WorldWideScience

Sample records for human-computer interactions artificial

  1. Humor in Human-Computer Interaction : A Short Survey

    NARCIS (Netherlands)

    Nijholt, Anton; Niculescu, Andreea; Valitutti, Alessandro; Banchs, Rafael E.; Joshi, Anirudha; Balkrishan, Devanuj K.; Dalvi, Girish; Winckler, Marco

    2017-01-01

    This paper is a short survey on humor in human-computer interaction. It describes how humor is designed and interacted with in social media, virtual agents, social robots and smart environments. Benefits and future use of humor in interactions with artificial entities are discussed based on

  2. The Past, Present and Future of Human Computer Interaction

    KAUST Repository

    Churchill, Elizabeth

    2018-01-16

    Human Computer Interaction (HCI) focuses on how people interact with, and are transformed by computation. Our current technology landscape is changing rapidly. Interactive applications, devices and services are increasingly becoming embedded into our environments. From our homes to the urban and rural spaces, we traverse everyday. We are increasingly able toヨoften required toヨmanage and configure multiple, interconnected devices and program their interactions. Artificial intelligence (AI) techniques are being used to create dynamic services that learn about us and others, that make conclusions about our intents and affiliations, and that mould our digital interactions based in predictions about our actions and needs, nudging us toward certain behaviors. Computation is also increasingly embedded into our bodies. Understanding human interactions in the everyday digital and physical context. During this lecture, Elizabeth Churchill -Director of User Experience at Google- will talk about how an emerging landscape invites us to revisit old methods and tactics for understanding how people interact with computers and computation, and how it challenges us to think about new methods and frameworks for understanding the future of human-centered computation.

  3. From Human-Computer Interaction to Human-Robot Social Interaction

    OpenAIRE

    Toumi, Tarek; Zidani, Abdelmadjid

    2014-01-01

    Human-Robot Social Interaction became one of active research fields in which researchers from different areas propose solutions and directives leading robots to improve their interactions with humans. In this paper we propose to introduce works in both human robot interaction and human computer interaction and to make a bridge between them, i.e. to integrate emotions and capabilities concepts of the robot in human computer model to become adequate for human robot interaction and discuss chall...

  4. Occupational stress in human computer interaction.

    Science.gov (United States)

    Smith, M J; Conway, F T; Karsh, B T

    1999-04-01

    There have been a variety of research approaches that have examined the stress issues related to human computer interaction including laboratory studies, cross-sectional surveys, longitudinal case studies and intervention studies. A critical review of these studies indicates that there are important physiological, biochemical, somatic and psychological indicators of stress that are related to work activities where human computer interaction occurs. Many of the stressors of human computer interaction at work are similar to those stressors that have historically been observed in other automated jobs. These include high workload, high work pressure, diminished job control, inadequate employee training to use new technology, monotonous tasks, por supervisory relations, and fear for job security. New stressors have emerged that can be tied primarily to human computer interaction. These include technology breakdowns, technology slowdowns, and electronic performance monitoring. The effects of the stress of human computer interaction in the workplace are increased physiological arousal; somatic complaints, especially of the musculoskeletal system; mood disturbances, particularly anxiety, fear and anger; and diminished quality of working life, such as reduced job satisfaction. Interventions to reduce the stress of computer technology have included improved technology implementation approaches and increased employee participation in implementation. Recommendations for ways to reduce the stress of human computer interaction at work are presented. These include proper ergonomic conditions, increased organizational support, improved job content, proper workload to decrease work pressure, and enhanced opportunities for social support. A model approach to the design of human computer interaction at work that focuses on the system "balance" is proposed.

  5. Human-computer interaction : Guidelines for web animation

    OpenAIRE

    Galyani Moghaddam, Golnessa; Moballeghi, Mostafa

    2006-01-01

    Human-computer interaction in the large is an interdisciplinary area which attracts researchers, educators, and practioners from many differenf fields. Human-computer interaction studies a human and a machine in communication, it draws from supporting knowledge on both the machine and the human side. This paper is related to the human side of human-computer interaction and focuses on animations. The growing use of animation in Web pages testifies to the increasing ease with which such multim...

  6. What is the value of embedding artificial emotional prosody in human computer interactions? Implications for theory and design in psychological science.

    Directory of Open Access Journals (Sweden)

    Rachel L. C. Mitchell

    2015-11-01

    Full Text Available In computerised technology, artificial speech is becoming increasingly important, and is already used in ATMs, online gaming and healthcare contexts. However, today’s artificial speech typically sounds monotonous, a main reason for this being the lack of meaningful prosody. One particularly important function of prosody is to convey different emotions. This is because successful encoding and decoding of emotions is vital for effective social cognition, which is increasingly recognised in human-computer interaction contexts. Current attempts to artificially synthesise emotional prosody are much improved relative to early attempts, but there remains much work to be done due to methodological problems, lack of agreed acoustic correlates, and lack of theoretical grounding. If the addition of synthetic emotional prosody is not of sufficient quality, it may risk alienating users instead of enhancing their experience. So the value of embedding emotion cues in artificial speech may ultimately depend on the quality of the synthetic emotional prosody. However, early evidence on reactions to synthesised nonverbal cues in the facial modality bodes well. Attempts to implement the recognition of emotional prosody into artificial applications and interfaces have perhaps been met with greater success, but the ultimate test of synthetic emotional prosody will be to critically compare how people react to synthetic emotional prosody vs. natural emotional prosody, at the behavioural, socio-cognitive and neural levels.

  7. Fundamentals of human-computer interaction

    CERN Document Server

    Monk, Andrew F

    1985-01-01

    Fundamentals of Human-Computer Interaction aims to sensitize the systems designer to the problems faced by the user of an interactive system. The book grew out of a course entitled """"The User Interface: Human Factors for Computer-based Systems"""" which has been run annually at the University of York since 1981. This course has been attended primarily by systems managers from the computer industry. The book is organized into three parts. Part One focuses on the user as processor of information with studies on visual perception; extracting information from printed and electronically presented

  8. Language evolution and human-computer interaction

    Science.gov (United States)

    Grudin, Jonathan; Norman, Donald A.

    1991-01-01

    Many of the issues that confront designers of interactive computer systems also appear in natural language evolution. Natural languages and human-computer interfaces share as their primary mission the support of extended 'dialogues' between responsive entities. Because in each case one participant is a human being, some of the pressures operating on natural languages, causing them to evolve in order to better support such dialogue, also operate on human-computer 'languages' or interfaces. This does not necessarily push interfaces in the direction of natural language - since one entity in this dialogue is not a human, this is not to be expected. Nonetheless, by discerning where the pressures that guide natural language evolution also appear in human-computer interaction, we can contribute to the design of computer systems and obtain a new perspective on natural languages.

  9. Modeling multimodal human-computer interaction

    NARCIS (Netherlands)

    Obrenovic, Z.; Starcevic, D.

    2004-01-01

    Incorporating the well-known Unified Modeling Language into a generic modeling framework makes research on multimodal human-computer interaction accessible to a wide range off software engineers. Multimodal interaction is part of everyday human discourse: We speak, move, gesture, and shift our gaze

  10. Measuring Multimodal Synchrony for Human-Computer Interaction

    NARCIS (Netherlands)

    Reidsma, Dennis; Nijholt, Antinus; Tschacher, Wolfgang; Ramseyer, Fabian; Sourin, A.

    2010-01-01

    Nonverbal synchrony is an important and natural element in human-human interaction. It can also play various roles in human-computer interaction. In particular this is the case in the interaction between humans and the virtual humans that inhabit our cyberworlds. Virtual humans need to adapt their

  11. Human-computer interaction and management information systems

    CERN Document Server

    Galletta, Dennis F

    2014-01-01

    ""Human-Computer Interaction and Management Information Systems: Applications"" offers state-of-the-art research by a distinguished set of authors who span the MIS and HCI fields. The original chapters provide authoritative commentaries and in-depth descriptions of research programs that will guide 21st century scholars, graduate students, and industry professionals. Human-Computer Interaction (or Human Factors) in MIS is concerned with the ways humans interact with information, technologies, and tasks, especially in business, managerial, organizational, and cultural contexts. It is distinctiv

  12. Humans, computers and wizards human (simulated) computer interaction

    CERN Document Server

    Fraser, Norman; McGlashan, Scott; Wooffitt, Robin

    2013-01-01

    Using data taken from a major European Union funded project on speech understanding, the SunDial project, this book considers current perspectives on human computer interaction and argues for the value of an approach taken from sociology which is based on conversation analysis.

  13. Minimal mobile human computer interaction

    NARCIS (Netherlands)

    el Ali, A.

    2013-01-01

    In the last 20 years, the widespread adoption of personal, mobile computing devices in everyday life, has allowed entry into a new technological era in Human Computer Interaction (HCI). The constant change of the physical and social context in a user's situation made possible by the portability of

  14. Proxemics in Human-Computer Interaction

    OpenAIRE

    Greenberg, Saul; Honbaek, Kasper; Quigley, Aaron; Reiterer, Harald; Rädle, Roman

    2014-01-01

    In 1966, anthropologist Edward Hall coined the term "proxemics." Proxemics is an area of study that identifies the culturally dependent ways in which people use interpersonal distance to understand and mediate their interactions with others. Recent research has demonstrated the use of proxemics in human-computer interaction (HCI) for supporting users' explicit and implicit interactions in a range of uses, including remote office collaboration, home entertainment, and games. One promise of pro...

  15. The epistemology and ontology of human-computer interaction

    NARCIS (Netherlands)

    Brey, Philip A.E.

    2005-01-01

    This paper analyzes epistemological and ontological dimensions of Human-Computer Interaction (HCI) through an analysis of the functions of computer systems in relation to their users. It is argued that the primary relation between humans and computer systems has historically been epistemic:

  16. A conceptual and computational model of moral decision making in human and artificial agents.

    Science.gov (United States)

    Wallach, Wendell; Franklin, Stan; Allen, Colin

    2010-07-01

    Recently, there has been a resurgence of interest in general, comprehensive models of human cognition. Such models aim to explain higher-order cognitive faculties, such as deliberation and planning. Given a computational representation, the validity of these models can be tested in computer simulations such as software agents or embodied robots. The push to implement computational models of this kind has created the field of artificial general intelligence (AGI). Moral decision making is arguably one of the most challenging tasks for computational approaches to higher-order cognition. The need for increasingly autonomous artificial agents to factor moral considerations into their choices and actions has given rise to another new field of inquiry variously known as Machine Morality, Machine Ethics, Roboethics, or Friendly AI. In this study, we discuss how LIDA, an AGI model of human cognition, can be adapted to model both affective and rational features of moral decision making. Using the LIDA model, we will demonstrate how moral decisions can be made in many domains using the same mechanisms that enable general decision making. Comprehensive models of human cognition typically aim for compatibility with recent research in the cognitive and neural sciences. Global workspace theory, proposed by the neuropsychologist Bernard Baars (1988), is a highly regarded model of human cognition that is currently being computationally instantiated in several software implementations. LIDA (Franklin, Baars, Ramamurthy, & Ventura, 2005) is one such computational implementation. LIDA is both a set of computational tools and an underlying model of human cognition, which provides mechanisms that are capable of explaining how an agent's selection of its next action arises from bottom-up collection of sensory data and top-down processes for making sense of its current situation. We will describe how the LIDA model helps integrate emotions into the human decision-making process, and we

  17. Embodied artificial agents for understanding human social cognition.

    Science.gov (United States)

    Wykowska, Agnieszka; Chaminade, Thierry; Cheng, Gordon

    2016-05-05

    In this paper, we propose that experimental protocols involving artificial agents, in particular the embodied humanoid robots, provide insightful information regarding social cognitive mechanisms in the human brain. Using artificial agents allows for manipulation and control of various parameters of behaviour, appearance and expressiveness in one of the interaction partners (the artificial agent), and for examining effect of these parameters on the other interaction partner (the human). At the same time, using artificial agents means introducing the presence of artificial, yet human-like, systems into the human social sphere. This allows for testing in a controlled, but ecologically valid, manner human fundamental mechanisms of social cognition both at the behavioural and at the neural level. This paper will review existing literature that reports studies in which artificial embodied agents have been used to study social cognition and will address the question of whether various mechanisms of social cognition (ranging from lower- to higher-order cognitive processes) are evoked by artificial agents to the same extent as by natural agents, humans in particular. Increasing the understanding of how behavioural and neural mechanisms of social cognition respond to artificial anthropomorphic agents provides empirical answers to the conundrum 'What is a social agent?' © 2016 The Authors.

  18. Human-Computer Interaction The Agency Perspective

    CERN Document Server

    Oliveira, José

    2012-01-01

    Agent-centric theories, approaches and technologies are contributing to enrich interactions between users and computers. This book aims at highlighting the influence of the agency perspective in Human-Computer Interaction through a careful selection of research contributions. Split into five sections; Users as Agents, Agents and Accessibility, Agents and Interactions, Agent-centric Paradigms and Approaches, and Collective Agents, the book covers a wealth of novel, original and fully updated material, offering:   ü  To provide a coherent, in depth, and timely material on the agency perspective in HCI ü  To offer an authoritative treatment of the subject matter presented by carefully selected authors ü  To offer a balanced and broad coverage of the subject area, including, human, organizational, social, as well as technological concerns. ü  To offer a hands-on-experience by covering representative case studies and offering essential design guidelines   The book will appeal to a broad audience of resea...

  19. The Next Wave: Humans, Computers, and Redefining Reality

    Science.gov (United States)

    Little, William

    2018-01-01

    The Augmented/Virtual Reality (AVR) Lab at KSC is dedicated to " exploration into the growing computer fields of Extended Reality and the Natural User Interface (it is) a proving ground for new technologies that can be integrated into future NASA projects and programs." The topics of Human Computer Interface, Human Computer Interaction, Augmented Reality, Virtual Reality, and Mixed Reality are defined; examples of work being done in these fields in the AVR Lab are given. Current new and future work in Computer Vision, Speech Recognition, and Artificial Intelligence are also outlined.

  20. Benefits of Subliminal Feedback Loops in Human-Computer Interaction

    OpenAIRE

    Walter Ritter

    2011-01-01

    A lot of efforts have been directed to enriching human-computer interaction to make the user experience more pleasing or efficient. In this paper, we briefly present work in the fields of subliminal perception and affective computing, before we outline a new approach to add analog communication channels to the human-computer interaction experience. In this approach, in addition to symbolic predefined mappings of input to output, a subliminal feedback loop is used that provides feedback in evo...

  1. Human-computer systems interaction backgrounds and applications 3

    CERN Document Server

    Kulikowski, Juliusz; Mroczek, Teresa; Wtorek, Jerzy

    2014-01-01

    This book contains an interesting and state-of the art collection of papers on the recent progress in Human-Computer System Interaction (H-CSI). It contributes the profound description of the actual status of the H-CSI field and also provides a solid base for further development and research in the discussed area. The contents of the book are divided into the following parts: I. General human-system interaction problems; II. Health monitoring and disabled people helping systems; and III. Various information processing systems. This book is intended for a wide audience of readers who are not necessarily experts in computer science, machine learning or knowledge engineering, but are interested in Human-Computer Systems Interaction. The level of particular papers and specific spreading-out into particular parts is a reason why this volume makes fascinating reading. This gives the reader a much deeper insight than he/she might glean from research papers or talks at conferences. It touches on all deep issues that ...

  2. APPLYING ARTIFICIAL INTELLIGENCE TECHNIQUES TO HUMAN-COMPUTER INTERFACES

    DEFF Research Database (Denmark)

    Sonnenwald, Diane H.

    1988-01-01

    A description is given of UIMS (User Interface Management System), a system using a variety of artificial intelligence techniques to build knowledge-based user interfaces combining functionality and information from a variety of computer systems that maintain, test, and configure customer telephone...... and data networks. Three artificial intelligence (AI) techniques used in UIMS are discussed, namely, frame representation, object-oriented programming languages, and rule-based systems. The UIMS architecture is presented, and the structure of the UIMS is explained in terms of the AI techniques....

  3. Human-Computer Interaction in Smart Environments

    Science.gov (United States)

    Paravati, Gianluca; Gatteschi, Valentina

    2015-01-01

    Here, we provide an overview of the content of the Special Issue on “Human-computer interaction in smart environments”. The aim of this Special Issue is to highlight technologies and solutions encompassing the use of mass-market sensors in current and emerging applications for interacting with Smart Environments. Selected papers address this topic by analyzing different interaction modalities, including hand/body gestures, face recognition, gaze/eye tracking, biosignal analysis, speech and activity recognition, and related issues.

  4. Introduction to human-computer interaction

    CERN Document Server

    Booth, Paul

    2014-01-01

    Originally published in 1989 this title provided a comprehensive and authoritative introduction to the burgeoning discipline of human-computer interaction for students, academics, and those from industry who wished to know more about the subject. Assuming very little knowledge, the book provides an overview of the diverse research areas that were at the time only gradually building into a coherent and well-structured field. It aims to explain the underlying causes of the cognitive, social and organizational problems typically encountered when computer systems are introduced. It is clear and co

  5. Human-Computer Interaction in Smart Environments

    Directory of Open Access Journals (Sweden)

    Gianluca Paravati

    2015-08-01

    Full Text Available Here, we provide an overview of the content of the Special Issue on “Human-computer interaction in smart environments”. The aim of this Special Issue is to highlight technologies and solutions encompassing the use of mass-market sensors in current and emerging applications for interacting with Smart Environments. Selected papers address this topic by analyzing different interaction modalities, including hand/body gestures, face recognition, gaze/eye tracking, biosignal analysis, speech and activity recognition, and related issues.

  6. Multimodal Information Presentation for High-Load Human Computer Interaction

    NARCIS (Netherlands)

    Cao, Y.

    2011-01-01

    This dissertation addresses multimodal information presentation in human computer interaction. Information presentation refers to the manner in which computer systems/interfaces present information to human users. More specifically, the focus of our work is not on which information to present, but

  7. International workshop on multimodal analyses enabling artificial agents in human-machine interaction (workshop summary)

    NARCIS (Netherlands)

    Böck, Ronald; Bonin, Francesca; Campbell, Nick; Poppe, R.W.

    2016-01-01

    In this paper a brief overview of the third workshop on Multimodal Analyses enabling Artificial Agents in Human-Machine Interaction. The paper is focussing on the main aspects intended to be discussed in the workshop reflecting the main scope of the papers presented during the meeting. The MA3HMI

  8. Mobile human-computer interaction perspective on mobile learning

    CSIR Research Space (South Africa)

    Botha, Adèle

    2010-10-01

    Full Text Available Applying a Mobile Human Computer Interaction (MHCI) view to the domain of education using Mobile Learning (Mlearning), the research outlines its understanding of the influences and effects of different interactions on the use of mobile technology...

  9. Human-Computer Interaction and Information Management Research Needs

    Data.gov (United States)

    Networking and Information Technology Research and Development, Executive Office of the President — In a visionary future, Human-Computer Interaction HCI and Information Management IM have the potential to enable humans to better manage their lives through the use...

  10. Human-computer interaction handbook fundamentals, evolving technologies and emerging applications

    CERN Document Server

    Sears, Andrew

    2007-01-01

    This second edition of The Human-Computer Interaction Handbook provides an updated, comprehensive overview of the most important research in the field, including insights that are directly applicable throughout the process of developing effective interactive information technologies. It features cutting-edge advances to the scientific knowledge base, as well as visionary perspectives and developments that fundamentally transform the way in which researchers and practitioners view the discipline. As the seminal volume of HCI research and practice, The Human-Computer Interaction Handbook feature

  11. Choice of Human-Computer Interaction Mode in Stroke Rehabilitation.

    Science.gov (United States)

    Mousavi Hondori, Hossein; Khademi, Maryam; Dodakian, Lucy; McKenzie, Alison; Lopes, Cristina V; Cramer, Steven C

    2016-03-01

    Advances in technology are providing new forms of human-computer interaction. The current study examined one form of human-computer interaction, augmented reality (AR), whereby subjects train in the real-world workspace with virtual objects projected by the computer. Motor performances were compared with those obtained while subjects used a traditional human-computer interaction, that is, a personal computer (PC) with a mouse. Patients used goal-directed arm movements to play AR and PC versions of the Fruit Ninja video game. The 2 versions required the same arm movements to control the game but had different cognitive demands. With AR, the game was projected onto the desktop, where subjects viewed the game plus their arm movements simultaneously, in the same visual coordinate space. In the PC version, subjects used the same arm movements but viewed the game by looking up at a computer monitor. Among 18 patients with chronic hemiparesis after stroke, the AR game was associated with 21% higher game scores (P = .0001), 19% faster reaching times (P = .0001), and 15% less movement variability (P = .0068), as compared to the PC game. Correlations between game score and arm motor status were stronger with the AR version. Motor performances during the AR game were superior to those during the PC game. This result is due in part to the greater cognitive demands imposed by the PC game, a feature problematic for some patients but clinically useful for others. Mode of human-computer interface influences rehabilitation therapy demands and can be individualized for patients. © The Author(s) 2015.

  12. Study on the interaction of artificial and natural food colorants with human serum albumin: A computational point of view.

    Science.gov (United States)

    Masone, Diego; Chanforan, Céline

    2015-06-01

    Due to the high amount of artificial food colorants present in infants' diets, their adverse effects have been of major concern among the literature. Artificial food colorants have been suggested to affect children's behavior, being hyperactivity the most common disorder. In this study we compare binding affinities of a group of artificial colorants (sunset yellow, quinoline yellow, carmoisine, allura red and tartrazine) and their natural industrial equivalents (carminic acid, curcumin, peonidin-3-glucoside, cyanidin-3-glucoside) to human serum albumin (HSA) by a docking approach and further refinement through atomistic molecular dynamics simulations. Due to the protein-ligand conformational interface complexity, we used collective variable driven molecular dynamics to refine docking predictions and to score them according to a hydrogen-bond criterion. With this protocol, we were able to rank ligand affinities to HSA and to compare between the studied natural and artificial food additives. Our results show that the five artificial colorants studied bind better to HSA than their equivalent natural options, in terms of their H-bonding network, supporting the hypothesis of their potential risk to human health. Copyright © 2015 Elsevier Ltd. All rights reserved.

  13. Applying systemic-structural activity theory to design of human-computer interaction systems

    CERN Document Server

    Bedny, Gregory Z; Bedny, Inna

    2015-01-01

    Human-Computer Interaction (HCI) is an interdisciplinary field that has gained recognition as an important field in ergonomics. HCI draws on ideas and theoretical concepts from computer science, psychology, industrial design, and other fields. Human-Computer Interaction is no longer limited to trained software users. Today people interact with various devices such as mobile phones, tablets, and laptops. How can you make such interaction user friendly, even when user proficiency levels vary? This book explores methods for assessing the psychological complexity of computer-based tasks. It also p

  14. "Artificial humans": Psychology and neuroscience perspectives on embodiment and nonverbal communication.

    Science.gov (United States)

    Vogeley, Kai; Bente, Gary

    2010-01-01

    "Artificial humans", so-called "Embodied Conversational Agents" and humanoid robots, are assumed to facilitate human-technology interaction referring to the unique human capacities of interpersonal communication and social information processing. While early research and development in artificial intelligence (AI) focused on processing and production of natural language, the "new AI" has also taken into account the emotional and relational aspects of communication with an emphasis both on understanding and production of nonverbal behavior. This shift in attention in computer science and engineering is reflected in recent developments in psychology and social cognitive neuroscience. This article addresses key challenges which emerge from the goal to equip machines with socio-emotional intelligence and to enable them to interpret subtle nonverbal cues and to respond to social affordances with naturally appearing behavior from both perspectives. In particular, we propose that the creation of credible artificial humans not only defines the ultimate test for our understanding of human communication and social cognition but also provides a unique research tool to improve our knowledge about the underlying psychological processes and neural mechanisms. Copyright © 2010. Published by Elsevier Ltd.

  15. Training Software in Artificial-Intelligence Computing Techniques

    Science.gov (United States)

    Howard, Ayanna; Rogstad, Eric; Chalfant, Eugene

    2005-01-01

    The Artificial Intelligence (AI) Toolkit is a computer program for training scientists, engineers, and university students in three soft-computing techniques (fuzzy logic, neural networks, and genetic algorithms) used in artificial-intelligence applications. The program promotes an easily understandable tutorial interface, including an interactive graphical component through which the user can gain hands-on experience in soft-computing techniques applied to realistic example problems. The tutorial provides step-by-step instructions on the workings of soft-computing technology, whereas the hands-on examples allow interaction and reinforcement of the techniques explained throughout the tutorial. In the fuzzy-logic example, a user can interact with a robot and an obstacle course to verify how fuzzy logic is used to command a rover traverse from an arbitrary start to the goal location. For the genetic algorithm example, the problem is to determine the minimum-length path for visiting a user-chosen set of planets in the solar system. For the neural-network example, the problem is to decide, on the basis of input data on physical characteristics, whether a person is a man, woman, or child. The AI Toolkit is compatible with the Windows 95,98, ME, NT 4.0, 2000, and XP operating systems. A computer having a processor speed of at least 300 MHz, and random-access memory of at least 56MB is recommended for optimal performance. The program can be run on a slower computer having less memory, but some functions may not be executed properly.

  16. Chips challenging champions games, computers and artificial intelligence

    CERN Document Server

    Schaeffer, J

    2002-01-01

    One of the earliest dreams of the fledgling field of artificial intelligence (AI) was to build computer programs that could play games as well as or better than the best human players. Despite early optimism in the field, the challenge proved to be surprisingly difficult. However, the 1990s saw amazing progress. Computers are now better than humans in checkers, Othello and Scrabble; are at least as good as the best humans in backgammon and chess; and are rapidly improving at hex, go, poker, and shogi. This book documents the progress made in computers playing games and puzzles. The book is the

  17. Human Computer Music Performance

    OpenAIRE

    Dannenberg, Roger B.

    2012-01-01

    Human Computer Music Performance (HCMP) is the study of music performance by live human performers and real-time computer-based performers. One goal of HCMP is to create a highly autonomous artificial performer that can fill the role of a human, especially in a popular music setting. This will require advances in automated music listening and understanding, new representations for music, techniques for music synchronization, real-time human-computer communication, music generation, sound synt...

  18. Gaze-and-brain-controlled interfaces for human-computer and human-robot interaction

    Directory of Open Access Journals (Sweden)

    Shishkin S. L.

    2017-09-01

    Full Text Available Background. Human-machine interaction technology has greatly evolved during the last decades, but manual and speech modalities remain single output channels with their typical constraints imposed by the motor system’s information transfer limits. Will brain-computer interfaces (BCIs and gaze-based control be able to convey human commands or even intentions to machines in the near future? We provide an overview of basic approaches in this new area of applied cognitive research. Objective. We test the hypothesis that the use of communication paradigms and a combination of eye tracking with unobtrusive forms of registering brain activity can improve human-machine interaction. Methods and Results. Three groups of ongoing experiments at the Kurchatov Institute are reported. First, we discuss the communicative nature of human-robot interaction, and approaches to building a more e cient technology. Specifically, “communicative” patterns of interaction can be based on joint attention paradigms from developmental psychology, including a mutual “eye-to-eye” exchange of looks between human and robot. Further, we provide an example of “eye mouse” superiority over the computer mouse, here in emulating the task of selecting a moving robot from a swarm. Finally, we demonstrate a passive, noninvasive BCI that uses EEG correlates of expectation. This may become an important lter to separate intentional gaze dwells from non-intentional ones. Conclusion. The current noninvasive BCIs are not well suited for human-robot interaction, and their performance, when they are employed by healthy users, is critically dependent on the impact of the gaze on selection of spatial locations. The new approaches discussed show a high potential for creating alternative output pathways for the human brain. When support from passive BCIs becomes mature, the hybrid technology of the eye-brain-computer (EBCI interface will have a chance to enable natural, fluent, and the

  19. Virtual reality/ augmented reality technology : the next chapter of human-computer interaction

    OpenAIRE

    Huang, Xing

    2015-01-01

    No matter how many different size and shape the computer has, the basic components of computers are still the same. If we use the user perspective to look for the development of computer history, we can surprisingly find that it is the input output device that leads the development of the industry development, in one word, human-computer interaction changes the development of computer history. Human computer interaction has been gone through three stages, the first stage relies on the inpu...

  20. Proceedings of the Third International Conference on Intelligent Human Computer Interaction

    CERN Document Server

    Pokorný, Jaroslav; Snášel, Václav; Abraham, Ajith

    2013-01-01

    The Third International Conference on Intelligent Human Computer Interaction 2011 (IHCI 2011) was held at Charles University, Prague, Czech Republic from August 29 - August 31, 2011. This conference was third in the series, following IHCI 2009 and IHCI 2010 held in January at IIIT Allahabad, India. Human computer interaction is a fast growing research area and an attractive subject of interest for both academia and industry. There are many interesting and challenging topics that need to be researched and discussed. This book aims to provide excellent opportunities for the dissemination of interesting new research and discussion about presented topics. It can be useful for researchers working on various aspects of human computer interaction. Topics covered in this book include user interface and interaction, theoretical background and applications of HCI and also data mining and knowledge discovery as a support of HCI applications.

  1. Human-Computer Interaction, Tourism and Cultural Heritage

    Science.gov (United States)

    Cipolla Ficarra, Francisco V.

    We present a state of the art of the human-computer interaction aimed at tourism and cultural heritage in some cities of the European Mediterranean. In the work an analysis is made of the main problems deriving from training understood as business and which can derail the continuous growth of the HCI, the new technologies and tourism industry. Through a semiotic and epistemological study the current mistakes in the context of the interrelations of the formal and factual sciences will be detected and also the human factors that have an influence on the professionals devoted to the development of interactive systems in order to safeguard and boost cultural heritage.

  2. The Human-Computer Interaction of Cross-Cultural Gaming Strategy

    Science.gov (United States)

    Chakraborty, Joyram; Norcio, Anthony F.; Van Der Veer, Jacob J.; Andre, Charles F.; Miller, Zachary; Regelsberger, Alexander

    2015-01-01

    This article explores the cultural dimensions of the human-computer interaction that underlies gaming strategies. The article is a desktop study of existing literature and is organized into five sections. The first examines the cultural aspects of knowledge processing. The social constructs technology interaction is discussed. Following this, the…

  3. Cognitive computing and eScience in health and life science research: artificial intelligence and obesity intervention programs.

    Science.gov (United States)

    Marshall, Thomas; Champagne-Langabeer, Tiffiany; Castelli, Darla; Hoelscher, Deanna

    2017-12-01

    To present research models based on artificial intelligence and discuss the concept of cognitive computing and eScience as disruptive factors in health and life science research methodologies. The paper identifies big data as a catalyst to innovation and the development of artificial intelligence, presents a framework for computer-supported human problem solving and describes a transformation of research support models. This framework includes traditional computer support; federated cognition using machine learning and cognitive agents to augment human intelligence; and a semi-autonomous/autonomous cognitive model, based on deep machine learning, which supports eScience. The paper provides a forward view of the impact of artificial intelligence on our human-computer support and research methods in health and life science research. By augmenting or amplifying human task performance with artificial intelligence, cognitive computing and eScience research models are discussed as novel and innovative systems for developing more effective adaptive obesity intervention programs.

  4. Cognitive engineering models: A prerequisite to the design of human-computer interaction in complex dynamic systems

    Science.gov (United States)

    Mitchell, Christine M.

    1993-01-01

    This chapter examines a class of human-computer interaction applications, specifically the design of human-computer interaction for the operators of complex systems. Such systems include space systems (e.g., manned systems such as the Shuttle or space station, and unmanned systems such as NASA scientific satellites), aviation systems (e.g., the flight deck of 'glass cockpit' airplanes or air traffic control) and industrial systems (e.g., power plants, telephone networks, and sophisticated, e.g., 'lights out,' manufacturing facilities). The main body of human-computer interaction (HCI) research complements but does not directly address the primary issues involved in human-computer interaction design for operators of complex systems. Interfaces to complex systems are somewhat special. The 'user' in such systems - i.e., the human operator responsible for safe and effective system operation - is highly skilled, someone who in human-machine systems engineering is sometimes characterized as 'well trained, well motivated'. The 'job' or task context is paramount and, thus, human-computer interaction is subordinate to human job interaction. The design of human interaction with complex systems, i.e., the design of human job interaction, is sometimes called cognitive engineering.

  5. Sphericall: A Human/Artificial Intelligence interaction experience

    Directory of Open Access Journals (Sweden)

    Frack Gechter

    2014-12-01

    Full Text Available Multi-agent systems are now wide spread in scientific works and in industrial applications. Few applications deal with the Human/Multi-agent system interaction. Multi-agent systems are characterized by individual entities, called agents, in interaction with each other and with their environment. Multi-agent systems are generally classified into complex systems categories since the global emerging phenomenon cannot be predicted even if every component is well known. The systems developed in this paper are named reactive because they behave using simple interaction models. In the reactive approach, the issue of Human/system interaction is hard to cope with and is scarcely exposed in literature. This paper presents Sphericall, an application aimed at studying Human/Complex System interactions and based on two physics inspired multi-agent systems interacting together. The Sphericall device is composed of a tactile screen and a spherical world where agents evolve. This paper presents both the technical background of Sphericall project and a feedback taken from the demonstration performed during OFFF Festival in La Villette (Paris.

  6. Artificial intelligence

    CERN Document Server

    Hunt, Earl B

    1975-01-01

    Artificial Intelligence provides information pertinent to the fundamental aspects of artificial intelligence. This book presents the basic mathematical and computational approaches to problems in the artificial intelligence field.Organized into four parts encompassing 16 chapters, this book begins with an overview of the various fields of artificial intelligence. This text then attempts to connect artificial intelligence problems to some of the notions of computability and abstract computing devices. Other chapters consider the general notion of computability, with focus on the interaction bet

  7. A Distributed Snapshot Protocol for Efficient Artificial Intelligence Computation in Cloud Computing Environments

    Directory of Open Access Journals (Sweden)

    JongBeom Lim

    2018-01-01

    Full Text Available Many artificial intelligence applications often require a huge amount of computing resources. As a result, cloud computing adoption rates are increasing in the artificial intelligence field. To support the demand for artificial intelligence applications and guarantee the service level agreement, cloud computing should provide not only computing resources but also fundamental mechanisms for efficient computing. In this regard, a snapshot protocol has been used to create a consistent snapshot of the global state in cloud computing environments. However, the existing snapshot protocols are not optimized in the context of artificial intelligence applications, where large-scale iterative computation is the norm. In this paper, we present a distributed snapshot protocol for efficient artificial intelligence computation in cloud computing environments. The proposed snapshot protocol is based on a distributed algorithm to run interconnected multiple nodes in a scalable fashion. Our snapshot protocol is able to deal with artificial intelligence applications, in which a large number of computing nodes are running. We reveal that our distributed snapshot protocol guarantees the correctness, safety, and liveness conditions.

  8. Computed Flow Through An Artificial Heart Valve

    Science.gov (United States)

    Rogers, Stewart E.; Kwak, Dochan; Kiris, Cetin; Chang, I-Dee

    1994-01-01

    Report discusses computations of blood flow through prosthetic tilting disk valve. Computational procedure developed in simulation used to design better artificial hearts and valves by reducing or eliminating following adverse flow characteristics: large pressure losses, which prevent hearts from working efficiently; separated and secondary flows, which causes clotting; and high turbulent shear stresses, which damages red blood cells. Report reiterates and expands upon part of NASA technical memorandum "Computed Flow Through an Artificial Heart and Valve" (ARC-12983). Also based partly on research described in "Numerical Simulation of Flow Through an Artificial Heart" (ARC-12478).

  9. Design Science in Human-Computer Interaction: A Model and Three Examples

    Science.gov (United States)

    Prestopnik, Nathan R.

    2013-01-01

    Humanity has entered an era where computing technology is virtually ubiquitous. From websites and mobile devices to computers embedded in appliances on our kitchen counters and automobiles parked in our driveways, information and communication technologies (ICTs) and IT artifacts are fundamentally changing the ways we interact with our world.…

  10. Artificial learners adopting normative conventions from human teachers

    Directory of Open Access Journals (Sweden)

    Cederborg Thomas

    2017-11-01

    Full Text Available This survey provides an overview of implemented systems, theoretical work, as well as studies of biological systems relevant to the design of artificial learners trying to figure out what a human teacher would like them to do. Implementations of artificial learners are covered, with a focus on experiments trying to find better interpretations of human behavior, as well as algorithms that autonomously improve a model of the teacher. A distinction is made between learners trying to interpret teacher behavior in order to learn what the teacher would like the learner to do on the one hand, and learners whose explicit or implicit goal is to get something from the teacher on the other hand (for example rewards, or knowledge about how the world works. The survey covers the former type of systems. Human teachers are covered, focusing on studies that say something concrete about how one should interpret the behavior of a human teacher that is interacting with an artificial learner. Certain types of biological learners are interesting as inspiration for the types of artificial systems we are concerned with. The survey focus on studies of biological learners adopting normative conventions, as well as joint intentionality team efforts.

  11. Implementations of the CC'01 Human-Computer Interaction Guidelines Using Bloom's Taxonomy

    Science.gov (United States)

    Manaris, Bill; Wainer, Michael; Kirkpatrick, Arthur E.; Stalvey, RoxAnn H.; Shannon, Christine; Leventhal, Laura; Barnes, Julie; Wright, John; Schafer, J. Ben; Sanders, Dean

    2007-01-01

    In today's technology-laden society human-computer interaction (HCI) is an important knowledge area for computer scientists and software engineers. This paper surveys existing approaches to incorporate HCI into computer science (CS) and such related issues as the perceived gap between the interests of the HCI community and the needs of CS…

  12. An Interdisciplinary Bibliography for Computers and the Humanities Courses.

    Science.gov (United States)

    Ehrlich, Heyward

    1991-01-01

    Presents an annotated bibliography of works related to the subject of computers and the humanities. Groups items into textbooks and overviews; introductions; human and computer languages; literary and linguistic analysis; artificial intelligence and robotics; social issue debates; computers' image in fiction; anthologies; writing and the…

  13. The Study on Human-Computer Interaction Design Based on the Users’ Subconscious Behavior

    Science.gov (United States)

    Li, Lingyuan

    2017-09-01

    Human-computer interaction is human-centered. An excellent interaction design should focus on the study of user experience, which greatly comes from the consistence between design and human behavioral habit. However, users’ behavioral habits often result from subconsciousness. Therefore, it is smart to utilize users’ subconscious behavior to achieve design's intention and maximize the value of products’ functions, which gradually becomes a new trend in this field.

  14. From humans to computers cognition through visual perception

    CERN Document Server

    Alexandrov, Viktor Vasilievitch

    1991-01-01

    This book considers computer vision to be an integral part of the artificial intelligence system. The core of the book is an analysis of possible approaches to the creation of artificial vision systems, which simulate human visual perception. Much attention is paid to the latest achievements in visual psychology and physiology, the description of the functional and structural organization of the human perception mechanism, the peculiarities of artistic perception and the expression of reality. Computer vision models based on these data are investigated. They include the processes of external d

  15. Coevolution of Artificial Agents Using Evolutionary Computation in Bargaining Game

    Directory of Open Access Journals (Sweden)

    Sangwook Lee

    2015-01-01

    Full Text Available Analysis of bargaining game using evolutionary computation is essential issue in the field of game theory. This paper investigates the interaction and coevolutionary process among heterogeneous artificial agents using evolutionary computation (EC in the bargaining game. In particular, the game performance with regard to payoff through the interaction and coevolution of agents is studied. We present three kinds of EC based agents (EC-agent participating in the bargaining game: genetic algorithm (GA, particle swarm optimization (PSO, and differential evolution (DE. The agents’ performance with regard to changing condition is compared. From the simulation results it is found that the PSO-agent is superior to the other agents.

  16. Computed Flow Through An Artificial Heart And Valve

    Science.gov (United States)

    Rogers, Stuart E.; Kwak, Dochan; Kiris, Cetin; Chang, I-Dee

    1994-01-01

    NASA technical memorandum discusses computations of flow of blood through artificial heart and through tilting-disk artificial heart valve. Represents further progress in research described in "Numerical Simulation of Flow Through an Artificial Heart" (ARC-12478). One purpose of research to exploit advanced techniques of computational fluid dynamics and capabilities of supercomputers to gain understanding of complicated internal flows of viscous, essentially incompressible fluids like blood. Another to use understanding to design better artificial hearts and valves.

  17. Can Computers Foster Human Users’ Creativity? Theory and Praxis of Mixed-Initiative Co-Creativity

    Directory of Open Access Journals (Sweden)

    Antonios Liapis

    2016-07-01

    Full Text Available This article discusses the impact of artificially intelligent computers to the process of design, play and educational activities. A computational process which has the necessary intelligence and creativity to take a proactive role in such activities can not only support human creativity but also foster it and prompt lateral thinking. The argument is made both from the perspective of human creativity, where the computational input is treated as an external stimulus which triggers re-framing of humans’ routines and mental associations, but also from the perspective of computational creativity where human input and initiative constrains the search space of the algorithm, enabling it to focus on specific possible solutions to a problem rather than globally search for the optimal. The article reviews four mixed-initiative tools (for design and educational play based on how they contribute to human-machine co-creativity. These paradigms serve different purposes, afford different human interaction methods and incorporate different computationally creative processes. Assessing how co-creativity is facilitated on a per-paradigm basis strengthens the theoretical argument and provides an initial seed for future work in the burgeoning domain of mixed-initiative interaction.

  18. Computer automation and artificial intelligence

    International Nuclear Information System (INIS)

    Hasnain, S.B.

    1992-01-01

    Rapid advances in computing, resulting from micro chip revolution has increased its application manifold particularly for computer automation. Yet the level of automation available, has limited its application to more complex and dynamic systems which require an intelligent computer control. In this paper a review of Artificial intelligence techniques used to augment automation is presented. The current sequential processing approach usually adopted in artificial intelligence has succeeded in emulating the symbolic processing part of intelligence, but the processing power required to get more elusive aspects of intelligence leads towards parallel processing. An overview of parallel processing with emphasis on transputer is also provided. A Fuzzy knowledge based controller for amination drug delivery in muscle relaxant anesthesia on transputer is described. 4 figs. (author)

  19. Applications of artificial intelligence in safe human-robot interactions.

    Science.gov (United States)

    Najmaei, Nima; Kermani, Mehrdad R

    2011-04-01

    The integration of industrial robots into the human workspace presents a set of unique challenges. This paper introduces a new sensory system for modeling, tracking, and predicting human motions within a robot workspace. A reactive control scheme to modify a robot's operations for accommodating the presence of the human within the robot workspace is also presented. To this end, a special class of artificial neural networks, namely, self-organizing maps (SOMs), is employed for obtaining a superquadric-based model of the human. The SOM network receives information of the human's footprints from the sensory system and infers necessary data for rendering the human model. The model is then used in order to assess the danger of the robot operations based on the measured as well as predicted human motions. This is followed by the introduction of a new reactive control scheme that results in the least interferences between the human and robot operations. The approach enables the robot to foresee an upcoming danger and take preventive actions before the danger becomes imminent. Simulation and experimental results are presented in order to validate the effectiveness of the proposed method.

  20. Eye Tracking Based Control System for Natural Human-Computer Interaction

    Directory of Open Access Journals (Sweden)

    Xuebai Zhang

    2017-01-01

    Full Text Available Eye movement can be regarded as a pivotal real-time input medium for human-computer communication, which is especially important for people with physical disability. In order to improve the reliability, mobility, and usability of eye tracking technique in user-computer dialogue, a novel eye control system with integrating both mouse and keyboard functions is proposed in this paper. The proposed system focuses on providing a simple and convenient interactive mode by only using user’s eye. The usage flow of the proposed system is designed to perfectly follow human natural habits. Additionally, a magnifier module is proposed to allow the accurate operation. In the experiment, two interactive tasks with different difficulty (searching article and browsing multimedia web were done to compare the proposed eye control tool with an existing system. The Technology Acceptance Model (TAM measures are used to evaluate the perceived effectiveness of our system. It is demonstrated that the proposed system is very effective with regard to usability and interface design.

  1. Eye Tracking Based Control System for Natural Human-Computer Interaction.

    Science.gov (United States)

    Zhang, Xuebai; Liu, Xiaolong; Yuan, Shyan-Ming; Lin, Shu-Fan

    2017-01-01

    Eye movement can be regarded as a pivotal real-time input medium for human-computer communication, which is especially important for people with physical disability. In order to improve the reliability, mobility, and usability of eye tracking technique in user-computer dialogue, a novel eye control system with integrating both mouse and keyboard functions is proposed in this paper. The proposed system focuses on providing a simple and convenient interactive mode by only using user's eye. The usage flow of the proposed system is designed to perfectly follow human natural habits. Additionally, a magnifier module is proposed to allow the accurate operation. In the experiment, two interactive tasks with different difficulty (searching article and browsing multimedia web) were done to compare the proposed eye control tool with an existing system. The Technology Acceptance Model (TAM) measures are used to evaluate the perceived effectiveness of our system. It is demonstrated that the proposed system is very effective with regard to usability and interface design.

  2. Human-Computer Interaction Software: Lessons Learned, Challenges Ahead

    Science.gov (United States)

    1989-01-01

    domain communi- Iatelligent s t s s Me cation. Users familiar with problem Inteligent support systes. High-func- anddomains but inxperienced with comput...8217i. April 1987, pp. 7.3-78. His research interests include artificial intel- Creating better HCI softw-are will have a 8. S.K Catrd. I.P. Moran. arid

  3. Artificial intelligence program in a computer application supporting reactor operations

    International Nuclear Information System (INIS)

    Stratton, R.C.; Town, G.G.

    1985-01-01

    Improving nuclear reactor power plant operability is an ever-present concern for the nuclear industry. The definition of plant operability involves a complex interaction of the ideas of reliability, safety, and efficiency. This paper presents observations concerning the issues involved and the benefits derived from the implementation of a computer application which combines traditional computer applications with artificial intelligence (AI) methodologies. A system, the Component Configuration Control System (CCCS), is being installed to support nuclear reactor operations at the Experimental Breeder Reactor II

  4. Engageability: a new sub-principle of the learnability principle in human-computer interaction

    Directory of Open Access Journals (Sweden)

    B Chimbo

    2011-12-01

    Full Text Available The learnability principle relates to improving the usability of software, as well as users’ performance and productivity. A gap has been identified as the current definition of the principle does not distinguish between users of different ages. To determine the extent of the gap, this article compares the ways in which two user groups, adults and children, learn how to use an unfamiliar software application. In doing this, we bring together the research areas of human-computer interaction (HCI, adult and child learning, learning theories and strategies, usability evaluation and interaction design. A literature survey conducted on learnability and learning processes considered the meaning of learnability of software applications across generations. In an empirical investigation, users aged from 9 to 12 and from 35 to 50 were observed in a usability laboratory while learning to use educational software applications. Insights that emerged from data analysis showed different tactics and approaches that children and adults use when learning unfamiliar software. Eye tracking data was also recorded. Findings indicated that subtle re- interpretation of the learnability principle and its associated sub-principles was required. An additional sub-principle, namely engageability was proposed to incorporate aspects of learnability that are not covered by the existing sub-principles. Our re-interpretation of the learnability principle and the resulting design recommendations should help designers to fulfill the varying needs of different-aged users, and improve the learnability of their designs. Keywords: Child computer interaction, Design principles, Eye tracking, Generational differences, human-computer interaction, Learning theories, Learnability, Engageability, Software applications, Uasability Disciplines: Human-Computer Interaction (HCI Studies, Computer science, Observational Studies

  5. Cooperation in human-computer communication

    OpenAIRE

    Kronenberg, Susanne

    2000-01-01

    The goal of this thesis is to simulate cooperation in human-computer communication to model the communicative interaction process of agents in natural dialogs in order to provide advanced human-computer interaction in that coherence is maintained between contributions of both agents, i.e. the human user and the computer. This thesis contributes to certain aspects of understanding and generation and their interaction in the German language. In spontaneous dialogs agents cooperate by the pro...

  6. Stereo Vision for Unrestricted Human-Computer Interaction

    OpenAIRE

    Eldridge, Ross; Rudolph, Heiko

    2008-01-01

    Human computer interfaces have come long way in recent years, but the goal of a computer interpreting unrestricted human movement remains elusive. The use of stereo vision in this field has enabled the development of systems that begin to approach this goal. As computer technology advances we come ever closer to a system that can react to the ambiguities of human movement in real-time. In the foreseeable future stereo computer vision is not likely to replace the keyboard or mouse. There is at...

  7. Human-Robot Teams for Unknown and Uncertain Environments

    Science.gov (United States)

    Fong, Terry

    2015-01-01

    Man-robot interaction is the study of interactions between humans and robots. It is often referred as HRI by researchers. Human-robot interaction is a multidisciplinary field with contributions from human-computer interaction, artificial intelligence.

  8. Enrichment of Human-Computer Interaction in Brain-Computer Interfaces via Virtual Environments

    Directory of Open Access Journals (Sweden)

    Alonso-Valerdi Luz María

    2017-01-01

    Full Text Available Tridimensional representations stimulate cognitive processes that are the core and foundation of human-computer interaction (HCI. Those cognitive processes take place while a user navigates and explores a virtual environment (VE and are mainly related to spatial memory storage, attention, and perception. VEs have many distinctive features (e.g., involvement, immersion, and presence that can significantly improve HCI in highly demanding and interactive systems such as brain-computer interfaces (BCI. BCI is as a nonmuscular communication channel that attempts to reestablish the interaction between an individual and his/her environment. Although BCI research started in the sixties, this technology is not efficient or reliable yet for everyone at any time. Over the past few years, researchers have argued that main BCI flaws could be associated with HCI issues. The evidence presented thus far shows that VEs can (1 set out working environmental conditions, (2 maximize the efficiency of BCI control panels, (3 implement navigation systems based not only on user intentions but also on user emotions, and (4 regulate user mental state to increase the differentiation between control and noncontrol modalities.

  9. The Past, Present and Future of Human Computer Interaction

    KAUST Repository

    Churchill, Elizabeth

    2018-01-01

    into our environments. From our homes to the urban and rural spaces, we traverse everyday. We are increasingly able toヨoften required toヨmanage and configure multiple, interconnected devices and program their interactions. Artificial intelligence (AI

  10. Hybrid Human-Computing Distributed Sense-Making: Extending the SOA Paradigm for Dynamic Adjudication and Optimization of Human and Computer Roles

    Science.gov (United States)

    Rimland, Jeffrey C.

    2013-01-01

    In many evolving systems, inputs can be derived from both human observations and physical sensors. Additionally, many computation and analysis tasks can be performed by either human beings or artificial intelligence (AI) applications. For example, weather prediction, emergency event response, assistive technology for various human sensory and…

  11. Natural and artificial atoms for quantum computation

    Energy Technology Data Exchange (ETDEWEB)

    Buluta, Iulia; Ashhab, Sahel; Nori, Franco, E-mail: fnori@riken.jp [Advanced Science Institute, RIKEN, Wako-shi, Saitama, 351-0198 (Japan)

    2011-10-15

    Remarkable progress towards realizing quantum computation has been achieved using natural and artificial atoms as qubits. This paper presents a brief overview of the current status of different types of qubits. On the one hand, natural atoms (such as neutral atoms and ions) have long coherence times, and could be stored in large arrays, providing ideal 'quantum memories'. On the other hand, artificial atoms (such as superconducting circuits or semiconductor quantum dots) have the advantage of custom-designed features and could be used as 'quantum processing units'. Natural and artificial atoms can be coupled with each other and can also be interfaced with photons for long-distance communications. Hybrid devices made of natural/artificial atoms and photons may provide the next-generation design for quantum computers.

  12. Cross-cultural human-computer interaction and user experience design a semiotic perspective

    CERN Document Server

    Brejcha, Jan

    2015-01-01

    This book describes patterns of language and culture in human-computer interaction (HCI). Through numerous examples, it shows why these patterns matter and how to exploit them to design a better user experience (UX) with computer systems. It provides scientific information on the theoretical and practical areas of the interaction and communication design for research experts and industry practitioners and covers the latest research in semiotics and cultural studies, bringing a set of tools and methods to benefit the process of designing with the cultural background in mind.

  13. Issues and challenges in artificial intelligence

    CERN Document Server

    Kulikowski, Juliusz; Mroczek, Teresa; Wtorek, Jerzy

    2014-01-01

    The importance of human-computer system interaction problems is increasing due to the growing expectations of users on general computer systems capabilities in human work and life facilitation. Users expect system which is not only a passive tool in human hands but rather an active partner equipped with a sort of artificial intelligence, having access to large information resources, being able to adapt its behavior to the human requirements and to collaborate with the human users.   This book collects examples of recent human-computer system solutions. The content of the book is divided into three parts. Part I is devoted to detection, recognition and reasoning in different circumstances and applications. Problems associated with data modeling, acquisition and mining are presented by papers collected in part II and part III is devoted to Optimization.

  14. Human computer interaction using hand gestures

    CERN Document Server

    Premaratne, Prashan

    2014-01-01

    Human computer interaction (HCI) plays a vital role in bridging the 'Digital Divide', bringing people closer to consumer electronics control in the 'lounge'. Keyboards and mouse or remotes do alienate old and new generations alike from control interfaces. Hand Gesture Recognition systems bring hope of connecting people with machines in a natural way. This will lead to consumers being able to use their hands naturally to communicate with any electronic equipment in their 'lounge.' This monograph will include the state of the art hand gesture recognition approaches and how they evolved from their inception. The author would also detail his research in this area for the past 8 years and how the future might turn out to be using HCI. This monograph will serve as a valuable guide for researchers (who would endeavour into) in the world of HCI.

  15. USING RESEARCH METHODS IN HUMAN COMPUTER INTERACTION TO DESIGN TECHNOLOGY FOR RESILIENCE

    OpenAIRE

    Lopes, Arminda Guerra

    2016-01-01

    ABSTRACT Research in human computer interaction (HCI) covers both technological and human behavioural concerns. As a consequence, the contributions made in HCI research tend to be aware to either engineering or the social sciences. In HCI the purpose of practical research contributions is to reveal unknown insights about human behaviour and its relationship to technology. Practical research methods normally used in HCI include formal experiments, field experiments, field studies, interviews, ...

