35 resultados para Learning methods
em Universidad Politécnica de Madrid
Resumo:
The objective of this thesis is model some processes from the nature as evolution and co-evolution, and proposing some techniques that can ensure that these learning process really happens and useful to solve some complex problems as Go game. The Go game is ancient and very complex game with simple rules which still is a challenge for the Artificial Intelligence. This dissertation cover some approaches that were applied to solve this problem, proposing solve this problem using competitive and cooperative co-evolutionary learning methods and other techniques proposed by the author. To study, implement and prove these methods were used some neural networks structures, a framework free available and coded many programs. The techniques proposed were coded by the author, performed many experiments to find the best configuration to ensure that co-evolution is progressing and discussed the results. Using co-evolutionary learning processes can be observed some pathologies which could impact co-evolution progress. In this dissertation is introduced some techniques to solve pathologies as loss of gradients, cycling dynamics and forgetting. According to some authors, one solution to solve these co-evolution pathologies is introduce more diversity in populations that are evolving. In this thesis is proposed some techniques to introduce more diversity and some diversity measurements for neural networks structures to monitor diversity during co-evolution. The genotype diversity evolved were analyzed in terms of its impact to global fitness of the strategies evolved and their generalization. Additionally, it was introduced a memory mechanism in the network neural structures to reinforce some strategies in the genes of the neurons evolved with the intention that some good strategies learned are not forgotten. In this dissertation is presented some works from other authors in which cooperative and competitive co-evolution has been applied. The Go board size used in this thesis was 9x9, but can be easily escalated to more bigger boards.The author believe that programs coded and techniques introduced in this dissertation can be used for other domains.
Resumo:
Web-based education or „e-learning‟ has become a critical component in higher education for the last decade, replacing other distance learning methods, such as traditional computer training or correspondence learning. The number of university students who take on-line courses is continuously increasing all over the world. In Spain, nearly a 90% of the universities have an institutional e-learning platform and over 60% of the traditional on-site courses use this technology as a supplement to the traditional face-to-face classes. This new form of learning allows the disappearance of geographical barriers and enables students to schedule their own learning process, among some other advantages. On-line education is developed through specific software called „e-learning platform‟ or „virtual learning environment‟ (VLE). A considerable number of web-based tools to deliver distance courses are currently available. Open source software packages such as Moodle, Sakai, dotLRN or Dokeos are the most commonly used in the virtual campuses of Spanish universities. This paper analyzes the possibilities that virtual learning environments provide university teachers and learners and offers a technical comparison among some of the most popular e-learning learning platforms.
Resumo:
El aprendizaje automático y la cienciometría son las disciplinas científicas que se tratan en esta tesis. El aprendizaje automático trata sobre la construcción y el estudio de algoritmos que puedan aprender a partir de datos, mientras que la cienciometría se ocupa principalmente del análisis de la ciencia desde una perspectiva cuantitativa. Hoy en día, los avances en el aprendizaje automático proporcionan las herramientas matemáticas y estadísticas para trabajar correctamente con la gran cantidad de datos cienciométricos almacenados en bases de datos bibliográficas. En este contexto, el uso de nuevos métodos de aprendizaje automático en aplicaciones de cienciometría es el foco de atención de esta tesis doctoral. Esta tesis propone nuevas contribuciones en el aprendizaje automático que podrían arrojar luz sobre el área de la cienciometría. Estas contribuciones están divididas en tres partes: Varios modelos supervisados (in)sensibles al coste son aprendidos para predecir el éxito científico de los artículos y los investigadores. Los modelos sensibles al coste no están interesados en maximizar la precisión de clasificación, sino en la minimización del coste total esperado derivado de los errores ocasionados. En este contexto, los editores de revistas científicas podrían disponer de una herramienta capaz de predecir el número de citas de un artículo en el fututo antes de ser publicado, mientras que los comités de promoción podrían predecir el incremento anual del índice h de los investigadores en los primeros años. Estos modelos predictivos podrían allanar el camino hacia nuevos sistemas de evaluación. Varios modelos gráficos probabilísticos son aprendidos para