Letteratura scientifica selezionata sul tema "Artifical intelligence"

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Articoli di riviste sul tema "Artifical intelligence":

1

Motomura, Yoichi. "Future Artificial Intelligence Technology". Proceedings of the Symposium on Evaluation and Diagnosis 2016.15 (2016): 0spec. http://dx.doi.org/10.1299/jsmesed.2016.15.0spec.

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Torgautova, B. A., e K. M. Osmonaliyev. "On the issue of criminal liability for acts committed with the use of artificial intelligence for criminal purposes". Eurasian Scientific Journal of Law, n. 1 (6) (19 aprile 2024): 41–47. http://dx.doi.org/10.46914/2959-4197-2024-1-1-41-47.

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This article discusses criminal liability committed with the use of artificial intelligence (AI) for criminal purposes. The paper identifies such problems as a dynamically developing environment with the participation of artificial intelligence, which forms criminological risks, namely, obtaining information in telecommunications networks and information infrastructure facilities, which, as stated in the article, are not protected from any attacks. In the study, we rely on the scientific works of foreign and domestic authors, which were published in different periods of time on the study of artificial intelligence, as well as information disseminated by the media. Thus, based on this problem, the need for the introduction of regulatory regulation in the situation with artificial intelligence and protection from various attacks was considered.
3

Belkova, Elena. "Works Created by Artificial Intelligence Technologies". Academic Law Journal 23, n. 2 (12 luglio 2022): 153–60. http://dx.doi.org/10.17150/1819-0928.2022.23(2).153-160.

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In the context of the growing use of artificial intelligence technologies, including in the field of intellectual property, civil law science is tasked with developing new conceptual approaches to the legal assessment of the results of activities related to the use of artificial intelligence technologies. The current theory of copyright does not apply to such an object as a work generated by artificial intelligence technology, since artificial intelligence itself is the result of human creative activity. The article considers the possibility of recognizing the qualities of the subject of law in robots with artificial intelligence. Approaches to understanding the work created by artificial intelligence technologies as an object of intellectual rights and its place among other objects to which intellectual rights arise are analyzed. The question of authorship of works generated by artificial intelligence technologies and subjects with intellectual rights to these results is being investigated. It is concluded that it is impossible to recognize authorship for works created by artificial intelligence technologies due to the latter›s lack of legal personality. It is proposed to amend the list of objects of intellectual rights, taking into account the possibilities of artificial intelligence technologies, to produce works in the field of science, literature, art. The lack of personal non-property rights to such works is justified. Entities that have an exclusive right to works generated by artificial intelligence technologies have been identified – technology developers. Proposals have been made to amend Russian civil law.
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Larrondo, Manuel Ernesto, e Nicolas Mario Grandi. "Artificial intelligence, algorithms and freedom of expression". Metaverse 2, n. 2 (1 settembre 2021): 11. http://dx.doi.org/10.54517/m.v2i2.1790.

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<p>Artificial <span style="font-family: 'Times New Roman';">i</span>ntelligence can be presented as an ally when moderating violent content or apparent news, but its use without human intervention to contextualize and adequately translate the expression leaves open the risk of prior censorship. This is currently under debate in the international arena since, as Artificial Intelligence lacks the capacity to contextualize what it moderates, it is being presented more as a tool for indiscriminate prior censorship than as a moderation aimed at protecting freedom of expression. Therefore, after analyzing international legislation, reports from international organizations and the terms and conditions of Twitter and Facebook, we suggest five proposals to improve algorithmic content moderation. First, we propose that States make their domestic legislation compatible with international standards of freedom of expression. We also urge them to develop public policies consisting of implementing legislation to protect the working conditions of human supervisors of automated content removal decisions. For their part, we believe that social networks should present clear and consistent terms and conditions, adopt internal policies of transparency and accountability about how AI operates in the dissemination and removal of online content and, finally, should conduct prior human rights impact assessments of their AI.</p>
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Larrondo, Manuel Ernesto, e Nicolas Mario Grandi. "Artificial intelligence, algorithms and freedom of expression". Metaverse 2, n. 2 (1 settembre 2021): 11. http://dx.doi.org/10.54517/met.v2i2.1790.

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<p>Artificial <span style="font-family: 'Times New Roman';">i</span>ntelligence can be presented as an ally when moderating violent content or apparent news, but its use without human intervention to contextualize and adequately translate the expression leaves open the risk of prior censorship. This is currently under debate in the international arena since, as Artificial Intelligence lacks the capacity to contextualize what it moderates, it is being presented more as a tool for indiscriminate prior censorship than as a moderation aimed at protecting freedom of expression. Therefore, after analyzing international legislation, reports from international organizations and the terms and conditions of Twitter and Facebook, we suggest five proposals to improve algorithmic content moderation. First, we propose that States make their domestic legislation compatible with international standards of freedom of expression. We also urge them to develop public policies consisting of implementing legislation to protect the working conditions of human supervisors of automated content removal decisions. For their part, we believe that social networks should present clear and consistent terms and conditions, adopt internal policies of transparency and accountability about how AI operates in the dissemination and removal of online content and, finally, should conduct prior human rights impact assessments of their AI.</p>
6

Golenkov, V. V., N. A. Gulyakina, V. P. Ivashenko e D. V. Shunkevich. "Intelligent Computer Systems of New Generation and Complex Technology of Their Development, Application and Modernization". Doklady BGUIR 22, n. 2 (16 aprile 2024): 70–79. http://dx.doi.org/10.35596/1729-7648-2024-22-2-70-79.

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The paper considers the trends in the development of artificial intelligence technologies in BSUIR for the last five years, lists the main results obtained during this period both in the field of development of artificial intelligence technologies themselves, and in the field of education in artificial intelligence and realization of interaction between teams of specialists working in this field. The necessity of transition to new-generation intelligent computer systems with a high level of interoperability and creation of an appropriate complex technology for their development, maintenance and operation is substantiated. The problems hindering the active development and implementation of new generation intelligent computer systems are considered. The concept of semantic space as a basis for representation and integration of knowledge in intelligent computer systems of new generation is considered. The principles of implementation of hardware platform for interpretation of information processes in the semantic space – associative semantic computer – are considered.
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Xu, Yina. "Editorial". Metaverse 2, n. 2 (30 dicembre 2021): 1. http://dx.doi.org/10.54517/m.v2i2.1867.

