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  • 1151.
    van Laere, Joeri
    et al.
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Nilsson, Maria
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Evaluation of a workshop to capture knowledge from subject matter experts in maritime surveillance2009Inngår i: Information Fusion, 2009. FUSION '09. 12th International Conference on, IEEE conference proceedings, 2009, s. 171-178Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper reports on a brainstorming workshop with subject matter experts that aimed at identifying potential anomalies for world wide maritime surveillance. An extensive description of the workshop process and output is presented. The evaluation consists of two parts. First, the output of the workshop is compared with the output of a similar workshop as presented in Roy [1]. Secondly, the methodological differences between capturing know-how of subject matter experts in a workshop versus observing daily work of operators, as applied in Nilsson et al [2], is discussed. The conclusions are that brainstorming workshops and field studies should be combined to compensate for their weaknesses. Also, the outcomes of both methods heavily depend on the selection of operators to be observed, respectively the selection of subject matter experts invited. A final recommendation is that multiple studies and workshops are needed until no ‘new’ anomalies are identified.

  • 1152.
    van Laere, Joeri
    et al.
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Nilsson, Maria
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Ujvari, Sandor
    Högskolan i Skövde, Institutionen för teknik och samhälle.
    Hilletofth, Per
    Högskolan i Skövde, Institutionen för teknik och samhälle.
    Reflections on fusion systems requirements analysis for maintenance planning2008Inngår i: Proceedings of the 2nd Skövde Workshop on Information Fusion Topics (SWIFT 2008) / [ed] H. Boström, R. Johansson, Joeri van Laere, Skövde: University of Skövde , 2008, s. 5-8Konferansepaper (Annet vitenskapelig)
  • 1153.
    van Laere, Joeri
    et al.
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Nilsson, Maria
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Ziemke, Tom
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Implications of a Weickian perspective on decision-making for information fusion research and practice2007Inngår i: 10th International Conference on Information Fusion, 2007, IEEE conference proceedings, 2007, s. 1-8Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The purpose of information fusion is to support and improve decision making. However, theories of decision making differ significantly on their view of what a good decision actually is. Hence, depending on which decision making theory one (un)consciously adopts there are different requirements for information fusion as decision support Information fusion researchers and practitioners should therefore be more explicit about their assumptions regarding decision making by carefully describing their theoretical frameworks. To illustrate this point the 'theory of sensemaking' by Karl Weick is presented as one example of a decision making theory. Major differences between decision making assumptions in that theory and assumptions common in much information fusion research are highlighted. Implications and challenges for information fusion are discussed.

  • 1154.
    Venson, José Eduardo
    et al.
    Instituto de Informática, Universidade Federal do Rio Grande do Sul (UFRGS), Porto Alegre, Brazil.
    Bevilacqua, Fernando
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi. Universidade Federal da Fronteira Sul, Chapecó, Brazil.
    Berni, Jean
    Animati Computação Aplicada à Saúde, Santa Maria, Brazil.
    Onuki, Fabio
    Medvia Diagnóstico, Porto Alegre, Brazil.
    Maciel, Anderson
    Instituto de Informática, Universidade Federal do Rio Grande do Sul (UFRGS), Porto Alegre, Brazil.
    Diagnostic concordance between mobile interfaces and conventional workstations for emergency imaging assessment2018Inngår i: International Journal of Medical Informatics, ISSN 1386-5056, E-ISSN 1872-8243, Vol. 113, s. 1-8Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Introduction

    Mobile devices and software are now available with sufficient computing power, speed and complexity to allow for real-time interpretation of radiology exams. In this paper, we perform a multivariable user study that investigates concordance of image-based diagnoses provided using mobile devices on the one hand and conventional workstations on the other hand.

    Methods

    We performed a between-subjects task-analysis using CT, MRI and radiography datasets. Moreover, we investigated the adequacy of the screen size, image quality, usability and the availability of the tools necessary for the analysis. Radiologists, members of several teams, participated in the experiment under real work conditions. A total of 64 studies with 93 main diagnoses were analyzed.

    Results

    Our results showed that 56 cases were classified with complete concordance (87.69%), 5 cases with almost complete concordance (7.69%) and 1 case (1.56%) with partial concordance. Only 2 studies presented discordance between the reports (3.07%). The main reason to explain the cause of those disagreements was the lack of multiplanar reconstruction tool in the mobile viewer. Screen size and image quality had no direct impact on the mobile diagnosis process.

    Conclusion

    We concluded that for images from emergency modalities, a mobile interface provides accurate interpretation and swift response, which could benefit patients' healthcare.

  • 1155.
    Ventocilla, Elio
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Big Data programming with Apache Spark2019Inngår i: Data science in Practice / [ed] Alan Said, Vicenç Torra, Springer, 2019, s. 171-194Kapittel i bok, del av antologi (Fagfellevurdert)
    Abstract [en]

    In this chapter we give an introduction to Apache Spark, a Big Data programming framework. We describe the framework’s core aspects as well as some of the challenges that parallel and distributed computing entail.

  • 1156.
    Ventocilla, Elio
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    On Making Machine Learning Accessible for Exploratory Data Analysis Through Visual Analytics2017Rapport (Annet vitenskapelig)
    Abstract [en]

    Visual Analytics is a field of study that seeks to aid human cognition in the process of analyzing data. It aims at doing so through visual interfaces and automated computations. Such automated computations often translate to Machine Learning algorithms. Users can leverage from these algorithms in order to find interesting patterns in massive and unstructured data. These algorithms are, however, still often regarded as black-boxes i.e. mathematical models which are hard to interpret and difficult to interact with. In a single Machine Learning library more than 40 variants of algorithms can be found, and some with up to 14 different parameters. The Visual Analytics community has pointed out a lack of research in helping users set parameters and compare results between algorithms. Moreover, it is argued that most technology in the field, which has aimed at bringing transparency to black-boxes, is embedded in domain-specific systems thus making it hard to reach and use for other users and in other domains. In general, Machine Learning has an accessibility challenge: it is hard to use, to interpret and, if not either of these, to reach. This research proposal motivates the need for research in making Machine Learning more accessible for exploratory data analysis, reviews existing work in the field, presents a research plan and, finally, describes preliminary results.

