Data analysis and visualization is strongly influenced by noise and noise filters. There are multiple sources of "noise" in microarray data analysis, but signal/noise ratios are rarely optimized, or even con...
详细信息
Data analysis and visualization is strongly influenced by noise and noise filters. There are multiple sources of "noise" in microarray data analysis, but signal/noise ratios are rarely optimized, or even considered. Here, we report a noise analysis of a novel 13 million oligonucleotide dataset - 25 human U133A (/spl sim/500,000 features) profiles of patient muscle biopsies. We use our recently described interactive visualization tool, the hierarchical clustering explorer (HCE) to systemically address the effect of different noise filters on resolution of arrays into "correct" biological groups (unsupervised clustering into three patient groups of known diagnosis). We varied probe set interpretation methods (MAS 5.0, RMA), "present call" filters, and clustering linkage methods, and investigated the results in HCE. HCE's interactive features enabled us to quickly see the impact of these three variables. Dendrogram displays showed the clustering results systematically, and color mosaic displays provided a visual support for the results. We show that each of these three variables has a strong effect on unsupervised clustering. For this dataset, the strength of the biological variable was maximized, and noise minimized, using MAS 5.0, 10% present call filter, and average group linkage. We propose a general method of using interactive tools to identify the optimal signal/noise balance or the optimal combination of these three variables to maximize the effect of the desired biological variable on data interpretation.
A software agent is being built to help naive users effectively perform the search tasks without feeling intimidated or overwhelmed by the technology or the tool. The display of information as well as the content of i...
详细信息
A software agent is being built to help naive users effectively perform the search tasks without feeling intimidated or overwhelmed by the technology or the tool. The display of information as well as the content of it can either be too much (the problem of precision) or too little (the recall problem) which in turn can leave a naive user feel frustrated with the search. This agent's aim is to assist these users with their search goals. The overall strategy is to understand the search goal and then "push" and "pull" information to match the needs.
A long-standing goal in image-based modeling and rendering is to capture a scene from camera images and construct a sufficient model to allow photo-realistic rendering of new views. With the confluence of computer gra...
详细信息
A long-standing goal in image-based modeling and rendering is to capture a scene from camera images and construct a sufficient model to allow photo-realistic rendering of new views. With the confluence of computer graphics and vision, the combination of research on recovering geometric structure from un-calibrated cameras with modeling and rendering has yielded numerous new methods. Yet, many challenging issues remain to be addressed before a sufficiently general and robust system could be built to (for instance) allow an average user to model their home and garden from camcorder video. This tutorial aims to give researchers and students in computer graphics a working knowledge of relevant theory and techniques covering the steps from real-time vision for tracking and the capture of scene geometry and appearance, to the efficient representation and real-time rendering of image-based models. It also includes hands-on demos of real-time visual tracking, modeling and rendering systems.
This paper describes how environmental complexity measures can be employed in the process of validating experimental robotics work. We advocate the use of metrics that attempt to quantify the 'difficulty' of m...
详细信息
This paper describes how environmental complexity measures can be employed in the process of validating experimental robotics work. We advocate the use of metrics that attempt to quantify the 'difficulty' of motion for a given environment. Space syntax methods (from the urban and building design literature) and fluid-flow models (used in crowd modeling) are described and proposed as relevant measures for mobile robotics domains. We show experimentally that these two metrics give very different expressions of complexity. We then discuss how, given their properties, these different metrics may be applied to robotics controller design and evaluation.
This study examines the effect of individual differences on the program comprehension strategies of users working with an unfamiliar programming system. Participants of varying programming expertise were given a batte...
详细信息
This study examines the effect of individual differences on the program comprehension strategies of users working with an unfamiliar programming system. Participants of varying programming expertise were given a battery of psychological tests, a brief introduction to a statistical programming environment, and a 20-minute debugging task. Our data show three distinct comprehension strategies that were related to programming experience, but individuals with stronger domain knowledge for specific bugs tended to succeed.
Search agents can improve users' perceptions of how effective and efficient database retrieval is. In connection with an on-going project for community interaction, a search agent was designed with a strong theore...
详细信息
Search agents can improve users' perceptions of how effective and efficient database retrieval is. In connection with an on-going project for community interaction, a search agent was designed with a strong theoretical basis and tested for effectiveness with the community of users.
In this paper, we propose a new information theoretic method for self-organizing maps. The method aims to control competitive processes flexibly, that is, to produce different competitive unit activations according to...
详细信息
In this paper, we propose a new information theoretic method for self-organizing maps. The method aims to control competitive processes flexibly, that is, to produce different competitive unit activations according to information content obtained in learning. Competition is realized by maximizing mutual information between input patterns and competitive units. Competitive unit outputs are computed by the inverse of distance between input patterns and competitive unit. As distance is smaller, a neuron tends to fire strongly. Thus, winning neurons represent faithfully input patterns. We applied our method to a road classification problem. Experimental results confirmed that the new method could produce more explicit self-organizing maps than conventional self-organizing methods.
Many entertainment and healing robots have been developed. These robots have synthetic emotions so that they select behavior based on their current emotional state. On the contrary conventional robots which have desig...
详细信息
Many entertainment and healing robots have been developed. These robots have synthetic emotions so that they select behavior based on their current emotional state. On the contrary conventional robots which have designed to perform repetitive factor or office jobs do not have such emotions. Usually human operators assign tasks in explicit manner using keyboard or voice commands. In this paper we propose a coordination mechanism between robot mood (an activated emotion) and its task. On one hand, referring to the emotion-task history of the mechanism, the robot selects a task depending on its current mood if there is no explicit task command from the user. On the other hand, when it performs a task, a particular emotion gets boosted based on the same emotion-task history so that this emotion is more likely to be activated by external stimuli.
We describe an approach to 3D multimodal interaction in immersive augmented and virtual reality environments that accounts for the uncertain nature of the information sources. The resulting multimodal system fuses sym...
详细信息
ISBN:
(纸本)1581136218
We describe an approach to 3D multimodal interaction in immersive augmented and virtual reality environments that accounts for the uncertain nature of the information sources. The resulting multimodal system fuses symbolic and statistical information from a set of 3D gesture, spoken language, and referential agents. The referential agents employ visible or invisible volumes that can be attached to 3D trackers in the environment, and which use a time-stamped history of the objects that intersect them to derive statistics for ranking potential referents. We discuss the means by which the system supports mutual disambiguation of these modalities and information sources, and show through a user study how mutual disambiguation accounts for over 45% of the successful 3D multimodal interpretations. An accompanying video demonstrates the system in action. Copyright 2003 ACM.
暂无评论