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Xu, Yina. "Editorial". Metaverse 2, n. 2 (30 dicembre 2021): 1. http://dx.doi.org/10.54517/met.v2i2.1867.

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Ferrein, Alexander, e Thomas Meyer. "A Brief Overview of Artificial Intelligence in South Africa". AI Magazine 33, n. 1 (15 marzo 2012): 99–103. http://dx.doi.org/10.1609/aimag.v33i1.2357.

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One of the consequences of the growth in AI research in South Africa in recent years is the establishment of a number of research hubs involved in AI activities ranging from mobile robotics and computational intelligence, to knowledge representation and reasoning, and human language technologies. In this survey we take the reader through a quick tour of the research being conducted at these hubs, and touch on an initiative to maintain and extend the current level of interest in AI research in the country.
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Li, Wanting, Haiyan Liu, Feng Cheng, Yanhua Li, Sijin Li e Jiangwei Yan. "Artificial intelligence applications for oncological positron emission tomography imaging". European Journal of Radiology 134 (gennaio 2021): 109448. http://dx.doi.org/10.1016/j.ejrad.2020.109448.

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Tesi sul tema "Artifical intelligence":

1

Metz, Clément. "Codages optimisés pour la conception d'accélérateurs matériels de réseaux de neurones profonds". Electronic Thesis or Diss., université Paris-Saclay, 2023. http://www.theses.fr/2023UPAST190.

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Par leurs domaines d'application très divers (santé, énergie, défense, finance, navigation autonome...), les réseaux de neurones constituent une composante importante des outils d'apprentissage automatique. Les performances des réseaux de neurones sont grandement influencées par la complexité de leur architecture en nombre de couches, de neurones et de connexions. Mais l'entraînement et l'inférence de réseaux de plus en plus grands implique une sollicitation croissante de ressources matérielles et des temps de calcul plus longs. A l'inverse, leur portabilité se retrouve bridée sur des systèmes embarqués aux faibles capacités mémoire et/ou calculatoire.L'objectif de cette thèse est d'étudier et de concevoir des méthodes permettant de réduire l'empreinte matérielle des réseaux de neurones tout en préservant au mieux leurs performances. Nous nous restreignons aux réseaux de convolution dédiés à la vision par ordinateur en étudiant les possibilités offertes par la quantification. La quantification vise à réduire l'empreinte matérielle des réseaux en mémoire, en bande passante et en opérateurs de calculs par la réduction du nombre de bits des paramètres et des activations.Les contributions de cette thèse consistent en une nouvelle méthode de quantification post-entraînement reposant sur l'exploitation des corrélations spatiales des paramètres du réseau, une approche facilitant l'apprentissage des réseaux très fortement quantifiés, ainsi qu'une méthode visant à combiner la quantification en précision mixte et le codage entropique sans perte.Cette thèse se limite essentiellement aux aspects algorithmiques, mais les orientations de recherche ont été fortement influencées par la contrainte de faisabilité matérielle des propositions apportées
Neural networks are an important component of machine learning tools because of their wide range of applications (health, energy, defence, finance, autonomous navigation, etc.). The performance of neural networks is greatly influenced by the complexity of their architecture in terms of the number of layers, neurons and connections. But the training and inference of ever-larger networks translates to greater demands on hardware resources and longer computing times. Conversely, their portability is limited on embedded systems with low memory and/or computing capacity.The aim of this thesis is to study and design methods for reducing the hardware footprint of neural networks while preserving their performance as much as possible. We restrict ourselves to convolution networks dedicated to computer vision by studying the possibilities offered by quantization. Quantization aims to reduce the hardware footprint, in terms of memory, bandwidth and computation operators, by reducing the number of bits in the network parameters and activations.The contributions of this thesis consist of a new post-training quantization method based on the exploitation of spatial correlations of network parameters, an approach facilitating the learning of very highly quantized networks, and a method aiming to combine mixed precision quantization and lossless entropy coding.The contents of this thesis are essentially limited to algorithmic aspects, but the research orientations were strongly influenced by the requirement for hardware feasibility of our solutions
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Zaccagnino, Gianluca. "Computer Music Algorithms. Bio-inspired and Artificial Intelligence Applications". Doctoral thesis, Universita degli studi di Salerno, 2017. http://hdl.handle.net/10556/2564.

