969 resultados para ADAPTIVE-BEHAVIOR


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Tese de doutoramento, Informática (Engenharia Informática), Universidade de Lisboa, Faculdade de Ciências, 2014

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The Darwinian Particle Swarm Optimization (DPSO) is an evolutionary algorithm that extends the Particle Swarm Optimization using natural selection to enhance the ability to escape from sub-optimal solutions. An extension of the DPSO to multi-robot applications has been recently proposed and denoted as Robotic Darwinian PSO (RDPSO), benefiting from the dynamical partitioning of the whole population of robots, hence decreasing the amount of required information exchange among robots. This paper further extends the previously proposed algorithm adapting the behavior of robots based on a set of context-based evaluation metrics. Those metrics are then used as inputs of a fuzzy system so as to systematically adjust the RDPSO parameters (i.e., outputs of the fuzzy system), thus improving its convergence rate, susceptibility to obstacles and communication constraints. The adapted RDPSO is evaluated in groups of physical robots, being further explored using larger populations of simulated mobile robots within a larger scenario.

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Les systèmes sensoriels encodent l’information sur notre environnement sous la forme d’impulsions électriques qui se propagent dans des réseaux de neurones. Élucider le code neuronal – les principes par lesquels l’information est représentée dans l’activité des neurones – est une question fondamentale des neurosciences. Cette thèse constituée de 3 études (E) s’intéresse à deux types de codes, la synchronisation et l’adaptation, dans les neurones du cortex visuel primaire (V1) du chat. Au niveau de V1, les neurones sont sélectifs pour des propriétés comme l’orientation des contours, la direction et la vitesse du mouvement. Chaque neurone ayant une combinaison de propriétés pour laquelle sa réponse est maximale, l’information se retrouve distribuée dans différents neurones situés dans diverses colonnes et aires corticales. Un mécanisme potentiel pour relier l’activité de neurones répondant à des items eux-mêmes reliés (e.g. deux contours appartenant au même objet) est la synchronisation de leur activité. Cependant, le type de relations potentiellement encodées par la synchronisation n’est pas entièrement clair (E1). Une autre stratégie de codage consiste en des changements transitoires des propriétés de réponse des neurones en fonction de l’environnement (adaptation). Cette plasticité est présente chez le chat adulte, les neurones de V1 changeant d’orientation préférée après exposition à une orientation non préférée. Cependant, on ignore si des neurones spatialement proches exhibent une plasticité comparable (E2). Finalement, nous avons étudié la dynamique de la relation entre synchronisation et plasticité des propriétés de réponse (E3). Résultats principaux — (E1) Nous avons montré que deux stimuli en mouvement soit convergent soit divergent élicitent plus de synchronisation entre les neurones de V1 que deux stimuli avec la même direction. La fréquence de décharge n’était en revanche pas différente en fonction du type de stimulus. Dans ce cas, la synchronisation semble coder pour la relation de cocircularité dont le mouvement convergent (centripète) et divergent (centrifuge) sont deux cas particuliers, et ainsi pourrait jouer un rôle dans l’intégration des contours. Cela indique que la synchronisation code pour une information qui n’est pas présente dans la fréquence de décharge des neurones. (E2) Après exposition à une orientation non préférée, les neurones changent d’orientation préférée dans la même direction que leurs voisins dans 75% des cas. Plusieurs propriétés de réponse des neurones de V1 dépendent de leur localisation dans la carte fonctionnelle corticale pour l’orientation. Les comportements plus diversifiés des 25% de neurones restants sont le fait de différences fonctionnelles que nous avons observé et qui suggèrent une localisation corticale particulière, les singularités, tandis que la majorité des neurones semblent situés dans les domaines d’iso-orientation. (E3) Après adaptation, les paires de neurones dont les propriétés de réponse deviennent plus similaires montrent une synchronisation accrue. Après récupération, la synchronisation retourne à son niveau initial. Par conséquent, la synchronisation semble refléter de façon dynamique la similarité des propriétés de réponse des neurones. Conclusions — Cette thèse contribue à notre connaissance des capacités d’adaptation de notre système visuel à un environnement changeant. Nous proposons également des données originales liées au rôle potentiel de la synchronisation. En particulier, la synchronisation semble capable de coder des relations entre objets similaires ou dissimilaires, suggérant l’existence d’assemblées neuronales superposées.

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One objective of artificial intelligence is to model the behavior of an intelligent agent interacting with its environment. The environment's transformations can be modeled as a Markov chain, whose state is partially observable to the agent and affected by its actions; such processes are known as partially observable Markov decision processes (POMDPs). While the environment's dynamics are assumed to obey certain rules, the agent does not know them and must learn. In this dissertation we focus on the agent's adaptation as captured by the reinforcement learning framework. This means learning a policy---a mapping of observations into actions---based on feedback from the environment. The learning can be viewed as browsing a set of policies while evaluating them by trial through interaction with the environment. The set of policies is constrained by the architecture of the agent's controller. POMDPs require a controller to have a memory. We investigate controllers with memory, including controllers with external memory, finite state controllers and distributed controllers for multi-agent systems. For these various controllers we work out the details of the algorithms which learn by ascending the gradient of expected cumulative reinforcement. Building on statistical learning theory and experiment design theory, a policy evaluation algorithm is developed for the case of experience re-use. We address the question of sufficient experience for uniform convergence of policy evaluation and obtain sample complexity bounds for various estimators. Finally, we demonstrate the performance of the proposed algorithms on several domains, the most complex of which is simulated adaptive packet routing in a telecommunication network.

