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1.
  • Wilhelmsson, Kenneth, 1976 (författare)
  • Huvudansatser för parsningsmetoder. Om programutvecklingens förutsättningar i en svensk kontext
  • 2016
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • Syftet med denna text var att ge en inblick i området (syntaktisk) parsning. Tanken var att ge en bild av utvecklingen som var 1) fri från alltför tekniska detaljer, då området är programmeringstekniskt, och 2) beskriven ur ett svenskt perspektiv. Bakgrunden till valet av ämne till texten, som var tänkt att finnas med i antologin Text och kontext, var att parsning är relativt okänt för många personer verksamma inom närliggande områden, samtidigt som det är ett absolut nyckelbegrepp för den som ägnar sig åt datorlingvistik eller språkteknologi. Målet var alltså att ge en ganska allmän utifrånblick på några centrala sidor av utvecklingen, samtidigt som det tydligt är så att den som själv arbetat med utveckling kan ha starka åsikter och preferenser rörande metodval, något som i ärlighetens namn kanske inte heller denna text är lösgjord från. Hur ska det göras? Konsten att utveckla automatisk syntaxanalys av naturlig text kan läras ut från ett flertal perspektiv. Det kan t.ex. ske med fokus på användandet av en viss grammatikformalism, med fokus på beräkningssnabbhet, med fokus på entydiggörande av möjliga ambiguiteter. Tolkningsval kan göras med hjälp av antingen handskrivna regler eller inhämtad statistik. En sorts huvudtema i denna text är hur metoder för parsning på senare år uppvisar förändringar som kanske kan förklaras med att programmen har fått andra användningsområden och att metoderna har anpassats därefter (en annan tolkning är att flera senare system inte längre gör parsning i strikt mening). När detta tänkta ”kapitel” var färdigt fick det kommentaren att det inte var anpassat för antologins målgrupp. Det fick skrivas en annan kapiteltext, men det kom samtidigt ett förslag att publicera texten om parsning här som denna rapport.
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2.
  • Wilhelmsson, Kenneth, 1976 (författare)
  • Autentiska och artificiella frågor till svensk text Automatisk frågegenerering jämfört med användares frågor för informationsåtkomst : Authentic and artificial questions to Swedish text Automatically generated questions versus user-generated questions for information access
  • 2015
  • Annan publikation (övrigt vetenskapligt/konstnärligt)abstract
    • Informationssökning mot ostrukturerade datakällor som fri text är ett av de områden där användargränssnitt med fri formulering i naturligt språk har tagits fram. I ett sådant, eventuellt AI-betonat, system kan några grundläggande svårigheter från användarperspektivet märkas. En sådan svårighet är att en användare inte känner till huruvida en fråga som hon avser att ställa egentligen kan besvaras av den aktuella texten. Denna svårighet, tillsammans med andra, som de kraftiga variationsmöjligheterna för formen för ett giltigt svar på en ställd fråga, riskerar att leda till att användarintrycken av systemtypen blir negativa. De moment som behöver ingå i ett sådant frågebaserat informationssystems funktionssätt måste på något sätt inbegripa en mappning av frågeled i frågan (t.ex. när) till den form och grammatisk funktion som svaret i texten måste ha (för frågan när normalt ett tidsadverbial). Bland annat denna iakttagelse inbjuder till användning av automatisk frågegenerering (question generation, QG). Frågegenerering innebär att frågor som en naturlig text besvarar initialt utvinns av ett program som samlar in dem i explicit form. Tanken för användning i informationssökning är att en användare i gränssnittet enbart ska kunna ställa just dessa frågor, vilka faktiskt besvaras av texten. Denna studie gäller just de frågor som ett automatiskt frågegenereringssystem för svenska kan, och genom vidare utveckling, skulle kunna generera för godtycklig digital svensk text. Även om mängden automatiskt genererade frågor och frågeformuleringar kan bli mycket stor, utrymmesmässigt många gånger större än ursprungstexten, så är det tydligt att den beskrivna metoden för frågegenerering för svenska inte kan och troligen inte heller kommer att kunna förmås att skapa alla de frågor och frågeformuleringar som en vanlig användare skulle anse att en viss text besvarar. Men hur väl fungerar då automatiskt genererade frågor i detta sammanhang? Denna uppsats kretsar kring en användarundersökning där undersökningsdeltagare har ombetts att formulera frågor som texter besvarar, och som anses vara relevanta frågor. Den resulterande samlingen frågor undersöktes och kategoriserades. Resultatet av undersökningens huvudfråga visar att bara 20-25 % av användarnas frågeformuleringar skulle kunna genereras direkt automatiskt med aktuell ansats – utan vissa informationstekniska förbättringar. Uppsatsen föreslår viss ny terminologi för detta outforskade område, bl.a. för att skilja mellan de olika grader av processkrav som generering av olika frågeslag från text kräver.