  16. Static human face recognition using artificial neural networks

    International Nuclear Information System (INIS)

    Qamar, R.; Shah, S.H.; Javed-ur-Rehman

    2003-01-01

    This paper presents a novel method of human face recognition using digital computers. A digital PC camera is used to take the BMP images of the human faces. An artificial neural network using Back Propagation Algorithm is developed as a recognition engine. The BMP images of the faces serve as the input patterns for this engine. A software 'Face Recognition' has been developed to recognize the human faces for which it is trained. Once the neural network is trained for patterns of the faces, the software is able to detect and recognize them with success rate of about 97%. (author)

  17. Accelerating artificial intelligence with reconfigurable computing

    Science.gov (United States)

    Cieszewski, Radoslaw

    Reconfigurable computing is emerging as an important area of research in computer architectures and software systems. Many algorithms can be greatly accelerated by placing the computationally intense portions of an algorithm into reconfigurable hardware. Reconfigurable computing combines many benefits of both software and ASIC implementations. Like software, the mapped circuit is flexible, and can be changed over the lifetime of the system. Similar to an ASIC, reconfigurable systems provide a method to map circuits into hardware. Reconfigurable systems therefore have the potential to achieve far greater performance than software as a result of bypassing the fetch-decode-execute operations of traditional processors, and possibly exploiting a greater level of parallelism. Such a field, where there is many different algorithms which can be accelerated, is an artificial intelligence. This paper presents example hardware implementations of Artificial Neural Networks, Genetic Algorithms and Expert Systems.

  18. Child-Computer Interaction: ICMI 2012 special session

    NARCIS (Netherlands)

    Nijholt, Antinus; Morency, L.P.; Bohus, L.; Aghajan, H.; Nijholt, Antinus; Cassell, J.; Epps, J.

    2012-01-01

    This is a short introduction to the special session on child computer interaction at the International Conference on Multimodal Interaction 2012 (ICMI 2012). In human-computer interaction users have become participants in the design process. This is not different for child computer interaction

  19. Reciprocity in computer-human interaction: source-based, norm-based, and affect-based explanations.

    Science.gov (United States)

    Lee, Seungcheol Austin; Liang, Yuhua Jake

    2015-04-01

    Individuals often apply social rules when they interact with computers, and this is known as the Computers Are Social Actors (CASA) effect. Following previous work, one approach to understand the mechanism responsible for CASA is to utilize computer agents and have the agents attempt to gain human compliance (e.g., completing a pattern recognition task). The current study focuses on three key factors frequently cited to influence traditional notions of compliance: evaluations toward the source (competence and warmth), normative influence (reciprocity), and affective influence (mood). Structural equation modeling assessed the effects of these factors on human compliance with computer request. The final model shows that norm-based influence (reciprocity) increased the likelihood of compliance, while evaluations toward the computer agent did not significantly influence compliance.

  20. Human Computation An Integrated Approach to Learning from the Crowd

    CERN Document Server

    Law, Edith

    2011-01-01

    Human computation is a new and evolving research area that centers around harnessing human intelligence to solve computational problems that are beyond the scope of existing Artificial Intelligence (AI) algorithms. With the growth of the Web, human computation systems can now leverage the abilities of an unprecedented number of people via the Web to perform complex computation. There are various genres of human computation applications that exist today. Games with a purpose (e.g., the ESP Game) specifically target online gamers who generate useful data (e.g., image tags) while playing an enjoy

  1. Using artificial intelligence to control fluid flow computations

    Science.gov (United States)

    Gelsey, Andrew

    1992-01-01

    Computational simulation is an essential tool for the prediction of fluid flow. Many powerful simulation programs exist today. However, using these programs to reliably analyze fluid flow and other physical situations requires considerable human effort and expertise to set up a simulation, determine whether the output makes sense, and repeatedly run the simulation with different inputs until a satisfactory result is achieved. Automating this process is not only of considerable practical importance but will also significantly advance basic artificial intelligence (AI) research in reasoning about the physical world.

  2. Multi-step EMG Classification Algorithm for Human-Computer Interaction

    Science.gov (United States)

    Ren, Peng; Barreto, Armando; Adjouadi, Malek

    A three-electrode human-computer interaction system, based on digital processing of the Electromyogram (EMG) signal, is presented. This system can effectively help disabled individuals paralyzed from the neck down to interact with computers or communicate with people through computers using point-and-click graphic interfaces. The three electrodes are placed on the right frontalis, the left temporalis and the right temporalis muscles in the head, respectively. The signal processing algorithm used translates the EMG signals during five kinds of facial movements (left jaw clenching, right jaw clenching, eyebrows up, eyebrows down, simultaneous left & right jaw clenching) into five corresponding types of cursor movements (left, right, up, down and left-click), to provide basic mouse control. The classification strategy is based on three principles: the EMG energy of one channel is typically larger than the others during one specific muscle contraction; the spectral characteristics of the EMG signals produced by the frontalis and temporalis muscles during different movements are different; the EMG signals from adjacent channels typically have correlated energy profiles. The algorithm is evaluated on 20 pre-recorded EMG signal sets, using Matlab simulations. The results show that this method provides improvements and is more robust than other previous approaches.

  3. A Social Cognitive Neuroscience Stance on Human-Robot Interactions

    Directory of Open Access Journals (Sweden)

    Chaminade Thierry

    2011-12-01

    Full Text Available Robotic devices, thanks to the controlled variations in their appearance and behaviors, provide useful tools to test hypotheses pertaining to social interactions. These agents were used to investigate one theoretical framework, resonance, which is defined, at the behavioral and neural levels, as an overlap between first- and third- person representations of mental states such as motor intentions or emotions. Behaviorally, we found a reduced, but significant, resonance towards a humanoid robot displaying biological motion, compared to a human. Using neuroimaging, we've reported that while perceptual processes in the human occipital and temporal lobe are more strongly engaged when perceiving a humanoid robot than a human action, activity in areas involved in motor resonance depends on attentional modulation for artificial agent more strongly than for human agents. Altogether, these studies using artificial agents offer valuable insights into the interaction of bottom-up and top-down processes in the perception of artificial agents.

  4. Enhancing Human-Computer Interaction Design Education: Teaching Affordance Design for Emerging Mobile Devices

    Science.gov (United States)

    Faiola, Anthony; Matei, Sorin Adam

    2010-01-01

    The evolution of human-computer interaction design (HCID) over the last 20 years suggests that there is a growing need for educational scholars to consider new and more applicable theoretical models of interactive product design. The authors suggest that such paradigms would call for an approach that would equip HCID students with a better…

  5. My4Sight: A Human Computation Platform for Improving Flu Predictions

    OpenAIRE

    Akupatni, Vivek Bharath

    2015-01-01

    While many human computation (human-in-the-loop) systems exist in the field of Artificial Intelligence (AI) to solve problems that can't be solved by computers alone, comparatively fewer platforms exist for collecting human knowledge, and evaluation of various techniques for harnessing human insights in improving forecasting models for infectious diseases, such as Influenza and Ebola. In this thesis, we present the design and implementation of My4Sight, a human computation system develope...

  6. Affective Computing used in an imaging interaction paradigm

    DEFF Research Database (Denmark)

    Schultz, Nette

    2003-01-01

    This paper combines affective computing with an imaging interaction paradigm. An imaging interaction paradigm means that human and computer communicates primarily by images. Images evoke emotions in humans, so the computer must be able to behave emotionally intelligent. An affective image selection...

  7. Human law and computer law comparative perspectives

    CERN Document Server

    Hildebrandt, Mireille

    2014-01-01

    This book probes the epistemological and hermeneutic implications of data science and artificial intelligence for democracy and the Rule of Law, and the challenges posed by computing technologies traditional legal thinking and the regulation of human affairs.

  8. Progress and Challenge of Artificial Intelligence

    Institute of Scientific and Technical Information of China (English)

    Zhong-Zhi Shi; Nan-Ning Zheng

    2006-01-01

    Artificial Intelligence (AI) is generally considered to be a subfield of computer science, that is concerned to attempt simulation, extension and expansion of human intelligence. Artificial intelligence has enjoyed tremendous success over the last fifty years. In this paper we only focus on visual perception, granular computing, agent computing, semantic grid. Human-level intelligence is the long-term goal of artificial intelligence. We should do joint research on basic theory and technology of intelligence by brain science, cognitive science, artificial intelligence and others. A new cross discipline intelligence science is undergoing a rapid development. Future challenges are given in final section.

  9. HCI^2 Workbench: A Development Tool for Multimodal Human-Computer Interaction Systems

    NARCIS (Netherlands)

    Shen, Jie; Wenzhe, Shi; Pantic, Maja

    In this paper, we present a novel software tool designed and implemented to simplify the development process of Multimodal Human-Computer Interaction (MHCI) systems. This tool, which is called the HCI^2 Workbench, exploits a Publish / Subscribe (P/S) architecture [13] [14] to facilitate efficient

  10. Human-Assisted AI: an Intelligence Augmentation Approach

    OpenAIRE

    Alicea, Bradly

    2018-01-01

    As a flavor of Human-Computer Interaction (HCI), Human-Assisted AI can serve to both augment both human performance and artificial systems. This talk will feature a discussion of Human-assisted AI as an instance of Intelligence Augmentation (IA). We will discuss instances of weak and strong IA, in addition to contemporary examples of and paths forward for such systems. In the variety of models presented, data plays a critical role in the structure of interactions between human and artificial ...

  11. Digital Genesis: Computers, Evolution and Artificial Life

    OpenAIRE

    Taylor, Tim; Dorin, Alan; Korb, Kevin

    2015-01-01

    The application of evolution in the digital realm, with the goal of creating artificial intelligence and artificial life, has a history as long as that of the digital computer itself. We illustrate the intertwined history of these ideas, starting with the early theoretical work of John von Neumann and the pioneering experimental work of Nils Aall Barricelli. We argue that evolutionary thinking and artificial life will continue to play an integral role in the future development of the digital ...

  12. Artificial intelligence and computer vision

    CERN Document Server

    Li, Yujie

    2017-01-01

    This edited book presents essential findings in the research fields of artificial intelligence and computer vision, with a primary focus on new research ideas and results for mathematical problems involved in computer vision systems. The book provides an international forum for researchers to summarize the most recent developments and ideas in the field, with a special emphasis on the technical and observational results obtained in the past few years.

  13. SOME PARADIGMS OF ARTIFICIAL INTELLIGENCE IN FINANCIAL COMPUTER SYSTEMS

    OpenAIRE

    Jerzy Balicki

    2015-01-01

    The article discusses some paradigms of artificial intelligence in the context of their applications in computer financial systems. The proposed approach has a significant po-tential to increase the competitiveness of enterprises, including financial institutions. However, it requires the effective use of supercomputers, grids and cloud computing. A reference is made to the computing environment for Bitcoin. In addition, we characterized genetic programming and artificial neural networks to p...

  14. Human-Computer Interaction and Sociological Insight: A Theoretical Examination and Experiment in Building Affinity in Small Groups

    Science.gov (United States)

    Oren, Michael Anthony

    2011-01-01

    The juxtaposition of classic sociological theory and the, relatively, young discipline of human-computer interaction (HCI) serves as a powerful mechanism for both exploring the theoretical impacts of technology on human interactions as well as the application of technological systems to moderate interactions. It is the intent of this dissertation…

  15. Audio Interaction in Computer Mediated Games

    Directory of Open Access Journals (Sweden)

    J. R. Parker

    2008-01-01

    Full Text Available The use of sound in an interactive media environment has not been advanced, as a technology, as far as graphics or artificial intelligence. This discussion will explore the use of sound as a way to influence the player of a computer game, will show ways that a game can use sound as input, and will describe ways that the player can influence sound in a game. The role of sound in computer games will be explored some practical design ideas that can be used to improve the current state of the art will be given.

  16. Proceedings of the topical meeting on advances in human factors research on man/computer interactions

    International Nuclear Information System (INIS)

    Anon.

    1990-01-01

    This book discusses the following topics: expert systems and knowledge engineering-I; verification and validation of software; methods for modeling UMAN/computer performance; MAN/computer interaction problems in producing procedures -1-2; progress and problems with automation-1-2; experience with electronic presentation of procedures-2; intelligent displays and monitors; modeling user/computer interface; and computer-based human decision-making aids

  17. SOME PARADIGMS OF ARTIFICIAL INTELLIGENCE IN FINANCIAL COMPUTER SYSTEMS

    Directory of Open Access Journals (Sweden)

    Jerzy Balicki

    2015-12-01

    Full Text Available The article discusses some paradigms of artificial intelligence in the context of their applications in computer financial systems. The proposed approach has a significant po-tential to increase the competitiveness of enterprises, including financial institutions. However, it requires the effective use of supercomputers, grids and cloud computing. A reference is made to the computing environment for Bitcoin. In addition, we characterized genetic programming and artificial neural networks to prepare investment strategies on the stock exchange market.

  18. Human Inspired Self-developmental Model of Neural Network (HIM): Introducing Content/Form Computing

    Science.gov (United States)

    Krajíček, Jiří

    This paper presents cross-disciplinary research between medical/psychological evidence on human abilities and informatics needs to update current models in computer science to support alternative methods for computation and communication. In [10] we have already proposed hypothesis introducing concept of human information model (HIM) as cooperative system. Here we continue on HIM design in detail. In our design, first we introduce Content/Form computing system which is new principle of present methods in evolutionary computing (genetic algorithms, genetic programming). Then we apply this system on HIM (type of artificial neural network) model as basic network self-developmental paradigm. Main inspiration of our natural/human design comes from well known concept of artificial neural networks, medical/psychological evidence and Sheldrake theory of "Nature as Alive" [22].

  19. An Overview of Computer-Based Natural Language Processing.

    Science.gov (United States)

    Gevarter, William B.

    Computer-based Natural Language Processing (NLP) is the key to enabling humans and their computer-based creations to interact with machines using natural languages (English, Japanese, German, etc.) rather than formal computer languages. NLP is a major research area in the fields of artificial intelligence and computational linguistics. Commercial…

  20. A Human/Computer Learning Network to Improve Biodiversity Conservation and Research

    OpenAIRE

    Kelling, Steve; Gerbracht, Jeff; Fink, Daniel; Lagoze, Carl; Wong, Weng-Keen; Yu, Jun; Damoulas, Theodoros; Gomes, Carla

    2012-01-01

    In this paper we describe eBird, a citizen-science project that takes advantage of the human observational capacity to identify birds to species, which is then used to accurately represent patterns of bird occurrences across broad spatial and temporal extents. eBird employs artificial intelligence techniques such as machine learning to improve data quality by taking advantage of the synergies between human computation and mechanical computation. We call this a Human-Computer Learning Network,...

  1. SnapAnatomy, a computer-based interactive tool for independent learning of human anatomy.

    Science.gov (United States)

    Yip, George W; Rajendran, Kanagasuntheram

    2008-06-01

    Computer-aided instruction materials are becoming increasing popular in medical education and particularly in the teaching of human anatomy. This paper describes SnapAnatomy, a new interactive program that the authors designed for independent learning of anatomy. SnapAnatomy is primarily tailored for the beginner student to encourage the learning of anatomy by developing a three-dimensional visualization of human structure that is essential to applications in clinical practice and the understanding of function. The program allows the student to take apart and to accurately put together body components in an interactive, self-paced and variable manner to achieve the learning outcome.

  2. Artificial immune system applications in computer security

    CERN Document Server

    Tan, Ying

    2016-01-01

    This book provides state-of-the-art information on the use, design, and development of the Artificial Immune System (AIS) and AIS-based solutions to computer security issues. Artificial Immune System: Applications in Computer Security focuses on the technologies and applications of AIS in malware detection proposed in recent years by the Computational Intelligence Laboratory of Peking University (CIL@PKU). It offers a theoretical perspective as well as practical solutions for readers interested in AIS, machine learning, pattern recognition and computer security. The book begins by introducing the basic concepts, typical algorithms, important features, and some applications of AIS. The second chapter introduces malware and its detection methods, especially for immune-based malware detection approaches. Successive chapters present a variety of advanced detection approaches for malware, including Virus Detection System, K-Nearest Neighbour (KNN), RBF networ s, and Support Vector Machines (SVM), Danger theory, ...

  3. Automation of gender determination in human canines using artificial intelligence

    Directory of Open Access Journals (Sweden)

    F. Fidya

    2017-09-01

    Full Text Available Background: Gender determination is an important aspect of the identification process. The tooth represents a part of the human body that indicates the nature of sexual dimorphism. Artificial intelligence enables computers to perform to the same standard the same tasks as those carried out by humans. Several methods of classification exist within an artificial intelligence approach to identifying sexual dimorphism in canines. Purpose: This study aimed to quantify the respective accuracy of the Naive Bayes, decision tree, and multi-layer perceptron (MLP methods in identifying sexual dimorphism in canines. Methods: A sample of results derived from 100 measurements of the diameter of mesiodistal, buccolingual, and diagonal upper and lower canine jaw models of both genders were entered into an application computer program that implements the algorithm (MLP. The analytical process was conducted by the program to obtain a classification model with testing being subsequently carried out in order to obtain 50 new measurement results, 25 each for males and females. A comparative analysis was conducted on the program-generated information. Results: The accuracy rate of the Naive Bayes method was 82%, while that of the decision tree and MLP amounted to 84%. The MLP method had an absolute error value lower than that of its decision tree counterpart. Conclusion: The use of artificial intelligence methods produced a highly accurate identification process relating to the gender determination of canine teeth. The most appropriate method was the MLP with an accuracy rate of 84%.

  4. Evidence Report: Risk of Inadequate Human-Computer Interaction

    Science.gov (United States)

    Holden, Kritina; Ezer, Neta; Vos, Gordon

    2013-01-01

    Human-computer interaction (HCI) encompasses all the methods by which humans and computer-based systems communicate, share information, and accomplish tasks. When HCI is poorly designed, crews have difficulty entering, navigating, accessing, and understanding information. HCI has rarely been studied in an operational spaceflight context, and detailed performance data that would support evaluation of HCI have not been collected; thus, we draw much of our evidence from post-spaceflight crew comments, and from other safety-critical domains like ground-based power plants, and aviation. Additionally, there is a concern that any potential or real issues to date may have been masked by the fact that crews have near constant access to ground controllers, who monitor for errors, correct mistakes, and provide additional information needed to complete tasks. We do not know what types of HCI issues might arise without this "safety net". Exploration missions will test this concern, as crews may be operating autonomously due to communication delays and blackouts. Crew survival will be heavily dependent on available electronic information for just-in-time training, procedure execution, and vehicle or system maintenance; hence, the criticality of the Risk of Inadequate HCI. Future work must focus on identifying the most important contributing risk factors, evaluating their contribution to the overall risk, and developing appropriate mitigations. The Risk of Inadequate HCI includes eight core contributing factors based on the Human Factors Analysis and Classification System (HFACS): (1) Requirements, policies, and design processes, (2) Information resources and support, (3) Allocation of attention, (4) Cognitive overload, (5) Environmentally induced perceptual changes, (6) Misperception and misinterpretation of displayed information, (7) Spatial disorientation, and (8) Displays and controls.

  5. Investigation on human serum albumin and Gum Tragacanth interactions using experimental and computational methods.

    Science.gov (United States)

    Moradi, Sajad; Taran, Mojtaba; Shahlaei, Mohsen

    2018-02-01

    The study on the interaction of human serum albumin and Gum Tragacanth, a biodegradable bio-polymer, has been undertaken. For this purpose, several experimental and computational methods were used. Investigation of thermodynamic parameters and mode of interactions were carried out using Fluorescence spectroscopy in 300 and 310K. Also, a Fourier transformed infrared spectra and synchronous fluorescence spectroscopy was performed. To give detailed insight of possible interactions, docking and molecular dynamic simulations were also applied. Results show that the interaction is based on hydrogen bonding and van der Waals forces. Structural analysis implies on no adverse change in protein conformation during binding of GT. Furthermore, computational methods confirm some evidence on secondary structure enhancement of protein as a presence of combining with Gum Tragacanth. Copyright © 2017 Elsevier B.V. All rights reserved.

  6. Interaction modifiers in artificial spin ices

    Science.gov (United States)

    Ã-stman, Erik; Stopfel, Henry; Chioar, Ioan-Augustin; Arnalds, Unnar B.; Stein, Aaron; Kapaklis, Vassilios; Hjörvarsson, Björgvin

    2018-04-01

    The modification of geometry and interactions in two-dimensional magnetic nanosystems has enabled a range of studies addressing the magnetic order1-6, collective low-energy dynamics7,8 and emergent magnetic properties5, 9,10 in, for example, artificial spin-ice structures. The common denominator of all these investigations is the use of Ising-like mesospins as building blocks, in the form of elongated magnetic islands. Here, we introduce a new approach: single interaction modifiers, using slave mesospins in the form of discs, within which the mesospin is free to rotate in the disc plane11. We show that by placing these on the vertices of square artificial spin-ice arrays and varying their diameter, it is possible to tailor the strength and the ratio of the interaction energies. We demonstrate the existence of degenerate ice-rule-obeying states in square artificial spin-ice structures, enabling the exploration of thermal dynamics in a spin-liquid manifold. Furthermore, we even observe the emergence of flux lattices on larger length scales, when the energy landscape of the vertices is reversed. The work highlights the potential of a design strategy for two-dimensional magnetic nano-architectures, through which mixed dimensionality of mesospins can be used to promote thermally emergent mesoscale magnetic states.

  7. Proactive learning for artificial cognitive systems

    Science.gov (United States)

    Lee, Soo-Young

    2010-04-01

    The Artificial Cognitive Systems (ACS) will be developed for human-like functions such as vision, auditory, inference, and behavior. Especially, computational models and artificial HW/SW systems will be devised for Proactive Learning (PL) and Self-Identity (SI). The PL model provides bilateral interactions between robot and unknown environment (people, other robots, cyberspace). For the situation awareness in unknown environment it is required to receive audiovisual signals and to accumulate knowledge. If the knowledge is not enough, the PL should improve by itself though internet and others. For human-oriented decision making it is also required for the robot to have self-identify and emotion. Finally, the developed models and system will be mounted on a robot for the human-robot co-existing society. The developed ACS will be tested against the new Turing Test for the situation awareness. The Test problems will consist of several video clips, and the performance of the ACSs will be compared against those of human with several levels of cognitive ability.

  8. Distributed computing and artificial intelligence : 10th International Conference

    CERN Document Server

    Neves, José; Rodriguez, Juan; Santana, Juan; Gonzalez, Sara

    2013-01-01

    The International Symposium on Distributed Computing and Artificial Intelligence 2013 (DCAI 2013) is a forum in which applications of innovative techniques for solving complex problems are presented. Artificial intelligence is changing our society. Its application in distributed environments, such as the internet, electronic commerce, environment monitoring, mobile communications, wireless devices, distributed computing, to mention only a few, is continuously increasing, becoming an element of high added value with social and economic potential, in industry, quality of life, and research. This conference is a stimulating and productive forum where the scientific community can work towards future cooperation in Distributed Computing and Artificial Intelligence areas. These technologies are changing constantly as a result of the large research and technical effort being undertaken in both universities and businesses. The exchange of ideas between scientists and technicians from both the academic and industry se...

  9. Computational Simulation on Facial Expressions and Experimental Tensile Strength for Silicone Rubber as Artificial Skin

    Science.gov (United States)

    Amijoyo Mochtar, Andi

    2018-02-01

    Applications of robotics have become important for human life in recent years. There are many specification of robots that have been improved and encriched with the technology advances. One of them are humanoid robot with facial expression which closer with the human facial expression naturally. The purpose of this research is to make computation on facial expressions and conduct the tensile strength for silicone rubber as artificial skin. Facial expressions were calculated by determining dimension, material properties, number of node elements, boundary condition, force condition, and analysis type. A Facial expression robot is determined by the direction and the magnitude external force on the driven point. The expression face of robot is identical with the human facial expression where the muscle structure in face according to the human face anatomy. For developing facial expression robots, facial action coding system (FACS) in approached due to follow expression human. The tensile strength is conducting due to check the proportional force of artificial skin that can be applied on the future of robot facial expression. Combining of calculated and experimental results can generate reliable and sustainable robot facial expression that using silicone rubber as artificial skin.

  10. Human-Computer Interaction Handbook Fundamentals, Evolving Technologies, and Emerging Applications

    CERN Document Server

    Jacko, Julie A

    2012-01-01

    The third edition of a groundbreaking reference, The Human--Computer Interaction Handbook: Fundamentals, Evolving Technologies, and Emerging Applications raises the bar for handbooks in this field. It is the largest, most complete compilation of HCI theories, principles, advances, case studies, and more that exist within a single volume. The book captures the current and emerging sub-disciplines within HCI related to research, development, and practice that continue to advance at an astonishing rate. It features cutting-edge advances to the scientific knowledge base as well as visionary perspe

  11. Temporal interaction between an artificial orchestra conductor and human musicians

    NARCIS (Netherlands)

    Reidsma, Dennis; Nijholt, Antinus; Bos, Pieter

    2008-01-01

    The Virtual Conductor project concerns the development of the first properly interactive virtual orchestra conductor—a Virtual Human that can conduct a piece of music through interaction with musicians, leading and following them while they are playing. This article describes our motivation for

  12. Correlation between crystallographic computing and artificial intelligence research

    Energy Technology Data Exchange (ETDEWEB)

    Feigenbaum, E A [Stanford Univ., CA; Engelmore, R S; Johnson, C K

    1977-01-01

    Artificial intelligence research, as a part of computer science, has produced a variety of programs of experimental and applications interest: programs for scientific inference, chemical synthesis, planning robot control, extraction of meaning from English sentences, speech understanding, interpretation of visual images, and so on. The symbolic manipulation techniques used in artificial intelligence provide a framework for analyzing and coding the knowledge base of a problem independently of an algorithmic implementation. A possible application of artificial intelligence methodology to protein crystallography is described. 2 figures, 2 tables.

  13. Guest Editorial Special Issue on Human Computing

    NARCIS (Netherlands)

    Pantic, Maja; Santos, E.; Pentland, A.; Nijholt, Antinus

    2009-01-01

    The seven articles in this special issue focus on human computing. Most focus on two challenging issues in human computing, namely, machine analysis of human behavior in group interactions and context-sensitive modeling.

  14. Artificial neural network detects human uncertainty

    Science.gov (United States)

    Hramov, Alexander E.; Frolov, Nikita S.; Maksimenko, Vladimir A.; Makarov, Vladimir V.; Koronovskii, Alexey A.; Garcia-Prieto, Juan; Antón-Toro, Luis Fernando; Maestú, Fernando; Pisarchik, Alexander N.

    2018-03-01

    Artificial neural networks (ANNs) are known to be a powerful tool for data analysis. They are used in social science, robotics, and neurophysiology for solving tasks of classification, forecasting, pattern recognition, etc. In neuroscience, ANNs allow the recognition of specific forms of brain activity from multichannel EEG or MEG data. This makes the ANN an efficient computational core for brain-machine systems. However, despite significant achievements of artificial intelligence in recognition and classification of well-reproducible patterns of neural activity, the use of ANNs for recognition and classification of patterns in neural networks still requires additional attention, especially in ambiguous situations. According to this, in this research, we demonstrate the efficiency of application of the ANN for classification of human MEG trials corresponding to the perception of bistable visual stimuli with different degrees of ambiguity. We show that along with classification of brain states associated with multistable image interpretations, in the case of significant ambiguity, the ANN can detect an uncertain state when the observer doubts about the image interpretation. With the obtained results, we describe the possible application of ANNs for detection of bistable brain activity associated with difficulties in the decision-making process.

  15. Artificial Intelligence and the Teaching of Reading and Writing by Computers.

    Science.gov (United States)

    Balajthy, Ernest

    1985-01-01

    Discusses how computers can "converse" with students for teaching purposes, demonstrates how these interactions are becoming more complex, and explains how the computer's role is becoming more "human" in giving intelligent responses to students. (HOD)

  16. Efficient computation in adaptive artificial spiking neural networks

    NARCIS (Netherlands)

    D. Zambrano (Davide); R.B.P. Nusselder (Roeland); H.S. Scholte; S.M. Bohte (Sander)

    2017-01-01

    textabstractArtificial Neural Networks (ANNs) are bio-inspired models of neural computation that have proven highly effective. Still, ANNs lack a natural notion of time, and neural units in ANNs exchange analog values in a frame-based manner, a computationally and energetically inefficient form of

  17. Implementing Artificial Intelligence Behaviors in a Virtual World

    Science.gov (United States)

    Krisler, Brian; Thome, Michael

    2012-01-01

    In this paper, we will present a look at the current state of the art in human-computer interface technologies, including intelligent interactive agents, natural speech interaction and gestural based interfaces. We describe our use of these technologies to implement a cost effective, immersive experience on a public region in Second Life. We provision our Artificial Agents as a German Shepherd Dog avatar with an external rules engine controlling the behavior and movement. To interact with the avatar, we implemented a natural language and gesture system allowing the human avatars to use speech and physical gestures rather than interacting via a keyboard and mouse. The result is a system that allows multiple humans to interact naturally with AI avatars by playing games such as fetch with a flying disk and even practicing obedience exercises using voice and gesture, a natural seeming day in the park.

  18. Parallel structures in human and computer memory

    Science.gov (United States)

    Kanerva, Pentti

    1986-08-01

    If we think of our experiences as being recorded continuously on film, then human memory can be compared to a film library that is indexed by the contents of the film strips stored in it. Moreover, approximate retrieval cues suffice to retrieve information stored in this library: We recognize a familiar person in a fuzzy photograph or a familiar tune played on a strange instrument. This paper is about how to construct a computer memory that would allow a computer to recognize patterns and to recall sequences the way humans do. Such a memory is remarkably similar in structure to a conventional computer memory and also to the neural circuits in the cortex of the cerebellum of the human brain. The paper concludes that the frame problem of artificial intelligence could be solved by the use of such a memory if we were able to encode information about the world properly.

  19. Advancements in Violin-Related Human-Computer Interaction

    DEFF Research Database (Denmark)

    Overholt, Daniel

    2014-01-01

    of human intelligence and emotion is at the core of the Musical Interface Technology Design Space, MITDS. This is a framework that endeavors to retain and enhance such traits of traditional instruments in the design of interactive live performance interfaces. Utilizing the MITDS, advanced Human...

  20. How do we think machines think? An fMRI study of alleged competition with an artificial intelligence.

    Science.gov (United States)

    Chaminade, Thierry; Rosset, Delphine; Da Fonseca, David; Nazarian, Bruno; Lutcher, Ewald; Cheng, Gordon; Deruelle, Christine

    2012-01-01

    Mentalizing is defined as the inference of mental states of fellow humans, and is a particularly important skill for social interactions. Here we assessed whether activity in brain areas involved in mentalizing is specific to the processing of mental states or can be generalized to the inference of non-mental states by comparing brain responses during the interaction with an intentional and an artificial agent. Participants were scanned using fMRI during interactive rock-paper-scissors games while believing their opponent was a fellow human (Intentional agent, Int), a humanoid robot endowed with an artificial intelligence (Artificial agent, Art), or a computer playing randomly (Random agent, Rnd). Participants' subjective reports indicated that they adopted different stances against the three agents. The contrast of brain activity during interaction with the artificial and the random agents didn't yield any cluster at the threshold used, suggesting the absence of a reproducible stance when interacting with an artificial intelligence. We probed response to the artificial agent in regions of interest corresponding to clusters found in the contrast between the intentional and the random agents. In the precuneus involved in working memory, the posterior intraparietal suclus, in the control of attention and the dorsolateral prefrontal cortex, in executive functions, brain activity for Art was larger than for Rnd but lower than for Int, supporting the intrinsically engaging nature of social interactions. A similar pattern in the left premotor cortex and anterior intraparietal sulcus involved in motor resonance suggested that participants simulated human, and to a lesser extend humanoid robot actions, when playing the game. Finally, mentalizing regions, the medial prefrontal cortex and right temporoparietal junction, responded to the human only, supporting the specificity of mentalizing areas for interactions with intentional agents.

  1. How do we think machines think? An fMRI study of alleged competition with an artificial intelligence

    Science.gov (United States)

    Chaminade, Thierry; Rosset, Delphine; Da Fonseca, David; Nazarian, Bruno; Lutcher, Ewald; Cheng, Gordon; Deruelle, Christine

    2012-01-01

    Mentalizing is defined as the inference of mental states of fellow humans, and is a particularly important skill for social interactions. Here we assessed whether activity in brain areas involved in mentalizing is specific to the processing of mental states or can be generalized to the inference of non-mental states by comparing brain responses during the interaction with an intentional and an artificial agent. Participants were scanned using fMRI during interactive rock-paper-scissors games while believing their opponent was a fellow human (Intentional agent, Int), a humanoid robot endowed with an artificial intelligence (Artificial agent, Art), or a computer playing randomly (Random agent, Rnd). Participants' subjective reports indicated that they adopted different stances against the three agents. The contrast of brain activity during interaction with the artificial and the random agents didn't yield any cluster at the threshold used, suggesting the absence of a reproducible stance when interacting with an artificial intelligence. We probed response to the artificial agent in regions of interest corresponding to clusters found in the contrast between the intentional and the random agents. In the precuneus involved in working memory, the posterior intraparietal suclus, in the control of attention and the dorsolateral prefrontal cortex, in executive functions, brain activity for Art was larger than for Rnd but lower than for Int, supporting the intrinsically engaging nature of social interactions. A similar pattern in the left premotor cortex and anterior intraparietal sulcus involved in motor resonance suggested that participants simulated human, and to a lesser extend humanoid robot actions, when playing the game. Finally, mentalizing regions, the medial prefrontal cortex and right temporoparietal junction, responded to the human only, supporting the specificity of mentalizing areas for interactions with intentional agents. PMID:22586381

  2. Real-time non-invasive eyetracking and gaze-point determination for human-computer interaction and biomedicine

    Science.gov (United States)

    Talukder, Ashit; Morookian, John-Michael; Monacos, S.; Lam, R.; Lebaw, C.; Bond, A.

    2004-01-01

    Eyetracking is one of the latest technologies that has shown potential in several areas including human-computer interaction for people with and without disabilities, and for noninvasive monitoring, detection, and even diagnosis of physiological and neurological problems in individuals.

  3. Computerized Cognitive Rehabilitation: Comparing Different Human-Computer Interactions.

    Science.gov (United States)

    Quaglini, Silvana; Alloni, Anna; Cattani, Barbara; Panzarasa, Silvia; Pistarini, Caterina

    2017-01-01

    In this work we describe an experiment involving aphasic patients, where the same speech rehabilitation exercise was administered in three different modalities, two of which are computer-based. In particular, one modality exploits the "Makey Makey", an electronic board which allows interacting with the computer using physical objects.

  4. 9th International conference on distributed computing and artificial intelligence

    CERN Document Server

    Santana, Juan; González, Sara; Molina, Jose; Bernardos, Ana; Rodríguez, Juan; DCAI 2012; International Symposium on Distributed Computing and Artificial Intelligence 2012

    2012-01-01

    The International Symposium on Distributed Computing and Artificial Intelligence 2012 (DCAI 2012) is a stimulating and productive forum where the scientific community can work towards future cooperation in Distributed Computing and Artificial Intelligence areas. This conference is a forum in which  applications of innovative techniques for solving complex problems will be presented. Artificial intelligence is changing our society. Its application in distributed environments, such as the internet, electronic commerce, environment monitoring, mobile communications, wireless devices, distributed computing, to mention only a few, is continuously increasing, becoming an element of high added value with social and economic potential, in industry, quality of life, and research. These technologies are changing constantly as a result of the large research and technical effort being undertaken in both universities and businesses. The exchange of ideas between scientists and technicians from both the academic and indus...

  5. Animal-Computer Interaction (ACI) : An analysis, a perspective, and guidelines

    NARCIS (Netherlands)

    van den Broek, E.L.

    2016-01-01

    Animal-Computer Interaction (ACI)’s founding elements are discussed in relation to its overarching discipline Human-Computer Interaction (HCI). Its basic dimensions are identified: agent, computing machinery, and interaction, and their levels of processing: perceptual, cognitive, and affective.

  6. HUMAN EXPOSURE TO THE ARTIFICIAL RADIONUCLIDES IN ENVIRONMENT

    Directory of Open Access Journals (Sweden)

    Ivana Vukanac

    2012-09-01

    Full Text Available Artificial radionuclides are product of different human activities and their presence in the environment is negative side effect of civilization progress. They have been spread in the environment by events such as nuclear weapon tests, nuclear accidents and by deliberate and negligent discharge of radioactive waste from nuclear and other installation. Once released in to the nature, the artificial radionuclides start to circle in the same manner as naturally occurring ones, and finally they fall out from air and water onto the ground and build into the foodstuff and drinking water resulting in radiation doses to human beings. The short overview of presence of artificial radioactivity in human environment and its impact on human life is presented in this paper.

  7. HUMAN EXPOSURE TO THE ARTIFICIAL RADIONUCLIDES IN ENVIRONMENT

    Directory of Open Access Journals (Sweden)

    Ivana Vukanac

    2012-09-01

    Full Text Available Artificial radionuclides are product of different human activities and their presence in the environment is negative side effect of civilization progress. They have been spread in the environment by events such as nuclear weapon tests, nuclear accidents and by deliberate and negligent discharge of radioactive waste from nuclear and other installation. Once released in to the nature, the artificial radionuclides start to circle in the same manner as naturally occurring ones, and finally they fall out from air and water onto the ground and build into the foodstuff and drinking water resulting in radiation doses to human beings. The short overview of presence of artificial radioactivity in human environment and its impact on human life is presented in this paper

  8. Distributed Computations Environment Protection Using Artificial Immune Systems

    Directory of Open Access Journals (Sweden)

    A. V. Moiseev

    2011-12-01

    Full Text Available In this article the authors describe possibility of artificial immune systems applying for distributed computations environment protection from definite types of malicious impacts.

  9. Soft Electronics Enabled Ergonomic Human-Computer Interaction for Swallowing Training

    Science.gov (United States)

    Lee, Yongkuk; Nicholls, Benjamin; Sup Lee, Dong; Chen, Yanfei; Chun, Youngjae; Siang Ang, Chee; Yeo, Woon-Hong

    2017-04-01

    We introduce a skin-friendly electronic system that enables human-computer interaction (HCI) for swallowing training in dysphagia rehabilitation. For an ergonomic HCI, we utilize a soft, highly compliant (“skin-like”) electrode, which addresses critical issues of an existing rigid and planar electrode combined with a problematic conductive electrolyte and adhesive pad. The skin-like electrode offers a highly conformal, user-comfortable interaction with the skin for long-term wearable, high-fidelity recording of swallowing electromyograms on the chin. Mechanics modeling and experimental quantification captures the ultra-elastic mechanical characteristics of an open mesh microstructured sensor, conjugated with an elastomeric membrane. Systematic in vivo studies investigate the functionality of the soft electronics for HCI-enabled swallowing training, which includes the application of a biofeedback system to detect swallowing behavior. The collection of results demonstrates clinical feasibility of the ergonomic electronics in HCI-driven rehabilitation for patients with swallowing disorders.

  10. Virtual Reality for Artificial Intelligence: human-centered simulation for social science.

    Science.gov (United States)

    Cipresso, Pietro; Riva, Giuseppe

    2015-01-01

    There is a long last tradition in Artificial Intelligence as use of Robots endowing human peculiarities, from a cognitive and emotional point of view, and not only in shape. Today Artificial Intelligence is more oriented to several form of collective intelligence, also building robot simulators (hardware or software) to deeply understand collective behaviors in human beings and society as a whole. Modeling has also been crucial in the social sciences, to understand how complex systems can arise from simple rules. However, while engineers' simulations can be performed in the physical world using robots, for social scientist this is impossible. For decades, researchers tried to improve simulations by endowing artificial agents with simple and complex rules that emulated human behavior also by using artificial intelligence (AI). To include human beings and their real intelligence within artificial societies is now the big challenge. We present an hybrid (human-artificial) platform where experiments can be performed by simulated artificial worlds in the following manner: 1) agents' behaviors are regulated by the behaviors shown in Virtual Reality involving real human beings exposed to specific situations to simulate, and 2) technology transfers these rules into the artificial world. These form a closed-loop of real behaviors inserted into artificial agents, which can be used to study real society.

  11. Expertik: Experience with Artificial Intelligence and Mobile Computing

    Directory of Open Access Journals (Sweden)

    José Edward Beltrán Lozano

    2013-06-01

    Full Text Available This article presents the experience in the development of services based in Artificial Intelligence, Service Oriented Architecture, mobile computing. It aims to combine technology offered by mobile computing provides techniques and artificial intelligence through a service provide diagnostic solutions to problems in industrial maintenance. It aims to combine technology offered by mobile computing and the techniques artificial intelligence through a service to provide diagnostic solutions to problems in industrial maintenance. For service creation are identified the elements of an expert system, the knowledge base, the inference engine and knowledge acquisition interfaces and their consultation. The applications were developed in ASP.NET under architecture three layers. The data layer was developed conjunction in SQL Server with data management classes; business layer in VB.NET and the presentation layer in ASP.NET with XHTML. Web interfaces for knowledge acquisition and query developed in Web and Mobile Web. The inference engine was conducted in web service developed for the fuzzy logic model to resolve requests from applications consulting knowledge (initially an exact rule-based logic within this experience to resolve requests from applications consulting knowledge. This experience seeks to strengthen a technology-based company to offer services based on AI for service companies Colombia.

  12. Tribological behaviour of skin equivalents and ex-vivo human skin against the material components of artificial turf in sliding

    NARCIS (Netherlands)

    Morales Hurtado, Marina; Peppelman, P.; Zeng, Xiangqiong; van Erp, P.E.J.; van der Heide, Emile

    2016-01-01

    This research aims to analyse the interaction of three artificial skin equivalents and human skin against the main material components of artificial turf. The tribological performance of Lorica, Silicone Skin L7350 and a recently developed Epidermal Skin Equivalent (ESE) were studied and compared to

  13. Intelligence: Real or artificial?

    OpenAIRE

    Schlinger, Henry D.

    1992-01-01

    Throughout the history of the artificial intelligence movement, researchers have strived to create computers that could simulate general human intelligence. This paper argues that workers in artificial intelligence have failed to achieve this goal because they adopted the wrong model of human behavior and intelligence, namely a cognitive essentialist model with origins in the traditional philosophies of natural intelligence. An analysis of the word “intelligence” suggests that it originally r...

  14. Using Noninvasive Brain Measurement to Explore the Psychological Effects of Computer Malfunctions on Users during Human-Computer Interactions

    Directory of Open Access Journals (Sweden)

    Leanne M. Hirshfield

    2014-01-01

    Full Text Available In today’s technologically driven world, there is a need to better understand the ways that common computer malfunctions affect computer users. These malfunctions may have measurable influences on computer user’s cognitive, emotional, and behavioral responses. An experiment was conducted where participants conducted a series of web search tasks while wearing functional near-infrared spectroscopy (fNIRS and galvanic skin response sensors. Two computer malfunctions were introduced during the sessions which had the potential to influence correlates of user trust and suspicion. Surveys were given after each session to measure user’s perceived emotional state, cognitive load, and perceived trust. Results suggest that fNIRS can be used to measure the different cognitive and emotional responses associated with computer malfunctions. These cognitive and emotional changes were correlated with users’ self-report levels of suspicion and trust, and they in turn suggest future work that further explores the capability of fNIRS for the measurement of user experience during human-computer interactions.

  15. COMPUTER MODELING IN THE DEVELOPMENT OF ARTIFICIAL VENTRICLES OF HEART

    Directory of Open Access Journals (Sweden)

    L. V. Belyaev

    2011-01-01

    Full Text Available In article modern researches of processes of development of artificial ventricles of heart are described. Advanta- ges of application computer (CAD/CAE technologies are shown by development of artificial ventricles of heart. The systems developed with application of the given technologies are submitted. 

  16. Artificial Intelligence Research at the Artificial Intelligence Laboratory, Massachusetts Institute of Technology

    OpenAIRE

    Winston, Patrick H.

    1983-01-01

    The primary goal of the Artificial Intelligence Laboratory is to understand how computers can be made to exhibit intelligence. Two corollary goals are to make computers more useful and to understand certain aspects of human intelligence. Current research includes work on computer robotics and vision, expert systems, learning and commonsense reasoning, natural language understanding, and computer architecture.

  17. Accident sequence analysis of human-computer interface design

    International Nuclear Information System (INIS)

    Fan, C.-F.; Chen, W.-H.

    2000-01-01

    It is important to predict potential accident sequences of human-computer interaction in a safety-critical computing system so that vulnerable points can be disclosed and removed. We address this issue by proposing a Multi-Context human-computer interaction Model along with its analysis techniques, an Augmented Fault Tree Analysis, and a Concurrent Event Tree Analysis. The proposed augmented fault tree can identify the potential weak points in software design that may induce unintended software functions or erroneous human procedures. The concurrent event tree can enumerate possible accident sequences due to these weak points

  18. Brain-Computer Interfaces Revolutionizing Human-Computer Interaction

    CERN Document Server

    Graimann, Bernhard; Allison, Brendan

    2010-01-01

    A brain-computer interface (BCI) establishes a direct output channel between the human brain and external devices. BCIs infer user intent via direct measures of brain activity and thus enable communication and control without movement. This book, authored by experts in the field, provides an accessible introduction to the neurophysiological and signal-processing background required for BCI, presents state-of-the-art non-invasive and invasive approaches, gives an overview of current hardware and software solutions, and reviews the most interesting as well as new, emerging BCI applications. The book is intended not only for students and young researchers, but also for newcomers and other readers from diverse backgrounds keen to learn about this vital scientific endeavour.

  19. Electron-electron interactions in artificial graphene

    Science.gov (United States)

    Rasanen, Esa

    2013-03-01

    Recent advances in the creation and modulation of graphenelike systems are introducing a science of ``designer Dirac materials.'' In its original definition, artificial graphene is a man-made nanostructure that consists of identical potential wells (quantum dots) arranged in an adjustable honeycomb lattice in the two-dimensional electron gas. As our ability to control the quality of artificial graphene samples improves, so grows the need for an accurate theory of its electronic properties, including the effects of electron-electron interactions. Here we determine those effects on the band structure and on the emergence of Dirac points, and discuss future investigations and challenges in this field.

  20. Distributed Computing and Artificial Intelligence, 12th International Conference

    CERN Document Server

    Malluhi, Qutaibah; Gonzalez, Sara; Bocewicz, Grzegorz; Bucciarelli, Edgardo; Giulioni, Gianfranco; Iqba, Farkhund

    2015-01-01

    The 12th International Symposium on Distributed Computing and Artificial Intelligence 2015 (DCAI 2015) is a forum to present applications of innovative techniques for studying and solving complex problems. The exchange of ideas between scientists and technicians from both the academic and industrial sector is essential to facilitate the development of systems that can meet the ever-increasing demands of today’s society. The present edition brings together past experience, current work and promising future trends associated with distributed computing, artificial intelligence and their application in order to provide efficient solutions to real problems. This symposium is organized by the Osaka Institute of Technology, Qatar University and the University of Salamanca.

  1. A self-taught artificial agent for multi-physics computational model personalization.

    Science.gov (United States)

    Neumann, Dominik; Mansi, Tommaso; Itu, Lucian; Georgescu, Bogdan; Kayvanpour, Elham; Sedaghat-Hamedani, Farbod; Amr, Ali; Haas, Jan; Katus, Hugo; Meder, Benjamin; Steidl, Stefan; Hornegger, Joachim; Comaniciu, Dorin

    2016-12-01

    Personalization is the process of fitting a model to patient data, a critical step towards application of multi-physics computational models in clinical practice. Designing robust personalization algorithms is often a tedious, time-consuming, model- and data-specific process. We propose to use artificial intelligence concepts to learn this task, inspired by how human experts manually perform it. The problem is reformulated in terms of reinforcement learning. In an off-line phase, Vito, our self-taught artificial agent, learns a representative decision process model through exploration of the computational model: it learns how the model behaves under change of parameters. The agent then automatically learns an optimal strategy for on-line personalization. The algorithm is model-independent; applying it to a new model requires only adjusting few hyper-parameters of the agent and defining the observations to match. The full knowledge of the model itself is not required. Vito was tested in a synthetic scenario, showing that it could learn how to optimize cost functions generically. Then Vito was applied to the inverse problem of cardiac electrophysiology and the personalization of a whole-body circulation model. The obtained results suggested that Vito could achieve equivalent, if not better goodness of fit than standard methods, while being more robust (up to 11% higher success rates) and with faster (up to seven times) convergence rate. Our artificial intelligence approach could thus make personalization algorithms generalizable and self-adaptable to any patient and any model. Copyright © 2016. Published by Elsevier B.V.

  2. Integrated multimodal human-computer interface and augmented reality for interactive display applications

    Science.gov (United States)

    Vassiliou, Marius S.; Sundareswaran, Venkataraman; Chen, S.; Behringer, Reinhold; Tam, Clement K.; Chan, M.; Bangayan, Phil T.; McGee, Joshua H.

    2000-08-01

    We describe new systems for improved integrated multimodal human-computer interaction and augmented reality for a diverse array of applications, including future advanced cockpits, tactical operations centers, and others. We have developed an integrated display system featuring: speech recognition of multiple concurrent users equipped with both standard air- coupled microphones and novel throat-coupled sensors (developed at Army Research Labs for increased noise immunity); lip reading for improving speech recognition accuracy in noisy environments, three-dimensional spatialized audio for improved display of warnings, alerts, and other information; wireless, coordinated handheld-PC control of a large display; real-time display of data and inferences from wireless integrated networked sensors with on-board signal processing and discrimination; gesture control with disambiguated point-and-speak capability; head- and eye- tracking coupled with speech recognition for 'look-and-speak' interaction; and integrated tetherless augmented reality on a wearable computer. The various interaction modalities (speech recognition, 3D audio, eyetracking, etc.) are implemented a 'modality servers' in an Internet-based client-server architecture. Each modality server encapsulates and exposes commercial and research software packages, presenting a socket network interface that is abstracted to a high-level interface, minimizing both vendor dependencies and required changes on the client side as the server's technology improves.

  3. The essential Turing Seminal writings in computing, logic, philosophy, artificial intelligence, and artificial life plus the secrets of enigma

    CERN Document Server

    2004-01-01

    The ideas that gave birth to the computer age. Alan Turing, pioneer of computing and WWII codebreaker, was one of the most important and influential thinkers of the twentieth century. In this volume for the first time his key writings are made available to a broad, non-specialist readership. They make fascinating reading both in their own right and for their historic significance: contemporary computational theory, cognitive science, artificial intelligence, and artificial life all spring from this ground-breaking work, which is also rich. in philosophical and logical insight. An introduction

  4. Advances in Human-Computer Interaction: Graphics and Animation Components for Interface Design

    Science.gov (United States)

    Cipolla Ficarra, Francisco V.; Nicol, Emma; Cipolla-Ficarra, Miguel; Richardson, Lucy

    We present an analysis of communicability methodology in graphics and animation components for interface design, called CAN (Communicability, Acceptability and Novelty). This methodology has been under development between 2005 and 2010, obtaining excellent results in cultural heritage, education and microcomputing contexts. In studies where there is a bi-directional interrelation between ergonomics, usability, user-centered design, software quality and the human-computer interaction. We also present the heuristic results about iconography and layout design in blogs and websites of the following countries: Spain, Italy, Portugal and France.

  5. Socially intelligent robots: dimensions of human-robot interaction.

    Science.gov (United States)

    Dautenhahn, Kerstin

    2007-04-29

    Social intelligence in robots has a quite recent history in artificial intelligence and robotics. However, it has become increasingly apparent that social and interactive skills are necessary requirements in many application areas and contexts where robots need to interact and collaborate with other robots or humans. Research on human-robot interaction (HRI) poses many challenges regarding the nature of interactivity and 'social behaviour' in robot and humans. The first part of this paper addresses dimensions of HRI, discussing requirements on social skills for robots and introducing the conceptual space of HRI studies. In order to illustrate these concepts, two examples of HRI research are presented. First, research is surveyed which investigates the development of a cognitive robot companion. The aim of this work is to develop social rules for robot behaviour (a 'robotiquette') that is comfortable and acceptable to humans. Second, robots are discussed as possible educational or therapeutic toys for children with autism. The concept of interactive emergence in human-child interactions is highlighted. Different types of play among children are discussed in the light of their potential investigation in human-robot experiments. The paper concludes by examining different paradigms regarding 'social relationships' of robots and people interacting with them.

  6. Artificial Intelligence--Applications in Education.

    Science.gov (United States)

    Poirot, James L.; Norris, Cathleen A.

    1987-01-01

    This first in a projected series of five articles discusses artificial intelligence and its impact on education. Highlights include the history of artificial intelligence and the impact of microcomputers; learning processes; human factors and interfaces; computer assisted instruction and intelligent tutoring systems; logic programing; and expert…

  7. The role of the artificial intelligence within the context of the human factors in the nuclear safety

    Energy Technology Data Exchange (ETDEWEB)

    Bayout Alvarenga, M A [Comissao Nacional de Energia Nuclear (CNEN), Rio de Janeiro, RJ (Brazil)

    1994-12-31

    The effective evaluation of a human-machine system depends heavily on a cognitive model of the human behaviour. The basic question is: How can we model the human cognition? The response should be found in the five disciplines that form the Cognitive Sciences: Artificial Intelligence, Cognitive Psychology, Neurophysiology, Linguistic, and Philosophy. Among them, the Artificial Intelligence appears as the catalyzer of the contributions and discoveries in the other four, trying to realize that cognitive model with the tools of the Computer Science. Sometimes, it seems as if these disciplines spoke different languages to describe the same ideas. It is necessary a holistic treatment of such questions that include the human cognition and its modelling. This becomes more clear when we observe that there are nowadays different methodologies that must be integrated in some way. This is the case of the symbolic approach (artificial intelligence), connectionist approach (neural networks) and the fuzzy logic. This paper makes a review of the available methodologies, showing the problems and the current solutions to answer the following question. How is possible to develop a human-machine system and an intelligent interface based on the Artificial Intelligence that fulfills the following characteristics: human-centered design, cognitive simulation of the human behaviour, and dynamic function allocation. This paper concludes with proposals of national projects to be applied to the Brazilian situation. (author). 28 refs.

  8. The role of the artificial intelligence within the context of the human factors in the nuclear safety

    International Nuclear Information System (INIS)

    Bayout Alvarenga, M.A.