  • 1157.
    Ventocilla, Elio
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Visualizing and Explaining Cluster Patterns: A Framework for the Exploratory Analysis of Large Multidimensional Datasets2019Rapport (Annet vitenskapelig)
    Abstract [en]

    Large quantities of data are being collected and analyzed by companies and institutions, with the intention of drawing knowledge and value. Advances in storage, computation, automated analysis and visual and interactive techniques have facilitated this process. It is, however, not always transparent on how these can be brought together for the effective and efficient exploration, monitoring and/or processing of data. That is, knowing which automated techniques and frameworks to use for a given task, how to deploy them and integrate them, how to interpret their results and processes, and how to ease their use through visual and interactive techniques.

    In the context of exploratory data analysis, where users approach data without preconceived hypotheses, this thesis proposal argues for the benefit of a framework describing the components, techniques and relations that contribute to the visualization and explanation of cluster patterns in large and multidimensional datasets. That is, a Visual Analytics framework aimed at supporting data scientists in their first steps towards understanding the overall structure of a dataset. The problem area is large and, therefore, the scope is limited to the visualization of cluster patterns in table-like datasets with meaningful attributes.

    This thesis proposal motivates the relevance of conducting research for the development of such framework. It formalizes a set of research questions and presents a research plan based on the design science research method. Moreover, it provides a description of preliminary results as well as related background theory and state-of-the-art research.

    Fulltekst tilgjengelig fra 2021-03-14 16:52
  • 1158.
    Ventocilla, Elio
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Bae, Juhee
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Riveiro, Maria
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Said, Alan
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    A Billiard Metaphor for Exploring Complex Graphs2017Inngår i: Second Workshop on Supporting Complex Search Tasks / [ed] Marijn Koolen, Jaap Kamps, Toine Bogers, Nick Belkin, Diane Kelly, Emine Yilmaz, 2017, Vol. 1798, s. 37-40Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Exploring and revealing relations between the elements is a fre-quent task in exploratory analysis and search. Examples includethat of correlations of attributes in complex data sets, or facetedsearch. Common visual representations for such relations are di-rected graphs or correlation matrices. These types of visual encod-ings are often - if not always - fully constructed before being shownto the user. This can be thought of as a top-down approach, whereusers are presented with a full picture for them to interpret andunderstand. Such a way of presenting data could lead to a visualoverload, specially when it results in complex graphs with highdegrees of nodes and edges. We propose a bottom-up alternativecalled Billiard where few elements are presented at rst and fromwhich a user can interactively construct the rest based on whats/he nds of interest. The concept is based on a billiard metaphorwhere a cue ball (node) has an eect on other elements (associatednodes) when stroke against them.

  • 1159.
    Ventocilla, Elio
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Riveiro, Maria
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Visual Analytics Solutions as 'off-the-shelf' Libraries2017Inngår i: 2017 21st International Conference Information Visualisation (IV): Computer Graphics, Imaging and Visualisation. Biomedical Visualization, Visualisation on Built and Rural Environments & Geometric Modelling and Imaging, IEETeL2017 / [ed] Ebad Banissi, Mark W. McK. Bannatyne, Fatma Bouali, Nuno Miguel Soares Datia, Georges Grinstein, Dennis Groth, Weidong Huang, Malinka Ivanova, Sarah Kenderdine, Minoru Nakayama, Joao Moura Pires, Muhammad Sarfraz, Marco Temperini, Anna Ursyn, Gilles Venturini, Theodor G. Wyeld, Jian J. Zhang, IEEE Computer Society, 2017, s. 281-287Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Visual Analytics has brought forward many solutions to different tasks such as exploring topics, understanding user and customer behavior, comparing genomes, or detecting anomalies. Many of these solutions, if not most, are standalone applications with technological contributions which cannot be easily taken for: reuse in other domains, further improvement, benchmarking, or integration and deployment alongside other solutions. The latter can prove specially helpful for exploratory data analysis. This often leads researchers to re-implement solutions and thus to a suboptimal use of skills and resources. This paper discusses further the lack of off-the-shelf libraries for Visual Analytics, and proposes the creation of pluggable libraries on top of existing technologies such as Spark and Zeppelin. We provide an illustrative example of a pluggable, Visual Analytics library using these technologies.

  • 1160.
    Ventocilla, Elio
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Riveiro, Maria
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Visual Growing Neural Gas for Exploratory Data Analysis2019Inngår i: Proceedings of the 14th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications: Volume 3: IVAPP, 58-71, 2019, Prague, Czech Republic / [ed] Andreas Kerren, Christophe Hurter, Jose Braz, SciTePress, 2019, Vol. 3, s. 58-71Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper argues for the use of a topology learning algorithm, the Growing Neural Gas (GNG), for providing an overview of the structure of large and multidimensional datasets that can be used in exploratory data analysis. We introduce a generic, off-the-shelf library, Visual GNG, developed using the Big Data framework Apache Spark, which provides an incremental visualization of the GNG training process, and enables user-in-the-loop interactions where users can pause, resume or steer the computation by changing optimization parameters. Nine case studies were conducted with domain experts from different areas, each working on unique real-world datasets. The results show that Visual GNG contributes to understanding the distribution of multidimensional data; finding which features are relevant in such distribution; estimating the number of k clusters to be used in traditional clustering algorithms, such as K-means; and finding outliers.

  • 1161.
    Vernon, David
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Artificial Cognitive Systems: A Primer2014Bok (Fagfellevurdert)
    Abstract [en]

    This book offers a concise and accessible introduction to the emerging field of artificial cognitive systems. Cognition, both natural and artificial, is about anticipating the need for action and developing the capacity to predict the outcome of those actions. Drawing on artificial intelligence, developmental psychology, and cognitive neuroscience, the field of artificial cognitive systems has as its ultimate goal the creation of computer-based systems that can interact with humans and serve society in a variety of ways. This primer brings together recent work in cognitive science and cognitive robotics to offer readers a solid grounding on key issues.