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4.
  • Chatterjee, Bapi, 1982 (författare)
  • Lock-free Concurrent Search
  • 2017
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • The contemporary computers typically consist of multiple computing cores with high compute power. Such computers make excellent concurrent asynchronous shared memory system. On the other hand, though many celebrated books on data structure and algorithm provide a comprehensive study of sequential search data structures, unfortunately, we do not have such a luxury if concurrency comes in the setting. The present dissertation aims to address this paucity. We describe novel lock-free algorithms for concurrent data structures that target a variety of search problems. (i) Point search (membership query, predecessor query, nearest neighbour query) for 1-dimensional data: Lock-free linked-list; lock-free internal and external binary search trees (BST). (ii) Range search for 1-dimensional data: A range search method for lock-free ordered set data structures - linked-list, skip-list and BST. (iii) Point search for multi-dimensional data: Lock-free kD-tree, specially, a generic method for nearest neighbour search. We prove that the presented algorithms are linearizable i.e. the concurrent data structure operations intuitively display their sequential behaviour to an observer of the concurrent system. The lock-freedom in the introduced algorithms guarantee overall progress in an asynchronous shared memory system. We present the amortized analysis of lock-free data structures to show their efficiency. Moreover, we provide sample implementations of the algorithms and test them over extensive micro-benchmarks. Our experiments demonstrate that the implementations are scalable and perform well when compared to related existing alternative implementations on common multi-core computers. Our focus is on propounding the generic methodologies for efficient lock-free concurrent search. In this direction, we present the notion of help-optimality, which captures the optimization of amortized step complexity of the operations. In addition to that, we explore the language-portable design of lock-free data structures that aims to simplify an implementation from programmer’s point of view. Finally, our techniques to implement lock-free linearizable range search and nearest neighbour search are independent of the underlying data structures and thus are adaptive to similar data structures.
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5.
  • Yun, Yixiao, 1987, et al. (författare)
  • Maximum-Likelihood Object Tracking from Multi-View Video by Combining Homography and Epipolar Constraints
  • 2012
  • Ingår i: 6th ACM/IEEE Int'l Conf on Distributed Smart Cameras (ICDSC 12), Oct 30 - Nov.2, 2012, Hong Kong. - 9781450317726 ; , s. 6 pages-
  • Konferensbidrag (refereegranskat)abstract
    • This paper addresses problem of object tracking in occlusion scenarios, where multiple uncalibrated cameras with overlapping fields of view are used. We propose a novel method where tracking is first done independently for each view and then tracking results are mapped between each pair of views to improve the tracking in individual views, under the assumptions that objects are not occluded in all views and move uprightly on a planar ground which may induce a homography relation between each pair of views. The tracking results are mapped by jointly exploiting the geometric constraints of homography, epipolar and vertical vanishing point. Main contributions of this paper include: (a) formulate a reference model of multi-view object appearance using region covariance for each view; (b) define a likelihood measure based on geodesics on a Riemannian manifold that is consistent with the destination view by mapping both the estimated positions and appearances of tracked object from other views; (c) locate object in each individual view based on maximum likelihood criterion from multi-view estimations of object position. Experiments have been conducted on videos from multiple uncalibrated cameras, where targets experience long-term partial or full occlusions. Comparison with two existing methods and performance evaluations are also made. Test results have shown effectiveness of the proposed method in terms of robustness against tracking drifts caused by occlusions.
