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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
41

Разработка чат-бота для работы HR на промышленном предприятии : магистерская диссертация / Development of the HR chatbot for the industrial enterprise

Перминова, Е. В., Perminova, E. V. January 2022 (has links)
Цифровые технологии являются неотъемлемой частью производственного процесса и основой для развития цифровой трансформации предприятия во многих процессах, включая и управление человеческими ресурсами. Функция HR превращается в одну из самых важных и динамичных в любой организации. Адаптация как одна из функций управления человеческими ресурсами является основным инструментом в приспособлении работников к новой для них среде. Предприятия, обладающие компетенциями HR нового поколения, демонстрируют значительно более высокие финансовые показатели, чем более слабые в данном отношении конкуренты. Следовательно, в настоящих условиях стоит вопрос о возможности моментального предоставления доступа к актуальной информации и обеспечения более быстрой и эффективной адаптации для сотрудников предприятия с применением цифровых инструментов, таких как интеллектуальный агент (чат-бот). / Digital technologies are an integral part of the production process and the basis for the development of digital transformation of the enterprise in many processes, including human resource management. The HR function is turning into one of the most important and dynamic in any organization. Adaptation as one of the functions of human resource management is the main tool in adapting employees to a new environment for them. Enterprises with a new generation of HR competencies demonstrate significantly higher financial performance than weaker competitors in this regard. Therefore, in these conditions, there is a question of the possibility of instant access to up-to-date information and ensuring faster and more effective adaptation for employees of the enterprise using digital tools, such as an intelligent agent (chatbot).
42

Research Ontology Data Models for Data and Metadata Exchange Repository

Kamenieva, Iryna January 2009 (has links)
<p>For researches in the field of the data mining and machine learning the necessary condition is an availability of various input data set. Now researchers create the databases of such sets. Examples of the following systems are: The UCI Machine Learning Repository, Data Envelopment Analysis Dataset Repository, XMLData Repository, Frequent Itemset Mining Dataset Repository. Along with above specified statistical repositories, the whole pleiad from simple filestores to specialized repositories can be used by researchers during solution of applied tasks, researches of own algorithms and scientific problems. It would seem, a single complexity for the user will be search and direct understanding of structure of so separated storages of the information. However detailed research of such repositories leads us to comprehension of deeper problems existing in usage of data. In particular a complete mismatch and rigidity of data files structure with SDMX - Statistical Data and Metadata Exchange - standard and structure used by many European organizations, impossibility of preliminary data origination to the concrete applied task, lack of data usage history for those or other scientific and applied tasks.</p><p>Now there are lots of methods of data miming, as well as quantities of data stored in various repositories. In repositories there are no methods of DM (data miming) and moreover, methods are not linked to application areas. An essential problem is subject domain link (problem domain), methods of DM and datasets for an appropriate method. Therefore in this work we consider the building problem of ontological models of DM methods, interaction description of methods of data corresponding to them from repositories and intelligent agents allowing the statistical repository user to choose the appropriate method and data corresponding to the solved task. In this work the system structure is offered, the intelligent search agent on ontological model of DM methods considering the personal inquiries of the user is realized.</p><p>For implementation of an intelligent data and metadata exchange repository the agent oriented approach has been selected. The model uses the service oriented architecture. Here is used the cross platform programming language Java, multi-agent platform Jadex, database server Oracle Spatial 10g, and also the development environment for ontological models - Protégé Version 3.4.</p>
43