  • 1162.
    Vernon, David
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Cognitive System2014Inngår i: Computer Vision: A Reference Guide / [ed] Katsushi Ikeuchi, Boston: Springer, 2014, s. 100-106Kapittel i bok, del av antologi (Fagfellevurdert)
  • 1163.
    Vernon, David
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Cognitive Vision2014Inngår i: Computer Vision: A Reference Guide / [ed] Katsushi Ikeuchi, Boston: Springer, 2014, s. 106-109Kapittel i bok, del av antologi (Fagfellevurdert)
  • 1164.
    Vernon, David
    Högskolan i Skövde, Forskningscentrum för Informationsteknologi. Högskolan i Skövde, Institutionen för kommunikation och information.
    Goal-directed Action and Eligible Forms of Embodiment2013Inngår i: Constructivist Foundations, ISSN 1782-348X, E-ISSN 1782-348X, Vol. 9, nr 1, s. 85-86Artikkel, forskningsoversikt (Fagfellevurdert)
  • 1165.
    Vernon, David
    Högskolan i Skövde, Forskningscentrum för Informationsteknologi. Högskolan i Skövde, Institutionen för kommunikation och information.
    Interpreting Ashby - But which One?2013Inngår i: Constructivist Foundations, ISSN 1782-348X, E-ISSN 1782-348X, Vol. 9, nr 1, s. 111-113Artikkel, forskningsoversikt (Fagfellevurdert)
  • 1166.
    Vernon, David
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Reconciling Constitutive and Behavioural Autonomy: The Challenge of Modelling Development in Enactive Cognition2016Inngår i: Intellectica, ISSN 0769-4113, Vol. 65, s. 63-79Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    In the enactive paradigm of cognitive science, development plays a crucial role in the realization of cognition. This position runs counter to the computational functionalism upon which cognitivist and classical artificial intelligence systems are founded, especially the assumption that cognition can be achieved by embedding pre-formed knowledge. The enactive stance involves a progressive phased transition from cognitive capacity to cognitive capability, highlighting the role of development in extending the timescale of a cognitive agent’s prospective abilities and in expanding its repertoire of effective action. We review briefly some necessary conditions for cognitive development, drawing on examples from developmental psychology, illustrating the ideas by looking at the ontogenesis of instru- mental helping and collaboration in infants, and identifying some of the essential elements of a developmental cognitive architecture. We then focus on the fact that enactive sys- tems are operationally-closed, autonomous, and self-maintaining. Consequently, there are organizational constitutive processes at play as well as behavioural ones. Reconciling these complementary processes poses a significant challenge for the creation of complete model of development that must show how constitutive autonomy is compatible with and may even give rise to behavioural autonomy. We conclude by drawing attention to recent research which could provide a way of addressing this challenge. 

  • 1167.
    Vernon, David
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Visual Cognition2014Inngår i: Computer Vision: A Reference Guide / [ed] Katsushi Ikeuchi, Boston: Springer, 2014, s. 860-862Kapittel i bok, del av antologi (Fagfellevurdert)
  • 1168.
    Vernon, David
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Beetz, Michael
    Institute for Artificial Intelligence, University of Bremen, Bremen, Germany.
    Giulio, Sandini
    Department of Robotics, Brain and Cognitive Sciences, Istituto Italiano di Tecnologia, Genova, Italy.
    Prospection in cognition: The case for joint episodic-procedural memory in cognitive robotics2015Inngår i: Frontiers in Robotics and AI, ISSN 2296-9144, Vol. 2, artikkel-id 19Artikkel i tidsskrift (Fagfellevurdert)
  • 1169.
    Vernon, David
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Billing, Erik
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Hemeren, Paul
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Thill, Serge
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Ziemke, Tom
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi. Department of Computer and Information Science, Linköping University, Sweden.
    An Architecture-oriented Approach to System Integration in Collaborative Robotics Research Projects: An Experience Report2015Inngår i: Journal of Software Engineering for Robotics, ISSN 2035-3928, E-ISSN 2035-3928, Vol. 6, nr 1, s. 15-32Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Effective system integration requires strict adherence to strong software engineering standards, a practice not much favoured in many collaborative research projects. We argue that component-based software engineering (CBSE) provides a way to overcome this problem because it provides flexibility for developers while requiring the adoption of only a modest number of software engineering practices. This focus on integration complements software re-use, the more usual motivation for adopting CBSE. We illustrate our argument by showing how a large-scale system architecture for an application in the domain of robot-enhanced therapy for children with autism spectrum disorder (ASD) has been implemented. We highlight the manner in which the integration process is facilitated by the architecture implementation of a set of placeholder components that comprise stubs for all functional primitives, as well as the complete implementation of all inter-component communications. We focus on the component-port-connector meta-model and show that the YARP robot platform is a well-matched middleware framework for the implementation of this model. To facilitate the validation of port-connector communication, we configure the initial placeholder implementation of the system architecture as a discrete event simulation and control the invocation of each component’s stub primitives probabilistically. This allows the system integrator to adjust the rate of inter-component communication while respecting its asynchronous and concurrent character. Also, individual ports and connectors can be periodically selected as the simulator cycles through each primitive in each sub-system component. This ability to control the rate of connector communication considerably eases the task of validating component-port-connector behaviour in a large system. Ultimately, over and above its well-accepted benefits for software re-use in robotics, CBSE strikes a good balance between software engineering best practice and the socio-technical problem of managing effective integration in collaborative robotics research projects. 

  • 1170.
    Vernon, David
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Lowe, Robert
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi. Division of Cognition and Communication, University of Gothenburg, Gothenburg, Sweden.
    Thill, Serge
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Ziemke, Tom
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi. Department of Computer and Information Science, Linköping University, Sweden.
    Embodied cognition and circular causality: On the role of constitutive autonomy in the reciprocal coupling of perception and action2015Inngår i: Frontiers in Psychology, ISSN 1664-1078, E-ISSN 1664-1078, Vol. 6, artikkel-id 1660Artikkel i tidsskrift (Fagfellevurdert)
  • 1171.
    Vernon, David
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Thill, Serge
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Ziemke, Tom
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    The Role of Intention in Cognitive Robotics2016Inngår i: Toward Robotic Socially Believable Behaving Systems: Volume I / [ed] Anna Esposito & Lakhmi C. Jain, Switzerland: Springer, 2016, s. 15-27Kapittel i bok, del av antologi (Fagfellevurdert)
    Abstract [en]

    We argue that the development of robots that can interact effectively with people requires a special focus on building systems that can perceive and comprehend intentions in other agents. Such a capability is a prerequisite for all pro-social behaviour and in particular underpins the ability to engage in instrumental helping and mutual collaboration. We explore the prospective and intentional nature of action, highlighting the importance of joint action, shared goals, shared intentions, and joint attention in facilitating social interaction between two or more cognitive agents. We discuss the link between reading intentions and theory of mind, noting the role played by internal simulation, especially when inferring higher-level actionfocussed intentions. Finally, we highlight that pro-social behaviour in humans is the result of a developmental process and we note the implications of this for the challenge of creating cognitive robots that can read intentions.