explotar y descubrir nuevas relaciones entre el gran número de índices bibliométricos existentes. En este contexto, la comunidad científica podría medir cómo algunos índices influyen en otros en términos probabilísticos y realizar propagación de la evidencia e inferencia abductiva para responder a preguntas bibliométricas. Además, la comunidad científica podría descubrir qué índices bibliométricos tienen mayor poder predictivo. Este es un problema de regresión multi-respuesta en el que el papel de cada variable, predictiva o respuesta, es desconocido de antemano. Los índices resultantes podrían ser muy útiles para la predicción, es decir, cuando se conocen sus valores, el conocimiento de cualquier valor no proporciona información sobre la predicción de otros índices bibliométricos. Un estudio bibliométrico sobre la investigación española en informática ha sido realizado bajo la cultura de publicar o morir. Este estudio se basa en una metodología de análisis de clusters que caracteriza la actividad en la investigación en términos de productividad, visibilidad, calidad, prestigio y colaboración internacional. Este estudio también analiza los efectos de la colaboración en la productividad y la visibilidad bajo diferentes circunstancias. ABSTRACT Machine learning and scientometrics are the scientific disciplines which are covered in this dissertation. Machine learning deals with the construction and study of algorithms that can learn from data, whereas scientometrics is mainly concerned with the analysis of science from a quantitative perspective. Nowadays, advances in machine learning provide the mathematical and statistical tools for properly working with the vast amount of scientometrics data stored in bibliographic databases. In this context, the use of novel machine learning methods in scientometrics applications is the focus of attention of this dissertation. This dissertation proposes new machine learning contributions which would shed light on the scientometrics area. These contributions are divided in three parts: Several supervised cost-(in)sensitive models are learned to predict the scientific success of articles and researchers. Cost-sensitive models are not interested in maximizing classification accuracy, but in minimizing the expected total cost of the error derived from mistakes in the classification process. In this context, publishers of scientific journals could have a tool capable of predicting the citation count of an article in the future before it is published, whereas promotion committees could predict the annual increase of the h-index of researchers within the first few years. These predictive models would pave the way for new assessment systems. Several probabilistic graphical models are learned to exploit and discover new relationships among the vast number of existing bibliometric indices. In this context, scientific community could measure how some indices influence others in probabilistic terms and perform evidence propagation and abduction inference for answering bibliometric questions. Also, scientific community could uncover which bibliometric indices have a higher predictive power. This is a multi-output regression problem where the role of each variable, predictive or response, is unknown beforehand. The resulting indices could be very useful for prediction purposes, that is, when their index values are known, knowledge of any index value provides no information on the prediction of other bibliometric indices. A scientometric study of the Spanish computer science research is performed under the publish-or-perish culture. This study is based on a cluster analysis methodology which characterizes the research activity in terms of productivity, visibility, quality, prestige and international collaboration. This study also analyzes the effects of collaboration on productivity and visibility under different circumstances.
Resumo:
El objetivo principal de este proyecto ha sido introducir aprendizaje automático en la aplicación FleSe. FleSe es una aplicación web que permite realizar consultas borrosas sobre bases de datos nítidos. Para llevar a cabo esta función la aplicación utiliza unos criterios para definir los conceptos borrosos usados para llevar a cabo las consultas. FleSe además permite que el usuario cambie estas personalizaciones. Es aquí donde introduciremos el aprendizaje automático, de tal manera que los criterios por defecto cambien y aprendan en función de las personalizaciones que van realizando los usuarios. Los objetivos secundarios han sido familiarizarse con el desarrollo y diseño web, al igual que recordar y ampliar el conocimiento sobre lógica borrosa y el lenguaje de programación lógica Ciao-Prolog. A lo largo de la realización del proyecto y sobre todo después del estudio de los resultados se demuestra que la agrupación de los usuarios marca la diferencia con la última versión de la aplicación. Esto se basa en la siguiente idea, podemos usar un algoritmo de aprendizaje automático sobre las personalizaciones de los criterios de todos los usuarios, pero la gran diversidad de opiniones de los usuarios puede llevar al algoritmo a concluir criterios erróneos o no representativos. Para solucionar este