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Extracting information from noisy signals is of fundamental importance for both biological and artificial perceptual systems. To provide tractable solutions to this challenge, the fields of human perception and machine signal processing (SP) have developed powerful computational models, including Bayesian probabilistic models. However, little true integration between these fields exists in their applications of the probabilistic models for solving analogous problems, such as noise reduction, signal enhancement, and source separation. In this mini review, we briefly introduce and compare selective applications of probabilistic models in machine SP and human psychophysics. We focus on audio and audio-visual processing, using examples of speech enhancement, automatic speech recognition, audio-visual cue integration, source separation, and causal inference to illustrate the basic principles of the probabilistic approach. Our goal is to identify commonalities between probabilistic models addressing brain processes and those aiming at building intelligent machines. These commonalities could constitute the closest points for interdisciplinary convergence.Autonomous agents perceive the world through streams of continuous sensori-motor data. Yet, in order to reason and communicate about their environment, agents need to be able to distill meaningful concepts from their raw observations. Most current approaches that bridge between the continuous and symbolic domain are using deep learning techniques. While these approaches often achieve high levels of accuracy, they rely on large amounts of training data, and the resulting models lack transparency, generality, and adaptivity. In this paper, we introduce a novel methodology for grounded concept learning. In a tutor-learner scenario, the method allows an agent to construct a conceptual system in which meaningful concepts are formed by discriminative combinations of prototypical values on human-interpretable feature channels. We evaluate our approach on the CLEVR dataset, using features that are either simulated or extracted using computer vision techniques. Through a range of experiments, we show that our method allows for incremental learning, needs few data points, and that the resulting concepts are general enough to be applied to previously unseen objects and can be combined compositionally. These properties make the approach well-suited to be used in robotic agents as the module that maps from continuous sensory input to grounded, symbolic concepts that can then be used for higher-level reasoning tasks.Robot swarms are groups of robots that each act autonomously based on only local perception and coordination with neighboring robots. While current swarm implementations can be large in size (e.g., 1,000 robots), they are typically constrained to working in highly controlled indoor environments. Moreover, a common property of swarms is the underlying assumption that the robots act in close proximity of each other (e.g., 10 body lengths apart), and typically employ uninterrupted, situated, close-range communication for coordination. Many real world applications, including environmental monitoring and precision agriculture, however, require scalable groups of robots to act jointly over large distances (e.g., 1,000 body lengths), rendering the use of dense swarms impractical. Using a dense swarm for such applications would be invasive to the environment and unrealistic in terms of mission deployment, maintenance and post-mission recovery. To address this problem, we propose the sparse swarm concept, and illustrate its use in the context of four application scenarios. For one scenario, which requires a group of rovers to traverse, and monitor, a forest environment, we identify the challenges involved at all levels in developing a sparse swarm-from the hardware platform to communication-constrained coordination algorithms-and discuss potential solutions. find more We outline open questions of theoretical and practical nature, which we hope will bring the concept of sparse swarms to fruition.Manipulation of deformable objects has given rise to an important set of open problems in the field of robotics. Application areas include robotic surgery, household robotics, manufacturing, logistics, and agriculture, to name a few. Related research problems span modeling and estimation of an object's shape, estimation of an object's material properties, such as elasticity and plasticity, object tracking and state estimation during manipulation, and manipulation planning and control. In this survey article, we start by providing a tutorial on foundational aspects of models of shape and shape dynamics. We then use this as the basis for a review of existing work on learning and estimation of these models and on motion planning and control to achieve desired deformations. We also discuss potential future lines of work.In our study, we tested a combination of virtual reality (VR) and robotics in the original adjuvant method of post-stroke lower limb walk restoration in acute phase using a simulation with visual and tactile biofeedback based on VR immersion and physical impact to the soles of patients. The duration of adjuvant therapy was 10 daily sessions of 15 min each. The study showed the following significant rehabilitation progress in Control (N = 27) vs. Experimental (N = 35) groups, respectively 1.56 ± 0.29 (mean ± SD) and 2.51 ± 0.31 points by Rivermead Mobility Index (p = 0.0286); 2.15 ± 0.84 and 6.29 ± 1.20 points by Fugl-Meyer Assessment Lower Extremities scale (p = 0.0127); and 6.19 ± 1.36 and 13.49 ± 2.26 points by Berg Balance scale (p = 0.0163). P-values were obtained by the Mann-Whitney U test. The simple and intuitive mechanism of rehabilitation, including through the use of sensory and semantic components, allows the therapy of a patient with diaschisis and afferent and motor aphasia. Safety of use allows one to apply the proposed method of therapy at the earliest stage of a stroke. We consider the main finding of this study that the application of rehabilitation with implicit interaction with VR environment produced by the robotics action has measurable significant influence on the restoration of the affected motor function of the lower limbs compared with standard rehabilitation therapy.

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