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Description
Machine learning models convert raw data in the form of video, images, audio,

text, etc. into feature representations that are convenient for computational process-

ing. Deep neural networks have proven to be very efficient feature extractors for a

variety of machine learning tasks. Generative models based on deep neural networks

introduce constraints on the

Machine learning models convert raw data in the form of video, images, audio,

text, etc. into feature representations that are convenient for computational process-

ing. Deep neural networks have proven to be very efficient feature extractors for a

variety of machine learning tasks. Generative models based on deep neural networks

introduce constraints on the feature space to learn transferable and disentangled rep-

resentations. Transferable feature representations help in training machine learning

models that are robust across different distributions of data. For example, with the

application of transferable features in domain adaptation, models trained on a source

distribution can be applied to a data from a target distribution even though the dis-

tributions may be different. In style transfer and image-to-image translation, disen-

tangled representations allow for the separation of style and content when translating

images.

This thesis examines learning transferable data representations in novel deep gen-

erative models. The Semi-Supervised Adversarial Translator (SAT) utilizes adversar-

ial methods and cross-domain weight sharing in a neural network to extract trans-

ferable representations. These transferable interpretations can then be decoded into

the original image or a similar image in another domain. The Explicit Disentangling

Network (EDN) utilizes generative methods to disentangle images into their core at-

tributes and then segments sets of related attributes. The EDN can separate these

attributes by controlling the ow of information using a novel combination of losses

and network architecture. This separation of attributes allows precise modi_cations

to speci_c components of the data representation, boosting the performance of ma-

chine learning tasks. The effectiveness of these models is evaluated across domain

adaptation, style transfer, and image-to-image translation tasks.
ContributorsEusebio, Jose Miguel Ang (Author) / Panchanathan, Sethuraman (Thesis advisor) / Davulcu, Hasan (Committee member) / Venkateswara, Hemanth (Committee member) / Arizona State University (Publisher)
Created2018
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Description
Research literature was reviewed to find recommended tools and technologies for operating Unmanned Aerial Systems (UAS) fleets in an urban environment. However, restrictive legislation prohibits fully autonomous flight without an operator. Existing literature covers considerations for operating UAS fleets in a controlled environment, with an emphasis on the effect different

Research literature was reviewed to find recommended tools and technologies for operating Unmanned Aerial Systems (UAS) fleets in an urban environment. However, restrictive legislation prohibits fully autonomous flight without an operator. Existing literature covers considerations for operating UAS fleets in a controlled environment, with an emphasis on the effect different networking approaches have on the topology of the UAS network. The primary network topology used to implement UAS communications is 802.11 protocols, which can transmit telemetry and a video stream using off the shelf hardware. Other implementations use low-frequency radios for long distance communication, or higher latency 4G LTE modems to access existing network infrastructure. However, a gap remains testing different network topologies outside of a controlled environment.

With the correct permits in place, further research can explore how different UAS network topologies behave in an urban environment when implemented with off the shelf UAS hardware. In addition to testing different network topologies, this thesis covers the implementation of building a secure, scalable system using modern cloud computation tools and services capable of supporting a variable number of UAS. The system also supports the end-to-end simulation of the system considering factors such as battery life and realistic UAS kinematics. The implementation of the system leads to new findings needed to deploy UAS fleets in urban environments.
ContributorsD'Souza, Daniel (Author) / Panchanathan, Sethuraman (Thesis advisor) / Berman, Spring (Committee member) / Zhang, Yu (Committee member) / Arizona State University (Publisher)
Created2018
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Description
This paper presents work that was done to create a system capable of facial expression recognition (FER) using deep convolutional neural networks (CNNs) and test multiple configurations and methods. CNNs are able to extract powerful information about an image using multiple layers of generic feature detectors. The extracted information can

