928 resultados para Evolutionary multi-objective programming


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The objective of this thesis is model some processes from the nature as evolution and co-evolution, and proposing some techniques that can ensure that these learning process really happens and useful to solve some complex problems as Go game. The Go game is ancient and very complex game with simple rules which still is a challenge for the Artificial Intelligence. This dissertation cover some approaches that were applied to solve this problem, proposing solve this problem using competitive and cooperative co-evolutionary learning methods and other techniques proposed by the author. To study, implement and prove these methods were used some neural networks structures, a framework free available and coded many programs. The techniques proposed were coded by the author, performed many experiments to find the best configuration to ensure that co-evolution is progressing and discussed the results. Using co-evolutionary learning processes can be observed some pathologies which could impact co-evolution progress. In this dissertation is introduced some techniques to solve pathologies as loss of gradients, cycling dynamics and forgetting. According to some authors, one solution to solve these co-evolution pathologies is introduce more diversity in populations that are evolving. In this thesis is proposed some techniques to introduce more diversity and some diversity measurements for neural networks structures to monitor diversity during co-evolution. The genotype diversity evolved were analyzed in terms of its impact to global fitness of the strategies evolved and their generalization. Additionally, it was introduced a memory mechanism in the network neural structures to reinforce some strategies in the genes of the neurons evolved with the intention that some good strategies learned are not forgotten. In this dissertation is presented some works from other authors in which cooperative and competitive co-evolution has been applied. The Go board size used in this thesis was 9x9, but can be easily escalated to more bigger boards.The author believe that programs coded and techniques introduced in this dissertation can be used for other domains.

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Agro-areas of Arroyos Menores (La Colacha) west and south of Rand south of R?o Cuarto (Prov. of Cordoba, Argentina) basins are very fertile but have high soil loses. Extreme rain events, inundations and other severe erosions forming gullies demand urgently actions in this area to avoid soil degradation and erosion supporting good levels of agro production. The authors first improved hydrologic data on La Colacha, evaluated the systems of soil uses and actions that could be recommended considering the relevant aspects of the study area and applied decision support systems (DSS) with mathematic tools for planning of defences and uses of soils in these areas. These were conducted here using multi-criteria models, in multi-criteria decision making (MCDM); first of discrete MCDM to chose among global types of use of soils, and then of continuous MCDM to evaluate and optimize combined actions, including repartition of soil use and the necessary levels of works for soil conservation and for hydraulic management to conserve against erosion these basins. Relatively global solutions for La Colacha area have been defined and were optimised by Linear Programming in Goal Programming forms that are presented as Weighted or Lexicographic Goal Programming and as Compromise Programming. The decision methods used are described, indicating algorithms used, and examples for some representative scenarios on La Colacha area are given.

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Objective: To show the results of a device that generates automated olfactory stimuli suitable for functional magnetic resonance imaging (fMRI) experiments. Material and methods: Te n normal volunteers, 5 women and 5 men, were studied. The system allows the programming of several sequences, providing the capability to synchronise the onset of odour presentation with acquisition by a trigger signal of the MRI scanner. The olfactometer is a device that allows selection of the odour, the event paradigm, the time of stimuli and the odour concentration. The paradigm used during fMRI scanning consisted of 15-s blocks. The odorant event took 2 s with butanol, mint and coffee. Results: We observed olfactory activity in the olfactory bulb, entorhinal cortex (4%), amygdala (2.5%) and temporo-parietal cortex, especially in the areas related to emotional integration. Conclusions: The device has demonstrated its effectiveness in stimulating olfactory areas and its capacity to adapt to fMRI equipment.RESUMEN Objetivo: Mostrar los resultados del olfatómetro capaz de generar tareas olfativas en un equipo de resonancia magnética funcional (fMRI). Material y métodos: Estudiamos 10 sujetos normales: 5 varones y 5 mujeres. El olfatómetro está dise ̃ nado para que el estímulo que produce se sincronice con el equipo de fMRI mediante la se ̃ nal desencadenante que suministra el propio equipo. El olfatómetro es capaz de: selec- cionar el olor, secuenciar los distintos olores, programar la frecuencia y duración de los olores y controlar la intensidad del olor. El paradigma utilizado responde a un dise ̃ no de activación asociada a eventos, en el que la duración del bloque de activación y de reposo es de 15 s. La duración del estímulo olfativo (butanol, menta o café) es de 2 segundos, durante toda la serie que consta de 9 ciclos. Resultados: Se ha observado reactividad (contraste BOLD) en las diferentes áreas cerebrales involucradas en las tareas olfativas: bulbo olfatorio, córtex entorrinal (4%), amigdala (2,5%) y córtex temporoparietal. Las áreas relacionadas con integración de las emociones tienen una reactividad mayor. Conclusiones: El dispositivo propuesto nos permite controlar de forma automática y sincronizada los olores necesarios para estudiar la actividad de las áreas olfatorias cerebrales mediante fMRI.

