We tackle the recently introduced benchmark for whole-body humanoid control HumanoidBench [9] using MuJoCo MPC [6]. We find that sparse reward functions of HumanoidBench yield undesirable and unrealistic behaviors whe...
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Existing research for argument representation learning mainly treats tokens in the sentence equally and ignores the implied structure information of argumentative context. In this paper, we propose to separate tokens ...
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This paper presents a decoupled parameter estimation method for PMSM considering temperature rise and inverter distortion. Both electrical and mechanical models are explored to derive the estimation model to achieve b...
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Two-stage fuzzy methodology for the optimal planning of selection of temporary logistics hubs (TLHs) is developed. At the first stage, a q-rung orthopair fuzzy TOPSIS approach is developed to form and present expert k...
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This research focuses on the use of machine learning methods, especially Random Forest, in designing tuberculosis drugs more effectively and efficiently. The research process begins with the creation of a QSAR (Quanti...
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ISBN:
(数字)9798350389654
ISBN:
(纸本)9798350389661
This research focuses on the use of machine learning methods, especially Random Forest, in designing tuberculosis drugs more effectively and efficiently. The research process begins with the creation of a QSAR (Quantitative Structure-Activity Relationship) model using a dataset from ChEMBL that includes compounds with activity against Mycobacterium tuberculosis. This model aims to predict the pIC50 value, which is an indicator of a compound's biological activity as a tuberculosis drug. The results of the Random Forest model showed high accuracy, which is 92%. This accuracy indicates that the model has a good ability in predicting the effectiveness of compounds against Mycobacterium tuberculosis. With this result, the developed model can be used as an auxiliary tool in the discovery of tuberculosis drugs and can be further developed to increase the effectiveness in drug research.
Despite the importance of adopting SPM tools for supporting agile practices and the significance of usability as an essential component of human factors engineering, their usability evaluation was neglected in the lit...
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ISBN:
(数字)9798400712494
ISBN:
(纸本)9798331523169
Despite the importance of adopting SPM tools for supporting agile practices and the significance of usability as an essential component of human factors engineering, their usability evaluation was neglected in the literature. This study aims to identify the common usability issues in SPM tools and propose suggestions for enhancing their usability. Two of the most widely used SPM tools were selected as a case study for this study, namely Jira and Pivotal Tracker. Three independent evaluators participated in the usability evaluation, using two human factors techniques: Heuristic Evaluation and Cognitive Walkthrough. The results revealed a total frequency of 123 issues in both tools. Both tools had a nearly equal frequency of issues in each evaluation method but different severity levels. Learnability issues were the issues that were raised the most in the evaluation for both tools. Most of the issues had minor to major severity, with the following percentages of total issues: 41.33% and 46.67%, respectively, while only 13.33% were catastrophic. Considering the proposed solutions by designers and developers for this type of tool can help enhance the design of SPM tools, leading to increased user satisfaction and tool *** CONCEPTS• Human-centered computing → Heuristic evaluations; Walk-through evaluations; Usability testing.
Investigating cooperativity of interlocutors is central in studying pragmatics of dialogue. Models of conversation that only assume cooperative agents fail to explain the dynamics of strategic conversations. Thus, we ...
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The "AI Olympics with RealAIGym" competition challenges participants to stabilize chaotic underactuated dynamical systems with advanced control algorithms. In this paper, we present a novel solution submitte...
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In online-based virtual worlds such as Metaverse, Online Games, and other online digital spaces, the virtual/digital goods (digital items / digital assets) are fundamental things that must be available to be able to d...
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ISBN:
(数字)9798350390025
ISBN:
(纸本)9798350390032
In online-based virtual worlds such as Metaverse, Online Games, and other online digital spaces, the virtual/digital goods (digital items / digital assets) are fundamental things that must be available to be able to do business & create an economy in the virtual world through monetization & transactions from these digital goods. This research focuses on summarizing and exploring the attributes used in digital goods in the virtual world by extracting attributes in digital goods from other related studies using the Systematic Literature Review methodology & PRISMA Framework comprehensively so that it can be a reference for developers in designing the properties and functions of digital goods in the virtual world that are being developed, which in this case will be in the form of an NFT in the future. Based on research that has been carried out, 3 essential metadata attributes have the most influence on transactions, number 1 Visual Design / Aesthetic (Representative), number 2 Effect (Utilities), and number 3 Statistics / Performance (Utilities) which must be considered in developing/making digital goods in the form of NFTs in the virtual world so that the value of digital goods can attract users to buy or transact them in the virtual world.
Virtual Reality (VR) has received attention since the trend of the Metaverse came after the pandemic era. Several studies look into how Virtual Reality can be used in higher education. because all the research comes f...
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