Embodied conversational agents (ECAs) are computer-generated, human-like characters that interact with human users in face-to-face conversations. ECA is a powerful tool for representing cultural differences and is sui...
String matching algorithms play a key role in many computer science problems, challenges and in the implementation of computer software. This problem has received a great deal of attention due to various applications ...
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String matching algorithms play a key role in many computer science problems, challenges and in the implementation of computer software. This problem has received a great deal of attention due to various applications in computational biology. In our study, we propose a new algorithm called BRQS. Experimental results show that it offers fewer numbers of comparisons and offers improved elapsed searching time when compared to other well-known algorithms for searching any length of alphabets and patterns. The proposed algorithm is applicable to search protein sequence databases as well as any other string searching applications.
Video processing for surveillance and security applications has become a research hotspot in the last decade. This paper reports a research into volume-based segmentation techniques for video event detection. It start...
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Video processing for surveillance and security applications has become a research hotspot in the last decade. This paper reports a research into volume-based segmentation techniques for video event detection. It starts with an introduction of the structure in 3D video volumes denoted by spatio-temporal features extracted from video footages. The focus of the work is on devising an effective and efficient 3D segmentation technique suitable to the volumetric nature of video events through deploying innovative 3D clustering methods. It is supported by the design and experiment on the 3D data compression techniques for accelerating the pre-processing of the original video data. An evaluation on the performance of the developed methods is presented at the end.
We present a tool BlogTrackers, which assists sociologists to track and analyze blogs of particular interests by designing and integrating unique features. We present an overview of BlogTrackers, illustrate its functi...
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In this paper we discuss one relatively hidden but important issue related to information systems development - weak integration of performing and managing the information systems development. Among others, two causes...
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In recent years, computer-generated interactive virtual characters, called Embodied Conversational Agents (ECAs), are subjects of considerable ongoing research. Nevertheless, their conversational abilities are mediocr...
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The AAAI-10 workshop program was held on July 11-12, 2010, at the Westin Peachtree Plaza in Atlanta, Georgia. The workshop program included 13 workshops covering a wide range of topics in artificial intelligence. Ther...
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The AAAI-10 workshop program was held on July 11-12, 2010, at the Westin Peachtree Plaza in Atlanta, Georgia. The workshop program included 13 workshops covering a wide range of topics in artificial intelligence. There were several presentations on particular formalisms for combining the levels of planning from the perspectives of classical planning, motion planning, POMDPs, search-based planning, and temporal logic-based constraints. Henry Lieberman from Massachusetts Institute of Technology Media Laboratory presented work developing a platform for knowledge acquisition and usage from expert users, built upon experience with eliciting information from nonexperts in a collaborative manner. The objective of the AAAI Workshop on Goal-Directed Autonomy (GDA) was to encourage discussion and novel contributions on intelligent agents that can self-select their goals. Jeremy Baxter from QinetiQ focused on user interaction, while Nick Hawes described a goal-directed reasoning framework for controlling a mobile robot.
We consider the reconstruction of sparse signals in the multiple measurement vector (MMV) model, in which the signal, represented as a matrix, consists of a set of jointly sparse vectors. MMV is an extension of the si...
ISBN:
(纸本)9781615679119
We consider the reconstruction of sparse signals in the multiple measurement vector (MMV) model, in which the signal, represented as a matrix, consists of a set of jointly sparse vectors. MMV is an extension of the single measurement vector (SMV) model employed in standard compressive sensing (CS). Recent theoretical studies focus on the convex relaxation of the MMV problem based on the (2,1)-norm minimization, which is an extension of the well-known 1-norm minimization employed in SMV. However, the resulting convex optimization problem in MMV is significantly much more difficult to solve than the one in SMV. Existing algorithms reformulate it as a second-order cone programming (SOCP) or semidefinite programming (SDP) problem, which is computationally expensive to solve for problems of moderate size. In this paper, we propose a new (dual) reformulation of the convex optimization problem in MMV and develop an efficient algorithm based on the prox-method. Interestingly, our theoretical analysis reveals the close connection between the proposed reformulation and multiple kernel learning. Our simulation studies demonstrate the scalability of the proposed algorithm.
Work in progress on the development of mobile learning software, based on game paradigms, is reported. The software is primarily intended for use, and is being developed, in the context of a developing-world country (...
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ISBN:
(纸本)9780946881659
Work in progress on the development of mobile learning software, based on game paradigms, is reported. The software is primarily intended for use, and is being developed, in the context of a developing-world country (Iran) where there are particular cultural sensibilities, but there is immense potential to exploit the mobile phone system as the most convenient and lowest-cost mode of ownership of an information-technology device with connection to the Internet. These considerations apply to a large proportion of the current world, and hence the lessons learned from the work have wide applicability. Pedagogical and cultural aspects of the design of mobile games for learning a second language are explored and used to establish basic principles of the design of the game. Prototype games are reported, developed using the most portable software platform, Java 2 Micro Edition. These will be used as a development platform to implement the chosen pedagogical and cultural design decisions.
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