Literatura científica selecionada sobre o tema "Machine learning interactif"
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Artigos de revistas sobre o assunto "Machine learning interactif"
Chavel, Thierry. "La rencontre humaine est-elle soluble dans l’intelligence artificielle ?" Management international 28, n.º 2 (2024): 142–44. http://dx.doi.org/10.59876/a-ma53-q5cw.
Texto completo da fonteLi, Jiahang. "Research on Interactive System of Movie Subtitle Speech Based on Machine Learning Technology". Frontiers in Computing and Intelligent Systems 2, n.º 2 (26 de dezembro de 2022): 22–24. http://dx.doi.org/10.54097/fcis.v2i2.3744.
Texto completo da fonteAnimesh, Kumar, e Dr Srikanth V. "Enhancing Healthcare through Human-Robot Interaction using AI and Machine Learning". International Journal of Research Publication and Reviews 5, n.º 3 (21 de março de 2024): 184–90. http://dx.doi.org/10.55248/gengpi.5.0324.0831.
Texto completo da fonteAn, Chang. "Student Status Supervision in Ideological and Political Machine Teaching Based on Machine Learning". E3S Web of Conferences 275 (2021): 03028. http://dx.doi.org/10.1051/e3sconf/202127503028.
Texto completo da fonteAmershi, Saleema, James Fogarty, Ashish Kapoor e Desney Tan. "Effective End-User Interaction with Machine Learning". Proceedings of the AAAI Conference on Artificial Intelligence 25, n.º 1 (4 de agosto de 2011): 1529–32. http://dx.doi.org/10.1609/aaai.v25i1.7964.
Texto completo da fonteGuo, Chao-Yu, e Ke-Hao Chang. "A Novel Algorithm to Estimate the Significance Level of a Feature Interaction Using the Extreme Gradient Boosting Machine". International Journal of Environmental Research and Public Health 19, n.º 4 (18 de fevereiro de 2022): 2338. http://dx.doi.org/10.3390/ijerph19042338.
Texto completo da fonteSpillard, Samuel, Christopher J. Turner e Konstantinos Meichanetzidis. "Machine learning entanglement freedom". International Journal of Quantum Information 16, n.º 08 (dezembro de 2018): 1840002. http://dx.doi.org/10.1142/s0219749918400026.
Texto completo da fonteKumar, Dr Tribhuwan, Klinge Orlando Villalba-Condori, Dennis Arias-Chavez, Rajesh K., Kalyan Chakravarthi M e Dr Suman Rajest S. "An Evaluation on Speech Recognition Technology based on Machine Learning". Webology 19, n.º 1 (20 de janeiro de 2022): 646–63. http://dx.doi.org/10.14704/web/v19i1/web19046.
Texto completo da fonteCoe, J. P. "Machine Learning Configuration Interaction". Journal of Chemical Theory and Computation 14, n.º 11 (4 de outubro de 2018): 5739–49. http://dx.doi.org/10.1021/acs.jctc.8b00849.
Texto completo da fonteHolzinger, Andreas. "Interactive Machine Learning (iML)". Informatik-Spektrum 39, n.º 1 (29 de novembro de 2015): 64–68. http://dx.doi.org/10.1007/s00287-015-0941-6.
Texto completo da fonteTeses / dissertações sobre o assunto "Machine learning interactif"
Scurto, Hugo. "Designing With Machine Learning for Interactive Music Dispositifs". Electronic Thesis or Diss., Sorbonne université, 2019. http://www.theses.fr/2019SORUS356.
