5 resultados para Specific Learning Disabilities

em Massachusetts Institute of Technology


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In many different spatial discrimination tasks, such as in determining the sign of the offset in a vernier stimulus, the human visual system exhibits hyperacuity-level performance by evaluating spatial relations with the precision of a fraction of a photoreceptor"s diameter. We propose that this impressive performance depends in part on a fast learning process that uses relatively few examples and occurs at an early processing stage in the visual pathway. We show that this hypothesis is plausible by demonstrating that it is possible to synthesize, from a small number of examples of a given task, a simple (HyperBF) network that attains the required performance level. We then verify with psychophysical experiments some of the key predictions of our conjecture. In particular, we show that fast timulus-specific learning indeed takes place in the human visual system and that this learning does not transfer between two slightly different hyperacuity tasks.

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We report a series of psychophysical experiments that explore different aspects of the problem of object representation and recognition in human vision. Contrary to the paradigmatic view which holds that the representations are three-dimensional and object-centered, the results consistently support the notion of view-specific representations that include at most partial depth information. In simulated experiments that involved the same stimuli shown to the human subjects, computational models built around two-dimensional multiple-view representations replicated our main psychophysical results, including patterns of generalization errors and the time course of perceptual learning.

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This thesis presents a learning based approach for detecting classes of objects and patterns with variable image appearance but highly predictable image boundaries. It consists of two parts. In part one, we introduce our object and pattern detection approach using a concrete human face detection example. The approach first builds a distribution-based model of the target pattern class in an appropriate feature space to describe the target's variable image appearance. It then learns from examples a similarity measure for matching new patterns against the distribution-based target model. The approach makes few assumptions about the target pattern class and should therefore be fairly general, as long as the target class has predictable image boundaries. Because our object and pattern detection approach is very much learning-based, how well a system eventually performs depends heavily on the quality of training examples it receives. The second part of this thesis looks at how one can select high quality examples for function approximation learning tasks. We propose an {em active learning} formulation for function approximation, and show for three specific approximation function classes, that the active example selection strategy learns its target with fewer data samples than random sampling. We then simplify the original active learning formulation, and show how it leads to a tractable example selection paradigm, suitable for use in many object and pattern detection problems.

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This thesis examines the problem of an autonomous agent learning a causal world model of its environment. Previous approaches to learning causal world models have concentrated on environments that are too "easy" (deterministic finite state machines) or too "hard" (containing much hidden state). We describe a new domain --- environments with manifest causal structure --- for learning. In such environments the agent has an abundance of perceptions of its environment. Specifically, it perceives almost all the relevant information it needs to understand the environment. Many environments of interest have manifest causal structure and we show that an agent can learn the manifest aspects of these environments quickly using straightforward learning techniques. We present a new algorithm to learn a rule-based causal world model from observations in the environment. The learning algorithm includes (1) a low level rule-learning algorithm that converges on a good set of specific rules, (2) a concept learning algorithm that learns concepts by finding completely correlated perceptions, and (3) an algorithm that learns general rules. In addition this thesis examines the problem of finding a good expert from a sequence of experts. Each expert has an "error rate"; we wish to find an expert with a low error rate. However, each expert's error rate and the distribution of error rates are unknown. A new expert-finding algorithm is presented and an upper bound on the expected error rate of the expert is derived.

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As AI has begun to reach out beyond its symbolic, objectivist roots into the embodied, experientialist realm, many projects are exploring different aspects of creating machines which interact with and respond to the world as humans do. Techniques for visual processing, object recognition, emotional response, gesture production and recognition, etc., are necessary components of a complete humanoid robot. However, most projects invariably concentrate on developing a few of these individual components, neglecting the issue of how all of these pieces would eventually fit together. The focus of the work in this dissertation is on creating a framework into which such specific competencies can be embedded, in a way that they can interact with each other and build layers of new functionality. To be of any practical value, such a framework must satisfy the real-world constraints of functioning in real-time with noisy sensors and actuators. The humanoid robot Cog provides an unapologetically adequate platform from which to take on such a challenge. This work makes three contributions to embodied AI. First, it offers a general-purpose architecture for developing behavior-based systems distributed over networks of PC's. Second, it provides a motor-control system that simulates several biological features which impact the development of motor behavior. Third, it develops a framework for a system which enables a robot to learn new behaviors via interacting with itself and the outside world. A few basic functional modules are built into this framework, enough to demonstrate the robot learning some very simple behaviors taught by a human trainer. A primary motivation for this project is the notion that it is practically impossible to build an "intelligent" machine unless it is designed partly to build itself. This work is a proof-of-concept of such an approach to integrating multiple perceptual and motor systems into a complete learning agent.