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1.
IEEE Trans Pattern Anal Mach Intell ; 46(5): 3557-3576, 2024 May.
Artículo en Inglés | MEDLINE | ID: mdl-38224501

RESUMEN

Our goal with this survey is to provide an overview of the state of the art deep learning methods for face generation and editing using StyleGAN. The survey covers the evolution of StyleGAN, from PGGAN to StyleGAN3, and explores relevant topics such as suitable metrics for training, different latent representations, GAN inversion to latent spaces of StyleGAN, face image editing, cross-domain face stylization, face restoration, and even Deepfake applications. We aim to provide an entry point into the field for readers that have basic knowledge about the field of deep learning and are looking for an accessible introduction and overview.

2.
Psychol Rev ; 130(5): 1203-1238, 2023 Oct.
Artículo en Inglés | MEDLINE | ID: mdl-37439723

RESUMEN

A key component of humans' striking creativity in solving problems is our ability to construct novel descriptions to help us characterize novel concepts. Bongard problems (BPs), which challenge the problem solver to come up with a rule for distinguishing visual scenes that fall into two categories, provide an elegant test of this ability. BPs are challenging for both human and machine category learners because only a handful of example scenes are presented for each category, and they often require the open-ended creation of new descriptions. A new type of BP called physical Bongard problems (PBPs) is introduced, which requires solvers to perceive and predict the physical spatial dynamics implicit in the depicted scenes. The perceiving and testing hypotheses on structures (PATHS) computational model, which can solve many PBPs, is presented and compared to human performance on the same problems. PATHS and humans are similarly affected by the ordering of scenes within a PBP. Spatially or temporally juxtaposing similar (relative to dissimilar) scenes promotes category learning when the scenes belong to different categories but hinders learning when the similar scenes belong to the same category. The core theoretical commitments of PATHS, which we believe to also exemplify open-ended human category learning, are (a) the continual perception of new scene descriptions over the course of category learning; (b) the context-dependent nature of that perceptual process, in which the perceived scenes establish the context for the perception of subsequent scenes; (c) hypothesis construction by combining descriptions into explicit rules; and (d) bidirectional interactions between perceiving new aspects of scenes and constructing hypotheses for the rule that distinguishes categories. (PsycInfo Database Record (c) 2023 APA, all rights reserved).

3.
Top Cogn Sci ; 14(2): 344-362, 2022 04.
Artículo en Inglés | MEDLINE | ID: mdl-34459566

RESUMEN

We examine the mechanisms required to handle everyday activities from the standpoint of cognitive robotics, distinguishing activities on the basis of complexity and transparency. Task complexity (simple or complex) reflects the intrinsic nature of a task, while task transparency (easy or difficult) reflects an agent's ability to identify a solution strategy in a given task. We show how the CRAM cognitive architecture allows a robot to carry out simple and complex activities such as laying a table for a meal and loading a dishwasher afterward. It achieves this by using generalized action plans that exploit reasoning with modular, composable knowledge chunks representing general knowledge to transform underdetermined everyday action requests into motion plans that successfully accomplish the required task. Noting that CRAM does not yet have the ability to deal with difficult activities, we leverage insights from the situation model perspective on the cognitive mechanisms underlying flexible context-sensitive behavior with a view to extending CRAM to overcome this deficit.


Asunto(s)
Robótica , Cognición , Humanos
4.
Neural Netw ; 144: 699-725, 2021 Dec.
Artículo en Inglés | MEDLINE | ID: mdl-34673323

RESUMEN

Decentralization is a central characteristic of biological motor control that allows for fast responses relying on local sensory information. In contrast, the current trend of Deep Reinforcement Learning (DRL) based approaches to motor control follows a centralized paradigm using a single, holistic controller that has to untangle the whole input information space. This motivates to ask whether decentralization as seen in biological control architectures might also be beneficial for embodied sensori-motor control systems when using DRL. To answer this question, we provide an analysis and comparison of eight control architectures for adaptive locomotion that were derived for a four-legged agent, but with their degree of decentralization varying systematically between the extremes of fully centralized and fully decentralized. Our comparison shows that learning speed is significantly enhanced in distributed architectures-while still reaching the same high performance level of centralized architectures-due to smaller search spaces and local costs providing more focused information for learning. Second, we find an increased robustness of the learning process in the decentralized cases-it is less demanding to hyperparameter selection and less prone to becoming trapped in poor local minima. Finally, when examining generalization to uneven terrains-not used during training-we find best performance for an intermediate architecture that is decentralized, but integrates only local information from both neighboring legs. Together, these findings demonstrate beneficial effects of distributing control into decentralized units and relying on local information. This appears as a promising approach towards more robust DRL and better generalization towards adaptive behavior.

