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1.
Sensors (Basel) ; 23(17)2023 Aug 25.
Artículo en Inglés | MEDLINE | ID: mdl-37687867

RESUMEN

In reinforcement learning, the epsilon (ε)-greedy strategy is commonly employed as an exploration technique This method, however, leads to extensive initial exploration and prolonged learning periods. Existing approaches to mitigate this issue involve constraining the exploration range using expert data or utilizing pretrained models. Nevertheless, these methods do not effectively reduce the initial exploration range, as the exploration by the agent is limited to states adjacent to those included in the expert data. This paper proposes a method to reduce the initial exploration range in reinforcement learning through a pretrained transformer decoder on expert data. The proposed method involves pretraining a transformer decoder with massive expert data to guide the agent's actions during the early learning stages. After achieving a certain learning threshold, the actions are determined using the epsilon-greedy strategy. An experiment was conducted in the basketball game FreeStyle1 to compare the proposed method with the traditional Deep Q-Network (DQN) using the epsilon-greedy strategy. The results indicated that the proposed method yielded approximately 2.5 times the average reward and a 26% higher win rate, proving its enhanced performance in reducing exploration range and optimizing learning times. This innovative method presents a significant improvement over traditional exploration techniques in reinforcement learning.

2.
Sensors (Basel) ; 23(3)2023 Feb 02.
Artículo en Inglés | MEDLINE | ID: mdl-36772707

RESUMEN

The performance of game AI can significantly impact the purchase decisions of users. User experience (UX) technology can evaluate user satisfaction with game AI by analyzing user interaction input through a user interface (UI). Although traditional UX-based game agent systems use a UX evaluation to identify the common interaction trends of multiple users, there is a limit to evaluating UX data, i.e., creating a UX evaluation and identifying the interaction trend for each individual user. The loss of UX data features for each user should be minimized and reflected to provide a personalized game agent system for each user. This paper proposes a UX framework for game agent systems in which a UX data reduction method is applied to improve the interaction for each user. The proposed UX framework maintains non-trend data features in the UX dataset where overfitting occurs to provide a personalized game agent system for each user, achieved by minimizing the loss of UX data features for each user. The proposed UX framework is applied to a game called "Freestyle" to verify its performance. By using the proposed UX framework, the imbalanced UX dataset of the Freestyle game minimizes overfitting and becomes a UX dataset that reflects the interaction trend of each user. The UX dataset generated from the proposed UX framework is used to provide customized game agents of each user to enhanced interaction. Furthermore, the proposed UX framework is expected to contribute to the research on UX-based personalized services.

3.
Sensors (Basel) ; 20(8)2020 Apr 18.
Artículo en Inglés | MEDLINE | ID: mdl-32325631

RESUMEN

Fast and accurate obstacle detection is essential for accurate perception of mobile vehicles' environment. Because point clouds sensed by light detection and ranging (LiDAR) sensors are sparse and unstructured, traditional obstacle clustering on raw point clouds are inaccurate and time consuming. Thus, to achieve fast obstacle clustering in an unknown terrain, this paper proposes an elevation-reference connected component labeling (ER-CCL) algorithm using graphic processing unit (GPU) programing. LiDAR points are first projected onto a rasterized x-z plane so that sparse points are mapped into a series of regularly arranged small cells. Based on the height distribution of the LiDAR point, the ground cells are filtered out and a flag map is generated. Next, the ER-CCL algorithm is implemented on the label map generated from the flag map to mark individual clusters with unique labels. Finally, obstacle labeling results are inverse transformed from the x-z plane to 3D points to provide clustering results. For real-time 3D point cloud clustering, ER-CCL is accelerated by running it in parallel with the aid of GPU programming technology.

4.
Sensors (Basel) ; 20(6)2020 Mar 24.
Artículo en Inglés | MEDLINE | ID: mdl-32214039

RESUMEN

The importance of estimating human movement has increased in the field of human motion capture. HTC VIVE is a popular device that provides a convenient way of capturing human motions using several sensors. Recently, the motion of only users' hands has been captured, thereby greatly reducing the range of motion captured. This paper proposes a framework to estimate single-arm orientations using soft sensors mainly by combining a Bi-long short-term memory (Bi-LSTM) and two-layer LSTM. Positions of the two hands are measured using an HTC VIVE set, and the orientations of a single arm, including its corresponding upper arm and forearm, are estimated using the proposed framework based on the estimated positions of the two hands. Given that the proposed framework is meant for a single arm, if orientations of two arms are required to be estimated, the estimations are performed twice. To obtain the ground truth of the orientations of single-arm movements, two Myo gesture-control sensory armbands are employed on the single arm: one for the upper arm and the other for the forearm. The proposed framework analyzed the contextual features of consecutive sensory arm movements, which provides an efficient way to improve the accuracy of arm movement estimation. In comparison with the ground truth, the proposed method estimated the arm movements using a dynamic time warping distance, which was the average of 73.90% less than that of a conventional Bayesian framework. The distinct feature of our proposed framework is that the number of sensors attached to end-users is reduced. Additionally, with the use of our framework, the arm orientations can be estimated with any soft sensor, and good accuracy of the estimations can be ensured. Another contribution is the suggestion of the combination of the Bi-LSTM and two-layer LSTM.