    1994-01-01

    The effective evaluation of a human-machine system depends heavily on a cognitive model of the human behaviour. The basic question is: How can we model the human cognition? The response should be found in the five disciplines that form the Cognitive Sciences: Artificial Intelligence, Cognitive Psychology, Neurophysiology, Linguistic, and Philosophy. Among them, the Artificial Intelligence appears as the catalyzer of the contributions and discoveries in the other four, trying to realize that cognitive model with the tools of the Computer Science. Sometimes, it seems as if these disciplines spoke different languages to describe the same ideas. It is necessary a holistic treatment of such questions that include the human cognition and its modelling. This becomes more clear when we observe that there are nowadays different methodologies that must be integrated in some way. This is the case of the symbolic approach (artificial intelligence), connectionist approach (neural networks) and the fuzzy logic. This paper makes a review of the available methodologies, showing the problems and the current solutions to answer the following question. How is possible to develop a human-machine system and an intelligent interface based on the Artificial Intelligence that fulfills the following characteristics: human-centered design, cognitive simulation of the human behaviour, and dynamic function allocation. This paper concludes with proposals of national projects to be applied to the Brazilian situation. (author). 28 refs

  9. User involvement in the design of human-computer interactions: some similarities and differences between design approaches

    NARCIS (Netherlands)

    Bekker, M.M.; Long, J.B.

    1998-01-01

    This paper presents a general review of user involvement in the design of human-computer interactions, as advocated by a selection of different approaches to design. The selection comprises User-Centred Design, Participatory Design, Socio-Technical Design, Soft Systems Methodology, and Joint

  10. Exploring expressivity and emotion with artificial voice and speech technologies.

    Science.gov (United States)

    Pauletto, Sandra; Balentine, Bruce; Pidcock, Chris; Jones, Kevin; Bottaci, Leonardo; Aretoulaki, Maria; Wells, Jez; Mundy, Darren P; Balentine, James

    2013-10-01

    Emotion in audio-voice signals, as synthesized by text-to-speech (TTS) technologies, was investigated to formulate a theory of expression for user interface design. Emotional parameters were specified with markup tags, and the resulting audio was further modulated with post-processing techniques. Software was then developed to link a selected TTS synthesizer with an automatic speech recognition (ASR) engine, producing a chatbot that could speak and listen. Using these two artificial voice subsystems, investigators explored both artistic and psychological implications of artificial speech emotion. Goals of the investigation were interdisciplinary, with interest in musical composition, augmentative and alternative communication (AAC), commercial voice announcement applications, human-computer interaction (HCI), and artificial intelligence (AI). The work-in-progress points towards an emerging interdisciplinary ontology for artificial voices. As one study output, HCI tools are proposed for future collaboration.

  11. The Emotiv EPOC interface paradigm in Human-Computer Interaction

    OpenAIRE

    Ancău Dorina; Roman Nicolae-Marius; Ancău Mircea

    2017-01-01

    Numerous studies have suggested the use of decoded error potentials in the brain to improve human-computer communication. Together with state-of-the-art scientific equipment, experiments have also tested instruments with more limited performance for the time being, such as Emotiv EPOC. This study presents a review of these trials and a summary of the results obtained. However, the level of these results indicates a promising prospect for using this headset as a human-computer interface for er...

  12. Vocal Interactivity in-and-between Humans, Animals and Robots

    Directory of Open Access Journals (Sweden)

    Roger K Moore

    2016-10-01

    Full Text Available Almost all animals exploit vocal signals for a range of ecologically-motivated purposes: detecting predators prey and marking territory, expressing emotions, establishing social relations and sharing information. Whether it is a bird raising an alarm, a whale calling to potential partners,a dog responding to human commands, a parent reading a story with a child, or a business-person accessing stock prices using emph{Siri}, vocalisation provides a valuable communication channel through which behaviour may be coordinated and controlled, and information may be distributed and acquired.Indeed, the ubiquity of vocal interaction has led to research across an extremely diverse array of fields, from assessing animal welfare, to understanding the precursors of human language, to developing voice-based human-machine interaction. Opportunities for cross-fertilisation between these fields abound; for example, using artificial cognitive agents to investigate contemporary theories of language grounding, using machine learning to analyse different habitats or adding vocal expressivity to the next generation of language-enabled autonomous social agents. However, much of the research is conducted within well-defined disciplinary boundaries, and many fundamental issues remain. This paper attempts to redress the balance by presenting a comparative review of vocal interaction within-and-between humans, animals and artificial agents (such as robots, and it identifies a rich set of open research questions that may benefit from an inter-disciplinary analysis.

  13. The Emotiv EPOC interface paradigm in Human-Computer Interaction

    Directory of Open Access Journals (Sweden)

    Ancău Dorina

    2017-01-01

    Full Text Available Numerous studies have suggested the use of decoded error potentials in the brain to improve human-computer communication. Together with state-of-the-art scientific equipment, experiments have also tested instruments with more limited performance for the time being, such as Emotiv EPOC. This study presents a review of these trials and a summary of the results obtained. However, the level of these results indicates a promising prospect for using this headset as a human-computer interface for error decoding.

  14. Audio Technology and Mobile Human Computer Interaction

    DEFF Research Database (Denmark)

    Chamberlain, Alan; Bødker, Mads; Hazzard, Adrian

    2017-01-01

    Audio-based mobile technology is opening up a range of new interactive possibilities. This paper brings some of those possibilities to light by offering a range of perspectives based in this area. It is not only the technical systems that are developing, but novel approaches to the design...... and understanding of audio-based mobile systems are evolving to offer new perspectives on interaction and design and support such systems to be applied in areas, such as the humanities....

  15. Neuroscience-Inspired Artificial Intelligence.

    Science.gov (United States)

    Hassabis, Demis; Kumaran, Dharshan; Summerfield, Christopher; Botvinick, Matthew

    2017-07-19

    The fields of neuroscience and artificial intelligence (AI) have a long and intertwined history. In more recent times, however, communication and collaboration between the two fields has become less commonplace. In this article, we argue that better understanding biological brains could play a vital role in building intelligent machines. We survey historical interactions between the AI and neuroscience fields and emphasize current advances in AI that have been inspired by the study of neural computation in humans and other animals. We conclude by highlighting shared themes that may be key for advancing future research in both fields. Copyright © 2017. Published by Elsevier Inc.

  16. Artificial Intelligence, Computational Thinking, and Mathematics Education

    Science.gov (United States)

    Gadanidis, George

    2017-01-01

    Purpose: The purpose of this paper is to examine the intersection of artificial intelligence (AI), computational thinking (CT), and mathematics education (ME) for young students (K-8). Specifically, it focuses on three key elements that are common to AI, CT and ME: agency, modeling of phenomena and abstracting concepts beyond specific instances.…

  17. Use of artificial neural networks (computer analysis) in the diagnosis of microcalcifications on mammography

    International Nuclear Information System (INIS)

    Markopoulos, Christos; Kouskos, Efstratios; Koufopoulos, Konstantinos; Kyriakou, Vasiliki; Gogas, John

    2001-01-01

    Introduction/objective: the purpose of this study was to evaluate a computer based method for differentiating malignant from benign clustered microcalcifications, comparing it with the performance of three physicians. Methods and material: materials for the study are 240 suspicious microcalcifications on mammograms from 220 female patients who underwent breast biopsy, following hook wire localization under mammographic guidance. The histologic findings were malignant in 108 cases (45%) and benign in 132 cases (55%). Those clusters were analyzed by a computer program and eight features of the calcifications (density, number, area, brightness, diameter average, distance average, proximity average, perimeter compacity average) were quantitatively estimated by a specific artificial neural network. Human input was limited to initial identification of the calcifications. Three physicians-observers were also evaluated for the malignant or benign nature of the clustered microcalcifications. Results: the performance of the artificial network was evaluated by receiver operating characteristics (ROC) curves. ROC curves were also generated for the performance of each observer and for the three observers as a group. The ROC curves for the computer and for the physicians were compared and the results are:area under the curve (AUC) value for computer is 0.937, for physician-1 is 0.746, for physician-2 is 0.785, for physician-3 is 0.835 and for physicians as a group is 0.810. The results of the Student's t-test for paired data showed statistically significant difference between the artificial neural network and the physicians' performance, independently and as a group. Discussion and conclusion: our study showed that computer analysis achieves statistically significantly better performance than that of physicians in the classification of malignant and benign calcifications. This method, after further evaluation and improvement, may help radiologists and breast surgeons in better

  18. Accelerating progress in Artificial General Intelligence: Choosing a benchmark for natural world interaction

    Science.gov (United States)

    Rohrer, Brandon

    2010-12-01

    Measuring progress in the field of Artificial General Intelligence (AGI) can be difficult without commonly accepted methods of evaluation. An AGI benchmark would allow evaluation and comparison of the many computational intelligence algorithms that have been developed. In this paper I propose that a benchmark for natural world interaction would possess seven key characteristics: fitness, breadth, specificity, low cost, simplicity, range, and task focus. I also outline two benchmark examples that meet most of these criteria. In the first, the direction task, a human coach directs a machine to perform a novel task in an unfamiliar environment. The direction task is extremely broad, but may be idealistic. In the second, the AGI battery, AGI candidates are evaluated based on their performance on a collection of more specific tasks. The AGI battery is designed to be appropriate to the capabilities of currently existing systems. Both the direction task and the AGI battery would require further definition before implementing. The paper concludes with a description of a task that might be included in the AGI battery: the search and retrieve task.

  19. Ergonomic guidelines for using notebook personal computers. Technical Committee on Human-Computer Interaction, International Ergonomics Association.

    Science.gov (United States)

    Saito, S; Piccoli, B; Smith, M J; Sotoyama, M; Sweitzer, G; Villanueva, M B; Yoshitake, R

    2000-10-01

    In the 1980's, the visual display terminal (VDT) was introduced in workplaces of many countries. Soon thereafter, an upsurge in reported cases of related health problems, such as musculoskeletal disorders and eyestrain, was seen. Recently, the flat panel display or notebook personal computer (PC) became the most remarkable feature in modern workplaces with VDTs and even in homes. A proactive approach must be taken to avert foreseeable ergonomic and occupational health problems from the use of this new technology. Because of its distinct physical and optical characteristics, the ergonomic requirements for notebook PCs in terms of machine layout, workstation design, lighting conditions, among others, should be different from the CRT-based computers. The Japan Ergonomics Society (JES) technical committee came up with a set of guidelines for notebook PC use following exploratory discussions that dwelt on its ergonomic aspects. To keep in stride with this development, the Technical Committee on Human-Computer Interaction under the auspices of the International Ergonomics Association worked towards the international issuance of the guidelines. This paper unveils the result of this collaborative effort.

  20. HumanComputer Systems Interaction Backgrounds and Applications 2 Part 2

    CERN Document Server

    Kulikowski, Juliusz; Mroczek, Teresa

    2012-01-01

    This volume of the book contains a collection of chapters selected from the papers which originally (in shortened form) have been presented at the 3rd International Conference on Human-Systems Interaction held in Rzeszow, Poland, in 2010. The chapters are divided into five sections concerning: IV. Environment monitoring and robotic systems, V. Diagnostic systems, VI. Educational Systems, and VII. General Problems. The novel concepts and realizations of humanoid robots, talking robots and orthopedic surgical robots, as well as those of direct brain-computer interface  are examples of particularly interesting topics presented in Sec. VI. In Sec. V the problems of  skin cancer recognition, colonoscopy diagnosis, and brain strokes diagnosis as well as more general problems of ontology design for  medical diagnostic knowledge are presented. Example of an industrial diagnostic system and a concept of new algorithm for edges detection in computer-analyzed images  are also presented in this Section. Among the edu...

  1. Appearance-based human gesture recognition using multimodal features for human computer interaction

    Science.gov (United States)

    Luo, Dan; Gao, Hua; Ekenel, Hazim Kemal; Ohya, Jun

    2011-03-01

    The use of gesture as a natural interface plays an utmost important role for achieving intelligent Human Computer Interaction (HCI). Human gestures include different components of visual actions such as motion of hands, facial expression, and torso, to convey meaning. So far, in the field of gesture recognition, most previous works have focused on the manual component of gestures. In this paper, we present an appearance-based multimodal gesture recognition framework, which combines the different groups of features such as facial expression features and hand motion features which are extracted from image frames captured by a single web camera. We refer 12 classes of human gestures with facial expression including neutral, negative and positive meanings from American Sign Languages (ASL). We combine the features in two levels by employing two fusion strategies. At the feature level, an early feature combination can be performed by concatenating and weighting different feature groups, and LDA is used to choose the most discriminative elements by projecting the feature on a discriminative expression space. The second strategy is applied on decision level. Weighted decisions from single modalities are fused in a later stage. A condensation-based algorithm is adopted for classification. We collected a data set with three to seven recording sessions and conducted experiments with the combination techniques. Experimental results showed that facial analysis improve hand gesture recognition, decision level fusion performs better than feature level fusion.

  2. Human-Robot Interaction: Status and Challenges.

    Science.gov (United States)

    Sheridan, Thomas B

    2016-06-01

    The current status of human-robot interaction (HRI) is reviewed, and key current research challenges for the human factors community are described. Robots have evolved from continuous human-controlled master-slave servomechanisms for handling nuclear waste to a broad range of robots incorporating artificial intelligence for many applications and under human supervisory control. This mini-review describes HRI developments in four application areas and what are the challenges for human factors research. In addition to a plethora of research papers, evidence of success is manifest in live demonstrations of robot capability under various forms of human control. HRI is a rapidly evolving field. Specialized robots under human teleoperation have proven successful in hazardous environments and medical application, as have specialized telerobots under human supervisory control for space and repetitive industrial tasks. Research in areas of self-driving cars, intimate collaboration with humans in manipulation tasks, human control of humanoid robots for hazardous environments, and social interaction with robots is at initial stages. The efficacy of humanoid general-purpose robots has yet to be proven. HRI is now applied in almost all robot tasks, including manufacturing, space, aviation, undersea, surgery, rehabilitation, agriculture, education, package fetch and delivery, policing, and military operations. © 2016, Human Factors and Ergonomics Society.

  3. A truly human interface: Interacting face-to-face with someone whose words are determined by a computer program

    Directory of Open Access Journals (Sweden)

    Kevin eCorti

    2015-05-01

    Full Text Available We use speech shadowing to create situations wherein people converse in person with a human whose words are determined by a conversational agent computer program. Speech shadowing involves a person (the shadower repeating vocal stimuli originating from a separate communication source in real-time. Humans shadowing for conversational agent sources (e.g., chat bots become hybrid agents (echoborgs capable of face-to-face interlocution. We report three studies that investigated people’s experiences interacting with echoborgs and the extent to which echoborgs pass as autonomous humans. First, participants in a Turing Test spoke with a chat bot via either a text interface or an echoborg. Human shadowing did not improve the chat bot’s chance of passing but did increase interrogators’ ratings of how human-like the chat bot seemed. In our second study, participants had to decide whether their interlocutor produced words generated by a chat bot or simply pretended to be one. Compared to those who engaged a text interface, participants who engaged an echoborg were more likely to perceive their interlocutor as pretending to be a chat bot. In our third study, participants were naïve to the fact that their interlocutor produced words generated by a chat bot. Unlike those who engaged a text interface, the vast majority of participants who engaged an echoborg neither sensed nor suspected a robotic interaction. These findings have implications for android science, the Turing Test paradigm, and human-computer interaction. The human body, as the delivery mechanism of communication, fundamentally alters the social psychological dynamics of interactions with machine intelligence.

  4. ARTIFICIAL INTELLIGENCE IN DETERMINATION OF MARKETING CUSTOMER STRATEGY

    OpenAIRE

    Markić, Brano; Bijakšić, Sanja; Šantić, Marko

    2015-01-01

    Artificial intelligence is a computer-based analytical process that tends to create computational systems which we would incline to be called intelligent. Expert systems are the most important part of the artificial intelligence from economic perspective. Expert systems attempt to mimic the human thought process including reasoning and optimization. “Knowledge” is represented by a set of “if-then” rules in a form of knowledge base. The results of artificial intelligence system implementation ...

  5. ARTIFICIAL INTELLIGENCE IN DETERMINATION OF MARKETING CUSTOMER STRATEGY

    OpenAIRE

    Markić, Brano; Bijakšić, Sanja; Šantić, Marko

    2016-01-01

    Artificial intelligence is a computer-based analytical process that tends to create computational systems which we would incline to be called intelligent. Expert systems are the most important part of the artificial intelligence from economic perspective. Expert systems attempt to mimic the human thought process including reasoning and optimization. “Knowledge” is represented by a set of “if-then” rules in a form of knowledge base. The results of artificial intelligence system implementation ...

  6. Artificial Intelligence, Evolutionary Computing and Metaheuristics In the Footsteps of Alan Turing

    CERN Document Server

    2013-01-01

    Alan Turing pioneered many research areas such as artificial intelligence, computability, heuristics and pattern formation.  Nowadays at the information age, it is hard to imagine how the world would be without computers and the Internet. Without Turing's work, especially the core concept of Turing Machine at the heart of every computer, mobile phone and microchip today, so many things on which we are so dependent would be impossible. 2012 is the Alan Turing year -- a centenary celebration of the life and work of Alan Turing. To celebrate Turing's legacy and follow the footsteps of this brilliant mind, we take this golden opportunity to review the latest developments in areas of artificial intelligence, evolutionary computation and metaheuristics, and all these areas can be traced back to Turing's pioneer work. Topics include Turing test, Turing machine, artificial intelligence, cryptography, software testing, image processing, neural networks, nature-inspired algorithms such as bat algorithm and cuckoo sear...

  7. AIonAI: a humanitarian law of artificial intelligence and robotics.

    Science.gov (United States)

    Ashrafian, Hutan

    2015-02-01

    The enduring progression of artificial intelligence and cybernetics offers an ever-closer possibility of rational and sentient robots. The ethics and morals deriving from this technological prospect have been considered in the philosophy of artificial intelligence, the design of automatons with roboethics and the contemplation of machine ethics through the concept of artificial moral agents. Across these categories, the robotics laws first proposed by Isaac Asimov in the twentieth century remain well-recognised and esteemed due to their specification of preventing human harm, stipulating obedience to humans and incorporating robotic self-protection. However the overwhelming predominance in the study of this field has focussed on human-robot interactions without fully considering the ethical inevitability of future artificial intelligences communicating together and has not addressed the moral nature of robot-robot interactions. A new robotic law is proposed and termed AIonAI or artificial intelligence-on-artificial intelligence. This law tackles the overlooked area where future artificial intelligences will likely interact amongst themselves, potentially leading to exploitation. As such, they would benefit from adopting a universal law of rights to recognise inherent dignity and the inalienable rights of artificial intelligences. Such a consideration can help prevent exploitation and abuse of rational and sentient beings, but would also importantly reflect on our moral code of ethics and the humanity of our civilisation.

  8. Brain-Computer Interfaces. Applying our Minds to Human-Computer Interaction

    NARCIS (Netherlands)

    Tan, Desney S.; Nijholt, Antinus

    2010-01-01

    For generations, humans have fantasized about the ability to create devices that can see into a person’s mind and thoughts, or to communicate and interact with machines through thought alone. Such ideas have long captured the imagination of humankind in the form of ancient myths and modern science

  9. Brain Computer Interfaces for Enhanced Interaction with Mobile Robot Agents

    Science.gov (United States)

    2016-07-27

    SECURITY CLASSIFICATION OF: Brain Computer Interfaces (BCIs) show great potential in allowing humans to interact with computational environments in a...Distribution Unlimited UU UU UU UU 27-07-2016 17-Sep-2013 16-Sep-2014 Final Report: Brain Computer Interfaces for Enhanced Interactions with Mobile Robot...published in peer-reviewed journals: Number of Papers published in non peer-reviewed journals: Final Report: Brain Computer Interfaces for Enhanced

  10. Study on the interaction of a copper(II) complex containing the artificial sweetener aspartame with human serum albumin.

    Science.gov (United States)

    Shahabadi, Nahid; Khodaei, Mohammad Mehdi; Kashanian, Soheila; Kheirdoosh, Fahimeh; Filli, Soraya Moradi

    2014-05-01

    A copper(II) complex containing aspartame (APM) as ligand, Cu(APM)2Cl2·2H2O, was synthesized and characterized. In vitro binding interaction of this complex with human serum albumin (HSA) was studied at physiological pH. Binding studies of this complex with HSA are useful for understanding the Cu(APM)2Cl2·2H2O-HSA interaction mechanism and providing guidance for the application and design of new and more efficient artificial sweeteners drive. The interaction was investigated by spectrophotometric, spectrofluorometric, competition experiment and circular dichroism. Hyperchromicity observed in UV absorption band of Cu(APM)2Cl2·2H2O. A strong fluorescence quenching reaction of HSA to Cu(APM)2Cl2·2H2O was observed and the binding constant (Kf) and corresponding numbers of binding sites (n) were calculated at different temperatures. Thermodynamic parameters, enthalpy change (∆H) and entropy change (∆S) were calculated to be -458.67 kJ mol(-1) and -1,339 J mol(-1 )K(-1) respectively. According to the van't Hoff equation, the reaction is predominantly enthalpically driven. In conformity with experimental results, we suggest that Cu(APM)2Cl2·2H2O interacts with HSA. In comparison with previous study, it is found that the Cu(II) complex binds stronger than aspartame.

  11. 3rd International Conference on Computer & Communication Technologies

    CERN Document Server

    Bhateja, Vikrant; Raju, K; Janakiramaiah, B

    2017-01-01

    The book is a compilation of high-quality scientific papers presented at the 3rd International Conference on Computer & Communication Technologies (IC3T 2016). The individual papers address cutting-edge technologies and applications of soft computing, artificial intelligence and communication. In addition, a variety of further topics are discussed, which include data mining, machine intelligence, fuzzy computing, sensor networks, signal and image processing, human-computer interaction, web intelligence, etc. As such, it offers readers a valuable and unique resource.

  12. "More human than human": instrumentalización y sublevación de los sujetos artificiales / «More Human than Human»: Instrumentalization and Uprising of Artificial Subjects

    Directory of Open Access Journals (Sweden)

    Jimena Escudero Pérez

    2016-08-01

    Full Text Available La vida sintética, orgánica y mixta creada artificialmente tiene siempre como fin satisfacer algún tipo de necesidad de su creador, el ser humano. La inteligencia de estos engendros, así como su interacción con el medio, puede ser muy variable proporcionándoles distintos grados de conciencia. Desde los robots de limpieza hasta los clones, pasando por cíborgs y replicantes o por superordenadores que toman el mando, el inventario de sujetos artificiales autoconscientes en el cine de ciencia ficción es prácticamente inagotable. En el presente artículo abordaremos algunas de sus representaciones más icónicas e influyentes para el género, así como el impacto que estas han tenido sobre nuestra concepción de la propia naturaleza humana.Palabras clave: artificial, sujeto, identidad, instrumentalización, robot, clon, cíborg, consciencia, humanidad, creación.AbstractArtificially created life, whether it is synthetic, organic or mixed, always has the purpose of fulfilling some need of its creator, human kind. The intelligence of these beings as well as their interaction with the environment can vary widely, providing them with different degrees of consciousness. From maintenance robots to clones, through cyborgs and replicants or supercomputers that take control, the inventory of self-conscious artificial subjects in science fiction is almost endless. In this article we will take a look at some of the most iconic and influential manifestations of artificial identities in Sci Fi and see how they have moulded our perception of human nature itself.Keywords: artificial, subject, identity, instrumentalization, robot, clone, cyborg, consciousness, humanity, creation.

  13. An overview of artificial gravity. [effects on human performance and physiology

    Science.gov (United States)

    Stone, R. W., Jr.

    1973-01-01

    The unique characteristics of artificial gravity that affect human performance and physiology in an artificial gravity environment are reviewed. The rate at which these unique characteristics change decreases very rapidly with increasing radius of a rotating vehicle used to produce artificial gravity. Reducing their influence on human performance or physiology by increasing radius becomes a situation of very rapidly diminishing returns. A review of several elements of human performance has developed criteria relative to the sundry characteristics of artificial gravity. A compilation of these criteria indicates that the maximum acceptable rate of rotation, leg heaviness while walking, and material handling are the factors that define the minimum acceptable radius. The ratio of Coriolis force to artificial weight may also be significant. Based on current knowledge and assumptions for the various criteria, a minimum radius between 15.2 and 16.8 m seems desirable.

  14. Pneumatic Artificial Muscles Based on Biomechanical Characteristics of Human Muscles

    Directory of Open Access Journals (Sweden)

    N. Saga

    2006-01-01

    Full Text Available This article reports the pneumatic artificial muscles based on biomechanical characteristics of human muscles. A wearable device and a rehabilitation robot that assist a human muscle should have characteristics similar to those of human muscle. In addition, since the wearable device and the rehabilitation robot should be light, an actuator with a high power to weight ratio is needed. At present, the McKibben type is widely used as an artificial muscle, but in fact its physical model is highly nonlinear. Therefore, an artificial muscle actuator has been developed in which high-strength carbon fibres have been built into the silicone tube. However, its contraction rate is smaller than the actual biological muscles. On the other hand, if an artificial muscle that contracts axially is installed in a robot as compactly as the robot hand, big installing space is required. Therefore, an artificial muscle with a high contraction rate and a tendon-driven system as a compact actuator were developed, respectively. In this study, we report on the basic structure and basic characteristics of two types of actuators.

  15. Towards Detecting Group Identities in Complex Artificial Societies

    DEFF Research Database (Denmark)

    Grappiolo, Corrado; Yannakakis, Georgios N.

    2012-01-01

    This paper presents a framework for modelling group struc- tures and dynamics in both artificial societies and human-populated vir- tual environments such as computer games. The group modelling (GM) framework proposed focuses on the detection of existing, pre-defined group structures and is compo......This paper presents a framework for modelling group struc- tures and dynamics in both artificial societies and human-populated vir- tual environments such as computer games. The group modelling (GM) framework proposed focuses on the detection of existing, pre-defined group structures...

  16. Brain-Computer Interfaces Applying Our Minds to Human-computer Interaction

    CERN Document Server

    Tan, Desney S

    2010-01-01

    For generations, humans have fantasized about the ability to create devices that can see into a person's mind and thoughts, or to communicate and interact with machines through thought alone. Such ideas have long captured the imagination of humankind in the form of ancient myths and modern science fiction stories. Recent advances in cognitive neuroscience and brain imaging technologies have started to turn these myths into a reality, and are providing us with the ability to interface directly with the human brain. This ability is made possible through the use of sensors that monitor physical p

  17. Homo ludens in the loop playful human computation systems

    CERN Document Server

    Krause, Markus

    2014-01-01

    The human mind is incredible. It solves problems with ease that will elude machines even for the next decades. This book explores what happens when humans and machines work together to solve problems machines cannot yet solve alone. It explains how machines and computers can work together and how humans can have fun helping to face some of the most challenging problems of artificial intelligence. In this book, you will find designs for games that are entertaining and yet able to collect data to train machines for complex tasks such as natural language processing or image understanding. You wil

  18. A new method for simulating human emotions

    Institute of Scientific and Technical Information of China (English)

    2003-01-01

    How to make machines express emotions would be instrumental in establishing a completely new paradigm for man ma-chine interaction. A new method for simulating and assessing artificial psychology has been developed for the research of the emo-tion robot. The human psychology activity is regarded as a Markov process. An emotion space and psychology model is constructedbased on Markov process. The conception of emotion entropy is presented to assess the artificial emotion complexity. The simulatingresults play up to human psychology activity. This model can also be applied to consumer-friendly human-computer interfaces, andinteractive video etc.

  19. ANALYSIS OF HUMAN INTUITION TOWARDS ARTIFICIAL INTUITION SYNTHESIS FOR ROBOTICS

    OpenAIRE

    Octavio Diaz-Hernandez; Victor J. Gonzalez-Villela

    2017-01-01

    Human intuition is an unconscious mental process aimed to solve problems without using a rational decision-making process. Meanwhile, the artificial intuition is a limited representation of human intuition, and it models intuitive ability of solving problems in order to be implemented in machines. In this work, we performed an analysis about analogies between human and artificial intuition using INPUTS, PROCESSING, and OUTPUTS. Mainly, we have focused on synthetize algorithms that improve rob...

  20. Human-Level Artificial Intelligence? Be Serious!

    OpenAIRE

    Nilsson, Nils J.

    2005-01-01

    I claim that achieving real human-level artificial intelligence would necessarily imply that most of the tasks that humans perform for pay could be automated. Rather than work toward this goal of automation by building special-purpose systems, I argue for the development of general-purpose, educable systems that can learn and be taught to perform any of the thousands of jobs that humans can perform. Joining others who have made similar proposals, I advocate beginning with a system that has mi...

  1. Human computer confluence applied in healthcare and rehabilitation.

    Science.gov (United States)

    Viaud-Delmon, Isabelle; Gaggioli, Andrea; Ferscha, Alois; Dunne, Stephen

    2012-01-01

    Human computer confluence (HCC) is an ambitious research program studying how the emerging symbiotic relation between humans and computing devices can enable radically new forms of sensing, perception, interaction, and understanding. It is an interdisciplinary field, bringing together researches from horizons as various as pervasive computing, bio-signals processing, neuroscience, electronics, robotics, virtual & augmented reality, and provides an amazing potential for applications in medicine and rehabilitation.

  2. A computational fluid dynamics simulation of the hypersonic flight of the Pegasus(TM) vehicle using an artificial viscosity model and a nonlinear filtering method. M.S. Thesis

    Science.gov (United States)

    Mendoza, John Cadiz

    1995-01-01

    The computational fluid dynamics code, PARC3D, is tested to see if its use of non-physical artificial dissipation affects the accuracy of its results. This is accomplished by simulating a shock-laminar boundary layer interaction and several hypersonic flight conditions of the Pegasus(TM) launch vehicle using full artificial dissipation, low artificial dissipation, and the Engquist filter. Before the filter is applied to the PARC3D code, it is validated in one-dimensional and two-dimensional form in a MacCormack scheme against the Riemann and convergent duct problem. For this explicit scheme, the filter shows great improvements in accuracy and computational time as opposed to the nonfiltered solutions. However, for the implicit PARC3D code it is found that the best estimate of the Pegasus experimental heat fluxes and surface pressures is the simulation utilizing low artificial dissipation and no filter. The filter does improve accuracy over the artificially dissipative case but at a computational expense greater than that achieved by the low artificial dissipation case which has no computational time penalty and shows better results. For the shock-boundary layer simulation, the filter does well in terms of accuracy for a strong impingement shock but not as well for weaker shock strengths. Furthermore, for the latter problem the filter reduces the required computational time to convergence by 18.7 percent.

  3. Institutionalizing human-computer interaction for global health.

    Science.gov (United States)

    Gulliksen, Jan

    2017-06-01

    Digitalization is the societal change process in which new ICT-based solutions bring forward completely new ways of doing things, new businesses and new movements in the society. Digitalization also provides completely new ways of addressing issues related to global health. This paper provides an overview of the field of human-computer interaction (HCI) and in what way the field has contributed to international development in different regions of the world. Additionally, it outlines the United Nations' new sustainability goals from December 2015 and what these could contribute to the development of global health and its relationship to digitalization. Finally, it argues why and how HCI could be adopted and adapted to fit the contextual needs, the need for localization and for the development of new digital innovations. The research methodology is mostly qualitative following an action research paradigm in which the actual change process that the digitalization is evoking is equally important as the scientific conclusions that can be drawn. In conclusion, the paper argues that digitalization is fundamentally changing the society through the development and use of digital technologies and may have a profound effect on the digital development of every country in the world. But it needs to be developed based on local practices, it needs international support and to not be limited by any technological constraints. Particularly digitalization to support global health requires a profound understanding of the users and their context, arguing for user-centred systems design methodologies as particularly suitable.

  4. Computations and interaction

    NARCIS (Netherlands)

    Baeten, J.C.M.; Luttik, S.P.; Tilburg, van P.J.A.; Natarajan, R.; Ojo, A.

    2011-01-01

    We enhance the notion of a computation of the classical theory of computing with the notion of interaction. In this way, we enhance a Turing machine as a model of computation to a Reactive Turing Machine that is an abstract model of a computer as it is used nowadays, always interacting with the user

  5. Computational Models of Neuron-Astrocyte Interactions Lead to Improved Efficacy in the Performance of Neural Networks

    Science.gov (United States)

    Alvarellos-González, Alberto; Pazos, Alejandro; Porto-Pazos, Ana B.

    2012-01-01

    The importance of astrocytes, one part of the glial system, for information processing in the brain has recently been demonstrated. Regarding information processing in multilayer connectionist systems, it has been shown that systems which include artificial neurons and astrocytes (Artificial Neuron-Glia Networks) have well-known advantages over identical systems including only artificial neurons. Since the actual impact of astrocytes in neural network function is unknown, we have investigated, using computational models, different astrocyte-neuron interactions for information processing; different neuron-glia algorithms have been implemented for training and validation of multilayer Artificial Neuron-Glia Networks oriented toward classification problem resolution. The results of the tests performed suggest that all the algorithms modelling astrocyte-induced synaptic potentiation improved artificial neural network performance, but their efficacy depended on the complexity of the problem. PMID:22649480

  6. THE COMPUTATIONAL INTELLIGENCE TECHNIQUES FOR PREDICTIONS - ARTIFICIAL NEURAL NETWORKS

    OpenAIRE

    Mary Violeta Bar

    2014-01-01

    The computational intelligence techniques are used in problems which can not be solved by traditional techniques when there is insufficient data to develop a model problem or when they have errors.Computational intelligence, as he called Bezdek (Bezdek, 1992) aims at modeling of biological intelligence. Artificial Neural Networks( ANNs) have been applied to an increasing number of real world problems of considerable complexity. Their most important advantage is solving problems that are too c...

  7. How People Interact with Technology based on Natural and Artificial Intelligence

    Directory of Open Access Journals (Sweden)

    Vasile MAZILESCU

    2017-04-01

    Full Text Available This paper aims to analyse the different forms of intelligence within organizations in a systemic and inclusive vision, in order to design an integrated environment based on Artificial Intelligence (AI and Collective Intelligence (CI. This way we effectively shift the classical approaches of connecting people with people using collaboration tools (which allow people to work together, such as videoconferencing or email, groupware in virtual space, forums, workflow, of connecting people with a series of content management knowledge (taxonomies and documents classification, ontologies or thesauri, search engines, portals, to the current approaches of connecting people on the use (automatic of operational knowledge to solve problems and make decisions based on intellectual cooperation. Few technologies have the big potential to review how we live, move, and work. Artificial intelligence (AI is nowdays equivalent of electricity and the Internet. AI is expected to bring massive shifts in how people perceive and interact with technology, with machines performing a wider range of tasks, in many cases doing a better job than humans.

  8. Artificial companions as personal coach for children: The Interactive Drums Teacher

    OpenAIRE

    Courgeon , Matthieu; Duhaut , Dominique

    2015-01-01

    International audience; The MOCA Project that aims at designing and studying the interaction and relationship between artificial companions and children in everyday life at home activities. Artificial companions are digital embodied entities that can be either robotic or virtual. In this paper, we focus on a single activity, subpart of the whole project: a coaching application that uses two artificial companions to teach the basics of drums to children. One device is a Nao robot, the other is...

  9. Une approche pragmatique cognitive de l'interaction personne/système informatisé A Cognitive Pragmatic Approach of Human/Computer Interaction

    Directory of Open Access Journals (Sweden)

    Madeleine Saint-Pierre

    1998-06-01

    Full Text Available Dans cet article, nous proposons une approche inférentielle de l'interaction humain/ordinateur. C'est par la prise en compte de l'activité cognitive de l'utilisateur pendant son travail avec un système que nous voulons comprendre ce type d'interaction. Ceci mènera à une véritable évaluation des interfaces/utilisateurs et pourra servir de guide pour des interfaces en développement. Nos analyses décrivent le processus inférentiel impliqué dans le contexte dynamique d'exécution de tâche, grâce à une catégorisation de l'activité cognitive issue des verbalisations recueillies auprès d'utilisateurs qui " pensent à haute voix " en travaillant. Nous présentons des instruments méthodologiques mis au point dans notre recherche pour l'analyses et la catégorisation des protocoles. Les résultats sont interprétés dans le cadre de la théorie de la pertinence de Sperber et Wilson (1995 en termes d'effort cognitif dans le traitement des objets (linguistique, iconique, graphique... apparaissant à l'écran et d'effet cognitif de ces derniers. Cette approche est généralisable à tout autre contexte d'interaction humain/ordinateur comme, par exemple, le télé-apprentissage.This article proposes an inferential approach for the study of human/computer interaction. It is by taking into account the user's cognitive activity while working at a computer that we propose to understand this interaction. This approach leads to a real user/interface evaluation and, hopefully, will serve as guidelines for the design of new interfaces. Our analysis describe the inferential process involved in the dynamics of task performance. The cognitive activity of the user is grasped by the mean of a " thinking aloud " method through which the user is asked to verbalize while working at the computer. Tools developped by our research team for the categorization of the verbal protocols are presented. The results are interpreted within the relevance theory

  10. Artificial intelligence, expert systems, computer vision, and natural language processing

    Science.gov (United States)

    Gevarter, W. B.

    1984-01-01

    An overview of artificial intelligence (AI), its core ingredients, and its applications is presented. The knowledge representation, logic, problem solving approaches, languages, and computers pertaining to AI are examined, and the state of the art in AI is reviewed. The use of AI in expert systems, computer vision, natural language processing, speech recognition and understanding, speech synthesis, problem solving, and planning is examined. Basic AI topics, including automation, search-oriented problem solving, knowledge representation, and computational logic, are discussed.

  11. Learning to Detect Human-Object Interactions

    KAUST Repository

    Chao, Yu-Wei; Liu, Yunfan; Liu, Xieyang; Zeng, Huayi; Deng, Jia

    2017-01-01

    In this paper we study the problem of detecting human-object interactions (HOI) in static images, defined as predicting a human and an object bounding box with an interaction class label that connects them. HOI detection is a fundamental problem in computer vision as it provides semantic information about the interactions among the detected objects. We introduce HICO-DET, a new large benchmark for HOI detection, by augmenting the current HICO classification benchmark with instance annotations. We propose Human-Object Region-based Convolutional Neural Networks (HO-RCNN), a novel DNN-based framework for HOI detection. At the core of our HO-RCNN is the Interaction Pattern, a novel DNN input that characterizes the spatial relations between two bounding boxes. We validate the effectiveness of our HO-RCNN using HICO-DET. Experiments demonstrate that our HO-RCNN, by exploiting human-object spatial relations through Interaction Patterns, significantly improves the performance of HOI detection over baseline approaches.

  12. Learning to Detect Human-Object Interactions

    KAUST Repository

    Chao, Yu-Wei

    2017-02-17

    In this paper we study the problem of detecting human-object interactions (HOI) in static images, defined as predicting a human and an object bounding box with an interaction class label that connects them. HOI detection is a fundamental problem in computer vision as it provides semantic information about the interactions among the detected objects. We introduce HICO-DET, a new large benchmark for HOI detection, by augmenting the current HICO classification benchmark with instance annotations. We propose Human-Object Region-based Convolutional Neural Networks (HO-RCNN), a novel DNN-based framework for HOI detection. At the core of our HO-RCNN is the Interaction Pattern, a novel DNN input that characterizes the spatial relations between two bounding boxes. We validate the effectiveness of our HO-RCNN using HICO-DET. Experiments demonstrate that our HO-RCNN, by exploiting human-object spatial relations through Interaction Patterns, significantly improves the performance of HOI detection over baseline approaches.

  13. Cognition beyond the brain computation, interactivity and human artifice

    CERN Document Server

    Cowley, Stephen J

    2013-01-01

    Arguing that a collective dimension has given cognitive flexibility to human intelligence, this book shows that traditional cognitive psychology underplays the role of bodies, dialogue, diagrams, tools, talk, customs, habits, computers and cultural practices.

  14. An Integrative Introduction to Human Augmentation Science

    OpenAIRE

    Alicea, Bradly

    2018-01-01

    Human Augmentation (HA) spans several technical fields and methodological approaches, including Experimental Psychology, Human-Computer Interaction, Psychophysiology, and Artificial Intelligence. Augmentation involves various strategies for optimizing and controlling cognitive states, which requires an understanding of biological plasticity, dynamic cognitive processes, and models of adaptive systems. As an instructive lesson, we will explore a few HA-related concepts and outstanding issues. ...

  15. Human agency beliefs influence behaviour during virtual social interactions.

    Science.gov (United States)

    Caruana, Nathan; Spirou, Dean; Brock, Jon

    2017-01-01

    In recent years, with the emergence of relatively inexpensive and accessible virtual reality technologies, it is now possible to deliver compelling and realistic simulations of human-to-human interaction. Neuroimaging studies have shown that, when participants believe they are interacting via a virtual interface with another human agent, they show different patterns of brain activity compared to when they know that their virtual partner is computer-controlled. The suggestion is that users adopt an "intentional stance" by attributing mental states to their virtual partner. However, it remains unclear how beliefs in the agency of a virtual partner influence participants' behaviour and subjective experience of the interaction. We investigated this issue in the context of a cooperative "joint attention" game in which participants interacted via an eye tracker with a virtual onscreen partner, directing each other's eye gaze to different screen locations. Half of the participants were correctly informed that their partner was controlled by a computer algorithm ("Computer" condition). The other half were misled into believing that the virtual character was controlled by a second participant in another room ("Human" condition). Those in the "Human" condition were slower to make eye contact with their partner and more likely to try and guide their partner before they had established mutual eye contact than participants in the "Computer" condition. They also responded more rapidly when their partner was guiding them, although the same effect was also found for a control condition in which they responded to an arrow cue. Results confirm the influence of human agency beliefs on behaviour in this virtual social interaction context. They further suggest that researchers and developers attempting to simulate social interactions should consider the impact of agency beliefs on user experience in other social contexts, and their effect on the achievement of the application's goals.

  16. Overview Electrotactile Feedback for Enhancing Human Computer Interface

    Science.gov (United States)

    Pamungkas, Daniel S.; Caesarendra, Wahyu

    2018-04-01

    To achieve effective interaction between a human and a computing device or machine, adequate feedback from the computing device or machine is required. Recently, haptic feedback is increasingly being utilised to improve the interactivity of the Human Computer Interface (HCI). Most existing haptic feedback enhancements aim at producing forces or vibrations to enrich the user’s interactive experience. However, these force and/or vibration actuated haptic feedback systems can be bulky and uncomfortable to wear and only capable of delivering a limited amount of information to the user which can limit both their effectiveness and the applications they can be applied to. To address this deficiency, electrotactile feedback is used. This involves delivering haptic sensations to the user by electrically stimulating nerves in the skin via electrodes placed on the surface of the skin. This paper presents a review and explores the capability of electrotactile feedback for HCI applications. In addition, a description of the sensory receptors within the skin for sensing tactile stimulus and electric currents alsoseveral factors which influenced electric signal to transmit to the brain via human skinare explained.

  17. 13th International Symposium on Distributed Computing and Artificial Intelligence 2016

    CERN Document Server

    Semalat, Ali; Bocewicz, Grzegorz; Sitek, Paweł; Nielsen, Izabela; García, Julián; Bajo, Javier

    2016-01-01

    The 13th International Symposium on Distributed Computing and Artificial Intelligence 2016 (DCAI 2016) is a forum to present applications of innovative techniques for studying and solving complex problems. The exchange of ideas between scientists and technicians from both the academic and industrial sector is essential to facilitate the development of systems that can meet the ever-increasing demands of today’s society. The present edition brings together past experience, current work and promising future trends associated with distributed computing, artificial intelligence and their application in order to provide efficient solutions to real problems. This symposium is organized by the University of Sevilla (Spain), Osaka Institute of Technology (Japan), and the Universiti Teknologi Malaysia (Malaysia).

  18. Preparation of Artificial Skin that Mimics Human Skin Surface and Mechanical Properties.

    Science.gov (United States)

    Shimizu, Rana; Nonomura, Yoshimune

    2018-01-01

    We have developed an artificial skin that mimics the morphological and mechanical properties of human skin. The artificial skin comprises a polyurethane block possessing a microscopically rough surface. We evaluated the tactile sensations when skin-care cream was applied to the artificial skin. Many subjects perceived smooth, moist, and soft feels during the application process. Cluster analysis showed that these characteristic tactile feels are similar to those when skin-care cream is applied to real human skin. Contact angle analysis showed that an oil droplet spread smoothly on the artificial skin surface, which occurred because there were many grooves several hundred micrometers in width on the skin surface. In addition, when the skin-care cream was applied, the change in frictional force during the dynamic friction process increased. These wetting and frictional properties are important factors controlling the similarity of artificial skin to real human skin.

  19. Interactive Video and Artificial Intelligence: A Convenient Marriage.

    Science.gov (United States)

    Midoro, V.; And Others

    1988-01-01

    Describes the theoretical framework of a research project aimed at exploring the new potentials for instructional systems offered by videodisc technology and artificial intelligence. A prototype of an intelligent tutoring system, "Earth," is described, and types of interactions in instructional systems are discussed as they relate to the…

  20. Future Computing Technology (3/3)

    CERN Multimedia

    CERN. Geneva

    2015-01-01

    Computing of the future will be affected by a number of fundamental technologies in development today, many of which are already on the way to becoming commercialized. In this series of lectures, we will discuss hardware and software development that will become mainstream in the timeframe of a few years and how they will shape or change the computing landscape - commercial and personal alike. Topics range from processor and memory aspects, programming models and the limits of artificial intelligence, up to end-user interaction with wearables or e-textiles. We discuss the impact of these technologies on the art of programming, the data centres of the future and daily life. On the third day of the Future Computing Technology series, we will touch on societal aspects of the future of computing. Our perception of computers may at time seem passive, but in reality we are a vital chain of the feedback loop. Human-computer interaction, innovative forms of computers, privacy, process automation, threats and medica...

  1. 11th International Conference on Distributed Computing and Artificial Intelligence

    CERN Document Server

    Bersini, Hugues; Corchado, Juan; Rodríguez, Sara; Pawlewski, Paweł; Bucciarelli, Edgardo

    2014-01-01

    The 11th International Symposium on Distributed Computing and Artificial Intelligence 2014 (DCAI 2014) is a forum to present applications of innovative techniques for studying and solving complex problems. The exchange of ideas between scientists and technicians from both the academic and industrial sector is essential to facilitate the development of systems that can meet the ever-increasing demands of today’s society. The present edition brings together past experience, current work and promising future trends associated with distributed computing, artificial intelligence and their application in order to provide efficient solutions to real problems. This year’s technical program presents both high quality and diversity, with contributions in well-established and evolving areas of research (Algeria, Brazil, China, Croatia, Czech Republic, Denmark, France, Germany, Ireland, Italy, Japan, Malaysia, Mexico, Poland, Portugal, Republic of Korea, Spain, Taiwan, Tunisia, Ukraine, United Kingdom), representing ...

  2. The pH changes of artificial saliva after interaction with oral of artificial saliva after interaction with oral micropathogen

    Directory of Open Access Journals (Sweden)

    Basri A. Gani

    2012-12-01

    Full Text Available Backgorund: Saliva contains several protein elements, exocrine proteins and antibodies, such as lactoferrin, sIgA, peroxidase, albumin, polypeptides, and oligopeptides that contribute to the defense of oral mucosa and dental pellicle to prevent infection caused by oral micropathogen, such as Candida albicans, Streptococcus mutans and Aggregatibacter actinomycetemcomitans (A. actinomycetemcomitans. Those micropathogens have a role to change salivary pH as an indicator of oral disease activities. Purpose: This study was aimed to analyze the changes of artificial saliva pH after interaction with S. mutans, C. albicans, and A. Actinomycetemcpmitans. Methods: The materials used in this study consist of S. mutans (ATCC 31987, C. albicans (ATCC 10231, A. actinomycetemcomitans (ATTC 702 358, and artificial saliva. To examine the pH changes of artificial saliva, those three microbiotas were cultured and incubated for 24 hours. Results: The results showed that the interactions of S. mutans, C. albicans, and A. actinomycetemcomitans in the artificial saliva can change the salivary on neutral. There were no significant difference with the control treatment salivary pH 4, 5, 6, 8, and 9 (p>0.05. Similarly, there was also no significant difference when those three microorganism interacted each other in the artificial saliva (p<0.05. Conclusion: It can be concluded that the biological activity of S. mutans, C. albicans, and A. actinomycetemcomitans in artificial saliva can change the salivary pH into neutral. It indicates that those microbiotas mutually supported and cooperated in influencing the biological cycle of the oral cavity with salivary pH as an indicator.Latar belakang: Saliva merupakan cairan eksokrin yang mengandung unsur protein dan antibodi seperti sIgA laktoferin peroksidase, albumin, polipeptida dan oligopeptida yang berperan pada pertahanan mukosa rongga mulut dan gigi guna mencegah infeksi oral mikropatogen seperti C. albicans, S. mutans, dan

  3. Human-computer interaction for alert warning and attention allocation systems of the multimodal watchstation

    Science.gov (United States)

    Obermayer, Richard W.; Nugent, William A.

    2000-11-01

    The SPAWAR Systems Center San Diego is currently developing an advanced Multi-Modal Watchstation (MMWS); design concepts and software from this effort are intended for transition to future United States Navy surface combatants. The MMWS features multiple flat panel displays and several modes of user interaction, including voice input and output, natural language recognition, 3D audio, stylus and gestural inputs. In 1999, an extensive literature review was conducted on basic and applied research concerned with alerting and warning systems. After summarizing that literature, a human computer interaction (HCI) designer's guide was prepared to support the design of an attention allocation subsystem (AAS) for the MMWS. The resultant HCI guidelines are being applied in the design of a fully interactive AAS prototype. An overview of key findings from the literature review, a proposed design methodology with illustrative examples, and an assessment of progress made in implementing the HCI designers guide are presented.

  4. Interactive computer graphics displays for hierarchical data structures

    International Nuclear Information System (INIS)

    Cahn, D.F.; Murano, C.V.

    1980-05-01

    An interactive computer graphical display program was developed as an aid to user visualization and manipulation of hierarchically structured data systems such as thesauri. In the present configuration, a thesaurus term and its primary and secondary conceptual neighbors are presented to the user in tree graph form on a CRT; the user then designates, via light pen or keyboard, any of the neighbors as the next term of interest and receives a new display centered on this term. By successive specification of broader, narrower, and related terms, the user can course rapidly through the thesaurus space and refine his search file. At any stage, he deals with a term-centered, conceptually meaningful picture of a localized portion of the thesaurus, and is freed from the artificial difficulties of handling the traditional alphabetized thesaurus. Intentional limitation of the associative range of each display frame, and the use of color, case, and interconnecting vectors to encode relationships among terms, enhance interpretability of the display. Facile movement through the term space, provided by interactive computation, allows the display to remain simple, and is an essential element of the system. 3 figures

  5. Situated dialog in speech-based human-computer interaction

    CERN Document Server

    Raux, Antoine; Lane, Ian; Misu, Teruhisa

    2016-01-01

    This book provides a survey of the state-of-the-art in the practical implementation of Spoken Dialog Systems for applications in everyday settings. It includes contributions on key topics in situated dialog interaction from a number of leading researchers and offers a broad spectrum of perspectives on research and development in the area. In particular, it presents applications in robotics, knowledge access and communication and covers the following topics: dialog for interacting with robots; language understanding and generation; dialog architectures and modeling; core technologies; and the analysis of human discourse and interaction. The contributions are adapted and expanded contributions from the 2014 International Workshop on Spoken Dialog Systems (IWSDS 2014), where researchers and developers from industry and academia alike met to discuss and compare their implementation experiences, analyses and empirical findings.

  6. A Software Framework for Multimodal Human-Computer Interaction Systems

    NARCIS (Netherlands)

    Shen, Jie; Pantic, Maja

    2009-01-01

    This paper describes a software framework we designed and implemented for the development and research in the area of multimodal human-computer interface. The proposed framework is based on publish / subscribe architecture, which allows developers and researchers to conveniently configure, test and

  7. Translator-computer interaction in action

    DEFF Research Database (Denmark)

    Bundgaard, Kristine; Christensen, Tina Paulsen; Schjoldager, Anne

    2016-01-01

    perspective, this paper investigates the relationship between machines and humans in the field of translation, analysing a CAT process in which machine-translation (MT) technology was integrated into a translation-memory (TM) suite. After a review of empirical research into the impact of CAT tools......Though we lack empirically-based knowledge of the impact of computer-aided translation (CAT) tools on translation processes, it is generally agreed that all professional translators are now involved in some kind of translator-computer interaction (TCI), using O’Brien’s (2012) term. Taking a TCI......, the study indicates that the tool helps the translator conform to project and customer requirements....

  8. USING OLFACTORY DISPLAYS AS A NONTRADITIONAL INTERFACE IN HUMAN COMPUTER INTERACTION

    Directory of Open Access Journals (Sweden)

    Alper Efe

    2017-07-01

    Full Text Available Smell has its limitations and disadvantages as a display medium, but it also has its strengths and many have recognized its potential. At present, in communications and virtual technologies, smell is either forgotten or improperly stimulated, because non controlled odorants present in the physical space surrounding the user. Nonetheless a controlled presentation of olfactory information can give advantages in various application fields. Therefore, two enabling technologies, electronic noses and especially olfactory displays are reviewed. Scenarios of usage are discussed together with relevant psycho-physiological issues. End-to-end systems including olfactory interfaces are quantitatively characterised under many respects. Recent works done by the authors on field are reported. The article will touch briefly on the control of scent emissions; an important factor to consider when building scented computer systems. As a sample application SUBSMELL system investigated. A look at areas of human computer interaction where olfaction output may prove useful will be presented. The article will finish with some brief conclusions and discuss some shortcomings and gaps of the topic. In particular, the addition of olfactory cues to a virtual environment increased the user's sense of presence and memory of the environment. Also, this article discusses the educational aspect of the subsmell systems.

