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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

Um sistema para o reconhecimento da feição edificação em imagem digital com agentes inteligentes. / A building recognition system in digital image based on intelligent agents.

Pryscila de Jesus de Sousa 10 October 2011 (has links)
O objetivo desta dissertação foi criar uma nova abordagem para identificar de maneira automática feições do tipo edificação em uma imagem digital. Tal identificação seria de interesse de órgãos públicos que lidam com planejamento urbano para fins de controle da ocupação humana irregular. A abordagem criada utilizou agentes de software especialistas para proceder com o processamento da segmentação e reconhecimento de feições na imagem digital. Os agentes foram programados para tratar uma imagem colorida com o padrão Red, Green e Blue (RGB). A criação desta nova abordagem teve como motivação o fato das atuais técnicas existentes de segmentação e classificação de imagens dependerem sobremaneira dos seus usuários. Em outras palavras, pretendeu-se com a abordagem em questão permitir que usuários menos técnicos pudessem interagir com um sistema classificador, sem a necessidade de profundos conhecimentos de processamento digital de imagem. Uma ferramenta protótipo foi desenvolvida para testar essa abordagem, que emprega de forma inusitada, agentes inteligentes, com testes feitos em recortes de ortofotos digitais do Município de Angra dos Reis (RJ). / The purpose of this dissertation has been to create a new approach in order to recognition features of buildings in a digital image in an automatic way. Such recognition features would be interesting of government agencies that deals with urban planning for irregular human occupation control. The approach created has employed specialist software agents to proceed with the segmentation processing and features recognition in the digital images. The agents have been programmed to manipulate colored images with the Red, Green and Blue pattern (RGB). The creation of this new approach has been motivated by the fact of existing segmentation techniques and classification of images greatly depend on its users. In other words, with the approach discussed it has been intended to allow less technical users to interact with a classifier system, without requiring deep knowledge of digital image processing. A prototype tool has been developed to test this approach, which employs in an unusual way, intelligent agents, with tests done in digital orthophotos of the city of Angra dos Reis (RJ).
42

MODELOG : model-oriented development with executable logical object generation

de Souza Ramalho, Franklin January 2007 (has links)
Made available in DSpace on 2014-06-12T15:54:14Z (GMT). No. of bitstreams: 2 arquivo6624_1.pdf: 2520643 bytes, checksum: b69b2ba2918606ef2803cf6322485425 (MD5) license.txt: 1748 bytes, checksum: 8a4605be74aa9ea9d79846c1fba20a33 (MD5) Previous issue date: 2007 / The Unified Modeling Language (UML) has far outgrown its initial purpose as a standard visual notation for constructing intuitive, high-level blueprint models of object-oriented software. A series of extension, such as OCL, XMI, ASL, MOF, UML profiles, and different proposed formal semantics, to the language and to its application scope have fedoff each other in synergy. While these extensions constitute a sound starting point to make UML the pivotal element for the Model-Driven Engineering (MDE) and Semantic Web (SW) visions, many other building blocks are still missing, including: (1) Complete formal semantics for UML and OCL; (2) UML inference engine based on such semantics to support model checking and intelligent agent reasoning with UML semantic web ontologies; (3) UML model compilers to fully automate both structural and behavioral code generation from detailed UML/OCL models. In this thesis, we present the MODELOG framework based on a single proposal to address these three issues: it consists of an automatic mapping from fully refined UML/OCL models to the object-oriented logic programs in the Flora-2, an executable and Turing-complete language with a well-defined formal semantics. We developed the MODELOG mapping as model transformations. As source for these transformations, we reused the UML2 and OCL2 metamodels provided by OMG and as target we developed a Flora metamodel. As we experimented and compared two language to implement the transformation: the dedicated transformation language ATL based on OCL, and Flora itself viewed as a model transformation language. As validating case study for MODELOG, we developed the Triangram robotic assembly puzzle. It is an example of planning tasks often executed by agents and it requires a complex class hierarchy together with complex structural and behavioral constraints. The Flora PSM of this puzzle was entirely automatically generated from its UML/OCL model by applying the MODELOG transformations. The main originality of this thesis is twofold. First, it simultaneously tackles various gaps in UML for its new extended role: formal specification language, MDE, semantic web services and agent engineering, Second, it does so without putting forward any new language but only by reusing a theoretically consolidated and efficiently implemented one. In contrast, previous proposals tend be limited to one or two such applications while often proposing new languages. The thesis makes contributions to various fields: For MDE, it shows the feasibility of completely automated full structural and behavioral executable code generation from a UML/OCL PIM, on a non-trivial, complex case study involving automated reasoning; For agile development, it reconcile that the robustness of formal methods with the early testing of fast prototyping, since MODELOG not only generates executable code, but also model checking code from UML/OCL models. For UML and OCL, it provides a fully integrated denotational formal semantics in Transaction Frame Logic on which Flora is based; For logic programming, it provides compositional metamodels of all the languages integrated in the Flora platform that clarify their relations and make them available as source or target language for a variety of MDE tasks such as model checking and fast prototyping; it also provides a way to develop logic programs using the consolidated full-life cycle object-oriented software engineering processes; For agent engineering, it shows how to get combine the complementary strengths of the object-oriented and logic paradigms, the two mostly widely reused in agent-oriented methods; For the semantic web service development, its introduced a highly automated MDE approach allowing to model them visually with UML-based industrial strengths method and CASE tools, and automatically generate their specification in the W3C standard SWSL, which is a XML-enabled variant of Flora
43