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7.
  • Liu, Yuanhua, 1971, et al. (författare)
  • Considering the importance of user profiles in interface design
  • 2009
  • Ingår i: User Interfaces. ; , s. 23-
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • User profile is a popular term widely employed during product design processes by industrial companies. Such a profile is normally intended to represent real users of a product. The ultimate purpose of a user profile is actually to help designers to recognize or learn about the real user by presenting them with a description of a real user’s attributes, for instance; the user’s gender, age, educational level, attitude, technical needs and skill level. The aim of this chapter is to provide information on the current knowledge and research about user profile issues, as well as to emphasize the importance of considering these issues in interface design. In this chapter, we mainly focus on how users’ difference in expertise affects their performance or activity in various interaction contexts. Considering the complex interaction situations in practice, novice and expert users’ interactions with medical user interfaces of different technical complexity will be analyzed as examples: one focuses on novice and expert users’ difference when interacting with simple medical interfaces, and the other focuses on differences when interacting with complex medical interfaces. Four issues will be analyzed and discussed: (1) how novice and expert users differ in terms of performance during the interaction; (2) how novice and expert users differ in the perspective of cognitive mental models during the interaction; (3) how novice and expert users should be defined in practice; and (4) what are the main differences between novice and expert users’ implications for interface design. Besides describing the effect of users’ expertise difference during the interface design process, we will also pinpoint some potential problems for the research on interface design, as well as some future challenges that academic researchers and industrial engineers should face in practice.
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8.
  • Lu, Zhihan, et al. (författare)
  • Multimodal Hand and Foot Gesture Interaction for Handheld Devices
  • 2014
  • Ingår i: ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP). - : Association for Computing Machinery (ACM). - 1551-6857 .- 1551-6865. ; 11:1
  • Tidskriftsartikel (refereegranskat)abstract
    • We present a hand-and-foot-based multimodal interaction approach for handheld devices. Our method combines input modalities (i.e., hand and foot) and provides a coordinated output to both modalities along with audio and video. Human foot gesture is detected and tracked using contour-based template detection (CTD) and Tracking-Learning-Detection (TLD) algorithm. 3D foot pose is estimated from passive homography matrix of the camera. 3D stereoscopic and vibrotactile are used to enhance the immersive feeling. We developed a multimodal football game based on the multimodal approach as a proof-of-concept. We confirm our systems user satisfaction through a user study.
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9.
  • Rumman, Nadine Abu, et al. (författare)
  • Skin deformation methods for interactive character animation
  • 2017
  • Ingår i: Communications in Computer and Information Science. - Cham : Springer International Publishing. - 1865-0937 .- 1865-0929. ; 693, s. 153-174, s. 153-174
  • Konferensbidrag (refereegranskat)abstract
    • Character animation is a vital component of contemporary computer games, animated feature films and virtual reality applications. The problem of creating appealing character animation can best be described by the title of the animation bible: “The Illusion of Life”. The focus is not on completing a given motion task, but more importantly on how this motion task is performed by the character. This does not necessarily require realistic behavior, but behavior that is believable. This of course includes the skin deformations when the character is moving. In this paper, we focus on the existing research in the area of skin deformation, ranging from skeleton-based deformation and volume preserving techniques to physically based skinning methods. We also summarize the recent contributions in deformable and soft body simulations for articulated characters, and discuss various geometric and example-based approaches. © Springer International Publishing AG 2017.
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10.
  • Norlund, Tobias, 1991, et al. (författare)
  • Transferring Knowledge from Vision to Language: How to Achieve it and how to Measure it?
  • 2021
  • Ingår i: Proceedings of the Fourth BlackboxNLP Workshop on Analyzing and Interpreting Neural Networks for NLP, pp. 149-162, Punta Cana, Dominican Republic. - : Association for Computational Linguistics.