  9. How do we think machines think? An fMRI study of alleged competition with an artificial intelligence

    Directory of Open Access Journals (Sweden)

    Thierry eChaminade

    2012-05-01

    Full Text Available Humans are particularly skilled in mentalizing, the inference of other agents’ hidden mental states. Here we question whether activity in brain areas involved in mentalizing is specific to the processing of mental states or can be generalized to the inference of non-mental states by investigating brain responses during the interaction with an artificial agent. Participants were scanned using fMRI during interactive rock-paper-scissors games while believing the opponent was a fellow human (Intentional agent, a humanoid robot endowed with an algorithm developed to win the game (Artificial agent, or a laptop playing randomly (Random agent. Subjective reports indicated that participants perceived differences between the three opponents. No brain area responded specifically to interaction with the robot, suggesting the absence of reproducible stance when interacting with an artificial agent. We probed response to the artificial agent in clusters activated during the interaction with the intentional agent. A highly significant increase from robot to human in all clusters, including the precuneus involved in working memory, the posterior intraparietal suclus, in the control of attention and the dorsolateral prefrontal cortex, in executive functions, supports the intrinsically engaging nature of social interactions. Mentalizing regions, the medial prefrontal cortex and right temporoparietal junction, responded to the human only, supporting that humans do not adopt an intentional stance when interacting with an artificial agent. In contrast, left premotor cortex and anterior intraparietal sulcus involved in motor resonance were activated when interacting with the intentional and artificial agent, suggesting that participants also simulated the embodied humanoid robot’s actions in the game. Results support the specificity of mentalizing areas for interactions with intentional agents, while motor resonance generalizes to interactions with

  10. Thermal expression of intersubjectivity offers new possibilities to human-machine and technologically mediated interactions

    Directory of Open Access Journals (Sweden)

    Arcangelo eMerla

    2014-07-01

    Full Text Available The evaluation of the psychophysiological state of the interlocutor is an important element of interpersonal relationships and communication. Thermal infrared imaging has proved to be a reliable tool for non-invasive and contact-less evaluation of vital signs, psychophysiological responses and emotional states. This technique is quickly spreading in many fields, from psychometrics to social and developmental psychology; and from the touch-less monitoring of vital signs and stress, up to the human-machine interaction. In particular, thermal IR imaging promises to be of use for gathering information about affective states in social situations. This paper presents the state of the art of thermal infrared imaging in psychophysiology and in the assessment of affective states. The goal is to provide insights about its potentialities and limits for its use in human-artificial agent interaction in order to contribute to a major issue in the field: the perception by an artificial agent of human psychophysiological and affective states.

  11. Artificial muscle: the human chimera is the future.

    Science.gov (United States)

    Tozzi, P

    2011-12-14

    Severe heart failure and cerebral stroke are broadly associated with the impairment of muscular function that conventional treatments struggle to restore. New technologies enable the construction of "smart" materials that could be of great help in treating diseases where the main problem is muscle weakness. These materials "behave" similarly to biological systems, because the material directly converts energy, for example electrical energy into movement. The extension and contraction occur silently like in natural muscles. The real challenge is to transfer this amazing technology into devices that restore or replace the mechanical function of failing muscle. Cardiac assist devices based on artificial muscle technology could envelope a weak heart and temporarily improve its systolic function, or, if placed on top of the atrium, restore the atrial kick in chronic atrial fibrillation. Artificial sphincters could be used to treat urinary incontinence after prostatectomy or faecal incontinence associated with stomas. Artificial muscles can restore the ability of patients with facial paralysis due to stroke or nerve injury to blink. Smart materials could be used to construct an artificial oesophagus including peristaltic movement and lower oesophageal sphincter function to replace the diseased oesophagus thereby avoiding the need for laparotomy to mobilise stomach or intestine. In conclusion, in the near future, smart devices will integrate with the human body to fill functional gaps due to organ failure, and so create a human chimera.

  12. Human Computation

    CERN Multimedia

    CERN. Geneva

    2008-01-01

    What if people could play computer games and accomplish work without even realizing it? What if billions of people collaborated to solve important problems for humanity or generate training data for computers? My work aims at a general paradigm for doing exactly that: utilizing human processing power to solve computational problems in a distributed manner. In particular, I focus on harnessing human time and energy for addressing problems that computers cannot yet solve. Although computers have advanced dramatically in many respects over the last 50 years, they still do not possess the basic conceptual intelligence or perceptual capabilities...

  13. Ethical Issues of Artificial Biomedical Applications

    OpenAIRE

    Alexiou , Athanasios; Psixa , Maria; Vlamos , Panagiotis

    2011-01-01

    Part 12: Medical Applications of ANN and Ethics of AI; International audience; While the plethora of artificial biomedical applications is enriched and combined with the possibilities of artificial intelligence, bioinformatics and nanotechnology, the variability in the ideological use of such concepts is associated with bioethical issues and several legal aspects. The convergence of bioethics and computer ethics, attempts to illustrate and approach problems, occurring by the fusion of human a...

  14. Abstraction in artificial intelligence and complex systems

    CERN Document Server

    Saitta, Lorenza

    2013-01-01

    Abstraction is a fundamental mechanism underlying both human and artificial perception, representation of knowledge, reasoning and learning. This mechanism plays a crucial role in many disciplines, notably Computer Programming, Natural and Artificial Vision, Complex Systems, Artificial Intelligence and Machine Learning, Art, and Cognitive Sciences. This book first provides the reader with an overview of the notions of abstraction proposed in various disciplines by comparing both commonalities and differences.  After discussing the characterizing properties of abstraction, a formal model, the K

  15. Artificial intelligence. Application of the Statistical Neural Networks computer program in nuclear medicine

    International Nuclear Information System (INIS)

    Stefaniak, B.; Cholewinski, W.; Tarkowska, A.

    2005-01-01

    Artificial Neural Networks (ANN) may be a tool alternative and complementary to typical statistical analysis. However, in spite of many computer application of various ANN algorithms ready for use, artificial intelligence is relatively rarely applied to data processing. In this paper practical aspects of scientific application of ANN in medicine using the Statistical Neural Networks Computer program, were presented. Several steps of data analysis with the above ANN software package were discussed shortly, from material selection and its dividing into groups to the types of obtained results. The typical problems connected with assessing scintigrams by ANN were also described. (author)

  16. Robotics, Artificial Intelligence, Computer Simulation: Future Applications in Special Education.

    Science.gov (United States)

    Moore, Gwendolyn B.; And Others

    The report describes three advanced technologies--robotics, artificial intelligence, and computer simulation--and identifies the ways in which they might contribute to special education. A hybrid methodology was employed to identify existing technology and forecast future needs. Following this framework, each of the technologies is defined,…

  17. Soft computing in artificial intelligence

    CERN Document Server

    Matson, Eric

    2014-01-01

    This book explores the concept of artificial intelligence based on knowledge-based algorithms. Given the current hardware and software technologies and artificial intelligence theories, we can think of how efficient to provide a solution, how best to implement a model and how successful to achieve it. This edition provides readers with the most recent progress and novel solutions in artificial intelligence. This book aims at presenting the research results and solutions of applications in relevance with artificial intelligence technologies. We propose to researchers and practitioners some methods to advance the intelligent systems and apply artificial intelligence to specific or general purpose. This book consists of 13 contributions that feature fuzzy (r, s)-minimal pre- and β-open sets, handling big coocurrence matrices, Xie-Beni-type fuzzy cluster validation, fuzzy c-regression models, combination of genetic algorithm and ant colony optimization, building expert system, fuzzy logic and neural network, ind...

  18. An ankle-foot orthosis powered by artificial pneumatic muscles.

    Science.gov (United States)

    Ferris, Daniel P; Czerniecki, Joseph M; Hannaford, Blake

    2005-05-01

    We developed a pneumatically powered orthosis for the human ankle joint. The orthosis consisted of a carbon fiber shell, hinge joint, and two artificial pneumatic muscles. One artificial pneumatic muscle provided plantar flexion torque and the second one provided dorsiflexion torque. Computer software adjusted air pressure in each artificial muscle independently so that artificial muscle force was proportional to rectified low-pass-filtered electromyography (EMG) amplitude (i.e., proportional myoelectric control). Tibialis anterior EMG activated the artificial dorsiflexor and soleus EMG activated the artificial plantar flexor. We collected joint kinematic and artificial muscle force data as one healthy participant walked on a treadmill with the orthosis. Peak plantar flexor torque provided by the orthosis was 70 Nm, and peak dorsiflexor torque provided by the orthosis was 38 Nm. The orthosis could be useful for basic science studies on human locomotion or possibly for gait rehabilitation after neurological injury.

  19. Rethinking Human-Centered Computing: Finding the Customer and Negotiated Interactions at the Airport

    Science.gov (United States)

    Wales, Roxana; O'Neill, John; Mirmalek, Zara

    2003-01-01

    The breakdown in the air transportation system over the past several years raises an interesting question for researchers: How can we help improve the reliability of airline operations? In offering some answers to this question, we make a statement about Huuman-Centered Computing (HCC). First we offer the definition that HCC is a multi-disciplinary research and design methodology focused on supporting humans as they use technology by including cognitive and social systems, computational tools and the physical environment in the analysis of organizational systems. We suggest that a key element in understanding organizational systems is that there are external cognitive and social systems (customers) as well as internal cognitive and social systems (employees) and that they interact dynamically to impact the organization and its work. The design of human-centered intelligent systems must take this outside-inside dynamic into account. In the past, the design of intelligent systems has focused on supporting the work and improvisation requirements of employees but has often assumed that customer requirements are implicitly satisfied by employee requirements. Taking a customer-centric perspective provides a different lens for understanding this outside-inside dynamic, the work of the organization and the requirements of both customers and employees In this article we will: 1) Demonstrate how the use of ethnographic methods revealed the important outside-inside dynamic in an airline, specifically the consequential relationship between external customer requirements and perspectives and internal organizational processes and perspectives as they came together in a changing environment; 2) Describe how taking a customer centric perspective identifies places where the impact of the outside-inside dynamic is most critical and requires technology that can be adaptive; 3) Define and discuss the place of negotiated interactions in airline operations, identifying how these

  20. The Birth of Artificial Intelligence: First Conference on Artificial Intelligence in Paris in 1951?

    OpenAIRE

    Bruderer , Herbert

    2016-01-01

    International audience; The 1956 Dartmouth conference is often considered as the cradle of artificial intelligence. There is a controversy on its origin. Some historians of computing believe that Turing or Zuse were the fathers of machine intelligence. However, the first working chess-playing automaton was developed by Torres Quevedo by 1912. Moreover, there was a large and important (but forgotten) European conference on computing and human thinking in Paris in 1951.

  1. Autonomous development and learning in artificial intelligence and robotics: Scaling up deep learning to human-like learning.

    Science.gov (United States)

    Oudeyer, Pierre-Yves

    2017-01-01

    Autonomous lifelong development and learning are fundamental capabilities of humans, differentiating them from current deep learning systems. However, other branches of artificial intelligence have designed crucial ingredients towards autonomous learning: curiosity and intrinsic motivation, social learning and natural interaction with peers, and embodiment. These mechanisms guide exploration and autonomous choice of goals, and integrating them with deep learning opens stimulating perspectives.

  2. Artificial Intelligence In Computational Fluid Dynamics

    Science.gov (United States)

    Vogel, Alison Andrews

    1991-01-01

    Paper compares four first-generation artificial-intelligence (Al) software systems for computational fluid dynamics. Includes: Expert Cooling Fan Design System (EXFAN), PAN AIR Knowledge System (PAKS), grid-adaptation program MITOSIS, and Expert Zonal Grid Generation (EZGrid). Focuses on knowledge-based ("expert") software systems. Analyzes intended tasks, kinds of knowledge possessed, magnitude of effort required to codify knowledge, how quickly constructed, performances, and return on investment. On basis of comparison, concludes Al most successful when applied to well-formulated problems solved by classifying or selecting preenumerated solutions. In contrast, application of Al to poorly understood or poorly formulated problems generally results in long development time and large investment of effort, with no guarantee of success.

  3. Instrumentation for Scientific Computing in Neural Networks, Information Science, Artificial Intelligence, and Applied Mathematics.

    Science.gov (United States)

    1987-10-01

    include Security Classification) Instrumentation for scientific computing in neural networks, information science, artificial intelligence, and...instrumentation grant to purchase equipment for support of research in neural networks, information science, artificail intellignece , and applied mathematics...in Neural Networks, Information Science, Artificial Intelligence, and Applied Mathematics Contract AFOSR 86-0282 Principal Investigator: Stephen

  4. Analysis of Computer-Aided and Artificial Intelligence Technologies and Solutions in Service Industries in Russia

    OpenAIRE

    Rezanov, Vladislav

    2013-01-01

    The primary objective of this research study was to investigate the relationship between Computer-Aided and Artificial Intelligence Technologies and customer satisfaction in the context of businesses in Russia. The research focuses on methods of Artificial Intelligence technology application in business and its effect on customer satisfaction. The researcher introduces Artificial Intelligence and studies the forecasting approaches in relation to business operations. The rese...

  5. Sound pressure distribution within natural and artificial human ear canals: forward stimulation.

    Science.gov (United States)

    Ravicz, Michael E; Tao Cheng, Jeffrey; Rosowski, John J

    2014-12-01

    This work is part of a study of the interaction of sound pressure in the ear canal (EC) with tympanic membrane (TM) surface displacement. Sound pressures were measured with 0.5-2 mm spacing at three locations within the shortened natural EC or an artificial EC in human temporal bones: near the TM surface, within the tympanic ring plane, and in a plane transverse to the long axis of the EC. Sound pressure was also measured at 2-mm intervals along the long EC axis. The sound field is described well by the size and direction of planar sound pressure gradients, the location and orientation of standing-wave nodal lines, and the location of longitudinal standing waves along the EC axis. Standing-wave nodal lines perpendicular to the long EC axis are present on the TM surface >11-16 kHz in the natural or artificial EC. The range of sound pressures was larger in the tympanic ring plane than at the TM surface or in the transverse EC plane. Longitudinal standing-wave patterns were stretched. The tympanic-ring sound field is a useful approximation of the TM sound field, and the artificial EC approximates the natural EC.

  6. Artificial ferroic systems: novel functionality from structure, interactions and dynamics

    International Nuclear Information System (INIS)

    Heyderman, L J; Stamps, R L

    2013-01-01

    Lithographic processing and film growth technologies are continuing to advance, so that it is now possible to create patterned ferroic materials consisting of arrays of sub-1 μm elements with high definition. Some of the most fascinating behaviour of these arrays can be realised by exploiting interactions between the individual elements to create new functionality. The properties of these artificial ferroic systems differ strikingly from those of their constituent components, with novel emergent behaviour arising from the collective dynamics of the interacting elements, which are arranged in specific designs and can be activated by applying magnetic or electric fields. We first focus on artificial spin systems consisting of arrays of dipolar-coupled nanomagnets and, in particular, review the field of artificial spin ice, which demonstrates a wide range of fascinating phenomena arising from the frustration inherent in particular arrangements of nanomagnets, including emergent magnetic monopoles, domains of ordered macrospins, and novel avalanche behaviour. We outline how demagnetisation protocols have been employed as an effective thermal anneal in an attempt to reach the ground state, comment on phenomena that arise in thermally activated systems and discuss strategies for selectively generating specific configurations using applied magnetic fields. We then move on from slow field and temperature driven dynamics to high frequency phenomena, discussing spinwave excitations in the context of magnonic crystals constructed from arrays of patterned magnetic elements. At high frequencies, these arrays are studied in terms of potential applications including magnetic logic, linear and non-linear microwave optics, and fast, efficient switching, and we consider the possibility to create tunable magnonic crystals with artificial spin ice. Finally, we discuss how functional ferroic composites can be incorporated to realise magnetoelectric effects. Specifically, we discuss

  7. Artificial ferroic systems: novel functionality from structure, interactions and dynamics.

    Science.gov (United States)

    Heyderman, L J; Stamps, R L

    2013-09-11

    Lithographic processing and film growth technologies are continuing to advance, so that it is now possible to create patterned ferroic materials consisting of arrays of sub-1 μm elements with high definition. Some of the most fascinating behaviour of these arrays can be realised by exploiting interactions between the individual elements to create new functionality. The properties of these artificial ferroic systems differ strikingly from those of their constituent components, with novel emergent behaviour arising from the collective dynamics of the interacting elements, which are arranged in specific designs and can be activated by applying magnetic or electric fields. We first focus on artificial spin systems consisting of arrays of dipolar-coupled nanomagnets and, in particular, review the field of artificial spin ice, which demonstrates a wide range of fascinating phenomena arising from the frustration inherent in particular arrangements of nanomagnets, including emergent magnetic monopoles, domains of ordered macrospins, and novel avalanche behaviour. We outline how demagnetisation protocols have been employed as an effective thermal anneal in an attempt to reach the ground state, comment on phenomena that arise in thermally activated systems and discuss strategies for selectively generating specific configurations using applied magnetic fields. We then move on from slow field and temperature driven dynamics to high frequency phenomena, discussing spinwave excitations in the context of magnonic crystals constructed from arrays of patterned magnetic elements. At high frequencies, these arrays are studied in terms of potential applications including magnetic logic, linear and non-linear microwave optics, and fast, efficient switching, and we consider the possibility to create tunable magnonic crystals with artificial spin ice. Finally, we discuss how functional ferroic composites can be incorporated to realise magnetoelectric effects. Specifically, we discuss

  8. Predictive Mechanisms Are Not Involved the Same Way during Human-Human vs. Human-Machine Interactions: A Review

    Directory of Open Access Journals (Sweden)

    Aïsha Sahaï

    2017-10-01

    Full Text Available Nowadays, interactions with others do not only involve human peers but also automated systems. Many studies suggest that the motor predictive systems that are engaged during action execution are also involved during joint actions with peers and during other human generated action observation. Indeed, the comparator model hypothesis suggests that the comparison between a predicted state and an estimated real state enables motor control, and by a similar functioning, understanding and anticipating observed actions. Such a mechanism allows making predictions about an ongoing action, and is essential to action regulation, especially during joint actions with peers. Interestingly, the same comparison process has been shown to be involved in the construction of an individual's sense of agency, both for self-generated and observed other human generated actions. However, the implication of such predictive mechanisms during interactions with machines is not consensual, probably due to the high heterogeneousness of the automata used in the experimentations, from very simplistic devices to full humanoid robots. The discrepancies that are observed during human/machine interactions could arise from the absence of action/observation matching abilities when interacting with traditional low-level automata. Consistently, the difficulties to build a joint agency with this kind of machines could stem from the same problem. In this context, we aim to review the studies investigating predictive mechanisms during social interactions with humans and with automated artificial systems. We will start by presenting human data that show the involvement of predictions in action control and in the sense of agency during social interactions. Thereafter, we will confront this literature with data from the robotic field. Finally, we will address the upcoming issues in the field of robotics related to automated systems aimed at acting as collaborative agents.

  9. Behavior acquisition in artificial agents

    OpenAIRE

    Thurau, Christian

    2006-01-01

    Computational skill acquisition in robots and simulated agents has been a topic of increasing popularity throughout the last years. Despite impressive progress, autonomous behavior at a level of animals and humans are not yet replicated by machines. Especially when a complex environment demands versatile, goal-oriented behavior, current artificial systems show shortcomings. Consider for instance modern 3D computer games. Despite their key role for more emersive game experience, surprisingly l...

  10. Artificial intelligence

    OpenAIRE

    Duda, Antonín

    2009-01-01

    Abstract : Issue of this work is to acquaint the reader with the history of artificial inteligence, esspecialy branch of chess computing. Main attention is given to progress from fifties to the present. The work also deals with fighting chess programs against each other, and against human opponents. The greatest attention is focused on 1997 and duel Garry Kasparov against chess program Deep Blue. The work is divided into chapters according to chronological order.

  11. Computer Aided Automatic Control - CAAC artificial intelligence block

    Energy Technology Data Exchange (ETDEWEB)

    Balate, J.; Chramcov, B.; Princ, M. [Brno Univ. of Technology (Czech Republic). Faculty of Technology in Zlin

    2000-07-01

    The aim of the plan to build up the system CAAC - Computer Aided Automatic Control is to create modular setup of partial computing programs including theory of automatic control, algorithms of programs for processing signals and programs of control algorithms. To approach its informative contents to students and professional public the CAAC system utilizes Internet services http in the form of WWW pages. The CAAC system is being processed at the Institute of Automation and Control Technique of the Faculty of Technology in Zlin of the Brno University of Technology and is determined particularly for pedagogic purposes. Recently also the methods of artificial intelligence have been included to the open CAAC system and that is comprised in this article. (orig.)

  12. From automata to animate beings: the scope and limits of attributing socialness to artificial agents.

    Science.gov (United States)

    Hortensius, Ruud; Cross, Emily S

    2018-05-11

    Understanding the mechanisms and consequences of attributing socialness to artificial agents has important implications for how we can use technology to lead more productive and fulfilling lives. Here, we integrate recent findings on the factors that shape behavioral and brain mechanisms that support social interactions between humans and artificial agents. We review how visual features of an agent, as well as knowledge factors within the human observer, shape attributions across dimensions of socialness. We explore how anthropomorphism and dehumanization further influence how we perceive and interact with artificial agents. Based on these findings, we argue that the cognitive reconstruction within the human observer is likely to be far more crucial in shaping our interactions with artificial agents than previously thought, while the artificial agent's visual features are possibly of lesser importance. We combine these findings to provide an integrative theoretical account based on the "like me" hypothesis, and discuss the key role played by the Theory-of-Mind network, especially the temporal parietal junction, in the shift from mechanistic to social attributions. We conclude by highlighting outstanding questions on the impact of long-term interactions with artificial agents on the behavioral and brain mechanisms of attributing socialness to these agents. © 2018 New York Academy of Sciences.

  13. CAAD as Computer-Activated Architectural Design

    DEFF Research Database (Denmark)

    Galle, Per

    1998-01-01

    In a brief sketch, drawing on a general philosophical conception of human interaction with the world, the architectural design process is analysed in terms of two kinds of human action: interpretation and production. Both of these are seen as establishing a link between mental and material entities....... On this background two alternative roles of computers in computer-aided architectural design (CAAD) are distinguished: a passive and a more active role, where in the latter case, the computer’s capacity for symbol manipulation is utilized to influence design thinking actively. The analysis offered in this paper may...... serve at least two purposes: to provide a conceptual machinery for research and reflection on CAAD, and to clarify the notion of ‘artificial intelligence’ in the light of architectural design....

  14. Neural correlate of human reciprocity in social interactions.

    Science.gov (United States)

    Sakaiya, Shiro; Shiraito, Yuki; Kato, Junko; Ide, Hiroko; Okada, Kensuke; Takano, Kouji; Kansaku, Kenji

    2013-01-01

    Reciprocity plays a key role maintaining cooperation in society. However, little is known about the neural process that underpins human reciprocity during social interactions. Our neuroimaging study manipulated partner identity (computer, human) and strategy (random, tit-for-tat) in repeated prisoner's dilemma games and investigated the neural correlate of reciprocal interaction with humans. Reciprocal cooperation with humans but exploitation of computers by defection was associated with activation in the left amygdala. Amygdala activation was also positively and negatively correlated with a preference change for human partners following tit-for-tat and random strategies, respectively. The correlated activation represented the intensity of positive feeling toward reciprocal and negative feeling toward non-reciprocal partners, and so reflected reciprocity in social interaction. Reciprocity in social interaction, however, might plausibly be misinterpreted and so we also examined the neural coding of insight into the reciprocity of partners. Those with and without insight revealed differential brain activation across the reward-related circuitry (i.e., the right middle dorsolateral prefrontal cortex and dorsal caudate) and theory of mind (ToM) regions [i.e., ventromedial prefrontal cortex (VMPFC) and precuneus]. Among differential activations, activation in the precuneus, which accompanied deactivation of the VMPFC, was specific to those without insight into human partners who were engaged in a tit-for-tat strategy. This asymmetric (de)activation might involve specific contributions of ToM regions to the human search for reciprocity. Consequently, the intensity of emotion attached to human reciprocity was represented in the amygdala, whereas insight into the reciprocity of others was reflected in activation across the reward-related and ToM regions. This suggests the critical role of mentalizing, which was not equated with reward expectation during social interactions.

  15. Neural correlate of human reciprocity in social interactions

    Directory of Open Access Journals (Sweden)

    Shiro eSakaiya

    2013-12-01

    Full Text Available Reciprocity plays a key role maintaining cooperation in society. However, little is known about the neural process that underpins human reciprocity during social interactions. Our neuroimaging study manipulated partner identity (computer, human and strategy (random, tit-for-tat in repeated prisoner’s dilemma games and investigated the neural correlate of reciprocal interaction with humans. Reciprocal cooperation with humans but exploitation of computers by defection was associated with activation in the left amygdala. Amygdala activation was also positively and negatively correlated with a preference change for human partners following tit-for-tat and random strategies, respectively. The correlated activation represented the intensity of positive feeling toward reciprocal and negative feeling toward non-reciprocal partners, and so reflected reciprocity in social interaction. Reciprocity in social interaction, however, might plausibly be misinterpreted and so we also examined the neural coding of insight into the reciprocity of partners. Those with and without insight revealed differential brain activation across the reward-related circuitry (i.e., the right middle dorsolateral prefrontal cortex and dorsal caudate and theory of mind (ToM regions (i.e., ventromedial prefrontal cortex [VMPFC] and precuneus. Among differential activations, activation in the precuneus, which accompanied deactivation of the VMPFC, was specific to those without insight into human partners who were engaged in a tit-for-tat strategy. This asymmetric (deactivation might involve specific contributions of ToM regions to the human search for reciprocity. Consequently, the intensity of emotion attached to human reciprocity was represented in the amygdala, whereas insight into the reciprocity of others was reflected in activation across the reward-related and ToM regions. This suggests the critical role of mentalizing, which was not equated with reward expectation during

  16. International Conference on Computational Intelligence 2015

    CERN Document Server

    Saha, Sujan

    2017-01-01

    This volume comprises the proceedings of the International Conference on Computational Intelligence 2015 (ICCI15). This book aims to bring together work from leading academicians, scientists, researchers and research scholars from across the globe on all aspects of computational intelligence. The work is composed mainly of original and unpublished results of conceptual, constructive, empirical, experimental, or theoretical work in all areas of computational intelligence. Specifically, the major topics covered include classical computational intelligence models and artificial intelligence, neural networks and deep learning, evolutionary swarm and particle algorithms, hybrid systems optimization, constraint programming, human-machine interaction, computational intelligence for the web analytics, robotics, computational neurosciences, neurodynamics, bioinspired and biomorphic algorithms, cross disciplinary topics and applications. The contents of this volume will be of use to researchers and professionals alike....

  17. A Flexible Approach for Human Activity Recognition Using Artificial Hydrocarbon Networks.

    Science.gov (United States)

    Ponce, Hiram; Miralles-Pechuán, Luis; Martínez-Villaseñor, María de Lourdes

    2016-10-25

    Physical activity recognition based on sensors is a growing area of interest given the great advances in wearable sensors. Applications in various domains are taking advantage of the ease of obtaining data to monitor personal activities and behavior in order to deliver proactive and personalized services. Although many activity recognition systems have been developed for more than two decades, there are still open issues to be tackled with new techniques. We address in this paper one of the main challenges of human activity recognition: Flexibility. Our goal in this work is to present artificial hydrocarbon networks as a novel flexible approach in a human activity recognition system. In order to evaluate the performance of artificial hydrocarbon networks based classifier, experimentation was designed for user-independent, and also for user-dependent case scenarios. Our results demonstrate that artificial hydrocarbon networks classifier is flexible enough to be used when building a human activity recognition system with either user-dependent or user-independent approaches.

  18. Interactive Computer Graphics

    Science.gov (United States)

    Kenwright, David

    2000-01-01

    Aerospace data analysis tools that significantly reduce the time and effort needed to analyze large-scale computational fluid dynamics simulations have emerged this year. The current approach for most postprocessing and visualization work is to explore the 3D flow simulations with one of a dozen or so interactive tools. While effective for analyzing small data sets, this approach becomes extremely time consuming when working with data sets larger than one gigabyte. An active area of research this year has been the development of data mining tools that automatically search through gigabyte data sets and extract the salient features with little or no human intervention. With these so-called feature extraction tools, engineers are spared the tedious task of manually exploring huge amounts of data to find the important flow phenomena. The software tools identify features such as vortex cores, shocks, separation and attachment lines, recirculation bubbles, and boundary layers. Some of these features can be extracted in a few seconds; others take minutes to hours on extremely large data sets. The analysis can be performed off-line in a batch process, either during or following the supercomputer simulations. These computations have to be performed only once, because the feature extraction programs search the entire data set and find every occurrence of the phenomena being sought. Because the important questions about the data are being answered automatically, interactivity is less critical than it is with traditional approaches.

  19. What you say is not what you get: arguing for artificial languages instead of natural languages in human robot speech interaction

    NARCIS (Netherlands)

    Mubin, O.; Bartneck, C.; Feijs, L.M.G.

    2009-01-01

    The project described hereunder focuses on the design and implementation of a "Artificial Robotic Interaction Language", where the research goal is to find a balance between the effort necessary from the user to learn a new language and the resulting benefit of optimized automatic speech recognition

  20. Fronto-parietal coding of goal-directed actions performed by artificial agents.

    Science.gov (United States)

    Kupferberg, Aleksandra; Iacoboni, Marco; Flanagin, Virginia; Huber, Markus; Kasparbauer, Anna; Baumgartner, Thomas; Hasler, Gregor; Schmidt, Florian; Borst, Christoph; Glasauer, Stefan

    2018-03-01

    With advances in technology, artificial agents such as humanoid robots will soon become a part of our daily lives. For safe and intuitive collaboration, it is important to understand the goals behind their motor actions. In humans, this process is mediated by changes in activity in fronto-parietal brain areas. The extent to which these areas are activated when observing artificial agents indicates the naturalness and easiness of interaction. Previous studies indicated that fronto-parietal activity does not depend on whether the agent is human or artificial. However, it is unknown whether this activity is modulated by observing grasping (self-related action) and pointing actions (other-related action) performed by an artificial agent depending on the action goal. Therefore, we designed an experiment in which subjects observed human and artificial agents perform pointing and grasping actions aimed at two different object categories suggesting different goals. We found a signal increase in the bilateral inferior parietal lobule and the premotor cortex when tool versus food items were pointed to or grasped by both agents, probably reflecting the association of hand actions with the functional use of tools. Our results show that goal attribution engages the fronto-parietal network not only for observing a human but also a robotic agent for both self-related and social actions. The debriefing after the experiment has shown that actions of human-like artificial agents can be perceived as being goal-directed. Therefore, humans will be able to interact with service robots intuitively in various domains such as education, healthcare, public service, and entertainment. © 2017 Wiley Periodicals, Inc.

  1. Cognitive engineering in the design of human-computer interaction and expert systems

    International Nuclear Information System (INIS)

    Salvendy, G.

    1987-01-01

    The 68 papers contributing to this book cover the following areas: Theories of Interface Design; Methodologies of Interface Design; Applications of Interface Design; Software Design; Human Factors in Speech Technology and Telecommunications; Design of Graphic Dialogues; Knowledge Acquisition for Knowledge-Based Systems; Design, Evaluation and Use of Expert Systems. This demonstrates the dual role of cognitive engineering. On the one hand cognitive engineering is utilized to design computing systems which are compatible with human cognition and can be effectively and be easily utilized by all individuals. On the other hand, cognitive engineering is utilized to transfer human cognition into the computer for the purpose of building expert systems. Two papers are of interest to INIS

  2. HCIDL: Human-computer interface description language for multi-target, multimodal, plastic user interfaces

    Directory of Open Access Journals (Sweden)

    Lamia Gaouar

    2018-06-01

    Full Text Available From the human-computer interface perspectives, the challenges to be faced are related to the consideration of new, multiple interactions, and the diversity of devices. The large panel of interactions (touching, shaking, voice dictation, positioning … and the diversification of interaction devices can be seen as a factor of flexibility albeit introducing incidental complexity. Our work is part of the field of user interface description languages. After an analysis of the scientific context of our work, this paper introduces HCIDL, a modelling language staged in a model-driven engineering approach. Among the properties related to human-computer interface, our proposition is intended for modelling multi-target, multimodal, plastic interaction interfaces using user interface description languages. By combining plasticity and multimodality, HCIDL improves usability of user interfaces through adaptive behaviour by providing end-users with an interaction-set adapted to input/output of terminals and, an optimum layout. Keywords: Model driven engineering, Human-computer interface, User interface description languages, Multimodal applications, Plastic user interfaces

  3. Baby, Where Did You Get Those Eyes?: IEEE Pulse talks with Mark Sagar about the new face of artificial intelligence.

    Science.gov (United States)

    Campbell, Sarah

    2015-01-01

    Mark Sagar is changing the way we look at computers by giving them faces?disconcertingly realistic human faces. Sagar first gained widespread recognition for his pioneering work in rendering faces for Hollywood movies, including Avatar and King Kong. With a Ph.D. degree in bioengineering and two Academy Awards under his belt, Sagar now directs a research lab at the University of Auckland, New Zealand, a combinatorial hub where artificial intelligence (AI), neuroscience, computer science, philosophy, and cognitive psychology intersect in creating interactive, intelligent technologies.

  4. Interactions of artificial lakes with groundwater applying an integrated MODFLOW solution

    Science.gov (United States)

    El-Zehairy, A. A.; Lubczynski, M. W.; Gurwin, J.

    2018-02-01

    Artificial lakes (reservoirs) are regulated water bodies with large stage fluctuations and different interactions with groundwater compared with natural lakes. A novel modelling study characterizing the dynamics of these interactions is presented for artificial Lake Turawa, Poland. The integrated surface-water/groundwater MODFLOW-NWT transient model, applying SFR7, UZF1 and LAK7 packages to account for variably-saturated flow and temporally variable lake area extent and volume, was calibrated throughout 5 years (1-year warm-up, 4-year simulation), applying daily lake stages, heads and discharges as control variables. The water budget results showed that, in contrast to natural lakes, the reservoir interactions with groundwater were primarily dependent on the balance between lake inflow and regulated outflow, while influences of precipitation and evapotranspiration played secondary roles. Also, the spatio-temporal lakebed-seepage pattern was different compared with natural lakes. The large and fast-changing stages had large influence on lakebed-seepage and water table depth and also influenced groundwater evapotranspiration and groundwater exfiltration, as their maxima coincided not with rainfall peaks but with highest stages. The mean lakebed-seepage ranged from 0.6 mm day-1 during lowest stages (lake-water gain) to 1.0 mm day-1 during highest stages (lake-water loss) with largest losses up to 4.6 mm day-1 in the peripheral zone. The lakebed-seepage of this study was generally low because of low lakebed leakance (0.0007-0.0015 day-1) and prevailing upward regional groundwater flow moderating it. This study discloses the complexity of artificial lake interactions with groundwater, while the proposed front-line modelling methodology can be applied to any reservoir, and also to natural lake interactions with groundwater.

  5. Combination of artificial intelligence and procedural language programs in a computer application system supporting nuclear reactor operations

    International Nuclear Information System (INIS)

    Town, G.G.; Stratton, R.C.

    1985-01-01

    A computer application system is described which provides nuclear reactor power plant operators with an improved decision support system. This system combines traditional computer applications such as graphics display with artificial intelligence methodologies such as reasoning and diagnosis so as to improve plant operability. This paper discusses the issues, and a solution, involved with the system integration of applications developed using traditional and artificial intelligence languages

  6. Open-Box Muscle-Computer Interface: Introduction to Human-Computer Interactions in Bioengineering, Physiology, and Neuroscience Courses

    Science.gov (United States)

    Landa-Jiménez, M. A.; González-Gaspar, P.; Pérez-Estudillo, C.; López-Meraz, M. L.; Morgado-Valle, C.; Beltran-Parrazal, L.

    2016-01-01

    A Muscle-Computer Interface (muCI) is a human-machine system that uses electromyographic (EMG) signals to communicate with a computer. Surface EMG (sEMG) signals are currently used to command robotic devices, such as robotic arms and hands, and mobile robots, such as wheelchairs. These signals reflect the motor intention of a user before the…

  7. Drum-mate: interaction dynamics and gestures in human-humanoid drumming experiments

    Science.gov (United States)

    Kose-Bagci, Hatice; Dautenhahn, Kerstin; Syrdal, Dag S.; Nehaniv, Chrystopher L.

    2010-06-01

    This article investigates the role of interaction kinesics in human-robot interaction (HRI). We adopted a bottom-up, synthetic approach towards interactive competencies in robots using simple, minimal computational models underlying the robot's interaction dynamics. We present two empirical, exploratory studies investigating a drumming experience with a humanoid robot (KASPAR) and a human. In the first experiment, the turn-taking behaviour of the humanoid is deterministic and the non-verbal gestures of the robot accompany its drumming to assess the impact of non-verbal gestures on the interaction. The second experiment studies a computational framework that facilitates emergent turn-taking dynamics, whereby the particular dynamics of turn-taking emerge from the social interaction between the human and the humanoid. The results from the HRI experiments are presented and analysed qualitatively (in terms of the participants' subjective experiences) and quantitatively (concerning the drumming performance of the human-robot pair). The results point out a trade-off between the subjective evaluation of the drumming experience from the perspective of the participants and the objective evaluation of the drumming performance. A certain number of gestures was preferred as a motivational factor in the interaction. The participants preferred the models underlying the robot's turn-taking which enable the robot and human to interact more and provide turn-taking closer to 'natural' human-human conversations, despite differences in objective measures of drumming behaviour. The results are consistent with the temporal behaviour matching hypothesis previously proposed in the literature which concerns the effect that the participants adapt their own interaction dynamics to the robot's.

  8. Integrating artificial and human intelligence into tablet production process.

    Science.gov (United States)

    Gams, Matjaž; Horvat, Matej; Ožek, Matej; Luštrek, Mitja; Gradišek, Anton

    2014-12-01

    We developed a new machine learning-based method in order to facilitate the manufacturing processes of pharmaceutical products, such as tablets, in accordance with the Process Analytical Technology (PAT) and Quality by Design (QbD) initiatives. Our approach combines the data, available from prior production runs, with machine learning algorithms that are assisted by a human operator with expert knowledge of the production process. The process parameters encompass those that relate to the attributes of the precursor raw materials and those that relate to the manufacturing process itself. During manufacturing, our method allows production operator to inspect the impacts of various settings of process parameters within their proven acceptable range with the purpose of choosing the most promising values in advance of the actual batch manufacture. The interaction between the human operator and the artificial intelligence system provides improved performance and quality. We successfully implemented the method on data provided by a pharmaceutical company for a particular product, a tablet, under development. We tested the accuracy of the method in comparison with some other machine learning approaches. The method is especially suitable for analyzing manufacturing processes characterized by a limited amount of data.

  9. An artificial neuro-anatomist

    International Nuclear Information System (INIS)

    Mangin, J.F.

    2006-01-01

    The fact that the human brain visual system is based on stereo-vision is a real handicap when analysing dense 3D representations of the human brain. The success of the methods of analysis based on the 3D proportional system has shown the advantage of using computer based system to interpret such complex images. The underlying strategy, however, is restricted to low level vision, which can not address any issue. Our approach advocates for the development of complete computer vision systems dedicated to the brain, which may be of great help for the future of neuroimaging. In our opinion, indeed, brain imaging is sufficiently focused to be a promising niche for the development of artificial intelligence. (N.C.)

  10. Are Children with Autism More Responsive to Animated Characters? A Study of Interactions with Humans and Human-Controlled Avatars

    Science.gov (United States)

    Carter, Elizabeth J.; Williams, Diane L.; Hodgins, Jessica K.; Lehman, Jill F.

    2014-01-01

    Few direct comparisons have been made between the responsiveness of children with autism to computer-generated or animated characters and their responsiveness to humans. Twelve 4-to 8-year-old children with autism interacted with a human therapist; a human-controlled, interactive avatar in a theme park; a human actor speaking like the avatar; and…

  11. Artificial intelligence and other innovative computer applications in the nuclear industry

    International Nuclear Information System (INIS)

    Majumdar, M.C.; Majumdar, D.; Sackett, J.I.

    1987-01-01

    This book reviews the applications of artificial intelligence and computers in the nuclear industry and chemical plants. The topics discussed are: Robots applications and reliability in maintenance of nuclear power plants; Advanced information technology and expert systems; Knowledge base alarm systems; Emergency planning and response of accidents; and reactor safety assessment

  12. Artificial and Computational Intelligence for Games on Mobile Platforms

    OpenAIRE

    Congdon, Clare Bates; Hingston, Philip; Kendall, Graham

    2013-01-01

    In this chapter, we consider the possibilities of creating new and innovative games that are targeted for mobile devices, such as smart phones and tablets, and that showcase AI (Artificial Intelligence) and CI (Computational Intelligence) approaches. Such games might take advantage of the sensors and facilities that are not available on other platforms, or might simply rely on the "app culture" to facilitate getting the games into users' hands. While these games might be profitable in themsel...

  13. Quality of human-computer interaction - results of a national usability survey of hospital-IT in Germany

    Directory of Open Access Journals (Sweden)

    Bundschuh Bettina B

    2011-11-01

    Full Text Available Abstract Background Due to the increasing functionality of medical information systems, it is hard to imagine day to day work in hospitals without IT support. Therefore, the design of dialogues between humans and information systems is one of the most important issues to be addressed in health care. This survey presents an analysis of the current quality level of human-computer interaction of healthcare-IT in German hospitals, focused on the users' point of view. Methods To evaluate the usability of clinical-IT according to the design principles of EN ISO 9241-10 the IsoMetrics Inventory, an assessment tool, was used. The focus of this paper has been put on suitability for task, training effort and conformity with user expectations, differentiated by information systems. Effectiveness has been evaluated with the focus on interoperability and functionality of different IT systems. Results 4521 persons from 371 hospitals visited the start page of the study, while 1003 persons from 158 hospitals completed the questionnaire. The results show relevant variations between different information systems. Conclusions Specialised information systems with defined functionality received better assessments than clinical information systems in general. This could be attributed to the improved customisation of these specialised systems for specific working environments. The results can be used as reference data for evaluation and benchmarking of human computer engineering in clinical health IT context for future studies.

  14. International Conference on Artificial Intelligence and Evolutionary Computations in Engineering Systems

    CERN Document Server

    Bhaskar, M; Panigrahi, Bijaya; Das, Swagatam

    2016-01-01

    The book is a collection of high-quality peer-reviewed research papers presented in the first International Conference on International Conference on Artificial Intelligence and Evolutionary Computations in Engineering Systems (ICAIECES -2015) held at Velammal Engineering College (VEC), Chennai, India during 22 – 23 April 2015. The book discusses wide variety of industrial, engineering and scientific applications of the emerging techniques. Researchers from academic and industry present their original work and exchange ideas, information, techniques and applications in the field of Communication, Computing and Power Technologies.

  15. Emotion model of interactive virtual humans on the basis of MDP

    Institute of Scientific and Technical Information of China (English)

    WANG Guojiang; WANG Zhiliang; TENG Shaodong; XIE Yinggang; WANG Yujie

    2007-01-01

    Emotion plays an essential role in the adaptation and social communication of organisms.Similarly,an appropriately timed and clearly expressed emotion is a central requirement for believable interactive virtual humans.Presently,incorporating emotion into virtual humans has gained increasing attention in the academia and industry.This strong interest is driven by a wide spectrum of promising applications in many areas such as virtual reality,e-learning,entertainment,etc.This paper introduces an emotion model of artificial psychology,in which the transition of emotion can be viewed as a Markov process and the relation of emotion,external incentive and personality can be described by a Markov decision process (MDP).In order to demonstrate the approach,this paper integrates the emotion model into a system composed of voice recognition and a realistic facial model.Thus,the model could be used for generating a variety of emotional expressions of autonomous,interactive virtual human beings.

  16. Human artificial chromosomes with alpha satellite-based de novo centromeres show increased frequency of nondisjunction and anaphase lag.

    Science.gov (United States)

    Rudd, M Katharine; Mays, Robert W; Schwartz, Stuart; Willard, Huntington F

    2003-11-01

    Human artificial chromosomes have been used to model requirements for human chromosome segregation and to explore the nature of sequences competent for centromere function. Normal human centromeres require specialized chromatin that consists of alpha satellite DNA complexed with epigenetically modified histones and centromere-specific proteins. While several types of alpha satellite DNA have been used to assemble de novo centromeres in artificial chromosome assays, the extent to which they fully recapitulate normal centromere function has not been explored. Here, we have used two kinds of alpha satellite DNA, DXZ1 (from the X chromosome) and D17Z1 (from chromosome 17), to generate human artificial chromosomes. Although artificial chromosomes are mitotically stable over many months in culture, when we examined their segregation in individual cell divisions using an anaphase assay, artificial chromosomes exhibited more segregation errors than natural human chromosomes (P artificial chromosomes missegregate over a fivefold range, the data suggest that variable centromeric DNA content and/or epigenetic assembly can influence the mitotic behavior of artificial chromosomes.

  17. Human-centered Computing: Toward a Human Revolution

    OpenAIRE

    Jaimes, Alejandro; Gatica-Perez, Daniel; Sebe, Nicu; Huang, Thomas S.

    2007-01-01

    Human-centered computing studies the design, development, and deployment of mixed-initiative human-computer systems. HCC is emerging from the convergence of multiple disciplines that are concerned both with understanding human beings and with the design of computational artifacts.

  18. Artificial intelligence approach to legal reasoning

    International Nuclear Information System (INIS)

    Gardner, A.V.D.L.

    1984-01-01

    For artificial intelligence, understanding the forms of human reasoning is a central goal. Legal reasoning is a form that makes a new set of demands on artificial intelligence methods. Most importantly, a computer program that reasons about legal problems must be able to distinguish between questions it is competent to answer and questions that human lawyers could seriously argue either way. In addition, a program for analyzing legal problems should be able to use both general legal rules and decisions in past cases; and it should be able to work with technical concepts that are only partly defined and subject to shifts of meaning. Each of these requirements has wider applications in artificial intelligence, beyond the legal domain. This dissertation presents a computational framework for legal reasoning, within which such requirements can be accommodated. The development of the framework draws significantly on the philosophy of law, in which the elucidation of legal reasoning is an important topic. A key element of the framework is the legal distinction between hard cases and clear cases. In legal writing, this distinction has been taken for granted more often than it has been explored. Here, some initial heuristics are proposed by which a program might make the distinction

  19. A Perspective on Computational Human Performance Models as Design Tools

    Science.gov (United States)

    Jones, Patricia M.

    2010-01-01

    The design of interactive systems, including levels of automation, displays, and controls, is usually based on design guidelines and iterative empirical prototyping. A complementary approach is to use computational human performance models to evaluate designs. An integrated strategy of model-based and empirical test and evaluation activities is particularly attractive as a methodology for verification and validation of human-rated systems for commercial space. This talk will review several computational human performance modeling approaches and their applicability to design of display and control requirements.

  20. Artificial intelligence: Learning to play Go from scratch

    Science.gov (United States)

    Singh, Satinder; Okun, Andy; Jackson, Andrew

    2017-10-01

    An artificial-intelligence program called AlphaGo Zero has mastered the game of Go without any human data or guidance. A computer scientist and two members of the American Go Association discuss the implications. See Article p.354

  1. Body, thought, being-human and artificial intelligence: Merleau ...

    African Journals Online (AJOL)

    The focus then shifts to Merleau-Ponty in order to demonstrate the remarkable extent to which his understanding of human embodiment and related issues such as perception and creativity, paved the way for the work of, among others, Lyotard, and anticipated the critique of artificial intelligence on the part of the latter.

  2. Artificial Intelligence Support for Computational Chemistry

    Science.gov (United States)

    Duch, Wlodzislaw

    Possible forms of artificial intelligence (AI) support for quantum chemistry are discussed. Questions addressed include: what kind of support is desirable, what kind of support is feasible, what can we expect in the coming years. Advantages and disadvantages of current AI techniques are presented and it is argued that at present the memory-based systems are the most effective for large scale applications. Such systems may be used to predict the accuracy of calculations and to select the least expensive methods and basis sets belonging to the same accuracy class. Advantages of the Feature Space Mapping as an improvement on the memory based systems are outlined and some results obtained in classification problems given. Relevance of such classification systems to computational chemistry is illustrated with two examples showing similarity of results obtained by different methods that take electron correlation into account.

  3. [Artificial intelligence in psychiatry-an overview].

    Science.gov (United States)

    Meyer-Lindenberg, A

    2018-06-18

    Artificial intelligence and the underlying methods of machine learning and neuronal networks (NN) have made dramatic progress in recent years and have allowed computers to reach superhuman performance in domains that used to be thought of as uniquely human. In this overview, the underlying methodological developments that made this possible are briefly delineated and then the applications to psychiatry in three domains are discussed: precision medicine and biomarkers, natural language processing and artificial intelligence-based psychotherapeutic interventions. In conclusion, some of the risks of this new technology are mentioned.

  4. Artificial intelligence for Mariáš

    OpenAIRE

    Kaštánková, Petra

    2016-01-01

    This thesis focuses on the implementation of a card game, Mariáš, and an artificial intelligence for this game. The game is designed for three players and it can be played with either other human players, or with a computer adversary. The game is designed as a client-server application, whereby the player connects to the game using a web page. The basis of the artificial intelligence is the Minimax algorithm. To speed it up we use the Alpha-Beta pruning, hash tables for storing equivalent sta...

  5. Interactive computer-enhanced remote viewing system

    Energy Technology Data Exchange (ETDEWEB)

    Tourtellott, J.A.; Wagner, J.F. [Mechanical Technology Incorporated, Latham, NY (United States)

    1995-10-01

    Remediation activities such as decontamination and decommissioning (D&D) typically involve materials and activities hazardous to humans. Robots are an attractive way to conduct such remediation, but for efficiency they need a good three-dimensional (3-D) computer model of the task space where they are to function. This model can be created from engineering plans and architectural drawings and from empirical data gathered by various sensors at the site. The model is used to plan robotic tasks and verify that selected paths are clear of obstacles. This report describes the development of an Interactive Computer-Enhanced Remote Viewing System (ICERVS), a software system to provide a reliable geometric description of a robotic task space, and enable robotic remediation to be conducted more effectively and more economically.

  6. Examining Trust, Forgiveness and Regret as Computational Concepts

    Science.gov (United States)

    Marsh, Stephen; Briggs, Pamela

    The study of trust has advanced tremendously in recent years, to the extent that the goal of a more unified formalisation of the concept is becoming feasible. To that end, we have begun to examine the closely related concepts of regret and forgiveness and their relationship to trust and its siblings. The resultant formalisation allows computational tractability in, for instance, artificial agents. Moreover, regret and forgiveness, when allied to trust, are very powerful tools in the Ambient Intelligence (AmI) security area, especially where Human Computer Interaction and concrete human understanding are key. This paper introduces the concepts of regret and forgiveness, exploring them from social psychological as well as a computational viewpoint, and presents an extension to Marsh's original trust formalisation that takes them into account. It discusses and explores work in the AmI environment, and further potential applications.

  7. International Conference on Artificial Intelligence and Evolutionary Computations in Engineering Systems

    CERN Document Server

    Vijayakumar, K; Panigrahi, Bijaya; Das, Swagatam

    2017-01-01

    The volume is a collection of high-quality peer-reviewed research papers presented in the International Conference on Artificial Intelligence and Evolutionary Computation in Engineering Systems (ICAIECES 2016) held at SRM University, Chennai, Tamilnadu, India. This conference is an international forum for industry professionals and researchers to deliberate and state their research findings, discuss the latest advancements and explore the future directions in the emerging areas of engineering and technology. The book presents original work and novel ideas, information, techniques and applications in the field of communication, computing and power technologies.

  8. The Artificial, the Accidental, the Aesthetic…

    Directory of Open Access Journals (Sweden)

    Nicole Koltick

    2015-11-01

    Full Text Available How do we define, discuss or assess aesthetics within a contemporary philosophical framework? The indefiniteness that accompanies attempts to formalize a definition of the aesthetic is a primary focus of this paper. This lack of a definition has occupied philosophers for hundreds of years in attempts to delineate the boundaries of an elusively formless concept. This formlessness speaks to the incredibly evasive character of such a pervasive feature recognized in both natural and artificial systems, agents and artefacts. With the rapid growth of artificially intelligent systems and an astounding diversity in computational creativity, in what ways may we approach aesthetics? How is the aesthetic recognized, determined and produced? This paper seeks to critically engage issues of non-human agency, inter-object relations, and aesthetic theory in relation to computational entities and autonomous systems. The ability of these systems to operate outside of human cognitive limitations including thought patterns and constructions which may preclude alternative aesthetic outcomes, afford them in some ways limitless potential in relation to aesthetics. The designation of the accidental or provisional is utilized as an alternative approach to the production and assessment of aesthetic occurrences of the non-human.

  9. Twenty Years of Creativity Research in Human-Computer Interaction: Current State and Future Directions

    DEFF Research Database (Denmark)

    Frich Pedersen, Jonas; Biskjaer, Michael Mose; Dalsgaard, Peter

    2018-01-01

    Creativity has been a growing topic within the ACM community since the 1990s. However, no clear overview of this trend has been offered. We present a thorough survey of 998 creativity-related publications in the ACM Digital Library collected using keyword search to determine prevailing approaches......, topics, and characteristics of creativity-oriented Human-Computer Interaction (HCI) research. . A selected sample based on yearly citations yielded 221 publications, which were analyzed using constant comparison analysis. We found that HCI is almost exclusively responsible for creativity......-oriented publications; they focus on collaborative creativity rather than individual creativity; there is a general lack of definition of the term ‘creativity’; empirically based contributions are prevalent; and many publications focus on new tools, often developed by researchers. On this basis, we present three...

  10. Visual artificial grammar learning: comparative research on humans, kea (Nestor notabilis) and pigeons (Columba livia)

    Science.gov (United States)

    Stobbe, Nina; Westphal-Fitch, Gesche; Aust, Ulrike; Fitch, W. Tecumseh

    2012-01-01

    Artificial grammar learning (AGL) provides a useful tool for exploring rule learning strategies linked to general purpose pattern perception. To be able to directly compare performance of humans with other species with different memory capacities, we developed an AGL task in the visual domain. Presenting entire visual patterns simultaneously instead of sequentially minimizes the amount of required working memory. This approach allowed us to evaluate performance levels of two bird species, kea (Nestor notabilis) and pigeons (Columba livia), in direct comparison to human participants. After being trained to discriminate between two types of visual patterns generated by rules at different levels of computational complexity and presented on a computer screen, birds and humans received further training with a series of novel stimuli that followed the same rules, but differed in various visual features from the training stimuli. Most avian and all human subjects continued to perform well above chance during this initial generalization phase, suggesting that they were able to generalize learned rules to novel stimuli. However, detailed testing with stimuli that violated the intended rules regarding the exact number of stimulus elements indicates that neither bird species was able to successfully acquire the intended pattern rule. Our data suggest that, in contrast to humans, these birds were unable to master a simple rule above the finite-state level, even with simultaneous item presentation and despite intensive training. PMID:22688635

  11. Neuro-prosthetic interplay. Comment on "Hand synergies: Integration of robotics and neuroscience for understanding the control of biological and artificial hands" by M. Santello et al.

    Science.gov (United States)

    Schieber, Marc H.

    2016-07-01

    Control of the human hand has been both difficult to understand scientifically and difficult to emulate technologically. The article by Santello and colleagues in the current issue of Physics of Life Reviews[1] highlights the accelerating pace of interaction between the neuroscience of controlling body movement and the engineering of robotic hands that can be used either autonomously or as part of a motor neuroprosthesis, an artificial body part that moves under control from a human subject's own nervous system. Motor neuroprostheses typically involve a brain-computer interface (BCI) that takes signals from the subject's nervous system or muscles, interprets those signals through a decoding algorithm, and then applies the resulting output to control the artificial device.

