25 resultados para Intelligent environment

em Universitat de Girona, Spain


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En esta tesis se propone el uso de agentes inteligentes en entornos de aprendizaje en línea con el fin de mejorar la asistencia y motivación del estudiante a través de contenidos personalizados que tienen en cuenta el estilo de aprendizaje del estudiante y su nivel de conocimiento. Los agentes propuestos se desempeñan como asistentes personales que ayudan al estudiante a llevar a cabo las actividades de aprendizaje midiendo su progreso y motivación. El entorno de agentes se construye a través de una arquitectura multiagente llamada MASPLANG diseñada para dar soporte adaptativo (presentación y navegación adaptativa) a un sistema hipermedia educativo desarrollado en la Universitat de Girona para impartir educación virtual a través del web. Un aspecto importante de esta propuesta es la habilidad de construir un modelo de estudiante híbrido que comienza con un modelo estereotípico del estudiante basado en estilos de aprendizaje y se modifica gradualmente a medida que el estudiante interactúa con el sistema (gustos subjetivos). Dentro del contexto de esta tesis, el aprendizaje se define como el proceso interno que, bajo factores de cambio resulta en la adquisición de la representación interna de un conocimiento o de una actitud. Este proceso interno no se puede medir directamente sino a través de demostraciones observables externas que constituyen el comportamiento relacionado con el objeto de conocimiento. Finalmente, este cambio es el resultado de la experiencia o entrenamiento y tiene una durabilidad que depende de factores como la motivación y el compromiso. El MASPLANG está compuesto por dos niveles de agentes: los intermediarios llamados IA (agentes de información) que están en el nivel inferior y los de Interfaz llamados PDA (agentes asistentes) que están en el nivel superior. Los agentes asistentes atienden a los estudiantes cuando trabajan con el material didáctico de un curso o una lección de aprendizaje. Esta asistencia consiste en la recolección y análisis de las acciones de los estudiantes para ofrecer contenidos personalizados y en la motivación del estudiante durante el aprendizaje mediante el ofrecimiento de contenidos de retroalimentación, ejercicios adaptados al nivel de conocimiento y mensajes, a través de interfaces de usuario animadas y atractivas. Los agentes de información se encargan del mantenimiento de los modelos pedagógico y del dominio y son los que están en completa interacción con las bases de datos del sistema (compendio de actividades del estudiante y modelo del dominio). El escenario de funcionamiento del MASPLANG está definido por el tipo de usuarios y el tipo de contenidos que ofrece. Como su entorno es un sistema hipermedia educativo, los usuarios se clasifican en profesores quienes definen y preparan los contenidos para el aprendizaje adaptativo, y los estudiantes quienes llevan a cabo las actividades de aprendizaje de forma personalizada. El perfil de aprendizaje inicial del estudiante se captura a través de la evaluación del cuestionario ILS (herramienta de diagnóstico del modelo FSLSM de estilos de aprendizaje adoptado para este estudio) que se asigna al estudiante en su primera interacción con el sistema. Este cuestionario consiste en un conjunto de preguntas de naturaleza sicológica cuyo objetivo es determinar los deseos, hábitos y reacciones del estudiante que orientarán la personalización de los contenidos y del entorno de aprendizaje. El modelo del estudiante se construye entonces teniendo en cuenta este perfil de aprendizaje y el nivel de conocimiento obtenido mediante el análisis de las acciones del estudiante en el entorno.

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This paper describes a navigation system for autonomous underwater vehicles (AUVs) in partially structured environments, such as dams, harbors, marinas or marine platforms. A mechanical scanning imaging sonar is used to obtain information about the location of planar structures present in such environments. A modified version of the Hough transform has been developed to extract line features, together with their uncertainty, from the continuous sonar dataflow. The information obtained is incorporated into a feature-based SLAM algorithm running an Extended Kalman Filter (EKF). Simultaneously, the AUV's position estimate is provided to the feature extraction algorithm to correct the distortions that the vehicle motion produces in the acoustic images. Experiments carried out in a marina located in the Costa Brava (Spain) with the Ictineu AUV show the viability of the proposed approach