problema agrupamos a los usuarios intentando que cada grupo tengan la misma opinión o mismo criterio sobre el concepto. Y después de haber realizado las agrupaciones usar el algoritmo de aprendizaje automático para precisar el criterio por defecto de cada grupo de usuarios. Como posibles mejoras para futuras versiones de la aplicación FleSe sería un mejor control y manejo del ejecutable plserver. Este archivo se encarga de permitir a la aplicación web usar el lenguaje de programación lógica Ciao-Prolog para llevar a cabo la lógica borrosa relacionada con las consultas. Uno de los problemas más importantes que ofrece plserver es que bloquea el hilo de ejecución al intentar cargar un archivo con errores y en caso de ocurrir repetidas veces bloquea todas las peticiones siguientes bloqueando la aplicación. Pensando en los usuarios y posibles clientes, sería también importante permitir que FleSe trabajase con bases de datos de SQL en vez de almacenar la base de datos en los archivos de Prolog. Otra posible mejora basarse en distintas características a la hora de agrupar los usuarios dependiendo de los conceptos borrosos que se van ha utilizar en las consultas. Con esto se conseguiría que para cada concepto borroso, se generasen distintos grupos de usuarios, los cuales tendrían opiniones distintas sobre el concepto en cuestión. Así se generarían criterios por defecto más precisos para cada usuario y cada concepto borroso.---ABSTRACT---The main objective of this project has been to introduce machine learning in the application FleSe. FleSe is a web application that makes fuzzy queries over databases with precise information, using defined criteria to define the fuzzy concepts used by the queries. The application allows the users to change and custom these criteria. On this point is where the machine learning would be introduced, so FleSe learn from every new user customization of the criteria in order to generate a new default value of it. The secondary objectives of this project were get familiar with web development and web design in order to understand the how the application works, as well as refresh and improve the knowledge about fuzzy logic and logic programing. During the realization of the project and after the study of the results, I realized that clustering the users in different groups makes the difference between this new version of the application and the previous. This conclusion follows the next idea, we can use an algorithm to introduce machine learning over the criteria that people have, but the problem is the diversity of opinions and judgements that exists, making impossible to generate a unique correct criteria for all the users. In order to solve this problem, before using the machine learning methods, we cluster the users in order to make groups that have the same opinion, and afterwards, use the machine learning methods to precise the default criteria of each users group. The future improvements that could be important for the next versions of FleSe will be to control better the behaviour of the plserver file, that cost many troubles at the beginning of this project and it also generate important errors in the previous version. The file plserver allows the web application to use Ciao-Prolog, a logic programming language that control and manage all the fuzzy logic. One of the main problems with plserver is that when the user uploads a file with errors, it will block the thread and when this happens multiple times it will start blocking all the requests. Oriented to the customer, would be important as well to allow FleSe to manage and work with SQL databases instead of store the data in the Prolog files. Another possible improvement would that the cluster algorithm would be based on different criteria depending on the fuzzy concepts that the selected Prolog file have. This will generate more meaningful clusters, and therefore, the default criteria offered to the users will be more precise.
Resumo:
Este proyecto tiene como objetivo la implementación de un sistema capaz de analizar el movimiento corporal a partir de unos puntos cinemáticos. Estos puntos cinemáticos se obtienen con un programa previo y se captan con la cámara kinect. Para ello el primer paso es realizar un estudio sobre las técnicas y conocimientos existentes relacionados con el movimiento de las personas. Se sabe que Rudolph Laban fue uno de sus mayores exponentes y gracias a sus observaciones se establece una relación entre la personalidad, el estado anímico y la forma de moverse de un individuo. Laban acuñó el término esfuerzo, que hace referencia al modo en que se administra la energía que genera el movimiento y de qué manera se modula en las secuencias, es una manera de describir la intención de las expresiones internas. El esfuerzo se divide en 4 categorías: peso, espacio, tiempo y flujo, y cada una de estas categorías tiene una polaridad denominada elemento de esfuerzo. Con estos 8 elementos de esfuerzo un movimiento queda caracterizado. Para poder cuantificar los citados elementos de esfuerzo se buscan movimientos que representen a alguno de ellos. Los movimientos se graban con la cámara kinect y se guardan sus valores en un archivo csv. Para el