Resource-Bounded Reasoning about Knowledge

Ho, Ngoc Duc 28 November 2004 (has links)
Der Begriff ``Agent'''' hat sich als eine sehr nützliche Abstraktion erwiesen, um verschiedene Problembereiche auf eine intuitive und natürliche Art und Weise zu konzeptualisieren. Intelligente Agenten haben daher Anwendung gefunden in verschiedenen Teilbereichen der Informatik. Zur Modellierung werden intelligente Agenten meist als intentionale Systeme aufgefaßt und mit Hilfe von mentalistischen Begriffen wie Wissen, Glauben (oder Überzeugung), Wunsch, Pflicht, Intention usw. beschrieben. Unter diesen mentalen Begriffen gehören die epistemischen Begriffe (d.h., Wissen und Glauben) zu den wichtigsten und wurden auch am intensivsten untersucht. Zur Modellierung von Wissen und Glauben werden in der Regel modale epistemische Logiken verwendet. Solche Systeme sind aber nicht geeignet, um ressourcenbeschränkte Agenten zu beschreiben, weil sie zu starke Annahmen bezüglich der Rationalität von Agenten machen. Zum Beispiel wird angenommen, daß Agenten alle logischen Wahrheiten sowie alle Konsequenzen seines Wissens kennen. Dieses Problem ist bekannt als das Problem der logischen Allwissenheit (``logical omniscience problem''''). Da alle Agenten grundsätzlich nur über begrenzte Ressourcen (wie z.B. Zeit, Information, Speicherplatz) verfügen, können sie nur eine begrenzte Menge von Informationen verarbeiten. Daher müssen alternative Modelle entwickelt werden, um Agenten realistisch modellieren zu können (siehe Kapitel 2). Daß modale epistemische Logik für die Formalisierung des ressourcenbeschränkten Schließens (``resource-bounded reasoning'''') nicht geeignet ist, wird als ein offenes Problem der Agententheorien anerkannt. Es gibt bisher aber keine brauchbaren Alternativen zur Modallogik. Die meisten Ansätze zur Lösung des logischen Allwissenheitsproblems versuchen, Wissen und Glauben mit Hilfe schwacher Modallogiken zu beschreiben. Solche Versuche sind nicht befriedigend, da sie eine willkürliche Einschränkung der Rationalität der Agenten zur Folge haben (siehe Kapitel 3). Mein Ziel ist es, einen Rahmen für das ressourcenbeschränktes Schließen über Wissen und Glauben zu entwickeln. Damit soll eine solide Grundlage für Theorien intelligenter Agenten geschaffen werden. Als Nebenergebnis wird das logische Allwissenheitsproblem auf eine sehr intuitive Art und Weise gelöst: obwohl Agenten rational sind und alle logischen Schlußregeln anwenden können, sind sie nicht logisch allwissend, weil ihnen nicht genügend Ressourcen zu Verfügung stehen, um alle logischen Konsequenzen ihres Wissens zu ziehen. Im Kapitel 4 wird eine Reihe von Logiken vorgestellt, die den Begriff des expliziten Wissens formalisieren. Es wird eine Lösung des Problems der logischen Allwissenheit der epistemischen Logik vorgeschlagen, die die Rationalität der Agenten nicht willkürlich einschränkt. Der Grundgedanke dabei ist der folgende. Ein Agent kennt die logischen Konsequenzen seines Wissens nur dann, wenn er sie tatsächlich hergeleitet hat. Wenn ein Agent alle Prämissen einer gültigen Schlußregel kennt, kennt er nicht notwendigerweise die Konklusion: er kennt sie nur nach der Anwendung der Regel. Wenn er den Schluß nicht ziehen kann, z.B. weil er nicht die notwendigen Ressourcen dazu hat, wird sein Wissen nicht um diese herleitbare Information erweitert. Die Herleitung neuer Informationen wird als die Ausführung mentaler