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Statistical Anomaly Detection for Train Fleets

AI Magazine

The Swedish Institute of Computer Science (SICS) has for several years developed methods for statistical anomaly detection based on a framework called Bayesian principal anomaly (Holst and Ekman 2011). In this article we describe a novel application Addtrack is a tool developed originally by Bombardier domain for the anomaly-detection method: condition Transportation for general analysis, monitoring, monitoring of trains (Holst, Ekman, and and visualization of train conditions and Larsen 2006). It is "intelligent" in statistical models. There are currently many the sense that analysis modules, such as the one popular anomaly-detection methods based on described in this article, can be used to preprocess nonparametric models (see, for example, Ahmed, and visualize data sets. Addtrack, including the anomalydetection model is very general since the parametric module described in this article, is forms of the distributions need not be currently deployed in Sweden, India, China, and known.


AAAI News

AI Magazine

The deadline for the discounted AAAI rate is June AAAI-13 invites short papers on latebreaking for volunteer applications is May 1, 19, 2013. A special student rate has al-developments in the field of 2013.


The Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment

AI Magazine

The Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE) was held October 8-12, 2012, at Stanford University in Palo Alto, California. The conference included a research and industry track as well as a demonstration program. The conference featured 16 technical papers, 16 posters, and one demonstration, along with invited speakers, the StarCraft Ai competition, a newly-introduced Doctoral Consortium, and 5 workshops. This report summarizes the activities of the conference.


Reports on the 2012 AIIDE Workshops

AI Magazine

The 2012 AIIDE Conference included four workshops: Artificial Intelligence in Adversarial Real-Time Games, Human Computation in Deigital Entertainment and AI for Serious Games, Intelligent Narrative Technologies, and Musican Metacreation. The workshops took place October 8-9, 2012 at Stanford University. This report contains summaries of the activities of those four workshops.


Mechanix: A Sketch-Based Tutoring and Grading System for Free-Body Diagrams

AI Magazine

Introductory engineering courses within large universities often have annual enrollments which can reach up to a thousand students. It is very challenging to achieve differentiated instruction in classrooms with class sizes and student diversity of such great magnitude. Professors can only assess whether students have mastered a concept by using multiple choice questions, while detailed homework assignments, such as planar truss diagrams, are rarely assigned because professors and teaching assistants would be too overburdened with grading to return assignments with valuable feedback in a timely manner. In this paper, we introduce Mechanix, a sketch-based deployed tutoring system for engineering students enrolled in statics courses. Our system not only allows students to enter planar truss and free body diagrams into the system just as they would with pencil and paper, but our system checks the student's work against a hand-drawn answer entered by the instructor, and then returns immediate and detailed feedback to the student. Students are allowed to correct any errors in their work and resubmit until the entire content is correct and thus all of the objectives are learned. Since Mechanix facilitates the grading and feedback processes, instructors are now able to assign free response questions, increasing teacher's knowledge of student comprehension. Furthermore, the iterative correction process allows students to learn during a test, rather than simply displaying memorized information.


RoboCup Rescue Robot and Simulation Leagues

AI Magazine

The RoboCup Rescue Robot and Simulation competitions have been held since 2000. The experience gained during these competitions has increased the maturity level of the field, which allowed deploying robots after real disasters (for example, Fukushima Daiichi nuclear disaster). This article provides an overview of these competitions and highlights the state of the art and the lessons learned.


Interactive Narrative: An Intelligent Systems Approach

AI Magazine

Interactive narrative is a form of digital interactive experience in which users create or influence a dramatic storyline through their actions. The goal of an interactive narrative system is to immerse the user in a virtual world such that he or she believes that they are an integral part of an unfolding story and that their actions can significantly alter the direction and/or outcome of the story.In this article we review the ways in which artificial intelligence can be brought to bear on the creation of interactive narrative systems. We lay out the landscape of about 20 years of interactive narrative research and explore the successes as well as open research questions pertaining to the novel use of computational narrative intelligence in the pursuit of entertainment, education, and training.


Applying Automated Language Translation at a Global Enterprise Level

AI Magazine

In 2007 we presented a paper that described the application of Natural Language Processing (NLP) and Machine Translation (MT) for the automated translation of process build instructions from English to other languages to support Ford’s assembly plants in non-English speaking countries. This project has continued to evolve with the addition of new languages and improvements to the translation process. However, we discovered that there was a large demand for automated language translation across all of Ford Motor Company and we decided to expand the scope of our project to address these requirements. This paper will describe our efforts to meet all of Ford’s internal translation requirements with AI and MT technology and focus on the challenges and lessons that we learned from applying advanced technology across an entire corporation.


A Human/Computer Learning Network to Improve Biodiversity Conservation and Research

AI Magazine

Alternatively, the web can be used to engage volunteers to actively collect data and submit it to central data repositories. Human observers and AI processes synergistically improve the overall quality of the entire system. Additionally, AI is used to generate analyses. These analyses also improve as the quantity and quality of the incoming data improves. By guiding Now systems are being developed that employ observers with immediate feedback on both human and mechanical computation to solve observation accuracy AI processes contribute to complex problems through active learning and advancing observer expertise. These human/computer learning observer data quality improves, the training data networks (HCLNs) can leverage the contributions on which the AI processes make their decisions of broad recruitment of human observers and also improves.


Transferring Subspaces Between Subjects in Brain-Computer Interfacing

arXiv.org Machine Learning

Compensating changes between a subjects' training and testing session in Brain Computer Interfacing (BCI) is challenging but of great importance for a robust BCI operation. We show that such changes are very similar between subjects, thus can be reliably estimated using data from other users and utilized to construct an invariant feature space. This novel approach to learning from other subjects aims to reduce the adverse effects of common non-stationarities, but does not transfer discriminative information. This is an important conceptual difference to standard multi-subject methods that e.g. improve the covariance matrix estimation by shrinking it towards the average of other users or construct a global feature space. These methods do not reduces the shift between training and test data and may produce poor results when subjects have very different signal characteristics. In this paper we compare our approach to two state-of-the-art multi-subject methods on toy data and two data sets of EEG recordings from subjects performing motor imagery. We show that it can not only achieve a significant increase in performance, but also that the extracted change patterns allow for a neurophysiologically meaningful interpretation.