procesado de estos datos se establece que el sistema más adecuado es una red neuronal debido a su flexibilidad y capacidad a la hora de procesar entradas no lineales. Para la implementación de la misma se requiere un amplio estudio que incluye: topologías, funciones de activación, tipos de aprendizaje, algoritmos de entrenamiento entre otros. Se decide que la red tenga dos capas ocultas, para mejor procesado de los datos, que sea estática, siga un proceso de cálculo hacia delante (Feedforward) y el algoritmo por el que se rija su aprendizaje sea el de retropropagación (Backpropagation) En una red estática las entradas han de ser valores fijos, es decir, no pueden variar en el tiempo por lo que habrá que implementar un programa intermedio que haga una media aritmética de los valores. Una segunda prueba con la misma red trata de comprobar si sería capaz de reconocer movimientos que estuvieran caracterizados por más de un elemento de esfuerzo. Para ello se vuelven a grabar los movimientos, esta vez en parejas de dos, y el resto del proceso es igual. ABSTRACT. The aim of this project is the implementation of a system able to analyze body movement from cinematic data. This cinematic data was obtained with a previous program. The first step is carrying out a study about the techniques and knowledge existing nowadays related to people movement. It is known that Rudolf Laban was one the greatest exponents of this field and thanks to his observations a relation between personality, mood and the way the person moves was made. Laban coined the term effort, that refers to the way energy generated from a movement is managed and how it is modulated in the sequence, this is a method of describing the inner intention of the person. The effort is divided into 4 categories: weight, space, time and flow, and each of these categories have 2 polarities named elements of effort. These 8 elements typify a movement. We look for movements that are made of these elements so we can quantify them. The movements are recorded with the kinect camera and saved in a csv file. In order to process this data a neural network is chosen owe to its flexibility and capability of processing non-linear inputs. For its implementation it is required a wide study regarding: topology, activation functions, different types of learning methods and training algorithms among others. The neural network for this project will have 2 hidden layers, it will be static and follow a feedforward process ruled by backpropagation. In a static net the inputs must be fixed, this means they cannot vary in time, so we will have to implement an intermediate program to calculate the average of our data. A second test for our net will be checking its ability to recognize more than one effort element in just one movement. In order to do this all the movements are recorded again but this time in pairs, the rest of the process remains the same.
Resumo:
The aim of this Master Thesis is the analysis, design and development of a robust and reliable Human-Computer Interaction interface, based on visual hand-gesture recognition. The implementation of the required functions is oriented to the simulation of a classical hardware interaction device: the mouse, by recognizing a specific hand-gesture vocabulary in color video sequences. For this purpose, a prototype of a hand-gesture recognition system has been designed and implemented, which is composed of three stages: detection, tracking and recognition. This system is based on machine learning methods and pattern recognition techniques, which have been integrated together with other image processing approaches to get a high recognition accuracy and a low computational cost. Regarding pattern recongition techniques, several algorithms and strategies have been designed and implemented, which are applicable to color images and video sequences. The design of these algorithms has the purpose of extracting spatial and spatio-temporal features from static and dynamic hand gestures, in order to identify them in a robust and reliable way. Finally, a visual database containing the necessary vocabulary of gestures for interacting with the computer has been created.
Resumo:
Multi-dimensional classification (MDC) is the supervised learning problem where an instance is associated with multiple classes, rather than with a single class, as in traditional classification problems. Since these classes are often strongly correlated, modeling the dependencies between them allows MDC methods to improve their performance – at the expense of an increased computational cost. In this paper we focus on the classifier chains (CC) approach for modeling dependencies, one of the most popular and highest-performing methods for multi-label classification (MLC), a particular case of MDC which involves only binary classes (i.e., labels). The original CC algorithm makes a greedy approximation, and is fast but tends to propagate errors along the chain. Here we present novel Monte Carlo schemes, both for finding a good chain sequence and performing efficient inference. Our algorithms remain tractable for high-dimensional data sets and obtain the best predictive performance across several real data sets.