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2014 - 2015
Music is one of the arts that have most benefited from the invention of computers. Originally, the term Computer Music was used in the scientific community to identify the application of information technology in music composition. It began over time to include the theory and application of new or existing technologies in music, such as sound synthesis, sound design, acoustic, psychoacoustic. Thanks to its interdisciplinary nature, Computer Music can be seen as the encounter of different disciplines. In the last years technology has redefined the way individuals can work, communicate, share experiences, constructively debate, and actively participate to any aspect of the daily life, ranging from business to education, from political and intellectual to social, and also in music activity, such as play music, compose music and so on. In this new context, Computer Music has become an emerging research area for the application of Computational Intelligence techniques, such as machine learning, pattern recognition, bio-inspired algorithms and so on. My research activity is concerned with the Bio-inspired and Artificial Intelligence Applications in the Computer Music. Some of the problems I addressed are summarized in the following. Automatic composition of background music for games, films and other human activities: EvoBackMusic. Systems for real-time composition of background music respond to changes of the environment by generating music that matches the current state of the environment and/or of the user. We propose one such a system that we call EvoBackMusic. It is a multiagent system that exploits a feed-forward neural network and a multi-objective genetic algorithm to produce background music. The neural network is trained to learn the preferences of the user and such preferences are exploited by the genetic algorithm to compose the music. The composition process takes into account a set of controllers that describe several aspects of the environment, like the dynamism of both the user and the 2 context, other physical characteristics, and the emotional state of the user. Previous system mainly focus on the emotional aspect. Publications: • Roberto De Prisco, Delfina Malandrino, Gianluca Zaccagnino, Rocco Zaccagnino: ‘‘An Evolutionary Composer for Real-Time Background Music’’. EvoMUSART 2016: 135-151. Interaction modalities for music performances: MarcoSmiles. In this field we considered new interaction modalities during music performances by using hands without the support of a real musical instrument. Exploiting natural user interfaces (NUI), initially conceived for the game market, it is possible to enhance the traditional modalities of interaction when accessing to technology, build new forms of interactions by transporting users in a virtual dimension, but that fully reflects the reality, and finally, improve the overall perceived experience. The increasing popularity of these innovative interfaces involved their adoption in other fields, including Computer Music. We propose a system, named MarcoSmiles, specifically designed to allow individuals to perform music in an easy, innovative, and personalized way. The idea is to design new interaction modalities during music performances by using hands without the support of a real musical instrument. We exploited Artificial Neural Networks to customize the virtual musical instrument, to provide the information for the mapping of the hands configurations into musical notes and, finally, to train and test these configurations. We performed several tests to study the behavior of the system and its efficacy in terms of learning capabilities. Publications: • Roberto De Prisco, Delfina Malandrino, Gianluca Zaccagnino, Rocco Zaccagnino: ‘‘Natural Users Interfaces to support and enhance Real-Time Music Performance’’. AVI 2016. 3 Bio-inspired approach for automatic music composition Here we describe a new bio-inspired approach for automatic music composition in a specific style: Music Splicing System. Splicing systems were introduced by Tom Head (1987) as a formal model of a recombination process between DNA molecules. The existing literature on splicing systems mainly focuses on the computational power of these systems and on the properties of the generated languages; very few applications based on splicing systems have been introduced. We show a novel application of splicing systems to build an automatic music composer. As a result of a performance study we proved that our composer outperforms other meta-heuristics by producing better music according to a specific measure of quality evaluation, and this proved that the proposed system can be seen also as a new valid bio-inspired strategy for automatic music composition. Publications: ▪ Clelia De Felice, Roberto De Prisco, Delfina Malandrino, Gianluca Zaccagnino, Rocco Zaccagnino, Rosalba Zizza: ‘‘Splicing Music Composition’’. Information Sciences Journal, 385: 196 – 215 (2017). ▪ Clelia De Felice, Roberto De Prisco, Delfina Malandrino, Gianluca Zaccagnino, Rocco Zaccagnino, Rosalba Zizza: ‘‘Chorale Music Splicing System: An Algorithmic Music Composer Inspired by Molecular Splicing’’. EvoMusart 2015: 50 – 61. Music and Visualization Here we describe new approaches for learning of harmonic and melodic rules of classic music, by using visualization techniques: VisualMelody and VisualHarmony. Experienced musicians have the ability to understand the structural elements of music compositions. Such an ability is built over time through the study of music theory, the understanding of rules that guide the composition of music, and through countless hours of practice. The learning process is hard, especially for classical music, where the rigidity of the music structures and styles requires great effort to understand, assimilate, and then master the learned notions. In particular, we focused our attention on a specific type of music compositions, namely, music in chorale style (4-voice music). Composing such type of music 4 is often perceived as a difficult task, because of the rules the composer has to adhere to. In this paper we propose a visualization technique that can help people lacking a strong knowledge of music theory. The technique exploits graphic elements to draw the attention on the possible errors in the composition. We then developed two interactive systems, named VisualMelody and VisualHarmony, that employ the proposed visualization techniques to facilitate the understanding of the structure of music compositions. The aim is to allow people to make 4-voice music composition in a quick and effective way, i.e., avoiding errors, as dictated by classical music theory rules. Publications: ▪ Roberto De Prisco, Delfina Malandrino, Donato Pirozzi, Gianluca Zaccagnino, Rocco Zaccagnino: ‘‘Understanding the structure of music compositions: is visualization an effective approach?’’ Information Visualization Journal, 2016. (DOI): 10.1177/1473871616655468 • Delfina Malandrino, Donato Pirozzi, Gianluca Zaccagnino, Rocco Zaccagnino: ‘‘A Color-Based Visualization Approach to Understand Harmonic Structures of Musical Compositions’’. IV 2015: 56-61. • Delfina Malandrino, Donato Pirozzi, Gianluca Zaccagnino, Rocco Zaccagnino: ‘‘Visual Approaches for Harmonic Analysis of 4-part Music: Implementation and Evaluation’’. Major revision – Journal of Visual Languages and Computing, 2016. [edited by Author]
XIV n.s.
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Södergren, Gunnar. "Exploring Need-based AI Behaviour and its Effect on the Game Experience of Neverwinter Nights". Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2699.

