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This paper is centered on the use of generative adversarial networks (GANs) to convert or generate RGB images from grayscale ones. The primary goal is to create sensible and colorful versions of a set of grayscale images by training a discriminator to recognize failed or generated images and training a

This paper is centered on the use of generative adversarial networks (GANs) to convert or generate RGB images from grayscale ones. The primary goal is to create sensible and colorful versions of a set of grayscale images by training a discriminator to recognize failed or generated images and training a generator to attempt to satisfy the discriminator. The network design is described in further detail below; however there are several potential issues that arise including the averaging of a color for certain images such that small details in an image are not assigned unique colors leading to a neutral blend. We attempt to mitigate this issue as much as possible.

ContributorsMasud, Abdullah Bin (Co-author) / Koleber, Keith (Co-author) / Lobo, Ian (Co-author) / Markabawi, Jah (Co-author) / Yang, Yingzhen (Thesis director) / Wang, Yancheng (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
Video games often feature agents that the human player interacts with to overcome.
Designing these agents to cover every case of human interaction is difficult, and usually
imperfect, as human players are capable of learning to overcome these agents in unintended
ways. Artificial intelligence is a growing field that seeks to solve problems

Video games often feature agents that the human player interacts with to overcome.
Designing these agents to cover every case of human interaction is difficult, and usually
imperfect, as human players are capable of learning to overcome these agents in unintended
ways. Artificial intelligence is a growing field that seeks to solve problems by simulating
learning in specific environments. The aim of this paper is to explore the applications that the
self play learning branch of artificial intelligence may pose on game development in the future,
and to attempt to implement a working version of a self play agent learning to play a Pokemon
battle. Originally designed Pokemon battle behavior is often suboptimal, getting stuck making
ineffective or incorrect choices, so training a self play model to learn the strategy and structure of
Pokemon battles from a clean slate would result in an organic agent that would outperform the
original behavior of the computer controlled agents. Though unsuccessful in my implementation,
this paper serves as a record of the exploration of this field, and a log of what worked and what
did not, in order to benefit any future person interested in the same topics.
ContributorsCiudad, Erick Marcel (Author) / Meuth, Ryan (Thesis director) / Kobayashi, Yoshihiro (Committee member) / Computing and Informatics Program (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-12
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Description
The purpose of this thesis is to formulate a reliable promotion strategy that will help future independent artists effectively gain exposure and create an engaged and enthusiastic audience. To do this, we set out to create moments of discovery - the moment when a listener decides they have a particular

The purpose of this thesis is to formulate a reliable promotion strategy that will help future independent artists effectively gain exposure and create an engaged and enthusiastic audience. To do this, we set out to create moments of discovery - the moment when a listener decides they have a particular affinity for an artist or song - by introducing Apollo Bravo to audiences that are most likely to enjoy what Apollo Bravo has to offer. The methodology underlying these campaigns was to present authentic and attention-grabbing content, in both brief and extended methods, to people who are most likely to enjoy Apollo Bravo.

From our research, we found that for as little as $5 a day, an independent artist can make effective introductions to audiences most likely to enjoy what they have to offer without compromising artistic expression, while also learning from and engaging with their growing audience.
ContributorsFees, Maximilian Soza (Co-author) / Kinerk, Cole (Co-author) / Patrick, Angela (Co-author) / Hass, Mark (Thesis director) / Patrick, Brad (Committee member) / Arts, Media and Engineering Sch T (Contributor) / School of Civic & Economic Thought and Leadership (Contributor) / Barrett, The Honors College (Contributor)
Created2020-12
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Description
Emotion recognition in conversation has applications within numerous domains such as affective computing and medicine. Recent methods for emotion recognition jointly utilize conversational data over several modalities including audio, video, and text. However, state-of-the-art frameworks for this task do not focus on the feature extraction and feature fusion steps of

Emotion recognition in conversation has applications within numerous domains such as affective computing and medicine. Recent methods for emotion recognition jointly utilize conversational data over several modalities including audio, video, and text. However, state-of-the-art frameworks for this task do not focus on the feature extraction and feature fusion steps of this process. This thesis aims to improve the state-of-the-art method by incorporating two components to better accomplish these steps. By doing so, we are able to produce improved representations for the text modality and better model the relationships between all modalities. This paper proposes two methods which focus on these concepts and provide improved accuracy over the state-of-the-art framework for multimodal emotion recognition in dialogue.
ContributorsRawal, Siddharth (Author) / Baral, Chitta (Thesis director) / Shah, Shrikant (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
In shotgun proteomics, liquid chromatography coupled to tandem mass spectrometry
(LC-MS/MS) is used to identify and quantify peptides and proteins. LC-MS/MS produces mass spectra, which must be searched by one or more engines, which employ
algorithms to match spectra to theoretical spectra derived from a reference database.
These engines identify and characterize proteins