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In this paper we present a novel approach to assigning roles to robots in a team of physical heterogeneous robots. Its members compete for these roles and get rewards for them. The rewards are used to determine each agent’s preferences and which agents are better adapted to the environment. These aspects are included in the decision making process. Agent interactions are modelled using the concept of an ecosystem in which each robot is a species, resulting in emergent behaviour of the whole set of agents. One of the most important features of this approach is its high adaptability. Unlike some other learning techniques, this approach does not need to start a whole exploitation process when the environment changes. All this is exemplified by means of experiments run on a simulator. In addition, the algorithm developed was applied as applied to several teams of robots in order to analyse the impact of heterogeneity in these systems

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Reinforcement learning (RL) is a very suitable technique for robot learning, as it can learn in unknown environments and in real-time computation. The main difficulties in adapting classic RL algorithms to robotic systems are the generalization problem and the correct observation of the Markovian state. This paper attempts to solve the generalization problem by proposing the semi-online neural-Q_learning algorithm (SONQL). The algorithm uses the classic Q_learning technique with two modifications. First, a neural network (NN) approximates the Q_function allowing the use of continuous states and actions. Second, a database of the most representative learning samples accelerates and stabilizes the convergence. The term semi-online is referred to the fact that the algorithm uses the current but also past learning samples. However, the algorithm is able to learn in real-time while the robot is interacting with the environment. The paper shows simulated results with the "mountain-car" benchmark and, also, real results with an underwater robot in a target following behavior

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This paper presents a vision-based localization approach for an underwater robot in a structured environment. The system is based on a coded pattern placed on the bottom of a water tank and an onboard down looking camera. Main features are, absolute and map-based localization, landmark detection and tracking, and real-time computation (12.5 Hz). The proposed system provides three-dimensional position and orientation of the vehicle along with its velocity. Accuracy of the drift-free estimates is very high, allowing them to be used as feedback measures of a velocity-based low-level controller. The paper details the localization algorithm, by showing some graphical results, and the accuracy of the system

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This paper presents an automatic vision-based system for UUV station keeping. The vehicle is equipped with a down-looking camera, which provides images of the sea-floor. The station keeping system is based on a feature-based motion detection algorithm, which exploits standard correlation and explicit textural analysis to solve the correspondence problem. A visual map of the area surveyed by the vehicle is constructed to increase the flexibility of the system, allowing the vehicle to position itself when it has lost the reference image. The testing platform is the URIS underwater vehicle. Experimental results demonstrating the behavior of the system on a real environment are presented

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This paper proposes a field application of a high-level reinforcement learning (RL) control system for solving the action selection problem of an autonomous robot in cable tracking task. The learning system is characterized by using a direct policy search method for learning the internal state/action mapping. Policy only algorithms may suffer from long convergence times when dealing with real robotics. In order to speed up the process, the learning phase has been carried out in a simulated environment and, in a second step, the policy has been transferred and tested successfully on a real robot. Future steps plan to continue the learning process on-line while on the real robot while performing the mentioned task. We demonstrate its feasibility with real experiments on the underwater robot ICTINEU AUV

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This paper proposes MSISpIC, a probabilistic sonar scan matching algorithm for the localization of an autonomous underwater vehicle (AUV). The technique uses range scans gathered with a Mechanical Scanning Imaging Sonar (MSIS), the robot displacement estimated through dead-reckoning using a Doppler velocity log (DVL) and a motion reference unit (MRU). The proposed method is an extension of the pIC algorithm. An extended Kalman filter (EKF) is used to estimate the robot-path during the scan in order to reference all the range and bearing measurements as well as their uncertainty to a scan fixed frame before registering. The major contribution consists of experimentally proving that probabilistic sonar scan matching techniques have the potential to improve the DVL-based navigation. The algorithm has been tested on an AUV guided along a 600 m path within an abandoned marina underwater environment with satisfactory results

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The explosive growth of Internet during the last years has been reflected in the ever-increasing amount of the diversity and heterogeneity of user preferences, types and features of devices and access networks. Usually the heterogeneity in the context of the users which request Web contents is not taken into account by the servers that deliver them implying that these contents will not always suit their needs. In the particular case of e-learning platforms this issue is especially critical due to the fact that it puts at stake the knowledge acquired by their users. In the following paper we present a system that aims to provide the dotLRN e-learning platform with the capability to adapt to its users context. By integrating dotLRN with a multi-agent hypermedia system, online courses being undertaken by students as well as their learning environment are adapted in real time