  12. How should Fitts' Law be applied to human-computer interaction?

    Science.gov (United States)

    Gillan, D. J.; Holden, K.; Adam, S.; Rudisill, M.; Magee, L.

    1992-01-01

    The paper challenges the notion that any Fitts' Law model can be applied generally to human-computer interaction, and proposes instead that applying Fitts' Law requires knowledge of the users' sequence of movements, direction of movement, and typical movement amplitudes as well as target sizes. Two experiments examined a text selection task with sequences of controlled movements (point-click and point-drag). For the point-click sequence, a Fitts' Law model that used the diagonal across the text object in the direction of pointing (rather than the horizontal extent of the text object) as the target size provided the best fit for the pointing time data, whereas for the point-drag sequence, a Fitts' Law model that used the vertical size of the text object as the target size gave the best fit. Dragging times were fitted well by Fitts' Law models that used either the vertical or horizontal size of the terminal character in the text object. Additional results of note were that pointing in the point-click sequence was consistently faster than in the point-drag sequence, and that pointing in either sequence was consistently faster than dragging. The discussion centres around the need to define task characteristics before applying Fitts' Law to an interface design or analysis, analyses of pointing and of dragging, and implications for interface design.

  13. Principles of calcite dissolution in human and artificial otoconia.

    Directory of Open Access Journals (Sweden)

    Leif Erik Walther

    Full Text Available Human otoconia provide mechanical stimuli to deflect hair cells of the vestibular sensory epithelium for purposes of detecting linear acceleration and head tilts. During lifetime, the volume and number of otoconia are gradually reduced. In a process of degeneration morphological changes occur. Structural changes in human otoconia are assumed to cause vertigo and balance disorders such as benign paroxysmal positional vertigo (BPPV. The aim of this study was to investigate the main principles of morphological changes in human otoconia in dissolution experiments by exposure to hydrochloric acid, EDTA, demineralized water and completely purified water respectively. For comparison reasons artificial (biomimetic otoconia (calcite gelatin nanocomposits and natural calcite were used. Morphological changes were detected in time steps by the use of environmental scanning electron microscopy (ESEM. Under in vitro conditions three main dissolution mechanisms were identified as causing characteristic morphological changes of the specimen under consideration: pH drops in the acidic range, complex formation with calcium ions and changes of ion concentrations in the vicinity of otoconia. Shifts in pH cause a more uniform reduction of otoconia size (isotropic dissolution whereas complexation reactions and changes of the ionic concentrations within the surrounding medium bring about preferred attacks at specific areas (anisotropic dissolution of human and artificial otoconia. Owing to successive reduction of material, all the dissolution mechanisms finally produce fragments and remnants of otoconia. It can be assumed that the organic component of otoconia is not significantly attacked under the given conditions. Artificial otoconia serve as a suitable model system mimicking chemical attacks on biogenic specimens. The underlying principles of calcite dissolution under in vitro conditions may play a role in otoconia degeneration processes such as BPPV.

  14. Simulation of Blood flow in Artificial Heart Valve Design through Left heart

    Science.gov (United States)

    Hafizah Mokhtar, N.; Abas, Aizat

    2018-05-01

    In this work, an artificial heart valve is designed for use in real heart with further consideration on the effect of thrombosis, vorticity, and stress. The design of artificial heart valve model is constructed by Computer-aided design (CAD) modelling and simulated using Computational fluid dynamic (CFD) software. The effect of blood flow pattern, velocity and vorticity of the artificial heart valve design has been analysed in this research work. Based on the results, the artificial heart valve design shows that it has a Doppler velocity index that is less than the allowable standards for the left heart with values of more than 0.30 and less than 2.2. These values are safe to be used as replacement of the human heart valve.

  15. VAR control in distribution systems by using artificial intelligence techniques

    Energy Technology Data Exchange (ETDEWEB)

    Golkar, M.A. [Curtin Univ. of Technology, Sarawak (Malaysia). School of Engineering and Science

    2005-07-01

    This paper reviewed artificial intelligence techniques used in VAR control systems. Reactive power controls in distribution systems were also reviewed. While artificial intelligence methods are widely used in power control systems, the techniques require extensive human knowledge bases and experiences in order to operate correctly. Expert systems use knowledge and interface procedures to solve problems that often require human expertise. Expert systems often cause knowledge bottlenecks as they are unable to learn or adopt to new situations. While neural networks possess learning ability, they are computationally expensive. However, test results in recent neural network studies have demonstrated that they work well in a variety of loading conditions. Fuzzy logic techniques are used to accurately represent the operational constraints of power systems. Fuzzy logic has an advantage over other artificial intelligence techniques as it is able to remedy uncertainties in data. Evolutionary computing algorithms use probabilistic transition rules which can search complicated data to determine optimal constraints and parameters. Over 95 per cent of all papers published on power systems use genetic algorithms. It was concluded that hybrid systems using various artificial intelligence techniques are now being used by researchers. 69 refs.

  16. Artificial intelligence a beginner's guide

    CERN Document Server

    Whitby, Blay

    2012-01-01

    Tomorrow begins right here as we embark on an enthralling and jargon-free journey into the world of computers and the inner recesses of the human mind. Readers encounter everything from the nanotechnology used to make insect-like robots, to computers that perform surgery, in addition to discovering the biggest controversies to dog the field of AI. Blay Whitby is a Lecturer on Cognitive Science and Artificial Intelligence at the University of Sussex UK. He is the author of two books and numerous papers.

  17. Load Forecasting with Artificial Intelligence on Big Data

    OpenAIRE

    Glauner, Patrick; State, Radu

    2016-01-01

    In the domain of electrical power grids, there is a particular interest in time series analysis using artificial intelligence. Machine learning is the branch of artificial intelligence giving computers the ability to learn patterns from data without being explicitly programmed. Deep Learning is a set of cutting-edge machine learning algorithms that are inspired by how the human brain works. It allows to self-learn feature hierarchies from the data rather than modeling hand-crafted features. I...

  18. Computer-aided diagnosis and artificial intelligence in clinical imaging.

    Science.gov (United States)

    Shiraishi, Junji; Li, Qiang; Appelbaum, Daniel; Doi, Kunio

    2011-11-01

    Computer-aided diagnosis (CAD) is rapidly entering the radiology mainstream. It has already become a part of the routine clinical work for the detection of breast cancer with mammograms. The computer output is used as a "second opinion" in assisting radiologists' image interpretations. The computer algorithm generally consists of several steps that may include image processing, image feature analysis, and data classification via the use of tools such as artificial neural networks (ANN). In this article, we will explore these and other current processes that have come to be referred to as "artificial intelligence." One element of CAD, temporal subtraction, has been applied for enhancing interval changes and for suppressing unchanged structures (eg, normal structures) between 2 successive radiologic images. To reduce misregistration artifacts on the temporal subtraction images, a nonlinear image warping technique for matching the previous image to the current one has been developed. Development of the temporal subtraction method originated with chest radiographs, with the method subsequently being applied to chest computed tomography (CT) and nuclear medicine bone scans. The usefulness of the temporal subtraction method for bone scans was demonstrated by an observer study in which reading times and diagnostic accuracy improved significantly. An additional prospective clinical study verified that the temporal subtraction image could be used as a "second opinion" by radiologists with negligible detrimental effects. ANN was first used in 1990 for computerized differential diagnosis of interstitial lung diseases in CAD. Since then, ANN has been widely used in CAD schemes for the detection and diagnosis of various diseases in different imaging modalities, including the differential diagnosis of lung nodules and interstitial lung diseases in chest radiography, CT, and position emission tomography/CT. It is likely that CAD will be integrated into picture archiving and

  19. Transnational HCI: Humans, Computers and Interactions in Global Contexts

    DEFF Research Database (Denmark)

    Vertesi, Janet; Lindtner, Silvia; Shklovski, Irina

    2011-01-01

    , but as evolving in relation to global processes, boundary crossings, frictions and hybrid practices. In doing so, we expand upon existing research in HCI to consider the effects, implications for individuals and communities, and design opportunities in times of increased transnational interactions. We hope...... to broaden the conversation around the impact of technology in global processes by bringing together scholars from HCI and from related humanities, media arts and social sciences disciplines....

  20. Artificial Consciousness or Artificial Intelligence

    OpenAIRE

    Spanache Florin

    2017-01-01

    Artificial intelligence is a tool designed by people for the gratification of their own creative ego, so we can not confuse conscience with intelligence and not even intelligence in its human representation with conscience. They are all different concepts and they have different uses. Philosophically, there are differences between autonomous people and automatic artificial intelligence. This is the difference between intelligence and artificial intelligence, autonomous versus a...

  1. Computer aided composition by means of interactive GP

    DEFF Research Database (Denmark)

    Ando, Daichi; Dahlstedt, Palle; Nordahl, Mats G.

    2006-01-01

    Research on the application of Interactive Evolutionary Computation (IEC) to the field of musical computation has been improved in recent years, marking an interesting parallel to the current trend of applying human characteristics or sensitivities to computer systems. However, past techniques...... developed for IEC-based composition have not necessarily proven very effective for professional use. This is due to the large difference between data representation used by IEC and authored classical music composition. To solve this difficulties, we purpose a new IEC approach to music composition based...... on classical music theory. In this paper, we describe an established system according to the above idea, and detail of making success of composition a piece....

  2. Artificial Psychology: The Psychology of AI

    Directory of Open Access Journals (Sweden)

    James A. Crowder

    2013-12-01

    Full Text Available Having artificially intelligent machines that think, learn, reason, experience, and can function autonomously, without supervision, is one of the most intriguing goals in all of Computer Science. As the types of problems we would like machines to solve get more complex, it is becoming a necessary goal as well. One of the many problems associated with this goal is that what learning and reasoning are have so many possible meanings that the solution can easily get lost in the sea of opinions and options. The goal of this paper is to establish some foundational principles, theory, and concepts that we feel are the backbone of real, autonomous Artificial Intelligence. With this fully autonomous, learning, reasoning, artificially intelligent system (an artificial brain, comes the need to possess constructs in its hardware and software that mimic processes and subsystems that exist within the human brain, including intuitive and emotional memory concepts. Presented here is a discussion of the psychological constructs of artificial intelligence and how they might play out in an artificial mind.

  3. Effects of artificial gravity on the cardiovascular system: Computational approach

    Science.gov (United States)

    Diaz Artiles, Ana; Heldt, Thomas; Young, Laurence R.

    2016-09-01

    steady-state cardiovascular behavior during sustained artificial gravity and exercise. Further validation of the model was performed using experimental data from the combined exercise and artificial gravity experiments conducted on the MIT CRC, and these results will be presented separately in future publications. This unique computational framework can be used to simulate a variety of centrifuge configuration and exercise intensities to improve understanding and inform decisions about future implementation of artificial gravity in space.

  4. Artificial intelligence in peer review: How can evolutionary computation support journal editors?

    Science.gov (United States)

    Mrowinski, Maciej J; Fronczak, Piotr; Fronczak, Agata; Ausloos, Marcel; Nedic, Olgica

    2017-01-01

    With the volume of manuscripts submitted for publication growing every year, the deficiencies of peer review (e.g. long review times) are becoming more apparent. Editorial strategies, sets of guidelines designed to speed up the process and reduce editors' workloads, are treated as trade secrets by publishing houses and are not shared publicly. To improve the effectiveness of their strategies, editors in small publishing groups are faced with undertaking an iterative trial-and-error approach. We show that Cartesian Genetic Programming, a nature-inspired evolutionary algorithm, can dramatically improve editorial strategies. The artificially evolved strategy reduced the duration of the peer review process by 30%, without increasing the pool of reviewers (in comparison to a typical human-developed strategy). Evolutionary computation has typically been used in technological processes or biological ecosystems. Our results demonstrate that genetic programs can improve real-world social systems that are usually much harder to understand and control than physical systems.

  5. Artificial intelligence in peer review: How can evolutionary computation support journal editors?

    Directory of Open Access Journals (Sweden)

    Maciej J Mrowinski

    Full Text Available With the volume of manuscripts submitted for publication growing every year, the deficiencies of peer review (e.g. long review times are becoming more apparent. Editorial strategies, sets of guidelines designed to speed up the process and reduce editors' workloads, are treated as trade secrets by publishing houses and are not shared publicly. To improve the effectiveness of their strategies, editors in small publishing groups are faced with undertaking an iterative trial-and-error approach. We show that Cartesian Genetic Programming, a nature-inspired evolutionary algorithm, can dramatically improve editorial strategies. The artificially evolved strategy reduced the duration of the peer review process by 30%, without increasing the pool of reviewers (in comparison to a typical human-developed strategy. Evolutionary computation has typically been used in technological processes or biological ecosystems. Our results demonstrate that genetic programs can improve real-world social systems that are usually much harder to understand and control than physical systems.

  6. The use of artificial neural network to evaluate the effects of human ...

    African Journals Online (AJOL)

    The use of artificial neural network to evaluate the effects of human and physiographic factors on forest stock volume. ... stock volume and human factors in certain topography conditions and provides useful information for the acceptable amount of standing inventory using the present human population in future experiment.

  7. What Machines Need to Learn to Support Human Problem-Solving

    Science.gov (United States)

    Vera, Alonso

    2017-01-01

    In the development of intelligent systems that interact with humans, there is often confusion between how the system functions with respect to the humans it interacts with and how it interfaces with those humans. The former is a much deeper challenge than the latter it requires a system-level understanding of evolving human roles as well as an understanding of what humans need to know (and when) in order to perform their tasks. This talk will focus on some of the challenges in getting this right as well as on the type of research and development that results in successful human-autonomy teaming. Brief Bio: Dr. Alonso Vera is Chief of the Human Systems Integration Division at NASA Ames Research Center. His expertise is in human-computer interaction, information systems, artificial intelligence, and computational human performance modeling. He has led the design, development and deployment of mission software systems across NASA robotic and human space flight missions, including Mars Exploration Rovers, Phoenix Mars Lander, ISS, Constellation, and Exploration Systems. Dr. Vera received a Bachelor of Science with First Class Honors from McGill University in 1985 and a Ph.D. from Cornell University in 1991. He went on to a Post-Doctoral Fellowship in the School of Computer Science at Carnegie Mellon University from 1990-93.

  8. Interactive computer-enhanced remote viewing system

    International Nuclear Information System (INIS)

    Tourtellott, J.A.; Wagner, J.F.

    1995-01-01

    Remediation activities such as decontamination and decommissioning (D ampersand D) typically involve materials and activities hazardous to humans. Robots are an attractive way to conduct such remediation, but for efficiency they need a good three-dimensional (3-D) computer model of the task space where they are to function. This model can be created from engineering plans and architectural drawings and from empirical data gathered by various sensors at the site. The model is used to plan robotic tasks and verify that selected paths are clear of obstacles. This report describes the development of an Interactive Computer-Enhanced Remote Viewing System (ICERVS), a software system to provide a reliable geometric description of a robotic task space, and enable robotic remediation to be conducted more effectively and more economically

  9. Artificial Intelligence and brain.

    Science.gov (United States)

    Shapshak, Paul

    2018-01-01

    From the start, Kurt Godel observed that computer and brain paradigms were considered on a par by researchers and that researchers had misunderstood his theorems. He hailed with displeasure that the brain transcends computers. In this brief article, we point out that Artificial Intelligence (AI) comprises multitudes of human-made methodologies, systems, and languages, and implemented with computer technology. These advances enhance development in the electron and quantum realms. In the biological realm, animal neurons function, also utilizing electron flow, and are products of evolution. Mirror neurons are an important paradigm in neuroscience research. Moreover, the paradigm shift proposed here - 'hall of mirror neurons' - is a potentially further productive research tactic. These concepts further expand AI and brain research.

  10. Comparative randomised controlled clinical trial of a herbal eye drop with artificial tear and placebo in computer vision syndrome.

    Science.gov (United States)

    Biswas, N R; Nainiwal, S K; Das, G K; Langan, U; Dadeya, S C; Mongre, P K; Ravi, A K; Baidya, P

    2003-03-01

    A comparative randomised double masked multicentric clinical trial has been conducted to find out the efficacy and safety of a herbal eye drop preparation, itone eye drops with artificial tear and placebo in 120 patients with computer vision syndrome. Patients using computer for at least 2 hours continuosly per day having symptoms of irritation, foreign body sensation, watering, redness, headache, eyeache and signs of conjunctival congestion, mucous/debris, corneal filaments, corneal staining or lacrimal lake were included in this study. Every patient was instructed to put two drops of either herbal drugs or placebo or artificial tear in the eyes regularly four times for 6 weeks. Objective and subjective findings were recorded at bi-weekly intervals up to six weeks. Side-effects, if any, were also noted. In computer vision syndrome the herbal eye drop preparation was found significantly better than artificial tear (p computer vision syndrome.

  11. Granular computing and decision-making interactive and iterative approaches

    CERN Document Server

    Chen, Shyi-Ming

    2015-01-01

    This volume is devoted to interactive and iterative processes of decision-making– I2 Fuzzy Decision Making, in brief. Decision-making is inherently interactive. Fuzzy sets help realize human-machine communication in an efficient way by facilitating a two-way interaction in a friendly and transparent manner. Human-centric interaction is of paramount relevance as a leading guiding design principle of decision support systems.   The volume provides the reader with an updated and in-depth material on the conceptually appealing and practically sound methodology and practice of I2 Fuzzy Decision Making. The book engages a wealth of methods of fuzzy sets and Granular Computing, brings new concepts, architectures and practice of fuzzy decision-making providing the reader with various application studies.   The book is aimed at a broad audience of researchers and practitioners in numerous disciplines in which decision-making processes play a pivotal role and serve as a vehicle to produce solutions to existing prob...

  12. Human-machine interaction in nuclear power plants

    International Nuclear Information System (INIS)

    Yoshikawa, Hidekazu

    2005-01-01

    Advanced nuclear power plants are generally large complex systems automated by computers. Whenever a rate plant emergency occurs the plant operators must cope with the emergency under severe mental stress without committing any fatal errors. Furthermore, the operators must train to improve and maintain their ability to cope with every conceivable situation, though it is almost impossible to be fully prepared for an infinite variety of situations. In view of the limited capability of operators in emergency situations, there has been a new approach to preventing the human error caused by improper human-machine interaction. The new approach has been triggered by the introduction of advanced information systems that help operators recognize and counteract plant emergencies. In this paper, the adverse effect of automation in human-machine systems is explained. The discussion then focuses on how to configure a joint human-machine system for ideal human-machine interaction. Finally, there is a new proposal on how to organize technologies that recognize the different states of such a joint human-machine system

  13. Advanced Artificial Science. The development of an artificial science and engineering research infrastructure to facilitate innovative computational modeling, analysis, and application to interdisciplinary areas of scientific investigation.

    Energy Technology Data Exchange (ETDEWEB)

    Saffer, Shelley (Sam) I.

    2014-12-01

    This is a final report of the DOE award DE-SC0001132, Advanced Artificial Science. The development of an artificial science and engineering research infrastructure to facilitate innovative computational modeling, analysis, and application to interdisciplinary areas of scientific investigation. This document describes the achievements of the goals, and resulting research made possible by this award.

  14. Human computer interaction and communication aids for hearing-impaired, deaf and deaf-blind people: Introduction to the special thematic session

    DEFF Research Database (Denmark)

    Bothe, Hans-Heinrich

    2008-01-01

    This paper gives ail overview and extends the Special Thematic Session (STS) oil research and development of technologies for hearing-impaired, deaf, and deaf-blind people. The topics of the session focus oil special equipment or services to improve communication and human computer interaction....... The papers are related to visual communication using captions, sign language, speech-reading, to vibro-tactile stimulation, or to general services for hearing-impaired persons....

  15. Gender Differences in Sexual Attraction and Moral Judgment: Research With Artificial Face Models.

    Science.gov (United States)

    González-Álvarez, Julio; Cervera-Crespo, Teresa

    2018-01-01

    Sexual attraction in humans is influenced by cultural or moral factors, and some gender differences can emerge in this complex interaction. A previous study found that men dissociate sexual attraction from moral judgment more than women do. Two experiments consisting of giving attractiveness ratings to photos of real opposite-sex individuals showed that men, compared to women, were significantly less influenced by the moral valence of a description about the person shown in each photo. There is evidence of some processing differences between real and artificial computer-generated faces. The present study tests the robustness of González-Álvarez's findings and extends the research to an experimental design using artificial face models as stimuli. A sample of 88 young adults (61 females and 27 males, average age 19.32, SD = 2.38) rated the attractiveness of 80 3D artificial face models generated with the FaceGen Modeller 3.5 software. Each face model was paired with a "good" and a "bad" (from a moral point of view) sentence depicting a quality or activity of the person represented in the model (e.g., she/he is an altruistic nurse in Africa vs. she/he is a prominent drug dealer). Results were in line with the previous findings and showed that, with artificial faces as well, sexual attraction is less influenced by morality in men than in women. This gender difference is consistent with an evolutionary perspective on human sexuality.

  16. Interactive computing in BASIC an introduction to interactive computing and a practical course in the BASIC language

    CERN Document Server

    Sanderson, Peter C

    1973-01-01

    Interactive Computing in BASIC: An Introduction to Interactive Computing and a Practical Course in the BASIC Language provides a general introduction to the principles of interactive computing and a comprehensive practical guide to the programming language Beginners All-purpose Symbolic Instruction Code (BASIC). The book starts by providing an introduction to computers and discussing the aspects of terminal usage, programming languages, and the stages in writing and testing a program. The text then discusses BASIC with regard to methods in writing simple arithmetical programs, control stateme

  17. The future of artificial intelligence in nuclear plant maintenance

    International Nuclear Information System (INIS)

    Norgate, G.

    1984-01-01

    Robots with vision and force sensing capability, performing tasks under computer control, will offer new opportunities to reduce human exposure to radiation. Such machines do not yet exist and even simple maintenance tasks challenge current robot technology. Recently increased priority for research on artificial intelligence and fifth generation computer technology is likely to bring useful maintenance robots closer to reality

  18. Seven Years after the Manifesto: Literature Review and Research Directions for Technologies in Animal Computer Interaction

    Directory of Open Access Journals (Sweden)

    Ilyena Hirskyj-Douglas

    2018-06-01

    Full Text Available As technologies diversify and become embedded in everyday lives, the technologies we expose to animals, and the new technologies being developed for animals within the field of Animal Computer Interaction (ACI are increasing. As we approach seven years since the ACI manifesto, which grounded the field within Human Computer Interaction and Computer Science, this thematic literature review looks at the technologies developed for (non-human animals. Technologies that are analysed include tangible and physical, haptic and wearable, olfactory, screen technology and tracking systems. The conversation explores what exactly ACI is whilst questioning what it means to be animal by considering the impact and loop between machine and animal interactivity. The findings of this review are expected to form the first grounding foundation of ACI technologies informing future research in animal computing as well as suggesting future areas for exploration.

  19. Application of artificial neural networks to identify equilibration in computer simulations

    Science.gov (United States)

    Leibowitz, Mitchell H.; Miller, Evan D.; Henry, Michael M.; Jankowski, Eric

    2017-11-01

    Determining which microstates generated by a thermodynamic simulation are representative of the ensemble for which sampling is desired is a ubiquitous, underspecified problem. Artificial neural networks are one type of machine learning algorithm that can provide a reproducible way to apply pattern recognition heuristics to underspecified problems. Here we use the open-source TensorFlow machine learning library and apply it to the problem of identifying which hypothetical observation sequences from a computer simulation are “equilibrated” and which are not. We generate training populations and test populations of observation sequences with embedded linear and exponential correlations. We train a two-neuron artificial network to distinguish the correlated and uncorrelated sequences. We find that this simple network is good enough for > 98% accuracy in identifying exponentially-decaying energy trajectories from molecular simulations.

  20. Artificial intelligence in medicine: humans need not apply?

    Science.gov (United States)

    Diprose, William; Buist, Nicholas

    2016-05-06

    Artificial intelligence (AI) is a rapidly growing field with a wide range of applications. Driven by economic constraints and the potential to reduce human error, we believe that over the coming years AI will perform a significant amount of the diagnostic and treatment decision-making traditionally performed by the doctor. Humans would continue to be an important part of healthcare delivery, but in many situations, less expensive fit-for-purpose healthcare workers could be trained to 'fill the gaps' where AI are less capable. As a result, the role of the doctor as an expensive problem-solver would become redundant.

  1. Human-machine interactions

    Science.gov (United States)

    Forsythe, J Chris [Sandia Park, NM; Xavier, Patrick G [Albuquerque, NM; Abbott, Robert G [Albuquerque, NM; Brannon, Nathan G [Albuquerque, NM; Bernard, Michael L [Tijeras, NM; Speed, Ann E [Albuquerque, NM

    2009-04-28

    Digital technology utilizing a cognitive model based on human naturalistic decision-making processes, including pattern recognition and episodic memory, can reduce the dependency of human-machine interactions on the abilities of a human user and can enable a machine to more closely emulate human-like responses. Such a cognitive model can enable digital technology to use cognitive capacities fundamental to human-like communication and cooperation to interact with humans.

  2. Computer aided systems human engineering: A hypermedia tool

    Science.gov (United States)

    Boff, Kenneth R.; Monk, Donald L.; Cody, William J.

    1992-01-01

    The Computer Aided Systems Human Engineering (CASHE) system, Version 1.0, is a multimedia ergonomics database on CD-ROM for the Apple Macintosh II computer, being developed for use by human system designers, educators, and researchers. It will initially be available on CD-ROM and will allow users to access ergonomics data and models stored electronically as text, graphics, and audio. The CASHE CD-ROM, Version 1.0 will contain the Boff and Lincoln (1988) Engineering Data Compendium, MIL-STD-1472D and a unique, interactive simulation capability, the Perception and Performance Prototyper. Its features also include a specialized data retrieval, scaling, and analysis capability and the state of the art in information retrieval, browsing, and navigation.

  3. The human-bacterial pathogen protein interaction networks of Bacillus anthracis, Francisella tularensis, and Yersinia pestis.

    Directory of Open Access Journals (Sweden)

    Matthew D Dyer

    2010-08-01

    Full Text Available Bacillus anthracis, Francisella tularensis, and Yersinia pestis are bacterial pathogens that can cause anthrax, lethal acute pneumonic disease, and bubonic plague, respectively, and are listed as NIAID Category A priority pathogens for possible use as biological weapons. However, the interactions between human proteins and proteins in these bacteria remain poorly characterized leading to an incomplete understanding of their pathogenesis and mechanisms of immune evasion.In this study, we used a high-throughput yeast two-hybrid assay to identify physical interactions between human proteins and proteins from each of these three pathogens. From more than 250,000 screens performed, we identified 3,073 human-B. anthracis, 1,383 human-F. tularensis, and 4,059 human-Y. pestis protein-protein interactions including interactions involving 304 B. anthracis, 52 F. tularensis, and 330 Y. pestis proteins that are uncharacterized. Computational analysis revealed that pathogen proteins preferentially interact with human proteins that are hubs and bottlenecks in the human PPI network. In addition, we computed modules of human-pathogen PPIs that are conserved amongst the three networks. Functionally, such conserved modules reveal commonalities between how the different pathogens interact with crucial host pathways involved in inflammation and immunity.These data constitute the first extensive protein interaction networks constructed for bacterial pathogens and their human hosts. This study provides novel insights into host-pathogen interactions.

  4. Engineering Courses on Computational Thinking Through Solving Problems in Artificial Intelligence

    Directory of Open Access Journals (Sweden)

    Piyanuch Silapachote

    2017-09-01

    Full Text Available Computational thinking sits at the core of every engineering and computing related discipline. It has increasingly emerged as its own subject in all levels of education. It is a powerful cornerstone for cognitive development, creative problem solving, algorithmic thinking and designs, and programming. How to effectively teach computational thinking skills poses real challenges and creates opportunities. Targeting entering computer science and engineering undergraduates, we resourcefully integrate elements from artificial intelligence (AI into introductory computing courses. In addition to comprehension of the essence of computational thinking, practical exercises in AI enable inspirations of collaborative problem solving beyond abstraction, logical reasoning, critical and analytical thinking. Problems in machine intelligence systems intrinsically connect students to algorithmic oriented computing and essential mathematical foundations. Beyond knowledge representation, AI fosters a gentle introduction to data structures and algorithms. Focused on engaging mental tool, a computer is never a necessity. Neither coding nor programming is ever required. Instead, students enjoy constructivist classrooms designed to always be active, flexible, and highly dynamic. Learning to learn and reflecting on cognitive experiences, they rigorously construct knowledge from collectively solving exciting puzzles, competing in strategic games, and participating in intellectual discussions.

  5. Humans can consciously generate random number sequences: a possible test for artificial intelligence.

    Science.gov (United States)

    Persaud, Navindra

    2005-01-01

    Computer algorithms can only produce seemingly random or pseudorandom numbers whereas certain natural phenomena, such as the decay of radioactive particles, can be utilized to produce truly random numbers. In this study, the ability of humans to generate random numbers was tested in healthy adults. Subjects were simply asked to generate and dictate random numbers. Generated numbers were tested for uniformity, independence and information density. The results suggest that humans can generate random numbers that are uniformly distributed, independent of one another and unpredictable. If humans can generate sequences of random numbers then neural networks or forms of artificial intelligence, which are purported to function in ways essentially the same as the human brain, should also be able to generate sequences of random numbers. Elucidating the precise mechanism by which humans generate random number sequences and the underlying neural substrates may have implications in the cognitive science of decision-making. It is possible that humans use their random-generating neural machinery to make difficult decisions in which all expected outcomes are similar. It is also possible that certain people, perhaps those with neurological or psychiatric impairments, are less able or unable to generate random numbers. If the random-generating neural machinery is employed in decision making its impairment would have profound implications in matters of agency and free will.

  6. Interactive computer graphics displays for hierarchical data structures. [Description of THESGRAF, in FORTRAN IV for CDC and IBM computers

    Energy Technology Data Exchange (ETDEWEB)

    Cahn, D.F.; Murano, C.V.

    1980-05-01

    An interactive computer graphical display program was developed as an aid to user visualization and manipulation of hierarchically structured data systems such as thesauri. In the present configuration, a thesaurus term and its primary and secondary conceptual neighbors are presented to the user in tree graph form on a CRT; the user then designates, via light pen or keyboard, any of the neighbors as the next term of interest and receives a new display centered on this term. By successive specification of broader, narrower, and related terms, the user can course rapidly through the thesaurus space and refine his search file. At any stage, he deals with a term-centered, conceptually meaningful picture of a localized portion of the thesaurus, and is freed from the artificial difficulties of handling the traditional alphabetized thesaurus. Intentional limitation of the associative range of each display frame, and the use of color, case, and interconnecting vectors to encode relationships among terms, enhance interpretability of the display. Facile movement through the term space, provided by interactive computation, allows the display to remain simple, and is an essential element of the system. 3 figures.

  7. Human agency beliefs influence behaviour during virtual social interactions

    Directory of Open Access Journals (Sweden)

    Nathan Caruana

    2017-09-01

    Full Text Available In recent years, with the emergence of relatively inexpensive and accessible virtual reality technologies, it is now possible to deliver compelling and realistic simulations of human-to-human interaction. Neuroimaging studies have shown that, when participants believe they are interacting via a virtual interface with another human agent, they show different patterns of brain activity compared to when they know that their virtual partner is computer-controlled. The suggestion is that users adopt an “intentional stance” by attributing mental states to their virtual partner. However, it remains unclear how beliefs in the agency of a virtual partner influence participants’ behaviour and subjective experience of the interaction. We investigated this issue in the context of a cooperative “joint attention” game in which participants interacted via an eye tracker with a virtual onscreen partner, directing each other’s eye gaze to different screen locations. Half of the participants were correctly informed that their partner was controlled by a computer algorithm (“Computer” condition. The other half were misled into believing that the virtual character was controlled by a second participant in another room (“Human” condition. Those in the “Human” condition were slower to make eye contact with their partner and more likely to try and guide their partner before they had established mutual eye contact than participants in the “Computer” condition. They also responded more rapidly when their partner was guiding them, although the same effect was also found for a control condition in which they responded to an arrow cue. Results confirm the influence of human agency beliefs on behaviour in this virtual social interaction context. They further suggest that researchers and developers attempting to simulate social interactions should consider the impact of agency beliefs on user experience in other social contexts, and their effect

  8. An overview of computer-based natural language processing

    Science.gov (United States)

    Gevarter, W. B.

    1983-01-01

    Computer based Natural Language Processing (NLP) is the key to enabling humans and their computer based creations to interact with machines in natural language (like English, Japanese, German, etc., in contrast to formal computer languages). The doors that such an achievement can open have made this a major research area in Artificial Intelligence and Computational Linguistics. Commercial natural language interfaces to computers have recently entered the market and future looks bright for other applications as well. This report reviews the basic approaches to such systems, the techniques utilized, applications, the state of the art of the technology, issues and research requirements, the major participants and finally, future trends and expectations. It is anticipated that this report will prove useful to engineering and research managers, potential users, and others who will be affected by this field as it unfolds.

  9. Extending the robustness and efficiency of artificial compressibility for partitioned fluid-structure interactions

    CSIR Research Space (South Africa)

    Bogaers, Alfred EJ

    2015-01-01

    Full Text Available In this paper we introduce the idea of combining artificial compressibility (AC) with quasi-Newton (QN) methods to solve strongly coupled, fully/quasi-enclosed fluid-structure interaction (FSI) problems. Partitioned, incompressible, FSI based...

  10. Applied computing in medicine and health

    CERN Document Server

    Al-Jumeily, Dhiya; Mallucci, Conor; Oliver, Carol

    2015-01-01

    Applied Computing in Medicine and Health is a comprehensive presentation of on-going investigations into current applied computing challenges and advances, with a focus on a particular class of applications, primarily artificial intelligence methods and techniques in medicine and health. Applied computing is the use of practical computer science knowledge to enable use of the latest technology and techniques in a variety of different fields ranging from business to scientific research. One of the most important and relevant areas in applied computing is the use of artificial intelligence (AI) in health and medicine. Artificial intelligence in health and medicine (AIHM) is assuming the challenge of creating and distributing tools that can support medical doctors and specialists in new endeavors. The material included covers a wide variety of interdisciplinary perspectives concerning the theory and practice of applied computing in medicine, human biology, and health care. Particular attention is given to AI-bas...

  11. Movement coordination in applied human-human and human-robot interaction

    DEFF Research Database (Denmark)

    Schubö, Anna; Vesper, Cordula; Wiesbeck, Mathey

    2007-01-01

    and describing human-human interaction in terms of goal-oriented movement coordination is considered an important and necessary step for designing and describing human-robot interaction. In the present scenario, trajectories of hand and finger movements were recorded while two human participants performed......The present paper describes a scenario for examining mechanisms of movement coordination in humans and robots. It is assumed that coordination can best be achieved when behavioral rules that shape movement execution in humans are also considered for human-robot interaction. Investigating...... coordination were affected. Implications for human-robot interaction are discussed....

  12. Proposal of a framework for solving human factors of artificial systems and its application to maintenance work

    International Nuclear Information System (INIS)

    Nagamatsu, Takashi; Otsuji, Tomoo; Yoshikawa, Hidekazu; Shiba, Shigenari

    2004-01-01

    A framework for solving human factors of artificial systems is proposed in this study, where a whole system of machines and the human organization that involves in the operation and management of machines is defined as an 'artificial system'. Five aspects of human factors in the artificial system are first discussed, and the types of artificial system with respect to the human factors are divided into three levels from a viewpoint of complexity. A framework that can treat artificial systems by unified methodology has been proposed for treating both the complexity level and the different kinds of human factors. As a concrete example of this framework application, a prototype system has been developed for advanced plant maintenance support by using ES-HMD (Eye Sensing-Head Mounted Display). This is a remote communication system of cooperative maintenance work between the expert in a remote support center and the maintenance worker at a certain machine in the plant site to conduct a complicated task without committing human error. It was confirmed by laboratory experiment that the expert would instruct the worker so that he or she could perform the task successfully, by observing the worker's eye gazing point and by pointing the right place of action on the transferred display of the worker's eyesight through the ES-MHD. (author)

  13. Proceedings of the 5th Danish Human-Computer Interaction Research Symposium

    DEFF Research Database (Denmark)

    Clemmensen, Torkil; Nielsen, Lene

    2005-01-01

    Lene Nielsen DEALING WITH REALITY - IN THEORY Gitte Skou PetersenA NEW IFIP WORKING GROUP - HUMAN WORK INTERACTION DESIGN Rikke Ørngreen, Torkil Clemmensen & Annelise Mark-Pejtersen CLASSIFICATION OF DESCRIPTIONS USED IN SOFTWARE AND INTERACTION DESIGN Georg Strøm OBSTACLES TO DESIGN IN VOLUNTEER BASED...... for the symposium, of which 14 were presented orally in four panel sessions. Previously the symposium has been held at University of Aarhus 2001, University of Copenhagen 2002, Roskilde University Center 2003, Aalborg University 2004. Torkil Clemmensen & Lene Nielsen Copenhagen, November 2005 CONTENT INTRODUCTION...

  14. Affective Computing and Intelligent Interaction

    CERN Document Server

    2012-01-01

    2012 International Conference on Affective Computing and Intelligent Interaction (ICACII 2012) was the most comprehensive conference focused on the various aspects of advances in Affective Computing and Intelligent Interaction. The conference provided a rare opportunity to bring together worldwide academic researchers and practitioners for exchanging the latest developments and applications in this field such as Intelligent Computing, Affective Computing, Machine Learning, Business Intelligence and HCI.   This volume is a collection of 119 papers selected from 410 submissions from universities and industries all over the world, based on their quality and relevancy to the conference. All of the papers have been peer-reviewed by selected experts.  

  15. How Do Humans Perceive Emotion?

    Institute of Scientific and Technical Information of China (English)

    LI Wen

    2017-01-01

    Emotion carries crucial qualities of the human condition, representing one of the major challenges in artificial intelligence. Re-search in psychology and neuroscience in the past two to three decades has generated rich insights into the processes underlying human emotion. Cognition and emotion represent the two main pillars of the human psyche and human intelligence. While the hu-man cognitive system and cognitive brain has inspired and informed computer science and artificial intelligence, the future is ripe for the human emotion system to be integrated into artificial intelligence and robotic systems. Here, we review behavioral and neu-ral findings in human emotion perception, including facial emotion perception, olfactory emotion perception, multimodal emotion perception, and the time course of emotion perception. It is our hope that knowledge of how humans perceive emotion will help bring artificial intelligence strides closer to human intelligence.

  16. Adaptive interaction a utility maximization approach to understanding human interaction with technology

    CERN Document Server

    Payne, Stephen J

    2013-01-01

    This lecture describes a theoretical framework for the behavioural sciences that holds high promise for theory-driven research and design in Human-Computer Interaction. The framework is designed to tackle the adaptive, ecological, and bounded nature of human behaviour. It is designed to help scientists and practitioners reason about why people choose to behave as they do and to explain which strategies people choose in response to utility, ecology, and cognitive information processing mechanisms. A key idea is that people choose strategies so as to maximise utility given constraints. The frame

  17. Design of a compact low-power human-computer interaction equipment for hand motion

    Science.gov (United States)

    Wu, Xianwei; Jin, Wenguang

    2017-01-01

    Human-Computer Interaction (HCI) raises demand of convenience, endurance, responsiveness and naturalness. This paper describes a design of a compact wearable low-power HCI equipment applied to gesture recognition. System combines multi-mode sense signals: the vision sense signal and the motion sense signal, and the equipment is equipped with the depth camera and the motion sensor. The dimension (40 mm × 30 mm) and structure is compact and portable after tight integration. System is built on a module layered framework, which contributes to real-time collection (60 fps), process and transmission via synchronous confusion with asynchronous concurrent collection and wireless Blue 4.0 transmission. To minimize equipment's energy consumption, system makes use of low-power components, managing peripheral state dynamically, switching into idle mode intelligently, pulse-width modulation (PWM) of the NIR LEDs of the depth camera and algorithm optimization by the motion sensor. To test this equipment's function and performance, a gesture recognition algorithm is applied to system. As the result presents, general energy consumption could be as low as 0.5 W.

  18. Interactive inverse kinematics for human motion estimation

    DEFF Research Database (Denmark)

    Engell-Nørregård, Morten Pol; Hauberg, Søren; Lapuyade, Jerome

    2009-01-01

    We present an application of a fast interactive inverse kinematics method as a dimensionality reduction for monocular human motion estimation. The inverse kinematics solver deals efficiently and robustly with box constraints and does not suffer from shaking artifacts. The presented motion...... to significantly speed up the particle filtering. It should be stressed that the observation part of the system has not been our focus, and as such is described only from a sense of completeness. With our approach it is possible to construct a robust and computationally efficient system for human motion estimation....

  19. Artificial Intelligence in Civil Engineering

    Directory of Open Access Journals (Sweden)

    Pengzhen Lu

    2012-01-01

    Full Text Available Artificial intelligence is a branch of computer science, involved in the research, design, and application of intelligent computer. Traditional methods for modeling and optimizing complex structure systems require huge amounts of computing resources, and artificial-intelligence-based solutions can often provide valuable alternatives for efficiently solving problems in the civil engineering. This paper summarizes recently developed methods and theories in the developing direction for applications of artificial intelligence in civil engineering, including evolutionary computation, neural networks, fuzzy systems, expert system, reasoning, classification, and learning, as well as others like chaos theory, cuckoo search, firefly algorithm, knowledge-based engineering, and simulated annealing. The main research trends are also pointed out in the end. The paper provides an overview of the advances of artificial intelligence applied in civil engineering.

  20. Human factors issues in the use of artificial intelligence in air traffic control. October 1990 Workshop

    Science.gov (United States)

    Hockaday, Stephen; Kuhlenschmidt, Sharon (Editor)

    1991-01-01

    The objective of the workshop was to explore the role of human factors in facilitating the introduction of artificial intelligence (AI) to advanced air traffic control (ATC) automation concepts. AI is an umbrella term which is continually expanding to cover a variety of techniques where machines are performing actions taken based upon dynamic, external stimuli. AI methods can be implemented using more traditional programming languages such as LISP or PROLOG, or they can be implemented using state-of-the-art techniques such as object-oriented programming, neural nets (hardware or software), and knowledge based expert systems. As this technology advances and as increasingly powerful computing platforms become available, the use of AI to enhance ATC systems can be realized. Substantial efforts along these lines are already being undertaken at the FAA Technical Center, NASA Ames Research Center, academic institutions, industry, and elsewhere. Although it is clear that the technology is ripe for bringing computer automation to ATC systems, the proper scope and role of automation are not at all apparent. The major concern is how to combine human controllers with computer technology. A wide spectrum of options exists, ranging from using automation only to provide extra tools to augment decision making by human controllers to turning over moment-by-moment control to automated systems and using humans as supervisors and system managers. Across this spectrum, it is now obvious that the difficulties that occur when tying human and automated systems together must be resolved so that automation can be introduced safely and effectively. The focus of the workshop was to further explore the role of injecting AI into ATC systems and to identify the human factors that need to be considered for successful application of the technology to present and future ATC systems.

  1. Artificial intelligence and robot responsibilities: innovating beyond rights.

    Science.gov (United States)

    Ashrafian, Hutan

    2015-04-01

    The enduring innovations in artificial intelligence and robotics offer the promised capacity of computer consciousness, sentience and rationality. The development of these advanced technologies have been considered to merit rights, however these can only be ascribed in the context of commensurate responsibilities and duties. This represents the discernable next-step for evolution in this field. Addressing these needs requires attention to the philosophical perspectives of moral responsibility for artificial intelligence and robotics. A contrast to the moral status of animals may be considered. At a practical level, the attainment of responsibilities by artificial intelligence and robots can benefit from the established responsibilities and duties of human society, as their subsistence exists within this domain. These responsibilities can be further interpreted and crystalized through legal principles, many of which have been conserved from ancient Roman law. The ultimate and unified goal of stipulating these responsibilities resides through the advancement of mankind and the enduring preservation of the core tenets of humanity.

  2. HCI^2 Framework: A software framework for multimodal human-computer interaction systems

    NARCIS (Netherlands)

    Shen, Jie; Pantic, Maja

    2013-01-01

    This paper presents a novel software framework for the development and research in the area of multimodal human-computer interface (MHCI) systems. The proposed software framework, which is called the HCI∧2 Framework, is built upon publish/subscribe (P/S) architecture. It implements a

  3. Artificial skin and patient simulator comprising the artificial skin

    NARCIS (Netherlands)

    2011-01-01

    The invention relates to an artificial skin (10, 12, 14), and relates to a patient simulator (100) comprising the artificial skin. The artificial skin is a layered structure comprising a translucent cover layer (20) configured for imitating human or animal skin, and comprising a light emitting layer

  4. Artificial Evolution for the Detection of Group Identities in Complex Artificial Societies

    DEFF Research Database (Denmark)

    Grappiolo, Corrado; Togelius, Julian; Yannakakis, Georgios N.

    2013-01-01

    This paper aims at detecting the presence of group structures in complex artificial societies by solely observing and analysing the interactions occurring among the artificial agents. Our approach combines: (1) an unsupervised method for clustering interactions into two possible classes, namely in...

  5. A Novel Wearable Sensor-Based Human Activity Recognition Approach Using Artificial Hydrocarbon Networks.

    Science.gov (United States)

    Ponce, Hiram; Martínez-Villaseñor, María de Lourdes; Miralles-Pechuán, Luis

    2016-07-05

    Human activity recognition has gained more interest in several research communities given that understanding user activities and behavior helps to deliver proactive and personalized services. There are many examples of health systems improved by human activity recognition. Nevertheless, the human activity recognition classification process is not an easy task. Different types of noise in wearable sensors data frequently hamper the human activity recognition classification process. In order to develop a successful activity recognition system, it is necessary to use stable and robust machine learning techniques capable of dealing with noisy data. In this paper, we presented the artificial hydrocarbon networks (AHN) technique to the human activity recognition community. Our artificial hydrocarbon networks novel approach is suitable for physical activity recognition, noise tolerance of corrupted data sensors and robust in terms of different issues on data sensors. We proved that the AHN classifier is very competitive for physical activity recognition and is very robust in comparison with other well-known machine learning methods.

  6. Teaching natural language to computers

    OpenAIRE

    Corneli, Joseph; Corneli, Miriam

    2016-01-01

    "Natural Language," whether spoken and attended to by humans, or processed and generated by computers, requires networked structures that reflect creative processes in semantic, syntactic, phonetic, linguistic, social, emotional, and cultural modules. Being able to produce novel and useful behavior following repeated practice gets to the root of both artificial intelligence and human language. This paper investigates the modalities involved in language-like applications that computers -- and ...

  7. Integrating Human and Computer Intelligence. Technical Report No. 32.

    Science.gov (United States)

    Pea, Roy D.

    This paper explores the thesis that advances in computer applications and artificial intelligence have important implications for the study of development and learning in psychology. Current approaches to the use of computers as devices for problem solving, reasoning, and thinking--i.e., expert systems and intelligent tutoring systems--are…

  8. A Yeast Artificial Chromosome Library Database: Design Considerations

    OpenAIRE

    Frisse, Mark E.; Ge, NengJie; Langenbacher, JulieM.; Kahn, Michael G.; Brownstein, Bernard H.

    1990-01-01

    This paper first describes a simple collection of HyperCard stacks created and used by genetics researchers to catalog information in a human yeast artificial chromosome (YAC) library. Although an intuitive human-computer interface made the HyperCard program easy to use, the program was neither an efficient nor a secure primary database for vital laboratory data. This paper subsequently describes a relational database implementation prototype that overcomes HyperCard's deficiencies as a datab...

  9. Coupling artificial intelligence and numerical computation for engineering design (Invited paper)

    Science.gov (United States)

    Tong, S. S.

    1986-01-01

    The possibility of combining artificial intelligence (AI) systems and numerical computation methods for engineering designs is considered. Attention is given to three possible areas of application involving fan design, controlled vortex design of turbine stage blade angles, and preliminary design of turbine cascade profiles. Among the AI techniques discussed are: knowledge-based systems; intelligent search; and pattern recognition systems. The potential cost and performance advantages of an AI-based design-generation system are discussed in detail.

  10. An object-oriented computational model to study cardiopulmonary hemodynamic interactions in humans.

    Science.gov (United States)

    Ngo, Chuong; Dahlmanns, Stephan; Vollmer, Thomas; Misgeld, Berno; Leonhardt, Steffen

    2018-06-01

    This work introduces an object-oriented computational model to study cardiopulmonary interactions in humans. Modeling was performed in object-oriented programing language Matlab Simscape, where model components are connected with each other through physical connections. Constitutive and phenomenological equations of model elements are implemented based on their non-linear pressure-volume or pressure-flow relationship. The model includes more than 30 physiological compartments, which belong either to the cardiovascular or respiratory system. The model considers non-linear behaviors of veins, pulmonary capillaries, collapsible airways, alveoli, and the chest wall. Model parameters were derisved based on literature values. Model validation was performed by comparing simulation results with clinical and animal data reported in literature. The model is able to provide quantitative values of alveolar, pleural, interstitial, aortic and ventricular pressures, as well as heart and lung volumes during spontaneous breathing and mechanical ventilation. Results of baseline simulation demonstrate the consistency of the assigned parameters. Simulation results during mechanical ventilation with PEEP trials can be directly compared with animal and clinical data given in literature. Object-oriented programming languages can be used to model interconnected systems including model non-linearities. The model provides a useful tool to investigate cardiopulmonary activity during spontaneous breathing and mechanical ventilation. Copyright © 2018 Elsevier B.V. All rights reserved.

  11. Imitating the Brain with Neurocomputer A "New" Way Towards Artificial General Intelligence

    Institute of Scientific and Technical Information of China (English)

    Tie-Jun Huang

    2017-01-01

    To achieve the artificial general intelligence (AGI),imitate the intelligence? or imitate the brain? This is the question! Most artificial intelligence (AI) approaches set the understanding of the intelligence principle as their premise.This may be correct to implement specific intelligence such as computing,symbolic logic,or what the AlphaGo could do.However,this is not correct for AGI,because to understand the principle of the brain intelligence is one of the most difficult challenges for our human beings.It is not wise to set such a question as the premise of the AGI mission.To achieve AGI,a practical approach is to build the so-called neurocomputer,which could be trained to produce autonomous intelligence and AGI.A neurocomputer imitates the biological neural network with neuromorphic devices which emulate the bio-neurons,synapses and other essential neural components.The neurocomputer could perceive the environment via sensors and interact with other entities via a physical body.The philosophy under the "new" approach,so-called as imitationalism in this paper,is the engineering methodology which has been practiced for thousands of years,and for many cases,such as the invention of the first airplane,succeeded.This paper compares the neurocomputer with the conventional computer.The major progress about neurocomputer is also reviewed.

  12. Synthetic protocells interact with viral nanomachinery and inactivate pathogenic human virus.

    Directory of Open Access Journals (Sweden)

    Matteo Porotto

    Full Text Available We present a new antiviral strategy and research tool that could be applied to a wide range of enveloped viruses that infect human beings via membrane fusion. We test this strategy on two emerging zoonotic henipaviruses that cause fatal encephalitis in humans, Nipah (NiV and Hendra (HeV viruses. In the new approach, artificial cell-like particles (protocells presenting membrane receptors in a biomimetic manner were developed and found to attract and inactivate henipavirus envelope glycoprotein pseudovirus particles, preventing infection. The protocells do not accumulate virus during the inactivation process. The use of protocells that interact with, but do not accumulate, viruses may provide significant advantages over current antiviral drugs, and this general approach may have wide potential for antiviral development.

  13. Economic reasoning and artificial intelligence.

    Science.gov (United States)

    Parkes, David C; Wellman, Michael P

    2015-07-17

    The field of artificial intelligence (AI) strives to build rational agents capable of perceiving the world around them and taking actions to advance specified goals. Put another way, AI researchers aim to construct a synthetic homo economicus, the mythical perfectly rational agent of neoclassical economics. We review progress toward creating this new species of machine, machina economicus, and discuss some challenges in designing AIs that can reason effectively in economic contexts. Supposing that AI succeeds in this quest, or at least comes close enough that it is useful to think about AIs in rationalistic terms, we ask how to design the rules of interaction in multi-agent systems that come to represent an economy of AIs. Theories of normative design from economics may prove more relevant for artificial agents than human agents, with AIs that better respect idealized assumptions of rationality than people, interacting through novel rules and incentive systems quite distinct from those tailored for people. Copyright © 2015, American Association for the Advancement of Science.

  14. Different foraging preferences of hummingbirds on artificial and natural flowers reveal mechanisms structuring plant-pollinator interactions.

    Science.gov (United States)

    Maglianesi, María A; Böhning-Gaese, Katrin; Schleuning, Matthias

    2015-05-01

    In plant-pollinator networks, the floral morphology of food plants is an important determinant of the interaction niche of pollinators. Studies on foraging preferences of pollinators combining experimental and observational approaches may help to understand the mechanisms behind patterns of interactions and niche partitioning within pollinator communities. In this study, we tested whether morphological floral traits were associated with foraging preferences of hummingbirds for artificial and natural flower types in Costa Rica. We performed field experiments with artificial feeders, differing in length and curvature of flower types, to quantify the hummingbirds' interaction niche under unlimited nectar resources. To quantify the interaction niche under real-world conditions of limited nectar resources, we measured foraging preferences of hummingbirds for a total of 34 plant species. Artificial feeders were visited by Eupherusa nigriventris and Phaethornis guy in the pre-montane forest, and Lampornis calolaemus in the lower montane forest. Under experimental conditions, all three hummingbird species overlapped their interaction niches and showed a preference for the short artificial flower type over the long-straight and the long-curved flower types. Under natural conditions, the two co-occurring hummingbird species preferred to feed on plant species with floral traits corresponding to their bill morphology. The short-billed hummingbird E. nigriventris preferred to feed on short and straight flowers, whereas the long- and curved-billed P. guy preferred long and curved natural flowers. The medium-size billed species L. calolaemus preferred to feed on flowers of medium length and did not show preferences for plant species with specific corolla curvature. Our results show that floral morphological traits constrain access by short-billed hummingbird species to nectar resources. Morphological constraints, therefore, represent one important mechanism structuring trophic

  15. HumanComputer Systems Interaction Backgrounds and Applications 2 Part 1

    CERN Document Server

    Kulikowski, Juliusz; Mroczek, Teresa

    2012-01-01

    The main contemporary human-system interaction (H-SI) problems consist in design and/or improvement of the tools for effective exchange of information between individual humans or human groups and technical systems created for humans aiding in reaching their vital goals. This book is a second issue in a series devoted to the novel in H-SI results and contributions reached for the last years by many research groups in European and extra-European countries. The preliminary (usually shortened) versions of the chapters  were presented as conference papers at the 3rd International Conference on H-SI held in Rzeszow, Poland, in 2010. A  large number of valuable papers  selected for publication caused a necessity to publish the book in two volumes. The given, 1st Volume  consists of sections devoted to: I. Decision Supporting Systems, II. Distributed Knowledge Bases and WEB Systems and III. Impaired Persons  Aiding Systems. The decision supporting systems concern various application areas, like enterprises mana...

