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Heterogeneous data fusion with multiple kernel growing self organizing maps 基于多核自组织映射的异构数据融合
Pub Date : 1900-01-01 DOI: 10.3233/978-1-61499-589-0-167
Pruthuvi Maheshakya Wijewardena, Thimal Kempitiya, T. Rathnayake, Kevin Rathnasekara, Thushan Ganegedara, A. Perera, D. Alahakoon
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引用次数: 0
Traceable Uncertainty for Threat Evaluation in Air to Ground Scenarios 空地威胁评估的可追踪不确定性
Pub Date : 1900-01-01 DOI: 10.3233/978-1-61499-330-8-255
H. Steinhauer, Alexander Karlsson
In this paper we apply our method for traceable uncertainty to the application scenario of threat evaluation. The paper shows how the uncertainty within a decision support process can be traced and ...
在本文中,我们运用我们的方法可追踪的不确定性威胁评估的应用场景。本文展示了如何对决策支持过程中的不确定性进行跟踪和分析。
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引用次数: 2
Stable Walking of Bipedal Robots 双足机器人的稳定行走
Pub Date : 1900-01-01 DOI: 10.3233/978-1-61499-589-0-3
C. Chevallereau
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引用次数: 0
Extended Abstract: BusTUC - a savant level intelligent bus oracle BusTUC——一个专家级的智能总线oracle
Pub Date : 1900-01-01 DOI: 10.3233/978-1-60750-754-3-185
T. Amble
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引用次数: 0
A Hierarchical Model for Continuous Gesture Recognition Using Kinect 基于Kinect的连续手势识别层次模型
Pub Date : 1900-01-01 DOI: 10.3233/978-1-61499-330-8-145
S. K. Jensen, Christoffer Moesgaard, Christoffer Samuel Nielsen, Sine Lyhne Viesmose
. Human gesture recognition is an area, which has been studied thoroughly in recent years, and close to 100% recognition rates in restricted environments have been achieved, often either with single separated gestures in the input stream, or with computationally intensive systems. The results are unfortunately not as strik- ing, when it comes to a continuous stream of gestures. In this paper we introduce a hierarchical system for gesture recognition for use in a gaming setting, with a continuous stream of data. Layer 1 is based on Nearest Neighbor Search and layer 2 uses Hidden Markov Models. The system uses features that are computed from Microsoft Kinect skeletons. We propose a new set of features, the relative angles of the limbs from Kinect’s axes to use in NNS. The new features show a 10 percent point increase in precision when compared with features from previously published results. We also propose a way of attributing recognised gestures with a force at- tribute, for use in gaming. The recognition rate in layer 1 is 68.2%, with an even higher rate for simple gestures. Layer 2 reduces the noise and has a average recog- nition rate of 85.1%. When some simple constraints are added we reach a precision of 90.5% with a recall of 91.4%.
. 人类手势识别是近年来研究的一个领域,在有限的环境中,通常是在输入流中使用单个分离的手势,或者使用计算密集型系统,已经实现了接近100%的识别率。不幸的是,当涉及到连续的手势流时,结果并不那么引人注目。在本文中,我们介绍了一个用于手势识别的分层系统,用于游戏设置,具有连续的数据流。第一层基于最近邻搜索,第二层使用隐马尔可夫模型。该系统使用了从微软Kinect骨架中计算出来的功能。我们提出了一组新的特征,肢体与Kinect轴线的相对角度,用于神经网络。与之前公布的结果相比,新特征的精度提高了10%。我们还提出了一种在游戏中使用的一种方法,即用一种力来归因于识别的手势。第一层的识别率为68.2%,对于简单手势的识别率更高。第2层降低了噪声,平均识别率为85.1%。当加入一些简单的约束条件时,我们达到了90.5%的精度和91.4%的召回率。
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引用次数: 1
Playing Games with Games 用游戏玩游戏
Pub Date : 1900-01-01 DOI: 10.3233/978-1-60750-754-3-3
M. Wooldridge
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引用次数: 0
Resource Allocation in Industrial Cloud Computing Using Artificial Intelligence Algorithms 基于人工智能算法的工业云计算资源分配
Pub Date : 1900-01-01 DOI: 10.3233/978-1-61499-589-0-128
Sharmin Sultana Sheuly, Sudhangathan Bankarusamy, S. Begum, M. Behnam
Cloud computing has recently drawn much attention due to the benefits that it can provide in terms of high performance and parallel computing. However, many industrial applications require certain quality of services that need efficient resource management of the cloud infrastructure to be suitable for industrial applications. In this paper, we focus mainly on the services, usually executed within virtual machines, allocation problem in the cloud network. To meet the quality of service requirements we investigate different algorithms that can achieve load balancing which may require migrating virtual machines from one node/server to another during runtime and considering both CPU and communication resources. Three different allocation algorithms based on Genetic Algorithm (GA), Particle Swarm Optimization (PSO) and Best-fit heuristic algorithm are applied in this paper. We evaluate the three algorithms in terms of cost/objective function and calculation time. In addition, we explore how tuning different parameters (including population size, probability of mutation and probability of crossover) can affect the cost/objective function in GA. Depending on the evaluation, it is concluded that algorithm performance is dependent on the circumstances i.e. available resource, number of VMs etc.
