7 research outputs found

    Designing Mixed-Initiative Video Games

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    The development of Artificial Intelligence (AI) enables humans to co-create content with machines. The unexpectedness of AI-generated content can bring inspiration and entertainment to users. However, the co-creation interactions are always designed for content creators and have poor accessibility. To explore gamification of mixed-initiative co-creation and make human-AI interactions accessible and fun for players, I prototyped Snake Story, a mixed-initiative game where players can select AI-generated texts to write a story of a snake by playing a "Snake" like game. A controlled experiment was conducted to investigate the dynamics of player-AI interactions with and without the game component in the designed interface. As a result of a study with 11 players (n=11), I found that players utilized different strategies when playing with the two versions, game mechanics significantly affected the output stories, players' creative process, as well as role perceptions, and players with different backgrounds showed different preferences for the two versions. Based on these results, I further discussed considerations for mixed-initiative game design. This work aims to inspire the design of engaging co-creation experiences

    IRIS DATA CLASSIFICATION USING TOLERANT ROUGH SET THEORY

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    Constructing support vector machine ensemble

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    Abstract Even the support vector machine (SVM) has been proposed to provide a good generalization performance, the classiÿcation result of the practically implemented SVM is often far from the theoretically expected level because their implementations are based on the approximated algorithms due to the high complexity of time and space. To improve the limited classiÿcation performance of the real SVM, we propose to use the SVM ensemble with bagging (bootstrap aggregating) or boosting. In bagging, each individual SVM is trained independently using the randomly chosen training samples via a bootstrap technique. In boosting, each individual SVM is trained using the training samples chosen according to the sample's probability distribution that is updated in proportional to the errorness of the sample. In both bagging and boosting, the trained individual SVMs are aggregated to make a collective decision in several ways such as the majority voting, least-squares estimation-based weighting, and the double-layer hierarchical combining. Various simulation results for the IRIS data classiÿcation and the hand-written digit recognition, and the fraud detection show that the proposed SVM ensemble with bagging or boosting outperforms a single SVM in terms of classiÿcation accuracy greatly

    The Visual Object Tracking VOT2015 challenge results

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    The Visual Object Tracking challenge 2015, VOT2015, aims at comparing short-term single-object visual trackers that do not apply pre-learned models of object appearance. Results of 62 trackers are presented. The number of tested trackers makes VOT 2015 the largest benchmark on short-term tracking to date. For each participating tracker, a short description is provided in the appendix. Features of the VOT2015 challenge that go beyond its VOT2014 predecessor are: (i) a new VOT2015 dataset twice as large as in VOT2014 with full annotation of targets by rotated bounding boxes and per-frame attribute, (ii) extensions of the VOT2014 evaluation methodology by introduction of a new performance measure. The dataset, the evaluation kit as well as the results are publicly available at the challenge website(1)

    The Sixth Visual Object Tracking VOT2018 Challenge Results

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    The Visual Object Tracking challenge VOT2018 is the sixth annual tracker benchmarking activity organized by the VOT initiative. Results of over eighty trackers are presented; many are state-of-the-art trackers published at major computer vision conferences or in journals in the recent years. The evaluation included the standard VOT and other popular methodologies for short-term tracking analysis and a “real-time” experiment simulating a situation where a tracker processes images as if provided by a continuously running sensor. A long-term tracking subchallenge has been introduced to the set of standard VOT sub-challenges. The new subchallenge focuses on long-term tracking properties, namely coping with target disappearance and reappearance. A new dataset has been compiled and a performance evaluation methodology that focuses on long-term tracking capabilities has been adopted. The VOT toolkit has been updated to support both standard short-term and the new long-term tracking subchallenges. Performance of the tested trackers typically by far exceeds standard baselines. The source code for most of the trackers is publicly available from the VOT page. The dataset, the evaluation kit and the results are publicly available at the challenge website (http://votchallenge.net).Funding agencies: Slovenian research agencySlovenian Research Agency - Slovenia [P2-0214, P2-0094, J2-8175]; Czech Science FoundationGrant Agency of the Czech Republic [GACR P103/12/G084]; WASP; VR (EMC2); SSF (SymbiCloud); SNIC; AIT Strategic Research Programme 2017 Visua</p

    The Visual Object Tracking Vot2016 Challenge Results

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    The Visual Object Tracking challenge VOT2016 aims at comparing short-term single-object visual trackers that do not apply pre-learned models of object appearance. Results of 70 trackers are presented, with a large number of trackers being published at major computer vision conferences and journals in the recent years. The number of tested state-of-the-art trackers makes the VOT 2016 the largest and most challenging benchmark on short-term tracking to date. For each participating tracker, a short description is provided in the Appendix. The VOT2016 goes beyond its predecessors by (i) introducing a new semi-automatic ground truth bounding box annotation methodology and (ii) extending the evaluation system with the no-reset experiment.Wo
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