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Single Player Roleplaying Game (SPRPG) is a popular genre among players as well as developers, with recent blockbuster titles such as Skyrim by Bethesda and Mass E↵ect 3 by Bioware. In recent years, an occurrence that have been gaining a lot of attention is the development of more advanced and vivid Artificial Intelligence (AI) within these SPRPG and a lot of progress has been made towards making the Non-player Character (NPC) more vivacious and life-like. It is, however, still a common occurrence that NPCs wait around for the player to interact with them; never having a plan or agenda of their own. Their purpose seem to be to wait for the player and provide him or her with information, bartering or a quest. This could result in a game environment that feels static and lifeless to some players and, thus, possibly become detrimental to the game experience. The main objective of this thesis was to implement a need-based system, resembling, to some degree, the one used in The Sims by Maxis, where NPCs get hungry, thirsty, sleepy and similar, and to test whether this system will enhance the game experience. If the NPCs of a SPRPG have needs of their own and therefore can not just wait around for the player to come to them, it may make the game experience more life-like and dynamic. A need-based system that allows the designer to define a set of needs for each NPC, was implemented using the Aurora Toolset for Neverwinter Nights by Bioware. The system was then tested by allowing a number of people play a custom module for Neverwinter Nights twice: once with the system in place and once without, then answering questionnaires regarding their experience. The results show, unanimously, that this prototype did enhance the game experience. Though this was a small module and only a prototype, it does indicates that the use of a need-based system might indeed enhance the dynamic and vivacity of a SPRPG.
Singleplayer-rollspel är en populär genre bland såväl spelare som utvecklare, med stora titlar såsom Skyrim av Bethesda och Mass Effect 3 av Bioware. På senare tid har utvcklandet av levande och avancerad AI erhållit mycket fokus inom denna typ av spel och stora framsteg har tagits vad gäller att skapa levnadslika och realistiska icke-spelarkaraktärer. Det är dock fortfarande en vanlig förekomst att ickespelarkaraktärer i denna typ av spel saknar en egen agenda eller plan och därför endast står och väntar på att spelaren ska interagera med dem. Denna uppsats har syftat till att implementera ett behovsbaserat system som till viss del liknar det som används i The Sims av Maxis, där icke-spelarkaraktärer blir hungriga, trötta och liknande, och att testa huruvida detta system förhöjer spelupplevelsen. Systemet har implementerats med hjälp av Aurora Toolset till Neverwinter Nights av Bioware och har testats av ett antal personer i en egenskapad modul till spelet. Resultatet har visat, entydigt, att implementationen av detta behovsbaserade system förhöjde spelupplevelsen. Även om systemet, i denna version, är en prototyp, ger det en indikation på att användandet av ett behovsbaserat system kan förhöja spelupplvelsen i ett singeplayer-rollspel.
4

Toofanee, Mohammud Shaad Ally. "An innovative ecosystem based on deep learning : Contributions for the prevention and prediction of diabetes complications". Electronic Thesis or Diss., Limoges, 2023. https://aurore.unilim.fr/theses/nxfile/default/656b0a1f-2ff2-49c5-bb3e-f34704d6f6b0/blobholder:0/2023LIMO0107.pdf.

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En 2021, le diabète touchait environ 537 millions de personnes dans le monde. Ce chiffre devrait grimper à 643 millions d'ici 2030 et 783 millions d'ici 2045. Le diabète est une maladie métabolique persistante qui nécessite des soins et une gestion quotidiens continus. Le fardeau des maladies chroniques pèse lourdement sur les systèmes de santé lorsqu'il touche une partie substantielle de la population. De telles circonstances ont un impact négatif non seulement sur le bien-être général d'une grande partie de la population, mais contribuent également de manière significative aux dépenses de santé. Dans le contexte de Maurice, selon le rapport le plus récent de la Fédération Internationale du Diabète, la prévalence du diabète, en particulier du diabète de type 2 (T2D), était de 22,6 % de la population en 2021, avec des projections indiquant une hausse à 26,6 % d'ici 2045. Face à cette tendance alarmante, une évolution concomitante a été observée dans le domaine de la technologie, l'intelligence artificielle démontrant des capacités prometteuses dans les domaines de la médecine et de la santé. Cette thèse de doctorat entreprend l'exploration de l'intersection entre l'intelligence artificielle, plus précisément l’apprentissage profond, l'éducation, la prévention, et la gestion du diabète. Nous nous sommes d'abord concentrés sur l'exploration du potentiel de l'Intelligence Artificielle (IA) pour répondre à une complication fréquente du diabète : l'Ulcère du Pied Diabétique (DFU). Les DFU présentent un risque grave d'amputations des membres inférieurs, entraînant des conséquences graves. En réponse, nous avons proposé une solution innovante nommée DFU-HELPER. Cet outil permet de valider les protocoles de traitement administrés par les professionnels de la santé aux patients individuels atteints de DFU. L'évaluation initiale de l'outil a montré des résultats prometteurs, bien qu'un affinement further et des tests rigoureux soient impératifs. Les efforts collaboratifs avec les experts en santé publique seront essentiels pour évaluer l'efficacité pratique de l'outil dans des scénarios réels. Cette approche vise à combler le fossé entre les technologies IA et les interventions cliniques, avec pour objectif ultime d'améliorer la prise en charge des patients atteints de DFU. Notre recherche a également abordé les aspects critiques de la vie privée et de la confidentialité inhérents à la manipulation des données liées à la santé. Reconnaissant l'importance capitale de la protection des informations sensibles, nous avons appliqué une approche avancée d'apprentissage fédéré Peer-to-Peer à notre proposition pour l'outil DFU-Helper. Cette approche permet de traiter des données sensibles sans les transférer vers un serveur central, contribuant ainsi à créer un environnement de confiance et sécurisé pour la gestion des données de santé. Enfin, notre recherche s'est étendue au développement d'un agent conversationnel intelligent conçu pour fournir des informations et un soutien 24 heures sur 24 aux personnes atteintes de diabète. Dans la poursuite de cet objectif, la création d'un jeu de données approprié était essentielle. Dans ce contexte, nous avons utilisé des techniques de traitement du langage naturel pour sélectionner des données de qualité provenant de sources médias en ligne traitant du diabète
In the year 2021, estimations indicated that approximately 537 million individuals were affected by diabetes, a number anticipated to escalate to 643 million by the year 2030 and further to 783 million by 2045. Diabetes, characterized as a persistent metabolic ailment, necessitates unceasing daily care and management. In the context of Mauritius, as per the most recent report by the International Diabetes Federation, the prevalence of diabetes, specifically Type 2 Diabetes (T2D), stood at 22.6% of the population in 2021, with projections indicating a surge to 26.6% by the year 2045. Amidst this alarming trend, a concurrent advancement has been observed in the realm of technology, with artificial intelligence techniques showcasing promising capabilities in the spheres of medicine and healthcare. This doctoral dissertation embarks on the exploration of the intersection between artificial intelligence and diabetes education, prevention, and management.We initially focused on exploring the potential of artificial intelligence (AI), more specifically, deep learning, to address a critical complication linked to diabetes – Diabetic Foot Ulcer (DFU). The emergence of DFU poses the grave risk of lower limb amputations, consequently leading to severe socio-economic repercussions. In response, we put forth an innovative solution named DFU-HELPER. This tool serves as a preliminary measure for validating the treatment protocols administered by healthcare professionals to individual patients afflicted by DFU. The initial assessment of the proposed tool has exhibited promising performance characteristics, although further refinement and rigorous testing are imperative. Collaborative efforts with public health experts will be pivotal in evaluating the practical efficacy of the tool in real-world scenarios. This approach seeks to bridge the gap between AI technologies and clinical interventions, with the ultimate goal of improving the management of patients with DFU.Our research also addressed the critical aspects of privacy and confidentiality inherent in handling health-related data. Acknowledging the extreme importance of safeguarding sensitive information, we delved into the realm of Peer-to-Peer Federated Learning. This investigation specifically found application in our proposal for the DFU-Helper tool discussed earlier. By exploring this advanced approach, we aimed to ensure that the implementation of our technology aligns with privacy standards, thereby fostering a trustworthy and secure environment for healthcare data management.Finally, our research extended to the development of an intelligent conversational agent designed to offer round-the-clock support for individuals seeking information about diabetes. In pursuit of this goal, the creation of an appropriate dataset was paramount. In this context, we leveraged Natural Language Processing techniques to curate data from online media sources focusing on diabetes-related content
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Lajoie, Isabelle. "Apprentissage de représentations sur-complètes par entraînement d’auto-encodeurs". Thèse, 2009. http://hdl.handle.net/1866/3768.