Handlungen aufgefaßt. Mit Hilfe einer Variante der dynamischen Logik können diese Handlungen beschrieben werden. Im Kapitel 5 werden Systeme für das ressourcenbeschränkte Schließen über Wissen und Glauben entwickelt, die auch quantitative Bedingungen über die Verfügbarkeit von Ressourcen modellieren können. Mit Hilfe dieser Logiken können Situationen beschrieben werden, wo Agenten innerhalb einer bestimmten Zeitspanne entscheiden müssen, welche Handlungen sie ausführen sollen. Der Ansatz besteht darin, epistemische Logik mit Komplexitätstheorie zu verbinden. Mit Hilfe einer Komplexitätsanalyse kann ein Agent feststellen, ob ein bestimmtes Problem innerhalb vorgegebener Zeit lösbar ist. Auf der Grundlage dieses Wissens kann er dann die für die Situation geeignete Entscheidung treffen. Damit ist es gelungen, eine direkte Verbindung zwischen dem Wissen eines Agenten und der Verfügbarkeit seiner Ressourcen herzustellen. / One of the principal goals of agent theories is to describe realistic, implementable agents, that is, those which have actually been constructed or are at least in principle implementable. That goal cannot be reached if the inherent resource-boundedness of agents is not treated correctly. Since the modal approach to epistemic logic is not suited to formalize resource-bounded reasoning, the issue of resource-boundedness remains one of the main foundational problems of any agent theory that is developed on the basis of modal epistemic logic. My work is an attempt to provide theories of agency with a more adequate epistemic foundation. It aims at developing theories of mental concepts that make much more realistic assumptions about agents than other theories. The guiding principle of my theory is that the capacities attributed to agents must be empirically verifiable, that is, it must be possible to construct artificial agents which satisfy the specifications determined by the theory. As a consequence, the unrealistic assumption that agents have unlimited reasoning capacities must be rejected. To achieve the goal of describing resource-bounded agents accurately, the cost of reasoning must be taken seriously. In the thesis I have developed a framework for modeling the relationship between knowledge, reasoning, and the availability of resources. I have argued that the correct form of an axiom for epistemic logic should be: if an agent knows all premises of a valid inference rule and if he performs the right reasoning, then he will know the conclusion as well. Because reasoning requires resources, it cannot be safely assumed that the agent can compute his knowledge if he does not have enough resources to perform the required reasoning. I have demonstrated that on the basis of that idea, the problems of traditional approaches can be avoided and rich epistemic logics can be developed which can account adequately for our intuitions about knowledge.
44

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).
45

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>
46

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.
47

[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).
48

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.
49

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.
50

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

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

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