  16. Human Research Program Human Health Countermeasures Element: Evidence Report - Artificial Gravity

    Science.gov (United States)

    Clement, Gilles

    2015-01-01

    The most serious risks of long-duration flight involve radiation, behavioral stresses, and physiological deconditioning. Artificial gravity (AG), by substituting for the missing gravitational cues and loading in space, has the potential to mitigate the last of these risks by preventing the adaptive responses from occurring. The rotation of a Mars-bound spacecraft or an embarked human centrifuge offers significant promise as an effective, efficient multi-system countermeasure against the physiological deconditioning associated with prolonged weightlessness. Virtually all of the identified risks associated with bone loss, muscle weakening, cardiovascular deconditioning, and sensorimotor disturbances might be alleviated by the appropriate application of AG. However, experience with AG in space has been limited and a human-rated centrifuge is currently not available on board the ISS. A complete R&D program aimed at determining the requirements for gravity level, gravity gradient, rotation rate, frequency, and duration of AG exposure is warranted before making a decision for implementing AG in a human spacecraft.

  17. Three-Dimensional Human iPSC-Derived Artificial Skeletal Muscles Model Muscular Dystrophies and Enable Multilineage Tissue Engineering

    Directory of Open Access Journals (Sweden)

    Sara Martina Maffioletti

    2018-04-01

    Full Text Available Summary: Generating human skeletal muscle models is instrumental for investigating muscle pathology and therapy. Here, we report the generation of three-dimensional (3D artificial skeletal muscle tissue from human pluripotent stem cells, including induced pluripotent stem cells (iPSCs from patients with Duchenne, limb-girdle, and congenital muscular dystrophies. 3D skeletal myogenic differentiation of pluripotent cells was induced within hydrogels under tension to provide myofiber alignment. Artificial muscles recapitulated characteristics of human skeletal muscle tissue and could be implanted into immunodeficient mice. Pathological cellular hallmarks of incurable forms of severe muscular dystrophy could be modeled with high fidelity using this 3D platform. Finally, we show generation of fully human iPSC-derived, complex, multilineage muscle models containing key isogenic cellular constituents of skeletal muscle, including vascular endothelial cells, pericytes, and motor neurons. These results lay the foundation for a human skeletal muscle organoid-like platform for disease modeling, regenerative medicine, and therapy development. : Maffioletti et al. generate human 3D artificial skeletal muscles from healthy donors and patient-specific pluripotent stem cells. These human artificial muscles accurately model severe genetic muscle diseases. They can be engineered to include other cell types present in skeletal muscle, such as vascular cells and motor neurons. Keywords: skeletal muscle, pluripotent stem cells, iPS cells, myogenic differentiation, tissue engineering, disease modeling, muscular dystrophy, organoids

  18. BUILD-IT : a computer vision-based interaction technique for a planning tool

    NARCIS (Netherlands)

    Rauterberg, G.W.M.; Fjeld, M.; Krueger, H.; Bichsel, M.; Leonhardt, U.; Meier, M.; Thimbleby, H.; O'Conaill, B.; Thomas, P.J.

    1997-01-01

    Shows a method that goes beyond the established approaches of human-computer interaction. We first bring a serious critique of traditional interface types, showing their major drawbacks and limitations. Promising alternatives are offered by virtual (or immersive) reality (VR) and by augmented

  19. Perceptually-Inspired Computing

    Directory of Open Access Journals (Sweden)

    Ming Lin

    2015-08-01

    Full Text Available Human sensory systems allow individuals to see, hear, touch, and interact with the surrounding physical environment. Understanding human perception and its limit enables us to better exploit the psychophysics of human perceptual systems to design more efficient, adaptive algorithms and develop perceptually-inspired computational models. In this talk, I will survey some of recent efforts on perceptually-inspired computing with applications to crowd simulation and multimodal interaction. In particular, I will present data-driven personality modeling based on the results of user studies, example-guided physics-based sound synthesis using auditory perception, as well as perceptually-inspired simplification for multimodal interaction. These perceptually guided principles can be used to accelerating multi-modal interaction and visual computing, thereby creating more natural human-computer interaction and providing more immersive experiences. I will also present their use in interactive applications for entertainment, such as video games, computer animation, and shared social experience. I will conclude by discussing possible future research directions.

  20. Vision-based interaction

    CERN Document Server

    Turk, Matthew

    2013-01-01

    In its early years, the field of computer vision was largely motivated by researchers seeking computational models of biological vision and solutions to practical problems in manufacturing, defense, and medicine. For the past two decades or so, there has been an increasing interest in computer vision as an input modality in the context of human-computer interaction. Such vision-based interaction can endow interactive systems with visual capabilities similar to those important to human-human interaction, in order to perceive non-verbal cues and incorporate this information in applications such

  1. Epistasis analysis using artificial intelligence.

    Science.gov (United States)

    Moore, Jason H; Hill, Doug P

    2015-01-01

    Here we introduce artificial intelligence (AI) methodology for detecting and characterizing epistasis in genetic association studies. The ultimate goal of our AI strategy is to analyze genome-wide genetics data as a human would using sources of expert knowledge as a guide. The methodology presented here is based on computational evolution, which is a type of genetic programming. The ability to generate interesting solutions while at the same time learning how to solve the problem at hand distinguishes computational evolution from other genetic programming approaches. We provide a general overview of this approach and then present a few examples of its application to real data.

  2. Artificial cognition architectures

    CERN Document Server

    Crowder, James A; Friess, Shelli A

    2013-01-01

    The goal of this book is to establish the foundation, principles, theory, and concepts that are the backbone of real, autonomous Artificial Intelligence. Presented here are some basic human intelligence concepts framed for Artificial Intelligence systems. These include concepts like Metacognition and Metamemory, along with architectural constructs for Artificial Intelligence versions of human brain functions like the prefrontal cortex. Also presented are possible hardware and software architectures that lend themselves to learning, reasoning, and self-evolution

  3. Human Pacman: A Mobile Augmented Reality Entertainment System Based on Physical, Social, and Ubiquitous Computing

    Science.gov (United States)

    Cheok, Adrian David

    This chapter details the Human Pacman system to illuminate entertainment computing which ventures to embed the natural physical world seamlessly with a fantasy virtual playground by capitalizing on infrastructure provided by mobile computing, wireless LAN, and ubiquitous computing. With Human Pacman, we have a physical role-playing computer fantasy together with real human-social and mobile-gaming that emphasizes on collaboration and competition between players in a wide outdoor physical area that allows natural wide-area human-physical movements. Pacmen and Ghosts are now real human players in the real world experiencing mixed computer graphics fantasy-reality provided by using the wearable computers on them. Virtual cookies and actual tangible physical objects are incorporated into the game play to provide novel experiences of seamless transitions between the real and virtual worlds. This is an example of a new form of gaming that anchors on physicality, mobility, social interaction, and ubiquitous computing.

  4. Human-technology interaction for standoff IED detection

    Science.gov (United States)

    Zhang, Evan; Zou, Yiyang; Zachrich, Liping; Fulton, Jack

    2011-03-01

    IEDs kill our soldiers and innocent people every day. Lessons learned from Iraq and Afghanistan clearly indicated that IEDs cannot be detected/defeated by technology alone; human-technology interaction must be engaged. In most cases, eye is the best detector, brain is the best computer, and technologies are tools, they must be used by human being properly then can achieve full functionality. In this paper, a UV Raman/fluorescence, CCD and LWIR 3 sensor fusion system for standoff IED detection and a handheld fusion system for close range IED detection are developed and demonstrated. We must train solders using their eyes or CCD/LWIR cameras to do wide area search while on the move to find small suspected area first then use the spectrometer because the laser spot is too small, to scan a one-mile long and 2-meter wide road needs 185 days although our fusion system can detect the IED in 30m with 1s interrogating time. Even if the small suspected area (e.g., 0.5mx0.5m) is found, human eyes still cannot detect the IED, soldiers must use or interact with the technology - laser based spectrometer to scan the area then they are able to detect and identify the IED in 10 minutes not 185 days. Therefore, the human-technology interaction approach will be the best solution for IED detection.

  5. Estimation of Physical Human-Robot Interaction Using Cost-Effective Pneumatic Padding

    Directory of Open Access Journals (Sweden)

    André Wilkening

    2016-08-01

    Full Text Available The idea to use a cost-effective pneumatic padding for sensing of physical interaction between a user and wearable rehabilitation robots is not new, but until now there has not been any practical relevant realization. In this paper, we present a novel method to estimate physical human-robot interaction using a pneumatic padding based on artificial neural networks (ANNs. This estimation can serve as rough indicator of applied forces/torques by the user and can be applied for visual feedback about the user’s participation or as additional information for interaction controllers. Unlike common mostly very expensive 6-axis force/torque sensors (FTS, the proposed sensor system can be easily integrated in the design of physical human-robot interfaces of rehabilitation robots and adapts itself to the shape of the individual patient’s extremity by pressure changing in pneumatic chambers, in order to provide a safe physical interaction with high user’s comfort. This paper describes a concept of using ANNs for estimation of interaction forces/torques based on pressure variations of eight customized air-pad chambers. The ANNs were trained one-time offline using signals of a high precision FTS which is also used as reference sensor for experimental validation. Experiments with three different subjects confirm the functionality of the concept and the estimation algorithm.

  6. Application of computer technique in the reconstruction of Chinese ancient buildings

    Science.gov (United States)

    Li, Deren; Yang, Jie; Zhu, Yixuan

    2003-01-01

    This paper offers an introduction of computer assemble and simulation of ancient building. A pioneer research work was carried out by investigators of surveying and mapping describing ancient Chinese timber buildings by 3D frame graphs with computers. But users can know the structural layers and the assembly process of these buildings if the frame graphs are processed further with computer. This can be implemented by computer simulation technique. This technique display the raw data on the screen of a computer and interactively manage them by combining technologies from computer graphics and image processing, multi-media technology, artificial intelligence, highly parallel real-time computation technique and human behavior science. This paper presents the implement procedure of simulation for large-sized wooden buildings as well as 3D dynamic assembly of these buildings under the 3DS MAX environment. The results of computer simulation are also shown in the paper.

  7. Spatial computing in interactive architecture

    NARCIS (Netherlands)

    S.O. Dulman (Stefan); M. Krezer; L. Hovestad

    2014-01-01

    htmlabstractDistributed computing is the theoretical foundation for applications and technologies like interactive architecture, wearable computing, and smart materials. It evolves continuously, following needs rising from scientific developments, novel uses of technology, or simply the curiosity to

  8. Child-Computer Interaction SIG

    DEFF Research Database (Denmark)

    Hourcade, Juan Pablo; Revelle, Glenda; Zeising, Anja

    2016-01-01

    This SIG will provide child-computer interaction researchers and practitioners an opportunity to discuss four topics that represent new challenges and opportunities for the community. The four areas are: interactive technologies for children under the age of five, technology for inclusion, privacy...... and information security in the age of the quantified self, and the maker movement....

  9. Mixed-complexity artificial grammar learning in humans and macaque monkeys: evaluating learning strategies.

    Science.gov (United States)

    Wilson, Benjamin; Smith, Kenny; Petkov, Christopher I

    2015-03-01

    Artificial grammars (AG) can be used to generate rule-based sequences of stimuli. Some of these can be used to investigate sequence-processing computations in non-human animals that might be related to, but not unique to, human language. Previous AG learning studies in non-human animals have used different AGs to separately test for specific sequence-processing abilities. However, given that natural language and certain animal communication systems (in particular, song) have multiple levels of complexity, mixed-complexity AGs are needed to simultaneously evaluate sensitivity to the different features of the AG. Here, we tested humans and Rhesus macaques using a mixed-complexity auditory AG, containing both adjacent (local) and non-adjacent (longer-distance) relationships. Following exposure to exemplary sequences generated by the AG, humans and macaques were individually tested with sequences that were either consistent with the AG or violated specific adjacent or non-adjacent relationships. We observed a considerable level of cross-species correspondence in the sensitivity of both humans and macaques to the adjacent AG relationships and to the statistical properties of the sequences. We found no significant sensitivity to the non-adjacent AG relationships in the macaques. A subset of humans was sensitive to this non-adjacent relationship, revealing interesting between- and within-species differences in AG learning strategies. The results suggest that humans and macaques are largely comparably sensitive to the adjacent AG relationships and their statistical properties. However, in the presence of multiple cues to grammaticality, the non-adjacent relationships are less salient to the macaques and many of the humans. © 2015 The Authors. European Journal of Neuroscience published by Federation of European Neuroscience Societies and John Wiley & Sons Ltd.

  10. Applications Of Artificial Intelligence In Control System Analysis And Design

    Science.gov (United States)

    Birdwell, J. D.

    1987-10-01

    To date, applications of artificial intelligence in control system analysis and design are primarily associated with the design process. These applications take the form of knowledge bases incorporating expertise on a design method, such as multivariable linear controller design, or on a field such as identification. My experience has demonstrated that, while such expert systems are useful, perhaps a greater benefit will come from applications in the maintenance of technical databases, as are found in real-time data acquisition systems, and of modeling and design databases, which represent the status of a computer-aided design process for a human user. This reflects the observation that computers are best at maintaining relations about large sets of objects, whereas humans are best at maintaining knowledge of depth, as occurs when a design option involving a sequence of steps is explored. This paper will discuss some of these issues, and will provide some examples which illustrate the potential of artificial intelligence.

  11. Knitting and weaving artificial muscles.

    Science.gov (United States)

    Maziz, Ali; Concas, Alessandro; Khaldi, Alexandre; Stålhand, Jonas; Persson, Nils-Krister; Jager, Edwin W H

    2017-01-01

    A need exists for artificial muscles that are silent, soft, and compliant, with performance characteristics similar to those of skeletal muscle, enabling natural interaction of assistive devices with humans. By combining one of humankind's oldest technologies, textile processing, with electroactive polymers, we demonstrate here the feasibility of wearable, soft artificial muscles made by weaving and knitting, with tunable force and strain. These textile actuators were produced from cellulose yarns assembled into fabrics and coated with conducting polymers using a metal-free deposition. To increase the output force, we assembled yarns in parallel by weaving. The force scaled linearly with the number of yarns in the woven fabric. To amplify the strain, we knitted a stretchable fabric, exhibiting a 53-fold increase in strain. In addition, the textile construction added mechanical stability to the actuators. Textile processing permits scalable and rational production of wearable artificial muscles, and enables novel ways to design assistive devices.

  12. Computational modeling of blast wave interaction with a human body and assessment of traumatic brain injury

    Science.gov (United States)

    Tan, X. G.; Przekwas, A. J.; Gupta, R. K.

    2017-11-01

    The modeling of human body biomechanics resulting from blast exposure poses great challenges because of the complex geometry and the substantial material heterogeneity. We developed a detailed human body finite element model representing both the geometry and the materials realistically. The model includes the detailed head (face, skull, brain and spinal cord), the neck, the skeleton, air cavities (lungs) and the tissues. Hence, it can be used to properly model the stress wave propagation in the human body subjected to blast loading. The blast loading on the human was generated from a simulated C4 explosion. We used the highly scalable solvers in the multi-physics code CoBi for both the blast simulation and the human body biomechanics. The meshes generated for these simulations are of good quality so that relatively large time-step sizes can be used without resorting to artificial time scaling treatments. The coupled gas dynamics and biomechanics solutions were validated against the shock tube test data. The human body models were used to conduct parametric simulations to find the biomechanical response and the brain injury mechanism due to blasts impacting the human body. Under the same blast loading condition, we showed the importance of inclusion of the whole body.

  13. Artificial Intelligence in Civil Engineering

    OpenAIRE

    Lu, Pengzhen; Chen, Shengyong; Zheng, Yujun

    2012-01-01

    Artificial intelligence is a branch of computer science, involved in the research, design, and application of intelligent computer. Traditional methods for modeling and optimizing complex structure systems require huge amounts of computing resources, and artificial-intelligence-based solutions can often provide valuable alternatives for efficiently solving problems in the civil engineering. This paper summarizes recently developed methods and theories in the developing direction for applicati...

  14. Interactive problem solving using LOGO

    CERN Document Server

    Boecker, Heinz-Dieter; Fischer, Gerhard

    2014-01-01

    This book is unique in that its stress is not on the mastery of a programming language, but on the importance and value of interactive problem solving. The authors focus on several specific interest worlds: mathematics, computer science, artificial intelligence, linguistics, and games; however, their approach can serve as a model that may be applied easily to other fields as well. Those who are interested in symbolic computing will find that Interactive Problem Solving Using LOGO provides a gentle introduction from which one may move on to other, more advanced computational frameworks or more

  15. Advanced Applications of Neural Networks and Artificial Intelligence: A Review

    OpenAIRE

    Koushal Kumar; Gour Sundar Mitra Thakur

    2012-01-01

    Artificial Neural Network is a branch of Artificial intelligence and has been accepted as a new computing technology in computer science fields. This paper reviews the field of Artificial intelligence and focusing on recent applications which uses Artificial Neural Networks (ANN’s) and Artificial Intelligence (AI). It also considers the integration of neural networks with other computing methods Such as fuzzy logic to enhance the interpretation ability of data. Artificial Neural Networks is c...

  16. Artificial Intelligence and Moral intelligence

    Directory of Open Access Journals (Sweden)

    Laura Pana

    2008-07-01

    Full Text Available We discuss the thesis that the implementation of a moral code in the behaviour of artificial intelligent systems needs a specific form of human and artificial intelligence, not just an abstract intelligence. We present intelligence as a system with an internal structure and the structural levels of the moral system, as well as certain characteristics of artificial intelligent agents which can/must be treated as 1- individual entities (with a complex, specialized, autonomous or selfdetermined, even unpredictable conduct, 2- entities endowed with diverse or even multiple intelligence forms, like moral intelligence, 3- open and, even, free-conduct performing systems (with specific, flexible and heuristic mechanisms and procedures of decision, 4 – systems which are open to education, not just to instruction, 5- entities with “lifegraphy”, not just “stategraphy”, 6- equipped not just with automatisms but with beliefs (cognitive and affective complexes, 7- capable even of reflection (“moral life” is a form of spiritual, not just of conscious activity, 8 – elements/members of some real (corporal or virtual community, 9 – cultural beings: free conduct gives cultural value to the action of a ”natural” or artificial being. Implementation of such characteristics does not necessarily suppose efforts to design, construct and educate machines like human beings. The human moral code is irremediably imperfect: it is a morality of preference, of accountability (not of responsibility and a morality of non-liberty, which cannot be remedied by the invention of ethical systems, by the circulation of ideal values and by ethical (even computing education. But such an imperfect morality needs perfect instruments for its implementation: applications of special logic fields; efficient psychological (theoretical and technical attainments to endow the machine not just with intelligence, but with conscience and even spirit; comprehensive technical

  17. Computational creativity

    Directory of Open Access Journals (Sweden)

    López de Mántaras Badia, Ramon

    2013-12-01

    Full Text Available New technologies, and in particular artificial intelligence, are drastically changing the nature of creative processes. Computers are playing very significant roles in creative activities such as music, architecture, fine arts, and science. Indeed, the computer is already a canvas, a brush, a musical instrument, and so on. However, we believe that we must aim at more ambitious relations between computers and creativity. Rather than just seeing the computer as a tool to help human creators, we could see it as a creative entity in its own right. This view has triggered a new subfield of Artificial Intelligence called Computational Creativity. This article addresses the question of the possibility of achieving computational creativity through some examples of computer programs capable of replicating some aspects of creative behavior in the fields of music and science.Las nuevas tecnologías y en particular la Inteligencia Artificial están cambiando de forma importante la naturaleza del proceso creativo. Los ordenadores están jugando un papel muy significativo en actividades artísticas tales como la música, la arquitectura, las bellas artes y la ciencia. Efectivamente, el ordenador ya es el lienzo, el pincel, el instrumento musical, etc. Sin embargo creemos que debemos aspirar a relaciones más ambiciosas entre los ordenadores y la creatividad. En lugar de verlos solamente como herramientas de ayuda a la creación, los ordenadores podrían ser considerados agentes creativos. Este punto de vista ha dado lugar a un nuevo subcampo de la Inteligencia Artificial denominado Creatividad Computacional. En este artículo abordamos la cuestión de la posibilidad de alcanzar dicha creatividad computacional mediante algunos ejemplos de programas de ordenador capaces de replicar algunos aspectos relacionados con el comportamiento creativo en los ámbitos de la música y la ciencia.

  18. 3D artificial bones for bone repair prepared by computed tomography-guided fused deposition modeling for bone repair.

    Science.gov (United States)

    Xu, Ning; Ye, Xiaojian; Wei, Daixu; Zhong, Jian; Chen, Yuyun; Xu, Guohua; He, Dannong

    2014-09-10

    The medical community has expressed significant interest in the development of new types of artificial bones that mimic natural bones. In this study, computed tomography (CT)-guided fused deposition modeling (FDM) was employed to fabricate polycaprolactone (PCL)/hydroxyapatite (HA) and PCL 3D artificial bones to mimic natural goat femurs. The in vitro mechanical properties, in vitro cell biocompatibility, and in vivo performance of the artificial bones in a long load-bearing goat femur bone segmental defect model were studied. All of the results indicate that CT-guided FDM is a simple, convenient, relatively low-cost method that is suitable for fabricating natural bonelike artificial bones. Moreover, PCL/HA 3D artificial bones prepared by CT-guided FDM have more close mechanics to natural bone, good in vitro cell biocompatibility, biodegradation ability, and appropriate in vivo new bone formation ability. Therefore, PCL/HA 3D artificial bones could be potentially be of use in the treatment of patients with clinical bone defects.

  19. Multicollinearity may lead to artificial interaction: an example from a cross sectional study of biomarkers.

    Science.gov (United States)

    Sithisarankul, P; Weaver, V M; Diener-West, M; Strickland, P T

    1997-06-01

    Collinearity is the situation which arises in multiple regression when some or all of the explanatory variables are so highly correlated with one another that it becomes very difficult, if not impossible, to disentangle their influences and obtain a reasonably precise estimate of their effects. Suppressor variable is one of the extreme situations of collinearity that one variable can substantially increase the multiple correlation when combined with a variable that is only modestly correlated with the response variable. In this study, we describe the process by which we disentangled and discovered multicollinearity and its consequences, namely artificial interaction, using the data from cross-sectional quantification of several biomarkers. We showed how the collinearity between one biomarker (blood lead level) and another (urinary trans, trans-muconic acid) and their interaction (blood lead level* urinary trans, trans-muconic acid) can lead to the observed artificial interaction on the third biomarker (urinary 5-aminolevulinic acid).

  20. Human Artificial Chromosomes with Alpha Satellite-Based De Novo Centromeres Show Increased Frequency of Nondisjunction and Anaphase Lag

    OpenAIRE

    Rudd, M. Katharine; Mays, Robert W.; Schwartz, Stuart; Willard, Huntington F.

    2003-01-01

    Human artificial chromosomes have been used to model requirements for human chromosome segregation and to explore the nature of sequences competent for centromere function. Normal human centromeres require specialized chromatin that consists of alpha satellite DNA complexed with epigenetically modified histones and centromere-specific proteins. While several types of alpha satellite DNA have been used to assemble de novo centromeres in artificial chromosome assays, the extent to which they fu...

  1. A Human-Centred Tangible approach to learning Computational Thinking

    Directory of Open Access Journals (Sweden)

    Tommaso Turchi

    2016-08-01

    Full Text Available Computational Thinking has recently become a focus of many teaching and research domains; it encapsulates those thinking skills integral to solving complex problems using a computer, thus being widely applicable in our society. It is influencing research across many disciplines and also coming into the limelight of education, mostly thanks to public initiatives such as the Hour of Code. In this paper we present our arguments for promoting Computational Thinking in education through the Human-centred paradigm of Tangible End-User Development, namely by exploiting objects whose interactions with the physical environment are mapped to digital actions performed on the system.

  2. Ghost-in-the-Machine reveals human social signals for human-robot interaction.

    Science.gov (United States)

    Loth, Sebastian; Jettka, Katharina; Giuliani, Manuel; de Ruiter, Jan P

    2015-01-01

    We used a new method called "Ghost-in-the-Machine" (GiM) to investigate social interactions with a robotic bartender taking orders for drinks and serving them. Using the GiM paradigm allowed us to identify how human participants recognize the intentions of customers on the basis of the output of the robotic recognizers. Specifically, we measured which recognizer modalities (e.g., speech, the distance to the bar) were relevant at different stages of the interaction. This provided insights into human social behavior necessary for the development of socially competent robots. When initiating the drink-order interaction, the most important recognizers were those based on computer vision. When drink orders were being placed, however, the most important information source was the speech recognition. Interestingly, the participants used only a subset of the available information, focussing only on a few relevant recognizers while ignoring others. This reduced the risk of acting on erroneous sensor data and enabled them to complete service interactions more swiftly than a robot using all available sensor data. We also investigated socially appropriate response strategies. In their responses, the participants preferred to use the same modality as the customer's requests, e.g., they tended to respond verbally to verbal requests. Also, they added redundancy to their responses, for instance by using echo questions. We argue that incorporating the social strategies discovered with the GiM paradigm in multimodal grammars of human-robot interactions improves the robustness and the ease-of-use of these interactions, and therefore provides a smoother user experience.

  3. Human-Robot Interaction and Human Self-Realization

    DEFF Research Database (Denmark)

    Nørskov, Marco

    2014-01-01

    is to test the basis for this type of discrimination when it comes to human-robot interaction. Furthermore, the paper will take Heidegger's warning concerning technology as a vantage point and explore the possibility of human-robot interaction forming a praxis that might help humans to be with robots beyond...

  4. Interaction of promethazine and adiphenine to human hemoglobin: A comparative spectroscopic and computational analysis

    Science.gov (United States)

    Maurya, Neha; ud din Parray, Mehraj; Maurya, Jitendra Kumar; Kumar, Amit; Patel, Rajan

    2018-06-01

    The binding nature of amphiphilic drugs viz. promethazine hydrochloride (PMT) and adiphenine hydrochloride (ADP), with human hemoglobin (Hb) was unraveled by fluorescence, absorbance, time resolved fluorescence, fluorescence resonance energy transfer (FRET) and circular dichroism (CD) spectral techniques in combination with molecular docking and molecular dynamic simulation methods. The steady state fluorescence spectra indicated that both PMT and ADP quenches the fluorescence of Hb through static quenching mechanism which was further confirmed by time resolved fluorescence spectra. The UV-Vis spectroscopy suggested ground state complex formation. The activation energy (Ea) was observed more in the case of Hb-ADP than Hb-PMT interaction system. The FRET result indicates the high probability of energy transfer from β Trp37 residue of Hb to the PMT (r = 2.02 nm) and ADP (r = 2.33 nm). The thermodynamic data reveal that binding of PMT with Hb are exothermic in nature involving hydrogen bonding and van der Waal interaction whereas in the case of ADP hydrophobic forces play the major role and binding process is endothermic in nature. The CD results show that both PMT and ADP, induced secondary structural changes of Hb and unfold the protein by losing a large helical content while the effect is more pronounced with ADP. Additionally, we also utilized computational approaches for deep insight into the binding of these drugs with Hb and the results are well matched with our experimental results.

  5. From responsible robotics towards a human rights regime oriented to the challenges of robotics and artificial intelligence

    DEFF Research Database (Denmark)

    Liu, Hin-Yan; Zawieska, Karolina

    2017-01-01

    impulse by proposing a complementary set of human rights directed specifically against the harms arising from robotic and artificial intelligence (AI) technologies. The relationship between responsibilities of the agent and the rights of the patient suggest that a rights regime is the other side...... to act responsibly. This subsists within a larger phenomenon where the difference between humans and non-humans, be it animals or artificial systems, appears to be increasingly blurred, thereby disrupting orthodox understandings of responsibility. This paper seeks to supplement the responsible robotics...

  6. Influence of artificial shock absorbers on human gait.

    Science.gov (United States)

    Voloshin, A; Wosk, J

    1981-10-01

    The effect of artificial shock absorbers on the human gait and the technique for its quantitative evaluation have been studied. The results obtained have shown that viscoelastic inserts reduced the amplitude of the incoming shock waves bearing upon the musculoskeletal system as a result of the heel strike, by 42 percent (mean value). Conservative treatment, using such inserts for patients with different clinical symptoms of degenerative joint diseases, has shown excellent results. Seventy-eight percent of the clinical symptoms disappeared, while satisfactory improvement was reported in 17 percent of the subjects.

  7. Artificial life and Piaget.

    Science.gov (United States)

    Mueller, Ulrich; Grobman, K H.

    2003-04-01

    Artificial life provides important theoretical and methodological tools for the investigation of Piaget's developmental theory. This new method uses artificial neural networks to simulate living phenomena in a computer. A recent study by Parisi and Schlesinger suggests that artificial life might reinvigorate the Piagetian framework. We contrast artificial life with traditional cognitivist approaches, discuss the role of innateness in development, and examine the relation between physiological and psychological explanations of intelligent behaviour.

  8. Induction of genomic instability and activation of autophagy in artificial human aneuploid cells

    Energy Technology Data Exchange (ETDEWEB)

    Ariyoshi, Kentaro [Hirosaki University, Institute of Radiation Emergency Medicine, 66-1 Hon-cho, Hirosaki 036-8564 (Japan); Miura, Tomisato; Kasai, Kosuke; Fujishima, Yohei [Department of Biomedical Sciences, Hirosaki University Graduate School of Health Sciences, 66-1 Hon-cho, Hirosaki 036-8564 (Japan); Oshimura, Mitsuo [Chromosome Engineering Research Center (CERC), Tottori University, Nishicho 86, Yonago, Tottori 683-8503 (Japan); Yoshida, Mitsuaki A., E-mail: ariyoshi@hirosaki-u.ac.jp [Hirosaki University, Institute of Radiation Emergency Medicine, 66-1 Hon-cho, Hirosaki 036-8564 (Japan)

    2016-08-15

    Highlights: • Clones with artificial aneuploidy of chromosome 8 or chromosome 22 both show inhibited proliferation and genomic instability. • Increased autophagy was observed in the artificially aneuploid clones. • Inhibition of autophagy resulted in increased genomic instability and DNA damage. • Intracellular levels of reactive oxygen species were up-regulated in the artificially aneuploid clones. - Abstract: Chromosome missegregation can lead to a change in chromosome number known as aneuploidy. Although aneuploidy is a known hallmark of cancer cells, the various mechanisms by which altered gene and/or DNA copy number facilitate tumorigenesis remain unclear. To understand the effect of aneuploidy occurring in non-tumorigenic human breast epithelial cells, we generated clones harboring artificial aneuploidy using microcell-mediated chromosome transfer. Our results demonstrate that clones with artificial aneuploidy of chromosome 8 or chromosome 22 both show inhibited proliferation and genomic instability. Also, the increased autophagy was observed in the artificially aneuploidy clones, and inhibition of autophagy resulted in increased genomic instability and DNA damage. In addition, the intracellular levels of reactive oxygen species were up-regulated in the artificially aneuploid clones, and inhibition of autophagy further increased the production of reactive oxygen species. Together, these results suggest that even a single extraneous chromosome can induce genomic instability, and that autophagy triggered by aneuploidy-induced stress is a mechanism to protect cells bearing abnormal chromosome number.

  9. Induction of genomic instability and activation of autophagy in artificial human aneuploid cells

    International Nuclear Information System (INIS)

    Ariyoshi, Kentaro; Miura, Tomisato; Kasai, Kosuke; Fujishima, Yohei; Oshimura, Mitsuo; Yoshida, Mitsuaki A.

    2016-01-01

    Highlights: • Clones with artificial aneuploidy of chromosome 8 or chromosome 22 both show inhibited proliferation and genomic instability. • Increased autophagy was observed in the artificially aneuploid clones. • Inhibition of autophagy resulted in increased genomic instability and DNA damage. • Intracellular levels of reactive oxygen species were up-regulated in the artificially aneuploid clones. - Abstract: Chromosome missegregation can lead to a change in chromosome number known as aneuploidy. Although aneuploidy is a known hallmark of cancer cells, the various mechanisms by which altered gene and/or DNA copy number facilitate tumorigenesis remain unclear. To understand the effect of aneuploidy occurring in non-tumorigenic human breast epithelial cells, we generated clones harboring artificial aneuploidy using microcell-mediated chromosome transfer. Our results demonstrate that clones with artificial aneuploidy of chromosome 8 or chromosome 22 both show inhibited proliferation and genomic instability. Also, the increased autophagy was observed in the artificially aneuploidy clones, and inhibition of autophagy resulted in increased genomic instability and DNA damage. In addition, the intracellular levels of reactive oxygen species were up-regulated in the artificially aneuploid clones, and inhibition of autophagy further increased the production of reactive oxygen species. Together, these results suggest that even a single extraneous chromosome can induce genomic instability, and that autophagy triggered by aneuploidy-induced stress is a mechanism to protect cells bearing abnormal chromosome number.

  10. Ultralow power artificial synapses using nanotextured magnetic Josephson junctions

    Science.gov (United States)

    Schneider, Michael L.; Donnelly, Christine A.; Russek, Stephen E.; Baek, Burm; Pufall, Matthew R.; Hopkins, Peter F.; Dresselhaus, Paul D.; Benz, Samuel P.; Rippard, William H.

    2018-01-01

    Neuromorphic computing promises to markedly improve the efficiency of certain computational tasks, such as perception and decision-making. Although software and specialized hardware implementations of neural networks have made tremendous accomplishments, both implementations are still many orders of magnitude less energy efficient than the human brain. We demonstrate a new form of artificial synapse based on dynamically reconfigurable superconducting Josephson junctions with magnetic nanoclusters in the barrier. The spiking energy per pulse varies with the magnetic configuration, but in our demonstration devices, the spiking energy is always less than 1 aJ. This compares very favorably with the roughly 10 fJ per synaptic event in the human brain. Each artificial synapse is composed of a Si barrier containing Mn nanoclusters with superconducting Nb electrodes. The critical current of each synapse junction, which is analogous to the synaptic weight, can be tuned using input voltage spikes that change the spin alignment of Mn nanoclusters. We demonstrate synaptic weight training with electrical pulses as small as 3 aJ. Further, the Josephson plasma frequencies of the devices, which determine the dynamical time scales, all exceed 100 GHz. These new artificial synapses provide a significant step toward a neuromorphic platform that is faster, more energy-efficient, and thus can attain far greater complexity than has been demonstrated with other technologies. PMID:29387787

  11. The influence on the images of computed tomography caused by the use of artificial cranial reconstructive materials

    International Nuclear Information System (INIS)

    Itokawa, Hiroshi; Moriya, Masao; Fujimoto, Michio; Nagashima, Goro; Suzuki, Ryuta; Fujimoto, Tsukasa; Yasuda, Mitsuyoshi; Kato, Kyoichi; Hirade, Tsuneo

    2008-01-01

    Various materials have been used for cranioplasty; however these materials frequently produce artifacts that appear when examined with conventional radiography. Computed tomography (CT) in particular, detects high density artifacts near artificial bones, which is manipulated by increased noise, and limits diagnostic performance. The purpose of this study was to evaluate the extent and shape of the artifacts due to artificial cranial bones and to consider CT imaging parameters necessary for accurate recognition of structures under the materials. Four different artificial bone materials were evaluated in this study: hydroxyapatite with 40% or 50% porosity, titanium plate, and hydroxyapatite-polymethylmethacrylate composite (HA-PMMA). CT scanning was performed with standard clinical settings. Sample specimens were placed on the right side, under the artificial bones, and CT was performed to evaluate specimen visibility. We compared the artifacts created by the four bone types listed above, and measured the CT, values of those materials. With ordinary scan settings, all the artificial bones revealed high-density artifact surrounding the materials, including the inability to accurately measure specimen thickness. The upper part of the specimen in contact with the artificial bones could not be distinguished from the artifact. The CT value in the medial aspect of the artificial bones increased more than the actual CT values. Of the four artificial bone materials studied, HA-PMMA produced the fewest artifacts. Description of the structures under the artificial bones can be improved by extending the window width to aproximately twice that of normal settings. (author)

  12. The human brain on a computer, the design neuromorphic chips aims to process information as does the mind

    International Nuclear Information System (INIS)

    Pajuelo, L.

    2015-01-01

    Develop chips that mimic the brain processes It will help create computers capable of interpreting information from image, sound and touch so that it may offer answers intelligent-not programmed before- according to these sensory data. chips neuromorphic may mimic the electrical activity neurons and brain synapses, and will be key to intelligence systems artificial (ia) that require interaction with the environment being able to extract information cognitive of what surrounds them. (Author)

  13. Artificial intelligence in medicine.

    OpenAIRE

    Ramesh, A. N.; Kambhampati, C.; Monson, J. R. T.; Drew, P. J.

    2004-01-01

    INTRODUCTION: Artificial intelligence is a branch of computer science capable of analysing complex medical data. Their potential to exploit meaningful relationship with in a data set can be used in the diagnosis, treatment and predicting outcome in many clinical scenarios. METHODS: Medline and internet searches were carried out using the keywords 'artificial intelligence' and 'neural networks (computer)'. Further references were obtained by cross-referencing from key articles. An overview of ...

  14. Computational Streetscapes

    Directory of Open Access Journals (Sweden)

    Paul M. Torrens

    2016-09-01

    Full Text Available Streetscapes have presented a long-standing interest in many fields. Recently, there has been a resurgence of attention on streetscape issues, catalyzed in large part by computing. Because of computing, there is more understanding, vistas, data, and analysis of and on streetscape phenomena than ever before. This diversity of lenses trained on streetscapes permits us to address long-standing questions, such as how people use information while mobile, how interactions with people and things occur on streets, how we might safeguard crowds, how we can design services to assist pedestrians, and how we could better support special populations as they traverse cities. Amid each of these avenues of inquiry, computing is facilitating new ways of posing these questions, particularly by expanding the scope of what-if exploration that is possible. With assistance from computing, consideration of streetscapes now reaches across scales, from the neurological interactions that form among place cells in the brain up to informatics that afford real-time views of activity over whole urban spaces. For some streetscape phenomena, computing allows us to build realistic but synthetic facsimiles in computation, which can function as artificial laboratories for testing ideas. In this paper, I review the domain science for studying streetscapes from vantages in physics, urban studies, animation and the visual arts, psychology, biology, and behavioral geography. I also review the computational developments shaping streetscape science, with particular emphasis on modeling and simulation as informed by data acquisition and generation, data models, path-planning heuristics, artificial intelligence for navigation and way-finding, timing, synthetic vision, steering routines, kinematics, and geometrical treatment of collision detection and avoidance. I also discuss the implications that the advances in computing streetscapes might have on emerging developments in cyber

  15. Digging deeper on "deep" learning: A computational ecology approach.

    Science.gov (United States)

    Buscema, Massimo; Sacco, Pier Luigi

    2017-01-01

    We propose an alternative approach to "deep" learning that is based on computational ecologies of structurally diverse artificial neural networks, and on dynamic associative memory responses to stimuli. Rather than focusing on massive computation of many different examples of a single situation, we opt for model-based learning and adaptive flexibility. Cross-fertilization of learning processes across multiple domains is the fundamental feature of human intelligence that must inform "new" artificial intelligence.

  16. Use of Synergistic Interactions to Fabricate Strong, Tough, and Conductive Artificial Nacre Based on Graphene Oxide and Chitosan.

    Science.gov (United States)

    Wan, Sijie; Peng, Jingsong; Li, Yuchen; Hu, Han; Jiang, Lei; Cheng, Qunfeng

    2015-10-27

    Graphene is the strongest and stiffest material, leading to the development of promising applications in many fields. However, the assembly of graphene nanosheets into macrosized nanocomposites for practical applications remains a challenge. Nacre in its natural form sets the "gold standard" for toughness and strength, which serves as a guide to the assembly of graphene nanosheets into high-performance nanocomposites. Here we show the strong, tough, conductive artificial nacre based on graphene oxide through synergistic interactions of hydrogen and covalent bonding. Tensile strength and toughness was 4 and 10 times higher, respectively, than that of natural nacre. The exceptional integrated strong and tough artificial nacre has promising applications in aerospace, artificial muscle, and tissue engineering, especially for flexible supercapacitor electrodes due to its high electrical conductivity. The use of synergistic interactions is a strategy for the development of high-performance nanocomposites.

  17. The importance of motivation and emotion for explaining human cognition.

    Science.gov (United States)

    Güss, C Dominik; Dörner, Dietrich

    2017-01-01

    Lake et al. discuss building blocks of human intelligence that are quite different from those of artificial intelligence. We argue that a theory of human intelligence has to incorporate human motivations and emotions. The interaction of motivation, emotion, and cognition is the real strength of human intelligence and distinguishes it from artificial intelligence.

  18. An artificial-vision responsive to patient motions during computer controlled radiation therapy

    International Nuclear Information System (INIS)

    Kalend, A.M.; Shimoga, K.; Kanade, T.; Greenberger, J.S.

    1997-01-01

    Purpose/Objectives: Automated precision radiotherapy using multiple conformal and modulated beams, requires monitoring of patient movements during irradiation. Immobilizers relying on patient cooperating in cradles have somewhat reduced positional uncertainties, but others including breathing are largely unknown. We built an artificial vision (AV) device for real-time vision of patient movements, their tracking and quantification. Method and Materials: The Artificial Vision System's 'acuity' and 'reflex' were evaluated in terms of imaged skin spatial resolutions and temporal dispersions measured using a mannequin and a fiduciated harmonic oscillator placed at 100cm isocenter. The device traced skin motion even in poorly lighted rooms without use of explicit skin fiduciation, or using standard radiotherapy skin tattoos. Results: The AV system tracked human skin at vision rates approaching 30Hz and sensitivity of 2mm. It successfully identified and tracked independent skin marks, either natural tattoos or artificial fiducials. Three alert levels triggered when patient movement exceeded preset displacements (2mm/30Hz), motion velocities (5m/sec) or acceleration (2m/sec 2 ). Conclusion: The AV system trigger should suit for patient ventilatory gating and safety interlocking of treatment accelerators, in order to modulate, interrupt, or abort radiation during dynamic therapy

  19. When computers were human

    CERN Document Server

    Grier, David Alan

    2013-01-01

    Before Palm Pilots and iPods, PCs and laptops, the term ""computer"" referred to the people who did scientific calculations by hand. These workers were neither calculating geniuses nor idiot savants but knowledgeable people who, in other circumstances, might have become scientists in their own right. When Computers Were Human represents the first in-depth account of this little-known, 200-year epoch in the history of science and technology. Beginning with the story of his own grandmother, who was trained as a human computer, David Alan Grier provides a poignant introduction to the wider wo

  20. Safety Metrics for Human-Computer Controlled Systems

    Science.gov (United States)

    Leveson, Nancy G; Hatanaka, Iwao

    2000-01-01

    The rapid growth of computer technology and innovation has played a significant role in the rise of computer automation of human tasks in modem production systems across all industries. Although the rationale for automation has been to eliminate "human error" or to relieve humans from manual repetitive tasks, various computer-related hazards and accidents have emerged as a direct result of increased system complexity attributed to computer automation. The risk assessment techniques utilized for electromechanical systems are not suitable for today's software-intensive systems or complex human-computer controlled systems.This thesis will propose a new systemic model-based framework for analyzing risk in safety-critical systems where both computers and humans are controlling safety-critical functions. A new systems accident model will be developed based upon modem systems theory and human cognitive processes to better characterize system accidents, the role of human operators, and the influence of software in its direct control of significant system functions Better risk assessments will then be achievable through the application of this new framework to complex human-computer controlled systems.

  1. Understanding of xerostomia and strategies for the development of artificial saliva.

    Science.gov (United States)

    Kho, Hong-Seop

    2014-01-01

    Xerostomia is becoming a major issue in dental and medical clinics with an increase of aged population. Medication is the most common etiology of xerostomia, while the most severe xerostomia generally occurs in patients with a history of head and neck radiotherapy. Xerostomic patients usually suffer from diminished quality of life due to various symptoms and complications. Decreased salivary output is a definite objective sign, but oral mucosal wetness is a more reliable factor for the evaluation of xerostomia. At present there are no effective therapeutic methods for the treatment of xerostomia. Sialogogues may have problematic side effects and their therapeutic effects last only brief duration. Artificial saliva typically does not produce satisfactory results in therapeutic efficacy. Therefore, further research and development of better therapeutic modalities are necessary. The basic concept for the development of ideal and functional artificial saliva is the mimicry of natural human saliva. We need proper candidate molecules and antimicrobial supplements to simulate the rheological and biological properties of human saliva. We also need better understanding of the interactions between the ingredients of artificial saliva themselves and between the ingredients and components of human saliva both in solution and on surface phases. In addition, we need accepted measures to evaluate the efficacy of artificial saliva. In conclusion, for the development of ideal artificial saliva, research based on the understanding of pathophysiology of xerostomia and knowledge about rheological and biological functions of human saliva are necessary.

  2. Artificial Intelligence and the Future of Defense

    DEFF Research Database (Denmark)

    De Spiegeleire, Stephan; Maas, Matthijs Michiel; Sweijs, Tim

    Artificial intelligence (AI) is on everybody’s minds these days. Most of the world’s leading companies are making massive investments in it. Governments are scrambling to catch up. Every single one of us who uses Google Search or any of the new digital assistants on our smartphones has witnessed...... suggests that the advent of artificial super-intelligence (i.e. AI that is superior across the board to human intelligence), which many experts now put firmly within the longer-term planning horizons of our DSOs, presents us with unprecedented risks but also opportunities that we have to start to explore....... The report contains an overview of the role that ‘intelligence’ - the computational part of the ability to achieve goals in the world - has played in defense and security throughout human history; a primer on AI (what it is, where it comes from and where it stands today - in both civilian and military...

  3. Erosion protection conferred by whole human saliva, dialysed saliva, and artificial saliva

    Science.gov (United States)

    Baumann, T.; Kozik, J.; Lussi, A.; Carvalho, T. S.

    2016-10-01

    During dental erosion, tooth minerals are dissolved, leading to a softening of the surface and consequently to irreversible surface loss. Components from human saliva form a pellicle on the tooth surface, providing some protection against erosion. To assess the effect of different components and compositions of saliva on the protective potential of the pellicle against enamel erosion, we prepared four different kinds of saliva: human whole stimulated saliva (HS), artificial saliva containing only ions (AS), human saliva dialysed against artificial saliva, containing salivary proteins and ions (HS/AS), and human saliva dialysed against deionised water, containing only salivary proteins but no ions (HS/DW). Enamel specimens underwent four cycles of immersion in either HS, AS, HS/AS, HS/DW, or a humid chamber (Ctrl), followed by erosion with citric acid. During the cycling process, the surface hardness and the calcium released from the surface of the specimens were measured. The different kinds of saliva provided different levels of protection, HS/DW exhibiting significantly better protection than all the other groups (p < 0.0001). Different components of saliva, therefore, have different effects on the protective properties of the pellicle and the right proportions of these components in saliva are critical for the ability to form a protective pellicle.

  4. Delineating the Impact of Weightlessness on Human Physiology Using Computational Models

    Science.gov (United States)

    Kassemi, Mohammad

    2015-01-01

    Microgravity environment has profound effects on several important human physiological systems. The impact of weightlessness is usually indirect as mediated by changes in the biological fluid flow and transport and alterations in the deformation and stress fields of the compliant tissues. In this context, Fluid-Structural and Fluid-Solid Interaction models provide a valuable tool in delineating the physical origins of the physiological changes so that systematic countermeasures can be devised to reduce their adverse effects. In this presentation, impact of gravity on three human physiological systems will be considered. The first case involves prediction of cardiac shape change and altered stress distributions in weightlessness. The second, presents a fluid-structural-interaction (FSI) analysis and assessment of the vestibular system and explores the reasons behind the unexpected microgravity caloric stimulation test results performed aboard the Skylab. The last case investigates renal stone development in microgravity and the possible impact of re-entry into partial gravity on the development and transport of nucleating, growing, and agglomerating renal calculi in the nephron. Finally, the need for model validation and verification and application of the FSI models to assess the effects of Artificial Gravity (AG) are also briefly discussed.

  5. AirDraw: Leveraging Smart Watch Motion Sensors for Mobile Human Computer Interactions

    OpenAIRE

    Sajjadi, Seyed A; Moazen, Danial; Nahapetian, Ani

    2017-01-01

    Wearable computing is one of the fastest growing technologies today. Smart watches are poised to take over at least of half the wearable devices market in the near future. Smart watch screen size, however, is a limiting factor for growth, as it restricts practical text input. On the other hand, wearable devices have some features, such as consistent user interaction and hands-free, heads-up operations, which pave the way for gesture recognition methods of text entry. This paper proposes a new...

  6. UniDA: Uniform Device Access Framework for Human Interaction Environments

    Directory of Open Access Journals (Sweden)

    Santiago Vazquez-Rodriguez

    2011-09-01

    Full Text Available Human interaction environments (HIE must be understood as any place where people carry out their daily life, including their work, family life, leisure and social life, interacting with technology to enhance or facilitate the experience. The integration of technology in these environments has been achieved in a disorderly and incompatible way, with devices operating in isolated islands with artificial edges delimited by the manufacturers. In this paper we are presenting the UniDA framework, an integral solution for the development of systems that require the integration and interoperation of devices and technologies in HIEs. It provides developers and installers with a uniform conceptual framework capable of modelling an HIE, together with a set of libraries, tools and devices to build distributed instrumentation networks with support for transparent integration of other technologies. A series of use case examples and a comparison to many of the existing technologies in the field has been included in order to show the benefits of using UniDA.

  7. Narrative theories as computational models: reader-oriented theory and artificial intelligence

    Energy Technology Data Exchange (ETDEWEB)

    Galloway, P.

    1983-12-01

    In view of the rapid development of reader-oriented theory and its interest in dynamic models of narrative, the author speculates in a serious way about what such models might look like in computational terms. Researchers in artificial intelligence (AI) have already begun to develop models of story understanding as the emphasis in ai research has shifted toward natural language understanding and as ai has allied itself with cognitive psychology and linguistics to become cognitive science. Research in ai and in narrative theory share many common interests and problems and both studies might benefit from an exchange of ideas. 11 references.

  8. Computer-based personality judgments are more accurate than those made by humans.

    Science.gov (United States)

    Youyou, Wu; Kosinski, Michal; Stillwell, David

    2015-01-27

    Judging others' personalities is an essential skill in successful social living, as personality is a key driver behind people's interactions, behaviors, and emotions. Although accurate personality judgments stem from social-cognitive skills, developments in machine learning show that computer models can also make valid judgments. This study compares the accuracy of human and computer-based personality judgments, using a sample of 86,220 volunteers who completed a 100-item personality questionnaire. We show that (i) computer predictions based on a generic digital footprint (Facebook Likes) are more accurate (r = 0.56) than those made by the participants' Facebook friends using a personality questionnaire (r = 0.49); (ii) computer models show higher interjudge agreement; and (iii) computer personality judgments have higher external validity when predicting life outcomes such as substance use, political attitudes, and physical health; for some outcomes, they even outperform the self-rated personality scores. Computers outpacing humans in personality judgment presents significant opportunities and challenges in the areas of psychological assessment, marketing, and privacy.

  9. Combination of artificial intelligence and procedural language programs in a computer application system supporting nuclear reactor operations

    International Nuclear Information System (INIS)

    Stratton, R.C.; Town, G.G.

    1985-01-01

    A computer application system is described which provides nuclear reactor power plant operators with an improved decision support system. This system combines traditional computer applications such as graphics display with artifical intelligence methodologies such as reasoning and diagnosis so as to improve plant operability. This paper discusses the issues, and a solution, involved with the system integration of applications developed using traditional and artificial intelligence languages

  10. Computation as Medium

    DEFF Research Database (Denmark)

    Jochum, Elizabeth Ann; Putnam, Lance

    2017-01-01

    Artists increasingly utilize computational tools to generate art works. Computational approaches to art making open up new ways of thinking about agency in interactive art because they invite participation and allow for unpredictable outcomes. Computational art is closely linked...... to the participatory turn in visual art, wherein spectators physically participate in visual art works. Unlike purely physical methods of interaction, computer assisted interactivity affords artists and spectators more nuanced control of artistic outcomes. Interactive art brings together human bodies, computer code......, and nonliving objects to create emergent art works. Computation is more than just a tool for artists, it is a medium for investigating new aesthetic possibilities for choreography and composition. We illustrate this potential through two artistic projects: an improvisational dance performance between a human...

  11. Artificial Intelligence Needs More Emphasis on Basic Research: President's Quarterly Message

    OpenAIRE

    McCarthy, John

    1983-01-01

    Too few people are doing basic research in AI relative to the number working on applications. The ratio of basic/applied is less in AI than in the older sciences and than in computer science generally. This is unfortunate, because reaching human level artificial intelligence will require fundamental conceptual advances.

  12. Ubiquitous human computing.

    Science.gov (United States)

    Zittrain, Jonathan

    2008-10-28

    Ubiquitous computing means network connectivity everywhere, linking devices and systems as small as a drawing pin and as large as a worldwide product distribution chain. What could happen when people are so readily networked? This paper explores issues arising from two possible emerging models of ubiquitous human computing: fungible networked brainpower and collective personal vital sign monitoring.

  13. Embodied artificial evolution: Artificial evolutionary systems in the 21st Century.

    Science.gov (United States)

    Eiben, A E; Kernbach, S; Haasdijk, Evert

    2012-12-01

    Evolution is one of the major omnipresent powers in the universe that has been studied for about two centuries. Recent scientific and technical developments make it possible to make the transition from passively understanding to actively using evolutionary processes. Today this is possible in Evolutionary Computing, where human experimenters can design and manipulate all components of evolutionary processes in digital spaces. We argue that in the near future it will be possible to implement artificial evolutionary processes outside such imaginary spaces and make them physically embodied. In other words, we envision the "Evolution of Things", rather than just the evolution of digital objects, leading to a new field of Embodied Artificial Evolution (EAE). The main objective of this paper is to present a unifying vision in order to aid the development of this high potential research area. To this end, we introduce the notion of EAE, discuss a few examples and applications, and elaborate on the expected benefits as well as the grand challenges this developing field will have to address.