This paper presents work that was done to create a system capable of facial expression recognition (FER) using deep convolutional neural networks (CNNs) and test multiple configurations and methods. CNNs are able to extract powerful information about an image using multiple layers of generic feature detectors. The extracted information can be used to understand the image better through recognizing different features present within the image. Deep CNNs, however, require training sets that can be larger than a million pictures in order to fine tune their feature detectors. For the case of facial expression datasets, none of these large datasets are available. Due to this limited availability of data required to train a new CNN, the idea of using naïve domain adaptation is explored. Instead of creating and using a new CNN trained specifically to extract features related to FER, a previously trained CNN originally trained for another computer vision task is used. Work for this research involved creating a system that can run a CNN, can extract feature vectors from the CNN, and can classify these extracted features. Once this system was built, different aspects of the system were tested and tuned. These aspects include the pre-trained CNN that was used, the layer from which features were extracted, normalization used on input images, and training data for the classifier. Once properly tuned, the created system returned results more accurate than previous attempts on facial expression recognition. Based on these positive results, naïve domain adaptation is shown to successfully leverage advantages of deep CNNs for facial expression recognition.
ContributorsEusebio, Jose Miguel Ang (Author) / Panchanathan, Sethuraman (Thesis director) / McDaniel, Troy (Committee member) / Venkateswara, Hemanth (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
This paper presents the design and evaluation of a haptic interface for augmenting human-human interpersonal interactions by delivering facial expressions of an interaction partner to an individual who is blind using a visual-to-tactile mapping of facial action units and emotions. Pancake shaftless vibration motors are mounted on the back of

This paper presents the design and evaluation of a haptic interface for augmenting human-human interpersonal interactions by delivering facial expressions of an interaction partner to an individual who is blind using a visual-to-tactile mapping of facial action units and emotions. Pancake shaftless vibration motors are mounted on the back of a chair to provide vibrotactile stimulation in the context of a dyadic (one-on-one) interaction across a table. This work explores the design of spatiotemporal vibration patterns that can be used to convey the basic building blocks of facial movements according to the Facial Action Unit Coding System. A behavioral study was conducted to explore the factors that influence the naturalness of conveying affect using vibrotactile cues.
ContributorsBala, Shantanu (Author) / Panchanathan, Sethuraman (Thesis director) / McDaniel, Troy (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / Department of Psychology (Contributor)
Created2014-05
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Description
This paper presents a system to deliver automated, noninvasive, and effective fine motor rehabilitation through a rhythm-based game using a Leap Motion Controller. The system is a rhythm game where hand gestures are used as input and must match the rhythm and gestures shown on screen, thus allowing a physical

This paper presents a system to deliver automated, noninvasive, and effective fine motor rehabilitation through a rhythm-based game using a Leap Motion Controller. The system is a rhythm game where hand gestures are used as input and must match the rhythm and gestures shown on screen, thus allowing a physical therapist to represent an exercise session involving the user's hand and finger joints as a series of patterns. Fine motor rehabilitation plays an important role in the recovery and improvement of the effects of stroke, Parkinson's disease, multiple sclerosis, and more. Individuals with these conditions possess a wide range of impairment in terms of fine motor movement. The serious game developed takes this into account and is designed to work with individuals with different levels of impairment. In a pilot study, under partnership with South West Advanced Neurological Rehabilitation (SWAN Rehab) in Phoenix, Arizona, we compared the performance of individuals with fine motor impairment to individuals without this impairment to determine whether a human-centered approach and adapting to an user's range of motion can allow an individual with fine motor impairment to perform at a similar level as a non-impaired user.
ContributorsShah, Vatsal Nimishkumar (Author) / McDaniel, Troy (Thesis director) / Tadayon, Ramin (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
This paper presents an overview of The Dyadic Interaction Assistant for Individuals with Visual Impairments with a focus on the software component. The system is designed to communicate facial information (facial Action Units, facial expressions, and facial features) to an individual with visual impairments in a dyadic interaction between two