  • 1172.
    Vernon, David
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    von Hofsten, Claes
    Department of Psychology, University of Uppsala, Sweden.
    Fadiga, Luciano
    Section of Human Physiology, University of Ferrara, Italy / IIT@UniFe Center for Translational Neurophysiology, Istituto Italiano di Tecnologia, Ferrara, Italy.
    Desiderata for developmental cognitive architectures2016Inngår i: Biologically Inspired Cognitive Architectures, ISSN 2212-683X, E-ISSN 2212-6848, Vol. 18, s. 116-127Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    This paper complements Ron Sun’s influential Desiderata for Cognitive Architectures by focussing on the desirable attributes of a biologically-inspired cognitive architecture for an agent with a capacity for autonomous development. Ten desiderata are identified, dealing with value systems & motives, embodiment, sensorimotor contingencies, perception, attention, prospective action, memory, learning, internal simulation, and constitutive autonomy. These desiderata are motivated by studies in developmental psychology, cognitive neuroscience, and enactive cognitive science. All ten focus on the ultimate aspects of cognitive development — why a feature is necessary and what it enables — rather on than the proximate mechanisms by which it can be realized. As such, the desiderata are for the most part neutral regarding the paradigm of cognitive science — cognitivist or emergent — that is adopted when designing a cognitive architecture. Where some element of a desideratum is specific to a particular paradigm, this is noted.

  • 1173.
    Veto, Peter
    et al.
    Department of Neurological, Neuropsychological, Morphological and Movement Sciences, Section of Physiology and Psychology, University of Verona, Strada Le Grazie, 8, 37143 Verona – Italy.
    Thill, Serge
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Hemeren, Paul
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Incidental and non-incidental processing of biological motion: Orientation, attention and life detection2013Inngår i: Cooperative Minds: Social Interaction and Group Dynamics: Proceedings of the 35th Annual Meeting of the Cognitive Science Society Berlin, Germany, July 31-August 3, 2013 / [ed] Markus Knauff, Michael Pauen, Natalie Sebanz & Ipke Wachsmuth, Cognitive Science Society, Inc., 2013, s. 1528-1533Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Based on the unique traits of biological motion perception, the existence of a “life detector”, a special sensitivity to perceiving motion patterns typical for animals, seems to be plausible (Johnson, 2006). Showing motion displays upside-down or with changes in global structure is known to disturb processing in different ways, but not much is known yet about how inversion affects attention and incidental processing. To examine the perception of upright and inverted point-light walkers regarding incidental processing, we used a flanker paradigm (Eriksen & Eriksen, 1974) adapted for biological motion (Thornton & Vuong, 2004), and extended it to include inverted and scrambled figures. Results show that inverted walkers do not evoke incidental processing and they allow high accuracy in performance only when attentional capacities are not diminished. An asymmetrical interaction between upright and inverted figures is found which alludes to qualitatively different pathways of processing.

  • 1174.
    Vipsjö, Lars
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Bergsten, Kevin
    Tecknad karaktär: Anatomi, fysionomi och psykologi2014 (oppl. 1:a)Bok (Annet vitenskapelig)
    Abstract [sv]

    Tecknad karaktär – anatomi, fysionomi och psykologi skissar en historisk bakgrund till den nutida tecknade karaktären genom tre spår. Det första spåret, om anatomi i konst och vetenskap, beskriver hur normer och kroppsideal uppstått genom historien och hur de lever vidare än i dag. Spår två, om fysionomikens historia, berättar om fördomar och stereotyper. Författarna granskar i denna del den pseudo­vetenskapliga fysionomiken och dess fördomsfulla karaktärsläsande. Det tredje och sista spåret behandlar psykologi i personlighetsgestaltning och skildrar hur den emotionella människan studerats och gestaltats inom både konst och vetenskap. Vad är det som gör att tecknade karaktärer framstår som emotionella och levande individer? Och hur formges en figur för att väcka intresse och engagemang hos betraktaren? 

    Författarna förespråkar ett problematiserande förhållningssätt vid analys av ­tecknade karaktärer – såväl gamla som nya. Det övergripande syftet med boken är att etablera en grund för fortsatta studier, och att utgöra en utgångspunkt för en fortsatt diskussion. 

    Boken vänder sig främst till ­studerande inom dataspelsutveckling, bild­pedagogik, konst- och bildvetenskap och informationsdesign. 

    Tecknad karaktär – anatomi, fysionomi och psykologi omfattar också ett digitalt material som bland annat tar upp arbetet med bokens illustrationer i digital 3D-grafik. Här finner du också steg-för-stegexempel på remediering och design av karaktärer samt förslag på arbetsuppgifter och teckningsövningar. Instruk­tioner för hur du kommer åt det digitala materialet finns på omslagets insida.

  • 1175.
    Virk, Shafqat Mumtaz
    et al.
    Språkbanken, University of Gothenburg, Sweden.
    Muhammad, Azam Sheikh
    Department of CS & Eng., Chalmers University of Technology, Sweden.
    Borin, Lars
    Språkbanken, University of Gothenburg, Sweden.
    Aslam, Muhammad Irfan
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Iqbal, Saania
    GIFT University, Pakistan.
    Khurram, Nazia
    GIFT University, Pakistan.
    Exploiting frame semantics and frame-semantic parsing for automatic extraction of typological information from descriptive grammars of natural languages: Natural Language Processingin a Deep LearningWorld, Proceedings2019Inngår i: International Conference Recent Advances in Natural Language Processing, RANLP / [ed] Galia Angelova, Ruslan Mitkov, Ivelina Nikolova, Irina Temnikova, Shoumen: Incoma Ltd , 2019, s. 1247-1256Konferansepaper (Fagfellevurdert)
    Abstract [en]

    We describe a novel system for automatic extraction of typological linguistic information from descriptive grammars of natural languages, applying the theory of frame semantics in the form of frame-semantic parsing. The current proof-of-concept system covers a few selected linguistic features, but the methodology is general and can be extended not only to other typological features but also to descriptive grammars written in languages other than English. Such a system is expected to be a useful assistance for automatic curation of typological databases which otherwise are built manually, a very labor and time consuming as well as cognitively taxing enterprise.

  • 1176. Way, Andy
    et al.
    Gawronska, BarbaraHögskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    the 11th International Conference on Theoretical and Mathematical Issues in Machine Translation2007Konferanseproceedings (Annet (populærvitenskap, debatt, mm))
  • 1177.
    Westin, Thomas
    et al.
    Stockholm University.
    Engström, Henrik
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Brusk, Jenny
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Towards Sustainable Inclusive Game Design Processes2019Konferansepaper (Fagfellevurdert)
    Abstract [en]

    While many studies have been done about creation of accessible games, they have mainly been conducted in an academic context and represents a gap between game research and the game industry. The pilot project presented in this paper (PowerUp) addresses inclusive design by involving both the game industry and disabled people. The goal is to identify activities that constitute the biggest obstacles to realising sustainable design processes for inclusive game de- sign (IGD). Four activities were identified through two full-day workshops with the game industry and game studios, disabled people and authorities: 1) Find op- portunities for IGD with disabled people; 2) Handle integrity and security of dis- abled people; 3) Recruit the right competence among disabled people; and 4) Adapt workplaces and tools for IGD processes. These activities are tentative and will hopefully be subject to discussion and further development to achieve sus- tainable inclusive game design.