Texto completo da fonteMusic is a cultural and creative practice that enables humans to express a variety of feelings and intentions through sound. Machine learning opens many prospects for designing human expression in interactive music systems. Yet, as a Computer Science discipline, machine learning remains mostly studied from an engineering sciences perspective, which often exclude humans and musical interaction from the loop of the created systems. In this dissertation, I argue in favour of designing with machine learning for interactive music systems. I claim that machine learning must be first and foremost situated in human contexts to be researched and applied to the design of interactive music systems. I present four interdisciplinary studies that support this claim, using human-centred methods and model prototypes to design and apply machine learning to four situated musical tasks: motion-sound mapping, sonic exploration, synthesis exploration, and collective musical interaction. Through these studies, I show that model prototyping helps envision designs of machine learning with human users before engaging in model engineering. I also show that the final human-centred machine learning systems not only helps humans create static musical artifacts, but supports dynamic processes of expression between humans and machines. I call co-expression these processes of musical interaction between humans - who may have an expressive and creative impetus regardless of their expertise - and machines - whose learning abilities may be perceived as expressive by humans. In addition to these studies, I present five applications of the created model prototypes to the design of interactive music systems, which I publicly demonstrated in workshops, exhibitions, installations, and performances. Using a reflexive approach, I argue that the musical contributions enabled by such design practice with machine learning may ultimately complement the scientific contributions of human-centred machine learning. I claim that music research can thus be led through dispositif design, that is, through the technical realization of aesthetically-functioning artifacts that challenge cultural norms on computer science and music
Gosselin, Philippe-Henri. "Apprentissage interactif pour la recherche par le contenu dans les bases multimédias". Habilitation à diriger des recherches, Université de Cergy Pontoise, 2011. http://tel.archives-ouvertes.fr/tel-00660316.
Texto completo da fonteSungeelee, Vaynee. "Human-Machine Co-Learning : interactive curriculum generation for the acquisition of motor skills". Electronic Thesis or Diss., Sorbonne université, 2024. https://theses.hal.science/tel-04828514.
Texto completo da fonteMotor skill acquisition is the process by which someone is able to perform a movement more accurately. In this context, practice plays a crucial role. However, practice is not always adapted to each learner's needs and learning journey. Generating personalised instructions manually is time-consuming and therefore impractical. Creating personalized practice sessions automatically is one way to alleviate this problem. Adaptive strategies that structure training, i.e. , the sequence of tasks executed, according to task difficulty and skill level have the potential to improve motor learning for the individual. This dual process of a machine learning the sequence adapted to a human learner and the human learning from the machine, is what we call co-learning. In this thesis, we study human-machine co-learning in the context of motor learning, i.e., learning sequences are generated at the same time as the human learns to perform the motor task.Machine learning algorithms can analyze the learning tendencies of individual learners and adapt training instructions accordingly. They can also be used to control a human-machine interface, during which humans learn to adapt their movements (e.g. prosthesis control). In this thesis, we leverage Machine Learning to facilitate the acquisition of motor skills. However, the use of Machine Learning to achieve this goal involves challenges : (i) few data is available to train the algorithms, (ii) the interactive nature of the system requires rapid training of machine learning algorithms. (iii) the effectiveness of the algorithms depends on a precise assessment of the learner's skill level, which is difficult to measure in practice and (iv) the degree of control provided to humans when training the machine learning model can impact their learning and the way they build a mental model to predict the system's behavior.The aims of this thesis are twofold: (i) to develop a strategy for structuring the learning of motor tasks (ii) to study interactive systems that can adapt to and be adapted by the learner to provide guidance during practice. Through two studies, we explore different strategies to sequence motor learning tasks. In the first study, we evaluate the accuracy and smoothness of movement execution during the performance of a visuo-motor task. The second study explores how to train a machine learning algorithm in a prosthesis control task. We evaluate both the recognition accuracy of gestures provided by participants as well as participants' understanding of the system.Our results contribute to the field of adaptive learning of motor skills and Human-Computer Interaction. They demonstrate that adapting motor tasks to the learner has advantages in terms of participants' performance and understanding of the task. These results provide insights for creating training protocols and facilitating their transition to applied contexts
Crochepierre, Laure. "Apprentissage automatique interactif pour les opérateurs du réseau électrique". Electronic Thesis or Diss., Université de Lorraine, 2022. http://www.theses.fr/2022LORR0112.