This paper presents an overview of The Dyadic Interaction Assistant for Individuals with Visual Impairments with a focus on the software component. The system is designed to communicate facial information (facial Action Units, facial expressions, and facial features) to an individual with visual impairments in a dyadic interaction between two people sitting across from each other. Comprised of (1) a webcam, (2) software, and (3) a haptic device, the system can also be described as a series of input, processing, and output stages, respectively. The processing stage of the system builds on the open source FaceTracker software and the application Computer Expression Recognition Toolbox (CERT). While these two sources provide the facial data, the program developed through the IDE Qt Creator and several AppleScripts are used to adapt the information to a Graphical User Interface (GUI) and output the data to a comma-separated values (CSV) file. It is the first software to convey all 3 types of facial information at once in real-time. Future work includes testing and evaluating the quality of the software with human subjects (both sighted and blind/low vision), integrating the haptic device to complete the system, and evaluating the entire system with human subjects (sighted and blind/low vision).
ContributorsBrzezinski, Chelsea Victoria (Author) / Balasubramanian, Vineeth (Thesis director) / McDaniel, Troy (Committee member) / Venkateswara, Hemanth (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2013-05
Description
To achieve the ambitious long-term goal of a feet of cooperating Flexible Autonomous

Machines operating in an uncertain Environment (FAME), this thesis addresses several

critical modeling, design, control objectives for rear-wheel drive ground vehicles.

Toward this ambitious goal, several critical objectives are addressed. One central objective of the thesis was to show how

To achieve the ambitious long-term goal of a feet of cooperating Flexible Autonomous

Machines operating in an uncertain Environment (FAME), this thesis addresses several

critical modeling, design, control objectives for rear-wheel drive ground vehicles.

Toward this ambitious goal, several critical objectives are addressed. One central objective of the thesis was to show how to build low-cost multi-capability robot platform

that can be used for conducting FAME research.

A TFC-KIT car chassis was augmented to provide a suite of substantive capabilities.

The augmented vehicle (FreeSLAM Robot) costs less than $500 but offers the capability

of commercially available vehicles costing over $2000.

All demonstrations presented involve rear-wheel drive FreeSLAM robot. The following

summarizes the key hardware demonstrations presented and analyzed:

(1)Cruise (v, ) control along a line,

(2) Cruise (v, ) control along a curve,

(3) Planar (x, y) Cartesian Stabilization for rear wheel drive vehicle,

(4) Finish the track with camera pan tilt structure in minimum time,

(5) Finish the track without camera pan tilt structure in minimum time,

(6) Vision based tracking performance with different cruise speed vx,

(7) Vision based tracking performance with different camera fixed look-ahead distance L,

(8) Vision based tracking performance with different delay Td from vision subsystem,

(9) Manually remote controlled robot to perform indoor SLAM,

(10) Autonomously line guided robot to perform indoor SLAM.

For most cases, hardware data is compared with, and corroborated by, model based

simulation data. In short, the thesis uses low-cost self-designed rear-wheel

drive robot to demonstrate many capabilities that are critical in order to reach the

longer-term FAME goal.
ContributorsLu, Xianglong (Author) / Rodriguez, Armando Antonio (Thesis advisor) / Berman, Spring (Committee member) / Artemiadis, Panagiotis (Committee member) / Arizona State University (Publisher)
Created2016
Description

The Oasis app is a self-appraisal tool for potential or current problem gamblers to take control of their habits by providing periodic check-in notifications during a gambling session and allowing users to see their progress over time. Oasis is backed by substantial background research surrounding addiction intervention methods, especially in

The Oasis app is a self-appraisal tool for potential or current problem gamblers to take control of their habits by providing periodic check-in notifications during a gambling session and allowing users to see their progress over time. Oasis is backed by substantial background research surrounding addiction intervention methods, especially in the field of self-appraisal messaging, and applies this messaging in a familiar mobile notification form that can effectively change user’s behavior. User feedback was collected and used to improve the app, and the results show a promising tool that could help those who need it in the future.

ContributorsBlunt, Thomas (Author) / Meuth, Ryan (Thesis director) / McDaniel, Troy (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05
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Description
The impact of Artificial Intelligence (AI) has increased significantly in daily life. AI is taking big strides towards moving into areas of life that are critical such as healthcare but, also into areas such as entertainment and leisure. Deep neural networks have been pivotal in making all these advancements possible.