Asunto(s)
Algoritmos , Movimiento (Física) , Movimiento , Fisiología/instrumentación , Teorema de Bayes , Bases de Datos como Asunto , Aprendizaje Profundo , Humanos
5.
Sensors (Basel) ; 19(20)2019 Oct 14.
Artículo en Inglés | MEDLINE | ID: mdl-31615164

RESUMEN

Nowadays, deep learning methods based on a virtual environment are widely applied to research and technology development for autonomous vehicle's smart sensors and devices. Learning various driving environments in advance is important to handle unexpected situations that can exist in the real world and to continue driving without accident. For training smart sensors and devices of an autonomous vehicle well, a virtual simulator should create scenarios of various possible real-world situations. To create reality-based scenarios, data on the real environment must be collected from a real driving vehicle or a scenario analysis process conducted by experts. However, these two approaches increase the period and the cost of scenario generation as more scenarios are created. This paper proposes a scenario generation method based on deep learning to create scenarios automatically for training autonomous vehicle smart sensors and devices. To generate various scenarios, the proposed method extracts multiple events from a video which is taken on a real road by using deep learning and generates the multiple event in a virtual simulator. First, Faster-region based convolution neural network (Faster-RCNN) extracts bounding boxes of each object in a driving video. Second, the high-level event bounding boxes are calculated. Third, long-term recurrent convolution networks (LRCN) classify each type of extracted event. Finally, all multiple event classification results are combined into one scenario. The generated scenarios can be used in an autonomous driving simulator to teach multiple events that occur during real-world driving. To verify the performance of the proposed scenario generation method, experiments using real driving video data and a virtual simulator were conducted. The results for deep learning model show an accuracy of 95.6%; furthermore, multiple high-level events were extracted, and various scenarios were generated in a virtual simulator for smart sensors and devices of an autonomous vehicle.

6.
Sensors (Basel) ; 18(1)2018 Jan 11.
Artículo en Inglés | MEDLINE | ID: mdl-29324641

RESUMEN

Demand for interactive wearable devices is rapidly increasing with the development of smart devices. To accurately utilize wearable devices for remote robot controls, limited data should be analyzed and utilized efficiently. For example, the motions by a wearable device, called Myo device, can be estimated by measuring its orientation, and calculating a Bayesian probability based on these orientation data. Given that Myo device can measure various types of data, the accuracy of its motion estimation can be increased by utilizing these additional types of data. This paper proposes a motion estimation method based on weighted Bayesian probability and concurrently measured data, orientations and electromyograms (EMG). The most probable motion among estimated is treated as a final estimated motion. Thus, recognition accuracy can be improved when compared to the traditional methods that employ only a single type of data. In our experiments, seven subjects perform five predefined motions. When orientation is measured by the traditional methods, the sum of the motion estimation errors is 37.3%; likewise, when only EMG data are used, the error in motion estimation by the proposed method was also 37.3%. The proposed combined method has an error of 25%. Therefore, the proposed method reduces motion estimation errors by 12%.


Asunto(s)
Movimiento (Física) , Teorema de Bayes , Electromiografía , Robótica
7.
PLoS One ; 12(7): e0180830, 2017.
Artículo en Inglés | MEDLINE | ID: mdl-28753613

RESUMEN

Clinical data analysis and forecasting have made substantial contributions to disease control, prevention and detection. However, such data usually suffer from highly imbalanced samples in class distributions. In this paper, we aim to formulate effective methods to rebalance binary imbalanced dataset, where the positive samples take up only the minority. We investigate two different meta-heuristic algorithms, particle swarm optimization and bat algorithm, and apply them to empower the effects of synthetic minority over-sampling technique (SMOTE) for pre-processing the datasets. One approach is to process the full dataset as a whole. The other is to split up the dataset and adaptively process it one segment at a time. The experimental results reported in this paper reveal that the performance improvements obtained by the former methods are not scalable to larger data scales. The latter methods, which we call Adaptive Swarm Balancing Algorithms, lead to significant efficiency and effectiveness improvements on large datasets while the first method is invalid. We also find it more consistent with the practice of the typical large imbalanced medical datasets. We further use the meta-heuristic algorithms to optimize two key parameters of SMOTE. The proposed methods lead to more credible performances of the classifier, and shortening the run time compared to brute-force method.