  • Konferensbidrag (refereegranskat)abstract
    • Large language models are known to suffer from the hallucination problem in that they are prone to output statements that are false or inconsistent, indicating a lack of knowledge. A proposed solution to this is to provide the model with additional data modalities that complements the knowledge obtained through text. We investigate the use of visual data to complement the knowledge of large language models by proposing a method for evaluating visual knowledge transfer to text for uni- or multimodal language models. The method is based on two steps, 1) a novel task querying for knowledge of memory colors, i.e. typical colors of well-known objects, and 2) filtering of model training data to clearly separate knowledge contributions. Additionally, we introduce a model architecture that involves a visual imagination step and evaluate it with our proposed method. We find that our method can successfully be used to measure visual knowledge transfer capabilities in models and that our novel model architecture shows promising results for leveraging multimodal knowledge in a unimodal setting.
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11.
  • Lidstrom, D, et al. (författare)
  • Agent based match racing simulations : Starting practice
  • 2022
  • Ingår i: SNAME 24th Chesapeake Sailing Yacht Symposium, CSYS 2022. - : Society of Naval Architects and Marine Engineers.
  • Konferensbidrag (refereegranskat)abstract
    • Match racing starts in sailing are strategically complex and of great importance for the outcome of a race. With the return of the America's Cup to upwind starts and the World Match Racing Tour attracting young and development sailors, the tactical skills necessary to master the starts could be trained and learned by means of computer simulations to assess a large range of approaches to the starting box. This project used game theory to model the start of a match race, intending to develop and study strategies using Monte-Carlo tree search to estimate the utility of a player's potential moves throughout a race. Strategies that utilised the utility estimated in different ways were defined and tested against each other through means of simulation and with an expert advice on match racing start strategy from a sailor's perspective. The results show that the strategies that put greater emphasis on what the opponent might do, perform better than those that did not. It is concluded that Monte-Carlo tree search can provide a basis for decision making in match races and that it has potential for further use. 
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12.
  • Strannegård, Claes, 1962, et al. (författare)
  • Ecosystem Models Based on Artificial Intelligence
  • 2022
  • Ingår i: 34th Workshop of the Swedish Artificial Intelligence Society, SAIS 2022. - : IEEE.
  • Konferensbidrag (refereegranskat)abstract
    • Ecosystem models can be used for understanding general phenomena of evolution, ecology, and ethology. They can also be used for analyzing and predicting the ecological consequences of human activities on specific ecosystems, e.g., the effects of agriculture, forestry, construction, hunting, and fishing. We argue that powerful ecosystem models need to include reasonable models of the physical environment and of animal behavior. We also argue that several well-known ecosystem models are unsatisfactory in this regard. Then we present the open-source ecosystem simulator Ecotwin, which is built on top of the game engine Unity. To model a specific ecosystem in Ecotwin, we first generate a 3D Unity model of the physical environment, based on topographic or bathymetric data. Then we insert digital 3D models of the organisms of interest into the environment model. Each organism is equipped with a genome and capable of sexual or asexual reproduction. An organism dies if it runs out of some vital resource or reaches its maximum age. The animal models are equipped with behavioral models that include sensors, actions, reward signals, and mechanisms of learning and decision-making. Finally, we illustrate how Ecotwin works by building and running one terrestrial and one marine ecosystem model.
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13.
  • Aramrattana, Maytheewat, 1988-, et al. (författare)
  • Team Halmstad Approach to Cooperative Driving in the Grand Cooperative Driving Challenge 2016
  • 2018
  • Ingår i: IEEE transactions on intelligent transportation systems (Print). - Piscataway, N.J. : Institute of Electrical and Electronics Engineers Inc.. - 1524-9050 .- 1558-0016. ; 19:4, s. 1248-1261
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper is an experience report of team Halmstad from the participation in a competition organised by the i-GAME project, the Grand Cooperative Driving Challenge 2016. The competition was held in Helmond, The Netherlands, during the last weekend of May 2016. We give an overview of our car’s control and communication system that was developed for the competition following the requirements and specifications of the i-GAME project. In particular, we describe our implementation of cooperative adaptive cruise control, our solution to the communication and logging requirements, as well as the high level decision making support. For the actual competition we did not manage to completely reach all of the goals set out by the organizers as well as ourselves. However, this did not prevent us from outperforming the competition. Moreover, the competition allowed us to collect data for further evaluation of our solutions to cooperative driving. Thus, we discuss what we believe were the strong points of our system, and discuss post-competition evaluation of the developments that were not fully integrated into our system during competition time. © 2000-2011 IEEE.