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Hypermedia systems based on the Web for open distance education are becoming increasingly popular as tools for user-driven access learning information. Adaptive hypermedia is a new direction in research within the area of user-adaptive systems, to increase its functionality by making it personalized [Eklu 961. This paper sketches a general agents architecture to include navigational adaptability and user-friendly processes which would guide and accompany the student during hislher learning on the PLAN-G hypermedia system (New Generation Telematics Platform to Support Open and Distance Learning), with the aid of computer networks and specifically WWW technology [Marz 98-1] [Marz 98-2]. The PLAN-G actual prototype is successfully used with some informatics courses (the current version has no agents yet). The propased multi-agent system, contains two different types of adaptive autonomous software agents: Personal Digital Agents {Interface), to interacl directly with the student when necessary; and Information Agents (Intermediaries), to filtrate and discover information to learn and to adapt navigation space to a specific student

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In this paper we describe a system for underwater navigation with AUVs in partially structured environments, such as dams, ports or marine platforms. An imaging sonar is used to obtain information about the location of planar structures present in such environments. This information is incorporated into a feature-based SLAM algorithm in a two step process: (I) the full 360deg sonar scan is undistorted (to compensate for vehicle motion), thresholded and segmented to determine which measurements correspond to planar environment features and which should be ignored; and (2) SLAM proceeds once the data association is obtained: both the vehicle motion and the measurements whose correct association has been previously determined are incorporated in the SLAM algorithm. This two step delayed SLAM process allows to robustly determine the feature and vehicle locations in the presence of large amounts of spurious or unrelated measurements that might correspond to boats, rocks, etc. Preliminary experiments show the viability of the proposed approach

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This paper presents the distributed environment for virtual and/or real experiments for underwater robots (DEVRE). This environment is composed of a set of processes running on a local area network composed of three sites: 1) the onboard AUV computer; 2) a surface computer used as human-machine interface (HMI); and 3) a computer used for simulating the vehicle dynamics and representing the virtual world. The HMI can be transparently linked to the real sensors and actuators dealing with a real mission. It can also be linked with virtual sensors and virtual actuators, dealing with a virtual mission. The aim of DEVRE is to assist engineers during the software development and testing in the lab prior to real experiments

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This paper surveys control architectures proposed in the literature and describes a control architecture that is being developed for a semi-autonomous underwater vehicle for intervention missions (SAUVIM) at the University of Hawaii. Conceived as hybrid, this architecture has been organized in three layers: planning, control and execution. The mission is planned with a sequence of subgoals. Each subgoal has a related task supervisor responsible for arranging a set of pre-programmed task modules in order to achieve the subgoal. Task modules are the key concept of the architecture. They are the main building blocks and can be dynamically re-arranged by the task supervisor. In our architecture, deliberation takes place at the planning layer while reaction is dealt through the parallel execution of the task modules. Hence, the system presents both a hierarchical and an heterarchical decomposition, being able to show a predictable response while keeping rapid reactivity to the dynamic environment

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Aquest projecte està emmarcat dins el grup eXiT d’Intel•lig`encia Artificial del Departament d’Electrònica i Automàtica (EIA) de la Universitat de Girona. Pertany a l’àmbit de la Intel•ligència Artificial i, concretament, en l’apartat d’agents intel•ligents. En el nostre cas, tractarem el desenvolupament d’un agent intel•ligent en un entorn determinat, el de la gestió d’una cadena de producció. Amb l’objectiu de proporcionar un marc experimental on provar diferents tecnologies de suport a la gestió de la cadena de producció, la comunitat d’investigadors va proposar una competició internacional: la Trading Agent Competiton (TAC). En aquesta competició existeixen diferents modalitats. En particular, la Swedish Institution of Computer Science (SICS), juntament amb la Carnegie Mellon University de Pittsburg, Minnesotta, van proposar al 2003 un escenari de muntatge de PC’s basat en el proveïment de recursos, l’embalatge de PC’s i les ventes a clients. Aquesta modalitat és coneguda com a TAC-SCM (Supply Chain Management)

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Engineering of negotiation model allows to develop effective heuristic for business intelligence. Digital ecosystems demand open negotiation models. To define in advance effective heuristics is not compliant with the requirement of openness. The new challenge is to develop business intelligence in advance exploiting an adaptive approach. The idea is to learn business strategy once new negotiation model rise in the e-market arena. In this paper we present how recommendation technology may be deployed in an open negotiation environment where the interaction protocol models are not known in advance. The solution we propose is delivered as part of the ONE Platform, open source software that implements a fully distributed open environment for business negotiation