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Articles 1 - 14 of 14
Full-Text Articles in Theory and Algorithms
Enhancing Search Engine Results: A Comparative Study Of Graph And Timeline Visualizations For Semantic And Temporal Relationship Discovery, Muhammad Shahiq Qureshi
Enhancing Search Engine Results: A Comparative Study Of Graph And Timeline Visualizations For Semantic And Temporal Relationship Discovery, Muhammad Shahiq Qureshi
Electronic Theses and Dissertations
In today’s digital age, search engines have become indispensable tools for finding information among the corpus of billions of webpages. The standard that most search engines follow is to display search results in a list-based format arranged according to a ranking algorithm. Although this format is good for presenting the most relevant results to users, it fails to represent the underlying relations between different results. These relations, among others, can generally be of either a temporal or semantic nature. A user who wants to explore the results that are connected by those relations would have to make a manual effort …
Using Natural Language Processing To Categorize Fictional Literature In An Unsupervised Manner, Dalton J. Crutchfield
Using Natural Language Processing To Categorize Fictional Literature In An Unsupervised Manner, Dalton J. Crutchfield
Electronic Theses and Dissertations
When following a plot in a story, categorization is something that humans do without even thinking; whether this is simple classification like “This is science fiction” or more complex trope recognition like recognizing a Chekhov's gun or a rags to riches storyline, humans group stories with other similar stories. Research has been done to categorize basic plots and acknowledge common story tropes on the literary side, however, there is not a formula or set way to determine these plots in a story line automatically. This paper explores multiple natural language processing techniques in an attempt to automatically compare and cluster …
Deep Siamese Neural Networks For Facial Expression Recognition In The Wild, Wassan Hayale
Deep Siamese Neural Networks For Facial Expression Recognition In The Wild, Wassan Hayale
Electronic Theses and Dissertations
The variation of facial images in the wild conditions due to head pose, face illumination, and occlusion can significantly affect the Facial Expression Recognition (FER) performance. Moreover, between subject variation introduced by age, gender, ethnic backgrounds, and identity can also influence the FER performance. This Ph.D. dissertation presents a novel algorithm for end-to-end facial expression recognition, valence and arousal estimation, and visual object matching based on deep Siamese Neural Networks to handle the extreme variation that exists in a facial dataset. In our main Siamese Neural Networks for facial expression recognition, the first network represents the classification framework, where we …
Satellite Constellation Deployment And Management, Joseph Ryan Kopacz
Satellite Constellation Deployment And Management, Joseph Ryan Kopacz
Electronic Theses and Dissertations
This paper will review results and discuss a new method to address the deployment and management of a satellite constellation. The first two chapters will explorer the use of small satellites, and some of the advances in technology that have enabled small spacecraft to maintain modern performance requirements in incredibly small packages.
The third chapter will address the multiple-objective optimization problem for a global persistent coverage constellation of communications spacecraft in Low Earth Orbit. A genetic algorithm was implemented in MATLAB to explore the design space – 288 trillion possibilities – utilizing the Satellite Tool Kit (STK) software developers kit. …
Facial Action Unit Detection With Deep Convolutional Neural Networks, Siddhesh Padwal
Facial Action Unit Detection With Deep Convolutional Neural Networks, Siddhesh Padwal
Electronic Theses and Dissertations
The facial features are the most important tool to understand an individual's state of mind. Automated recognition of facial expressions and particularly Facial Action Units defined by Facial Action Coding System (FACS) is challenging research problem in the field of computer vision and machine learning. Researchers are working on deep learning algorithms to improve state of the art in the area. Automated recognition of facial action units has man applications ranging from developmental psychology to human robot interface design where companies are using this technology to improve their consumer devices (like unlocking phone) and for entertainment like FaceApp. Recent studies …
Enhancements To Hierarchical Pathfinding Algorithms, Xin Li
Enhancements To Hierarchical Pathfinding Algorithms, Xin Li
Electronic Theses and Dissertations
In this thesis we study the problem of pathfinding in static grid-based maps. We apply the approach of abstraction and refinement. We abstract the grid map into a graph representation, and use the classic A* algorithm to search for a path in the abstract space, and then refine it into low-level path.