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First, this paper describes a future layered Air Traffic Management (ATM) system centred in the execution phase of flights. The layered ATM model is based on the work currently performed by SESAR [1] and takes into account the availability of accurate and updated flight information ?seen by all? across the European airspace. This shared information of each flight will be referred as Reference Business Trajectory (RBT). In the layered ATM system, exchanges of information will involve several actors (human or automatic), which will have varying time horizons, areas of responsibility and tasks. Second, the paper will identify the need to define the negotiation processes required to agree revisions to the RBT in the layered ATM system. Third, the final objective of the paper is to bring to the attention of researchers and engineers the communalities between multi-player games and Collaborative Decision Making processes (CDM) in a layered ATM system

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La consola portátil Nintendo DS es una plataforma de desarrollo muy presente entre la comunidad de desarrolladores independientes, con una extensa y nutrida escena homebrew. Si bien las capacidades 2D de la consola están muy aprovechadas, dado que la mayor parte de los esfuerzos de los creadores amateur están enfocados en este aspecto, el motor 3D de ésta (el que se encarga de representar en pantalla modelos tridimensionales) no lo está de igual manera. Por lo tanto, en este proyecto se tiene en vista determinar las capacidades gráficas de la Nintendo DS. Para ello se ha realizado una biblioteca de funciones en C que permite aprovechar las posibilidades que ofrece la consola en el terreno 3D y que sirve como herramienta para la comunidad homebrew para crear aplicaciones 3D de forma sencilla, dado que se ha diseñado como un sistema modular y accesible. En cuanto al proceso de renderizado se han sacado varias conclusiones. En primer lugar se ha determinado la posibilidad de asignar varias componentes de color a un mismo vértice (color material reactivo a la iluminación, color por vértice directo y color de textura), tanto de forma independiente como simultáneamente, pudiéndose utilizar para aplicar diversos efectos al modelo, como iluminación pre-calculada o simulación de una textura mediante color por vértice, ahorrando en memoria de video. Por otro lado se ha implementado un sistema de renderizado multi-capa, que permite realizar varias pasadas de render, pudiendo, de esta forma, aplicar al modelo una segunda textura mezclada con la principal o realizar un efecto de reflexión esférica. Uno de los principales avances de esta herramienta con respecto a otras existentes se encuentra en el apartado de animación. El renderizador desarrollado permite por un lado animación por transformación, consistente en la animación de mallas o grupos de vértices del modelo mediante el movimiento de una articulación asociada que determina su posición y rotación en cada frame de animación. Por otro lado se ha implementado un sistema de animación por muestreo de vértices mediante el cual se determina la posición de éstos en cada instante de la animación, generando frame a frame las poses que componen el movimiento (siendo este último método necesario cuando no se puede animar una malla por transformación). Un mismo modelo puede contener diferentes esqueletos, animados independientemente entre sí, y cada uno de ellos tener definidas varias costumbres de animación que correspondan a movimientos contextuales diferentes (andar, correr, saltar, etc). Además, el sistema permite extraer cualquier articulación para asociar su transformación a un objeto estático externo y que éste siga el movimiento de la animación, pudiendo así, por ejemplo, equipar un objeto en la mano de un personaje. Finalmente se han