8 resultados para Cognitive Architecture

em Universidad Politécnica de Madrid


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Uno de los mayores retos para la comunidad científica es conseguir que las máquinas posean en un futuro la capacidad del sistema visual y cognitivo humanos, de forma que, por ejemplo, en entornos de video vigilancia, puedan llegar a proporcionar de manera automática una descripción fiable de lo que está ocurriendo en la escena. En la presente tesis, mediante la propuesta de un marco de trabajo de referencia, se discuten y plantean los pasos necesarios para el desarrollo de sistemas más inteligentes capaces de extraer y analizar, a diferentes niveles de abstracción y mediante distintos módulos de procesamiento independientes, la información necesaria para comprender qué está sucediendo en un conjunto amplio de escenarios de distinta naturaleza. Se parte de un análisis de requisitos y se identifican los retos para este tipo de sistemas en la actualidad, lo que constituye en sí mismo los objetivos de esta tesis, contribuyendo así a un modelo de datos basado en el conocimiento que permitirá analizar distintas situaciones en las que personas y vehículos son los actores principales, dejando no obstante la puerta abierta a la adaptación a otros dominios. Así mismo, se estudian los distintos procesos que se pueden lanzar a nivel interno así como la necesidad de integrar mecanismos de realimentación a distintos niveles que permitan al sistema adaptarse mejor a cambios en el entorno. Como resultado, se propone un marco de referencia jerárquico que integra las capacidades de percepción, interpretación y aprendizaje para superar los retos identificados en este ámbito; y así poder desarrollar sistemas de vigilancia más robustos, flexibles e inteligentes, capaces de operar en una variedad de entornos. Resultados experimentales ejecutados sobre distintas muestras de datos (secuencias de vídeo principalmente) demuestran la efectividad del marco de trabajo propuesto respecto a otros propuestos en el pasado. Un primer caso de estudio, permite demostrar la creación de un sistema de monitorización de entornos de parking en exteriores para la detección de vehículos y el análisis de plazas libres de aparcamiento. Un segundo caso de estudio, permite demostrar la flexibilidad del marco de referencia propuesto para adaptarse a los requisitos de un entorno de vigilancia completamente distinto, como es un hogar inteligente donde el análisis automático de actividades de la vida cotidiana centra la atención del estudio. ABSTRACT One of the most ambitious objectives for the Computer Vision and Pattern Recognition research community is that machines can achieve similar capacities to the human's visual and cognitive system, and thus provide a trustworthy description of what is happening in the scene under surveillance. Thus, a number of well-established scenario understanding architectural frameworks to develop applications working on a variety of environments can be found in the literature. In this Thesis, a highly descriptive methodology for the development of scene understanding applications is presented. It consists of a set of formal guidelines to let machines extract and analyse, at different levels of abstraction and by means of independent processing modules that interact with each other, the necessary information to understand a broad set of different real World surveillance scenarios. Taking into account the challenges that working at both low and high levels offer, we contribute with a highly descriptive knowledge-based data model for the analysis of different situations in which people and vehicles are the main actors, leaving the door open for the development of interesting applications in diverse smart domains. Recommendations to let systems achieve high-level behaviour understanding will be also provided. Furthermore, feedback mechanisms are proposed to be integrated in order to let any system to understand better the environment and the logical context around, reducing thus the uncertainty and noise, and increasing its robustness and precision in front of low-level or high-level errors. As a result, a hierarchical cognitive architecture of reference which integrates the necessary perception, interpretation, attention and learning capabilities to overcome main challenges identified in this area of research is proposed; thus allowing to develop more robust, flexible and smart surveillance systems to cope with the different requirements of a variety of environments. Once crucial issues that should be treated explicitly in the design of this kind of systems have been formulated and discussed, experimental results shows the effectiveness of the proposed framework compared with other proposed in the past. Two case studies were implemented to test the capabilities of the framework. The first case study presents how the proposed framework can be used to create intelligent parking monitoring systems. The second case study demonstrates the flexibility of the system to cope with the requirements of a completely different environment, a smart home where activities of daily living are performed. Finally, general conclusions and future work lines to further enhancing the capabilities of the proposed framework are presented.

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Self-consciousness implies not only self or group recognition, but also real knowledge of one’s own identity. Self-consciousness is only possible if an individual is intelligent enough to formulate an abstract self-representation. Moreover, it necessarily entails the capability of referencing and using this elf-representation in connection with other cognitive features, such as inference, and the anticipation of the consequences of both one’s own and other individuals’ acts. In this paper, a cognitive architecture for self-consciousness is proposed. This cognitive architecture includes several modules: abstraction, self-representation, other individuals'representation, decision and action modules. It includes a learning process of self-representation by direct (self-experience based) and observational learning (based on the observation of other individuals). For model implementation a new approach is taken using Modular Artificial Neural Networks (MANN). For model testing, a virtual environment has been implemented. This virtual environment can be described as a holonic system or holarchy, meaning that it is composed of autonomous entities that behave both as a whole and as part of a greater whole. The system is composed of a certain number of holons interacting. These holons are equipped with cognitive features, such as sensory perception, and a simplified model of personality and self-representation. We explain holons’ cognitive architecture that enables dynamic self-representation. We analyse the effect of holon interaction, focusing on the evolution of the holon’s abstract self-representation. Finally, the results are explained and analysed and conclusions drawn.