5.
Front Robot AI ; 8: 538773, 2021.
Artículo en Inglés | MEDLINE | ID: mdl-34268337

RESUMEN

Deep Reinforcement Learning techniques demonstrate advances in the domain of robotics. One of the limiting factors is a large number of interaction samples usually required for training in simulated and real-world environments. In this work, we demonstrate for a set of simulated dexterous in-hand object manipulation tasks that tactile information can substantially increase sample efficiency for training (by up to more than threefold). We also observe an improvement in performance (up to 46%) after adding tactile information. To examine the role of tactile-sensor parameters in these improvements, we included experiments with varied sensor-measurement accuracy (ground truth continuous values, noisy continuous values, Boolean values), and varied spatial resolution of the tactile sensors (927 sensors, 92 sensors, and 16 pooled sensor areas in the hand). To facilitate further studies and comparisons, we make these touch-sensor extensions available as a part of the OpenAI Gym Shadow-Dexterous-Hand robotics environments.

6.
Front Hum Neurosci ; 14: 579505, 2020.
Artículo en Inglés | MEDLINE | ID: mdl-33250729

RESUMEN

Brain-Computer Interfaces (BCI) offer unique windows into the cognitive processes underlying human-machine interaction. Identifying and analyzing the appropriate brain activity to have access to such windows is often difficult due to technical or psycho-physiological constraints. Indeed, studying interactions through this approach frequently requires adapting them to accommodate specific BCI-related paradigms which change the functioning of their interface on both the human-side and the machine-side. The combined examination of Electroencephalography and Eyetracking recordings, mainly by means of studying Fixation-Related Potentials, can help to circumvent the necessity for these adaptations by determining interaction-relevant moments during natural manipulation. In this contribution, we examine how properties contained within the bi-modal recordings can be used to assess valuable information about the interaction. Practically, three properties are studied which can be obtained solely through data obtained from analysis of the recorded biosignals. Namely, these properties consist of relative gaze metrics, being abstractions of the gaze patterns, the amplitude variations in the early brain activity potentials and the brain activity frequency band differences between fixations. Through their observation, information about three different aspects of the explored interface are obtained. Respectively, the properties provide insights about general perceived task difficulty, locate moments of higher attentional effort and discriminate between moments of exploration and moments of active interaction.

7.
PLoS One ; 15(2): e0230054, 2020.
Artículo en Inglés | MEDLINE | ID: mdl-32109261

RESUMEN

[This corrects the article DOI: 10.1371/journal.pone.0226880.].

8.
PLoS One ; 15(1): e0226880, 2020.
Artículo en Inglés | MEDLINE | ID: mdl-31896135

RESUMEN

Haptic exploration is a key skill for both robots and humans to discriminate and handle unknown objects or to recognize familiar objects. Its active nature is evident in humans who from early on reliably acquire sophisticated sensory-motor capabilities for active exploratory touch and directed manual exploration that associates surfaces and object properties with their spatial locations. This is in stark contrast to robotics. In this field, the relative lack of good real-world interaction models-along with very restricted sensors and a scarcity of suitable training data to leverage machine learning methods-has so far rendered haptic exploration a largely underdeveloped skill. In robot vision however, deep learning approaches and an abundance of available training data have triggered huge advances. In the present work, we connect recent advances in recurrent models of visual attention with previous insights about the organisation of human haptic search behavior, exploratory procedures and haptic glances for a novel architecture that learns a generative model of haptic exploration in a simulated three-dimensional environment. This environment contains a set of rigid static objects representing a selection of one-dimensional local shape features embedded in a 3D space: an edge, a flat and a convex surface. The proposed algorithm simultaneously optimizes main perception-action loop components: feature extraction, integration of features over time, and the control strategy, while continuously acquiring data online. Inspired by the Recurrent Attention Model, we formalize the target task of haptic object identification in a reinforcement learning framework and reward the learner in the case of success only. We perform a multi-module neural network training, including a feature extractor and a recurrent neural network module aiding pose control for storing and combining sequential sensory data. The resulting haptic meta-controller for the rigid 16 × 16 tactile sensor array moving in a physics-driven simulation environment, called the Haptic Attention Model, performs a sequence of haptic glances, and outputs corresponding force measurements. The resulting method has been successfully tested with four different objects. It achieved results close to 100% while performing object contour exploration that has been optimized for its own sensor morphology.


