding distraction by restricting visual input. There are several types of eye and head movements that are necessary for realizing these functions. We designed and evaluated a gaze behaviour system for the iCat robot that implements realistic models of the major types of eye and head movements found in living beings: vergence, vestibulo ocular reflexive, smooth pursuit movements and gaze shifts. We discuss how these models are integrated into the software environment of the iCat and can be used to create complex interaction scenarios. We report about some user tests and draw conclusions for future evaluation scenarios
How much control is enough? Optimizing fun with unreliable input
Brain-computer interfaces (BCI) provide a valuable new input modality within human- computer interaction systems, but like other body-based inputs, the system recognition of input commands is far from perfect. This raises important questions, such as: What level of control should such an interface be able to provide? What is the relationship between actual and perceived control? And in the case of applications for entertainment in which fun is an important part of user experience, should we even aim for perfect control, or is the optimum elsewhere? In this experiment the user plays a simple game in which a hamster has to be guided to the exit of a maze, in which the amount of control the user has over the hamster is varied. The variation of control through confusion matrices makes it possible to simulate the experience of using a BCI, while using the traditional keyboard for input. After each session the user �lled out a short questionnaire on fun and perceived control. Analysis of the data showed that the perceived control of the user could largely be explained by the amount of control in the respective session. As expected, user frustration decreases with increasing control. Moreover, the results indicate that the relation between fun and control is not linear. Although in the beginning fun does increase with improved control, the level of fun drops again just before perfect control is reached. This poses new insights for developers of games wanting to incorporate some form of BCI in their game: for creating a fun game, unreliable input can be used to create a challenge for the user
Bayesian neural network learning for repeat purchase modelling in direct marketing.
We focus on purchase incidence modelling for a European direct mail company. Response models based on statistical and neural network techniques are contrasted. The evidence framework of MacKay is used as an example implementation of Bayesian neural network learning, a method that is fairly robust with respect to problems typically encountered when implementing neural networks. The automatic relevance determination (ARD) method, an integrated feature of this framework, allows to assess the relative importance of the inputs. The basic response models use operationalisations of the traditionally discussed Recency, Frequency and Monetary (RFM) predictor categories. In a second experiment, the RFM response framework is enriched by the inclusion of other (non-RFM) customer profiling predictors. We contribute to the literature by providing experimental evidence that: (1) Bayesian neural networks offer a viable alternative for purchase incidence modelling; (2) a combined use of all three RFM predictor categories is advocated by the ARD method; (3) the inclusion of non-RFM variables allows to significantly augment the predictive power of the constructed RFM classifiers; (4) this rise is mainly attributed to the inclusion of customer\slash company interaction variables and a variable measuring whether a customer uses the credit facilities of the direct mailing company.Marketing; Companies; Models; Model; Problems; Neural networks; Networks; Variables; Credit;
Wrapped feature selection for neural networks in direct marketing.
In this paper, we try to validate existing theory on and develop additional insight into repeat purchasing behaviour in a direct-marketing setting by means of an illuminating case study. The case involves the detection and qualification of the most relevant RFM (Recency, Frequency and Monetary) features, using a wrapped feature selection method in a neural network context. Results indicate that elimination of redundant/irrelevant features by means of the discussed feature selection method, allows to significantly reduce model complexity without degrading generalisation ability. It is precisely this issue that will allow to infer some very interesting marketing conclusions concerning the relative importance of the RFM-predictor categories. The empirical findings highlight the importance of a combined use of all three RFM variables in predicting repeat purchase behaviour. However, the study also reveals the dominant role of the frequency variable. Results indicate that a model including only frequency variables still yields satisfactory classification accuracy compared to the optimally reduced model.Marketing; Networks; Selection; Theory; Purchasing; Case studies; Studies; Model; Variables; Yield; Classification; Neural networks;
Automated water monitor system field demonstration test report. Volume 1: Executive summary
A system that performs water quality monitoring on-line and in real time much as it would be done in a spacecraft, was developed and demonstrated. The system has the capability to determine conformance to high effluent quality standards and to increase the potential for reclamation and reuse of water
Automated water monitor system field demonstration test report. Volume 2: Technical summary
The NASA Automatic Water Monitor System was installed in a water reclamation facility to evaluate the technical and cost feasibility of producing high quality reclaimed water. Data gathered during this field demonstration test are reported
- …