training experience
An extended reality-based framework for user risk training in urban built environment
Konstantakos, Sotirios, Asparagkathos, Sotirios, Mahmoud, Moatasim, Rizou, Stamatia, Quagliarini, Enrico, Bernardini, Gabriele
In the context of increasing urban risks, particularly from climate change-induced flooding, this paper presents an extended Reality (XR)-based framework to improve user risk training within urban built environments. The framework is designed to improve risk awareness and preparedness among various stakeholders, including citizens, local authorities, and emergency responders. Using immersive XR technologies, the training experience simulates real-world emergency scenarios, contributing to active participation and a deeper understanding of potential hazards and especially for floods. The framework highlights the importance of stakeholder participation in its development, ensuring that training modules are customized to address the specific needs of different user groups. The iterative approach of the framework supports ongoing refinement through user feedback and performance data, thus improving the overall effectiveness of risk training initiatives. This work outlines the methodological phases involved in the framework's implementation, including i) user flow mapping, ii) scenario selection, and iii) performance evaluation, with a focus on the pilot application in Senigallia, Italy. The findings underscore the potential of XR technologies to transform urban risk training, promoting a culture of preparedness and resilience against urban hazards.
Investigating Role of Personal Factors in Shaping Responses to Active Shooter Incident using Machine Learning
Liu, Ruying, Becerik-Gerber, Burçin, Lucas, Gale M.
This study bridges the knowledge gap on how personal factors affect building occupants' responses in active shooter situations by applying interpretable machine learning methods to data from 107 participants. The personal factors studied are training methods, prior training experience, sense of direction, and gender. The response performance measurements consist of decisions (run, hide, multiple), vulnerability (corresponding to the time a participant is visible to a shooter), and pre-evacuation time. The results indicate that the propensity to run significantly determines overall response strategies, overshadowing vulnerability, and pre-evacuation time. The training method is a critical factor where VR-based training leads to better responses than video-based training. A better sense of direction and previous training experience are correlated with a greater propensity to run and less vulnerability. Gender slightly influences decisions and vulnerability but significantly impacts pre-evacuation time, with females evacuating slower, potentially due to higher risk perception. This study underscores the importance of personal factors in shaping responses to active shooter incidents.
- Research Report > Experimental Study (0.73)
- Research Report > New Finding (0.68)
Detecting Morphing Attacks via Continual Incremental Training
Pellegrini, Lorenzo, Borghi, Guido, Franco, Annalisa, Maltoni, Davide
Scenarios in which restrictions in data transfer and storage limit the possibility to compose a single dataset -- also exploiting different data sources -- to perform a batch-based training procedure, make the development of robust models particularly challenging. We hypothesize that the recent Continual Learning (CL) paradigm may represent an effective solution to enable incremental training, even through multiple sites. Indeed, a basic assumption of CL is that once a model has been trained, old data can no longer be used in successive training iterations and in principle can be deleted. Therefore, in this paper, we investigate the performance of different Continual Learning methods in this scenario, simulating a learning model that is updated every time a new chunk of data, even of variable size, is available. Experimental results reveal that a particular CL method, namely Learning without Forgetting (LwF), is one of the best-performing algorithms. Then, we investigate its usage and parametrization in Morphing Attack Detection and Object Classification tasks, specifically with respect to the amount of new training data that became available.
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- Europe > Netherlands > North Holland > Amsterdam (0.04)
- Europe > Italy > Emilia-Romagna > Metropolitan City of Bologna > Bologna (0.04)
- Information Technology > Security & Privacy (1.00)
- Education (0.94)
- Information Technology > Security & Privacy (1.00)
- Information Technology > Artificial Intelligence > Vision > Face Recognition (0.94)
- Information Technology > Artificial Intelligence > Machine Learning > Statistical Learning (0.68)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks > Deep Learning (0.46)
Architect, Regularize and Replay (ARR): a Flexible Hybrid Approach for Continual Learning
Lomonaco, Vincenzo, Pellegrini, Lorenzo, Graffieti, Gabriele, Maltoni, Davide
In recent years we have witnessed a renewed interest in machine learning methodologies, especially for deep representation learning, that could overcome basic i.i.d. assumptions and tackle non-stationary environments subject to various distributional shifts or sample selection biases. Within this context, several computational approaches based on architectural priors, regularizers and replay policies have been proposed with different degrees of success depending on the specific scenario in which they were developed and assessed. However, designing comprehensive hybrid solutions that can flexibly and generally be applied with tunable efficiency-effectiveness trade-offs still seems a distant goal. In this paper, we propose "Architect, Regularize and Replay" (ARR), an hybrid generalization of the renowned AR1 algorithm and its variants, that can achieve state-of-the-art results in classic scenarios (e.g. class-incremental learning) but also generalize to arbitrary data streams generated from real-world datasets such as CIFAR-100, CORe50 and ImageNet-1000.
