45 resultados para User-based collaborative filtering


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The unscented Kalman filter (UKF) is a widely used method in control and time series applications. The UKF suffers from arbitrary parameters necessary for sigma point placement, potentially causing it to perform poorly in nonlinear problems. We show how to treat sigma point placement in a UKF as a learning problem in a model based view. We demonstrate that learning to place the sigma points correctly from data can make sigma point collapse much less likely. Learning can result in a significant increase in predictive performance over default settings of the parameters in the UKF and other filters designed to avoid the problems of the UKF, such as the GP-ADF. At the same time, we maintain a lower computational complexity than the other methods. We call our method UKF-L. © 2011 Elsevier B.V.

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This paper presents an agenda-based user simulator which has been extended to be trainable on real data with the aim of more closely modelling the complex rational behaviour exhibited by real users. The train-able part is formed by a set of random decision points that may be encountered during the process of receiving a system act and responding with a user act. A sample-based method is presented for using real user data to estimate the parameters that control these decisions. Evaluation results are given both in terms of statistics of generated user behaviour and the quality of policies trained with different simulators. Compared to a handcrafted simulator, the trained system provides a much better fit to corpus data and evaluations suggest that this better fit should result in improved dialogue performance. © 2010 Association for Computational Linguistics.

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Designing for all requires the adaptation and modification of current design best practices to encompass a broader range of user capabilities. This is particularly the case in the design of the human-product interface. Product interfaces exist everywhere and when designing them, there is a very strong temptation to jump to prescribing a solution with only a cursory attempt to understand the nature of the problem. This is particularly the case when attempting to adapt existing designs, optimised for able-bodied users, for use by disabled users. However, such approaches have led to numerous products that are neither usable nor commercially successful. In order to develop a successful design approach it is necessary consider the fundamental structure of the design process being applied. A three stage design process development strategy which includes problem definition, solution development and solution evaluation, should be adopted. This paper describes the development of a new design approach based on the application of usability heuristics to the design of interfaces. This is illustrated by reference to a particular case study of the re-design of a computer interface for controlling an assistive device.

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An engineering design environment should allow users to design complex engineering systems, to manage and coordinate the designs as they proceed, and to develop and modify the software tools used for designs. These requirements call for a programming environment with an integrated set of software tools of different functionalities. The required functionalities are mainly: the provision of design algorithms based on suitable numeric software, appropriate data structures for the application area, a user-friendly interface, and the provision of a design database for the long term management of the designs generated. The provision of such an integrated design environment in a functional programming environment with particular emphasis on the provision of appropriate control-theoretic data structures and data model is described. Object-orientation is used to model entities in the application domain, which are represented by persistent objects in the database. Structural properties, relationships and operations on entities are modelled through objects and functions classified into strict types with inheritance semantics and a recursive structure.

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A novel technique for high quality femtosecond pulse generation from a gain-switched laser diode by means of pulse compression and transformation in a compact nonlinear fiber device, based on a dispersion-imbalanced fiber loop mirror (DILM) is demonstrated. This source allows the generation of extremely high quality pulses as short as 270 fs on demand with strong suppression of pulse pedestals. Spectral filtering in arrayed waveguide grating (AWG) converts the device into a compact multiwavelength source of high-quality picosecond pulses for optical time division multiplexing/wavelength division multiplexing applications.

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Although partially observable Markov decision processes (POMDPs) have shown great promise as a framework for dialog management in spoken dialog systems, important scalability issues remain. This paper tackles the problem of scaling slot-filling POMDP-based dialog managers to many slots with a novel technique called composite point-based value iteration (CSPBVI). CSPBVI creates a "local" POMDP policy for each slot; at runtime, each slot nominates an action and a heuristic chooses which action to take. Experiments in dialog simulation show that CSPBVI successfully scales POMDP-based dialog managers without compromising performance gains over baseline techniques and preserving robustness to errors in user model estimation. Copyright © 2006, American Association for Artificial Intelligence (www.aaai.org). All rights reserved.