  • 1178.
    Wieringa, Roel
    et al.
    University of Twente, Enschede, The Netherlands.
    Persson, AnneHögskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Requirements Engineering: Foundation for Software Quality: Proceedings of the 16th International Working Conference, REFSQ 2010, Essen, Germany, June 30 - July 2, 20102010Konferanseproceedings (Annet vitenskapelig)
  • 1179.
    Wilhelmsson, Ulf
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Engström, Henrik
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Brusk, Jenny
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Östblad, Per Anders
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Inclusive game design facilitating shared gaming experience2017Inngår i: Journal of Computing in Higher Education, ISSN 1042-1726, E-ISSN 1867-1233, Vol. 29, nr 3, s. 574-598Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    This article presents the result from a study comparing the perception and understanding of a game story between sighted and visually impaired players playing the same game. In particular, whether sighted and visually impaired players could experience and recount the same story construed from the plot elements that are either manifested by audio and graphics in the case of sighted players or pri- marily by audio in the case of visually impaired players. To this end, we have developed a graphical point-and-click adventure game for iOS and Android devices that aims to show how inclusive game design may be used to facilitate a shared gaming experience between sighted and visually impaired players. The game pro- vides players with audio feedback that enables visually impaired players to interact with and experience the game, but in a manner that does not interfere with the overall appearance and functionality of the game. Thus, it has been designed to be fully inclusive to both groups of players and to give the same gaming experience when it comes to story content. The game has been evaluated through formal user tests where subjects have been asked to play the first chapter of the game followed by an interview. The study shows that the perception of the story was almost identical between the two groups. Generally it took visually impaired players a little longer to play the game but they also seem to listen more carefully to the dialogue and hence also build a slightly deeper understanding of the characters. The study also shows that the sighted players did not respond negatively towards the inclusive game design employed in the game. 

  • 1180.
    Wilhelmsson, Ulf
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Engström, Henrik
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Brusk, Jenny
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Östblad, Per-Anders
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Accessible Game Culture using Inclusive Game Design: Participating in a visual culture that you cannot see2015Inngår i: VS-Games 2015: 7th International Conference on Games and Virtual Worlds for Serious Applications / [ed] Per Backlund, Red Hook, NY: IEEE Computer Society, 2015, s. 147-154Konferansepaper (Fagfellevurdert)
    Abstract [en]

    In this paper, we present the result of an experiment, in which we compare the gaming experience between sighted players and visually impaired players playing the same game. Specifically we discuss whether they experience the same story construed from the plot elements that are either manifested by audio and graphics in the case of sighted players or primarily by audio in the case of visually impaired players. To this end, we have developed a graphical point-and-click adventure game for iOS and Android devices. The game has been designed to provide players with audio feedback that enables visually impaired players to interact with and experience the game, but in a manner that does not interfere with the overall appearance and functionality of the game, i.e. a design that is fully inclusive to both groups of players and that is as invisible for sighted players as possible without hindering visually impaired players to share the same gaming experience when it comes to story content. The study shows that the perception of the story were almost identical between the two groups. Generally it took visually impaired players a little longer to play the game but they also seem to listen more carefully to the dialogue and hence also build a slightly deeper understanding of the characters.

  • 1181.
    Wilhelmsson, Ulf
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Toftedahl, Marcus
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Susi, Tarja
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Torstensson, Niklas
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Sjölin, Anders
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Tuori, Petri
    LBS Borås, Sweden.
    A Computer Game for an Enhanced Visitor Experience: Integration of Reality and Fiction2014Inngår i: Proceedings of the International Conference on Interfaces and Human Computer Interaction 2014 Game and Entertainment Technologies 2014 and Computer Graphics, Visualization, Computer Vision and Image Processing 2014 - Part of the Multi Conference on Computer Science and Information Systems, MCCSIS 2014 / [ed] Katherine Blashki & Yincai Xiao, IADIS Press, 2014, s. 149-156Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper describes the development of a computer game for enhanced visitor experiences of an adventure tour, in which the game is integrated. The game project was run 2011-2013 and included the development of an arcade style two player cooperative computer game, game controls, graphics, sound and music. The adventure tour takes place in an old military fortress where visitors participate in searching for gold that has been stolen. The tour starts with a 3D movie that provides the plot and introduces hero and villain characters. The story is then carried forth by a game master who brings the visitors on a tour along the fortress’ vaults, during which they also play the computer game. The adventure tour is structured by a semi-fictional framing story that interweaves history, physical environment, and hero and villain characters. To withhold interdependency in the overall design of the adventure tour and the game, Caillois’s (1958/2001) taxonomy for games was chosen as a basis, combined with narrative key elements carried across the adventure tour. The game was also designed to accord with the embodied nature of human activity, allowing players to engage their whole bodies in the gameplay. Initial game evaluation results indicate the game contributes to an enhanced visitor experience of the adventure tour.

  • 1182.
    Windridge, David
    et al.
    Department of Computer Science, Middlesex University, UK / Centre for Vision, Speech and Signal Processing, University of Surrey, UK.
    Svensson, Henrik
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Thill, Serge
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi. Donders Institute for Brain, Cognition, and Behaviour, Radboud University, Netherlands.
    On the utility of dreaming: A general model for how learning in artificial agents can benefit from data hallucination2020Inngår i: Adaptive Behavior, ISSN 1059-7123, E-ISSN 1741-2633, artikkel-id UNSP 1059712319896489Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    We consider the benefits of dream mechanisms - that is, the ability to simulate new experiences based on past ones - in a machine learning context. Specifically, we are interested in learning for artificial agents that act in the world, and operationalize "dreaming" as a mechanism by which such an agent can use its own model of the learning environment to generate new hypotheses and training data. We first show that it is not necessarily a given that such a data-hallucination process is useful, since it can easily lead to a training set dominated by spurious imagined data until an ill-defined convergence point is reached. We then analyse a notably successful implementation of a machine learning-based dreaming mechanism by Ha and Schmidhuber (Ha, D., & Schmidhuber, J. (2018). World models. arXiv e-prints, arXiv:1803.10122). On that basis, we then develop a general framework by which an agent can generate simulated data to learn from in a manner that is beneficial to the agent. This, we argue, then forms a general method for an operationalized dream-like mechanism. We finish by demonstrating the general conditions under which such mechanisms can be useful in machine learning, wherein the implicit simulator inference and extrapolation involved in dreaming act without reinforcing inference error even when inference is incomplete.