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14.
  • Bainomugisha, Engineer, et al. (författare)
  • Message from Chairs of SEiA 2018
  • 2018
  • Ingår i: Proceedings - International Conference on Software Engineering. - New York, NY, USA : ACM. - 0270-5257. ; 2018, s. x-xi
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)
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15.
  • David, I., et al. (författare)
  • Blended modeling in commercial and open-source model-driven software engineering tools: A systematic study
  • 2023
  • Ingår i: Software and Systems Modeling. - : Springer Science and Business Media LLC. - 1619-1366 .- 1619-1374. ; 22, s. 415-447
  • Tidskriftsartikel (refereegranskat)abstract
    • Blended modeling aims to improve the user experience of modeling activities by prioritizing the seamless interaction with models through multiple notations over the consistency of the models. Inconsistency tolerance, thus, becomes an important aspect in such settings. To understand the potential of current commercial and open-source modeling tools to support blended modeling, we have designed and carried out a systematic study. We identify challenges and opportunities in the tooling aspect of blended modeling. Specifically, we investigate the user-facing and implementation-related characteristics of existing modeling tools that already support multiple types of notations and map their support for other blended aspects, such as inconsistency tolerance, and elevated user experience. For the sake of completeness, we have conducted a multivocal study, encompassing an academic review, and grey literature review. We have reviewed nearly 5000 academic papers and nearly 1500 entries of grey literature. We have identified 133 candidate tools, and eventually selected 26 of them to represent the current spectrum of modeling tools.
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16.
  • Hujainah, Fadhl Mohammad Omar, 1987, et al. (författare)
  • SRPTackle: A semi-automated requirements prioritisation technique for scalable requirements of software system projects
  • 2021
  • Ingår i: Information and Software Technology. - : Elsevier BV. - 0950-5849. ; 131
  • Tidskriftsartikel (refereegranskat)abstract
    • Context Requirement prioritisation (RP) is often used to select the most important system requirements as perceived by system stakeholders. RP plays a vital role in ensuring the development of a quality system with defined constraints. However, a closer look at existing RP techniques reveals that these techniques suffer from some key challenges, such as scalability, lack of quantification, insufficient prioritisation of participating stakeholders, overreliance on the participation of professional expertise, lack of automation and excessive time consumption. These key challenges serve as the motivation for the present research. Objective This study aims to propose a new semiautomated scalable prioritisation technique called ‘SRPTackle’ to address the key challenges. Method SRPTackle provides a semiautomated process based on a combination of a constructed requirement priority value formulation function using a multi-criteria decision-making method (i.e. weighted sum model), clustering algorithms (K-means and K-means++) and a binary search tree to minimise the need for expert involvement and increase efficiency. The effectiveness of SRPTackle is assessed by conducting seven experiments using a benchmark dataset from a large actual software project. Results Experiment results reveal that SRPTackle can obtain 93.0% and 94.65% as minimum and maximum accuracy percentages, respectively. These values are better than those of alternative techniques. The findings also demonstrate the capability of SRPTackle to prioritise large-scale requirements with reduced time consumption and its effectiveness in addressing the key challenges in comparison with other techniques. Conclusion With the time effectiveness, ability to scale well with numerous requirements, automation and clear implementation guidelines of SRPTackle, project managers can perform RP for large-scale requirements in a proper manner, without necessitating an extensive amount of effort (e.g. tedious manual processes, need for the involvement of experts and time workload).
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17.