implementado varios efectos útiles en la creación de escenas tridimensionales, como el billboarding (tanto esférico como cilíndrico), que restringe la rotación de un modelo para que éste siempre mire a cámara y así poder emular la apariencia de un objeto tridimensional mediante una imagen plana, ahorrando geometría, o emplearlo para realizar efectos de partículas. Por otra parte se ha implementado un sistema de animación de texturas por subimágenes que permite generar efectos de movimiento mediante imágenes, sin necesidad de transformar geometría. ABSTRACT. The Nintendo DS portable console has received great interest within the independent developers’ community, with a huge homebrew scene. The 2D capabilities of this console are well known and used since most efforts of the amateur creators has been focused on this point. However its 3D engine (which handles with the representation of three-dimensional models) is not equally used. Therefore, in this project the main objective is to assess the Nintendo DS graphic capabilities. For this purpose, a library of functions in C programming language has been coded. This library allows the programmer to take advantage of the possibilities that the 3D area brings. This way the library can be used by the homebrew community as a tool to create 3D applications in an easy way, since it has been designed as a modular and accessible system. Regarding the render process, some conclusions have been drawn. First, it is possible to assign several colour components to the same vertex (material colour, reactive to the illumination, colour per vertex and texture colour), independently and simultaneously. This feature can be useful to apply certain effects on the model, such as pre-calculated illumination or the simulation of a texture using colour per vertex, providing video memory saving. Moreover, a multi-layer render system has been implemented. This system allows the programmer to issue several render passes on the same model. This new feature brings the possibility to apply to the model a second texture blended with the main one or simulate a spherical reflection effect. One of the main advances of this tool over existing ones consists of its animation system. The developed renderer includes, on the one hand, transform animation, which consists on animating a mesh or groups of vertices of the model by the movement of an associated joint. This joint determines position and rotation of the mesh at each frame of the animation. On the other hand, this tool also implements an animation system by vertex sampling, where the position of vertices is determined at every instant of the animation, generating the poses that build up the movement (the latter method is mandatory when a mesh cannot be animated by transform). A model can contain multiple skeletons, animated independently, each of them being defined with several animation customs, corresponding to different contextual movements (walk, run, jump, etc). Besides, the system allows extraction of information from any joint in order to associate its transform to a static external object, which will follow the movement of the animation. This way, any object could be equipped, for example, on the hand of a character. Finally, some useful effects for the creation of three-dimensional scenes have been implemented. These effects include billboarding (both spherical and cylindrical), which constraints the rotation of a model so it always looks on the camera's direction. This feature can provide the ability to emulate the appearance of a three-dimensional model through a flat image (saving geometry). It can also be helpful in the implementation of particle effects. Moreover, a texture animation system using sub-images has also been implemented. This system allows the generation of movement by using images as textures, without having to transform geometry.