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Les avancés dans le domaine de l’intelligence artificielle, permettent à des systèmes informatiques de résoudre des tâches de plus en plus complexes liées par exemple à la vision, à la compréhension de signaux sonores ou au traitement de la langue. Parmi les modèles existants, on retrouve les Réseaux de Neurones Artificiels (RNA), dont la popularité a fait un grand bond en avant avec la découverte de Hinton et al. [22], soit l’utilisation de Machines de Boltzmann Restreintes (RBM) pour un pré-entraînement non-supervisé couche après couche, facilitant grandement l’entraînement supervisé du réseau à plusieurs couches cachées (DBN), entraînement qui s’avérait jusqu’alors très difficile à réussir. Depuis cette découverte, des chercheurs ont étudié l’efficacité de nouvelles stratégies de pré-entraînement, telles que l’empilement d’auto-encodeurs traditionnels(SAE) [5, 38], et l’empilement d’auto-encodeur débruiteur (SDAE) [44]. C’est dans ce contexte qu’a débuté la présente étude. Après un bref passage en revue des notions de base du domaine de l’apprentissage machine et des méthodes de pré-entraînement employées jusqu’à présent avec les modules RBM, AE et DAE, nous avons approfondi notre compréhension du pré-entraînement de type SDAE, exploré ses différentes propriétés et étudié des variantes de SDAE comme stratégie d’initialisation d’architecture profonde. Nous avons ainsi pu, entre autres choses, mettre en lumière l’influence du niveau de bruit, du nombre de couches et du nombre d’unités cachées sur l’erreur de généralisation du SDAE. Nous avons constaté une amélioration de la performance sur la tâche supervisée avec l’utilisation des bruits poivre et sel (PS) et gaussien (GS), bruits s’avérant mieux justifiés que celui utilisé jusqu’à présent, soit le masque à zéro (MN). De plus, nous avons démontré que la performance profitait d’une emphase imposée sur la reconstruction des données corrompues durant l’entraînement des différents DAE. Nos travaux ont aussi permis de révéler que le DAE était en mesure d’apprendre, sur des images naturelles, des filtres semblables à ceux retrouvés dans les cellules V1 du cortex visuel, soit des filtres détecteurs de bordures. Nous aurons par ailleurs pu montrer que les représentations apprises du SDAE, composées des caractéristiques ainsi extraites, s’avéraient fort utiles à l’apprentissage d’une machine à vecteurs de support (SVM) linéaire ou à noyau gaussien, améliorant grandement sa performance de généralisation. Aussi, nous aurons observé que similairement au DBN, et contrairement au SAE, le SDAE possédait une bonne capacité en tant que modèle générateur. Nous avons également ouvert la porte à de nouvelles stratégies de pré-entraînement et découvert le potentiel de l’une d’entre elles, soit l’empilement d’auto-encodeurs rebruiteurs (SRAE).
Progress in the machine learning domain allows computational system to address more and more complex tasks associated with vision, audio signal or natural language processing. Among the existing models, we find the Artificial Neural Network (ANN), whose popularity increased suddenly with the recent breakthrough of Hinton et al. [22], that consists in using Restricted Boltzmann Machines (RBM) for performing an unsupervised, layer by layer, pre-training initialization, of a Deep Belief Network (DBN), which enables the subsequent successful supervised training of such architecture. Since this discovery, researchers studied the efficiency of other similar pre-training strategies such as the stacking of traditional auto-encoder (SAE) [5, 38] and the stacking of denoising auto-encoder (SDAE) [44]. This is the context in which the present study started. After a brief introduction of the basic machine learning principles and of the pre-training methods used until now with RBM, AE and DAE modules, we performed a series of experiments to deepen our understanding of pre-training with SDAE, explored its different proprieties and explored variations on the DAE algorithm as alternative strategies to initialize deep networks. We evaluated the sensitivity to the noise level, and influence of number of layers and number of hidden units on the generalization error obtained with SDAE. We experimented with other noise types and saw improved performance on the supervised task with the use of pepper and salt noise (PS) or gaussian noise (GS), noise types that are more justified then the one used until now which is masking noise (MN). Moreover, modifying the algorithm by imposing an emphasis on the corrupted components reconstruction during the unsupervised training of each different DAE showed encouraging performance improvements. Our work also allowed to reveal that DAE was capable of learning, on naturals images, filters similar to those found in V1 cells of the visual cortex, that are in essence edges detectors. In addition, we were able to verify that the learned representations of SDAE, are very good characteristics to be fed to a linear or gaussian support vector machine (SVM), considerably enhancing its generalization performance. Also, we observed that, alike DBN, and unlike SAE, the SDAE had the potential to be used as a good generative model. As well, we opened the door to novel pre-training strategies and discovered the potential of one of them : the stacking of renoising auto-encoders (SRAE).