  • 1183.
    Windridge, David
    et al.
    Middlesex University, London, UK / University of Surrey, Guildford, UK.
    Thill, Serge
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi. University of Plymouth, UK.
    Representational fluidity in embodied (artificial) cognition2018Inngår i: Biosystems (Amsterdam. Print), ISSN 0303-2647, E-ISSN 1872-8324, Vol. 172, s. 9-17Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Theories of embodied cognition agree that the body plays some role in human cognition, but disagree on the precise nature of this role. While it is (together with the environment) fundamentally engrained in the so-called 4E (or multi-E) cognition stance, there also exists interpretations wherein the body is merely an input/output interface for cognitive processes that are entirely computational.

    In the present paper, we show that even if one takes such a strong computationalist position, the role of the body must be more than an interface to the world. To achieve human cognition, the computational mechanisms of a cognitive agent must be capable not only of appropriate reasoning over a given set of symbolic representations; they must in addition be capable of updating the representational framework itself (leading to the titular representational fluidity). We demonstrate this by considering the necessary properties that an artificial agent with these abilities need to possess.

    The core of the argument is that these updates must be falsifiable in the Popperian sense while simultaneously directing representational shifts in a direction that benefits the agent. We show that this is achieved by the progressive, bottom-up symbolic abstraction of low-level sensorimotor connections followed by top-down instantiation of testable perception-action hypotheses.

    We then discuss the fundamental limits of this representational updating capacity, concluding that only fully embodied learners exhibiting such a priori perception-action linkages are able to sufficiently ground spontaneously-generated symbolic representations and exhibit the full range of human cognitive capabilities. The present paper therefore has consequences both for the theoretical understanding of human cognition, and for the design of autonomous artificial agents.

  • 1184.
    Winge, Monica
    et al.
    Karolinska Institutet, Department of Learning, Informatics, Management and Ethics.
    Johansson, Lars-åke
    Alkit Communications.
    Lindh-Waterworth, Eva
    Umeå University Department of Informatics.
    Nyström, Monica
    Karolinska Institutet, Department of Learning, Informatics, Management and Ethics.
    Wangler, Benkt
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    A New Care Concept: Making Collaborative Home Care Work2007Inngår i: Proceedings of the 6th International Conference on Perspectives in Business Information Research: BIR'2007 / [ed] Jyrki Nummenmaa, Eva Söderström, Tampere: Tampere University , 2007, s. 158-169Konferansepaper (Fagfellevurdert)
    Abstract [en]

    In this paper we discuss the fact that more and more patients are treated in their homes by a set of organizations, sometimes with different ownership, we explore how this poses new and heavy demands on health care and home service staff to communicate and to collaborate. We investigate the need for improved communication and collaboration on different managerial and operational levels. In particular we point to the need for managers in different organizations to agree on ways of communicating and collaborating between the operational level and the importance of this during procurement of home care services. As a result the paper suggests a number of methodological measures, strategies and IT solutions, to support organizational development, coordination and collaboration.

  • 1185. Winge, Monica
    et al.
    Wangler, Benkt
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Johansson, Lars-Åke
    Nyström, Monica
    Lindh-Waterworth, Eva
    Högskolan i Skövde, Institutionen för kommunikation och information.
    CO-CARE - Collaborative Health and Social Care2008Inngår i: Proceedings of the 13th International Symposium for Health Information Management Research, 2008, s. 113-124Konferansepaper (Fagfellevurdert)
    Abstract [en]

     In this paper we discuss the fact that more and more patients are treated in their homes by a set of organizations, sometimes with different ownership. We explore how this poses new and stronger demands on health care and home service staff, as well as on different managerial and operational levels, to improve their communication and collaboration. We emphasize the need for managers in different organizations to agree on ways and forms of communication and collaboration between the operational levels, and the particular importance of this during procurement of home care services. As a result a number of methodological measures, strategies and IT solutions to support organizational development, coordination and collaboration are suggested.

     

  • 1186.
    Wróbel, Borys
    et al.
    Systems Modeling Laboratory, IO PAN, Sopot, Poland / Evolutionary Systems Laboratory, Uniwersytet im. Adama Mickiewicza, Poznan, Poland / Institut für Neuroinformatik, Universität & ETH Zürich, Switzerland.
    Joachimczak, Michal
    Systems Modeling Laboratory, IO PAN, Sopot, Poland.
    Montebelli, Alberto
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Lowe, Robert
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    The Search for Beauty: Evolution of Minimal Cognition in an Animat Controlled by a Gene Regulatory Network and Powered by a Metabolic System2012Inngår i: From Animals to Animats 12: 12th International Conference on Simulation of Adaptive Behavior, SAB 2012, Odense, Denmark, August 27-30, 2012 / [ed] Tom Ziemke, Christian Balkenius, John Hallam, Berlin, Heidelberg: Springer Berlin/Heidelberg, 2012, s. 198-208Konferansepaper (Fagfellevurdert)
    Abstract [en]

    We have created a model of a hybrid system in which a gene regulatory network (GRN) controls the search for resources (fuel / food and water) necessary to allow an artificial metabolic system (simulated microbial fuel cell) to produce energy. We explore the behaviour of simple animats in a two-dimensional simulated environment requiring minimal cognition. In our system control evolves in a biologically-realistic manner under tight energy constraints. We use a model of GRN in which there is no limit on the size of the network, and the concentration of regulatory substances (transcriptional factors, TFs) change in a continuous fashion. Externally driven concentrations  of selected TFs provid the sensory information to the animat, while the concentration of selected internally produced TFs is interpreted as the signal for actuators. We use a genetic algorithm to obtain diverse evolved strategies in ecologically grounded animats with motivational autonomy, even though they lack a dedicated motivational circuit. There are three motivations (or drives) in the system: thirst, hunger, and reproduction. The animats need to search for food and water, but also to perform work. Because the value of such work is arbitrary (in the eye of the beholder), but affects the chances of reproduction, we suggest that the term beauty is more appropriate, and we name the task the Search for Beauty. The results obtained provide a step towards realizing a biologically realistic system with respect to: the way the control is exercised, the way it evolves, and the way the metabolism provides energy.

