15 resultados para Artificial Intelligence system

em AMS Tesi di Laurea - Alm@DL - Università di Bologna


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This thesis examines the state of audiovisual translation (AVT) in the aftermath of the COVID-19 emergency, highlighting new trends with regards to the implementation of AI technologies as well as their strengths, constraints, and ethical implications. It starts with an overview of the current AVT landscape, focusing on future projections about its evolution and its critical aspects such as the worsening working conditions lamented by AVT professionals – especially freelancers – in recent years and how they might be affected by the advent of AI technologies in the industry. The second chapter delves into the history and development of three AI technologies which are used in combination with neural machine translation in automatic AVT tools: automatic speech recognition, speech synthesis and deepfakes (voice cloning and visual deepfakes for lip syncing), including real examples of start-up companies that utilize them – or are planning to do so – to localize audiovisual content automatically or semi-automatically. The third chapter explores the many ethical concerns around these innovative technologies, which extend far beyond the field of translation; at the same time, it attempts to revindicate their potential to bring about immense progress in terms of accessibility and international cooperation, provided that their use is properly regulated. Lastly, the fourth chapter describes two experiments, testing the efficacy of the currently available tools for automatic subtitling and automatic dubbing respectively, in order to take a closer look at their perks and limitations compared to more traditional approaches. This analysis aims to help discerning legitimate concerns from unfounded speculations with regards to the AI technologies which are entering the field of AVT; the intention behind it is to humbly suggest a constructive and optimistic view of the technological transformations that appear to be underway, whilst also acknowledging their potential risks.

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Gaze estimation has gained interest in recent years for being an important cue to obtain information about the internal cognitive state of humans. Regardless of whether it is the 3D gaze vector or the point of gaze (PoG), gaze estimation has been applied in various fields, such as: human robot interaction, augmented reality, medicine, aviation and automotive. In the latter field, as part of Advanced Driver-Assistance Systems (ADAS), it allows the development of cutting-edge systems capable of mitigating road accidents by monitoring driver distraction. Gaze estimation can be also used to enhance the driving experience, for instance, autonomous driving. It also can improve comfort with augmented reality components capable of being commanded by the driver's eyes. Although, several high-performance real-time inference works already exist, just a few are capable of working with only a RGB camera on computationally constrained devices, such as a microcontroller. This work aims to develop a low-cost, efficient and high-performance embedded system capable of estimating the driver's gaze using deep learning and a RGB camera. The proposed system has achieved near-SOTA performances with about 90% less memory footprint. The capabilities to generalize in unseen environments have been evaluated through a live demonstration, where high performance and near real-time inference were obtained using a webcam and a Raspberry Pi4.

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This thesis investigates if emotional states of users interacting with a virtual robot can be recognized reliably and if specific interaction strategy can change the users’ emotional state and affect users’ risk decision. For this investigation, the OpenFace [1] emotion recognition model was intended to be integrated into the Flobi [2] system, to allow the agent to be aware of the current emotional state of the user and to react appropriately. There was an open source ROS [3] bridge available online to integrate OpenFace to the Flobi simulation but it was not consistent with some other projects in Flobi distribution. Then due to technical reasons DeepFace was selected. In a human-agent interaction, the system is compared to a system without using emotion recognition. Evaluation could happen at different levels: evaluation of emotion recognition model, evaluation of the interaction strategy, and evaluation of effect of interaction on user decision. The results showed that the happy emotion induction was 58% and fear emotion induction 77% successful. Risk decision results show that: in happy induction after interaction 16.6% of participants switched to a lower risk decision and 75% of them did not change their decision and the remaining switched to a higher risk decision. In fear inducted participants 33.3% decreased risk 66.6 % did not change their decision The emotion recognition accuracy was and had bias to. The sensitivity and specificity is calculated for each emotion class. The emotion recognition model classifies happy emotions as neutral in most of the time.