- Europe > Italy > Emilia-Romagna > Metropolitan City of Bologna > Bologna (0.05)
- Oceania > Australia > New South Wales > Sydney (0.04)
- North America > United States > Hawaii > Honolulu County > Honolulu (0.04)
- North America > Canada > Quebec > Montreal (0.04)
Generalised agent for solving higher board states of tic tac toe using Reinforcement Learning
Tic Tac Toe is amongst the most well-known games. It has already been shown that it is a biased game, giving more chances to win for the first player leaving only a draw or a loss as possibilities for the opponent, assuming both the players play optimally. Thus on average majority of the games played result in a draw. The majority of the latest research on how to solve a tic tac toe board state employs strategies such as Genetic Algorithms, Neural Networks, Co-Evolution, and Evolutionary Programming. But these approaches deal with a trivial board state of 3X3 and very little research has been done for a generalized algorithm to solve 4X4,5X5,6X6 and many higher states. Even though an algorithm exists which is Min-Max but it takes a lot of time in coming up with an ideal move due to its recursive nature of implementation. A Sample has been created on this link \url{https://bk-tic-tac-toe.herokuapp.com/} to prove this fact. This is the main problem that this study is aimed at solving i.e providing a generalized algorithm(Approximate method, Learning-Based) for higher board states of tic tac toe to make precise moves in a short period. Also, the code changes needed to accommodate higher board states will be nominal. The idea is to pose the tic tac toe game as a well-posed learning problem. The study and its results are promising, giving a high win to draw ratio with each epoch of training. This study could also be encouraging for other researchers to apply the same algorithm to other similar board games like Minesweeper, Chess, and GO for finding efficient strategies and comparing the results.
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- Europe > Netherlands > South Holland > Leiden (0.04)
- Asia > India (0.04)
A Brief Survey of Associations Between Meta-Learning and General AI
This paper briefly reviews the history of meta-learning and describes its contribution to general AI. Meta-learning improves model generalization capacity and devises general algorithms applicable to both in-distribution and out-of-distribution tasks potentially. General AI replaces task-specific models with general algorithmic systems introducing higher level of automation in solving diverse tasks using AI. We summarize main contributions of meta-learning to the developments in general AI, including memory module, meta-learner, coevolution, curiosity, forgetting and AI-generating algorithm. We present connections between meta-learning and general AI and discuss how meta-learning can be used to formulate general AI algorithms.
How AI Can Help Companies Thrive In Post-Pandemic Uncertainty
In the last week, globally, we are slowly moving into a post-pandemic world. In the U.S. where the Covid-19 pandemic affected everyone, states are starting to open up. During the pandemic, many of us, have been working from home, adapting to our country's social distancing protocols. Post-pandemic, most of us know that this pandemic has forever changed the way that we work and the way that we view work. Companies have a new set of organizational challenges.
- South America > Brazil > São Paulo (0.05)
- North America > United States > New York (0.05)
- North America > United States > California > San Francisco County > San Francisco (0.05)
Introducing Microsoft's AirSim, an open-source simulator for autonomous vehicles built on Unreal Engine Packt Hub
Back in 2017, the Microsoft Research team developed and open-sourced Aerial Informatics and Robotics Simulation (AirSim). On Monday, the team shared how AirSim can be used to solve the current challenges in the development of autonomous systems. Microsoft AirSim is an open-source, cross-platform simulation platform for autonomous systems including autonomous cars, wheeled robotics, aerial drones, and even static IoT devices. It works as a plugin for Epic Games' Unreal Engine. There is also an experimental release for the Unity game engine.
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- Transportation (0.60)
- Information Technology > Robotics & Automation (0.37)