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Este proyecto pretende mostrar los desfases existentes entre señales de audio obtenidas de la misma fuente en distintos puntos distanciados entre sí. Para ello nos basamos en el análisis de la correlación de las señales de audio multi-microfónicas, para determinar los retrasos entre dichas señales. Durante las de tres partes diferentes que conforman este proyecto, explicaremos el dónde, cómo y por qué se produce este efecto en este tipo de señales. En la primera se presentan algunos de los conceptos teóricos necesarios para entender el desarrollo posterior, tales como la coherencia y correlación entre señales, los retardos de fase y la importancia del micro-tiempo. Además se explican diversas técnicas microfónicas que se utilizarán en la tercera parte. A lo largo de la segunda, se presenta el software desarrollado para determinar y corregir el retraso entre las señales que se deseen analizar. Para ello se ha escogido la herramienta de programación Matlab, ya que ha sido la más utilizada en la mayoría de las asignaturas que componen la titulación y por ello se posee el suficiente dominio de la misma. Además de presentar el propio software, al final de esta parte hay un manual de usuario del mismo, en el que se explica el manejo para posibles usos futuros por parte de otras personas interesadas. En la última parte se demuestra en varios casos reales, el estudio de la alineación de tomas multi-microfónicas en las cuales se produce en efecto que se intenta detectar y corregir. Aquí se realizan tres estudios de dicho fenómeno. En el primero se emplean señales digitales internas, concretamente ruido blanco, retrasando algunas muestras dichas señales unas de otras, para luego analizarlas con el software desarrollado y comprobar la eficacia del mismo. En el segundo se analizan la señales de audio obtenidas en el estudio de grabación de varios grupos de música moderna, mostrando los resultados del empleo del software en algunas de ellas, tales como las tomas de batería, bajo y guitarra. En el tercero se analizan las señales de audio obtenidas fuera del estudio de grabación, en donde no se dispone de las supuestas condiciones ideales que se tienen en el entorno que rodea a un estudio de grabación (acústicamente hablando). Se utilizan algunas de las técnicas microfónicas explicadas en el último apartado de la parte dedicada a los conceptos teóricos, para la grabación de una orquesta sinfónica, para luego analizar el efecto buscado mediante nuestro software, presentando los resultados obtenidos. De igual manera se realiza en el estudio con una agrupación coral de cuatro voces dentro de una Iglesia. ABSTRACT This project aims to show delays between audio signals obtained from the same source at diferent points spaced apart. To do this we rely on the analysis of the correlation of multi-microphonic audio signals, to determine the delay between these signals. During three diferent parts that make up this project, we will explain where, how and why this effect occurs in this type of signals. At the first part we present some of the theoretical concepts necessary to understand the subsequent development, such as coherence and correlation between signals, phase delays and the importance of micro-time. Also explains several microphone techniques to be used in the third part. During the second, it presents the software developed to determine and correct the delay between the signals that are desired to analyze. For this we have chosen the programming software Matlab , as it has been the most used in the majority of the subjects in the degree and therefore has suficient command of it. Besides presenting the software at the end of this part there is a user manual of it , which explains the handling for future use by other interested people. The last part is shown in several real cases, the study of aligning multi- microphonic sockets in which it is produced in effect trying to detect and correct. This includes three studies of this phenomenon. In the first internal digital signals are used, basically white noise, delaying some samples the signals from each other, then with software developed analyzing and verifying its efectiveness. In the second analyzes the audio signals obtained in the recording studio several contemporary bands, showing the results of using the software in some of them, such as the taking of drums, bass and guitar. In the third analyzes audio signals obtained outside the recording studio, where there are no ideal conditions alleged to have on the environment surrounding a recording studio (acoustically speaking). We use some of the microphone techniques explained in the last paragraph of the section on theoretical concepts, for the recording of a symphony orchestra, and then analyze the effect sought by our software, presenting the results. Similarly, in the study performed with a four-voice choir in a church.

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In coffee processing the fermentation stage is considered one of the critical operations by its impact on the final quality of the product. However, the level of control of the fermentation process on each farm is often not adequate; the use of sensorics for controlling coffee fermentation is not common. The objective of this work is to characterize the fermentation temperature in a fermentation tank by applying spatial interpolation and a new methodology of data analysis based on phase space diagrams of temperature data, collected by means of multi-distributed, low cost and autonomous wireless sensors. A real coffee fermentation was supervised in the Cauca region (Colombia) with a network of 24 semi-passive TurboTag RFID temperature loggers with vacuum plastic cover, submerged directly in the fermenting mass. Temporal evolution and spatial distribution of temperature is described in terms of the phase diagram areas which characterizes the cyclic behaviour of temperature and highlights the significant heterogeneity of thermal conditions at different locations in the tank where the average temperature of the fermentation was 21.2 °C, although there were temperature ranges of 4.6°C, and average spatial standard deviation of ±1.21ºC. In the upper part of the tank we found high heterogeneity of temperatures, the higher temperatures and therefore the higher fermentation rates. While at the bottom, it has been computed an area in the phase diagram practically half of the area occupied by the sensors of the upper tank, therefore this location showed higher temperature homogeneity