Texto completo da fonteIn the energy transition context and the increase in interconnections between the electricity transmission networks in Europe, the French network operators must now deal with more fluctuations and new network dynamics. To guarantee the safety of the network, operators rely on computer software that allows them to carry out simulations or to monitor the evolution of indicators created manually by experts, thanks to their knowledge of the operation of the network. The French electricity transmission network operator RTE (Réseau de Transport d'Electricité) is particularly interested in developing tools to assist operators in monitoring flows on power lines. Flows are notably important to maintain the network in a safe state, guaranteeing the safety of equipment and people. However, the indicators used are not easy to update because of the expertise required to construct and analyze them.In order to address the stated problem, this thesis aims at constructing indicators, in the form of symbolic expressions, to estimate flows on power lines. The problem is studied from the Symbolic Regression perspective and investigated using both Grammatical Evolution and Reinforcement Learning approaches in which explicit and implicit expert knowledge is taken into account. Explicit knowledge about the physics and expertise of the electrical domain is represented in the form of a Context-Free Grammar to limit the functional space from which an expression is created. A first approach of Interactive Grammatical Evolution proposes to incrementally improve found expressions by updating a grammar between evolutionary learnings. Expressions are obtained on real-world data from the network history, validated by an analysis of learning metrics and an interpretability evaluation. Secondly, we propose a reinforcement approach to search in a space delimited by a Context-Free Grammar in order to build a relevant symbolic expression to applications involving physical constraints. This method is validated on state-of-the-art Symbolic Regression benchmarks and also on a dataset with physical constraints to assess its interpretability.Furthermore, in order to take advantage of the complementarities between the capacities of machine learning algorithms and the expertise of network operators, interactive Symbolic Regression algorithms are proposed and integrated into interactive platforms. Interactivity allows updating the knowledge represented in grammatical form and analyzing, interacting with, and commenting on the solutions found by the different approaches. These algorithms and interactive interfaces also aim to take into account implicit knowledge, which is more difficult to formalize, through interaction mechanisms based on suggestions and user preferences
Lai, Hien Phuong. "Vers un système interactif de structuration des index pour une recherche par le contenu dans des grandes bases d'images". Phd thesis, Université de La Rochelle, 2013. http://tel.archives-ouvertes.fr/tel-00934842.
Texto completo da fontePace, Aaron J. "Guided Interactive Machine Learning". Diss., CLICK HERE for online access, 2006. http://contentdm.lib.byu.edu/ETD/image/etd1355.pdf.
Texto completo da fonteKrishna, Sooraj. "Modelling communicative behaviours for different roles of pedagogical agents". Electronic Thesis or Diss., Sorbonne université, 2021. http://www.theses.fr/2021SORUS286.
Texto completo da fonteAgents in a learning environment can have various roles and social behaviours that can influence the goals and motivation of the learners in distinct ways. Self-regulated learning (SRL) is a comprehensive conceptual framework that encapsulates the cognitive, metacognitive, behavioural, motivational and affective aspects of learning and entails the processes of goal setting, monitoring progress, analyzing feedback, adjustment of goals and actions by the learner. In this thesis, we present a multi-agent learning interaction involving various pedagogical agent roles aiming to improve the self-regulation of the learner while engaging in a socially shared learning activity. We used distinct roles of agents, defined by their social attitudes and competence characteristics, to deliver specific regulation scaffolding strategies for the learner. The methodology followed in this Thesis started with the definition of pedagogical agent roles in a socially shared regulation context and the development of a collaborative learning task to facilitate self-regulation. Based on the learning task framework, we proposed a shared learning interaction consisting of a tutor agent providing external regulation support focusing on the performance of the learner and a peer agent demonstrating co-regulation strategies to promote self-regulation in the learner. A series of user studies have been conducted to understand the learner perceptions about the agent roles, related behaviours and the learning task. Altogether, the work presented in this thesis explores how various roles of agents can be utilised in providing regulation scaffolding to the learners in a socially shared learning context
Schild, Erwan. "De l’importance de valoriser l’expertise humaine dans l’annotation : application à la modélisation de textes en intentions à l’aide d’un clustering interactif". Electronic Thesis or Diss., Université de Lorraine, 2024. http://www.theses.fr/2024LORR0024.