Research Ontology Data Models for Data and Metadata Exchange Repository

Kamenieva, Iryna January 2009 (has links)
For researches in the field of the data mining and machine learning the necessary condition is an availability of various input data set. Now researchers create the databases of such sets. Examples of the following systems are: The UCI Machine Learning Repository, Data Envelopment Analysis Dataset Repository, XMLData Repository, Frequent Itemset Mining Dataset Repository. Along with above specified statistical repositories, the whole pleiad from simple filestores to specialized repositories can be used by researchers during solution of applied tasks, researches of own algorithms and scientific problems. It would seem, a single complexity for the user will be search and direct understanding of structure of so separated storages of the information. However detailed research of such repositories leads us to comprehension of deeper problems existing in usage of data. In particular a complete mismatch and rigidity of data files structure with SDMX - Statistical Data and Metadata Exchange - standard and structure used by many European organizations, impossibility of preliminary data origination to the concrete applied task, lack of data usage history for those or other scientific and applied tasks. Now there are lots of methods of data miming, as well as quantities of data stored in various repositories. In repositories there are no methods of DM (data miming) and moreover, methods are not linked to application areas. An essential problem is subject domain link (problem domain), methods of DM and datasets for an appropriate method. Therefore in this work we consider the building problem of ontological models of DM methods, interaction description of methods of data corresponding to them from repositories and intelligent agents allowing the statistical repository user to choose the appropriate method and data corresponding to the solved task. In this work the system structure is offered, the intelligent search agent on ontological model of DM methods considering the personal inquiries of the user is realized. For implementation of an intelligent data and metadata exchange repository the agent oriented approach has been selected. The model uses the service oriented architecture. Here is used the cross platform programming language Java, multi-agent platform Jadex, database server Oracle Spatial 10g, and also the development environment for ontological models - Protégé Version 3.4.
44

[en] GROUP BEHAVIOR FOR BLACK&WHITE CHARACTERS / [pt] COMPORTAMENTO EM GRUPO DE PERSONAGENS DO TIPO BLACK&WHITE

FELIPE GOMES DE CARVALHO 15 September 2004 (has links)
[pt] Recentemente, a indústria de jogos tem demonstrado crescente interesse no desenvolvimento de jogos que utilizam técnicas sofisticadas de Inteligência Artificial (IA). Verifica-se, dessa forma, o surgimento de jogos mais realistas, tanto no aspecto gráfico quanto no comportamento dos personagens. O jogo Black&White (B e W), desenvolvido pela empresa Lionhead Studios, é considerado um exemplo importante da utilização de técnicas de IA em jogos, e obteve um grande sucesso. Parte desse sucesso se deve ao fato de haver revelado uma interessante arquitetura deliberativa para agentes computacionais, baseada no modelo de agentes deliberativos chamado BDI (Belief, Desire and Intention, ou Crença, Desejo e Intenção). O presente trabalho visa desenvolver um estudo sobre a arquitetura utilizada no jogo B e W, e também sobre a interação de personagens que utilizam as técnicas presentes nesta arquitetura. Esta interação envolverá a utilização de um protocolo inspirado na linguagem de comunicação chamada KQML (Knowledge Query and Manipulation Language, ou Linguagem de Consulta e Manipulação de Conhecimento). / [en] Recently the game industry has been demonstrating much interest in the development of games that use more powerful Artificial Intelligence (AI) techniques. In this way, many games have been developed with more realistic graphics and character behavior. The game Black and White (B and W), developed by Lionhead Studios, is considered an important example of the use of AI techniques in games, and has resulted in a great success, disclosing a very interesting deliberative architecture for computational agents. Such architecture is based on the deliberative model called BDI (Belief, Desire and Intention). The present work aims to develop a study on the architecture used in game B&W, and also on the interaction of characters that use the techniques applied in this architecture. This interaction will use a protocol inspired on the communication language KQML (Knowledge Query and Manipulation Language).
45