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La tesis propone el concepto y diseño de una arquitectura cognitiva para representación de conocimiento profesional especializado en clases de dominios relacionados con el mundo físico. Constituye una extensión de los trabajos de B.Chandrasekaran, potenciando el concepto de arquitectura basada en tareas genéricas propuesta por dicho autor. En base a la arquitectura propuesta, se ha desarrollado un entorno como herramienta de construcción de sistemas expertos de segunda generación, así como un lenguaje para programación cognitiva (DECON)- Dicho entorno, programado en lenguaje C sobre UNIX, ha sido utilizado para el desarrollo de un sistema para predicción de avenidas en la Cuenca Hidrográfica del Jucar, en el marco del proyecto SAIH. Primeramente, la tesis plantea el problema de la modelización del comportamiento de los sistemas físicos, reflejando las limitaciones de las formas clásicas de representación del conocimiento para abordar dicho problema, así como los principales enfoques más recientes basados en el concepto de arquitectura cognitiva y en las técnicas de simulación cualitativa. Se realiza después una síntesis de la arquitectura propuesta, a nivel del conocimiento, para detallar posteriormente su desarrollo a nivel simbólico y de implementación, así como el método general para la construcción de modelos sobre la arquitectura. Se muestra también un resumen de los principales aspectos del desarrollo de software. Finalmente, en forma de anejos, se presenta un caso de estudio, el sistema SIRAH (Sistema Inteligente de Razonamiento Hidrológico), junto con la gramática formal del lenguaje de soporte para la definición de modelos.---ABSTRACT---The thesis proposes the concept and design of a cognitive architecture for professional knowledge representation, specialized in domain classes related to the physical world. It is an extensión of the Chandrasekaran's work, improving the concept of Generic Task based architecture introduced by this author. Based on the proposed architecture, an environment has been developed, as a case of second generation building expert systems tool, as well as a language for cognitive programming (DECON). The environment, programmed in C lenguage on UNIX operating system, has been used to develop a system for flood prediction in the Jucar watershed, inside of the SAIH project. Firstly, the behavior modeling problem of physical systems is discussed, showing the limitations of the classical representations to tackle it, beside the most recent approaches based on cognitive architecture concepts and qualitative simulation technique. An overview of the architecture at the knowledge level is then made, being followed by its symbolic and implementation level description, as well as a general guideline for building models on top of the architecture. The main aspects of software development are also introduced. Finaly, as annexes, a case of study -the SIRAH system (Sistema Inteligente de RAzonamiento Hidrológico)- is introduced, along with the formal grammar of the support language for model definition.

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as tecnologías emergentes como el cloud computing y los dispositivos móviles están creando una oportunidad sin precedentes para mejorar el sistema educativo, permitiendo tanto a los educadores personalizar y mejorar la experiencia de aprendizaje, como facilitar a los estudiantes que adquieran conocimientos sin importar dónde estén. Por otra parte, a través de técnicas de gamificacion será posible promover y motivar a los estudiantes a que aprendan materias arduas haciendo que la experiencia sea más motivadora. Los juegos móviles pueden ser el camino correcto para dar soporte a esta experiencia de aprendizaje mejorada. Este proyecto integra el diseño y desarrollo de una arquitectura en la nube altamente escalable y con alto rendimiento, así como el propio cliente de iOS, para dar soporte a una nueva version de Temporis, un juego móvil multijugador orientado a reordenar eventos históricos en una línea temporal (e.j. historia, arte, deportes, entretenimiento y literatura). Temporis actualmente está disponible en Google Play. Esta memoria describe el desarrollo de la nueva versión de Temporis (Temporis v.2.0) proporcionando detalles acerca de la mejora y adaptación basados en el Temporis original. En particular se describe el nuevo backend hecho en Go sobre Google App Engine creado para soportar miles de usuarios, asó como otras características por ejemplo como conseguir enviar noticaciones push desde la propia plataforma. Por último, el cliente de iOS en Temporis v.2.0 se ha desarrollado utilizando las últimas y más relevantes tecnologías, prestando especial atención a Swift (el lenguaje de programación nuevo de Apple, que es seguro y rápido), el Paradigma Funcional Reactivo (que ayuda a construir aplicaciones altamente interactivas además de a minimizar errores) y la arquitectura VIPER (una arquitectura que sigue los principios SOLID, se centra en la separación de asuntos y favorece la reutilización de código en otras plataformas). ABSTRACT Emerging technologies such as cloud computing and mobile devices are creating an unprecedented opportunity for enhancing the educational system, letting both educators customize and improve the learning experience, and students acquire knowledge regardless of where they are. Moreover, through gamification techniques it would be possible to encourage and motivate students to learn arduous subjects by making the experience more motivating. Mobile games can be a perfect vehicle to support this enhanced learning experience. This project integrates the design and development of a highly scalable and performant cloud architecture, as well as the iOS client that uses it, in order to provide support to a new version of Temporis, a mobile multiplayer game focused on ordering time-based (e.g. history, art, sports, entertainment and literature) in a timeline that currently is available on Google Play. This work describes the development of the new Temporis version (Temporis v.2.0), providing details about improvements and details on the adaptation of the original Temporis. In particular, the new Google App Engine backend is described, which was created to support thousand of users developed in Go language are provided, in addition to other features like how to achieve push notications in this platform. Finally, the mobile iOS client developed using the latest and more relevant technologies is explained paying special attention to Swift (Apple's new programming language, that is safe and fast), the Functional Reactive Paradigm (that helps building highly interactive apps while minimizing bugs) and the VIPER architecture (a SOLID architecture that enforces separation of concerns and makes it easy to reuse code for other platforms).