  • Laaber, C., et al. (författare)
  • An Evaluation of Open-Source Software Microbenchmark Suites for Continuous Performance Assessment
  • 2018
  • Ingår i: MSR '18 Proceedings of the 15th International Conference on Mining Software Repositories. - New York, NY, USA : ACM Digital Library. - 9781450357166 ; , s. 119-130, s. 119-130
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • Continuous integration (CI) emphasizes quick feedback to developers. This is at odds with current practice of performance testing, which predominantely focuses on long-running tests against entire systems in production-like environments. Alternatively, software microbenchmarking attempts to establish a performance baseline for small code fragments in short time. This paper investigates the quality of microbenchmark suites with a focus on suitability to deliver quick performance feedback and CI integration. We study ten open-source libraries written in Java and Go with benchmark suite sizes ranging from 16 to 983 tests, and runtimes between 11 minutes and 8.75 hours. We show that our study subjects include benchmarks with result variability of 50% or higher, indicating that not all benchmarks are useful for reliable discovery of slow-downs. We further artificially inject actual slowdowns into public API methods of the study subjects and test whether test suites are able to discover them. We introduce a performance-test quality metric called the API benchmarking score (ABS). ABS represents a benchmark suite's ability to find slowdowns among a set of defined core API methods. Resulting benchmarking scores (i.e., fraction of discovered slowdowns) vary between 10% and 100% for the study subjects. This paper's methodology and results can be used to (1) assess the quality of existing microbenchmark suites, (2) select a set of tests to be run as part of CI, and (3) suggest or generate benchmarks for currently untested parts of an API.
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18.
  • Laaber, C., et al. (författare)
  • Applying test case prioritization to software microbenchmarks
  • 2021
  • Ingår i: Empirical Software Engineering. - : Springer Science and Business Media LLC. - 1382-3256 .- 1573-7616. ; 26:6
  • Tidskriftsartikel (refereegranskat)abstract
    • Regression testing comprises techniques which are applied during software evolution to uncover faults effectively and efficiently. While regression testing is widely studied for functional tests, performance regression testing, e.g., with software microbenchmarks, is hardly investigated. Applying test case prioritization (TCP), a regression testing technique, to software microbenchmarks may help capturing large performance regressions sooner upon new versions. This may especially be beneficial for microbenchmark suites, because they take considerably longer to execute than unit test suites. However, it is unclear whether traditional unit testing TCP techniques work equally well for software microbenchmarks. In this paper, we empirically study coverage-based TCP techniques, employing total and additional greedy strategies, applied to software microbenchmarks along multiple parameterization dimensions, leading to 54 unique technique instantiations. We find that TCP techniques have a mean APFD-P (average percentage of fault-detection on performance) effectiveness between 0.54 and 0.71 and are able to capture the three largest performance changes after executing 29% to 66% of the whole microbenchmark suite. Our efficiency analysis reveals that the runtime overhead of TCP varies considerably depending on the exact parameterization. The most effective technique has an overhead of 11% of the total microbenchmark suite execution time, making TCP a viable option for performance regression testing. The results demonstrate that the total strategy is superior to the additional strategy. Finally, dynamic-coverage techniques should be favored over static-coverage techniques due to their acceptable analysis overhead; however, in settings where the time for prioritzation is limited, static-coverage techniques provide an attractive alternative.
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19.
  • Mahmood, Wardah, 1992, et al. (författare)
  • Effects of variability in models: a family of experiments
  • 2022
  • Ingår i: Empirical Software Engineering. - : Springer Science and Business Media LLC. - 1382-3256 .- 1573-7616. ; 27:3
  • Tidskriftsartikel (refereegranskat)abstract
    • The ever-growing need for customization creates a need to maintain software systems in many different variants. To avoid having to maintain different copies of the same model, developers of modeling languages and tools have recently started to provide implementation techniques for such variant-rich systems, notably variability mechanisms, which support implementing the differences between model variants. Available mechanisms either follow the annotative or the compositional paradigm, each of which have dedicated benefits and drawbacks. Currently, language and tool designers select the used variability mechanism often solely based on intuition. A better empirical understanding of the comprehension of variability mechanisms would help them in improving support for effective modeling. In this article, we present an empirical assessment of annotative and compositional variability mechanisms for three popular types of models. We report and discuss findings from a family of three experiments with 164 participants in total, in which we studied the impact of different variability mechanisms during model comprehension tasks. We experimented with three model types commonly found in modeling languages: class diagrams, state machine diagrams, and activity diagrams. We find that, in two out of three experiments, annotative technique lead to better developer performance. Use of the compositional mechanism correlated with impaired performance. For all three considered tasks, the annotative mechanism was preferred over the compositional one in all experiments. We present actionable recommendations concerning support of flexible, tasks-specific solutions, and the transfer of established best practices from the code domain to models.