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In the collective imaginaries a robot is a human like machine as any androids in science fiction. However the type of robots that you will encounter most frequently are machinery that do work that is too dangerous, boring or onerous. Most of the robots in the world are of this type. They can be found in auto, medical, manufacturing and space industries. Therefore a robot is a system that contains sensors, control systems, manipulators, power supplies and software all working together to perform a task. The development and use of such a system is an active area of research and one of the main problems is the development of interaction skills with the surrounding environment, which include the ability to grasp objects. To perform this task the robot needs to sense the environment and acquire the object informations, physical attributes that may influence a grasp. Humans can solve this grasping problem easily due to their past experiences, that is why many researchers are approaching it from a machine learning perspective finding grasp of an object using information of already known objects. But humans can select the best grasp amongst a vast repertoire not only considering the physical attributes of the object to grasp but even to obtain a certain effect. This is why in our case the study in the area of robot manipulation is focused on grasping and integrating symbolic tasks with data gained through sensors. The learning model is based on Bayesian Network to encode the statistical dependencies between the data collected by the sensors and the symbolic task. This data representation has several advantages. It allows to take into account the uncertainty of the real world, allowing to deal with sensor noise, encodes notion of causality and provides an unified network for learning. Since the network is actually implemented and based on the human expert knowledge, it is very interesting to implement an automated method to learn the structure as in the future more tasks and object features can be introduced and a complex network design based only on human expert knowledge can become unreliable. Since structure learning algorithms presents some weaknesses, the goal of this thesis is to analyze real data used in the network modeled by the human expert, implement a feasible structure learning approach and compare the results with the network designed by the expert in order to possibly enhance it.

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Classic group recommender systems focus on providing suggestions for a fixed group of people. Our work tries to give an inside look at design- ing a new recommender system that is capable of making suggestions for a sequence of activities, dividing people in subgroups, in order to boost over- all group satisfaction. However, this idea increases problem complexity in more dimensions and creates great challenge to the algorithm’s performance. To understand the e↵ectiveness, due to the enhanced complexity and pre- cise problem solving, we implemented an experimental system from data collected from a variety of web services concerning the city of Paris. The sys- tem recommends activities to a group of users from two di↵erent approaches: Local Search and Constraint Programming. The general results show that the number of subgroups can significantly influence the Constraint Program- ming Approaches’s computational time and e�cacy. Generally, Local Search can find results much quicker than Constraint Programming. Over a lengthy period of time, Local Search performs better than Constraint Programming, with similar final results.

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La tesi è stata incentrata sul gioco «Indovina chi?» per l’identificazione da parte del robot Nao di un personaggio tramite la sua descrizione. In particolare la descrizione avviene tramite domande e risposte L’obiettivo della tesi è la progettazione di un sistema in grado di capire ed elaborare dei dati comunicati usando un sottoinsieme del linguaggio naturale, estrapolarne le informazioni chiave e ottenere un riscontro con informazioni date in precedenza. Si è quindi programmato il robot Nao in modo che sia in grado di giocare una partita di «Indovina chi?» contro un umano comunicando tramite il linguaggio naturale. Sono state implementate regole di estrazione e categorizzazione per la comprensione del testo utilizzando Cogito, una tecnologia brevettata dall'azienda Expert System. In questo modo il robot è in grado di capire le risposte e rispondere alle domande formulate dall'umano mediante il linguaggio naturale. Per il riconoscimento vocale è stata utilizzata l'API di Google e PyAudio per l'utilizzo del microfono. Il programma è stato implementato in Python e i dati dei personaggi sono memorizzati in un database che viene interrogato e modificato dal robot. L'algoritmo del gioco si basa su calcoli probabilistici di vittoria del robot e sulla scelta delle domande da proporre in base alle risposte precedentemente ricevute dall'umano. Le regole semantiche realizzate danno la possibilità al giocatore di formulare frasi utilizzando il linguaggio naturale, inoltre il robot è in grado di distinguere le informazioni che riguardano il personaggio da indovinare senza farsi ingannare. La percentuale di vittoria del robot ottenuta giocando 20 partite è stata del 50%. Il data base è stato sviluppato in modo da poter realizzare un identikit completo di una persona, oltre a quello dei personaggi del gioco. È quindi possibile ampliare il progetto per altri scopi, oltre a quello del gioco, nel campo dell'identificazione.