Libri sul tema "Artifical intelligence":

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Baruque, Bruno, Bernabe Dorronsoro, José A. Gámez, Edurne Barrenechea, Alicia Troncoso, Mikel Galar e José M. Puerta. Advances in Artificial Intelligence: 16th Conference of the Spanish Association for Artificial Intelligence, CAEPIA 2015 Albacete, Spain, November ... Springer, 2015.

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Capitoli di libri sul tema "Artifical intelligence":

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Korf, Richard. "Artificial Intelligence Search Algorithms". In Algorithms and Theory of Computation Handbook, Second Edition, Volume 2, 1–23. Chapman and Hall/CRC, 2009. http://dx.doi.org/10.1201/9781584888215-c22.

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"Mind and machine—artificial intelligence". In Diving Into the Bitstream, 208–26. Routledge, 2012. http://dx.doi.org/10.4324/9780203153277-15.

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"Computational Intelligence on Medical Imaging with Artificial Neural Networks". In Computational Intelligence in Medical Imaging, 15–40. Chapman and Hall/CRC, 2009. http://dx.doi.org/10.1201/9781420060614-5.

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"Deformable Organisms: An Artificial Life Framework for Automated Medical Image Analysis". In Computational Intelligence in Medical Imaging, 447–88. Chapman and Hall/CRC, 2009. http://dx.doi.org/10.1201/9781420060614-19.

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"Application of Artificial Intelligence to Predictive Microbiology Rosa Marı´a Garcı´a-Gimeno, Ce´sar Herva´s-Martinez",. In Novel Food Processing Technologies, 631–50. CRC Press, 2004. http://dx.doi.org/10.1201/9780203997277-33.

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"of comprehension involved, as well as of processes of production, has been under-taken by cognitive psychologists, and workers in artificial intelligence concerned with the computer simulation of production and comprehension. From the per-spective of CLS, the most important result of work on comprehension is the stress which has been placed upon its active nature: you do not simply ‘decode’ an utter-ance, you arrive at an interpretation through an active process of matching fea-tures of the utterance at various levels with representations you have stored in your long-term memory. These representations are prototypes for a very diverse collection of things – the shapes of words, the grammatical forms of sentences, the typical structure of a narrative, the properties of types of object and person, the expected sequence of events in a particular situation type, and so forth. Some of these are linguistic, and some of them are not. Anticipating later discussion, let us refer to these prototypes collectively as ‘members’ resources’, or MR for short. The main point is that comprehension is the outcome of interactions between the utterance being interpreted, and MR. Not surprisingly, cognitive pyschology and artificial intelligence have given little attention to the social origins or significance of MR. I shall argue later that attention to the processes of production and comprehension is essential to an under-standing of the interrelations of language, power and ideology, and that this is so because MR are socially determined and ideologically shaped, though their ‘common sense’ and automatic character typically disguises that fact. Routine and unselfconscious resort to MR in the ordinary business of discourse is, I shall sug-gest, a powerful mechanism for sustaining the relations of power which ultimately underlie them." In Pragmatics and Discourse, 133. Routledge, 2005. http://dx.doi.org/10.4324/9780203994597-8.

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"possible expenditure of whatever resource (time, money, energy . . . ) it takes. Efficiency with respect to relative goals is a matter of striking a balance between degree of achievement and expenditure. In the special case where the expenditure is fixed – say all the time available is going to be spent anyhow – efficiency con-sists in achieving the goal to the highest possible degree. Most discussions of information processing, whether in experimental psycho-logy or in artificial intelligence, have been concerned with the realisation of abso-lute goals. ‘Problem solving’ has become the paradigm of information processing. The problems considered have a fixed solution; the goal of the information-processing device is to find this solution; efficiency consists in finding it at the minimal cost. However, not all cognitive tasks fit this description; many tasks con-sist not in reaching an absolute goal, but in improving on an existing state of affairs. Hence, cognitive efficiency may have to be characterised differently for dif-ferent devices. Simpler information-processing devices, whether natural, such as a frog, or artificial, such as an electronic alarm system, process only very specific informa-tion: for example, metabolic changes and fly movements for frogs, noises and other vibrations for alarm systems. Their information-processing activity consists in mon-itoring changes in the values of a few variables. They could be informally described as engaged in answering a few set questions: ‘Is there a fly-like object within reach?’, ‘Is there a large body moving in the room?’ More complex information-processing devices, by contrast, can define and monitor new variables or formu-late and answer new questions. For the simpler devices, efficiency consists in answering their set questions at the minimal processing cost. Efficiency cannot be so easily defined for more com-plex devices such as human beings. For such devices, efficient information pro-cessing may involve formulating and trying to answer new questions despite the extra processing costs incurred. Formulating and answering specific questions must then be seen as subservient to a more general and abstract goal. It is in relation to this general goal that the efficiency of complex information-processing devices must be characterised. On the general goal of human cognition, we have nothing better to offer than rather trivial speculative remarks. However, these remarks have important and non-trivial consequences. It seems that human cognition is aimed at improving the individual’s knowledge of the world. This means adding more information, infor-mation that is more accurate, more easily retrievable, and more developed in areas of greater concern to the individual. Information processing is a permanent life-long task. An individual’s overall resources for information processing are, if not quite fixed, at least not very flexible. Thus, long-term cognitive efficiency consists in improving one’s knowledge of the world as much as possible given the avail-able resources. What, then, is short-term cognitive efficiency – efficiency, say, in the way your mind spends the next few seconds or milliseconds? This is a more concrete question, and one that is harder to answer. At every moment, many different cog-nitive tasks could be performed, and this for two reasons: first, human sensory". In Pragmatics and Discourse, 153. Routledge, 2005. http://dx.doi.org/10.4324/9780203994597-24.

