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Muitiobjective pressurized water reactor reload core design by nondominated genetic algorithm search
Resumo:
The design of pressurized water reactor reload cores is not only a formidable optimization problem but also, in many instances, a multiobjective problem. A genetic algorithm (GA) designed to perform true multiobjective optimization on such problems is described. Genetic algorithms simulate natural evolution. They differ from most optimization techniques by searching from one group of solutions to another, rather than from one solution to another. New solutions are generated by breeding from existing solutions. By selecting better (in a multiobjective sense) solutions as parents more often, the population can be evolved to reveal the trade-off surface between the competing objectives. An example illustrating the effectiveness of this novel method is presented and analyzed. It is found that in solving a reload design problem the algorithm evaluates a similar number of loading patterns to other state-of-the-art methods, but in the process reveals much more information about the nature of the problem being solved. The actual computational cost incurred depends: on the core simulator used; the GA itself is code independent.
Resumo:
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.