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Climate change is affecting pelagic ecosystems with repercussions on fish production. In particular, global change is increasing oceanic temperature and stratification with decrease in nutrient input in euphotic layer leading to a decline in primary production. The mesocosm-based project Ocean Art-Up, conducted in Gran Canaria, is aimed to increase fish production and to enhance carbon sequestration through an artificial upwelling system. Diatoms dominate the phytoplankton community in upwelling systems and they need to take up silicates to grow. The abundance and nutritional value of diatoms determine the fate of phytoplankton biomass with transport to the upper level of the pelagic food web or to the deeper layer of the ocean with potential carbon sequestration. Here, data about experiments performed in 2018 and 2019 are reported. The first mesocosm experiment investigated the differences between pulsed and continuous upwelling mode, while the second experiment was conducted with a gradient in Si:N ratio along the mesocosms. The phytoplankton community takes up and incorporate silica about at the same rate in continuous mode, while in pulsed mode its peak occurred only after the deep-water addition. The diatom silica content is not affected by mode and amount of water added but by the Si:N ratio. Diatoms grown in an environment with high Si:N ratio values show higher abundance, biogenic silica production, silica uptake and silica content than the ones that experienced low Si:N values. In addition from literature, euphotic zone rich in silicate may produce high silica containing-diatoms who will produce repercussions on copepods community regarding feeding, hatching and growth, thus continuous upwelling with high Si:N ratio favours diatoms who will tend to sink and to be converted by copepods into fecal pellet rich in silica with increasing in potential carbon sequestration. Fish production may increase with continuous artificial upwelling showing low Si:N values.

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Most of the existing open-source search engines, utilize keyword or tf-idf based techniques to find relevant documents and web pages relative to an input query. Although these methods, with the help of a page rank or knowledge graphs, proved to be effective in some cases, they often fail to retrieve relevant instances for more complicated queries that would require a semantic understanding to be exploited. In this Thesis, a self-supervised information retrieval system based on transformers is employed to build a semantic search engine over the library of Gruppo Maggioli company. Semantic search or search with meaning can refer to an understanding of the query, instead of simply finding words matches and, in general, it represents knowledge in a way suitable for retrieval. We chose to investigate a new self-supervised strategy to handle the training of unlabeled data based on the creation of pairs of ’artificial’ queries and the respective positive passages. We claim that by removing the reliance on labeled data, we may use the large volume of unlabeled material on the web without being limited to languages or domains where labeled data is abundant.

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This thesis is focused on the design of a flexible, dynamic and innovative telecommunication's system for future 6G applications on vehicular communications. The system is based on the development of drones acting as mobile base stations in an urban scenario to cope with the increasing traffic demand and avoid network's congestion conditions. In particular, the exploitation of Reinforcement Learning algorithms is used to let the drone learn autonomously how to behave in a scenario full of obstacles with the goal of tracking and serve the maximum number of moving vehicles, by at the same time, minimizing the energy consumed to perform its tasks. This project is an extraordinary opportunity to open the doors to a new way of applying and develop telecommunications in an urban scenario by mixing it to the rising world of the Artificial Intelligence.

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Hand gesture recognition based on surface electromyography (sEMG) signals is a promising approach for the development of intuitive human-machine interfaces (HMIs) in domains such as robotics and prosthetics. The sEMG signal arises from the muscles' electrical activity, and can thus be used to recognize hand gestures. The decoding from sEMG signals to actual control signals is non-trivial; typically, control systems map sEMG patterns into a set of gestures using machine learning, failing to incorporate any physiological insight. This master thesis aims at developing a bio-inspired hand gesture recognition system based on neuromuscular spike extraction rather than on simple pattern recognition. The system relies on a decomposition algorithm based on independent component analysis (ICA) that decomposes the sEMG signal into its constituent motor unit spike trains, which are then forwarded to a machine learning classifier. Since ICA does not guarantee a consistent motor unit ordering across different sessions, 3 approaches are proposed: 2 ordering criteria based on firing rate and negative entropy, and a re-calibration approach that allows the decomposition model to retain information about previous sessions. Using a multilayer perceptron (MLP), the latter approach results in an accuracy up to 99.4% in a 1-subject, 1-degree of freedom scenario. Afterwards, the decomposition and classification pipeline for inference is parallelized and profiled on the PULP platform, achieving a latency < 50 ms and an energy consumption < 1 mJ. Both the classification models tested (a support vector machine and a lightweight MLP) yielded an accuracy > 92% in a 1-subject, 5-classes (4 gestures and rest) scenario. These results prove that the proposed system is suitable for real-time execution on embedded platforms and also capable of matching the accuracy of state-of-the-art approaches, while also giving some physiological insight on the neuromuscular spikes underlying the sEMG.