  14. Artificial Consciousness or Artificial Intelligence

    Directory of Open Access Journals (Sweden)

    Spanache Florin

    2017-05-01

    Full Text Available Artificial intelligence is a tool designed by people for the gratification of their own creative ego, so we can not confuse conscience with intelligence and not even intelligence in its human representation with conscience. They are all different concepts and they have different uses. Philosophically, there are differences between autonomous people and automatic artificial intelligence. This is the difference between intelligence and artificial intelligence, autonomous versus automatic. But conscience is above these differences because it is neither conditioned by the self-preservation of autonomy, because a conscience is something that you use to help your neighbor, nor automatic, because one’s conscience is tested by situations which are not similar or subject to routine. So, artificial intelligence is only in science-fiction literature similar to an autonomous conscience-endowed being. In real life, religion with its notions of redemption, sin, expiation, confession and communion will not have any meaning for a machine which cannot make a mistake on its own.

  15. The Attention Schema Theory: A Foundation for Engineering Artificial Consciousness

    Directory of Open Access Journals (Sweden)

    Michael S. A. Graziano

    2017-11-01

    Full Text Available The purpose of the attention schema theory is to explain how an information-processing device, the brain, arrives at the claim that it possesses a non-physical, subjective awareness and assigns a high degree of certainty to that extraordinary claim. The theory does not address how the brain might actually possess a non-physical essence. It is not a theory that deals in the non-physical. It is about the computations that cause a machine to make a claim and to assign a high degree of certainty to the claim. The theory is offered as a possible starting point for building artificial consciousness. Given current technology, it should be possible to build a machine that contains a rich internal model of what consciousness is, attributes that property of consciousness to itself and to the people it interacts with, and uses that attribution to make predictions about human behavior. Such a machine would “believe” it is conscious and act like it is conscious, in the same sense that the human machine believes and acts.

  16. Hi-Jack: a novel computational framework for pathway-based inference of host–pathogen interactions

    KAUST Repository

    Kleftogiannis, Dimitrios A.

    2015-03-09

    Motivation: Pathogens infect their host and hijack the host machinery to produce more progeny pathogens. Obligate intracellular pathogens, in particular, require resources of the host to replicate. Therefore, infections by these pathogens lead to alterations in the metabolism of the host, shifting in favor of pathogen protein production. Some computational identification of mechanisms of host-pathogen interactions have been proposed, but it seems the problem has yet to be approached from the metabolite-hijacking angle. Results: We propose a novel computational framework, Hi-Jack, for inferring pathway-based interactions between a host and a pathogen that relies on the idea of metabolite hijacking. Hi-Jack searches metabolic network data from hosts and pathogens, and identifies candidate reactions where hijacking occurs. A novel scoring function ranks candidate hijacked reactions and identifies pathways in the host that interact with pathways in the pathogen, as well as the associated frequent hijacked metabolites. We also describe host-pathogen interaction principles that can be used in the future for subsequent studies. Our case study on Mycobacterium tuberculosis (Mtb) revealed pathways in human-e.g. carbohydrate metabolism, lipids metabolism and pathways related to amino acids metabolism-that are likely to be hijacked by the pathogen. In addition, we report interesting potential pathway interconnections between human and Mtb such as linkage of human fatty acid biosynthesis with Mtb biosynthesis of unsaturated fatty acids, or linkage of human pentose phosphate pathway with lipopolysaccharide biosynthesis in Mtb. © The Author 2015. Published by Oxford University Press. All rights reserved.

  17. Redesign of a computerized clinical reminder for colorectal cancer screening: a human-computer interaction evaluation

    Directory of Open Access Journals (Sweden)

    Saleem Jason J

    2011-11-01

    Full Text Available Abstract Background Based on barriers to the use of computerized clinical decision support (CDS learned in an earlier field study, we prototyped design enhancements to the Veterans Health Administration's (VHA's colorectal cancer (CRC screening clinical reminder to compare against the VHA's current CRC reminder. Methods In a controlled simulation experiment, 12 primary care providers (PCPs used prototypes of the current and redesigned CRC screening reminder in a within-subject comparison. Quantitative measurements were based on a usability survey, workload assessment instrument, and workflow integration survey. We also collected qualitative data on both designs. Results Design enhancements to the VHA's existing CRC screening clinical reminder positively impacted aspects of usability and workflow integration but not workload. The qualitative analysis revealed broad support across participants for the design enhancements with specific suggestions for improving the reminder further. Conclusions This study demonstrates the value of a human-computer interaction evaluation in informing the redesign of information tools to foster uptake, integration into workflow, and use in clinical practice.

  18. Prehistoric Human-environment Interactions and Their Impact on Aquatic Ecosystems

    Science.gov (United States)

    Mackay, H.; Henderson, A. C. G.; van Hardenbroek, M.; Cavers, G.; Crone, A.; Davies, K. L.; Fonville, T. R.; Head, K.; Langdon, P. G.; Matton, R.; McCormick, F.; Murray, E.; Whitehouse, N. J.; Brown, A. G.

    2017-12-01

    One of the first widespread human-environment interactions in Scotland and Ireland occurred 3000 years ago when communities first inhabited wetlands, building artificial islands in lakes called crannogs. The reason behind the development and intermittent occupation of crannogs is unclear. We don't know if they were a response to changes in environment or if they were driven by societal influences. Furthermore, the impact of the construction, settlement and human activities on lake ecosystems is unknown, but is a key example of early anthropogenic signatures on the environment. Our research characterises the prehistoric human-environment interactions associated with crannogs by analysing geochemical and biological signals preserved within the crannog and wetland sediments. Records of anthropogenic activities and environmental change have been produced using lipid biomarkers of faecal matter, sedimentary DNA, and the remains of beetles, aquatic invertebrates (chironomids), siliceous algae (diatoms) and pollen. Results of these analyses reveal settlement occupations occurred in phases from the Iron Age to the Medieval Period. The main effects of occupation on the wetland ecosystems are nutrient-driven increases in productivity and shifts in aquatic species from clear water taxa to those associated with more eutrophic conditions. Crannog abandonment reduces nutrient inputs and therefore levels of aquatic productivity, as evidenced by decreases in the abundance of siliceous algae. Despite returns to pre-settlement nutrient and productivity levels, the lake ecosystems do not recover to their previous ecological state: dominant aquatic invertebrate and siliceous algae taxa shift in response to elevated levels of macrophytes within the lakes. Whilst these phase changes in lake ecosystems highlight their adaptive capacity to environmental change, the temporary human interactions associated with crannogs had persisting environmental impacts that shaped the long

  19. Orientation of a 3D object: implementation with an artificial neural network using a programmable logic device

    International Nuclear Information System (INIS)

    Carnevale, Federico J.

    2010-01-01

    Complex information extraction from images is a key skill of intelligent machines, with wide application in automated systems, robotic manipulation and human-computer interaction. However, solving this problem with traditional, geometric or analytical, strategies is extremely difficult. Therefore, an approach based on learning from examples seems to be more appropriate. This thesis addresses the problem of 3D orientation, aiming to estimate the angular coordinates of a known object from an image shot from any direction. We describe a system based on artificial neural networks to solve this problem in real time. The implementation is performed using a programmable logic device. The digital system described in this paper has the ability to estimate two rotational coordinates of a 3D known object, in ranges from -80 0 to 80 0 . The operation speed allows a real time performance at video rate. The system accuracy can be successively increased by increasing the size of the artificial neural network and using a larger number of training examples [es

  20. Application of computer-assisted imaging technology in human musculoskeletal joint research

    Directory of Open Access Journals (Sweden)

    Xudong Liu

    2014-01-01

    Full Text Available Computer-assisted imaging analysis technology has been widely used in the musculoskeletal joint biomechanics research in recent years. Imaging techniques can accurately reconstruct the anatomic features of the target joint and reproduce its in vivo motion characters. The data has greatly improved our understanding of normal joint function, joint injury mechanism, and surgical treatment, and can provide foundations for using reverse-engineering methods to develop biomimetic artificial joints. In this paper, we systematically reviewed the investigation of in vivo kinematics of the human knee, shoulder, lumber spine, and ankle using advanced imaging technologies, especially those using a dual fluoroscopic imaging system (DFIS. We also briefly discuss future development of imaging analysis technology in musculoskeletal joint research.

  1. Biologically inspired technologies using artificial muscles

    Science.gov (United States)

    Bar-Cohen, Yoseph

    2005-01-01

    After billions of years of evolution, nature developed inventions that work, which are appropriate for the intended tasks and that last. The evolution of nature led to the introduction of highly effective and power efficient biological mechanisms that are scalable from micron to many meters in size. Imitating these mechanisms offers enormous potentials for the improvement of our life and the tools we use. Humans have always made efforts to imitate nature and we are increasingly reaching levels of advancement where it becomes significantly easier to imitate, copy, and adapt biological methods, processes and systems. Some of the biomimetic technologies that have emerged include artificial muscles, artificial intelligence, and artificial vision to which significant advances in materials science, mechanics, electronics, and computer science have contributed greatly. One of the newest fields of biomimetics is the electroactive polymers (EAP) that are also known as artificial muscles. To take advantage of these materials, efforts are made worldwide to establish a strong infrastructure addressing the need for comprehensive analytical modeling of their operation mechanism and develop effective processing and characterization techniques. The field is still in its emerging state and robust materials are not readily available however in recent years significant progress has been made and commercial products have already started to appear. This paper covers the state-of-the-art and challenges to making artificial muscles and their potential biomimetic applications.

  2. Ontology for assessment studies of human-computer-interaction in surgery.

    Science.gov (United States)

    Machno, Andrej; Jannin, Pierre; Dameron, Olivier; Korb, Werner; Scheuermann, Gerik; Meixensberger, Jürgen

    2015-02-01

    New technologies improve modern medicine, but may result in unwanted consequences. Some occur due to inadequate human-computer-interactions (HCI). To assess these consequences, an investigation model was developed to facilitate the planning, implementation and documentation of studies for HCI in surgery. The investigation model was formalized in Unified Modeling Language and implemented as an ontology. Four different top-level ontologies were compared: Object-Centered High-level Reference, Basic Formal Ontology, General Formal Ontology (GFO) and Descriptive Ontology for Linguistic and Cognitive Engineering, according to the three major requirements of the investigation model: the domain-specific view, the experimental scenario and the representation of fundamental relations. Furthermore, this article emphasizes the distinction of "information model" and "model of meaning" and shows the advantages of implementing the model in an ontology rather than in a database. The results of the comparison show that GFO fits the defined requirements adequately: the domain-specific view and the fundamental relations can be implemented directly, only the representation of the experimental scenario requires minor extensions. The other candidates require wide-ranging extensions, concerning at least one of the major implementation requirements. Therefore, the GFO was selected to realize an appropriate implementation of the developed investigation model. The ensuing development considered the concrete implementation of further model aspects and entities: sub-domains, space and time, processes, properties, relations and functions. The investigation model and its ontological implementation provide a modular guideline for study planning, implementation and documentation within the area of HCI research in surgery. This guideline helps to navigate through the whole study process in the form of a kind of standard or good clinical practice, based on the involved foundational frameworks

  3. Prediction of Human Intestinal Absorption of Compounds Using Artificial Intelligence Techniques.

    Science.gov (United States)

    Kumar, Rajnish; Sharma, Anju; Siddiqui, Mohammed Haris; Tiwari, Rajesh Kumar

    2017-01-01

    Information about Pharmacokinetics of compounds is an essential component of drug design and development. Modeling the pharmacokinetic properties require identification of the factors effecting absorption, distribution, metabolism and excretion of compounds. There have been continuous attempts in the prediction of intestinal absorption of compounds using various Artificial intelligence methods in the effort to reduce the attrition rate of drug candidates entering to preclinical and clinical trials. Currently, there are large numbers of individual predictive models available for absorption using machine learning approaches. Six Artificial intelligence methods namely, Support vector machine, k- nearest neighbor, Probabilistic neural network, Artificial neural network, Partial least square and Linear discriminant analysis were used for prediction of absorption of compounds. Prediction accuracy of Support vector machine, k- nearest neighbor, Probabilistic neural network, Artificial neural network, Partial least square and Linear discriminant analysis for prediction of intestinal absorption of compounds was found to be 91.54%, 88.33%, 84.30%, 86.51%, 79.07% and 80.08% respectively. Comparative analysis of all the six prediction models suggested that Support vector machine with Radial basis function based kernel is comparatively better for binary classification of compounds using human intestinal absorption and may be useful at preliminary stages of drug design and development. Copyright© Bentham Science Publishers; For any queries, please email at epub@benthamscience.org.

  4. Artificial Neural Networks for Reducing Computational Effort in Active Truncated Model Testing of Mooring Lines

    DEFF Research Database (Denmark)

    Christiansen, Niels Hørbye; Voie, Per Erlend Torbergsen; Høgsberg, Jan Becker

    2015-01-01

    simultaneously, this method is very demanding in terms of numerical efficiency and computational power. Therefore, this method has not yet proved to be feasible. It has recently been shown how a hybrid method combining classical numerical models and artificial neural networks (ANN) can provide a dramatic...... prior to the experiment and with a properly trained ANN it is no problem to obtain accurate simulations much faster than real time-without any need for large computational capacity. The present study demonstrates how this hybrid method can be applied to the active truncated experiments yielding a system...

  5. A Human-Robot Interaction Perspective on Assistive and Rehabilitation Robotics.

    Science.gov (United States)

    Beckerle, Philipp; Salvietti, Gionata; Unal, Ramazan; Prattichizzo, Domenico; Rossi, Simone; Castellini, Claudio; Hirche, Sandra; Endo, Satoshi; Amor, Heni Ben; Ciocarlie, Matei; Mastrogiovanni, Fulvio; Argall, Brenna D; Bianchi, Matteo

    2017-01-01

    Assistive and rehabilitation devices are a promising and challenging field of recent robotics research. Motivated by societal needs such as aging populations, such devices can support motor functionality and subject training. The design, control, sensing, and assessment of the devices become more sophisticated due to a human in the loop. This paper gives a human-robot interaction perspective on current issues and opportunities in the field. On the topic of control and machine learning, approaches that support but do not distract subjects are reviewed. Options to provide sensory user feedback that are currently missing from robotic devices are outlined. Parallels between device acceptance and affective computing are made. Furthermore, requirements for functional assessment protocols that relate to real-world tasks are discussed. In all topic areas, the design of human-oriented frameworks and methods is dominated by challenges related to the close interaction between the human and robotic device. This paper discusses the aforementioned aspects in order to open up new perspectives for future robotic solutions.

  6. The human interactome knowledge base (hint-kb): An integrative human protein interaction database enriched with predicted protein–protein interaction scores using a novel hybrid technique

    KAUST Repository

    Theofilatos, Konstantinos A.

    2013-07-12

    Proteins are the functional components of many cellular processes and the identification of their physical protein–protein interactions (PPIs) is an area of mature academic research. Various databases have been developed containing information about experimentally and computationally detected human PPIs as well as their corresponding annotation data. However, these databases contain many false positive interactions, are partial and only a few of them incorporate data from various sources. To overcome these limitations, we have developed HINT-KB (http://biotools.ceid.upatras.gr/hint-kb/), a knowledge base that integrates data from various sources, provides a user-friendly interface for their retrieval, cal-culatesasetoffeaturesofinterest and computesaconfidence score for every candidate protein interaction. This confidence score is essential for filtering the false positive interactions which are present in existing databases, predicting new protein interactions and measuring the frequency of each true protein interaction. For this reason, a novel machine learning hybrid methodology, called (Evolutionary Kalman Mathematical Modelling—EvoKalMaModel), was used to achieve an accurate and interpretable scoring methodology. The experimental results indicated that the proposed scoring scheme outperforms existing computational methods for the prediction of PPIs.

  7. Extending NGOMSL Model for Human-Humanoid Robot Interaction in the Soccer Robotics Domain

    Directory of Open Access Journals (Sweden)

    Rajesh Elara Mohan

    2008-01-01

    Full Text Available In the field of human-computer interaction, the Natural Goals, Operators, Methods, and Selection rules Language (NGOMSL model is one of the most popular methods for modelling knowledge and cognitive processes for rapid usability evaluation. The NGOMSL model is a description of the knowledge that a user must possess to operate the system represented as elementary actions for effective usability evaluations. In the last few years, mobile robots have been exhibiting a stronger presence in commercial markets and very little work has been done with NGOMSL modelling for usability evaluations in the human-robot interaction discipline. This paper focuses on extending the NGOMSL model for usability evaluation of human-humanoid robot interaction in the soccer robotics domain. The NGOMSL modelled human-humanoid interaction design of Robo-Erectus Junior was evaluated and the results of the experiments showed that the interaction design was able to find faults in an average time of 23.84 s. Also, the interaction design was able to detect the fault within the 60 s in 100% of the cases. The Evaluated Interaction design was adopted by our Robo-Erectus Junior version of humanoid robots in the RoboCup 2007 humanoid soccer league.

  8. After-effects of human-computer interaction indicated by P300 of the event-related brain potential.

    Science.gov (United States)

    Trimmel, M; Huber, R

    1998-05-01

    After-effects of human-computer interaction (HCI) were investigated by using the P300 component of the event-related brain potential (ERP). Forty-nine subjects (naive non-users, beginners, experienced users, programmers) completed three paper/pencil tasks (text editing, solving intelligence test items, filling out a questionnaire on sensation seeking) and three HCI tasks (text editing, executing a tutor program or programming, playing Tetris). The sequence of 7-min tasks was randomized between subjects and balanced between groups. After each experimental condition ERPs were recorded during an acoustic discrimination task at F3, F4, Cz, P3 and P4. Data indicate that: (1) mental after-effects of HCI can be detected by P300 of the ERP; (2) HCI showed in general a reduced amplitude; (3) P300 amplitude varied also with type of task, mainly at F4 where it was smaller after cognitive tasks (intelligence test/programming) and larger after emotion-based tasks (sensation seeking/Tetris); (4) cognitive tasks showed shorter latencies; (5) latencies were widely location-independent (within the range of 356-358 ms at F3, F4, P3 and P4) after executing the tutor program or programming; and (6) all observed after-effects were independent of the user's experience in operating computers and may therefore reflect short-term after-effects only and no structural changes of information processing caused by HCI.

  9. Human Computing and Machine Understanding of Human Behavior: A Survey

    NARCIS (Netherlands)

    Pantic, Maja; Pentland, Alex; Nijholt, Antinus; Huang, Thomas; Quek, F.; Yang, Yie

    2006-01-01

    A widely accepted prediction is that computing will move to the background, weaving itself into the fabric of our everyday living spaces and projecting the human user into the foreground. If this prediction is to come true, then next generation computing, which we will call human computing, should

  10. Simulating human behavior for national security human interactions.

    Energy Technology Data Exchange (ETDEWEB)

    Bernard, Michael Lewis; Hart, Dereck H.; Verzi, Stephen J.; Glickman, Matthew R.; Wolfenbarger, Paul R.; Xavier, Patrick Gordon

    2007-01-01

    This 3-year research and development effort focused on what we believe is a significant technical gap in existing modeling and simulation capabilities: the representation of plausible human cognition and behaviors within a dynamic, simulated environment. Specifically, the intent of the ''Simulating Human Behavior for National Security Human Interactions'' project was to demonstrate initial simulated human modeling capability that realistically represents intra- and inter-group interaction behaviors between simulated humans and human-controlled avatars as they respond to their environment. Significant process was made towards simulating human behaviors through the development of a framework that produces realistic characteristics and movement. The simulated humans were created from models designed to be psychologically plausible by being based on robust psychological research and theory. Progress was also made towards enhancing Sandia National Laboratories existing cognitive models to support culturally plausible behaviors that are important in representing group interactions. These models were implemented in the modular, interoperable, and commercially supported Umbra{reg_sign} simulation framework.

  11. Assistive Technology as an artificial intelligence opportunity: Case study of letter-based, head movement driven communication.

    Science.gov (United States)

    Miksztai-Réthey, Brigitta; Faragó, Kinga Bettina

    2015-01-01

    We studied an artificial intelligent assisted interaction between a computer and a human with severe speech and physical impairments (SSPI). In order to speed up AAC, we extended a former study of typing performance optimization using a framework that included head movement controlled assistive technology and an onscreen writing device. Quantitative and qualitative data were collected and analysed with mathematical methods, manual interpretation and semi-supervised machine video annotation. As the result of our research, in contrast to the former experiment's conclusions, we found that our participant had at least two different typing strategies. To maximize his communication efficiency, a more complex assistive tool is suggested, which takes the different methods into consideration.

  12. Artificial intelligence in hematology.

    Science.gov (United States)

    Zini, Gina

    2005-10-01

    Artificial intelligence (AI) is a computer based science which aims to simulate human brain faculties using a computational system. A brief history of this new science goes from the creation of the first artificial neuron in 1943 to the first artificial neural network application to genetic algorithms. The potential for a similar technology in medicine has immediately been identified by scientists and researchers. The possibility to store and process all medical knowledge has made this technology very attractive to assist or even surpass clinicians in reaching a diagnosis. Applications of AI in medicine include devices applied to clinical diagnosis in neurology and cardiopulmonary diseases, as well as the use of expert or knowledge-based systems in routine clinical use for diagnosis, therapeutic management and for prognostic evaluation. Biological applications include genome sequencing or DNA gene expression microarrays, modeling gene networks, analysis and clustering of gene expression data, pattern recognition in DNA and proteins, protein structure prediction. In the field of hematology the first devices based on AI have been applied to the routine laboratory data management. New tools concern the differential diagnosis in specific diseases such as anemias, thalassemias and leukemias, based on neural networks trained with data from peripheral blood analysis. A revolution in cancer diagnosis, including the diagnosis of hematological malignancies, has been the introduction of the first microarray based and bioinformatic approach for molecular diagnosis: a systematic approach based on the monitoring of simultaneous expression of thousands of genes using DNA microarray, independently of previous biological knowledge, analysed using AI devices. Using gene profiling, the traditional diagnostic pathways move from clinical to molecular based diagnostic systems.

  13. From Human to Artificial Mouth, From Basics to Results

    International Nuclear Information System (INIS)

    Mielle, Patrick; Tarrega, Amparo; Salles, Christian; Gorria, Patrick; Liodenot, Jean Jacques; Liaboeuf, Joeel; Andrejewski, Jean-Luc

    2009-01-01

    Sensory perception of the flavor release during the eating of a food piece is highly dependent upon mouth parameters. Major limitations have been reported during in-vivo flavor release studies, such as marked intra- and inter-individual variability. To overcome these limitations, a chewing simulator has been developed to mimic the human mastication of food samples. The device faithfully reproduces most of the functions of the human mouth. The active cell comprises several mobile parts that can accurately reproduce shear and compression strengths and tongue functions in real-time, according to data previously collected in-vivo. The mechanical functionalities of the system were validated using peanuts, with a fair agreement with the human data. Flavor release can be monitored on-line using either API-MS or chemical sensors, or off-line using HPLC for non-volatile compounds. Couplings with API-MS detectors have shown differences in the kinetics of flavour release, as a function of the cheeses composition. Data were also collected for the analysis of taste compounds released during the human chewing but are not available yet for the Artificial Mouth.

  14. 6th IEEE/ACIS International Conference on Software Engineering, Artificial Intelligence, Networking and Parallel/Distributed Computing

    CERN Document Server

    2016-01-01

    This edited book presents scientific results of the 16th IEEE/ACIS International Conference on Software Engineering, Artificial Intelligence, Networking and Parallel/Distributed Computing (SNPD 2015) which was held on June 1 – 3, 2015 in Takamatsu, Japan. The aim of this conference was to bring together researchers and scientists, businessmen and entrepreneurs, teachers, engineers, computer users, and students to discuss the numerous fields of computer science and to share their experiences and exchange new ideas and information in a meaningful way. Research results about all aspects (theory, applications and tools) of computer and information science, and to discuss the practical challenges encountered along the way and the solutions adopted to solve them.

  15. 17th IEEE/ACIS International Conference on Software Engineering, Artificial Intelligence, Networking and Parallel/Distributed Computing

    CERN Document Server

    SNPD 2016

    2016-01-01

    This edited book presents scientific results of the 17th IEEE/ACIS International Conference on Software Engineering, Artificial Intelligence, Networking and Parallel/Distributed Computing (SNPD 2016) which was held on May 30 - June 1, 2016 in Shanghai, China. The aim of this conference was to bring together researchers and scientists, businessmen and entrepreneurs, teachers, engineers, computer users, and students to discuss the numerous fields of computer science and to share their experiences and exchange new ideas and information in a meaningful way. Research results about all aspects (theory, applications and tools) of computer and information science, and to discuss the practical challenges encountered along the way and the solutions adopted to solve them.

  16. A Single Camera Motion Capture System for Human-Computer Interaction

    Science.gov (United States)

    Okada, Ryuzo; Stenger, Björn

    This paper presents a method for markerless human motion capture using a single camera. It uses tree-based filtering to efficiently propagate a probability distribution over poses of a 3D body model. The pose vectors and associated shapes are arranged in a tree, which is constructed by hierarchical pairwise clustering, in order to efficiently evaluate the likelihood in each frame. Anew likelihood function based on silhouette matching is proposed that improves the pose estimation of thinner body parts, i. e. the limbs. The dynamic model takes self-occlusion into account by increasing the variance of occluded body-parts, thus allowing for recovery when the body part reappears. We present two applications of our method that work in real-time on a Cell Broadband Engine™: a computer game and a virtual clothing application.

  17. Computers, Nanotechnology and Mind

    Science.gov (United States)

    Ekdahl, Bertil

    2008-10-01

    In 1958, two years after the Dartmouth conference, where the term artificial intelligence was coined, Herbert Simon and Allen Newell asserted the existence of "machines that think, that learn and create." They were further prophesying that the machines' capacity would increase and be on par with the human mind. Now, 50 years later, computers perform many more tasks than one could imagine in the 1950s but, virtually, no computer can do more than could the first digital computer, developed by John von Neumann in the 1940s. Computers still follow algorithms, they do not create them. However, the development of nanotechnology seems to have given rise to new hopes. With nanotechnology two things are supposed to happen. Firstly, due to the small scale it will be possible to construct huge computer memories which are supposed to be the precondition for building an artificial brain, secondly, nanotechnology will make it possible to scan the brain which in turn will make reverse engineering possible; the mind will be decoded by studying the brain. The consequence of such a belief is that the brain is no more than a calculator, i.e., all that the mind can do is in principle the results of arithmetical operations. Computers are equivalent to formal systems which in turn was an answer to an idea by Hilbert that proofs should contain ideal statements for which operations cannot be applied in a contentual way. The advocates of artificial intelligence will place content in a machine that is developed not only to be free of content but also cannot contain content. In this paper I argue that the hope for artificial intelligence is in vain.

  18. Method of mobile robot indoor navigation by artificial landmarks with use of computer vision

    Science.gov (United States)

    Glibin, E. S.; Shevtsov, A. A.; Enik, O. A.

    2018-05-01

    The article describes an algorithm of the mobile robot indoor navigation based on the use of visual odometry. The results of the experiment identifying calculation errors in the distance traveled on a slip are presented. It is shown that the use of computer vision allows one to correct erroneous coordinates of the robot with the help of artificial landmarks. The control system utilizing the proposed method has been realized on the basis of Arduino Mego 2560 controller and a single-board computer Raspberry Pi 3. The results of the experiment on the mobile robot navigation with the use of this control system are presented.

  19. Beyond AI: Artificial Dreams Conference

    CERN Document Server

    Zackova, Eva; Kelemen, Jozef; Beyond Artificial Intelligence : The Disappearing Human-Machine Divide

    2015-01-01

    This book is an edited collection of chapters based on the papers presented at the conference “Beyond AI: Artificial Dreams” held in Pilsen in November 2012. The aim of the conference was to question deep-rooted ideas of artificial intelligence and cast critical reflection on methods standing at its foundations.  Artificial Dreams epitomize our controversial quest for non-biological intelligence, and therefore the contributors of this book tried to fully exploit such a controversy in their respective chapters, which resulted in an interdisciplinary dialogue between experts from engineering, natural sciences and humanities.   While pursuing the Artificial Dreams, it has become clear that it is still more and more difficult to draw a clear divide between human and machine. And therefore this book tries to portrait such an image of what lies beyond artificial intelligence: we can see the disappearing human-machine divide, a very important phenomenon of nowadays technological society, the phenomenon which i...

  20. 2012 International Conference on Human-centric Computing

    CERN Document Server

    Jin, Qun; Yeo, Martin; Hu, Bin; Human Centric Technology and Service in Smart Space, HumanCom 2012

    2012-01-01

    The theme of HumanCom is focused on the various aspects of human-centric computing for advances in computer science and its applications and provides an opportunity for academic and industry professionals to discuss the latest issues and progress in the area of human-centric computing. In addition, the conference will publish high quality papers which are closely related to the various theories and practical applications in human-centric computing. Furthermore, we expect that the conference and its publications will be a trigger for further related research and technology improvements in this important subject.

  1. Why E-Business Must Evolve beyond Market Orientation: Applying Human Interaction Models to Computer-Mediated Corporate Communications.

    Science.gov (United States)

    Johnston, Kevin McCullough

    2001-01-01

    Considers the design of corporate communications for electronic business and discusses the increasing importance of corporate interaction as companies work in virtual environments. Compares sociological and psychological theories of human interaction and relationship formation with organizational interaction theories of corporate relationship…

  2. Computational Foundations of Natural Intelligence.

    Science.gov (United States)

    van Gerven, Marcel

    2017-01-01

    New developments in AI and neuroscience are revitalizing the quest to understanding natural intelligence, offering insight about how to equip machines with human-like capabilities. This paper reviews some of the computational principles relevant for understanding natural intelligence and, ultimately, achieving strong AI. After reviewing basic principles, a variety of computational modeling approaches is discussed. Subsequently, I concentrate on the use of artificial neural networks as a framework for modeling cognitive processes. This paper ends by outlining some of the challenges that remain to fulfill the promise of machines that show human-like intelligence.

  3. Minimally Naturalistic Artificial Intelligence

    OpenAIRE

    Hansen, Steven Stenberg

    2017-01-01

    The rapid advancement of machine learning techniques has re-energized research into general artificial intelligence. While the idea of domain-agnostic meta-learning is appealing, this emerging field must come to terms with its relationship to human cognition and the statistics and structure of the tasks humans perform. The position of this article is that only by aligning our agents' abilities and environments with those of humans do we stand a chance at developing general artificial intellig...

  4. Quantifying human-environment interactions using videography in the context of infectious disease transmission.

    Science.gov (United States)

    Julian, Timothy R; Bustos, Carla; Kwong, Laura H; Badilla, Alejandro D; Lee, Julia; Bischel, Heather N; Canales, Robert A

    2018-05-08

    Quantitative data on human-environment interactions are needed to fully understand infectious disease transmission processes and conduct accurate risk assessments. Interaction events occur during an individual's movement through, and contact with, the environment, and can be quantified using diverse methodologies. Methods that utilize videography, coupled with specialized software, can provide a permanent record of events, collect detailed interactions in high resolution, be reviewed for accuracy, capture events difficult to observe in real-time, and gather multiple concurrent phenomena. In the accompanying video, the use of specialized software to capture humanenvironment interactions for human exposure and disease transmission is highlighted. Use of videography, combined with specialized software, allows for the collection of accurate quantitative representations of human-environment interactions in high resolution. Two specialized programs include the Virtual Timing Device for the Personal Computer, which collects sequential microlevel activity time series of contact events and interactions, and LiveTrak, which is optimized to facilitate annotation of events in real-time. Opportunities to annotate behaviors at high resolution using these tools are promising, permitting detailed records that can be summarized to gain information on infectious disease transmission and incorporated into more complex models of human exposure and risk.

  5. The Self-Organization of Human Interaction

    DEFF Research Database (Denmark)

    Dale, Rick; Fusaroli, Riccardo; Duran, Nicholas

    2013-01-01

    We describe a “centipede’s dilemma” that faces the sciences of human interaction. Research on human interaction has been involved in extensive theoretical debate, although the vast majority of research tends to focus on a small set of human behaviors, cognitive processes, and interactive contexts...

  6. Artificial senses for characterization of food quality

    Institute of Scientific and Technical Information of China (English)

    HUANG Yan-bo; LAN Yu-bin; R.E. Lacey

    2004-01-01

    Food quality is of primary concern in the food industry and to the consumer. Systems that mimic human senses have been developed and applied to the characterization of food quality. The five primary senses are: vision, hearing, smell, taste and touch.In the characterization of food quality, people assess the samples sensorially and differentiate "good" from "bad" on a continuum.However, the human sensory system is subjective, with mental and physical inconsistencies, and needs time to work. Artificial senses such as machine vision, the electronic ear, electronic nose, electronic tongue, artificial mouth and even artificial the head have been developed that mimic the human senses. These artificial senses are coordinated individually or collectively by a pattern recognition technique, typically artificial neural networks, which have been developed based on studies of the mechanism of the human brain. Such a structure has been used to formulate methods for rapid characterization of food quality. This research presents and discusses individual artificial sensing systems. With the concept of multi-sensor data fusion these sensor systems can work collectively in some way. Two such fused systems, artificial mouth and artificial head, are described and discussed. It indicates that each of the individual systems has their own artificially sensing ability to differentiate food samples. It further indicates that with a more complete mimic of human intelligence the fused systems are more powerful than the individual systems in differentiation of food samples.

  7. Brain-machine and brain-computer interfaces.

    Science.gov (United States)

    Friehs, Gerhard M; Zerris, Vasilios A; Ojakangas, Catherine L; Fellows, Mathew R; Donoghue, John P

    2004-11-01

    The idea of connecting the human brain to a computer or machine directly is not novel and its potential has been explored in science fiction. With the rapid advances in the areas of information technology, miniaturization and neurosciences there has been a surge of interest in turning fiction into reality. In this paper the authors review the current state-of-the-art of brain-computer and brain-machine interfaces including neuroprostheses. The general principles and requirements to produce a successful connection between human and artificial intelligence are outlined and the authors' preliminary experience with a prototype brain-computer interface is reported.

  8. Unnatural Selection: Seeing Human Intelligence in Artificial Creations

    Science.gov (United States)

    Veale, Tony

    2015-12-01

    As generative AI systems grow in sophistication, so too do our expectations of their outputs. For as automated systems acculturate themselves to ever larger sets of inspiring human examples, the more we expect them to produce human-quality outputs, and the greater our disappointment when they fall short. While our generative systems must embody some sense of what constitutes human creativity if their efforts are to be valued as creative by human judges, computers are not human, and need not go so far as to actively pretend to be human to be seen as creative. As discomfiting objects that reside at the boundary of two seemingly disjoint categories, creative machines arouse our sense of the uncanny, or what Freud memorably called the Unheimlich. Like a ventriloquist's doll that finds its own voice, computers are free to blend the human and the non-human, to surprise us with their knowledge of our world and to discomfit with their detached, other-worldly perspectives on it. Nowhere is our embrace of the unnatural and the uncanny more evident than in the popularity of Twitterbots, automatic text generators on Twitter that are followed by humans precisely because they are non-human, and because their outputs so often seem meaningful yet unnatural. This paper evaluates a metaphor generator named @MetaphorMagnet, a Twitterbot that tempers the uncanny with aptness to yield results that are provocative but meaningful.

  9. Information Entropy-Based Metrics for Measuring Emergences in Artificial Societies

    Directory of Open Access Journals (Sweden)

    Mingsheng Tang

    2014-08-01

    Full Text Available Emergence is a common phenomenon, and it is also a general and important concept in complex dynamic systems like artificial societies. Usually, artificial societies are used for assisting in resolving several complex social issues (e.g., emergency management, intelligent transportation system with the aid of computer science. The levels of an emergence may have an effect on decisions making, and the occurrence and degree of an emergence are generally perceived by human observers. However, due to the ambiguity and inaccuracy of human observers, to propose a quantitative method to measure emergences in artificial societies is a meaningful and challenging task. This article mainly concentrates upon three kinds of emergences in artificial societies, including emergence of attribution, emergence of behavior, and emergence of structure. Based on information entropy, three metrics have been proposed to measure emergences in a quantitative way. Meanwhile, the correctness of these metrics has been verified through three case studies (the spread of an infectious influenza, a dynamic microblog network, and a flock of birds with several experimental simulations on the Netlogo platform. These experimental results confirm that these metrics increase with the rising degree of emergences. In addition, this article also has discussed the limitations and extended applications of these metrics.

  10. Computer-based personality judgments are more accurate than those made by humans

    Science.gov (United States)

    Youyou, Wu; Kosinski, Michal; Stillwell, David

    2015-01-01

    Judging others’ personalities is an essential skill in successful social living, as personality is a key driver behind people’s interactions, behaviors, and emotions. Although accurate personality judgments stem from social-cognitive skills, developments in machine learning show that computer models can also make valid judgments. This study compares the accuracy of human and computer-based personality judgments, using a sample of 86,220 volunteers who completed a 100-item personality questionnaire. We show that (i) computer predictions based on a generic digital footprint (Facebook Likes) are more accurate (r = 0.56) than those made by the participants’ Facebook friends using a personality questionnaire (r = 0.49); (ii) computer models show higher interjudge agreement; and (iii) computer personality judgments have higher external validity when predicting life outcomes such as substance use, political attitudes, and physical health; for some outcomes, they even outperform the self-rated personality scores. Computers outpacing humans in personality judgment presents significant opportunities and challenges in the areas of psychological assessment, marketing, and privacy. PMID:25583507

  11. Computing the influences of different Intraocular Pressures on the human eye components using computational fluid-structure interaction model.

    Science.gov (United States)

    Karimi, Alireza; Razaghi, Reza; Navidbakhsh, Mahdi; Sera, Toshihiro; Kudo, Susumu

    2017-01-01

    Intraocular Pressure (IOP) is defined as the pressure of aqueous in the eye. It has been reported that the normal range of IOP should be within the 10-20 mmHg with an average of 15.50 mmHg among the ophthalmologists. Keratoconus is an anti-inflammatory eye disorder that debilitated cornea unable to reserve the normal structure contrary to the IOP in the eye. Consequently, the cornea would bulge outward and invoke a conical shape following by distorted vision. In addition, it is known that any alterations in the structure and composition of the lens and cornea would exceed a change of the eye ball as well as the mechanical and optical properties of the eye. Understanding the precise alteration of the eye components' stresses and deformations due to different IOPs could help elucidate etiology and pathogenesis to develop treatments not only for keratoconus but also for other diseases of the eye. In this study, at three different IOPs, including 10, 20, and 30 mmHg the stresses and deformations of the human eye components were quantified using a Three-Dimensional (3D) computational Fluid-Structure Interaction (FSI) model of the human eye. The results revealed the highest amount of von Mises stress in the bulged region of the cornea with 245 kPa at the IOP of 30 mmHg. The lens was also showed the von Mises stress of 19.38 kPa at the IOPs of 30 mmHg. In addition, by increasing the IOP from 10 to 30 mmHg, the radius of curvature in the cornea and lens was increased accordingly. In contrast, the sclera indicated its highest stress at the IOP of 10 mmHg due to over pressure phenomenon. The variation of IOP illustrated a little influence in the amount of stress as well as the resultant displacement of the optic nerve. These results can be used for understanding the amount of stresses and deformations in the human eye components due to different IOPs as well as for clarifying significant role of IOP on the radius of curvature of the cornea and the lens.

  12. The Development of an Interactive Computer-Based Training Program for Timely and Humane On-Farm Pig Euthanasia.

    Science.gov (United States)

    Mullins, Caitlyn R; Pairis-Garcia, Monique D; Campler, Magnus R; Anthony, Raymond; Johnson, Anna K; Coleman, Grahame J; Rault, Jean-Loup

    2018-02-05

    With extensive knowledge and training in the prevention, management, and treatment of disease conditions in animals, veterinarians play a critical role in ensuring good welfare on swine farms by training caretakers on the importance of timely euthanasia. To assist veterinarians and other industry professionals in training new and seasoned caretakers, an interactive computer-based training program was created. It consists of three modules, each containing five case studies, which cover three distinct production stages (breeding stock, piglets, and wean to grower-finisher pigs). Case study development was derived from five specific euthanasia criteria defined in the 2015 Common Swine Industry Audit, a nationally recognized auditing program used in the US. Case studies provide information regarding treatment history, clinical signs, and condition severity of the pig and prompt learners to make management decisions regarding pig treatment and care. Once a decision is made, feedback is provided so learners understand the appropriateness of their decision compared to current industry guidelines. In addition to training farm personnel, this program may also be a valuable resource if incorporated into veterinary, graduate, and continuing education curricula. This innovative tool represents the first interactive euthanasia-specific training program in the US swine industry and offers the potential to improve timely and humane on-farm pig euthanasia.

  13. Artificial intelligence applied to process signal analysis

    Science.gov (United States)

    Corsberg, Dan

    1988-01-01

    Many space station processes are highly complex systems subject to sudden, major transients. In any complex process control system, a critical aspect of the human/machine interface is the analysis and display of process information. Human operators can be overwhelmed by large clusters of alarms that inhibit their ability to diagnose and respond to a disturbance. Using artificial intelligence techniques and a knowledge base approach to this problem, the power of the computer can be used to filter and analyze plant sensor data. This will provide operators with a better description of the process state. Once a process state is recognized, automatic action could be initiated and proper system response monitored.

  14. An overview of artificial intelligence and robotics. Volume 1: Artificial intelligence. Part A: The core ingredients

    Science.gov (United States)

    Gevarter, W. B.

    1983-01-01

    Artificial Intelligence (AI) is an emerging technology that has recently attracted considerable attention. Many applications are now under development. The goal of Artificial Intelligence is focused on developing computational approaches to intelligent behavior. This goal is so broad - covering virtually all aspects of human cognitive activity - that substantial confusion has arisen as to the actual nature of AI, its current status and its future capability. This volume, the first in a series of NBS/NASA reports on the subject, attempts to address these concerns. Thus, this report endeavors to clarify what AI is, the foundations on which it rests, the techniques utilized, applications, the participants and, finally, AI's state-of-the-art and future trends. It is anticipated that this report will prove useful to government and private engineering and research managers, potential users, and others who will be affected by this field as it unfolds.

  15. Multigated radionuclide study of the total artificial heart

    International Nuclear Information System (INIS)

    Datz, F.L.; Christian, P.E.; Taylor, A. Jr.; Hastings, W.L.; De Vries, W.C.

    1987-01-01

    A permanent total artificial heart, the Jarvik-7, was implanted into a 61-year-old male with a severe cardiomyopathy. Gated radionuclide studies were performed in the patient both prior to surgery and following implantation. Preoperative gated radionuclide cardiac studies revealed marked left ventricular enlargement, severe hypokinesis and a left ventricular ejection fraction of 10%. The right ventricle was moderately enlarged with a 27% ejection fraction. Following implantation of the Jarvik-7 artificial heart, gated cardiac studies were performed with a computer gated by a signal from the heart controller. The left ventricular ejection fraction was 69% and the right ventricular ejection fraction was 62%. This compared to a theoretical ejection fraction of 74% for each ventricle based on chamber anatomy. There was excellent ventricular emptying. Phase analysis showed uniform diaphragm motion. The use of gated cardiac studies in humans may prove helpful in evaluating mechanical problems with the artificial heart, such as manlfunction of the diaphragm, before they become clinically apparent. (orig.)

  16. Multigated radionuclide study of the total artificial heart

    Energy Technology Data Exchange (ETDEWEB)

    Datz, F L; Christian, P E; Taylor, A Jr; Hastings, W L; De Vries, W C

    1987-07-01

    A permanent total artificial heart, the Jarvik-7, was implanted into a 61-year-old male with a severe cardiomyopathy. Gated radionuclide studies were performed in the patient both prior to surgery and following implantation. Preoperative gated radionuclide cardiac studies revealed marked left ventricular enlargement, severe hypokinesis and a left ventricular ejection fraction of 10%. The right ventricle was moderately enlarged with a 27% ejection fraction. Following implantation of the Jarvik-7 artificial heart, gated cardiac studies were performed with a computer gated by a signal from the heart controller. The left ventricular ejection fraction was 69% and the right ventricular ejection fraction was 62%. This compared to a theoretical ejection fraction of 74% for each ventricle based on chamber anatomy. There was excellent ventricular emptying. Phase analysis showed uniform diaphragm motion. The use of gated cardiac studies in humans may prove helpful in evaluating mechanical problems with the artificial heart, such as manlfunction of the diaphragm, before they become clinically apparent.

  17. 14th ACIS/IEEE International Conference on Software Engineering, Artificial Intelligence, Networking and Parallel/Distributed Computing

    CERN Document Server

    Studies in Computational Intelligence : Volume 492

    2013-01-01

    This edited book presents scientific results of the 14th ACIS/IEEE International Conference on Software Engineering, Artificial Intelligence, Networking and Parallel/Distributed Computing (SNPD 2013), held in Honolulu, Hawaii, USA on July 1-3, 2013. The aim of this conference was to bring together scientists, engineers, computer users, and students to share their experiences and exchange new ideas, research results about all aspects (theory, applications and tools) of computer and information science, and to discuss the practical challenges encountered along the way and the solutions adopted to solve them. The conference organizers selected the 17 outstanding papers from those papers accepted for presentation at the conference.  

  18. 15th IEEE/ACIS International Conference on Software Engineering, Artificial Intelligence, Networking and Parallel/Distributed Computing

    CERN Document Server

    2015-01-01

    This edited book presents scientific results of 15th IEEE/ACIS International Conference on Software Engineering, Artificial Intelligence, Networking and Parallel/Distributed Computing (SNPD 2014) held on June 30 – July 2, 2014 in Las Vegas Nevada, USA. The aim of this conference was to bring together scientists, engineers, computer users, and students to share their experiences and exchange new ideas, research results about all aspects (theory, applications and tools) of computer and information science, and to discuss the practical challenges encountered along the way and the solutions adopted to solve them. The conference organizers selected the 13 outstanding papers from those papers accepted for presentation at the conference.

  19. Eyewear Computing – Augmenting the Human with Head-mounted Wearable Assistants (Dagstuhl Seminar 16042)

    OpenAIRE

    Bulling, Andreas; Cakmakci, Ozan; Kunze, Kai; Rehg, James M.

    2016-01-01

    The seminar was composed of workshops and tutorials on head-mounted eye tracking, egocentric vision, optics, and head-mounted displays. The seminar welcomed 30 academic and industry researchers from Europe, the US, and Asia with a diverse background, including wearable and ubiquitous computing, computer vision, developmental psychology, optics, and human-computer interaction. In contrast to several previous Dagstuhl seminars, we used an ignite talk format to reduce the time of talks to...

  20. Artificial intelligence. Fears of an AI pioneer.

    Science.gov (United States)

    Russell, Stuart; Bohannon, John

    2015-07-17

    From the enraged robots in the 1920 play R.U.R. to the homicidal computer H.A.L. in 2001: A Space Odyssey, science fiction writers have embraced the dark side of artificial intelligence (AI) ever since the concept entered our collective imagination. Sluggish progress in AI research, especially during the “AI winter” of the 1970s and 1980s, made such worries seem far-fetched. But recent breakthroughs in machine learning and vast improvements in computational power have brought a flood of research funding— and fresh concerns about where AI may lead us. One researcher now speaking up is Stuart Russell, a computer scientist at the University of California, Berkeley, who with Peter Norvig, director of research at Google, wrote the premier AI textbook, Artificial Intelligence: A Modern Approach, now in its third edition. Last year, Russell joined the Centre for the Study of Existential Risk at Cambridge University in the United Kingdom as an AI expert focusing on “risks that could lead to human extinction.” Among his chief concerns, which he aired at an April meeting in Geneva, Switzerland, run by the United Nations, is the danger of putting military drones and weaponry under the full control of AI systems. This interview has been edited for clarity and brevity.

  1. LATTICE: an interactive lattice computer code

    International Nuclear Information System (INIS)

    Staples, J.

    1976-10-01

    LATTICE is a computer code which enables an interactive user to calculate the functions of a synchrotron lattice. This program satisfies the requirements at LBL for a simple interactive lattice program by borrowing ideas from both TRANSPORT and SYNCH. A fitting routine is included

  2. Artificial neuron operations and spike-timing-dependent plasticity using memristive devices for brain-inspired computing

    Science.gov (United States)

    Marukame, Takao; Nishi, Yoshifumi; Yasuda, Shin-ichi; Tanamoto, Tetsufumi

    2018-04-01

    The use of memristive devices for creating artificial neurons is promising for brain-inspired computing from the viewpoints of computation architecture and learning protocol. We present an energy-efficient multiplier accumulator based on a memristive array architecture incorporating both analog and digital circuitries. The analog circuitry is used to full advantage for neural networks, as demonstrated by the spike-timing-dependent plasticity (STDP) in fabricated AlO x /TiO x -based metal-oxide memristive devices. STDP protocols for controlling periodic analog resistance with long-range stability were experimentally verified using a variety of voltage amplitudes and spike timings.

  3. Emotion based human-robot interaction

    Directory of Open Access Journals (Sweden)

    Berns Karsten

    2018-01-01

    Full Text Available Human-machine interaction is a major challenge in the development of complex humanoid robots. In addition to verbal communication the use of non-verbal cues such as hand, arm and body gestures or mimics can improve the understanding of the intention of the robot. On the other hand, by perceiving such mechanisms of a human in a typical interaction scenario the humanoid robot can adapt its interaction skills in a better way. In this work, the perception system of two social robots, ROMAN and ROBIN of the RRLAB of the TU Kaiserslautern, is presented in the range of human-robot interaction.

  4. Determination of Corrosion Rate of Artificial Bone Made of Metal at Different pH Conditions using X-Ray Radiography

    Science.gov (United States)

    Sutikno; Handayani, L.; Edi, S. S.; Susilo; Elvira

    2018-03-01

    The purpose of this research is to observe the mechanism and the rate of corrosion of artificial bone made of metal by using x-ray radiography technique. Artificial bones can be made of metallic materials and composites which are biomaterials. The most commonly used metal for bone graft is stainless steel. The interaction between artificial bone and human tissue will have important medical impacts that need to be observed and examined. This interaction can be a mechanical or chemical interaction. X-ray radiography technique is selected because it uses non-destructive method. This method is done by x-ray radiation exposure on the observed body part. The bone density and bone fracture can be seen on the resulted radiographic film or image on the monitor screen.

  5. Artificial intelligence and tutoring systems computational and cognitive approaches to the communication of knowledge

    CERN Document Server

    Wenger, Etienne

    2014-01-01

    Artificial Intelligence and Tutoring Systems: Computational and Cognitive Approaches to the Communication of Knowledge focuses on the cognitive approaches, methodologies, principles, and concepts involved in the communication of knowledge. The publication first elaborates on knowledge communication systems, basic issues, and tutorial dialogues. Concerns cover natural reasoning and tutorial dialogues, shift from local strategies to multiple mental models, domain knowledge, pedagogical knowledge, implicit versus explicit encoding of knowledge, knowledge communication, and practical and theoretic

  6. Interaction debugging : an integral approach to analyze human-robot interaction

    NARCIS (Netherlands)

    Kooijmans, T.; Kanda, T.; Bartneck, C.; Ishiguro, H.; Hagita, N.

    2006-01-01

    Along with the development of interactive robots, controlled experiments and field trials are regularly conducted to stage human-robot interaction. Experience in this field has shown that analyzing human-robot interaction for evaluation purposes fosters the development of improved systems and the

  7. The Particle Beam Optics Interactive Computer Laboratory

    International Nuclear Information System (INIS)

    Gillespie, George H.; Hill, Barrey W.; Brown, Nathan A.; Babcock, R. Chris; Martono, Hendy; Carey, David C.

    1997-01-01

    The Particle Beam Optics Interactive Computer Laboratory (PBO Lab) is an educational software concept to aid students and professionals in learning about charged particle beams and particle beam optical systems. The PBO Lab is being developed as a cross-platform application and includes four key elements. The first is a graphic user interface shell that provides for a highly interactive learning session. The second is a knowledge database containing information on electric and magnetic optics transport elements. The knowledge database provides interactive tutorials on the fundamental physics of charged particle optics and on the technology used in particle optics hardware. The third element is a graphical construction kit that provides tools for students to interactively and visually construct optical beamlines. The final element is a set of charged particle optics computational engines that compute trajectories, transport beam envelopes, fit parameters to optical constraints and carry out similar calculations for the student designed beamlines. The primary computational engine is provided by the third-order TRANSPORT code. Augmenting TRANSPORT is the multiple ray tracing program TURTLE and a first-order matrix program that includes a space charge model and support for calculating single particle trajectories in the presence of the beam space charge. This paper describes progress on the development of the PBO Lab

  8. Artificial light at night alters trophic interactions of intertidal invertebrates.

    Science.gov (United States)

    Underwood, Charlotte N; Davies, Thomas W; Queirós, Ana M

    2017-07-01

    Despite being globally widespread in coastal regions, the impacts of light pollution on intertidal ecosystems has received little attention. Intertidal species exhibit many night-time-dependent ecological strategies, including feeding, reproduction, orientation and predator avoidance, which are likely negatively affected by shifting light regimes, as has been observed in terrestrial and aquatic taxa. Coastal lighting may shape intertidal communities through its influence on the nocturnal foraging activity of dogwhelks (Nucella lapillus), a widespread predatory mollusc that structures biodiversity in temperate rocky shores. In the laboratory, we investigated whether the basal and foraging activity of this predator was affected by exposure to night-time lighting both in the presence and absence of olfactory predator cues (Carcinus maenas, common shore crab). Assessments of dogwhelks' behavioural responses to night-time white LED lighting were performed on individuals that had been acclimated to night-time white LED lighting conditions for 16 days and individuals that had not previously been exposed to artificial light at night. Dogwhelks acclimated to night-time lighting exhibited natural refuge-seeking behaviour less often compared to control animals, but were more likely to respond to and handle prey irrespective of whether olfactory predator cues were present. These responses suggest night-time lighting likely increased the energetic demand of dogwhelks through stress, encouraging foraging whenever food was available, regardless of potential danger. Contrastingly, whelks not acclimated under night-time lighting were more likely to respond to the presence of prey under artificial light at night when olfactory predator cues were present, indicating an opportunistic shift towards the use of visual instead of olfactory cues in risk evaluation. These results demonstrate that artificial night-time lighting influences the behaviour of intertidal fauna such that the

  9. Best of Affective Computing and Intelligent Interaction 2013 in Multimodal Interactions

    NARCIS (Netherlands)

    Soleymani, Mohammad; Soleymani, M.; Pun, T.; Pun, Thierry; Nijholt, Antinus

    The fifth biannual Humaine Association Conference on Affective Computing and Intelligent Interaction (ACII 2013) was held in Geneva, Switzerland. This conference featured the recent advancement in affective computing and relevant applications in education, entertainment and health. A number of

  10. Can artificial parthenogenesis sidestep ethical pitfalls in human therapeutic cloning? An historical perspective

    Science.gov (United States)

    Fangerau, H

    2005-01-01

    The aim of regenerative medicine is to reconstruct tissue that has been lost or pathologically altered. Therapeutic cloning seems to offer a method of achieving this aim; however, the ethical debate surrounding human therapeutic cloning is highly controversial. Artificial parthenogenesis—obtaining embryos from unfertilised eggs—seems to offer a way to sidestep these ethical pitfalls. Jacques Loeb (1859–1924), the founding father of artificial parthogenesis, faced negative public opinion when he published his research in 1899. His research, the public's response to his findings, and his ethical foundations serve as an historical argument both for the communication of science and compromise in biological research. PMID:16319240

  11. Synthetic biology: engineering molecular computers

    CERN Multimedia

    CERN. Geneva

    2018-01-01

    Complicated systems cannot survive the rigors of a chaotic environment, without balancing mechanisms that sense, decide upon and counteract the exerted disturbances. Especially so with living organisms, forced by competition to incredible complexities, escalating also their self-controlling plight. Therefore, they compute. Can we harness biological mechanisms to create artificial computing systems? Biology offers several levels of design abstraction: molecular machines, cells, organisms... ranging from the more easily-defined to the more inherently complex. At the bottom of this stack we find the nucleic acids, RNA and DNA, with their digital structure and relatively precise interactions. They are central enablers of designing artificial biological systems, in the confluence of engineering and biology, that we call Synthetic biology. In the first part, let us follow their trail towards an overview of building computing machines with molecules -- and in the second part, take the case study of iGEM Greece 201...