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En los últimos años el número de dispositivos móviles y smartphones ha aumentado drásticamente, así como el número de aplicaciones destinadas a estos. Los desarrolladores siempre se han visto frenados en la creación de estas aplicaciones debido a la complejidad que supone la diversidad de sistemas operativos (Android, iOS, Windows Phone, etc), que utilizan lenguajes de programación diferentes, haciendo que, para poder desarrollar una aplicación que funcione en estas plataformas, en verdad haya que implementar una aplicación independiente para cada una de las plataformas. Para solucionar este problema han surgido frameworks, como Appcelerator Titanium, que permiten escribir una sola vez la aplicación y compilarla para las diferentes plataformas móviles objetivo. Sin embargo, estos frameworks están aún en estado muy temprano de desarrollo, por lo que no resuelven toda la problemática ni dan una respuesta completa a los desarrolladores. El objetivo de este Trabajo de Fin de Grado ha sido contribuir a la evolución de estos frameworks mediante la creación de un módulo para Appcelerator Titanium que permita construir de manera ágil aplicaciones multiplataforma que hagan uso de visualizadores de información geográfica. Para ello se propone el desarrollo de un módulo de mapa con soporte para capas WMS, rutas y polígonos en WKT, KML y GeoJSON. Se facilitará además que estas aplicaciones puedan acceder a capacidades del hardware como la brújula y el GPS para realizar un seguimiento de la localización, a la vez que se hace uso de la aceleración por el hardware subyacente para mejorar la velocidad y fluidez de la información visualizada en el mapa. A partir de este módulo se ha creado una aplicación que hace uso de todas sus características y posteriormente se ha migrado a la plataforma Wirecloud4Tablet como componente nativo que puede integrarse con otros componentes web (widgets) mediante técnicas de mashup. Gracias a esto se ha podido fusionar por un lado todas las ventajas que ofrece Wirecloud para el rápido desarrollo de aplicaciones sin necesidad de tener conocimientos de programación, junto con las ventajas que ofrecen las aplicaciones nativas en cuanto a rendimiento y características extras. Usando los resultados de este proyecto, se pueden crear de manera ágil aplicaciones composicionales nativas multiplataforma que hagan uso de visualización de información geográfica; es decir, se pueden crear aplicaciones en pocos minutos y sin conocimientos de programación que pueden ejecutar diferentes componentes (como el mapa) de manera nativa en múltiples plataformas. Se facilita también la integración de componentes nativos (como es el mapa desarrollado) con otros componentes web (widgets) en un mashup que puede visualizarse en dispositivos móviles mediante la plataforma Wirecloud. ---ABSTRACT---In recent years the number of mobile devices and smartphones has increased dramatically as well as the number of applications targeted at them. Developers always have been slowed in the creation of these applications due to the complexity caused by the diversity of operating systems (Android, iOS, Windows Phone, etc), each of them using different programming languages, so that, in order to develop an application that works on these platforms, the developer really has to implement a different application for each platform. To solve this problem frameworks such as Appcelerator Titanium have emerged, allowing developers to write the application once and to compile it for different target mobile platforms. However, these frameworks are still in very early stage of development, so they do not solve all the difficulties nor give a complete solution to the developers. The objective of this final year dissertation is to contribute to the evolution of these frameworks by creating a module for Appcelerator Titanium that permits to nimbly build multi-platform applications that make use of geographical information visualization. To this end, the development of a map module with support for WMS layers, paths, and polygons in WKT, KML, and GeoJSON is proposed. This module will also facilitate these applications to access hardware capabilities such as GPS and compass to track the location, while it makes use of the underlying hardware acceleration to improve the speed and fluidity of the information displayed on the map. Based on this module, it has been created an application that makes use of all its features and subsequently it has been migrated to the platform Wirecloud4Tablet as a native component that can be integrated with other web components (widgets) using mashup techniques. As a result, it has been fused on one side all the advantages Wirecloud provides for fast application development without the need of programming skills, along with the advantages of native apps, such as performance and extra features. Using the results of this project, compositional platform native applications that make use of geographical information visualization can be created in an agile way; ie, in a few minutes and without having programming skills, a developer could create applications that can run different components (like the map) natively on multiple platforms. It also facilitates the integration of native components (like the map) with other web components (widgets) in a mashup that can be displayed on mobile devices through the Wirecloud platform.