Asunto(s)
Robótica/instrumentación , Tacto , Algoritmos , Simulación por Computador , Aprendizaje Profundo , Percepción de Forma , Humanos , Aprendizaje , Modelos Teóricos , Redes Neurales de la Computación , Percepción del Tacto
9.
Biomimetics (Basel) ; 4(3)2019 Aug 07.
Artículo en Inglés | MEDLINE | ID: mdl-31394826

RESUMEN

How much information with regard to identity and further individual participantcharacteristics are revealed by relatively short spatio-temporal motion trajectories of a person?We study this question by selecting a set of individual participant characteristics and analysingmotion captured trajectories of an exemplary class of familiar movements, namely handover of anobject to another person. The experiment is performed with different participants under different,predefined conditions. A selection of participant characteristics, such as the Big Five personalitytraits, gender, weight, or sportiness, are assessed and we analyse the impact of the three factor groups"participant identity", "participant characteristics", and "experimental conditions" on the observedhand trajectories. The participants' movements are recorded via optical marker-based hand motioncapture. One participant, the giver, hands over an object to the receiver. The resulting time courses ofthree-dimensional positions of markers are analysed. Multidimensional scaling is used to projecttrajectories to points in a dimension-reduced feature space. Supervised learning is also applied.We find that "participant identity" seems to have the highest correlation with the trajectories, withfactor group "experimental conditions" ranking second. On the other hand, it is not possible to find acorrelation between the "participant characteristics" and the hand trajectory features.

11.
Annu Int Conf IEEE Eng Med Biol Soc ; 2018: 1927-1930, 2018 Jul.
Artículo en Inglés | MEDLINE | ID: mdl-30440775

RESUMEN

Single-trial classification of EEG data from Disorder of Consciousness patients (DoC) has proved particularly challenging. We present an approach that establishes a measure to relate the performance of single-trial classification of DoC patient EEG data with relational frequency bands and thus with their mental state. We evaluate our approach on 31 patient data sets from two studies, showing that our measure indicates for different data sets a particular likelihood for misclassifying either target or non-target class samples.


Asunto(s)
Trastornos de la Conciencia , Estado de Conciencia , Electroencefalografía , Humanos
12.
J Neurophysiol ; 117(5): 2025-2036, 2017 05 01.
Artículo en Inglés | MEDLINE | ID: mdl-28228582

RESUMEN

Because of the complex anatomy of the human hand, in the absence of external constraints, a large number of postures and force combinations can be used to attain a stable grasp. Motor synergies provide a viable strategy to solve this problem of motor redundancy. In this study, we exploited the technical advantages of an innovative sensorized object to study unconstrained hand grasping within the theoretical framework of motor synergies. Participants were required to grasp, lift, and hold the sensorized object. During the holding phase, we repetitively applied external disturbance forces and torques and recorded the spatiotemporal distribution of grip forces produced by each digit. We found that the time to reach the maximum grip force during each perturbation was roughly equal across fingers, consistent with a synchronous, synergistic stiffening across digits. We further evaluated this hypothesis by comparing the force distribution of human grasping vs. robotic grasping, where the control strategy was set by the experimenter. We controlled the global hand stiffness of the robotic hand and found that this control algorithm produced a force pattern qualitatively similar to human grasping performance. Our results suggest that the nervous system uses a default whole hand synergistic control to maintain a stable grasp regardless of the number of digits involved in the task, their position on the objects, and the type and frequency of external perturbations.NEW & NOTEWORTHY We studied hand grasping using a sensorized object allowing unconstrained finger placement. During object perturbation, the time to reach the peak force was roughly equal across fingers, consistently with a synergistic stiffening across fingers. Force distribution of a robotic grasping hand, where the control algorithm is based on global hand stiffness, was qualitatively similar to human grasping. This suggests that the central nervous system uses a default whole hand synergistic control to maintain a stable grasp.