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The purpose of this paper is to propose a Neural-Q_learning approach designed for online learning of simple and reactive robot behaviors. In this approach, the Q_function is generalized by a multi-layer neural network allowing the use of continuous states and actions. The algorithm uses a database of the most recent learning samples to accelerate and guarantee the convergence. Each Neural-Q_learning function represents an independent, reactive and adaptive behavior which maps sensorial states to robot control actions. A group of these behaviors constitutes a reactive control scheme designed to fulfill simple missions. The paper centers on the description of the Neural-Q_learning based behaviors showing their performance with an underwater robot in a target following task. Real experiments demonstrate the convergence and stability of the learning system, pointing out its suitability for online robot learning. Advantages and limitations are discussed

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Introducción: Autismo es un trastorno del desarrollo caracterizado por compromiso en interacción social, habilidades de lenguaje, presentando rituales con estereotipias. Sin tratamientos curativos, actualmente se buscan terapias alternativas. Un incremento de la literatura científica de terapias asistidas con animales se ha evidenciado, demostrando mejoría en pacientes autistas con la equinoterapia. Objetivo: Realizar una revisión sistemática de la literatura para evaluar efectividad de la equinoterapia en habilidades sociales y de lenguaje en niños autistas. Metodología: Revisión sistemática de la literatura de artículos obtenidos en bases de datos y Meta-buscadores que proporcionaron evidencia de equinoterapia en niños autistas. Tipo de artículos consultados: revisiones sistemáticas, meta análisis y ensayos clínicos. Trabajos publicados hasta 2013. En inglés y español. Se emplearon términos MeSH y EMTREE. Resultados: Cuatro artículos cumplieron criterios de inclusión y exclusión. Se analizaron los artículos individualmente, no se logró realizar un meta análisis por diferencias metodológicas entre los estudios. En total 85 sujetos fueron evaluados en dichos estudios. La equinoterapia en niños autistas evidenció mejoría en habilidades sociales y en las habilidades de lenguaje pre verbal. Discusión: La equinoterapia es prometedora en el manejo de niños autistas, los artículos evidencian consistentemente mejorías a nivel de habilidades sociales y de lenguaje. Debe ser considerado el tipo de paciente, el régimen de equinoterapia y la sostenibilidad de las mejoras. Conclusiones: Se necesitan nuevos estudio con un mayor rigor metodológico que permitan fortalecer la evidencia sobre la equinoterapia en niños con autismo y así poder realizar recomendaciones con un adecuado nivel de evidencia.

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Background Abnormalities in the neural representation of rewarding and aversive stimuli have been well-described in patients with acute depression, and we previously found abnormal neural responses to rewarding and aversive sight and taste stimuli in recovered depressed patients. The aim of the present study was to determine whether similar abnormalities might be present in young people at increased familial risk of depression but with no personal history of mood disorder. Methods We therefore used functional magnetic resonance imaging to examine the neural responses to pleasant and aversive sights and tastes in 25 young people (16–21 years of age) with a biological parent with depression and 25 age- and gender-matched control subjects. Results We found that, relative to the control subjects, participants with a parental history of depression showed diminished responses in the orbitofrontal cortex to rewarding stimuli, whereas activations to aversive stimuli were increased in the lateral orbitofrontal cortex and insula. In anterior cingulate cortex the at-risk group showed blunted neural responses to both rewarding and aversive stimuli. Conclusions Our findings suggest that young people at increased familial risk of depression have altered neural representation of reward and punishment, particularly in cortical regions linked to the use of positive and negative feedback to guide adaptive behavior.

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Several lines of evidence indicate that sleep is beneficial for learning, but there is no experimental evidence yet that the content of dreams is adaptive, i.e., that dreams help the dreamer to cope with challenges of the following day. Our aim here is to investigate the role of dreams in the acquisition of a complex cognitive task. We investigated electroencephalographic recordings and dream reports of adult subjects exposed to a computer game comprising perceptual, motor, spatial, emotional and higher-level cognitive aspects (Doom). Subjects slept two nights in the sleep laboratory, a completely dark room with a comfortable bed and controlled temperature. Electroencephalographic recordings with 28 channels were continuously performed throughout the experiment to identify episodes of rapid-eye-movement (REM) sleep. Behaviors were continuously recorded in audio and video with an infrared camera. Dream reports were collected upon forced awakening from late REM sleep, and again in the morning after spontaneous awakening. On day 1, subjects were habituated to the sleep laboratory, no computer game was played, and negative controls for gamerelated dream reports were collected. On day 2, subjects played the computer game before and after sleep. Each game session lasted for an hour, and sleep for 7-9 hours. 9 different measures of performance indicated significant improve overnight. 81% of the subjects experienced intrusion of elements of the game into their dreams, including potentially adaptative strategies (insights). There was a linear correlation between performance and dream intrusion as well as for game improval and quantity of reported dreaming. In the electrophysiological analysis we mapped the subjects brain activities in different stages (SWS 1, REM 1, SWS 2, REM 2, Game 1 and Game 2), and found a modest reverberation in motor areas related to the joystick control during the sleep. When separated by gender, we found a significant difference on female subjects in the channels that indicate motor learning. Analysis of dream reports showed that the amount of gamerelated elements in dreams correlated with performance gains according to an inverted-U function analogous to the Yerkes-Dodson law that governs the relationship between arousal and learning. The results indicate that dreaming is an adaptive behavior

