There is a global concern about using serious games in multiple fields with numerous publications, especially in Education. Conducting a bibliometric analysis can be insightful to depict and analyze the current state,...
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Recent advancements in computer vision have led to humanlevel performance in image recognition tasks, but challenges persist in real-world applications due to differences in data distribution. This paper introduces CL...
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ISBN:
(纸本)9783031777370;9783031777387
Recent advancements in computer vision have led to humanlevel performance in image recognition tasks, but challenges persist in real-world applications due to differences in data distribution. This paper introduces CLARA, a semi-automatic framework designed to continually retrain computer vision models by incorporating expert annotation of new data. The system was tested in a production environment with a waste image classification model and showed improved performance and robustness against evolving data distributions. This approach encourages collaboration among stakeholders in waste management and utilizes human-in-the-loop strategies to enhance model accuracy. The framework is adaptable to various models and tasks and, additionally, supports fusion techniques that combine outputs from multiple models to improve prediction robustness and overall system reliability.
The use of Artificial Intelligence in computer Graphics can be applied to video games to a great extent, from human-computer interaction to character animation. The development of increasingly complex environments and...
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ISBN:
(纸本)9783031500749;9783031500756
The use of Artificial Intelligence in computer Graphics can be applied to video games to a great extent, from human-computer interaction to character animation. The development of increasingly complex environments and, consequently, ever increasing state-spaces, brought the necessity of new AI approaches. This is why Deep Reinforcement Learning is becoming widespread also in this domain, by enabling training of agents capable of out-performing humans. This work aims to develop a methodology to train intelligent agents, allowing them to perform the task of interacting and navigating through complex 2D environments, achieving different goals. Two platform video games have been examined: one is a level-based platformer, which provides a "static" environment, while the other is an endless-type video game, in which elements change randomly every game, making the environment more "dynamic". Different experiments have been performed, with different configuration settings;in both cases, trained agents showed good performance results, proving the effectiveness of the proposed method. In particular, in both scenarios the stable cumulative reward achieved corresponds to the highest value of all the trainings performed, and the policy and value loss obtained show really low values.
Addressing privacy concerns and the evolving nature of user preferences, it is crucial to explore collaborative training methods for federated recommendation models that match the performance of centralized models whi...
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In the realm of computer vision, image denoising remains a formidable challenge with profound implications for fields like medical imaging, remote sensing, and photography. Despite notable advancements in deep learnin...
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In the k-product facility location game with penalties, each customer must be supplied with k different products or be rejected by paying the penalty cost. The game is considered in this paper. The cost-sharing scheme...
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Various studies show that multimodal interaction technologies, especially motion capture in educational environments, can significantly improve and support educational purposes such as language learning. In this paper...
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ISBN:
(纸本)9783031426810;9783031426827
Various studies show that multimodal interaction technologies, especially motion capture in educational environments, can significantly improve and support educational purposes such as language learning. In this paper, we introduce a prototype that implements finger tracking and teaches the user different letters of the German fingerspelling alphabet. Since most options for tracking a user's movements rely on hardware that is not commonly available, a particular focus is laid on the opportunities of new technologies based on computer vision. These achieve accurate tracking with consumer webcams. In this study, the motion capture is based on Google MediaPipe. An evaluation based on user feedback shows that the prototype's capabilities meet the functional requirements. This study corroborates the thesis that new technologies, such as motion-tracking-based software, can make language learning more accessible.
Mental and physical health are interlinked. While there are many objective measurement methods and diagnostic tools for physical disorders, the factors influencing mental health are wide-ranging and very subjective. A...
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Accurate cell detection is essential for numerous applications in biomedical research, including cancer diagnosis, drug development, and understanding cellular mechanisms. It involves identifying and locating cells wi...
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The advent of 3D Gaussian Splatting (3D-GS) marks a significant breakthrough in the field of 3D reconstruction, leveraging GPU rasterization technology to achieve real-time rendering with state-of-the-art quality. How...
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