In shotgun proteomics, liquid chromatography coupled to tandem mass spectrometry
(LC-MS/MS) is used to identify and quantify peptides and proteins. LC-MS/MS produces mass spectra, which must be searched by one or more engines, which employ
algorithms to match spectra to theoretical spectra derived from a reference database.
These engines identify and characterize proteins and their component peptides. By
training a convolutional neural network on a dataset of over 6 million MS/MS spectra
derived from human proteins, we aim to create a tool that can quickly and effectively
identify spectra as peptides prior to database searching. This can significantly reduce search space and thus run time for database searches, thereby accelerating LCMS/MS-based proteomics data acquisition. Additionally, by training neural networks
on labels derived from the search results of three different database search engines, we
aim to examine and compare which features are best identified by individual search
engines, a neural network, or a combination of these.
ContributorsWhyte, Cameron Stafford (Author) / Suren, Jayasuriya (Thesis director) / Gil, Speyer (Committee member) / Patrick, Pirrotte (Committee member) / School of Mathematical and Statistical Sciences (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
In recent years, the development of new Machine Learning models has allowed for new technological advancements to be introduced for practical use across the world. Multiple studies and experiments have been conducted to create new variations of Machine Learning models with different algorithms to determine if potential systems would prove

In recent years, the development of new Machine Learning models has allowed for new technological advancements to be introduced for practical use across the world. Multiple studies and experiments have been conducted to create new variations of Machine Learning models with different algorithms to determine if potential systems would prove to be successful. Even today, there are still many research initiatives that are continuing to develop new models in the hopes to discover potential solutions for problems such as autonomous driving or determining the emotional value from a single sentence. One of the current popular research topics for Machine Learning is the development of Facial Expression Recognition systems. These Machine Learning models focus on classifying images of human faces that are expressing different emotions through facial expressions. In order to develop effective models to perform Facial Expression Recognition, researchers have gone on to utilize Deep Learning models, which are a more advanced implementation of Machine Learning models, known as Neural Networks. More specifically, the use of Convolutional Neural Networks has proven to be the most effective models for achieving highly accurate results at classifying images of various facial expressions. Convolutional Neural Networks are Deep Learning models that are capable of processing visual data, such as images and videos, and can be used to identify various facial expressions. The purpose of this project, I focused on learning about the important concepts of Machine Learning, Deep Learning, and Convolutional Neural Networks to implement a Convolutional Neural Network that was previously developed by a recommended research paper.
ContributorsFrace, Douglas R (Author) / Demakethepalli Venkateswara, Hemanth Kumar (Thesis director) / McDaniel, Troy (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
The purpose of this thesis is to imagine and predict the ways in which humans will utilize technology to feed the world population in the 21st century, in spite of significant challenges we have not faced before. This project will first thoroughly identify and explain the most pressing challenges the

The purpose of this thesis is to imagine and predict the ways in which humans will utilize technology to feed the world population in the 21st century, in spite of significant challenges we have not faced before. This project will first thoroughly identify and explain the most pressing challenges the future will bring in climate change and population growth; both projected to worsen as time goes on. To guide the prediction of how technology will impact the 21st century, a theoretical framework will be established, based upon the green revolution of the 20th century. The theoretical framework will summarize this important historical event, and analyze current thought concerning the socio-economic impacts of the agricultural technologies introduced during this time. Special attention will be paid to the unequal disbursement of benefits of this green revolution, and particularly how it affected small rural farmers. Analysis of the technologies introduced during the green revolution will be used to predict how 21st century technologies will further shape the agricultural sector. Then, the world’s current food crisis will be compared to the crisis that preceded the green revolution. A “second green revolution” is predicted, and the agricultural/economic impact of these advances is theorized based upon analysis of farming advances in the 20th century.
ContributorsWilson, Joshua J (Author) / Strumsky, Deborah (Thesis director) / Benjamin, Victor (Committee member) / Department of Supply Chain Management (Contributor) / School of Sustainability (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
A defense-by-randomization framework is proposed as an effective defense mechanism against different types of adversarial attacks on neural networks. Experiments were conducted by selecting a combination of differently constructed image classification neural networks to observe which combinations applied to this framework were most effective in maximizing classification accuracy. Furthermore, the