Asunto(s)
Algoritmos , Atención a la Salud
8.
J Child Sex Abus ; 26(5): 573-589, 2017 Jul.
Artículo en Inglés | MEDLINE | ID: mdl-28661824

RESUMEN

This study aimed to develop and evaluate the effects of a sexual abuse prevention mobile application, SAP_MobAPP, for primary school children. Forty-five subjects were trained for 40 minutes once a week. The experimental group received education that utilized the SAP_MobAPP. Control group A received Web based sexual abuse prevention education, while control group B received textbook based sexual abuse prevention education. Effectiveness was verified through a survey on child sexual abuse recognition and avoidance skills administered before and after training. The SAP_MobAPP program improved recognition (awareness) and the child's skills to avoid child sexual abuse situations, and the effects were long-lasting. However, differences between groups were not statistically significant. This study developed a sexual abuse prevention application and verified its effectiveness. Awareness and skills to avoid child sexual abuse after app education increased immediately after training and four weeks later. The SAP_MobAPP could be used for sexual abuse prevention education in schools.


Asunto(s)
Abuso Sexual Infantil/prevención & control , Conocimientos, Actitudes y Práctica en Salud , Aplicaciones Móviles , Servicios de Salud Escolar , Niño , Femenino , Humanos , Masculino , República de Corea , Instituciones Académicas
9.
Sensors (Basel) ; 16(12)2016 Dec 01.
Artículo en Inglés | MEDLINE | ID: mdl-27916962

RESUMEN

The Internet of Things (IoT) is the intelligent technologies and services that mutually communicate information between humans and devices or between Internet-based devices. In IoT environments, various device information is collected from the user for intelligent technologies and services that control the devices. Recently, wireless sensor networks based on IoT environments are being used in sectors as diverse as medicine, the military, and commerce. Specifically, sensor techniques that collect relevant area data via mini-sensors after distributing smart dust in inaccessible areas like forests or military zones have been embraced as the future of information technology. IoT environments that utilize smart dust are composed of the sensor nodes that detect data using wireless sensors and transmit the detected data to middle nodes. Currently, since the sensors used in these environments are composed of mini-hardware, they have limited memory, processing power, and energy, and a variety of research that aims to make the best use of these limited resources is progressing. This paper proposes a method to utilize these resources while considering energy efficiency, and suggests lightweight mutual verification and key exchange methods based on a hash function that has no restrictions on operation quantity, velocity, and storage space. This study verifies the security and energy efficiency of this method through security analysis and function evaluation, comparing with existing approaches. The proposed method has great value in its applicability as a lightweight security technology for IoT environments.

10.
BioData Min ; 9: 37, 2016.
Artículo en Inglés | MEDLINE | ID: mdl-27980678

RESUMEN

BACKGROUND: An imbalanced dataset is defined as a training dataset that has imbalanced proportions of data in both interesting and uninteresting classes. Often in biomedical applications, samples from the stimulating class are rare in a population, such as medical anomalies, positive clinical tests, and particular diseases. Although the target samples in the primitive dataset are small in number, the induction of a classification model over such training data leads to poor prediction performance due to insufficient training from the minority class. RESULTS: In this paper, we use a novel class-balancing method named adaptive swarm cluster-based dynamic multi-objective synthetic minority oversampling technique (ASCB_DmSMOTE) to solve this imbalanced dataset problem, which is common in biomedical applications. The proposed method combines under-sampling and over-sampling into a swarm optimisation algorithm. It adaptively selects suitable parameters for the rebalancing algorithm to find the best solution. Compared with the other versions of the SMOTE algorithm, significant improvements, which include higher accuracy and credibility, are observed with ASCB_DmSMOTE. CONCLUSIONS: Our proposed method tactfully combines two rebalancing techniques together. It reasonably re-allocates the majority class in the details and dynamically optimises the two parameters of SMOTE to synthesise a reasonable scale of minority class for each clustered sub-imbalanced dataset. The proposed methods ultimately overcome other conventional methods and attains higher credibility with even greater accuracy of the classification model.

11.
Artículo en Inglés | MEDLINE | ID: mdl-27236411

RESUMEN

This article has been withdrawn at the request of the author(s) and/or editor. The Publisher apologizes for any inconvenience this may cause. The full Elsevier Policy on Article Withdrawal can be found at http://www.elsevier.com/locate/withdrawalpolicy.

12.
Sensors (Basel) ; 12(11): 15671-88, 2012 Nov 12.
Artículo en Inglés | MEDLINE | ID: mdl-23202227

RESUMEN

Games that use brainwaves via brain-computer interface (BCI) devices, to improve brain functions are known as BCI serious games. Due to the difficulty of developing BCI serious games, various BCI engines and authoring tools are required, and these reduce the development time and cost. However, it is desirable to reduce the amount of technical knowledge of brain functions and BCI devices needed by game developers. Moreover, a systematic BCI serious game development process is required. In this paper, we present a methodology for the development of BCI serious games. We describe an architecture, authoring tools, and development process of the proposed methodology, and apply it to a game development approach for patients with mild cognitive impairment as an example. This application demonstrates that BCI serious games can be developed on the basis of expert-verified theories.

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