116 resultados para Debugging in computer science
Resumo:
In this paper, we introduce a novel high-level visual content descriptor devised for performing semantic-based image classification and retrieval. The work can be treated as an attempt for bridging the so called "semantic gap". The proposed image feature vector model is fundamentally underpinned by an automatic image labelling framework, called Collaterally Cued Labelling (CCL), which incorporates the collateral knowledge extracted from the collateral texts accompanying the images with the state-of-the-art low-level visual feature extraction techniques for automatically assigning textual keywords to image regions. A subset of the Corel image collection was used for evaluating the proposed method. The experimental results indicate that our semantic-level visual content descriptors outperform both conventional visual and textual image feature models.
Resumo:
A new probabilistic neural network (PNN) learning algorithm based on forward constrained selection (PNN-FCS) is proposed. An incremental learning scheme is adopted such that at each step, new neurons, one for each class, are selected from the training samples arid the weights of the neurons are estimated so as to minimize the overall misclassification error rate. In this manner, only the most significant training samples are used as the neurons. It is shown by simulation that the resultant networks of PNN-FCS have good classification performance compared to other types of classifiers, but much smaller model sizes than conventional PNN.
Resumo:
Based on the idea of an important cluster, a new multi-level probabilistic neural network (MLPNN) is introduced. The MLPNN uses an incremental constructive approach, i.e. it grows level by level. The construction algorithm of the MLPNN is proposed such that the classification accuracy monotonically increases to ensure that the classification accuracy of the MLPNN is higher than or equal to that of the traditional PNN. Numerical examples are included to demonstrate the effectiveness of proposed new approach.
Resumo:
This paper presents a novel design of a virtual dental training system (hapTEL) using haptic technology. The system allows dental students to learn and practice procedures such as dental drilling, caries removal and cavity preparation for tooth restoration. This paper focuses on the hardware design, development and evaluation aspects in relation to the dental training and educational requirements. Detailed discussions on how the system offers dental students a natural operational position are documented. An innovative design of measuring and connecting the dental tools to the haptic device is also shown. Evaluation of the impact on teaching and learning is discussed.
Resumo:
A reconfigurable scalar quantiser capable of accepting n-bit input data is presented. The data length n can be varied in the range 1... N-1 under partial-run time reconfiguration, p-RTR. Issues as improvement in throughput using this reconfigurable quantiser of p-RTR against RTR for data of variable length are considered. The quantiser design referred to as the priority quantiser PQ is then compared against a direct design of the quantiser DIQ. It is then evaluated that for practical quantiser sizes, PQ shows better area usage when both are targeted onto the same FPGA. Other benefits are also identified.
Resumo:
This paper presents evidence for several features of the population of chess players, and the distribution of their performances measured in terms of Elo ratings and by computer analysis of moves. Evidence that ratings have remained stable since the inception of the Elo system in the 1970’s is given in several forms: by showing that the population of strong players fits a simple logistic-curve model without inflation, by plotting players’ average error against the FIDE category of tournaments over time, and by skill parameters from a model that employs computer analysis keeping a nearly constant relation to Elo rating across that time. The distribution of the model’s Intrinsic Performance Ratings can hence be used to compare populations that have limited interaction, such as between players in a national chess federation and FIDE, and ascertain relative drift in their respective rating systems.
Resumo:
Practical application of the Turing Test throws up all sorts of questions regarding the nature of intelligence in both machines and humans. For example - Can machines tell original jokes? What would this mean to a machine if it did so? It has been found that acting as an interrogator even top philosophers can be fooled into thinking a machine is human and/or a human is a machine - why is this? Is it that the machine is performing well or is it that the philosopher is performing badly? All these questions, and more, will be considered. Just what does the Turing test tell us about machines and humans? Actual transcripts will be considered with startling results.
Resumo:
Research into design methodology is one of the most challenging issues in the field of persuasive technology. However, the introduction of the Persuasive Systems Design model, and the consideration of the 3-Dimensional Re-lationship between Attitude and Behavior, offer to make persuasive technolo-gies more practically viable. In this paper we demonstrate how the 3-Dimensional Relationship between Attitude and Behavior guides the analysis of the persuasion context in the Persuasive System Design model. As a result, we propose a modification of the persuasion context and assert that the technology should be analyzed as part of strategy instead of event.