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The purpose of this thesis work is the study and creation of a harness modelling system. The model needs to simulate faithfully the physical behaviour of the harness, without any instability or incorrect movements. Since there are various simulation engines that try to model wiring's systems, this thesis work focused on the creation and test of a 3D environment with wiring and other objects through the PyChrono Simulation Engine. Fine-tuning of the simulation parameters were done during the test to achieve the most stable and correct simulation possible, but tests showed the intrinsic limits of the Engine regarding the collisions' detection between the various part of the cables, while collisions between cables and other physical objects such as pavement, walls and others are well managed by the simulator. Finally, the main purpose of the model is to be used to train Artificial Intelligence through Reinforcement Learnings techniques, so we designed, using OpenAI Gym APIs, the general structure of the learning environment, defining its basic functions and an initial framework.

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Nowadays, some activities, such as subscribing an insurance policy or opening a bank account, are possible by navigating through a web page or a downloadable application. Since the user is often “hidden” behind a monitor or a smartphone, it is necessary a solution able to guarantee about their identity. Companies are often requiring the submission of a “proof-of-identity”, which usually consists in a picture of an identity document of the user, together with a picture or a brief video of themselves. This work describes a system whose purpose is the automation of these kinds of verifications.

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Artificial Intelligence (AI) is gaining ever more ground in every sphere of human life, to the point that it is now even used to pass sentences in courts. The use of AI in the field of Law is however deemed quite controversial, as it could provide more objectivity yet entail an abuse of power as well, given that bias in algorithms behind AI may cause lack of accuracy. As a product of AI, machine translation is being increasingly used in the field of Law too in order to translate laws, judgements, contracts, etc. between different languages and different legal systems. In the legal setting of Company Law, accuracy of the content and suitability of terminology play a crucial role within a translation task, as any addition or omission of content or mistranslation of terms could entail legal consequences for companies. The purpose of the present study is to first assess which neural machine translation system between DeepL and ModernMT produces a more suitable translation from Italian into German of the atto costitutivo of an Italian s.r.l. in terms of accuracy of the content and correctness of terminology, and then to assess which translation proves to be closer to a human reference translation. In order to achieve the above-mentioned aims, two human and automatic evaluations are carried out based on the MQM taxonomy and the BLEU metric. Results of both evaluations show an overall better performance delivered by ModernMT in terms of content accuracy, suitability of terminology, and closeness to a human translation. As emerged from the MQM-based evaluation, its accuracy and terminology errors account for just 8.43% (as opposed to DeepL’s 9.22%), while it obtains an overall BLEU score of 29.14 (against DeepL’s 27.02). The overall performances however show that machines still face barriers in overcoming semantic complexity, tackling polysemy, and choosing domain-specific terminology, which suggests that the discrepancy with human translation may still be remarkable.

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Miniaturized flying robotic platforms, called nano-drones, have the potential to revolutionize the autonomous robots industry sector thanks to their very small form factor. The nano-drones’ limited payload only allows for a sub-100mW microcontroller unit for the on-board computations. Therefore, traditional computer vision and control algorithms are too computationally expensive to be executed on board these palm-sized robots, and we are forced to rely on artificial intelligence to trade off accuracy in favor of lightweight pipelines for autonomous tasks. However, relying on deep learning exposes us to the problem of generalization since the deployment scenario of a convolutional neural network (CNN) is often composed by different visual cues and different features from those learned during training, leading to poor inference performances. Our objective is to develop and deploy and adaptation algorithm, based on the concept of latent replays, that would allow us to fine-tune a CNN to work in new and diverse deployment scenarios. To do so we start from an existing model for visual human pose estimation, called PULPFrontnet, which is used to identify the pose of a human subject in space through its 4 output variables, and we present the design of our novel adaptation algorithm, which features automatic data gathering and labeling and on-device deployment. We therefore showcase the ability of our algorithm to adapt PULP-Frontnet to new deployment scenarios, improving the R2 scores of the four network outputs, with respect to an unknown environment, from approximately [−0.2, 0.4, 0.0,−0.7] to [0.25, 0.45, 0.2, 0.1]. Finally we demonstrate how it is possible to fine-tune our neural network in real time (i.e., under 76 seconds), using the target parallel ultra-low power GAP 8 System-on-Chip on board the nano-drone, and we show how all adaptation operations can take place using less than 2mWh of energy, a small fraction of the available battery power.