  • 1187.
    Yano, Edgar Toshiro
    et al.
    ITA Instituto Tecnológico de Aeronáutica, Brazil.
    de Abreu, Welton
    ITA Instituto Tecnológico de Aeronáutica, Brazil.
    Gustavsson, Per M.
    Combitech, Sweden / Swedish National Defence College / George Mason University, USA.
    Åhlfeldt, Rose-Mharie
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    A framework to support the development of Cyber Resiliency with Situational Awareness Capability2015Inngår i: 20th ICCRTS Proceedings: C2, Cyber, and Trust, International Command and Control Institute , 2015Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Cybersecurity success is essentially the result of an effective risk management process. However, this process is being challenged by the inherent complexity of systems, developed with vulnerable components and protocols, and the crescent sophistication of attackers, now backed by well-resourced criminal organizations and nations. With this scenario of uncertainties and high volume of events, it is essential the ability of cyber resiliency. Cyber resiliency is the ability of a system, organization, mission, or business process to anticipate, withstand, recover from, and adapt capabilities in the face of adversary conditions, stresses, or attacks on the cyber resources it needs to function. In the present work, it is presented a framework for cyber resiliency where a segmentation strategy and the Intrusion Kill Chain (IKC) attack model, developed by Lockheed-Martin, are central elements. Segmentation allows the construction of a layered defense, where the highest-priority assets are in the inner layers and the attackers are forced to surpass several layers to reach them. The IKC attack model is a model of seven phases that the attackers must perform to achieve their goals. Each segment is supposed to be designed with the best efforts to prevent, detect and contain an IKC. According to the Situational Awareness (SA) model of Endsley, the Level of Perception is achieved through sensors connected to the controls of prevention, detection and containment of IKC in different segments. The Level of Understanding is obtained by identifying the segments impacted by the attackers, and the Level of Projection by the identification of the next segments to be attacked and defense actions required to contain this advance. The use of the framework leads to the development of a structured set of defense mechanisms, and supports the development of SA capability to allow defenders to make correct decisions in order to maintain the mission even under a heavy attack

  • 1188.
    Ye, Xiaozhen
    et al.
    School of Computer and Communication Engineering, University of Science and Technology Beijing, Beijing, China.
    Backlund, Per
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Ding, Jianguo
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Ning, Huansheng
    School of Computer and Communication Engineering, University of Science and Technology Beijing, Beijing, China.
    Fidelity in Simulation-based Serious Games2019Inngår i: IEEE Transactions on Learning Technologies, ISSN 1939-1382, E-ISSN 1939-1382Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    The extensive use of Simulation-based Serious Games (SSGs) has made a revolution in educational techniques. As a potentially significant feature for SSG design and evaluation, the term fidelity (the similarity between an SSG and its real reference) emerges and attracts increasing attention. The study of fidelity not only benefits the design, development, and analysis of an SSG with the consideration of improving the learning effect but also contributes to the investment reduction of an SSG. However, the term fidelity is used inconsistently in current literature. The introduction of new technologies (e.g. virtual reality) and the blend of multiform SSGs also facilitate the extension of fidelity with new connotations. All lead to confusing concepts and vague measure metrics. Besides, the relationship between fidelity and learning effect is still uncertain. A new vision and a comprehensive conceptual framework of fidelity for more general applications are in need. In this paper, further exploration and discussion of these issues in relation to fidelity of SSGs are presented through a systematic review. A general conceptual framework considering both aspects of the SSG system itself and the learners is developed and applied to analyze fidelity in SSGs. Based on that, a discussion on fidelity related issues of SSG design and development is presented.

  • 1189.
    Zhen, Rong
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi. Merchant Marine College, Shanghai Maritime University, Shanghai, China.
    Riveiro, Maria
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Jin, Yongxing
    Merchant Marine College, Shanghai Maritime University, Shanghai, China.
    A novel analytic framework of real-time multi-vessel collision risk assessment for maritime traffic surveillance2017Inngår i: Ocean Engineering, ISSN 0029-8018, E-ISSN 1873-5258, Vol. 145, s. 492-501Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Multi-vessel collision risk assessment for maritime traffic surveillance is a key technique to ensure the safety and security of maritime traffic and transportation. This paper proposes a framework of real-time multi-vessel collision assessment that combines a spatial clustering process (DBSCAN) for detecting clusters of encounter vessels and a multi-vessel collision risk index model for encounter vessels within each cluster from the large amounts of monitored vessels in a surveyed sea area. First, the vessels monitored are clustered using DBSCAN to obtain the clusters of encounter vessels, filtering out the relatively safe vessels. Then, the dynamic motion relation between encounter vessels within each cluster is modeled to obtain DCPA and TCPA. The semantic and mathematical relationship of vessel collision risk index for each cluster of encounter vessels with DCPA and TCAP is constructed using a negative exponential function. To illustrate the effectiveness of the framework proposed, an experimental case study has been carried out within the west coastal waters of Sweden. The results show that our framework is effective and efficient at detecting and ranking collision risk indexes between encounter vessels within each duster, which allows an automatic risk prioritization of encounter vessels for further investigation by operators. Hence, this framework can improve the safety and security of vessel traffic transportation and reduce the loss of lives and property.