Resumo:
The development of a web platform is a complex and interdisciplinary task, where people with different roles such as project manager, designer or developer participate. Different usability and User Experience evaluation methods can be used in each stage of the development life cycle, but not all of them have the same influence in the software development and in the final product or system. This article presents the study of the impact of these methods applied in the context of an e-Learning platform development. The results show that the impact has been strong from a developer's perspective. Developer team members considered that usability and User Experience evaluation allowed them mainly to identify design mistakes, improve the platform's usability and understand the end users and their needs in a better way. Interviews with potential users, clickmaps and scrollmaps were rated as the most useful methods. Finally, these methods were considered unanimously very useful in the context of the entire software development, only comparable to SCRUM meetings and overcoming the rest of involved factors.
Resumo:
Training and assessment paradigms for laparoscopic surgical skills are evolving from traditional mentor–trainee tutorship towards structured, more objective and safer programs. Accreditation of surgeons requires reaching a consensus on metrics and tasks used to assess surgeons’ psychomotor skills. Ongoing development of tracking systems and software solutions has allowed for the expansion of novel training and assessment means in laparoscopy. The current challenge is to adapt and include these systems within training programs, and to exploit their possibilities for evaluation purposes. This paper describes the state of the art in research on measuring and assessing psychomotor laparoscopic skills. It gives an overview on tracking systems as well as on metrics and advanced statistical and machine learning techniques employed for evaluation purposes. The later ones have a potential to be used as an aid in deciding on the surgical competence level, which is an important aspect when accreditation of the surgeons in particular, and patient safety in general, are considered. The prospective of these methods and tools make them complementary means for surgical assessment of motor skills, especially in the early stages of training. Successful examples such as the Fundamentals of Laparoscopic Surgery should help drive a paradigm change to structured curricula based on objective parameters. These may improve the accreditation of new surgeons, as well as optimize their already overloaded training schedules.
Resumo:
The objective of this paper is to address the methodological process of a teaching strategy for training project management complexity in postgraduate programs. The proposal is made up of different methods —intuitive, comparative, deductive, case study, problem-solving Project-Based Learning— and different activities inside and outside the classroom. This integration of methods motivated the current use of the concept of “learning strategy”. The strategy has two phases: firstly, the integration of the competences —technical, behavioral and contextual—in real projects; and secondly, the learning activity was oriented in upper level of knowledge, the evaluating the complexity for projects management in real situations. Both the competences in the learning strategy and the Project Complexity Evaluation are based on the ICB of IPMA. The learning strategy is applied in an international Postgraduate Program —Erasmus Mundus Master of Science— with the participation of five Universities of the European Union. This master program is fruit of a cooperative experience from one Educative Innovation Group of the UPM -GIE-Project-, two Research Groups of the UPM and the collaboration with other external agents to the university. Some reflections on the experience and the main success factors in the learning strategy were presented in the paper
Resumo:
The objective of this paper is to address the methodological process of a teaching strategy for training project management complexity in postgraduate programs. The proposal is made up of different methods —intuitive, comparative, deductive, case study, problem-solving Project-Based Learning— and different activities inside and outside the classroom. This integration of methods motivated the current use of the concept of ―learning strategy‖. The strategy has two phases: firstly, the integration of the competences —technical, behavioral and contextual—in real projects; and secondly, the learning activity was oriented in upper level of knowledge, the evaluating the complexity for projects management in real situations. Both the competences in the learning strategy and the Project Complexity Evaluation are based on the ICB of IPMA. The learning strategy is applied in an international Postgraduate Program —Erasmus Mundus Master of Science— with the participation of five Universities of the European Union. This master program is fruit of a cooperative experience from one Educative Innovation Group of the UPM -GIE-Project-, two Research Groups of the UPM and the collaboration with other external agents to the university. Some reflections on the experience and the main success factors in the learning strategy were presented in the paper.
Resumo:
This work describes the design and application of multimedia contents for web technologies-based training in minimally invasive surgery (MIS). The chosen strategy allows knowing the deficiencies of the current training methods so new multimedia contents can cover them. This study is concluded with the definition of three different types of multimedia contents accordingly to the development degree and didactic objectives that they present: Didactic resources are basic contents such as videos or documents that can be enhanced with contributions of users. On the other hand, case reports and didactic units have a defined structure. Didactic resources and case reports provide an informal training while didactic units are included in a more regulated training.