Texto completo da fonteUsually, the task of annotation, used to train conversational assistants, relies on domain experts who understand the subject matter to model. However, data annotation is known to be a challenging task due to its complexity and subjectivity. Therefore, it requires strong analytical skills to model the text in dialogue intention. As a result, most annotation projects choose to train experts in analytical tasks to turn them into "super-experts". In this thesis, we decided instead to focus on the real knowledge of experts by proposing a new annotation method based on Interactive Clustering. This method involves a Human-Machine cooperation, where the machine performs clustering to provide an initial learning base, and the expert annotates MUST-LINK or CANNOT-LINK constraints between the data to iteratively refine the proposed learning base. Such annotation has the advantage of being more instinctive, as experts can associate or differentiate data according to the similarity of their use cases, allowing them to handle the data as they would professionally do on a daily basis. During our studies, we have been able to show that this method significantly reduces the complexity of designing a learning base, notably by reducing the need for training the experts involved in an annotation project. We provide a technical implementation of this method (algorithms and associated graphical interface), as well as a study of optimal parameters to achieve a coherent learning base with minimal annotation. We have also conducted a cost study (both technical and human) to confirm that the use of such a method is realistic in an industrial context. Finally, we provide a set of recommendations to help this method reach its full potential, including: (1) advice aimed at framing the annotation strategy, (2) assistance in identifying and resolving differences of opinion between annotators, (3) rentability indicators for each expert intervention, and (4) methods for analyzing the relevance of the learning base under construction. In conclusion, this thesis provides an innovative approach to design a learning base for a conversational assistant, involving domain experts for their actual knowledge, while requiring a minimum of analytical and technical skills. This work opens the way for more accessible methods for building such assistants
Georgiev, Nikolay. "Assisting physiotherapists by designing a system utilising Interactive Machine Learning". Thesis, Uppsala universitet, Institutionen för informatik och media, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-447489.
Texto completo da fonteKim, Been. "Interactive and interpretable machine learning models for human machine collaboration". Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/98680.
Texto completo da fonteCataloged from PDF version of thesis.
Includes bibliographical references (pages 135-143).
I envision a system that enables successful collaborations between humans and machine learning models by harnessing the relative strength to accomplish what neither can do alone. Machine learning techniques and humans have skills that complement each other - machine learning techniques are good at computation on data at the lowest level of granularity, whereas people are better at abstracting knowledge from their experience, and transferring the knowledge across domains. The goal of this thesis is to develop a framework for human-in-the-loop machine learning that enables people to interact effectively with machine learning models to make better decisions, without requiring in-depth knowledge about machine learning techniques. Many of us interact with machine learning systems everyday. Systems that mine data for product recommendations, for example, are ubiquitous. However these systems compute their output without end-user involvement, and there are typically no life or death consequences in the case the machine learning result is not acceptable to the user. In contrast, domains where decisions can have serious consequences (e.g., emergency response panning, medical decision-making), require the incorporation of human experts' domain knowledge. These systems also must be transparent to earn experts' trust and be adopted in their workflow. The challenge addressed in this thesis is that traditional machine learning systems are not designed to extract domain experts' knowledge from natural workflow, or to provide pathways for the human domain expert to directly interact with the algorithm to interject their knowledge or to better understand the system output. For machine learning systems to make a real-world impact in these important domains, these systems must be able to communicate with highly skilled human experts to leverage their judgment and expertise, and share useful information or patterns from the data. In this thesis, I bridge this gap by building human-in-the-loop machine learning models and systems that compute and communicate machine learning results in ways that are compatible with the human decision-making process, and that can readily incorporate human experts' domain knowledge. I start by building a machine learning model that infers human teams' planning decisions from the structured form of natural language of team meetings. I show that the model can infer a human teams' final plan with 86% accuracy on average. I then design an interpretable machine learning model then "makes sense to humans" by exploring and communicating patterns and structure in data to support human decision-making. Through human subject experiments, I show that this interpretable machine learning model offers statistically significant quantitative improvements in interpretability while preserving clustering performance. Finally, I design a machine learning model that supports transparent interaction with humans without requiring that a user has expert knowledge of machine learning technique. I build a human-in-the-loop machine learning system that incorporates human feedback and communicates its internal states to humans, using an intuitive medium for interaction with the machine learning model. I demonstrate the application of this model for an educational domain in which teachers cluster programming assignments to streamline the grading process.
by Been Kim.
Ph. D.
Livros sobre o assunto "Machine learning interactif"
Renals, Steve, Samy Bengio e Jonathan G. Fiscus, eds. Machine Learning for Multimodal Interaction. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11965152.
Texto completo da fontePopescu-Belis, Andrei, Steve Renals e Hervé Bourlard, eds. Machine Learning for Multimodal Interaction. Berlin, Heidelberg: Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-78155-4.
Texto completo da fonteBengio, Samy, e Hervé Bourlard, eds. Machine Learning for Multimodal Interaction. Berlin, Heidelberg: Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/b105752.
Texto completo da fontePopescu-Belis, Andrei, e Rainer Stiefelhagen, eds. Machine Learning for Multimodal Interaction. Berlin, Heidelberg: Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-85853-9.