由于云计算可以提供高性能和并行计算方面的好处,它最近引起了很多关注。但是,许多工业应用程序需要一定质量的服务,这些服务需要对云基础设施进行有效的资源管理,以适合工业应用程序。本文主要研究了云网络中通常在虚拟机上运行的服务的分配问题。为了满足服务质量要求,我们研究了可以实现负载平衡的不同算法,这可能需要在运行时将虚拟机从一个节点/服务器迁移到另一个节点/服务器,并同时考虑CPU和通信资源。本文采用遗传算法(GA)、粒子群算法(PSO)和最佳拟合启发式算法三种不同的分配算法。我们从成本/目标函数和计算时间两方面对这三种算法进行了评价。此外,我们还探讨了调整不同的参数(包括种群大小、突变概率和交叉概率)如何影响遗传算法的成本/目标函数。根据评估,得出的结论是,算法性能取决于环境,即可用资源,虚拟机数量等。
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引用次数: 1
Bilingual Robots: Extracting Robot Program Statements from Swedish Natural Language Instructions 双语机器人:从瑞典自然语言指令中提取机器人程序语句
Pub Date : 1900-01-01 DOI: 10.3233/978-1-61499-589-0-137
Maj Stenmark
In the English-speaking world, the idea of human-robot interaction in natural language has been well established. The tools for other languages are lacking, more specifically, Scandinavian languages are not supported by robot programming environments. The RobotLab at Lund University has a programming environment with English natural language programming. In this paper a module for Swedish natural language programming is presented. Program statements for force-based assembly tasks for an industrial robot are extracted from unstructured Swedish text. The goal is to create action sequences with motion and force constraints for the robot. The method produces tuples with actions and objects and uses the dependency relations to find nested temporal conditions. (Less)
在英语世界中,人类与机器人用自然语言进行交互的想法已经得到了很好的确立。缺乏其他语言的工具,更具体地说,机器人编程环境不支持斯堪的纳维亚语言。隆德大学的机器人实验室有一个用英语自然语言编程的编程环境。本文介绍了一个瑞典语自然语言程序设计模块。从非结构化瑞典文本中提取工业机器人基于力的装配任务的程序语句。目标是为机器人创建具有运动和力约束的动作序列。该方法生成包含操作和对象的元组,并使用依赖关系查找嵌套的时态条件。(少)
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引用次数: 1
User-Generated AI for Interactive Digital Entertainment 交互式数字娱乐的用户生成AI
Pub Date : 1900-01-01 DOI: 10.3233/978-1-60750-754-3-4
A. Ram
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引用次数: 0
An Overview of Fault Detection Techniques in Automated Monitoring Systems 自动监控系统故障检测技术综述
Pub Date : 1900-01-01 DOI: 10.3233/978-1-60750-754-3-132
Shengtong Zhong
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引用次数: 0
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Scandinavian Conference on AI
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