Système intelligent pour le suivi et l’optimisation de l’état cognitif

Ben Abdessalem, Hamdi 04 1900 (has links)
Les émotions des êtres humains changent régulièrement et parfois de manière brusque entrainant un changement de l’état mental c’est-à-dire de l’aptitude cérébrale à fonctionner normalement. Il en résulte une capacité cognitive (ou état cognitif) de l’individu à pouvoir raisonner, accéder à la mémoire, ou effectuer des déductions, variable selon l’état mental. Ceci affecte, en conséquence, les performances des utilisateurs qui varient en fonction de leurs état cognitifs. Cette thèse vise à optimiser l’état cognitif d’un utilisateur lors de ses interactions avec un environnement virtuel. Comme cet état dépend des émotions, l’optimisation de l’état cognitif peut être réalisée à travers l’optimisation des émotions et en particulier la réduction des émotions négatives. Une première partie concerne les moyens de mesurer en temps réel (par un Module de mesures) l’état émotionnel et mental d’un utilisateur lors de ses interactions avec un environnement virtuel. Nous avons réalisé pour cela quatre études expérimentales avec quatre environnements différents. Nous avons montré que ces mesures peuvent être réalisées en utilisant différents capteurs physiologiques. Nous avons aussi montré qu’il est possible de prédire la tendance de l’excitation (un état mental) à partir d’un traceur de regard. Dans une deuxième partie, nous présentons l’Agent Neural qui modifie les environnements virtuels afin de provoquer une modification de l’état émotionnel d’un utilisateur pour améliorer son état cognitif. Nous avons réalisé quatre études expérimentales avec quatre environnements virtuels, où l’Agent Neural intervient dans ces environnements afin de changer l’état émotionnel de l’utilisateur. Nous avons montré que l’agent est capable d’intervenir dans plusieurs types d’environnements et de modifier les émotions de l’utilisateur. Dans une troisième partie, présentons l’Agent Limbique, qui personnalise et améliore les adaptations faites par l’Agent Neural à travers l’observation et l’apprentissage des impacts des changements des environnements virtuels et des réactions émotionnelles des utilisateurs. Nous avons montré que cet agent est capable d’analyser les interventions de l’Agent Neural et de les modifier. Nous avons montré aussi que l’Agent Limbique est capable de générer une nouvelle règle d’intervention et de prédire son impact sur l’utilisateur. La combinaison du Module de mesures, de l’Agent Neural, et de l’Agent Limbique, nous a permis de créer un système de contrôle cognitif intelligent que nous avons appelé Système Limbique Digital. / The human’s emotions change regularly and sometimes suddenly leading to changes in their mental state which is the brain’s ability to function normally. This mental state’s changes affect the users’ cognitive ability (or cognitive state) to reason, access memory, or make inferences, which varies depending on the mental state. Consequently, this affects the users’ performances which varies according to their cognitive states. This thesis aims to optimize the users’ cognitive state during their interactions with a virtual environment. Since this state depends on emotions, optimization of cognitive state can be achieved through the optimization of emotions and in particular the reduction of negative emotions. In a first part, we present the means of measuring in real time (using a Measuring module) the users’ emotional and mental state during their interactions with a virtual environment. We performed four experimental studies with four different environments. We have shown that these measurements can be performed using different physiological sensors. We have also shown that it is possible to predict the tendency of excitement (a mental state) using an eye tracker. In a second part, we present the Neural Agent which modifies virtual environments to provoke a modification on the users’ emotional state in order to improve their cognitive state. We performed four experimental studies with four virtual environments, in which the Neural Agent intervenes in these environments to change the users’ emotional state. We have shown that the agent is able to intervene in several types of environments and able to modify the users’ emotions. In a third part, we present the Limbic Agent, which personalizes and improves the adaptations performed by the Neural Agent through the observation and the learning from the virtual environments changes’ impacts and the users’ emotional reactions. We have shown that this agent is able to analyze the Neural Agent’s interventions and able to modify them. We have also shown that the Limbic Agent is able to generate a new intervention rule and predict its impact on the user. The combination of the Measuring Module, the Neural Agent, and the Limbic Agent, allowed us to create an intelligent cognitive control system that we called the Digital Limbic System.
46

Inteligentní bojové jednotky / Intelligent Fighting Units

Kužela, Martin January 2008 (has links)
The field training of army units includes high financial, material and human resource investments. From this reason, an emphasis on the simulator training of these units arised recently. But the training in simulator needs to have the simulated units as intelligent as a human beings are, so the field training with real human opponents can be successfully replaced with the simulator training. This work deals with the design of fighting unit's intelligent behaviour, that will be applicable in the E-COM simulator environment. Work covers the description of intelligent agents and ways how to achieve their rational and autonomous behaviour. The proposal and the analysis of intelligent fighting unit's implementation and unit's communication with surrounding environment, basic implementation of this proposal and experiments with created implementation are also described in this work.
47