  • 1190.
    Zhou, Bo
    et al.
    German Research Center for Artificial Intelligence, Kaiserslautern, Germany / University of Kaiserslautern, Kaiserslautern, Germany.
    Cruz, Heber Zurian
    German Research Center for Artificial Intelligence, Kaiserslautern, Germany / University of Kaiserslautern, Kaiserslautern, Germany.
    Atefi, Seyed Reza
    Swedish School of Textiles, University of Borås, Borås, Sweden.
    Billing, Erik
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Seoane, Fernando
    Inst. for Clinical Science, Intervention and Technology, Karolinska Institutet, Stockholm, Sweden / Dept. Biomedical Engineering, Karolinska University Hospital, Stockholm, Sweden / Swedish School of Textiles, University of Borås, Borås, Sweden.
    Lukowicz, Paul
    German Research Center for Artificial Intelligence, Kaiserslautern, Germany / University of Kaiserslautern, Kaiserslautern, Germany.
    TouchMe: Full-textile Touch Sensitive Skin for Encouraging Human-Robot Interaction2017Konferansepaper (Fagfellevurdert)
  • 1191.
    Zhou, Bo
    et al.
    German Research Center for Artificial Intelligence, Kaiserslautern, Germany.
    Velez Altamirano, Carlos Andres
    Department Computer Science, University of Kaiserslautern, Kaiserslautern, Germany.
    Cruz Zurian, Heber
    Department Computer Science, University of Kaiserslautern, Kaiserslautern, Germany.
    Atefi, Seyed Reza
    Swedish School of Textiles, University of Borås, Borås, Sweden.
    Billing, Erik
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Seoane Martinez, Fernando
    Swedish School of Textiles, University of Borås, Borås, Sweden / Institute for Clinical Science, Intervention and Technology, Karolinska Institutet, Stockholm, Sweden / Department Biomedical Engineering, Karolinska University Hospital, Stockholm, Sweden.
    Lukowicz, Paul
    German Research Center for Artificial Intelligence, Kaiserslautern, Germany / Department Computer Science, University of Kaiserslautern, Kaiserslautern, Germany.
    Textile Pressure Mapping Sensor for Emotional Touch Detection in Human-Robot Interaction2017Inngår i: Sensors, ISSN 1424-8220, E-ISSN 1424-8220, Vol. 17, nr 11, artikkel-id 2585Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    In this paper, we developed a fully textile sensing fabric for tactile touch sensing as the robot skin to detect human-robot interactions. The sensor covers a 20-by-20 cm2 area with 400 sensitive points and samples at 50 Hz per point. We defined seven gestures which are inspired by the social and emotional interactions of typical people to people or pet scenarios. We conducted two groups of mutually blinded experiments, involving 29 participants in total. The data processing algorithm first reduces the spatial complexity to frame descriptors, and temporal features are calculated through basic statistical representations and wavelet analysis. Various classifiers are evaluated and the feature calculation algorithms are analyzed in details to determine each stage and segments’ contribution. The best performing feature-classifier combination can recognize the gestures with a 93.3% accuracy from a known group of participants, and 89.1% from strangers.

  • 1192.
    Ziemke, Tom
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    From Rats to Cognitive robots: Biological insipiration in cognitive systems research2009Inngår i: Public Service Review: European Union, ISSN 1472-3395, nr 18, s. 330-331Artikkel i tidsskrift (Annet (populærvitenskap, debatt, mm))
  • 1193.
    Ziemke, Tom
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    From Rats to Robots2009Inngår i: The Parliament Magazine, ISSN 1372-7966, nr 292, s. 62-Artikkel i tidsskrift (Annet (populærvitenskap, debatt, mm))
  • 1194.
    Ziemke, Tom
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    On the role of emotion in biological and robotic autonomy2008Inngår i: Biosystems (Amsterdam. Print), ISSN 0303-2647, E-ISSN 1872-8324, Vol. 91, nr 2, s. 401-408Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    This paper reviews some of the differences between notions of biological and robotic autonomy, and how these differences have been reflected in discussions of embodiment, grounding and other concepts in AI and autonomous robotics. Furthermore, the relations between homeostasis, emotion and embodied cognition are discussed as well as recent proposals to model their interplay in robots, which reflects a commitment to a multi-tiered affectively/emotionally embodied view of mind that takes organismic embodiment more serious than usually done in biologically inspired robotics.

  • 1195.
    Ziemke, Tom
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi. Cognition & Interaction Lab, Human-Centered Systems Division, Department of Computer & Information Science, Linköping University, Linköping, Sweden.
    The body of knowledge: On the role of the living body in grounding embodied cognition2016Inngår i: Biosystems (Amsterdam. Print), ISSN 0303-2647, E-ISSN 1872-8324, Vol. 148, s. 4-11Artikkel, forskningsoversikt (Fagfellevurdert)
    Abstract [en]

    Embodied cognition is a hot topic in both cognitive science and Al, despite the fact that there still is relatively little consensus regarding what exactly constitutes 'embodiment'. While most embodied Al and cognitive robotics research views the body as the physical/sensorimotor interface that allows to ground computational cognitive processes in sensorimotor interactions with the environment, more biologically based notions of embodied cognition emphasize the fundamental role that the living body - and more specifically its homeostatic/allostatic self-regulation - plays in grounding both sensorimotor interactions and embodied cognitive processes. Adopting the latter position - a multi-tiered affectively embodied view of cognition in living systems - it is further argued that modeling organisms as layered networks of bodily self-regulation mechanisms can make significant contributions to our scientific understanding of embodied cognition. 

  • 1196.
    Ziemke, Tom
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    The Construction of Embodied Agency: The Other Side of the System-Environment Coin2012Inngår i: Constructivist Foundations, ISSN 1782-348X, E-ISSN 1782-348X, Vol. 8, nr 1, s. 52-53Artikkel i tidsskrift (Annet vitenskapelig)
    Abstract [en]

    > Upshot . Complementary to Alroe and Noe's discussion of constructivist notions of environment, world, etc., this commentary addresses the closely-related notion of agency in constructivist theories - in particular, the question of what would be required for artificial agency - and identifies open questions and fundamental disagreements among constructivist theorists.

  • 1197.
    Ziemke, Tom
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    The Embodied Self: Theories, Hunches and Robot Models2007Inngår i: Journal of consciousness studies, ISSN 1355-8250, E-ISSN 2051-2201, Vol. 14, nr 7, s. 167-179Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Many theories and models of machine consciousness emphasize the role of embodiment. However, there are different interpretations of exactly what kind of embodiment would be required for an artifact to be at least potentially conscious. This paper contrasts the sensorimotor approach, which holds that consciousness emerges from the mastery of sensorimotor knowledge resulting from the interaction between agent and environment, with the view that the living body's homeostatic regulation is crucial to self and consciousness.

  • 1198.
    Ziemke, Tom
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    What’s life got to do with it?2007Inngår i: Artificial consciousness / [ed] Antonio Chella, Riccardo Manzotti, Imprint Academic, 2007, s. 48-66Kapittel i bok, del av antologi (Fagfellevurdert)
  • 1199.
    Ziemke, Tom
    et al.
    Linköping University, Sweden.
    Arvola, MattiasLinköpings Universitet, Sweden.Dahlbäck, NilsLinköpings Universitet, Sweden.Billing, ErikHögskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Proceedings of the 14th SweCog Conference2018Konferanseproceedings (Fagfellevurdert)
  • 1200.
    Ziemke, Tom
    et al.
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Balkenius, ChristianLund University, Cognitive Science, Sweden.Hallam, JohnUniversity of Southern Denmark, Mærsk McKinney Møller Institute, Odense, Denmark.
    From Animals to Animats 12: 12th International Conference on Simulation of Adaptive Behaviour, SAB 2012, Odense, Denmark, August 27-30, 20122012Konferanseproceedings (Annet vitenskapelig)
2122232425 1151 - 1200 of 1227
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