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In this article, a novel approach to deal with the design of in-building wireless networks deployments is proposed. This approach known as MOQZEA (Multiobjective Quality Zone Based Evolutionary Algorithm) is a hybr id evolutionary algorithm adapted to use a novel fitness function, based on the definition of quality zones for the different objective functions considered. This approach is conceived to solve wireless network design problems without previous information of the required number of transmitters, considering simultaneously a high number of objective functions and optimizing multiple configuration parameters of the transmitters.

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Abstract Interneuron classification is an important and long-debated topic in neuroscience. A recent study provided a data set of digitally reconstructed interneurons classified by 42 leading neuroscientists according to a pragmatic classification scheme composed of five categorical variables, namely, of the interneuron type and four features of axonal morphology. From this data set we now learned a model which can classify interneurons, on the basis of their axonal morphometric parameters, into these five descriptive variables simultaneously. Because of differences in opinion among the neuroscientists, especially regarding neuronal type, for many interneurons we lacked a unique, agreed-upon classification, which we could use to guide model learning. Instead, we guided model learning with a probability distribution over the neuronal type and the axonal features, obtained, for each interneuron, from the neuroscientists’ classification choices. We conveniently encoded such probability distributions with Bayesian networks, calling them label Bayesian networks (LBNs), and developed a method to predict them. This method predicts an LBN by forming a probabilistic consensus among the LBNs of the interneurons most similar to the one being classified. We used 18 axonal morphometric parameters as predictor variables, 13 of which we introduce in this paper as quantitative counterparts to the categorical axonal features. We were able to accurately predict interneuronal LBNs. Furthermore, when extracting crisp (i.e., non-probabilistic) predictions from the predicted LBNs, our method outperformed related work on interneuron classification. Our results indicate that our method is adequate for multi-dimensional classification of interneurons with probabilistic labels. Moreover, the introduced morphometric parameters are good predictors of interneuron type and the four features of axonal morphology and thus may serve as objective counterparts to the subjective, categorical axonal features.

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Interneuron classification is an important and long-debated topic in neuroscience. A recent study provided a data set of digitally reconstructed interneurons classified by 42 leading neuroscientists according to a pragmatic classification scheme composed of five categorical variables, namely, of the interneuron type and four features of axonal morphology. From this data set we now learned a model which can classify interneurons, on the basis of their axonal morphometric parameters, into these five descriptive variables simultaneously. Because of differences in opinion among the neuroscientists, especially regarding neuronal type, for many interneurons we lacked a unique, agreed-upon classification, which we could use to guide model learning. Instead, we guided model learning with a probability distribution over the neuronal type and the axonal features, obtained, for each interneuron, from the neuroscientists’ classification choices. We conveniently encoded such probability distributions with Bayesian networks, calling them label Bayesian networks (LBNs), and developed a method to predict them. This method predicts an LBN by forming a probabilistic consensus among the LBNs of the interneurons most similar to the one being classified. We used 18 axonal morphometric parameters as predictor variables, 13 of which we introduce in this paper as quantitative counterparts to the categorical axonal features. We were able to accurately predict interneuronal LBNs. Furthermore, when extracting crisp (i.e., non-probabilistic) predictions from the predicted LBNs, our method outperformed related work on interneuron classification. Our results indicate that our method is adequate for multi-dimensional classification of interneurons with probabilistic labels. Moreover, the introduced morphometric parameters are good predictors of interneuron type and the four features of axonal morphology and thus may serve as objective counterparts to the subjective, categorical axonal features.

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The main purpose of this work is to describe the case of an online Java Programming course for engineering students to learn computer programming and to practice other non-technicalabilities: online training, self-assessment, teamwork and use of foreign languages. It is important that students develop confidence and competence in these skills, which will be required later in their professional tasks and/or in other engineering courses (life-long learning). Furthermore, this paper presents the pedagogical methodology, the results drawn from this experience and an objective performance comparison with another conventional (face-to-face) Java course.