Creating a Well-Situated Human-Autonomy Team: The Effects of Team Structure

Frost, Elizabeth Marie January 2019 (has links)
No description available.
48

Agent for Interactive Student Assistance: A Study of an Avatar-Based Conversational Agent's Impact on Student Engagement and Recruitment at BGSU's College of Technology

Orwick Ogden, Sherri L. 28 October 2011 (has links)
No description available.
49

Prise en compte de la fatigue des opérateurs dans la modélisation et la simulation des systèmes de production / Taking workers' fatigue into account in modelling and simulation of manufacturing systems

Ferjani, Aicha 22 February 2019 (has links)
Le développement rapide des technologies de l’information dans l’usine du futur nécessite de repenser l’organisation des systèmes de production. Si l’importance des opérateurs est bien reconnue dans l’industrie 4.0, les facteurs humains restent cependant insuffisamment pris en considération dans les méthodes d’organisation. La simulation est parmi les méthodes largement utilisées pour étudier les systèmes de production et évaluer leurs performances. Toutefois, les approches de simulation existantes et les logiciels disponibles sont centrés sur les dimensions techniques de ces systèmes (machines, transport, règles de priorité, etc.). Malheureusement, les facteurs humains, particulièrement la fatigue des opérateurs, semble être très insuffisamment pris en compte dans les modèles de simulation. Dans ce contexte, la présente thèse vise à étudier dans quelle mesure la fatigue pourrait être intégrée dans les modèles de simulation des ateliers de production. Un cadre conceptuel combinant différents paradigmes de modélisation est ainsi proposé pour aider à concevoir de tels modèles. Le paradigme de simulation à événements discrets est utilisé pour décrire la dynamique de fonctionnement des ateliers. Le paradigme d’agent intelligent est utilisé pour modéliser les opérateurs et intégrer leur comportement de fatigue que nous avons modélisé en utilisant la simulation continue. Nous avons également utilisé la logique floue pour caractériser les facteurs de pénibilité, connus de façon imprécise, et leur impact sur l’évolution de la fatigue. Nous avons montré comment le cadre conceptuel proposé peut être mis en œuvre de façon assez générique avec le logiciel Anylogic. L’approche proposée a ensuite été utilisée pour aborder deux différents problèmes de production: le premier concerne l’affectation dynamique des opérateurs sur les machines et le deuxième est relatif à l’agencement de machines lors de la phase de conception des ateliers. Ceci nous a permis d’illustrer l’utilité de l’approche propose et montrer sa pertinence. L’analyse des résultats de simulation permet d’apporter des connaissances à la fois sur les performances des systèmes et sur les tendances d’évolution de la fatigue des opérateurs durant le travail. De tels résultats aident à réfléchir sur la façon dont laquelle nous pourrions améliorer les méthodes d’organisation et de gestion des ateliers pour contribuer à l’amélioration de leurs performances et au bien-être de leurs opérateurs. / The quick development of information technology in the factory of the future requires rethinking about the organization of production systems. Although the importance of the workers in the industry 4.0, human factors are still insufficiently taken into consideration in the organizational methods. Simulation is among the methods widely used to study production systems and evaluate their performances. However, the existing simulation approaches and the available softwares mainly focus on technical dimensions of these systems (machines, transport, priority rules, etc.). Unfortunately, human factors, particularly workers’ fatigue, seem to be very insufficiently taken into account in the simulation models. In this context, this thesis aims to study how the workers’ fatigue could be integrated into the simulation models of workshops. A framework combining different modelling paradigms is proposed to help in designing such models. Discrete event simulation is used to describe the dynamic of the working process in workshops. The paradigm of intelligent agent is used to model operators and integrate their behavior of fatigue, which has been modeled using continuous simulation paradigms. We have also used fuzzy logic in order to characterize the arduousness’s factors, known imprecisely, and impacts on the evolution of the workers’ fatigue. We have shown how the proposed framework can be implemented can be implemented generically enough with the software ANYLOGIC. The proposed approach has been then used to address two different production problems: the first one concerns the dynamic assignment of workers to machines and the second is related to the machines layout in the design stage of the system. This illustrated the utility of the proposed approach and showed its relevance. The analysis of the simulation results yields some knowledge on both the performance of the systems and on trends of the evolution the operators’ fatigue during the work. Such results help to thank on how to improve the methods of organization and management of the workshops so to contribute to the improvement of their performances and the well-being of their operators.
50