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Since the pioneering work of Gibson in 1950, Shape- From-Texture has been considered by researchers as a hard problem, mainly due to restrictive assumptions which often limit its applicability. We assume a very general stochastic homogeneity and perspective camera model, for both deterministic and stochastic textures. A multi-scale distortion is efficiently estimated with a previously presented method based on Fourier analysis and Gabor filters. The novel 3D reconstruction method that we propose applies to general shapes, and includes non-developable and extensive surfaces. Our algorithm is accurate, robust and compares favorably to the present state of the art of Shape-From- Texture. Results show its application to non-invasively study shape changes with laid-on textures, while rendering and retexturing of cloth is suggested for future work. © 2009 IEEE.

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This Chapter presents a vision-based system for touch-free interaction with a display at a distance. A single camera is fixed on top of the screen and is pointing towards the user. An attention mechanism allows the user to start the interaction and control a screen pointer by moving their hand in a fist pose directed at the camera. On-screen items can be chosen by a selection mechanism. Current sample applications include browsing video collections as well as viewing a gallery of 3D objects, which the user can rotate with their hand motion. We have included an up-to-date review of hand tracking methods, and comment on the merits and shortcomings of previous approaches. The proposed tracker uses multiple cues, appearance, color, and motion, for robustness. As the space of possible observation models is generally too large for exhaustive online search, we select models that are suitable for the particular tracking task at hand. During a training stage, various off-the-shelf trackers are evaluated. From this data differentmethods of fusing them online are investigated, including parallel and cascaded tracker evaluation. For the case of fist tracking, combining a small number of observers in a cascade results in an efficient algorithm that is used in our gesture interface. The system has been on public display at conferences where over a hundred users have engaged with it. © 2010 Springer-Verlag Berlin Heidelberg.

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The physical sources of sound are expressed in terms of the non-radiating part of the flow. The non-radiating part of the flow can be obtained from convolution filtering, as we demonstrate numerically by using an axi-symmetric jet satisfying the Navier-Stokes equations. Based on the frequency spectrum of the source, we show that the sound sources exhibit more physical behaviour than sound sources based on acoustic analogies. To validate the sources of sound, one needs to let them radiate within the non-radiating flow field. However, our results suggest that the traditional Euler operator linearized about the time-averaged part of the flow should be sufficient to compute the sound field. © 2010 Published by Elsevier Ltd.

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Algorithms are presented for detection and tracking of multiple clusters of co-ordinated targets. Based on a Markov chain Monte Carlo sampling mechanization, the new algorithms maintain a discrete approximation of the filtering density of the clusters' state. The filters' tracking efficiency is enhanced by incorporating various sampling improvement strategies into the basic Metropolis-Hastings scheme. Thus, an evolutionary stage consisting of two primary steps is introduced: 1) producing a population of different chain realizations, and 2) exchanging genetic material between samples in this population. The performance of the resulting evolutionary filtering algorithms is demonstrated in two different settings. In the first, both group and target properties are estimated whereas in the second, which consists of a very large number of targets, only the clustering structure is maintained. © 2009 IFAC.

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The product design development has increasingly become a collaborative process. Conflicts often appear in the design process due to multi-actors interactions. Therefore, a critical element of collaborative design would be conflict situations resolution. In this paper, a methodology, based on a process model, is proposed to support conflict management. This methodology deals mainly with the conflict resolution team identification and the solution impact evaluation issues. The proposed process model allows the design process traceability and the data dependencies network identification; which making it be possible to identify the conflict resolution actors as well as to evaluate the selected solution impact. Copyright © 2006 IFAC.

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Effective dialogue management is critically dependent on the information that is encoded in the dialogue state. In order to deploy reinforcement learning for policy optimization, dialogue must be modeled as a Markov Decision Process. This requires that the dialogue statemust encode all relevent information obtained during the dialogue prior to that state. This can be achieved by combining the user goal, the dialogue history, and the last user action to form the dialogue state. In addition, to gain robustness to input errors, dialogue must be modeled as a Partially Observable Markov Decision Process (POMDP) and hence, a distribution over all possible states must be maintained at every dialogue turn. This poses a potential computational limitation since there can be a very large number of dialogue states. The Hidden Information State model provides a principled way of ensuring tractability in a POMDP-based dialogue model. The key feature of this model is the grouping of user goals into partitions that are dynamically built during the dialogue. In this article, we extend this model further to incorporate the notion of complements. This allows for a more complex user goal to be represented, and it enables an effective pruning technique to be implemented that preserves the overall system performance within a limited computational resource more effectively than existing approaches. © 2011 ACM.