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sharedcircuitmodels is presented in this work. The sharedcircuitsmodelapproach of sociocognitivecapacities recently proposed by Hurley in The sharedcircuitsmodel (SCM): how control, mirroring, and simulation can enable imitation, deliberation, and mindreading. Behavioral and Brain Sciences 31(1) (2008) 1–22 is enriched and improved in this work. A five-layer computational architecture for designing artificialcognitivecontrolsystems is proposed on the basis of a modified sharedcircuitsmodel for emulating sociocognitive experiences such as imitation, deliberation, and mindreading. In order to show the enormous potential of this approach, a simplified implementation is applied to a case study. An artificialcognitivecontrolsystem is applied for controlling force in a manufacturing process that demonstrates the suitability of the suggested approach

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Although most of the research on Cognitive Radio is focused on communication bands above the HF upper limit (30 MHz), Cognitive Radio principles can also be applied to HF communications to make use of the extremely scarce spectrum more efficiently. In this work we consider legacy users as primary users since these users transmit without resorting to any smart procedure, and our stations using the HFDVL (HF Data+Voice Link) architecture as secondary users. Our goal is to enhance an efficient use of the HF band by detecting the presence of uncoordinated primary users and avoiding collisions with them while transmitting in different HF channels using our broad-band HF transceiver. A model of the primary user activity dynamics in the HF band is developed in this work to make short-term predictions of the sojourn time of a primary user in the band and avoid collisions. It is based on Hidden Markov Models (HMM) which are a powerful tool for modelling stochastic random processes and are trained with real measurements of the 14 MHz band. By using the proposed HMM based model, the prediction model achieves an average 10.3% prediction error rate with one minute-long channel knowledge but it can be reduced when this knowledge is extended: with the previous 8 min knowledge, an average 5.8% prediction error rate is achieved. These results suggest that the resulting activity model for the HF band could actually be used to predict primary users activity and included in a future HF cognitive radio based station.

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Cognitive Radio principles can be applied to HF communications to make a more efficient use of the extremely scarce spectrum. In this contribution we focus on analyzing the usage of the available channels done by the legacy users, which are regarded as primary users since they are allowed to transmit without resorting any smart procedure, and consider the possibilities for our stations -over the HFDVL (HF Data+Voice Link) architecture- to participate as secondary users. Our goal is to enhance an efficient use of the HF band by detecting the presence of uncoordinated primary users and avoiding collisions with them while transmitting in different HF channels using our broad-band HF transceiver. A model of the primary user activity dynamics in the HF band is developed in this work. It is based on Hidden Markov Models (HMM) which are a powerful tool for modelling stochastic random processes, and is trained with real measurements from the 14 MHz band.

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The progressive ageing of population has turned the mild cognitive impairment (MCI) into a prevalent disease suffered by elderly. Consequently, the spatial disorientation has become a significant problem for older people and their caregivers. The ambient-assisted living applications are offering location-based services for empowering elderly to go outside and encouraging a greater independence. Therefore, this paper describes the design and technical evaluation of a location-awareness service enabler aimed at supporting and managing probable wandering situations of a person with MCI. Through the presence capabilities of the IP multimedia subsystem (IMS) architecture, the service will alert patient's contacts if a hazardous situation is detected depending on his location. Furthermore, information about the older person's security areas has been included in the user profile managed by IMS. In doing so, the service enabler introduced contribute to “context-awareness” paradigm allowing the adaptation and personalization of services depending on user's context and specific conditions or preferences.