The impact of Artificial Intelligence (AI) has increased significantly in daily life. AI is taking big strides towards moving into areas of life that are critical such as healthcare but, also into areas such as entertainment and leisure. Deep neural networks have been pivotal in making all these advancements possible. But, a well-known problem with deep neural networks is the lack of explanations for the choices it makes. To combat this, several methods have been tried in the field of research. One example of this is assigning rankings to the individual features and how influential they are in the decision-making process. In contrast a newer class of methods focuses on Concept Activation Vectors (CAV) which focus on extracting higher-level concepts from the trained model to capture more information as a mixture of several features and not just one. The goal of this thesis is to employ concepts in a novel domain: to explain how a deep learning model uses computer vision to classify music into different genres. Due to the advances in the field of computer vision with deep learning for classification tasks, it is rather a standard practice now to convert an audio clip into corresponding spectrograms and use those spectrograms as image inputs to the deep learning model. Thus, a pre-trained model can classify the spectrogram images (representing songs) into musical genres. The proposed explanation system called “Why Pop?” tries to answer certain questions about the classification process such as what parts of the spectrogram influence the model the most, what concepts were extracted and how are they different for different classes. These explanations aid the user gain insights into the model’s learnings, biases, and the decision-making process.
ContributorsSharma, Shubham (Author) / Bryan, Chris (Thesis advisor) / McDaniel, Troy (Committee member) / Sarwat, Mohamed (Committee member) / Arizona State University (Publisher)
Created2022
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Description
A Graph Neural Network (GNN) is a type of neural network architecture that operates on data consisting of objects and their relationships, which are represented by a graph. Within the graph, nodes represent objects and edges represent associations between those objects. The representation of relationships and correlations between data is

A Graph Neural Network (GNN) is a type of neural network architecture that operates on data consisting of objects and their relationships, which are represented by a graph. Within the graph, nodes represent objects and edges represent associations between those objects. The representation of relationships and correlations between data is unique to graph structures. GNNs exploit this feature of graphs by augmenting both forms of data, individual and relational, and have been designed to allow for communication and sharing of data within each neural network layer. These benefits allow each node to have an enriched perspective, or a better understanding, of its neighbouring nodes and its connections to those nodes. The ability of GNNs to efficiently process high-dimensional node data and multi-faceted relationships among nodes gives them advantages over neural network architectures such as Convolutional Neural Networks (CNNs) that do not implicitly handle relational data. These quintessential characteristics of GNN models make them suitable for solving problems in which the correspondences among input data are needed to produce an accurate and precise representation of these data. GNN frameworks may significantly improve existing communication and control techniques for multi-agent tasks by implicitly representing not only information associated with the individual agents, such as agent position, velocity, and camera data, but also their relationships with one another, such as distances between the agents and their ability to communicate with one another. One such task is a multi-agent navigation problem in which the agents must coordinate with one another in a decentralized manner, using proximity sensors only, to navigate safely to their intended goal positions in the environment without collisions or deadlocks. The contribution of this thesis is the design of an end-to-end decentralized control scheme for multi-agent navigation that utilizes GNNs to prevent inter-agent collisions and deadlocks. The contributions consist of the development, simulation and evaluation of the performance of an advantage actor-critic (A2C) reinforcement learning algorithm that employs actor and critic networks for training that simultaneously approximate the policy function and value function, respectively. These networks are implemented using GNN frameworks for navigation by groups of 3, 5, 10 and 15 agents in simulated two-dimensional environments. It is observed that in $40\%$ to $50\%$ of the simulation trials, between 70$\%$ to 80$\%$ of the agents reach their goal positions without colliding with other agents or becoming trapped in deadlocks. The model is also compared to a random run simulation, where actions are chosen randomly for the agents and observe that the model performs notably well for smaller groups of agents.
ContributorsAyalasomayajula, Manaswini (Author) / Berman, Spring (Thesis advisor) / Mian, Sami (Committee member) / Pavlic, Theodore (Committee member) / Arizona State University (Publisher)
Created2022