Asunto(s)
Dedos/fisiología , Fuerza de la Mano , Destreza Motora , Adulto , Fenómenos Biomecánicos , Femenino , Dedos/inervación , Humanos , Masculino , Robótica/instrumentación , Robótica/métodos
13.
PLoS One ; 11(1): e0146848, 2016.
Artículo en Inglés | MEDLINE | ID: mdl-26812487

RESUMEN

The co-registration of eye tracking and electroencephalography provides a holistic measure of ongoing cognitive processes. Recently, fixation-related potentials have been introduced to quantify the neural activity in such bi-modal recordings. Fixation-related potentials are time-locked to fixation onsets, just like event-related potentials are locked to stimulus onsets. Compared to existing electroencephalography-based brain-machine interfaces that depend on visual stimuli, fixation-related potentials have the advantages that they can be used in free, unconstrained viewing conditions and can also be classified on a single-trial level. Thus, fixation-related potentials have the potential to allow for conceptually different brain-machine interfaces that directly interpret cortical activity related to the visual processing of specific objects. However, existing research has investigated fixation-related potentials only with very restricted and highly unnatural stimuli in simple search tasks while participant's body movements were restricted. We present a study where we relieved many of these restrictions while retaining some control by using a gaze-contingent visual search task. In our study, participants had to find a target object out of 12 complex and everyday objects presented on a screen while the electrical activity of the brain and eye movements were recorded simultaneously. Our results show that our proposed method for the classification of fixation-related potentials can clearly discriminate between fixations on relevant, non-relevant and background areas. Furthermore, we show that our classification approach generalizes not only to different test sets from the same participant, but also across participants. These results promise to open novel avenues for exploiting fixation-related potentials in electroencephalography-based brain-machine interfaces and thus providing a novel means for intuitive human-machine interaction.


Asunto(s)
Interfaces Cerebro-Computador , Adulto , Electroencefalografía , Potenciales Evocados , Femenino , Humanos , Masculino , Adulto Joven
14.
IEEE Trans Neural Syst Rehabil Eng ; 24(6): 692-9, 2016 06.
Artículo en Inglés | MEDLINE | ID: mdl-26469340

RESUMEN

Brain-computer interfaces provide a means for controlling a device by brain activity alone. One major drawback of noninvasive BCIs is their low information transfer rate, obstructing a wider deployment outside the lab. BCIs based on codebook visually evoked potentials (cVEP) outperform all other state-of-the-art systems in that regard. Previous work investigated cVEPs for spelling applications. We present the first cVEP-based BCI for use in real-world settings to accomplish everyday tasks such as navigation or action selection. To this end, we developed and evaluated a cVEP-based on-line BCI that controls a virtual agent in a simulated, but realistic, 3-D kitchen scenario. We show that cVEPs can be reliably triggered with stimuli in less restricted presentation schemes, such as on dynamic, changing backgrounds. We introduce a novel, dynamic repetition algorithm that allows for optimizing the balance between accuracy and speed individually for each user. Using these novel mechanisms in a 12-command cVEP-BCI in the 3-D simulation results in ITRs of 50 bits/min on average and 68 bits/min maximum. Thus, this work supports the notion of cVEP-BCIs as a particular fast and robust approach suitable for real-world use.


Asunto(s)
Interfaces Cerebro-Computador , Equipos de Comunicación para Personas con Discapacidad , Electroencefalografía/métodos , Potenciales Evocados Visuales/fisiología , Reconocimiento de Normas Patrones Automatizadas/métodos , Percepción Visual/fisiología , Adulto , Algoritmos , Femenino , Humanos , Masculino , Sistemas Hombre-Máquina , Análisis y Desempeño de Tareas
15.
Network ; 25(1-2): 72-84, 2014.
Artículo en Inglés | MEDLINE | ID: mdl-24571099

RESUMEN

In this article we present a network composed of coupled Kuramoto oscillators, which is able to solve a broad spectrum of perceptual grouping tasks. Based on attracting and repelling interactions between these oscillators, the network dynamics forms various phase-synchronized clusters of oscillators corresponding to individual groups of similar input features. The degree of similarity between features is determined by a set of underlying receptive fields, which are learned directly from the feature domain. After illustrating the theoretical principles of the network, the approach is evaluated in an image segmentation task. Furthermore, the influence of a varying degree of sparse couplings is evaluated.


Asunto(s)
Inteligencia Artificial , Modelos Neurológicos , Modelos Teóricos , Redes Neurales de la Computación , Algoritmos , Humanos , Aprendizaje/fisiología
16.
Artículo en Inglés | MEDLINE | ID: mdl-25570134

RESUMEN

We present a study in which participants were trained in several sessions to control a (comparatively simple) robot via an EEG-/motor imagery-based Brain-Computer Interface (BCI). In the final (experiment) session pairs of participants were formed and each participant controlled one of two robots in a shared space. EEG data was recorded synchronously from both participants. We performed a joint data analysis on the datasets and found increases of phase-locking in µ- and θ-band. One such phase-locking effect appears to be time-locked to the start of the robotic action.