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"he need never have made himself before she spoke. What she expects, rightly, is that her utterance will act as a prompt, making him recall parts of the book that he had previously forgotten, and construct the assumptions needed to understand the allusion. In both these examples Mary makes assumptions about what assumptions are, or will be, manifest to Peter. Peter trusts that the assumptions he spontaneously makes about the church and about Sense and Sensibility, which help him understand Mary’s utterances, are those she expected him to make. To communicate success-fully, Mary had to have some knowledge of Peter’s cognitive environment. As a result of their successful communication, their mutual cognitive environment is enlarged. Note that symmetrical co-ordination and mutual knowledge do not enter into the picture at all. The most fundamental reason for adopting the mutual-knowledge framework, as for adopting the code model, is the desire to show how successful communi-cation can be guaranteed, how there is some failsafe algorithm by which the hearer can reconstruct the speaker’s exact meaning. Within this framework the fact that communication often fails is explained in one of two ways: either the code mech-anism has been imperfectly implemented, or there has been some disruption due to ‘noise’. A noiseless, well-implemented code mechanism should guarantee per-fect communication. In rejecting the mutual-knowledge framework, we abandon the possibility of using a failsafe algorithm as a model of human communication. But since it is obvious that the communication process takes place at a risk, why assume that it is governed by a failsafe procedure? Moreover, if there is one conclusion to be drawn from work on artificial intelligence, it is that most cognitive processes are so complex that they must be modelled in terms of heuristics rather than failsafe algorithms. We assume, then, that communication is governed by a less-than-perfect heuristic. On this approach, failures in communication are to be expected: what is mysterious and requires explanation is not failure but success. As we have seen, the notion of mutual manifestness is not strong enough to salvage the code theory of communication. But then, this was never one of our aims. Instead of taking the code theory for granted and concluding that mutual knowledge must therefore exist, we prefer to look at what kind of assumptions people are actually in a position to make about each other’s assumptions, and then see what this implies for an account of communication. Sometimes, we have direct evidence about other people’s assumptions: for instance, when they tell us what they assume. More generally, because we mani-festly share cognitive environments with other people, we have direct evidence about what is manifest to them. When a cognitive environment we share with other people is mutual, we have evidence about what is mutually manifest to all of us. Note that this evidence can never be conclusive: the boundaries of cogni-tive environments cannot be precisely determined, if only because the threshold between very weakly manifest assumptions and inaccessible ones is unmarked. From assumptions about what is manifest to other people, and in particular about what is strongly manifest to them, we are in a position to derive further",. In Pragmatics and Discourse, 151. Routledge, 2005. http://dx.doi.org/10.4324/9780203994597-22.

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Atti di convegni sul tema "Artifical intelligence":

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Celik, Anil, e Burak Yildirim. "Turkish Profanity Detection Enhanced by Artificial Intelligence". In 2020 28th Signal Processing and Communications Applications Conference (SIU). IEEE, 2020. http://dx.doi.org/10.1109/siu49456.2020.9302119.

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Kjellgren, Alexander, Per Kettil, Mats Karlsson e Rasmus Rempling. "Opportunities in Civil Projects with Artificial Intelligence". In IABSE Symposium, Istanbul 2023: Long Span Bridges. Zurich, Switzerland: International Association for Bridge and Structural Engineering (IABSE), 2023. http://dx.doi.org/10.2749/istanbul.2023.0022.

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<p>The digitalization of civil projects is accelerating. The amount of data is increasing, requirements from clients are more precise; and time is always of the essence. To analyse and compare different production methods, innovative designs and sustainability are essential keys. A promising approach is to combine automated design methods and tools supported by artificial intelligence (AI). The purpose of this study was to identify and describe knowledge gaps in this field, i.e., what method development is necessary and what can be done with the support of AI. A series of interviews were performed with experienced personnel from the construction business. The focus was to establish where best practice lies today, regarding evaluation of alternatives and finding opportunities in today’s tender process and early phases of a project. Furthermore, a literature review was performed to determine the possibilities with analysis with AI from a wide set of requirements, together with changing input variables. The focus was to establish what possible opportunities that comes with comparison analysis with AI and point out new demands that might arise from this process. Furthermore, the state-of-the-art of today’s design methods and contractors working procedure was described, with a focus on how contractors are working in order to find opportunities in civil projects today. It can be concluded that requirements documents and information management need to improve. Furthermore, several methods for multi-objective constrained optimization exists today. If this is combined with a set-based parametric design approach, contractors could increase their ability in finding opportunities.</p>
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Chao, Chian-Hsueng. "Ethics Issues in Artificial Intelligence". In 2019 International Conference on Technologies and Applications of Artificial Intelligence (TAAI). IEEE, 2019. http://dx.doi.org/10.1109/taai48200.2019.8959925.

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Terenzi, Benedetta, Valeria Menchetelli, Giacomo Pagnotta e Ludovica Avallone. "Connection between AI and product design - Potentials and critical issues in the text-to-image software-assisted design experience". In Intelligent Human Systems Integration (IHSI 2024) Integrating People and Intelligent Systems. AHFE International, 2024. http://dx.doi.org/10.54941/ahfe1004511.

