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1.
Remotely sensed hyperspectral imagery has many important applications since its high-spectral resolution enables more accurate object detection and classification. To support immediate decision-making in critical circumstances, real-time onboard implementation is greatly desired. This paper investigates real-time implementation of several popular detection and classification algorithms for image data with different formats. An effective approach to speeding up real-time implementation is proposed by using a small portion of pixels in the evaluation of data statistics. An empirical rule of an appropriate percentage of pixels to be used is investigated, which results in reduced computational complexity and simplified hardware implementation. An overall system architecture is also provided.
Qian DuEmail:
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2.
There are several data based methods in the field of artificial intelligence which are nowadays frequently used for analyzing classification problems in the context of medical applications. As we show in this paper, the application of enhanced evolutionary computation techniques to classification problems has the potential to evolve classifiers of even higher quality than those trained by standard machine learning methods. On the basis of five medical benchmark classification problems taken from the UCI repository as well as the Melanoma data set (prepared by members of the Department of Dermatology of the Medical University Vienna) we document that the enhanced genetic programming approach presented here is able to produce comparable or even better results than linear modeling methods, artificial neural networks, kNN classification, support vector machines and also various genetic programming approaches.
Stefan WagnerEmail:
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3.
The paper presents a decision algorithmic model called vector gravitational force model in the feature space. The algorithmic model, inspired by and similar to the Law of Universal Gravitation, is derived from the vector geometric analysis of the linear classifier and established in the feature space. Based on this algorithmic model, we propose a classification method called vector gravitational recognition. The proposed method is applied to the benchmark Glass Identification task in the UCI Database available from USA Forensic Science Service, and other two UCI benchmark tasks. The experimental and comparative results show that the proposed approach yields quite good results and outperforms some well known and recent approaches on the tasks, and other applications may benefit from ours.
Yang Zong-changEmail:
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4.
This paper describes the simulated car racing competition that was arranged as part of the 2007 IEEE Congress on Evolutionary Computation. Both the game that was used as the domain for the competition, the controllers submitted as entries to the competition and its results are presented. With this paper, we hope to provide some insight into the efficacy of various computational intelligence methods on a well-defined game task, as well as an example of one way of running a competition. In the process, we provide a set of reference results for those who wish to use the simplerace game to benchmark their own algorithms. The paper is co-authored by the organizers and participants of the competition.
Julian Togelius (Corresponding author)Email:
Simon LucasEmail:
Ho Duc ThangEmail:
Jonathan M. GaribaldiEmail:
Tomoharu NakashimaEmail:
Chin Hiong TanEmail:
Itamar ElhananyEmail:
Shay BerantEmail:
Philip HingstonEmail:
Robert M. MacCallumEmail:
Thomas HaferlachEmail:
Aravind GowrisankarEmail:
Pete BurrowEmail:
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5.
Quantitative usability requirements are a critical but challenging, and hence an often neglected aspect of a usability engineering process. A case study is described where quantitative usability requirements played a key role in the development of a new user interface of a mobile phone. Within the practical constraints of the project, existing methods for determining usability requirements and evaluating the extent to which these are met, could not be applied as such, therefore tailored methods had to be developed. These methods and their applications are discussed.
Timo Jokela (Corresponding author)Email:
Jussi KoivumaaEmail:
Jani PirkolaEmail:
Petri SalminenEmail:
Niina KantolaEmail:
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6.
Real-time 2D to 3D video conversion   总被引:1,自引:0,他引:1  
We present a real-time implementation of 2D to 3D video conversion using compressed video. In our method, compressed 2D video is analyzed by extracting motion vectors. Using the motion vector maps, depth maps are built for each frame and the frames are segmented to provide object-wise depth ordering. These data are then used to synthesize stereo pairs. 3D video synthesized in this fashion can be viewed using any stereoscopic display. In our implementation, anaglyph projection was selected as the 3D visualization method, because it is mostly suited to standard displays.
Ianir IdesesEmail:
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7.
ONTRACK: Dynamically adapting music playback to support navigation   总被引:3,自引:3,他引:0  
Listening to music on personal, digital devices whilst mobile is an enjoyable, everyday activity. We explore a scheme for exploiting this practice to immerse listeners in navigation cues. Our prototype, ONTRACK, continuously adapts audio, modifying the spatial balance and volume to lead listeners to their target destination. First we report on an initial lab-based evaluation that demonstrated the approach’s efficacy: users were able to complete tasks within a reasonable time and their subjective feedback was positive. Encouraged by these results we constructed a handheld prototype. Here, we discuss this implementation and the results of field-trials. These indicate that even with a low-fidelity realisation of the concept, users can quite effectively navigate complicated routes.
Matt Jones (Corresponding author)Email:
Steve JonesEmail:
Gareth BradleyEmail:
Nigel WarrenEmail:
David BainbridgeEmail:
Geoff HolmesEmail:
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8.
In this paper we propose three variants of a linear feature extraction technique based on Adaboost for two-class classification problems. Unlike other feature extraction techniques, we do not make any assumptions about the distribution of the data. At each boosting step we select from a pool of linear projections the one that minimizes the weighted error. We propose three different variants of the feature extraction algorithm, depending on the way the pool of individual projections is constructed. Using nine real and two artificial data sets of different original dimensionality and sample size we compare the performance of the three proposed techniques with three classical techniques for linear feature extraction: Fisher linear discriminant analysis (FLD), Nonparametric discriminant analysis (NDA) and a recently proposed feature extraction method for heteroscedastic data based on the Chernoff criterion. Our results show that for data sets of relatively low-original dimensionality FLD appears to be both the most accurate and the most economical feature extraction method (giving just one-dimension in the case of two classes). The techniques based on Adaboost fare better than the classical techniques for data sets of large original dimensionality.
David Masip (Corresponding author)Email:
Ludmila I. KunchevaEmail:
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9.
The Stanford Event Heap has been shown to provide appropriate support for constructing interactive workspace applications. Given this success it is natural to consider the Event Heap as a platform to support other classes of Ubiquitous Computing applications. In this paper we argue that the distributed, spontaneous nature of these applications places additional demands on the Event Heap that require extensions to both the engineering and API. Suitable extensions are described and their use to support a typical Ubicomp application is discussed.
Oliver Storz (Corresponding author)Email:
Adrian FridayEmail:
Nigel DaviesEmail:
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10.
We present a study of using camera-phones and visual-tags to access mobile services. Firstly, a user-experience study is described in which participants were both observed learning to interact with a prototype mobile service and interviewed about their experiences. Secondly, a pointing-device task is presented in which quantitative data was gathered regarding the speed and accuracy with which participants aimed and clicked on visual-tags using camera-phones. We found that participants’ attitudes to visual-tag-based applications were broadly positive, although they had several important reservations about camera-phone technology more generally. Data from our pointing-device task demonstrated that novice users were able to aim and click on visual-tags quickly (well under 3 s per pointing-device trial on average) and accurately (almost all meeting our defined speed/accuracy tradeoff of 6% error-rate). Based on our findings, design lessons for camera-phone and visual-tag applications are presented.
Eleanor Toye (Corresponding author)Email:
Richard SharpEmail:
Anil MadhavapeddyEmail:
David ScottEmail:
Eben UptonEmail:
Alan BlackwellEmail:
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