Uma abordagem evolutiva para geração procedural de níveis em jogos de quebra-cabeças baseados em física / An evolutionary approach for procedural generation of levels in physics-based puzzle games

Ferreira, Lucas Nascimento 15 July 2015 (has links)
Na última década diversos algoritmos baseados em busca foram desenvolvidos para a geração de níveis em diferentes tipos de jogos. O espaço de busca para geração de níveis geralmente possui restrições, uma vez que a mecânica de um jogo define regras de factibilidade para os níveis. Em alguns métodos, a avaliação de factibilidade requer uma simulação com um agente inteligente que controla o jogo. Esse processo de avaliação geralmente possui ruído, causado por componentes aleatórios no simulador ou na estratégia do agente. Diversos trabalhos têm utilizado simulação como forma de avaliação de conteúdo, no entanto, nenhum deles discutiu profundamente a presença de ruído neste tipo de abordagem. Assim, esse trabalho apresenta um algoritmo genético capaz de gerar níveis factíveis que são avaliados por um agente inteligente em uma simulação ruidosa. O algoritmo foi aplicado a jogos de quebra-cabeças baseados em física com a mecânica do Angry Birds. Uma representação dos níveis em forma de indivíduos é introduzida, a qual permite que o algoritmo genético os evolua com características diferenciadas. O ruído na função de aptidão é tratado por uma nova abordagem, baseada em uma sistema de cache, que auxilia o algoritmo genético a encontrar boas soluções candidatas. Três conjuntos de experimentos foram realizados para avaliar o algoritmo. O primeiro compara o método de cache proposto com outros métodos de redução de ruído da literatura. O segundo mede a expressividade do algoritmo genético considerando as características estruturais dos níveis gerados. O último avalia os níveis gerados considerando aspectos de design (como dificuldade, imersão e diversão), os quais são medidos por meio de questionários respondidos por jogadores humanos via Internet. Os resultados mostraram que o algoritmo genético foi capaz de gerar níveis distintos que são tão imersíveis quanto níveis produzidos manualmente. Além disso, a abordagem de cache lidou apropriadamente com o ruído nos cálculos de aptidão, permitindo uma correta evolução elitista. / In the last decade several search-based algorithms have been developed for generating levels in different types of games. The search space for level generation is typically constrained once the game mechanics define feasibility rules for the levels. In some methods, evaluating level feasibility requires a simulation with an intelligent agent which plays the game. This evaluation process usually has noise, caused by random components in the simulator or in the agent strategy. Several works have used a simulation for content evaluation, however, none of them have deeply discussed the presence of noise in this kind of approach. Thus, this paper presents a genetic algorithm capable of generating feasible levels that are evaluated by an intelligent agent in a noisy simulation. The algorithm was applied to physics-based puzzle games with the Angry Birds mechanics. A level representation in the form of individuals is introduced, which allows the genetic algorithm to evolve them with distinct characteristics. The fitness function noise is handled by a new approach, based on a cache system, which helps the genetic algorithm finding good candidate solutions. Three sets of experiments were conducted to evaluate the algorithm. The first one compares the proposed cache approach with other noise reduction methods of the literature. The second one measures the expressivity of the genetic algorithm considering the structural characteristics of the levels. The last one evaluates design aspects (such as difficulty, immersion and fun) of the generated levels using questionnaires answered by human players via Internet. Results showed the genetic algorithm was capable of generating distinct levels that are as immersive as levels manually designed. Moreover, the cache approach handled properly the noise in the fitness calculations, allowing a correct elitist evolution.

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