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20.
  • Mallozzi, Piergiuseppe, 1990, et al. (författare)
  • A runtime monitoring framework to enforce invariants on reinforcement learning agents exploring complex environments
  • 2019
  • Ingår i: RoSE 2019, IEEE/ACM 2nd International Workshop on Robotics Software Engineering, p.5-12. - : IEEE. - 9781728122496
  • Konferensbidrag (refereegranskat)abstract
    • © 2019 IEEE. Without prior knowledge of the environment, a software agent can learn to achieve a goal using machine learning. Model-free Reinforcement Learning (RL) can be used to make the agent explore the environment and learn to achieve its goal by trial and error. Discovering effective policies to achieve the goal in a complex environment is a major challenge for RL. Furthermore, in safety-critical applications, such as robotics, an unsafe action may cause catastrophic consequences in the agent or in the environment. In this paper, we present an approach that uses runtime monitoring to prevent the reinforcement learning agent to perform 'wrong' actions and to exploit prior knowledge to smartly explore the environment. Each monitor is de?ned by a property that we want to enforce to the agent and a context. The monitors are orchestrated by a meta-monitor that activates and deactivates them dynamically according to the context in which the agent is learning. We have evaluated our approach by training the agent in randomly generated learning environments. Our results show that our approach blocks the agent from performing dangerous and safety-critical actions in all the generated environments. Besides, our approach helps the agent to achieve its goal faster by providing feedback and shaping its reward during learning.
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21.
  • Memedi, Mevludin, 1983-, et al. (författare)
  • Automatic Spiral Analysis for Objective Assessment of Motor Symptoms in Parkinson's Disease
  • 2015
  • Ingår i: Sensors. - : MDPI AG. - 1424-8220. ; 15:9, s. 23727-23744
  • Tidskriftsartikel (refereegranskat)abstract
    • A challenge for the clinical management of advanced Parkinson's disease (PD) patients is the emergence of fluctuations in motor performance, which represents a significant source of disability during activities of daily living of the patients. There is a lack of objective measurement of treatment effects for in-clinic and at-home use that can provide an overview of the treatment response. The objective of this paper was to develop a method for objective quantification of advanced PD motor symptoms related to off episodes and peak dose dyskinesia, using spiral data gathered by a touch screen telemetry device. More specifically, the aim was to objectively characterize motor symptoms (bradykinesia and dyskinesia), to help in automating the process of visual interpretation of movement anomalies in spirals as rated by movement disorder specialists. Digitized upper limb movement data of 65 advanced PD patients and 10 healthy (HE) subjects were recorded as they performed spiral drawing tasks on a touch screen device in their home environment settings. Several spatiotemporal features were extracted from the time series and used as inputs to machine learning methods. The methods were validated against ratings on animated spirals scored by four movement disorder specialists who visually assessed a set of kinematic features and the motor symptom. The ability of the method to discriminate between PD patients and HE subjects and the test-retest reliability of the computed scores were also evaluated. Computed scores correlated well with mean visual ratings of individual kinematic features. The best performing classifier (Multilayer Perceptron) classified the motor symptom (bradykinesia or dyskinesia) with an accuracy of 84% and area under the receiver operating characteristics curve of 0.86 in relation to visual classifications of the raters. In addition, the method provided high discriminating power when distinguishing between PD patients and HE subjects as well as had good test-retest reliability. This study demonstrated the potential of using digital spiral analysis for objective quantification of PD-specific and/or treatment-induced motor symptoms.
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22.