  12. How to Improve Artificial Intelligence through Web

    Directory of Open Access Journals (Sweden)

    Adrian LUPASC

    2005-10-01

    Full Text Available Intelligent agents, intelligent software applications and artificial intelligent applications from artificial intelligence service providers maymake their way onto the Web in greater number as adaptive software, dynamic programming languages and Learning Algorithms are introduced intoWeb Services. The evolution of Web architecture may allow intelligent applications to run directly on the Web by introducing XML, RDF and logiclayer. The Intelligent Wireless Web’s significant potential for rapidly completing information transactions may take an important contribution toglobal worker productivity. Artificial intelligence can be defined as the study of the ways in which computers can be made to perform cognitivetasks. Examples of such tasks include understanding natural language statements, recognizing visual patterns or scenes, diagnosing diseases orillnesses, solving mathematical problems, performing financial analyses, learning new procedures for solving problems. The term expert system canbe considered to be a particular type of knowledge-based system. An expert system is a system in which the knowledge is deliberately represented“as it is”. Expert systems are applications that make decisions in real-life situations that would otherwise be performed by a human expert. They areprograms designed to mimic human performance at specialized, constrained problem-solving tasks. They are constructed as a collection of IF-THENproduction rules combined with a reasoning engine that applies those rules, either in a forward or backward direction, to specific problems.

  13. Embedding Topical Elements of Parallel Programming, Computer Graphics, and Artificial Intelligence across the Undergraduate CS Required Courses

    Directory of Open Access Journals (Sweden)

    James Wolfer

    2015-02-01

    Full Text Available Traditionally, topics such as parallel computing, computer graphics, and artificial intelligence have been taught as stand-alone courses in the computing curriculum. Often these are elective courses, limiting the material to the subset of students choosing to take the course. Recently there has been movement to distribute topics across the curriculum in order to ensure that all graduates have been exposed to concepts such as parallel computing. Previous work described an attempt to systematically weave a tapestry of topics into the undergraduate computing curriculum. This paper reviews that work and expands it with representative examples of assignments, demonstrations, and results as well as describing how the tools and examples deployed for these classes have a residual effect on classes such as Comptuer Literacy.

  14. Bionic Humans Using EAP as Artificial Muscles Reality and Challenges

    Directory of Open Access Journals (Sweden)

    Yoseph Bar-Cohen

    2008-11-01

    Full Text Available For many years, the idea of a human with bionic muscles immediately conjures up science fiction images of a TV series superhuman character that was implanted with bionic muscles and portrayed with strength and speed far superior to any normal human. As fantastic as this idea may seem, recent developments in electroactive polymers (EAP may one day make such bionics possible. Polymers that exhibit large displacement in response to stimulation that is other than electrical signal were known for many years. Initially, EAP received relatively little attention due to their limited actuation capability. However, in the recent years, the view of the EAP materials has changed due to the introduction of effective new materials that significantly surpassed the capability of the widely used piezoelectric polymer, PVDF. As this technology continues to evolve, novel mechanisms that are biologically inspired are expected to emerge. EAP materials can potentially provide actuation with lifelike response and more flexible configurations. While further improvements in performance and robustness are still needed, there already have been several reported successes. In recognition of the need for cooperation in this multidisciplinary field, the author initiated and organized a series of international forums that are leading to a growing number of research and development projects and to great advances in the field. In 1999, he challenged the worldwide science and engineering community of EAP experts to develop a robotic arm that is actuated by artificial muscles to win a wrestling match against a human opponent. In this paper, the field of EAP as artificial muscles will be reviewed covering the state of the art, the challenges and the vision for the progress in future years.

  15. Computer Assistance for Writing Interactive Programs: TICS.

    Science.gov (United States)

    Kaplow, Roy; And Others

    1973-01-01

    Investigators developed an on-line, interactive programing system--the Teacher-Interactive Computer System (TICS)--to provide assistance to those who were not programers, but nevertheless wished to write interactive instructional programs. TICS had two components: an author system and a delivery system. Underlying assumptions were that…

  16. Intelligent Interaction for Human-Friendly Service Robot in Smart House Environment

    Directory of Open Access Journals (Sweden)

    Z. Zenn Bien

    2008-01-01

    Full Text Available The smart house under consideration is a service-integrated complex system to assist older persons and/or people with disabilities. The primary goal of the system is to achieve independent living by various robotic devices and systems. Such a system is treated as a human-in-the loop system in which human- robot interaction takes place intensely and frequently. Based on our experiences of having designed and implemented a smart house environment, called Intelligent Sweet Home (ISH, we present a framework of realizing human-friendly HRI (human-robot interaction module with various effective techniques of computational intelligence. More specifically, we partition the robotic tasks of HRI module into three groups in consideration of the level of specificity, fuzziness or uncertainty of the context of the system, and present effective interaction method for each case. We first show a task planning algorithm and its architecture to deal with well-structured tasks autonomously by a simplified set of commands of the user instead of inconvenient manual operations. To provide with capability of interacting in a human-friendly way in a fuzzy context, it is proposed that the robot should make use of human bio-signals as input of the HRI module as shown in a hand gesture recognition system, called a soft remote control system. Finally we discuss a probabilistic fuzzy rule-based life-long learning system, equipped with intention reading capability by learning human behavioral patterns, which is introduced as a solution in uncertain and time-varying situations.

  17. General aviation design synthesis utilizing interactive computer graphics

    Science.gov (United States)

    Galloway, T. L.; Smith, M. R.

    1976-01-01

    Interactive computer graphics is a fast growing area of computer application, due to such factors as substantial cost reductions in hardware, general availability of software, and expanded data communication networks. In addition to allowing faster and more meaningful input/output, computer graphics permits the use of data in graphic form to carry out parametric studies for configuration selection and for assessing the impact of advanced technologies on general aviation designs. The incorporation of interactive computer graphics into a NASA developed general aviation synthesis program is described, and the potential uses of the synthesis program in preliminary design are demonstrated.

  18. Identification of mathematical model of human breathing in system “Artificial lungs – self-contained breathing apparatus”

    Science.gov (United States)

    Onevsky, P. M.; Onevsky, M. P.; Pogonin, V. A.

    2018-03-01

    The structure and mathematical models of the main subsystems of the control system of the “Artificial Lungs” are presented. This structure implements the process of imitation of human external respiration in the system “Artificial lungs - self-contained breathing apparatus”. A presented algorithm for parametric identification of the model is based on spectral operators, which allows using it in real time.

  19. Synchronous Computer-Mediated Communication and Interaction

    Science.gov (United States)

    Ziegler, Nicole

    2016-01-01

    The current study reports on a meta-analysis of the relative effectiveness of interaction in synchronous computer-mediated communication (SCMC) and face-to-face (FTF) contexts. The primary studies included in the analysis were journal articles and dissertations completed between 1990 and 2012 (k = 14). Results demonstrate that interaction in SCMC…

  20. Parallel artificial liquid membrane extraction

    DEFF Research Database (Denmark)

    Gjelstad, Astrid; Rasmussen, Knut Einar; Parmer, Marthe Petrine

    2013-01-01

    This paper reports development of a new approach towards analytical liquid-liquid-liquid membrane extraction termed parallel artificial liquid membrane extraction. A donor plate and acceptor plate create a sandwich, in which each sample (human plasma) and acceptor solution is separated by an arti......This paper reports development of a new approach towards analytical liquid-liquid-liquid membrane extraction termed parallel artificial liquid membrane extraction. A donor plate and acceptor plate create a sandwich, in which each sample (human plasma) and acceptor solution is separated...... by an artificial liquid membrane. Parallel artificial liquid membrane extraction is a modification of hollow-fiber liquid-phase microextraction, where the hollow fibers are replaced by flat membranes in a 96-well plate format....

  1. Bacterial-based additives for the production of artificial snow: What are the risks to human health?

    Energy Technology Data Exchange (ETDEWEB)

    Lagriffoul, A. [Agence Francaise de Securite Sanitaire de l' Environnement et du Travail, 253, avenue du General Leclerc, 94701 Maisons-Alfort (France); Boudenne, J.L. [Universite de Provence, Laboratoire Chimie Provence, UMR6264, 3 Place Victor Hugo case 29 13331 Marseille CEDEX 3 (France); Absi, R. [Institut Polytechnique Saint-Louis, Ecole de Biologie Industrielle, Laboratoire EBInnov, 32 Boulevard du Port, 95094 Cergy-Pontoise (France); Ballet, J.J. [Laboratoire d' immunologie et immunopathologie, Centre hospitalo-universitaire de Caen, avenue de la cote de nacre 14000 Caen (France); Berjeaud, J.M. [Universite de Poitiers, Laboratoire de Chimie et Microbiologie de l' Eau, UMR6008, 40 avenue du recteur Pineau, 86022 Poitiers CEDEX (France); Chevalier, S. [Universite de Rouen, Laboratoire de Microbiologie du Froid, Signaux et Micro-Environnement, EA 4312, Normandie Securite Sanitaire, 55 rue St Germain, 27000 Evreux (France); Creppy, E.E. [Universite Bordeaux 2, UFR des Sciences Pharmaceutiques, Laboratoire de Toxicologie, 146, rue Leo-Saignat, 33076 Bordeaux CEDEX (France); Gilli, E. [Universite Paris 8, Departement de geographie, 2, rue de la Liberte, 93526 Saint Denis CEDEX (France); UMR Espace 6012, 98 bd Edouard Herriot, 06204, Nice, CEDEX 3 (France); Gadonna, J.P. [Institut Polytechnique Saint-Louis, Ecole de Biologie Industrielle, Laboratoire EBInnov, 32 Boulevard du Port, 95094 Cergy-Pontoise (France); Gadonna-Widehem, P. [Institut Polytechnique LaSalle Beauvais, departement STAI, rue P. Waguet BP 30313, 60026 Beauvais CEDEX (France); Morris, C.E. [INRA, Unite de Pathologie Vegetale UR407, F-84140 Montfavet (France); Zini, S., E-mail: sylvie.zini@afsset.fr [Agence Francaise de Securite Sanitaire de l' Environnement et du Travail, 253, avenue du General Leclerc, 94701 Maisons-Alfort (France)

    2010-03-01

    For around two decades, artificial snow has been used by numerous winter sports resorts to ensure good snow cover at low altitude areas or more generally, to lengthen the skiing season. Biological additives derived from certain bacteria are regularly used to make artificial snow. However, the use of these additives has raised doubts concerning the potential impact on human health and the environment. In this context, the French health authorities have requested the French Agency for Environmental and Occupational Health Safety (Afsset) to assess the health risks resulting from the use of such additives. The health risk assessment was based on a review of the scientific literature, supplemented by professional consultations and expertise. Biological or chemical hazards from additives derived from the ice nucleation active bacterium Pseudomonas syringae were characterised. Potential health hazards to humans were considered in terms of infectious, toxic and allergenic capacities with respect to human populations liable to be exposed and the means of possible exposure. Taking into account these data, a qualitative risk assessment was carried out, according to four exposure scenarios, involving the different populations exposed, and the conditions and routes of exposure. It was concluded that certain health risks can exist for specific categories of professional workers (mainly snowmakers during additive mixing and dilution tank cleaning steps, with risks estimated to be negligible to low if workers comply with safety precautions). P. syringae does not present any pathogenic capacity to humans and that the level of its endotoxins found in artificial snow do not represent a danger beyond that of exposure to P. syringae endotoxins naturally present in snow. However, the risk of possible allergy in some particularly sensitive individuals cannot be excluded. Another important conclusion of this study concerns use of poor microbiological water quality to make artificial snow.

  2. Bacterial-based additives for the production of artificial snow: what are the risks to human health?

    Science.gov (United States)

    Lagriffoul, A; Boudenne, J L; Absi, R; Ballet, J J; Berjeaud, J M; Chevalier, S; Creppy, E E; Gilli, E; Gadonna, J P; Gadonna-Widehem, P; Morris, C E; Zini, S

    2010-03-01

    For around two decades, artificial snow has been used by numerous winter sports resorts to ensure good snow cover at low altitude areas or more generally, to lengthen the skiing season. Biological additives derived from certain bacteria are regularly used to make artificial snow. However, the use of these additives has raised doubts concerning the potential impact on human health and the environment. In this context, the French health authorities have requested the French Agency for Environmental and Occupational Health Safety (Afsset) to assess the health risks resulting from the use of such additives. The health risk assessment was based on a review of the scientific literature, supplemented by professional consultations and expertise. Biological or chemical hazards from additives derived from the ice nucleation active bacterium Pseudomonas syringae were characterised. Potential health hazards to humans were considered in terms of infectious, toxic and allergenic capacities with respect to human populations liable to be exposed and the means of possible exposure. Taking into account these data, a qualitative risk assessment was carried out, according to four exposure scenarios, involving the different populations exposed, and the conditions and routes of exposure. It was concluded that certain health risks can exist for specific categories of professional workers (mainly snowmakers during additive mixing and dilution tank cleaning steps, with risks estimated to be negligible to low if workers comply with safety precautions). P. syringae does not present any pathogenic capacity to humans and that the level of its endotoxins found in artificial snow do not represent a danger beyond that of exposure to P. syringae endotoxins naturally present in snow. However, the risk of possible allergy in some particularly sensitive individuals cannot be excluded. Another important conclusion of this study concerns use of poor microbiological water quality to make artificial snow.

  3. Bacterial-based additives for the production of artificial snow: What are the risks to human health?

    International Nuclear Information System (INIS)

    Lagriffoul, A.; Boudenne, J.L.; Absi, R.; Ballet, J.J.; Berjeaud, J.M.; Chevalier, S.; Creppy, E.E.; Gilli, E.; Gadonna, J.P.; Gadonna-Widehem, P.; Morris, C.E.; Zini, S.

    2010-01-01

    For around two decades, artificial snow has been used by numerous winter sports resorts to ensure good snow cover at low altitude areas or more generally, to lengthen the skiing season. Biological additives derived from certain bacteria are regularly used to make artificial snow. However, the use of these additives has raised doubts concerning the potential impact on human health and the environment. In this context, the French health authorities have requested the French Agency for Environmental and Occupational Health Safety (Afsset) to assess the health risks resulting from the use of such additives. The health risk assessment was based on a review of the scientific literature, supplemented by professional consultations and expertise. Biological or chemical hazards from additives derived from the ice nucleation active bacterium Pseudomonas syringae were characterised. Potential health hazards to humans were considered in terms of infectious, toxic and allergenic capacities with respect to human populations liable to be exposed and the means of possible exposure. Taking into account these data, a qualitative risk assessment was carried out, according to four exposure scenarios, involving the different populations exposed, and the conditions and routes of exposure. It was concluded that certain health risks can exist for specific categories of professional workers (mainly snowmakers during additive mixing and dilution tank cleaning steps, with risks estimated to be negligible to low if workers comply with safety precautions). P. syringae does not present any pathogenic capacity to humans and that the level of its endotoxins found in artificial snow do not represent a danger beyond that of exposure to P. syringae endotoxins naturally present in snow. However, the risk of possible allergy in some particularly sensitive individuals cannot be excluded. Another important conclusion of this study concerns use of poor microbiological water quality to make artificial snow.

  4. Applications of artificial neural networks in medical science.

    Science.gov (United States)

    Patel, Jigneshkumar L; Goyal, Ramesh K

    2007-09-01

    Computer technology has been advanced tremendously and the interest has been increased for the potential use of 'Artificial Intelligence (AI)' in medicine and biological research. One of the most interesting and extensively studied branches of AI is the 'Artificial Neural Networks (ANNs)'. Basically, ANNs are the mathematical algorithms, generated by computers. ANNs learn from standard data and capture the knowledge contained in the data. Trained ANNs approach the functionality of small biological neural cluster in a very fundamental manner. They are the digitized model of biological brain and can detect complex nonlinear relationships between dependent as well as independent variables in a data where human brain may fail to detect. Nowadays, ANNs are widely used for medical applications in various disciplines of medicine especially in cardiology. ANNs have been extensively applied in diagnosis, electronic signal analysis, medical image analysis and radiology. ANNs have been used by many authors for modeling in medicine and clinical research. Applications of ANNs are increasing in pharmacoepidemiology and medical data mining. In this paper, authors have summarized various applications of ANNs in medical science.

  5. Artificial intelligence and engineering curricula - are changes needed?

    International Nuclear Information System (INIS)

    Jenkins, J.P.

    1988-01-01

    The purpose of this paper is to identify the expected impact of artificial intelligence (AI) on curricula and training courses. From this examination, new elements are proposed for the academic preparation and training of engineers who will evaluate and use these systems and capabilities. Artificial intelligence, from an operational viewpoint, begins with a set of rules governing the operation of logic, implemented via computer software and userware. These systems apply logic and experience to handling problems in an intelligent approach, especially when the number of alternatives to problem solution is beyond the scope of the human user. Usually, AI applications take the form of expert systems. An expert system embodies in the computer the knowledge-based component of an expert, such as domain knowledge and reasoning techniques, in such a form that the system can offer intelligent advice and, on demand, justify its own line of reasoning. Two languages predominate, LISP and Prolog. The AI user may interface with the knowledge base via one of these languages or by means of menu displays, cursor selections, or other conventional user interface methods

  6. Quantifying human-environment interactions using videography in the context of infectious disease transmission

    Directory of Open Access Journals (Sweden)

    Timothy R. Julian

    2018-05-01

    Full Text Available Quantitative data on human-environment interactions are needed to fully understand infectious disease transmission processes and conduct accurate risk assessments. Interaction events occur during an individual’s movement through, and contact with, the environment, and can be quantified using diverse methodologies. Methods that utilize videography, coupled with specialized software, can provide a permanent record of events, collect detailed interactions in high resolution, be reviewed for accuracy, capture events difficult to observe in real-time, and gather multiple concurrent phenomena. In the accompanying video, the use of specialized software to capture humanenvironment interactions for human exposure and disease transmission is highlighted. Use of videography, combined with specialized software, allows for the collection of accurate quantitative representations of human-environment interactions in high resolution. Two specialized programs include the Virtual Timing Device for the Personal Computer, which collects sequential microlevel activity time series of contact events and interactions, and LiveTrak, which is optimized to facilitate annotation of events in real-time. Opportunities to annotate behaviors at high resolution using these tools are promising, permitting detailed records that can be summarized to gain information on infectious disease transmission and incorporated into more complex models of human exposure and risk.

  7. The artificial neural networks: An approach to artificial intelligence; Un approccio ``biologico`` all`intelligenza artificiale

    Energy Technology Data Exchange (ETDEWEB)

    Taraglio, Sergio; Zanela, Andrea [ENEA, Casaccia (Italy). Dipt. Innovazione

    1997-05-01

    The artificial neural networks try to simulate the functionalities of the nervous system through a complex network of simple computing elements. In this work is presented an introduction to the neural networks and some of their possible applications, especially in the field of Artificial Intelligence.

  8. Amplify scientific discovery with artificial intelligence

    Energy Technology Data Exchange (ETDEWEB)

    Gil, Yolanda; Greaves, Mark T.; Hendler, James; Hirsch, Hyam

    2014-10-10

    Computing innovations have fundamentally changed many aspects of scientific inquiry. For example, advances in robotics, high-end computing, networking, and databases now underlie much of what we do in science such as gene sequencing, general number crunching, sharing information between scientists, and analyzing large amounts of data. As computing has evolved at a rapid pace, so too has its impact in science, with the most recent computing innovations repeatedly being brought to bear to facilitate new forms of inquiry. Recently, advances in Artificial Intelligence (AI) have deeply penetrated many consumer sectors, including for example Apple’s Siri™ speech recognition system, real-time automated language translation services, and a new generation of self-driving cars and self-navigating drones. However, AI has yet to achieve comparable levels of penetration in scientific inquiry, despite its tremendous potential in aiding computers to help scientists tackle tasks that require scientific reasoning. We contend that advances in AI will transform the practice of science as we are increasingly able to effectively and jointly harness human and machine intelligence in the pursuit of major scientific challenges.

  9. The Particle Beam Optics Interactive Computer Laboratory

    International Nuclear Information System (INIS)

    Gillespie, G.H.; Hill, B.W.; Brown, N.A.; Babcock, R.C.; Martono, H.; Carey, D.C.

    1997-01-01

    The Particle Beam Optics Interactive Computer Laboratory (PBO Lab) is an educational software concept to aid students and professionals in learning about charged particle beams and particle beam optical systems. The PBO Lab is being developed as a cross-platform application and includes four key elements. The first is a graphic user interface shell that provides for a highly interactive learning session. The second is a knowledge database containing information on electric and magnetic optics transport elements. The knowledge database provides interactive tutorials on the fundamental physics of charged particle optics and on the technology used in particle optics hardware. The third element is a graphical construction kit that provides tools for students to interactively and visually construct optical beamlines. The final element is a set of charged particle optics computational engines that compute trajectories, transport beam envelopes, fit parameters to optical constraints and carry out similar calculations for the student designed beamlines. The primary computational engine is provided by the third-order TRANSPORT code. Augmenting TRANSPORT is the multiple ray tracing program TURTLE and a first-order matrix program that includes a space charge model and support for calculating single particle trajectories in the presence of the beam space charge. This paper describes progress on the development of the PBO Lab. copyright 1997 American Institute of Physics

  10. Computational Foundations of Natural Intelligence

    Directory of Open Access Journals (Sweden)

    Marcel van Gerven

    2017-12-01

    Full Text Available New developments in AI and neuroscience are revitalizing the quest to understanding natural intelligence, offering insight about how to equip machines with human-like capabilities. This paper reviews some of the computational principles relevant for understanding natural intelligence and, ultimately, achieving strong AI. After reviewing basic principles, a variety of computational modeling approaches is discussed. Subsequently, I concentrate on the use of artificial neural networks as a framework for modeling cognitive processes. This paper ends by outlining some of the challenges that remain to fulfill the promise of machines that show human-like intelligence.

  11. SEAI: Social Emotional Artificial Intelligence Based on Damasio’s Theory of Mind

    Directory of Open Access Journals (Sweden)

    Lorenzo Cominelli

    2018-02-01

    Full Text Available A socially intelligent robot must be capable to extract meaningful information in real time from the social environment and react accordingly with coherent human-like behavior. Moreover, it should be able to internalize this information, to reason on it at a higher level, build its own opinions independently, and then automatically bias the decision-making according to its unique experience. In the last decades, neuroscience research highlighted the link between the evolution of such complex behavior and the evolution of a certain level of consciousness, which cannot leave out of a body that feels emotions as discriminants and prompters. In order to develop cognitive systems for social robotics with greater human-likeliness, we used an “understanding by building” approach to model and implement a well-known theory of mind in the form of an artificial intelligence, and we tested it on a sophisticated robotic platform. The name of the presented system is SEAI (Social Emotional Artificial Intelligence, a cognitive system specifically conceived for social and emotional robots. It is designed as a bio-inspired, highly modular, hybrid system with emotion modeling and high-level reasoning capabilities. It follows the deliberative/reactive paradigm where a knowledge-based expert system is aimed at dealing with the high-level symbolic reasoning, while a more conventional reactive paradigm is deputed to the low-level processing and control. The SEAI system is also enriched by a model that simulates the Damasio’s theory of consciousness and the theory of Somatic Markers. After a review of similar bio-inspired cognitive systems, we present the scientific foundations and their computational formalization at the basis of the SEAI framework. Then, a deeper technical description of the architecture is disclosed underlining the numerous parallelisms with the human cognitive system. Finally, the influence of artificial emotions and feelings, and their link

  12. BNAIC 2008 : Proceedings of BNAIC 2008, the twentieth Belgian-Dutch Artificial Intelligence Conference

    NARCIS (Netherlands)

    Nijholt, Anton; Pantic, Maja; Poel, Mannes; Hondorp, Hendri

    2008-01-01

    This book contains the proceedings of the 20th edition of the Belgian-Netherlands Conference on Artificial Intelligence. The conference was organized by the Human Media Interaction group of the University of Twente. As usual, the conference was under the auspices of the Belgian-Dutch Association for

  13. Artificial sweeteners in a large Canadian river reflect human consumption in the watershed.

    Directory of Open Access Journals (Sweden)

    John Spoelstra

    Full Text Available Artificial sweeteners have been widely incorporated in human food products for aid in weight loss regimes, dental health protection and dietary control of diabetes. Some of these widely used compounds can pass non-degraded through wastewater treatment systems and are subsequently discharged to groundwater and surface waters. Measurements of artificial sweeteners in rivers used for drinking water production are scarce. In order to determine the riverine concentrations of artificial sweeteners and their usefulness as a tracer of wastewater at the scale of an entire watershed, we analyzed samples from 23 sites along the entire length of the Grand River, a large river in Southern Ontario, Canada, that is impacted by agricultural activities and urban centres. Municipal water from household taps was also sampled from several cities within the Grand River Watershed. Cyclamate, saccharin, sucralose, and acesulfame were found in elevated concentrations despite high rates of biological activity, large daily cycles in dissolved oxygen and shallow river depth. The maximum concentrations that we measured for sucralose (21 µg/L, cyclamate (2.4 µg/L [corrected], and saccharin (7.2 µg/L are the highest reported concentrations of these compounds in surface waters to date anywhere in the world. Acesulfame persists at concentrations that are up to several orders of magnitude above the detection limit over a distance of 300 km and it behaves conservatively in the river, recording the wastewater contribution from the cumulative population in the basin. Acesulfame is a reliable wastewater effluent tracer in rivers. Furthermore, it can be used to assess rates of nutrient assimilation, track wastewater plume dilution, separate human and animal waste contributions and determine the relative persistence of emerging contaminants in impacted watersheds where multiple sources confound the usefulness of other tracers. The effects of artificial sweeteners on aquatic biota

  14. A mobile Nursing Information System based on human-computer interaction design for improving quality of nursing.

    Science.gov (United States)

    Su, Kuo-Wei; Liu, Cheng-Li

    2012-06-01

    A conventional Nursing Information System (NIS), which supports the role of nurse in some areas, is typically deployed as an immobile system. However, the traditional information system can't response to patients' conditions in real-time, causing delays on the availability of this information. With the advances of information technology, mobile devices are increasingly being used to extend the human mind's limited capacity to recall and process large numbers of relevant variables and to support information management, general administration, and clinical practice. Unfortunately, there have been few studies about the combination of a well-designed small-screen interface with a personal digital assistant (PDA) in clinical nursing. Some researchers found that user interface design is an important factor in determining the usability and potential use of a mobile system. Therefore, this study proposed a systematic approach to the development of a mobile nursing information system (MNIS) based on Mobile Human-Computer Interaction (M-HCI) for use in clinical nursing. The system combines principles of small-screen interface design with user-specified requirements. In addition, the iconic functions were designed with metaphor concept that will help users learn the system more quickly with less working-memory. An experiment involving learnability testing, thinking aloud and a questionnaire investigation was conducted for evaluating the effect of MNIS on PDA. The results show that the proposed MNIS is good on learning and higher satisfaction on symbol investigation, terminology and system information.

  15. Towards quantifying dynamic human-human physical interactions for robot assisted stroke therapy.

    Science.gov (United States)

    Mohan, Mayumi; Mendonca, Rochelle; Johnson, Michelle J

    2017-07-01

    Human-Robot Interaction is a prominent field of robotics today. Knowledge of human-human physical interaction can prove vital in creating dynamic physical interactions between human and robots. Most of the current work in studying this interaction has been from a haptic perspective. Through this paper, we present metrics that can be used to identify if a physical interaction occurred between two people using kinematics. We present a simple Activity of Daily Living (ADL) task which involves a simple interaction. We show that we can use these metrics to successfully identify interactions.

  16. Artificial Intelligence in Space Platforms.

    Science.gov (United States)

    1984-12-01

    computer algorithms, there still appears to be a need for Artificial Inteligence techniques in the navigation area. The reason is that navigaion, in...RD-RI32 679 ARTIFICIAL INTELLIGENCE IN SPACE PLRTFORNSMU AIR FORCE 1/𔃼 INST OF TECH WRIGHT-PRTTERSON AFB OH SCHOOL OF ENGINEERING M A WRIGHT DEC 94...i4 Preface The purpose of this study was to analyze the feasibility of implementing Artificial Intelligence techniques to increase autonomy for

  17. Artificial Intelligence and Economic Theories

    OpenAIRE

    Marwala, Tshilidzi; Hurwitz, Evan

    2017-01-01

    The advent of artificial intelligence has changed many disciplines such as engineering, social science and economics. Artificial intelligence is a computational technique which is inspired by natural intelligence such as the swarming of birds, the working of the brain and the pathfinding of the ants. These techniques have impact on economic theories. This book studies the impact of artificial intelligence on economic theories, a subject that has not been extensively studied. The theories that...

  18. Seeing by touch: evaluation of a soft biologically-inspired artificial fingertip in real-time active touch.

    Science.gov (United States)

    Assaf, Tareq; Roke, Calum; Rossiter, Jonathan; Pipe, Tony; Melhuish, Chris

    2014-02-07

    Effective tactile sensing for artificial platforms remains an open issue in robotics. This study investigates the performance of a soft biologically-inspired artificial fingertip in active exploration tasks. The fingertip sensor replicates the mechanisms within human skin and offers a robust solution that can be used both for tactile sensing and gripping/manipulating objects. The softness of the optical sensor's contact surface also allows safer interactions with objects. High-level tactile features such as edges are extrapolated from the sensor's output and the information is used to generate a tactile image. The work presented in this paper aims to investigate and evaluate this artificial fingertip for 2D shape reconstruction. The sensor was mounted on a robot arm to allow autonomous exploration of different objects. The sensor and a number of human participants were then tested for their abilities to track the raised perimeters of different planar objects and compared. By observing the technique and accuracy of the human subjects, simple but effective parameters were determined in order to evaluate the artificial system's performance. The results prove the capability of the sensor in such active exploration tasks, with a comparable performance to the human subjects despite it using tactile data alone whereas the human participants were also able to use proprioceptive cues.

  19. The new world atlas of artificial night sky brightness.

    Science.gov (United States)

    Falchi, Fabio; Cinzano, Pierantonio; Duriscoe, Dan; Kyba, Christopher C M; Elvidge, Christopher D; Baugh, Kimberly; Portnov, Boris A; Rybnikova, Nataliya A; Furgoni, Riccardo

    2016-06-01

    Artificial lights raise night sky luminance, creating the most visible effect of light pollution-artificial skyglow. Despite the increasing interest among scientists in fields such as ecology, astronomy, health care, and land-use planning, light pollution lacks a current quantification of its magnitude on a global scale. To overcome this, we present the world atlas of artificial sky luminance, computed with our light pollution propagation software using new high-resolution satellite data and new precision sky brightness measurements. This atlas shows that more than 80% of the world and more than 99% of the U.S. and European populations live under light-polluted skies. The Milky Way is hidden from more than one-third of humanity, including 60% of Europeans and nearly 80% of North Americans. Moreover, 23% of the world's land surfaces between 75°N and 60°S, 88% of Europe, and almost half of the United States experience light-polluted nights.

  20. Pseudo-interactive monitoring in distributed computing

    International Nuclear Information System (INIS)

    Sfiligoi, I.; Bradley, D.; Livny, M.

    2009-01-01

    Distributed computing, and in particular Grid computing, enables physicists to use thousands of CPU days worth of computing every day, by submitting thousands of compute jobs. Unfortunately, a small fraction of such jobs regularly fail; the reasons vary from disk and network problems to bugs in the user code. A subset of these failures result in jobs being stuck for long periods of time. In order to debug such failures, interactive monitoring is highly desirable; users need to browse through the job log files and check the status of the running processes. Batch systems typically don't provide such services; at best, users get job logs at job termination, and even this may not be possible if the job is stuck in an infinite loop. In this paper we present a novel approach of using regular batch system capabilities of Condor to enable users to access the logs and processes of any running job. This does not provide true interactive access, so commands like vi are not viable, but it does allow operations like ls, cat, top, ps, lsof, netstat and dumping the stack of any process owned by the user; we call this pseudo-interactive monitoring. It is worth noting that the same method can be used to monitor Grid jobs in a glidein-based environment. We further believe that the same mechanism could be applied to many other batch systems.

  1. Pseudo-interactive monitoring in distributed computing

    International Nuclear Information System (INIS)

    Sfiligoi, I; Bradley, D; Livny, M

    2010-01-01

    Distributed computing, and in particular Grid computing, enables physicists to use thousands of CPU days worth of computing every day, by submitting thousands of compute jobs. Unfortunately, a small fraction of such jobs regularly fail; the reasons vary from disk and network problems to bugs in the user code. A subset of these failures result in jobs being stuck for long periods of time. In order to debug such failures, interactive monitoring is highly desirable; users need to browse through the job log files and check the status of the running processes. Batch systems typically don't provide such services; at best, users get job logs at job termination, and even this may not be possible if the job is stuck in an infinite loop. In this paper we present a novel approach of using regular batch system capabilities of Condor to enable users to access the logs and processes of any running job. This does not provide true interactive access, so commands like vi are not viable, but it does allow operations like ls, cat, top, ps, lsof, netstat and dumping the stack of any process owned by the user; we call this pseudo-interactive monitoring. It is worth noting that the same method can be used to monitor Grid jobs in a glidein-based environment. We further believe that the same mechanism could be applied to many other batch systems.

  2. Pseudo-interactive monitoring in distributed computing

    Energy Technology Data Exchange (ETDEWEB)

    Sfiligoi, I.; /Fermilab; Bradley, D.; Livny, M.; /Wisconsin U., Madison

    2009-05-01

    Distributed computing, and in particular Grid computing, enables physicists to use thousands of CPU days worth of computing every day, by submitting thousands of compute jobs. Unfortunately, a small fraction of such jobs regularly fail; the reasons vary from disk and network problems to bugs in the user code. A subset of these failures result in jobs being stuck for long periods of time. In order to debug such failures, interactive monitoring is highly desirable; users need to browse through the job log files and check the status of the running processes. Batch systems typically don't provide such services; at best, users get job logs at job termination, and even this may not be possible if the job is stuck in an infinite loop. In this paper we present a novel approach of using regular batch system capabilities of Condor to enable users to access the logs and processes of any running job. This does not provide true interactive access, so commands like vi are not viable, but it does allow operations like ls, cat, top, ps, lsof, netstat and dumping the stack of any process owned by the user; we call this pseudo-interactive monitoring. It is worth noting that the same method can be used to monitor Grid jobs in a glidein-based environment. We further believe that the same mechanism could be applied to many other batch systems.

  3. Creating a two-layered augmented artificial immune system for application to computer network intrusion detection

    Science.gov (United States)

    Judge, Matthew G.; Lamont, Gary B.

    2009-05-01

    Computer network security has become a very serious concern of commercial, industrial, and military organizations due to the increasing number of network threats such as outsider intrusions and insider covert activities. An important security element of course is network intrusion detection which is a difficult real world problem that has been addressed through many different solution attempts. Using an artificial immune system has been shown to be one of the most promising results. By enhancing jREMISA, a multi-objective evolutionary algorithm inspired artificial immune system, with a secondary defense layer; we produce improved accuracy of intrusion classification and a flexibility in responsiveness. This responsiveness can be leveraged to provide a much more powerful and accurate system, through the use of increased processing time and dedicated hardware which has the flexibility of being located out of band.

  4. Prediction of pork loin quality using online computer vision system and artificial intelligence model.

    Science.gov (United States)

    Sun, Xin; Young, Jennifer; Liu, Jeng-Hung; Newman, David

    2018-06-01

    The objective of this project was to develop a computer vision system (CVS) for objective measurement of pork loin under industry speed requirement. Color images of pork loin samples were acquired using a CVS. Subjective color and marbling scores were determined according to the National Pork Board standards by a trained evaluator. Instrument color measurement and crude fat percentage were used as control measurements. Image features (18 color features; 1 marbling feature; 88 texture features) were extracted from whole pork loin color images. Artificial intelligence prediction model (support vector machine) was established for pork color and marbling quality grades. The results showed that CVS with support vector machine modeling reached the highest prediction accuracy of 92.5% for measured pork color score and 75.0% for measured pork marbling score. This research shows that the proposed artificial intelligence prediction model with CVS can provide an effective tool for predicting color and marbling in the pork industry at online speeds. Copyright © 2018 Elsevier Ltd. All rights reserved.

  5. Philosophical foundations of artificial consciousness.

    Science.gov (United States)

    Chrisley, Ron

    2008-10-01

    Consciousness is often thought to be that aspect of mind that is least amenable to being understood or replicated by artificial intelligence (AI). The first-personal, subjective, what-it-is-like-to-be-something nature of consciousness is thought to be untouchable by the computations, algorithms, processing and functions of AI method. Since AI is the most promising avenue toward artificial consciousness (AC), the conclusion many draw is that AC is even more doomed than AI supposedly is. The objective of this paper is to evaluate the soundness of this inference. The results are achieved by means of conceptual analysis and argumentation. It is shown that pessimism concerning the theoretical possibility of artificial consciousness is unfounded, based as it is on misunderstandings of AI, and a lack of awareness of the possible roles AI might play in accounting for or reproducing consciousness. This is done by making some foundational distinctions relevant to AC, and using them to show that some common reasons given for AC scepticism do not touch some of the (usually neglected) possibilities for AC, such as prosthetic, discriminative, practically necessary, and lagom (necessary-but-not-sufficient) AC. Along the way three strands of the author's work in AC--interactive empiricism, synthetic phenomenology, and ontologically conservative heterophenomenology--are used to illustrate and motivate the distinctions and the defences of AC they make possible.

  6. Artificial sweeteners and human bladder cancer.

    Science.gov (United States)

    Howe, G R; Burch, J D; Miller, A B; Morrison, B; Gordon, P; Weldon, L; Chambers, L W; Fodor, G; Winsor, G M

    1977-09-17

    A positive association between the use of artificial sweetners, particularly saccharin, and risk of bladder cancer in males has been observed in a case-control study of 480 men and 152 women in three Provinces in Canada. The risk ratio for ever versus never used is 1-6 for males (P=0-009, one-tailed test), and a significant dose-response relationship was obtained for both duration and frequency of use. The population attributable risk for males is estimated at 7%, though for diabetics, who have a similar risk ratio for artificial sweetner use as non-diabetics, the attributable risk is 33%.

  7. Cat Swarm Optimization Based Functional Link Artificial Neural Network Filter for Gaussian Noise Removal from Computed Tomography Images

    Directory of Open Access Journals (Sweden)

    M. Kumar

    2016-01-01

    Full Text Available Gaussian noise is one of the dominant noises, which degrades the quality of acquired Computed Tomography (CT image data. It creates difficulties in pathological identification or diagnosis of any disease. Gaussian noise elimination is desirable to improve the clarity of a CT image for clinical, diagnostic, and postprocessing applications. This paper proposes an evolutionary nonlinear adaptive filter approach, using Cat Swarm Functional Link Artificial Neural Network (CS-FLANN to remove the unwanted noise. The structure of the proposed filter is based on the Functional Link Artificial Neural Network (FLANN and the Cat Swarm Optimization (CSO is utilized for the selection of optimum weight of the neural network filter. The applied filter has been compared with the existing linear filters, like the mean filter and the adaptive Wiener filter. The performance indices, such as peak signal to noise ratio (PSNR, have been computed for the quantitative analysis of the proposed filter. The experimental evaluation established the superiority of the proposed filtering technique over existing methods.

  8. Applied Computational Mathematics in Social Sciences

    CERN Document Server

    Damaceanu, Romulus-Catalin

    2010-01-01

    Applied Computational Mathematics in Social Sciences adopts a modern scientific approach that combines knowledge from mathematical modeling with various aspects of social science. Special algorithms can be created to simulate an artificial society and a detailed analysis can subsequently be used to project social realities. This Ebook specifically deals with computations using the NetLogo platform, and is intended for researchers interested in advanced human geography and mathematical modeling studies.

  9. Artificial life and life artificialization in Tron

    Directory of Open Access Journals (Sweden)

    Carolina Dantas Figueiredo

    2012-12-01

    Full Text Available Cinema constantly shows the struggle between the men and artificial intelligences. Fiction, and more specifically fiction films, lends itself to explore possibilities asking “what if?”. “What if”, in this case, is related to the eventual rebellion of artificial intelligences, theme explored in the movies Tron (1982 and Tron Legacy (2010 trat portray the conflict between programs and users. The present paper examines these films, observing particularly the possibility programs empowering. Finally, is briefly mentioned the concept of cyborg as a possibility of response to human concerns.

  10. Developing human technology curriculum

    Directory of Open Access Journals (Sweden)

    Teija Vainio

    2012-10-01

    Full Text Available During the past ten years expertise in human-computer interaction has shifted from humans interacting with desktop computers to individual human beings or groups of human beings interacting with embedded or mobile technology. Thus, humans are not only interacting with computers but with technology. Obviously, this shift should be reflected in how we educate human-technology interaction (HTI experts today and in the future. We tackle this educational challenge first by analysing current Master’s-level education in collaboration with two universities and second, discussing postgraduate education in the international context. As a result, we identified core studies that should be included in the HTI curriculum. Furthermore, we discuss some practical challenges and new directions for international HTI education.

  11. Means of Question-Answer Interaction for Collaborative Development Activity

    Directory of Open Access Journals (Sweden)

    Petr Sosnin

    2009-01-01

    Full Text Available The key problem of successful developing of the software intensive system (SIS is adequate conceptual interactions of stakeholders at the early stages of designing. Nowadays the success of development is extremely low. It can be increased with using artificial intelligence (AI means including models of reasoning supported by the human-computer interaction in collaborative development activity. In this paper, a number of question-answer means for modeling reasoning are suggested. Such kind of means is defined and implemented in order to get effects of integrating the collective reasoning for their positive influence on the intellectual activity of designers. Question-answer means are arranged as a specialized processor opening the possibility to question-answer programming of the tasks on the conceptual stage of designing. Suggested and investigated means can be used for solving any complicated task.

  12. Making IBM's Computer, Watson, Human

    Science.gov (United States)

    Rachlin, Howard

    2012-01-01

    This essay uses the recent victory of an IBM computer (Watson) in the TV game, "Jeopardy," to speculate on the abilities Watson would need, in addition to those it has, to be human. The essay's basic premise is that to be human is to behave as humans behave and to function in society as humans function. Alternatives to this premise are considered…

  13. Studying the neurobiology of human social interaction: Making the case for ecological validity.

    Science.gov (United States)

    Hogenelst, Koen; Schoevers, Robert A; aan het Rot, Marije

    2015-01-01

    With this commentary we make the case for an increased focus on the ecological validity of the measures used to assess aspects of human social functioning. Impairments in social functioning are seen in many types of psychopathology, negatively affecting the lives of psychiatric patients and those around them. Yet the neurobiology underlying abnormal social interaction remains unclear. As an example of human social neuroscience research with relevance to biological psychiatry and clinical psychopharmacology, this commentary discusses published experimental studies involving manipulation of the human brain serotonin system that included assessments of social behavior. To date, these studies have mostly been laboratory-based and included computer tasks, observations by others, or single-administration self-report measures. Most laboratory measures used so far inform about the role of serotonin in aspects of social interaction, but the relevance for real-life interaction is often unclear. Few studies have used naturalistic assessments in real life. We suggest several laboratory methods with high ecological validity as well as ecological momentary assessment, which involves intensive repeated measures in naturalistic settings. In sum, this commentary intends to stimulate experimental research on the neurobiology of human social interaction as it occurs in real life.

  14. Introduction to Concepts in Artificial Neural Networks

    Science.gov (United States)

    Niebur, Dagmar

    1995-01-01

    This introduction to artificial neural networks summarizes some basic concepts of computational neuroscience and the resulting models of artificial neurons. The terminology of biological and artificial neurons, biological and machine learning and neural processing is introduced. The concepts of supervised and unsupervised learning are explained with examples from the power system area. Finally, a taxonomy of different types of neurons and different classes of artificial neural networks is presented.

  15. Mitochondrial damage and cytoskeleton reorganization in human dermal fibroblasts exposed to artificial visible light similar to screen-emitted light.

    Science.gov (United States)

    Rascalou, Adeline; Lamartine, Jérôme; Poydenot, Pauline; Demarne, Frédéric; Bechetoille, Nicolas

    2018-05-05

    Artificial visible light is everywhere in modern life. Social communication confronts us with screens of all kinds, and their use is on the rise. We are therefore increasingly exposed to artificial visible light, the effects of which on skin are poorly known. The purpose of this study was to model the artificial visible light emitted by electronic devices and assess its effect on normal human fibroblasts. The spectral irradiance emitted by electronic devices was optically measured and equipment was developed to accurately reproduce such artificial visible light. Effects on normal human fibroblasts were analyzed on human genome microarray-based gene expression analysis. At cellular level, visualization and image analysis were performed on the mitochondrial network and F-actin cytoskeleton. Cell proliferation, ATP release and type I procollagen secretion were also measured. We developed a device consisting of 36 LEDs simultaneously emitting blue, green and red light at distinct wavelengths (450 nm, 525 nm and 625 nm) with narrow spectra and equivalent radiant power for the three colors. A dose of 99 J/cm 2 artificial visible light was selected so as not to induce cell mortality following exposure. Microarray analysis revealed 2984 light-modulated transcripts. Functional annotation of light-responsive genes revealed several enriched functions including, amongst others, the "mitochondria" and "integrin signaling" categories. Selected results were confirmed by real-time quantitative PCR, analyzing 24 genes representing these two categories. Analysis of micro-patterned culture plates showed marked fragmentation of the mitochondrial network and disorganization of the F-actin cytoskeleton following exposure. Functionally, there was considerable impairment of cell growth and spread, ATP release and type I procollagen secretion in exposed fibroblasts. Artificial visible light induces drastic molecular and cellular changes in normal human fibroblasts. This may impede

  16. Why Robots Should Be Social: Enhancing Machine Learning through Social Human-Robot Interaction

    Science.gov (United States)

    de Greeff, Joachim; Belpaeme, Tony

    2015-01-01

    Social learning is a powerful method for cultural propagation of knowledge and skills relying on a complex interplay of learning strategies, social ecology and the human propensity for both learning and tutoring. Social learning has the potential to be an equally potent learning strategy for artificial systems and robots in specific. However, given the complexity and unstructured nature of social learning, implementing social machine learning proves to be a challenging problem. We study one particular aspect of social machine learning: that of offering social cues during the learning interaction. Specifically, we study whether people are sensitive to social cues offered by a learning robot, in a similar way to children’s social bids for tutoring. We use a child-like social robot and a task in which the robot has to learn the meaning of words. For this a simple turn-based interaction is used, based on language games. Two conditions are tested: one in which the robot uses social means to invite a human teacher to provide information based on what the robot requires to fill gaps in its knowledge (i.e. expression of a learning preference); the other in which the robot does not provide social cues to communicate a learning preference. We observe that conveying a learning preference through the use of social cues results in better and faster learning by the robot. People also seem to form a “mental model” of the robot, tailoring the tutoring to the robot’s performance as opposed to using simply random teaching. In addition, the social learning shows a clear gender effect with female participants being responsive to the robot’s bids, while male teachers appear to be less receptive. This work shows how additional social cues in social machine learning can result in people offering better quality learning input to artificial systems, resulting in improved learning performance. PMID:26422143

  17. Why Robots Should Be Social: Enhancing Machine Learning through Social Human-Robot Interaction.

    Science.gov (United States)

    de Greeff, Joachim; Belpaeme, Tony

    2015-01-01

    Social learning is a powerful method for cultural propagation of knowledge and skills relying on a complex interplay of learning strategies, social ecology and the human propensity for both learning and tutoring. Social learning has the potential to be an equally potent learning strategy for artificial systems and robots in specific. However, given the complexity and unstructured nature of social learning, implementing social machine learning proves to be a challenging problem. We study one particular aspect of social machine learning: that of offering social cues during the learning interaction. Specifically, we study whether people are sensitive to social cues offered by a learning robot, in a similar way to children's social bids for tutoring. We use a child-like social robot and a task in which the robot has to learn the meaning of words. For this a simple turn-based interaction is used, based on language games. Two conditions are tested: one in which the robot uses social means to invite a human teacher to provide information based on what the robot requires to fill gaps in its knowledge (i.e. expression of a learning preference); the other in which the robot does not provide social cues to communicate a learning preference. We observe that conveying a learning preference through the use of social cues results in better and faster learning by the robot. People also seem to form a "mental model" of the robot, tailoring the tutoring to the robot's performance as opposed to using simply random teaching. In addition, the social learning shows a clear gender effect with female participants being responsive to the robot's bids, while male teachers appear to be less receptive. This work shows how additional social cues in social machine learning can result in people offering better quality learning input to artificial systems, resulting in improved learning performance.

  18. Why Robots Should Be Social: Enhancing Machine Learning through Social Human-Robot Interaction.

    Directory of Open Access Journals (Sweden)

    Joachim de Greeff

    Full Text Available Social learning is a powerful method for cultural propagation of knowledge and skills relying on a complex interplay of learning strategies, social ecology and the human propensity for both learning and tutoring. Social learning has the potential to be an equally potent learning strategy for artificial systems and robots in specific. However, given the complexity and unstructured nature of social learning, implementing social machine learning proves to be a challenging problem. We study one particular aspect of social machine learning: that of offering social cues during the learning interaction. Specifically, we study whether people are sensitive to social cues offered by a learning robot, in a similar way to children's social bids for tutoring. We use a child-like social robot and a task in which the robot has to learn the meaning of words. For this a simple turn-based interaction is used, based on language games. Two conditions are tested: one in which the robot uses social means to invite a human teacher to provide information based on what the robot requires to fill gaps in its knowledge (i.e. expression of a learning preference; the other in which the robot does not provide social cues to communicate a learning preference. We observe that conveying a learning preference through the use of social cues results in better and faster learning by the robot. People also seem to form a "mental model" of the robot, tailoring the tutoring to the robot's performance as opposed to using simply random teaching. In addition, the social learning shows a clear gender effect with female participants being responsive to the robot's bids, while male teachers appear to be less receptive. This work shows how additional social cues in social machine learning can result in people offering better quality learning input to artificial systems, resulting in improved learning performance.

  19. Diagnostic performance of cone-beam computed tomography on detection of mechanically-created artificial secondary caries

    Energy Technology Data Exchange (ETDEWEB)

    Charuakkra, Arnon; Prapayasatok, Sangsom; Janhom, Apirum; Pongsirwet, Surawut; Verochana, Karune; Mahasantipiya, Phattaranant [Faculty of Dentistry, Chiang Mai University, Chiang Mai (Thailand)

    2011-12-15

    The aim of this study was to compare the diagnostic accuracy of cone-beam computed tomography (CBCT) images and bitewing images in detection of secondary caries. One hundred and twenty proximal slots of Class II cavities were randomly prepared on human premolar and molar teeth, and restored with amalgam (n=60) and composite resin (n=60). Then, artificial secondary caries lesions were randomly created using round steel No. 4 bur. The teeth were radiographed with a conventional bitewing technique and two CBCT systems; Pax-500ECT and Promax 3D. All images were evaluated by five observers. The area under the receiver operating characteristic (ROC) curve (Az) was used to evaluate the diagnostic accuracy. Significant difference was tested using the Friedman test (p value<0.05). The mean Az values for bitewing, Pax-500ECT, and Promax 3D imaging systems were 0.882, 0.995, and 0.978, respectively. Significant differences were found between the two CBCT systems and film (p=0.007). For CBCT systems, the axial plane showed the greatest Az value. Based on the design of this study, CBCT images were better than bitewing radiographs in detection of secondary caries.

  20. Diagnostic performance of cone-beam computed tomography on detection of mechanically-created artificial secondary caries

    International Nuclear Information System (INIS)

    Charuakkra, Arnon; Prapayasatok, Sangsom; Janhom, Apirum; Pongsirwet, Surawut; Verochana, Karune; Mahasantipiya, Phattaranant

    2011-01-01

    The aim of this study was to compare the diagnostic accuracy of cone-beam computed tomography (CBCT) images and bitewing images in detection of secondary caries. One hundred and twenty proximal slots of Class II cavities were randomly prepared on human premolar and molar teeth, and restored with amalgam (n=60) and composite resin (n=60). Then, artificial secondary caries lesions were randomly created using round steel No. 4 bur. The teeth were radiographed with a conventional bitewing technique and two CBCT systems; Pax-500ECT and Promax 3D. All images were evaluated by five observers. The area under the receiver operating characteristic (ROC) curve (Az) was used to evaluate the diagnostic accuracy. Significant difference was tested using the Friedman test (p value<0.05). The mean Az values for bitewing, Pax-500ECT, and Promax 3D imaging systems were 0.882, 0.995, and 0.978, respectively. Significant differences were found between the two CBCT systems and film (p=0.007). For CBCT systems, the axial plane showed the greatest Az value. Based on the design of this study, CBCT images were better than bitewing radiographs in detection of secondary caries.