THE MODAL LOGIC AND FUZZY COGNITIVE MAPS IN TELEPRESENCE

1996 ◽  
Vol 05 (03) ◽  
pp. 305-312 ◽  
Author(s):  
PAULO CAMARGO SILVA

Telepresence is constituted of a robotic system controlled by a human operator at a remote control station. In these systems the human operator is immerse in a virtual reality and the robot is controlled at distance by human operator. Often the human operator has that repeat tasks through robot. In this article we propose that the telepresence can use semi-autonomous (semi-reactive) robots, that execute the tasks that the operator repeats often, However, to create a relationship between the human operator and the semi-autonomous (semi-reactive) robot, it is necessary to develop a logic that combines the knowledge of the reactive robot and the knowledge of the human operator. On the other hand, in the last years we have seen the possibility to structure virtual worlds with Fuzzy Cognitive Maps. These maps can model virtual worlds with numerous actors. Moreover these FCMs can combine different virtual worlds. In this article we introduce a multi-agent modal logic of knowledge and belief that can be used in design of telep resence with semi-reactive robots. In this logic we describe possible worlds (“states of nature”) by fuzzy cognitive maps.

Author(s):  
Enes Furkan Erkan ◽  
◽  
Özer Uygun ◽  
Alper Kiraz ◽  
Onur Canpolat ◽  
...  

Today, organizations are experiencing problems due to advancements in the environment, community, economy, and technology. In the future, physical and virtual systems, including the whole chain from product design to the distribution to customers and feedback will be required to overcome problems for organizations. Thus, companies need to comprehend and apply Industry 4.0. The most frequently encountered situation in the literature is the absence of research based on the practical experience of Industry 4.0 processes. In this study, the analysis of 9 concepts (Strategy, Leadership, Customers, Products, Operations, Culture, People, Governance, and Technology) is performed by utilizing the fuzzy DEMATEL and fuzzy AHP methods. As a result of both methods, Technology, Operations and Strategy concepts are obtained as the three most important concepts in the same rank in both methods. There is no significant change in the rank of the other concepts. Although close rankings are obtained from both methods, considering the interaction between the concepts and avoid shortcomings of consensus in the method, the ranking obtained by the fuzzy DEMATEL method is preferred to use as input in Fuzzy Cognitive Maps (FCMs). Then a relation map is formed based on their interaction and three alternative scenarios are created for FCMs from defuzzified total relation matrix data. As a result of scenarios, it is more useful for organizations to apply the Industry 4.0 processes to transfer their resources to their activities concerning the Strategies, Technology, and Operations concepts. The aim is to predict the maturity levels of Industry 4.0 of organizations for the future by employing the FCMs methodology. Thanks to the introduced model based on the integration of fuzzy DEMATEL and FCMs, an insight is provided into which concepts should be prioritized about Industry 4.0.


1994 ◽  
Vol 3 (2) ◽  
pp. 173-189 ◽  
Author(s):  
Julie A. Dickerson ◽  
Bart Kosko

Fuzzy cognitive maps (FCM) can structure virtual worlds that change with time. An FCM links causal events, actors, values, goals, and trends in a fuzzy feedback dynamical system. An FCM lists the fuzzy rules or causal flow paths that relate events. It can guide actors in a virtual world as the actors move through a web of cause and effect and react to events and to other actors. Experts draw FCM causal pictures of the virtual world. They do not write down differential equations to change the virtual world. Complex FCMs can give virtual worlds with “new” or chaotic equilibrium behavior. Simple FCMs give virtual worlds with periodic behavior. They map input states to limit-cycle equilibria. An FCM limit cycle repeats a sequence of events or a chain of actions and responses. Limit cycles can control the steady-state rhythms and patterns in a virtual world. In nested FCMs each causal concept can control its own FCM or fuzzy function approximator. This gives levels of fuzzy systems that can choose goals and causal webs as well as move objects and guide actors in the webs. FCM matrices sum to give a combined FCM virtual world for any number of knowledge sources. Adaptive FCMs change their fuzzy causal web as causal patterns change and as actors act and experts state their causal knowledge. Neural learning laws change the causal rules and the limit cycles. Actors learn new patterns and reinforce old ones. In complex FCMs the user can choose the dynamical structure of the virtual world from a spectrum that ranges from mildly to wildly nonlinear. We use a simple but adaptive FCM to model an undersea virtual world of dolphins, fish, and sharks.


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