  • Penzenstadler, Birgit, 1981, et al. (författare)
  • Bots in Software Engineering
  • 2022
  • Ingår i: IEEE Software. - 1937-4194 .- 0740-7459. ; 39:5, s. 101-104
  • Forskningsöversikt (refereegranskat)
  •  
23.
  • Pir Muhammad, Amna, 1990 (författare)
  • Managing Human Factors and Requirements in Agile Development of Automated Vehicles: An Exploration
  • 2022
  • Licentiatavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Context: Automated Vehicle (AV) technology has evolved significantly in complexity and impact; it is expected to ultimately change urban transporta- tion. However, research shows that vehicle automation can only live up to this expectation if it is defined with human capabilities and limitations in mind. Therefore, it is necessary to bring human factors knowledge to AV developers. Objective: This thesis aims to empirically study how we can effectively bring the required human factors knowledge into large-scale agile AV develop- ment. The research goals are 1) to explore requirements engineering and human factors in agile AV development, 2) to investigate the problems of requirements engineering, human factors, and agile way of working in AV development, and 3) to demonstrate initial solutions to existing problems in agile AV development. Method: We conducted this research in close collaboration with industry, using different empirical methodologies to collect data—including interviews, workshops, and document analysis. To gain in-depth insights, we did a qualita- tive exploratory study to investigate the problem and used a design science approach to develop initial solution in several iterations. Findings and Conclusions: We found that applying human factors knowledge effectively is one of the key problem areas that need to be solved in agile development of artificial intelligence (AI)-intense systems. This motivated us to do an in-depth interview study on how to manage human factors knowl- edge during AV development. From our data, we derived a working definition of human factors for AV development, discovered the relevant properties of agile and human factors, and defined implications for agile ways of working, managing human factors knowledge, and managing requirements. The design science approach allowed us to identify challenges related to agile requirements engineering in three case companies in iterations. Based on these three case studies, we developed a solution strategy to resolve the RE challenges in agile AV development. Moreover, we derived building blocks and described guide- lines for the creation of a requirements strategy, which should describe how requirements are structured, how work is organized, and how RE is integrated into the agile work and feature flow. Future Outlook: In future work, I plan to define a concrete requirement strategy for human factors knowledge in large-scale agile AV development. It could help establishing clear communication channels and practices for incorporating explicit human factors knowledge into AI-based large-scale agile AV development.
  •  
24.
  • Samoaa, Hazem Peter, et al. (författare)
  • A systematic mapping study of source code representation for deep learning in software engineering
  • 2022
  • Ingår i: Iet Software. - : Institution of Engineering and Technology (IET). - 1751-8806 .- 1751-8814. ; 16:4, s. 351-385
  • Tidskriftsartikel (refereegranskat)abstract
    • The usage of deep learning (DL) approaches for software engineering has attracted much attention, particularly in source code modelling and analysis. However, in order to use DL, source code needs to be formatted to fit the expected input form of DL models. This problem is known as source code representation. Source code can be represented via different approaches, most importantly, the tree-based, token-based, and graph-based approaches. We use a systematic mapping study to investigate i detail the representation approaches adopted in 103 studies that use DL in the context of software engineering. Thus, studies are collected from 2014 to 2021 from 14 different journals and 27 conferences. We show that each way of representing source code can provide a different, yet orthogonal view of the same source code. Thus, different software engineering tasks might require different (combinations of) code representation approaches, depending on the nature and complexity of the task. Particularly, we show that it is crucial to define whether the DL approach requires lexical, syntactical, or semantic code information. Our analysis shows that a wide range of different representations and combinations of representations (hybrid representations) are used to solve a wide range of common software engineering problems. However, we also observe that current research does not generally attempt to transfer existing representations or models to other studies even though there are other contexts in which these representations and models may also be useful. We believe that there is potential for more reuse and the application of transfer learning when applying DL to software engineering tasks.
  •  
25.
  • Sandklef, Henrik, 1971, et al. (författare)
  • Programming with Java
  • 2017
  • Bok (övrigt vetenskapligt/konstnärligt)abstract
    • Course literature in programming with Java
  •  
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