Texto completo da fonteRenals, Steve, e Samy Bengio, eds. Machine Learning for Multimodal Interaction. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11677482.
Texto completo da fonteRaedt, Luc de. Interactive theory revision: An inductive logic programming approach. London: Academic Press, 1992.
Encontre o texto completo da fonteNaidenova, Xenia. Machine learning methods for commonsense reasoning processes: Interactive models. Hershey, PA: Information Science Reference, 2010.
Encontre o texto completo da fonteNaidenova, Xenia. Machine learning methods for commonsense reasoning processes: Interactive models. Hershey, PA: Information Science Reference, 2010.
Encontre o texto completo da fonteBösser, Tom. Learning in man-computer interaction: Areview of the literature. Berlin: Springer-Verlag, 1987.
Encontre o texto completo da fonteBösser, Tom. Learning in man-computer interaction: A review of the literature. Berlin: Springer-Verlag, 1987.
Encontre o texto completo da fonteCapítulos de livros sobre o assunto "Machine learning interactif"
Wall, Emily, Soroush Ghorashi e Gonzalo Ramos. "Using Expert Patterns in Assisted Interactive Machine Learning: A Study in Machine Teaching". In Human-Computer Interaction – INTERACT 2019, 578–99. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-29387-1_34.
Texto completo da fonteDrucker, Steven M., Danyel Fisher e Sumit Basu. "Helping Users Sort Faster with Adaptive Machine Learning Recommendations". In Human-Computer Interaction – INTERACT 2011, 187–203. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23765-2_13.
Texto completo da fonteDesolda, Giuseppe, Andrea Esposito, Rosa Lanzilotti e Maria F. Costabile. "Detecting Emotions Through Machine Learning for Automatic UX Evaluation". In Human-Computer Interaction – INTERACT 2021, 270–79. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-85613-7_19.
Texto completo da fonteLange, Marvin, Reuben Kirkham e Benjamin Tannert. "Strategically Using Applied Machine Learning for Accessibility Documentation in the Built Environment". In Human-Computer Interaction – INTERACT 2021, 426–48. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-85616-8_25.
Texto completo da fonteKühlwein, Daniel, Jasmin Christian Blanchette, Cezary Kaliszyk e Josef Urban. "MaSh: Machine Learning for Sledgehammer". In Interactive Theorem Proving, 35–50. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39634-2_6.
Texto completo da fonteRaber, Frederic, Felix Kosmalla e Antonio Krueger. "Fine-Grained Privacy Setting Prediction Using a Privacy Attitude Questionnaire and Machine Learning". In Human-Computer Interaction – INTERACT 2017, 445–49. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-68059-0_48.
Texto completo da fonteSchrammel, Johann. "Exploring New Ways of Utilizing Automated Clustering and Machine Learning Techniques in Information Visualization". In Human-Computer Interaction – INTERACT 2011, 394–97. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23768-3_41.
Texto completo da fonteAmunategui, Manuel, e Mehdi Roopaei. "Interactive Drawing Canvas and Digit Predictions Using TensorFlow on GCP". In Monetizing Machine Learning, 263–88. Berkeley, CA: Apress, 2018. http://dx.doi.org/10.1007/978-1-4842-3873-8_8.
Texto completo da fonteKaiser, Michael, Volker Klingspor e Holger Friedrich. "Human-Agent Interaction and Machine Learning". In Machine Learning: ECML-97, 345–52. Berlin, Heidelberg: Springer Berlin Heidelberg, 1997. http://dx.doi.org/10.1007/3-540-62858-4_98.
Texto completo da fonteBoukhelifa, Nadia, Anastasia Bezerianos e Evelyne Lutton. "Evaluation of Interactive Machine Learning Systems". In Human and Machine Learning, 341–60. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-90403-0_17.
Texto completo da fonteTrabalhos de conferências sobre o assunto "Machine learning interactif"
Kopiler, Alberto, Tiago Novello, Guilherme Schardong, Luiz Schirmer, Daniel Perazzo e Luiz Velho. "INTERACT-NET: An Interactive Interface for Multimedia Machine Learning". In 2024 37th SIBGRAPI Conference on Graphics, Patterns and Images (SIBGRAPI), 1–6. IEEE, 2024. http://dx.doi.org/10.1109/sibgrapi62404.2024.10716312.