A defense-by-randomization framework is proposed as an effective defense mechanism against different types of adversarial attacks on neural networks. Experiments were conducted by selecting a combination of differently constructed image classification neural networks to observe which combinations applied to this framework were most effective in maximizing classification accuracy. Furthermore, the reasons why particular combinations were more effective than others is explored.
ContributorsMazboudi, Yassine Ahmad (Author) / Yang, Yezhou (Thesis director) / Ren, Yi (Committee member) / School of Mathematical and Statistical Sciences (Contributor) / Economics Program in CLAS (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Popular competitive fighting games such as Super Smash Brothers and Street Fighter have some of the steepest learning curves in the gaming industry. These incredibly technical games require the full attention of the player and often take years to master completely. This barrier of entry prevents newer players from enjoying

Popular competitive fighting games such as Super Smash Brothers and Street Fighter have some of the steepest learning curves in the gaming industry. These incredibly technical games require the full attention of the player and often take years to master completely. This barrier of entry prevents newer players from enjoying the competitive social environment that such games offer, creating a rift between casual and competitive players. Learning the rules can sometimes be more difficult than playing the game itself. To truly master these concepts requires personal attention from someone who deeply understands the core mechanics that operate behind the scenes.
Meanwhile, machine learning is growing more advanced by the day. Online retailers like Amazon run complex algorithms to recommend future purchases and monitor price changes. Mobile phones use neural networks to interpret speech. GPS apps track anonymous motion data in smartphones to give real-time traffic estimates. Artificial intelligence is becoming increasingly ubiquitous because of its versatility in analyzing and solving human problems; it follows, then, that a machine could learn how to teach humans skills and techniques. HelperBot is a platform fighting game project that employs this cutting-edge learning technology to close the skill gap between novice and veteran gamers as quickly and seamlessly as possible.
ContributorsPalermo, Seth Daniel (Author) / Olson, Loren (Thesis director) / Marinelli, Donald (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Mechanical and Aerospace Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
As urban populations increase, so does the demand for innovative transportation solutions which reduce traffic congestion, reduce pollution, and reduce inequalities by providing mobility for all kinds of people. One emerging solution is self-driving vehicles, which have been coined as a safer driving method by reducing fatalities due to driving

As urban populations increase, so does the demand for innovative transportation solutions which reduce traffic congestion, reduce pollution, and reduce inequalities by providing mobility for all kinds of people. One emerging solution is self-driving vehicles, which have been coined as a safer driving method by reducing fatalities due to driving accidents. While completely automated vehicles are still in the testing and development phase, the United Nations predict their full debut by 2030 [1]. While many resources are focusing their time on creating the technology to execute decisions such as the controls, communications, and sensing, engineers often leave ethics as an afterthought. The truth is autonomous vehicles are imperfect systems that will still experience possible crash scenarios even if all systems are working perfectly. Because of this, ethical machine learning must be considered and implemented to avoid an ethical catastrophe which could delay or completely halt future autonomous vehicle development. This paper presents an experiment for determining a more complete view of human morality and how this translates into ideal driving behaviors.
This paper analyzes responses to deviated Trolley Problem scenarios [5] in a simulated driving environment and still images from MIT’s moral machine website [8] to better understand how humans respond to various crashes. Also included is participants driving habits and personal values, however the bulk of that analysis is not included here. The results of the simulation prove that for the most part in driving scenarios, people would rather sacrifice themselves over people outside of the vehicle. The moral machine scenarios prove that self-sacrifice changes as the trend to harm one’s own vehicle was not so strong when passengers were introduced. Further defending this idea is the importance placed on Family Security over any other value.
Suggestions for implementing ethics into autonomous vehicle crashes stem from the results of this experiment but are dependent on more research and greater sample sizes. Once enough data is collected and analyzed, a moral baseline for human’s moral domain may be agreed upon, quantified, and turned into hard rules governing how self-driving cars should act in different scenarios. With these hard rules as boundary conditions, artificial intelligence should provide training and incremental learning for scenarios which cannot be determined by the rules. Finally, the neural networks which make decisions in artificial intelligence must move from their current “black box” state to something more traceable. This will allow researchers to understand why an autonomous vehicle made a certain decision and allow tweaks as needed.
Created2019-05