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Semantic interoperability is essential to facilitate efficient collaboration in heterogeneous multi-site healthcare environments. The deployment of a semantic interoperability solution has the potential to enable a wide range of informatics supported applications in clinical care and research both within as ingle healthcare organization and in a network of organizations. At the same time, building and deploying a semantic interoperability solution may require significant effort to carryout data transformation and to harmonize the semantics of the information in the different systems. Our approach to semantic interoperability leverages existing healthcare standards and ontologies, focusing first on specific clinical domains and key applications, and gradually expanding the solution when needed. An important objective of this work is to create a semantic link between clinical research and care environments to enable applications such as streamlining the execution of multi-centric clinical trials, including the identification of eligible patients for the trials. This paper presents an analysis of the suitability of several widely-used medical ontologies in the clinical domain: SNOMED-CT, LOINC, MedDRA, to capture the semantics of the clinical trial eligibility criteria, of the clinical trial data (e.g., Clinical Report Forms), and of the corresponding patient record data that would enable the automatic identification of eligible patients. Next to the coverage provided by the ontologies we evaluate and compare the sizes of the sets of relevant concepts and their relative frequency to estimate the cost of data transformation, of building the necessary semantic mappings, and of extending the solution to new domains. This analysis shows that our approach is both feasible and scalable.

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The fermentation stage is considered to be one of the critical steps in coffee processing due to its impact on the final quality of the product. The objective of this work is to characterise the temperature gradients in a fermentation tank by multi-distributed, low-cost and autonomous wireless sensors (23 semi-passive TurboTag® radio-frequency identifier (RFID) temperature loggers). Spatial interpolation in polar coordinates and an innovative methodology based on phase space diagrams are used. A real coffee fermentation process was supervised in the Cauca region (Colombia) with sensors submerged directly in the fermenting mass, leading to a 4.6 °C temperature range within the fermentation process. Spatial interpolation shows a maximum instant radial temperature gradient of 0.1 °C/cm from the centre to the perimeter of the tank and a vertical temperature gradient of 0.25 °C/cm for sensors with equal polar coordinates. The combination of spatial interpolation and phase space graphs consistently enables the identification of five local behaviours during fermentation (hot and cold spots).

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El objetivo de esta tesis fin de máster es la construcción mediante técnicas evolutivas de bases de conocimiento con reglas difusas para desarrollar un sistema autónomo que sea capaz de jugar con destreza a un videojuego de lucha en 2D. El uso de la lógica difusa permite manejar imprecisión, la cual está implícita en las variables de entrada al sistema y favorece la comprensión a nivel humano del comportamiento general del controlador. Se ha diseñado, para obtener la base de conocimiento que permita al sistema tomar las decisiones adecuadas durante el combate, un nuevo operador para algoritmos evolutivos. Se ha observado que la programación genética guiada por gramáticas (PGGG) muestra un sesgo debido al cruce que se suele emplear para obtener nuevos individuos en el proceso evolutivo. Para solventar este problema, se propone el método de sedimentación, capaz de evitar la tendencia que tiene la PGGG a generar bases de conocimiento con pocas reglas, de forma independiente a la gramática. Este método se inspira en la sedimentación que se produce en el fondo de los lechos marinos y permite obtener un sustrato de reglas óptimas que forman la solución final una vez que converge el algoritmo.---ABSTRACT---The objective of this thesis is the construction by evolutionary techniques of fuzzy rule-base system to develop an autonomous controller capable of playing a 2D fighting game. The use of fuzzy logic handles imprecision, which is implicit in the input variables of the system and makes the behavior of the controller easier to understand by humans. A new operator for evolutionary algorithms is designed to obtain the knowledge base that allows the system to take appropriate decision during combat. It has been observed that the grammar guided genetic programming (GGGP) shows a bias due to the crossing that is often used for obtaining new individuals in the evolutionary process. To solve this problem, the sedimentation method, able to avoid the tendency of the PGGG to generate knowledge bases with few rules, independently of the grammar is proposed. This method is inspired by the sedimentation that occurs on the bottom of the seabed and creates an optimal rules substrate that ends on the final solution once the algorithm converges.