Texto completo da fonteSaranya, V. S., U. Ganesh Naidu, ParvathananiRajendra Kumar, E. Elamathi, JayavarapuKarthik e AjithSundaram. "LookCursorAI: Machine Learning-Enhanced Eye-Powered Interaction". In 2024 IEEE 3rd World Conference on Applied Intelligence and Computing (AIC), 606–10. IEEE, 2024. http://dx.doi.org/10.1109/aic61668.2024.10730891.
Texto completo da fonteFails, Jerry Alan, e Dan R. Olsen. "Interactive machine learning". In the 8th international conference. New York, New York, USA: ACM Press, 2003. http://dx.doi.org/10.1145/604045.604056.
Texto completo da fontePlant, Nicola, Ruth Gibson, Carlos Gonzalez Diaz, Bruno Martelli, Michael Zbyszyński, Rebecca Fiebrink, Marco Gillies, Clarice Hilton e Phoenix Perry. "Movement interaction design for immersive media using interactive machine learning". In MOCO '20: 7th International Conference on Movement and Computing. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3401956.3404252.
Texto completo da fontePlant, Nicola, Clarice Hilton, Marco Gillies, Rebecca Fiebrink, Phoenix Perry, Carlos González Díaz, Ruth Gibson, Bruno Martelli e Michael Zbyszynski. "Interactive Machine Learning for Embodied Interaction Design: A tool and methodology". In TEI '21: Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3430524.3442703.
Texto completo da fonteSenft, Emmanuel, Séverin Lemaignan, Paul E. Baxter e Tony Belpaeme. "Leveraging Human Inputs in Interactive Machine Learning for Human Robot Interaction". In HRI '17: ACM/IEEE International Conference on Human-Robot Interaction. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3029798.3038385.
Texto completo da fonteTeso, Stefano, e Kristian Kersting. "Explanatory Interactive Machine Learning". In AIES '19: AAAI/ACM Conference on AI, Ethics, and Society. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3306618.3314293.
Texto completo da fonteGoel, Shivam. "Teaching Robots to Interact with Humans in a Smart Environment". In Twenty-Eighth International Joint Conference on Artificial Intelligence {IJCAI-19}. California: International Joint Conferences on Artificial Intelligence Organization, 2019. http://dx.doi.org/10.24963/ijcai.2019/906.
Texto completo da fonteGorokhovatskyi, Oleksii, Nataliya Vnukova, Viktoriia Ostapenko e Viktoriia Tyschenko. "Semantic-based Clustering for Education-Science-Business Interaction Bibliometric Analysis". In Machine Learning Workshop at CoLInS 2024. CoLInS, 2024. http://dx.doi.org/10.31110/colins/2024-1/010.
Texto completo da fonteDan, Dorin, e Mariana Ursache. "INTERACTIVE LABORATORY FOR COMPUTER-ASSISTED STUDY OF WARP KNITTING MACHINES". In eLSE 2013. Carol I National Defence University Publishing House, 2013. http://dx.doi.org/10.12753/2066-026x-13-281.
Texto completo da fonteRelatórios de organizações sobre o assunto "Machine learning interactif"
Porter, Reid B., James P. Theiler e Donald R. Hush. Interactive Machine Learning in Data Exploitation. Office of Scientific and Technical Information (OSTI), janeiro de 2013. http://dx.doi.org/10.2172/1060903.
Texto completo da fonteSuter, Jonathan, Johnathan Cree, Jesse Johns e Gianluca Longoni. Neural Interactive Machine Learning: Final Report: Compilation of presentation material. Office of Scientific and Technical Information (OSTI), junho de 2021. http://dx.doi.org/10.2172/1988291.
Texto completo da fonteShukla, Indu, Rajeev Agrawal, Kelly Ervin e Jonathan Boone. AI on digital twin of facility captured by reality scans. Engineer Research and Development Center (U.S.), novembro de 2023. http://dx.doi.org/10.21079/11681/47850.
Texto completo da fonteBao, Jieyi, Xiaoqiang Hu, Cheng Peng, Junyi Duan, Yizhou Lin, Chengcheng Tao, Yi Jiang e Shuo Li. Advancing INDOT’s Friction Test Program for Seamless Coverage of System: Pavement Markings, Typical Aggregates, Color Surface Treatment, and Horizontal Curves. Purdue University, 2024. http://dx.doi.org/10.5703/1288284317734.
Texto completo da fonte