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Driven by the demand for innovation, design is constantly evolving and is increasingly focused on integrating new technologies into design processes. Technological innovations have proven to be of fundamental importance, both in speeding up and improving production processes and managing and enriching the ideational process.We are now surrounded by software in which the participation of artificial intelligence is constant, but although it has become pervasive, we often do not even notice its presence. In the field of product design, several software exploiting artificial intelligence have been diffused to provide us with virtual products at the two-dimensional level. These software are capable of transforming the ideational stages of a project, as they generate original idea proposals in a matter of minutes. One of the most popular software is Midjourney, which is based on the key text-to-image concept, and can create images from prompts, and descriptive keywords provided by the designer. There are also interesting examples in this regard. Think of the work done by Filippo Nassetti, a British architect and designer, who came up with a series of sunglasses and eyeglasses by going through Midjourney, to obtain zoomorphic-inspired products that recall the textures of biological and mineral microstructures. The surreal collection of biomorphically shaped glasses is an example of the exploration of the creative potential of Midjourney software.Another interesting project is the one tackled by the Oio company for the Spawns spoon collection, in collaboration with Giosanpietro Jewelry. According to Simone Rebaudengo, director and co-founder together with Matteo Loglio of the Oio company, the products in the Spawns collection derive from an ongoing dialogue between different skills that has led to the collaboration between man and algorithm, resulting in an expansion of the handmade, merging the ancient world of craftsmanship with that of advanced technology, defining what they call 'craft intelligence.The paper aims to explore the relationships, potentials and limitations of integrating artificial intelligence into the design process through a design experience that tests the innovative potential of text-to-image software in product ideation and reflects on the redefinition of the designer's role in this rapidly and continuous changing scenario.The case study presented therefore experiments with a design process in which the ideation phase is supported by AI, particularly by text-to-image software, which allows textual descriptions to be translated into visual representations, generating highly detailed images and offering new creative possibilities. The work addressed outlines perspectives and critical issues, which deserve further investigation. On the one hand, one potential that is being outlined is the possibility of visualizing even complex ideas by entrusting the imaginative component to the software, having a multiplicity of alternatives and expanding the ideational range with novel solutions from which to make more informed design choices. Text-to-image software also simulates effective virtual prototyping, allowing a concept to be prefigured and visualized in a three-dimensional context before committing to physical production.On the other hand, text-to-image software has some significant limitations, for example in the poor correspondence of generated images with design intentions and the designer's need to acquire technical skills to effectively use text-to-image software, going on to delineate the possibility of a figure such as that of the prompt designer.Therefore, the presented project aims to contribute to the contemporary debate on the integration of AI into design processes with the collaboration of text-to-image software as another avenue for innovation in product design. The scenario sketched out defines an area in which the role of the designer and human creativities proves irreplaceable, leaving one to understand how more and more a process of understanding and collaboration with AI technologies is needed, and how the skills required of future designers are going to vary and expand.Nozaki, N., Konno, E., Sato, M., Sakairi, M., Shibuya, T., Kanazawa, Y., & Georgescu, S., 2017, Application of artificial intelligence technology in product design. Fujitsu Sci. Tech. J, 53(4), 43-51.F. Morace, Design più umano. Quello che l’intelligenza artificiale non potrà mai darci. Egea, 2018S. Quintarelli, Intelligenza artificiale: cos'è davvero, come funziona, che effetti avrà. Bollati Boringhieri, Torino, 2020G. E. Valori, Intelligenza artificiale tra mito e realtà. Motore di sviluppo o pericolo imminente? Rubbettino, 2021L. Keeheon, A Systematic Review on Social Sustainability of Artificial Intelligence in Product Design. Sustainability 2021, 13(5), 2668; https://doi.org/10.3390/su13052668M. Mitchell, L'intelligenza artificiale: una guida per esseri umani pensanti. Einaudi, 2022
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Lukic, Bojan, Jasper Sprockhoff, Alexander Ahlbrecht, Siddhartha Gupta e Umut Durak. "Iterative Scenario-Based Testing in an Operational Design Domain for Artificial Intelligence Based Systems in Aviation". In ASIM Workshop STS/GMMS/EDU 2023. ARGESIM Publisher Vienna, 2023. http://dx.doi.org/10.11128/arep.21.a2108.

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Wang, Chi-Shiang, Hung-Chun Chne e Jung-Hsien Chiang. "Discovering What You Cared by Intelligent Recommender System". In 2019 International Conference on Technologies and Applications of Artificial Intelligence (TAAI). IEEE, 2019. http://dx.doi.org/10.1109/taai48200.2019.8959944.

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Winters, R. Michael, Ankur Kalra e Bruce N. Walker. "Hearing Artificial Intelligence: Sonification Guidelines & Results From a Case-study in Melanoma Diagnosis". In ICAD 2019: The 25th International Conference on Auditory Display. Newcastle upon Tyne, United Kingdom: Department of Computer and Information Sciences, Northumbria University, 2019. http://dx.doi.org/10.21785/icad2019.021.

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The applications of artificial intelligence are becoming more and more prevalent in everyday life. Although many AI systems can operate autonomously, their goal is often assisting humans. Knowledge from the AI system must somehow be perceptualized. Towards this goal, we present a case-study in the application of data-driven non-speech audio for melanoma diagnosis. A physician photographs a suspicious skin lesion, triggering a sonification of the system’s penultimate classification layer. We iterated on sonification strategies and coalesced around designs representing three general approaches. We tested each in a group of novice listeners (n=7) for mean sensitivity, specificity, and learning effects. The mean accuracy was greatest for a simple model, but a trained dermatologist preferred a perceptually compressed model of the full classification layer. We discovered that training the AI on sonifications from this model improved accuracy further. We argue for perceptual compression as a general technique and for a comprehensible number of simultaneous streams.
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Lee, Chang-Shing, Mei-Hui Wang, Yi-Lin Tsai, Rin-Pin Chang, Lian-Chao Li, Noriko Takese, Shion Yamamoto e Naoyuki Kubota. "FML-based Intelligent Agent for Robotic e-Learning and Entertainment Application". In 2019 International Conference on Technologies and Applications of Artificial Intelligence (TAAI). IEEE, 2019. http://dx.doi.org/10.1109/taai48200.2019.8959880.

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Mu, Shenglin, Satoru Shibata, Tomonori Yamamoto, Kanya Tanaka, Shota Nakashima e Tung-kuan Liu. "Experimental Study on Speed Control of Ultrasonic Motor using Intelligent IMC-PID Control". In 2019 International Conference on Technologies and Applications of Artificial Intelligence (TAAI). IEEE, 2019. http://dx.doi.org/10.1109/taai48200.2019.8959888.

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Huang, Han-Chun, e Pou-Jen Ku. "Intelligent technology enhances the friendliness of the pharmacy care service : Identification in drug prescription". In 2019 International Conference on Technologies and Applications of Artificial Intelligence (TAAI). IEEE, 2019. http://dx.doi.org/10.1109/taai48200.2019.8959839.

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