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Ubiquitous computing systems operate in environments where the available resources significantly change during the system operation, thus requiring adaptive and context aware mechanisms to sense changes in the environment and adapt to new execution contexts. Motivated by this requirement, a framework for developing and executing adaptive context aware applications is proposed. The PACCA framework employs aspect-oriented techniques to modularize the adaptive behavior and to keep apart the application logic from this behavior. PACCA uses abstract aspect concept to provide flexibility by addition of new adaptive concerns that extend the abstract aspect. Furthermore, PACCA has a default aspect model that considers habitual adaptive concerns in ubiquitous applications. It exploits the synergy between aspect-orientation and dynamic composition to achieve context-aware adaptation, guided by predefined policies and aim to allow software modules on demand load making possible better use of mobile devices and yours limited resources. A Development Process for the ubiquitous applications conception is also proposed and presents a set of activities that guide adaptive context-aware developer. Finally, a quantitative study evaluates the approach based on aspects and dynamic composition for the construction of ubiquitous applications based in metrics

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Locomotion generates a visual movement pattern characterized as optic flow. To explore how the locomotor adjustments are affected by this pattern, an experimental paradigm was developed to eliminate optic flow during obstacle avoidance. The aim was to investigate the contribution of optic flow in obstacle avoidance by using a stroboscopic lamp. Ten young adults walked on an 8m pathway and stepped over obstacles at two heights. Visual sampling was determined by a stroboscopic lamp (static and dynamic visual sampling). Three-dimensional kinematics data showed that the visual information about self-motion provided by the optic flow was crucial for estimating the distance from and the height of the obstacle. Participants presented conservative behavior for obstacle avoidance under experimental visual sampling conditions, which suggests that optic flow favors the coupling of vision to adaptive behavior for obstacle avoidance.

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The study aims at exploring the experience of the patients suffering from high blood pressure, analysing the difficulties they evoke and trying to generate similarities. It is a qualitative study, based on the phenomenological method. The interviews highlight the fact that the patients are preoccupied only by the symptoms of high blood pressure. They also show that all the patients live through the disease with a lot of emotions, with feelings of frustration, stress, anxiety and helplessness. A better understanding of the patients' experience must enable the nurses to have better targeted actions.

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Objective. To evaluate the influence of previous adaptation to different computational environments in visuo-spacial tasks performance of healthy individuals. Method. Healthy volunteers (n = 30), 15 male, mean age 25.3 ± 3.3 years, were divided in three groups: the first group, considered control, was not adapted to the proposed environments; the second group was adapted to a closed environment (stable and expected), and the third group was adapted to an open environment A (unexpected). The proposed task was to go through two open environments B and C (maze). The dependent variables Time and Error were considered for the analysis. Results. It was observed that during the adaptation phase, in the Time variable, the groups presented a progressive improvement in the performance to each task (p = 0.0036). The group adapted in the A open environment, showed a tendency to be faster in the execution of B and C open environments tasks, than the group adapted in the closed environment (p = 0.068). Conclusion. The study suggests that subjects adapted to visuo-spacial tasks execution involving unknown and no guided situations, present a tendency to a better time performance in these tasks when compared to subjects adapted in fixed and guided situations.

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Objective: The prevalence of wearing and fracture of complete dentures was evaluated among edentulous patients treated in two dental schools in Brazil. Background: Acceptance and wearing of complete dentures are related to adaptive behaviour of edentulous patients. However, one reason that could interfere with the wearing dentures is their potential to fracture, which is still a common complication in denture rehabilitation practice. Material and methods: Two hundred and twenty-four edentulous patients rehabilitated with complete dentures from 2000 to 2005 in Araçatuba and Araraquara Dental School, University of State of São Paulo, were assessed in 2006 and 2007 to answer a questionnaire about wearing and fracture of their dentures. Statistical analysis were performed using Epi Info software and chi-squared test to compare maxillary and mandibular data (α = 0.05). Results: Almost 26% of the patients did not wear their dentures, and among the remainder, the majority wore the maxillary denture. About 30% of the dentures were fractured, with higher prevalence in the maxillary arch (p = 0.003). Conclusions: Discontinuation of wearing dentures was quite high, especially considering the treatment which was carried out in university clinics. Prevalence of fractures was also high, greater for the maxillary denture, and was one of the main reasons for non-wearing of complete dentures. © 2011 The Gerodontology Society and John Wiley & Sons A/S.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)