Resumo:
This paper discusses a novel hybrid approach for text categorization that combines a machine learning algorithm, which provides a base model trained with a labeled corpus, with a rule-based expert system, which is used to improve the results provided by the previous classifier, by filtering false positives and dealing with false negatives. The main advantage is that the system can be easily fine-tuned by adding specific rules for those noisy or conflicting categories that have not been successfully trained. We also describe an implementation based on k-Nearest Neighbor and a simple rule language to express lists of positive, negative and relevant (multiword) terms appearing in the input text. The system is evaluated in several scenarios, including the popular Reuters-21578 news corpus for comparison to other approaches, and categorization using IPTC metadata, EUROVOC thesaurus and others. Results show that this approach achieves a precision that is comparable to top ranked methods, with the added value that it does not require a demanding human expert workload to train
Resumo:
Active learning is one of the most efficient mechanisms for learning, according to the psychology of learning. When students act as teachers for other students, the communication is more fluent and knowledge is transferred easier than in a traditional classroom. This teaching method is referred to in the literature as reciprocal peer teaching. In this study, the method is applied to laboratory sessions of a higher education institution course, and the students who act as teachers are referred to as ‘‘laboratory monitors.’’ A particular way to select the monitors and its impact in the final marks is proposed. A total of 181 students participated in the experiment, experiences with laboratory monitors are discussed, and methods for motivating and training laboratory monitors and regular students are proposed. The types of laboratory sessions that can be led by classmates are discussed. This work is related to the changes in teaching methods in the Spanish higher education system, prompted by the Bologna Process for the construction of the European Higher Education Area
Resumo:
In recent decades, there has been an increasing interest in systems comprised of several autonomous mobile robots, and as a result, there has been a substantial amount of development in the eld of Articial Intelligence, especially in Robotics. There are several studies in the literature by some researchers from the scientic community that focus on the creation of intelligent machines and devices capable to imitate the functions and movements of living beings. Multi-Robot Systems (MRS) can often deal with tasks that are dicult, if not impossible, to be accomplished by a single robot. In the context of MRS, one of the main challenges is the need to control, coordinate and synchronize the operation of multiple robots to perform a specic task. This requires the development of new strategies and methods which allow us to obtain the desired system behavior in a formal and concise way. This PhD thesis aims to study the coordination of multi-robot systems, in particular, addresses the problem of the distribution of heterogeneous multi-tasks. The main interest in these systems is to understand how from simple rules inspired by the division of labor in social insects, a group of robots can perform tasks in an organized and coordinated way. We are mainly interested on truly distributed or decentralized solutions in which the robots themselves, autonomously and in an individual manner, select a particular task so that all tasks are optimally distributed. In general, to perform the multi-tasks distribution among a team of robots, they have to synchronize their actions and exchange information. Under this approach we can speak of multi-tasks selection instead of multi-tasks assignment, which means, that the agents or robots select the tasks instead of being assigned a task by a central controller. The key element in these algorithms is the estimation ix of the stimuli and the adaptive update of the thresholds. This means that each robot performs this estimate locally depending on the load or the number of pending tasks to be performed. In addition, it is very interesting the evaluation of the results in function in each approach, comparing the results obtained by the introducing noise in the number of pending loads, with the purpose of simulate the robot's error in estimating the real number of pending tasks. The main contribution of this thesis can be found in the approach based on self-organization and division of labor in social insects. An experimental scenario for the coordination problem among multiple robots, the robustness of the approaches and the generation of dynamic tasks have been presented and discussed. The particular issues studied are: Threshold models: It presents the experiments conducted to test the response threshold model with the objective to analyze the system performance index, for the problem of the distribution of heterogeneous multitasks in multi-robot systems; also has been introduced additive noise in the number of pending loads and has been generated dynamic tasks over time. Learning automata methods: It describes the experiments to test the learning automata-based probabilistic algorithms. The approach was tested to evaluate the system performance index with additive noise and with dynamic tasks generation for the same problem of the distribution of heterogeneous multi-tasks in multi-robot systems. Ant colony optimization: The goal of the experiments presented is to test the ant colony optimization-based deterministic algorithms, to achieve the distribution of heterogeneous multi-tasks in multi-robot systems. In the experiments performed, the system performance index is evaluated by introducing additive noise and dynamic tasks generation over time.