We started with a 2013 entry program to the Grid-based Path Planning Competition, and implemented several enhancements to experiment with the tradeoff between memory usage and search speed. Our program returns the refined low-level path incrementally, therefore reduces the first-move lag in large maps. We cache the low-level …
Minimax And Maximin Fitting Of Geometric Objects To Sets Of Points, Yan B. Mayster
Minimax And Maximin Fitting Of Geometric Objects To Sets Of Points, Yan B. Mayster
Electronic Theses and Dissertations
This thesis addresses several problems in the facility location sub-area of computational geometry. Let S be a set of n points in the plane. We derive algorithms for approximating S by a step function curve of size k < n, i.e., by an x-monotone orthogonal polyline ℜ with k < n horizontal segments. We use the vertical distance to measure the quality of the approximation, i.e., the maximum distance from a point in S to the horizontal segment directly above or below it. We consider two types of problems: min-ε, where the goal is to minimize the error for a …
Dragon Age: Origins - Maps & Benchmark Problems, Nathan R. Sturtevant, Bioware Corp
Dragon Age: Origins - Maps & Benchmark Problems, Nathan R. Sturtevant, Bioware Corp
Moving AI Lab: 2D Maps and Benchmark Problems
Maps extracted from Dragon Age: Origins with help and explicit permission from BioWare Corp. for use and distribution as benchmark problems.
Contains 156 maps and benchmark problem sets.
Room Maps & Benchmark Problems, Nathan R. Sturtevant
Room Maps & Benchmark Problems, Nathan R. Sturtevant
Moving AI Lab: 2D Maps and Benchmark Problems
Contains 40 maps of size 512x512 and problem sets. Maps are divided into rooms of size 8x8, 16x16, 32x32, and 64x64. There are 10 maps and problem sets for each room size. Maps with differing room sizes are not scaled: thickness of walls and passages differs.
Maze Maps & Benchmark Problems, Nathan R. Sturtevant
Maze Maps & Benchmark Problems, Nathan R. Sturtevant
Moving AI Lab: 2D Maps and Benchmark Problems
Contains 60 maps of size 512x512 and benchmark problem sets. These maps are algorithm-generated mazes with corridor widths of 1, 2, 4, 8, 16, or 32. There are 10 maps and problem sets for each corridor size.
Random Obstacle Maps & Benchmark Problems, Nathan R. Sturtevant
Random Obstacle Maps & Benchmark Problems, Nathan R. Sturtevant
Moving AI Lab: 2D Maps and Benchmark Problems
Contains 70 maps of size 512x512 and benchmark problem sets. These maps are algorithm-generated by blocking grid cells. Maps contain 10%, 15%, 20%, 25%, 30%, 35%, or 40% blocked cells. There are 10 maps and problem sets for each percentage.
Warcraft Iii - Maps & Benchmark Problems, Nathan R. Sturtevant, Blizzard Corp.
Warcraft Iii - Maps & Benchmark Problems, Nathan R. Sturtevant, Blizzard Corp.
Moving AI Lab: 2D Maps and Benchmark Problems
Maps extracted from Warcraft III from Blizzard Corp. for use and distribution as benchmark problems.
Contains 36 maps and benchmark problem sets, scaled to 512x512 and converted to a simple grid-based format.
Baldur's Gate Ii - Maps & Benchmark Problems, Nathan R. Sturtevant, Bioware Corp
Baldur's Gate Ii - Maps & Benchmark Problems, Nathan R. Sturtevant, Bioware Corp
Moving AI Lab: 2D Maps and Benchmark Problems
Maps extracted by Yngvi Björnsson from Baldur's Gate II with explicit permission from BioWare Corp. for use and distribution as benchmark problems.
Contains 75 maps and benchmark problem sets scaled to 512 x 512 and 120 original scale maps.
Starcraft - Maps & Benchmark Problems, Nathan R. Sturtevant, Blizzard Corp.
Starcraft - Maps & Benchmark Problems, Nathan R. Sturtevant, Blizzard Corp.
Moving AI Lab: 2D Maps and Benchmark Problems
Maps extracted from Starcraft from Blizzard Corp. for use and distribution as benchmark problems.
Contains 75 maps and benchmark problem sets, converted to standard format by Dave Churchill and post-processed to remove all but the largest connected component.