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In various studies, it has been demonstrated that combining the decisions of multiple classifiers can lead to better recognition results. Plurality voting is one of the most widely used combination strategies. In this paper, we both theoretically and experimentally analyze the performance of a plurality voting-based ensemble classifier. Theoretical expressions for system performance are derived as...
Acquisition and representation of semantic concepts is a necessary requirement for the understanding of natural languages by cognitive systems. Word games provide an interesting opportunity for semantic knowledge acquisition that may be used to construct semantic memory. A task-dependent architecture of the knowledge base inspired by psycholinguistic theories of human cognition process is introduced...
Measurement of visual quality is of fundamental importance to some image processing applications. And the perceived image distortion of any image strongly depends on the local features, such as edges, flats and textures. Since edges often convey much information of an image, we propose a novel algorithm for image quality assessment based on the edge and contrast similarity between the distorted image...
Computational intelligence methods are well-suited for use in computer controlled opponents for video games. In many other applications of these methods, the aim is to simulate near-optimal intelligent behaviour. But in video games, the aim is to provide interesting opponents for human players, not optimal ones. In this study, we trained neural network-based computer controlled opponents to play like...
Artificial emotion study will be of utmost importance in future artificial intelligence research. In this paper, an emotion understanding system based on brain activity and ldquoGISTrdquo is newly proposed to categorize emotions reflected by natural scenes. According to the strong relationship of human emotion and the brain activity, functional magnetic resonance imaging (fMRI) and electroencephalography...
A novel wake-sleep learning architecture for processing a robotpsilas facial expressions is introduced. According to neuroscience evidence, associative learning of emotional responses and facial expressions occurs in the brain in the amygdala. Here we propose an architecture inspired by how the amygdala receives information from other areas of the brain to discriminate it and generate innate responses...
The increasing demands for homeland security boost the development of an intelligent recognition system for through-the-wall sensing. A novel intelligent through-the-wall life recognition engine based on support vector machine (SVM) is provided herein. In this system, micro-Doppler signatures detected from through-the-wall radar are extracted and fed into a SVM classifier. Micro-Doppler effect has...
We present an empirical study of gender classification of human faces, using new learning methodology called inference through contradictions, introduced in . This approach allows to incorporate a priori knowledge in the form of additional (unlabeled) samples, called the Universum, into the supervised learning process. Application of this methodology to gender classification shows that using this...
Due to the rapid development of motion capture technology, more and more human motion databases appear. In order to effectively and efficiently manage human motion database, human motion classification is necessary. In this paper, we propose an ensemble based human motion classification approach (EHMCA). Specifically, EHMCA first extracts the descriptors from human motion sequences. Then, singular...
Segmentation of the surgeonpsilas hand movements during the surgery into more primitive parts and recognition of those parts using Kohonen map is discussed in present paper. Main advantages of the proposed approach are that it allows to take into account dynamical characteristics of the hand movements and exclude probability of human error in building etalon segmentation. Ability to recognize current...
We used human protein-protein interaction (PPI) data transformed into documents to perform text-mining via concept clusters. The advantage of text-mining PPI data is that words (proteins) that are very sparse or over-abundant can be dropped, leaving the remaining bulk of data for clustering and rule mining. Libraries of tissue-specific binary PPIs were constructed from a list of 36,137 binary PPIs...
Robot platforms have now reached a level of technical development wherein they are becoming physically capable of useful interaction with humans, while ensuring safety and reasonable cost. The current challenge is for cognitive systems science to provide these robots with the necessary capabilities so that they can interact and cooperate with humans in a natural manner. We are addressing this problem...
Interest and prior knowledge are supposed to influence reading comprehension and learning from natural language texts. The effects of interest have been well studied in the literature, but little effort has been made on empirically establishing the influences of prior knowledge in reading attention and engagement, and therefore in comprehension and learning. A quantitative characterization of this...
Various potent anti-cancer compounds, defined as group A, B, D, and YC-1 derivatives, were recruited for the simulation trails of selective inhibition to human cyclooxygenase-2 (COX-2). From our modeling, Leu530 and Ile522 would lead to the COX-1 binding site with a tunnel-like configuration. Compounds of group B would be suitable in the lobby of COX-1. In contract, the larger compounds, group A,...
In the last two decades the advancement of AI/CI methods in classical board and card games (such as Chess, Checkers, Othello, Go, Poker, Bridge, ...) has been enormous. In nearly all ldquoworld famousrdquo board games humans have been decisively conquered by machines (actually Go remains almost the last redoubt of human supremacy). In the above perspective the natural question is whether there is...
Machine learning has made great progress during the last decades and is being deployed in a wide range of applications. However, current machine learning techniques are far from sufficient for achieving human-level intelligence. Here we identify the properties of learners required for human-level intelligence and suggest a new direction of machine learning research, i.e. the cognitive learning approach,...
Sociable robots are embodied agents that are part of a heterogeneous society of robots and humans. They are able to recognize human beings and each other, and engage in social interactions. The use of a robotic architecture may strongly reduce the time and effort required to construct a sociable robot. However, a robotic architecture for sociable robots must have structures and mechanisms to allow...
Shogi game is similar to Chess and very popular in Japan. Computer Shogi programs are still in developing to defeat the professional human players. One of the main problems exists in estimating the circumstances of the game phases. It is said that there are three phases in the Shogi game, so called, opening, middle and endgame phase. The appropriate strategy to be selected differs depending on the...
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