Asunto(s)
Encéfalo/fisiología , Interfaces Cerebro-Computador , Electroencefalografía , Humanos , Robótica
17.
Artículo en Inglés | MEDLINE | ID: mdl-24110303

RESUMEN

Brain-Computer Interfaces provide a direct communication channel from the brain to a technical device. One major problem in state-of-the-art BCIs is their low communication speed. BCIs based on Codebook Visually Evoked Potentials (cVEP) outperform all other non-invasive approaches in terms of information transfer rate. Used only in spelling tasks so far, more flexibility with respect to stimulus structure and properties is needed. We propose using hierarchical codebook vectors together with varying color schemes to increase the stimulus flexibility. An off-line study showed that our novel hcVEP approach is capable of discriminating groups of targets after only 250 ms of stimulus flickering and the final target within the group after 1s. The accuracies are 81% and 67%, respectively. Different color schemes (black/white and green/red) are equally effective.


Asunto(s)
Interfaces Cerebro-Computador , Potenciales Evocados Visuales/fisiología , Electroencefalografía , Humanos , Estimulación Luminosa , Análisis y Desempeño de Tareas
18.
Neural Netw ; 28: 24-39, 2012 Apr.
Artículo en Inglés | MEDLINE | ID: mdl-22391232

RESUMEN

We have developed an extension of the NEAT neuroevolution method, called NEATfields, to solve problems with large input and output spaces. The NEATfields method is a multilevel neuroevolution method using externally specified design patterns. Its networks have three levels of architecture. The highest level is a NEAT-like network of neural fields. The intermediate level is a field of identical subnetworks, called field elements, with a two-dimensional topology. The lowest level is a NEAT-like subnetwork of neurons. The topology and connection weights of these networks are evolved with methods derived from the NEAT method. Evolution is provided with further design patterns to enable information flow between field elements, to dehomogenize neural fields, and to enable detection of local features. We show that the NEATfields method can solve a number of high dimensional pattern recognition and control problems, provide conceptual and empirical comparison with the state of the art HyperNEAT method, and evaluate the benefits of different design patterns.


Asunto(s)
Redes Neurales de la Computación , Reconocimiento de Normas Patrones Automatizadas/métodos , Solución de Problemas , Humanos
19.
Artículo en Inglés | MEDLINE | ID: mdl-22256054

RESUMEN

We present an advanced approach towards a semi-autonomous, robotic personal assistant for handicapped people. We developed a multi-functional hybrid brain-robot interface that provides a communication channel between humans and a state-of-the-art humanoid robot, Honda's Humanoid Research Robot. Using cortical signals, recorded, processed and translated by an EEG-based brain-machine interface (BMI), human-robot interaction functions independently of users' motor control deficits. By exploiting two distinct cortical activity patterns, P300 and event-related desynchronization (ERD), the interface provides different dimensions for robot control. An empirical study demonstrated the functionality of the BMI guided humanoid robot. All participants could successfully control the robot that accomplished a shopping task.


Asunto(s)
Encéfalo/fisiología , Robótica/métodos , Interfaz Usuario-Computador , Adulto , Simulación por Computador , Potenciales Evocados/fisiología , Humanos , Imágenes en Psicoterapia , Masculino , Adulto Joven
20.
Neural Netw ; 22(9): 1329-33, 2009 Nov.
Artículo en Inglés | MEDLINE | ID: mdl-19635654

RESUMEN

We present a Brain-Computer Interface (BCI) game, the MindGame, based on the P300 event-related potential. In the MindGame interface P300 events are translated into movements of a character on a three-dimensional game board. A linear feature selection and classification scheme is applied to identify P300 events and calculate gradual feedback features from a scalp electrode array. The classification during the online run of the game is computed on a single-trial basis without averaging over subtrials. We achieve classification rates of 0.65 on single-trials during the online operation of the system while providing gradual feedback to the player.


Asunto(s)
Encéfalo/fisiología , Potenciales Relacionados con Evento P300 , Juego e Implementos de Juego , Procesamiento de Señales Asistido por Computador , Interfaz Usuario-Computador , Adulto , Electroencefalografía/métodos , Retroalimentación Psicológica , Femenino , Humanos , Modelos Lineales , Masculino , Análisis de Componente Principal , Programas Informáticos , Adulto Joven
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