scholarly journals Hyperspace Geography: Visualizing Fitness Landscapes beyond 4D

2006 ◽  
Vol 12 (2) ◽  
pp. 211-216 ◽  
Author(s):  
Janet Wiles ◽  
Bradley Tonkes

Human perception is finely tuned to extract structure about the 4D world of time and space as well as properties such as color and texture. Developing intuitions about spatial structure beyond 4D requires exploiting other perceptual and cognitive abilities. One of the most natural ways to explore complex spaces is for a user to actively navigate through them, using local explorations and global summaries to develop intuitions about structure, and then testing the developing ideas by further exploration. This article provides a brief overview of a technique for visualizing surfaces defined over moderate-dimensional binary spaces, by recursively unfolding them onto a 2D hypergraph. We briefly summarize the uses of a freely available Web-based visualization tool, Hyperspace Graph Paper (HSGP), for exploring fitness landscapes and search algorithms in evolutionary computation. HSGP provides a way for a user to actively explore a landscape, from simple tasks such as mapping the neighborhood structure of different points, to seeing global properties such as the size and distribution of basins of attraction or how different search algorithms interact with landscape structure. It has been most useful for exploring recursive and repetitive landscapes, and its strength is that it allows intuitions to be developed through active navigation by the user, and exploits the visual system's ability to detect pattern and texture. The technique is most effective when applied to continuous functions over Boolean variables using 4 to 16 dimensions.

2008 ◽  
pp. 544-561
Author(s):  
Maria Aparecida M. Souto ◽  
Regina Verdin ◽  
José Palazzo M. de Oliveira

Our study is concerned with making the instruction suitable to the individual learner’s characteristics. This chapter describes the methodology used to investigate how to model the learner’s Cognitive Ability Level (CAL) based on the observation and analysis of his/her behaviour in a Web-learning environment. In our study, the CAL represents the learner’s cognitive stage development according to Bloom’s taxonomy. The methodology encompasses two phases: (i) the generation of the CAL classes for the target population and (ii) the study of learning trajectories of CAL classes in an experimental learning module. As a result, we have identified the CAL classes’ parametersvalues that best discriminate these classes from the observation and analysis of their learning trajectory on the Web. The entire knowledge obtained from this investigation will make possible to automate the learners’ CAL diagnostic. It will also give us the background to develop Web-learning environment contents.


Author(s):  
Maria A.M. Souto ◽  
Regina Verdin

Our study is concerned with making the instruction suitable to the individual learner’s characteristics. This chapter describes the methodology used to investigate how to model the learner’s Cognitive Ability Level (CAL) based on the observation and analysis of his/her behaviour in a Web-learning environment. In our study, the CAL represents the learner’s cognitive stage development according to Bloom’s taxonomy. The methodology encompasses two phases: (i) the generation of the CAL classes for the target population and (ii) the study of learning trajectories of CAL classes in an experimental learning module. As a result, we have identified the CAL classes’ parametersvalues that best discriminate these classes from the observation and analysis of their learning trajectory on the Web. The entire knowledge obtained from this investigation will make possible to automate the learners’ CAL diagnostic. It will also give us the background to develop Web-learning environment contents.


Author(s):  
Joshua Shaffer ◽  
Joseph B. Kopena ◽  
William C. Regli

Reuse of design knowledge is an important goal in engineering design, and has received much attention. A substantial set of algorithms, methodology, and developed systems exist which support various aspects of this goal. However, the majority of these systems are built around a particular user interface, often some form of Web-based repository portal. The work described here presents search and other core functionality as web services rather than a monolithic repository system. These services may then be employed by a variety of applications, integrating them into interfaces familiar to the designer, extending functionality, streamlining their use, and enabling them to be employed throughout the design process. This paper demonstrates this approach by wrapping previously developed repository search algorithms as web services, and then using these within a plug-in for an existing commercial CAD environment. Based on issues encountered in developing this demonstration, this paper also discusses the challenges and potential approaches toward a more general, widespread application of web services in engineering design.


2014 ◽  
Vol 2014 ◽  
pp. 1-11 ◽  
Author(s):  
Noureddine Bouhmala

The simplicity of the maximum satisfiability problem (MAX-SAT) combined with its applicability in many areas of artificial intelligence and computing science made it one of the fundamental optimization problems. This NP-complete problem refers to the task of finding a variable assignment that satisfies the maximum number of clauses (or the sum of weights of satisfied clauses) in a Boolean formula. The Walksat algorithm is considered to be the main skeleton underlying almost all local search algorithms for MAX-SAT. Most local search algorithms including Walksat rely on the 1-flip neighborhood structure. This paper introduces a variable neighborhood walksat-based algorithm. The neighborhood structure can be combined easily using any local search algorithm. Its effectiveness is compared with existing algorithms using 1-flip neighborhood structure and solvers such as CCLS and Optimax from the eighth MAX-SAT evaluation.


2019 ◽  

The article is focused on the study of the sensual and conceptual component of the conceptual binary opposition human being – technology in Ray Bradbury’s works. The relevance of the research is based on the constant interest of the scientists in the study of binary opposition. The duality of world perception results in writers’ (including Ray Bradbury ) using binary oppositions as a means of conveying their own attitude to the spiritual values on mankind and the very sense of the world. The research identifies the theoretical prerequisites for the duality of human perception; reveals the methodology of frame analysis of concepts as members of binary oppositions; investigates the characteristics of concepts human being and technology as oppositions in Ray Bradbury’s works. The study shows that binary oppositions in the fictional text are preconditioned by the very nature of fiction. Binary oppositions in the fictional text have sensual and conceptual content, thus, the analysis of binary oppositions in the works of a writer gives the opportunity to identify the peculiarities of the writer’s worldview and to understand it in a more profound way. Binary oppositions are realized in the form of opposition of concepts as basic units of the cognitive code of humans with a relatively ordered internal structure. The study of concepts is carried out through the construction of frames as a means of generalized visual concept scheme. It is based and modeled on the relevant sources, collected in a single system of research and illustrative resources, and their graphical representation. This gives the possibility to identify the components of each concept and to analyze the parameters which the author considers to oppose the concepts. It is revealed that the binary opposition human being – technology in Ray Bradbury’s works is represented as an opposition of the key slots of these concept. Thus, it can be considered as a direct opposition of such slots as: animate – inanimate on the basis of functioning; feeling – insensibility on the basis of emotional capability of the world perception; interest – staticity on the basis of the cognitive abilities, and creativity – predation on the basis of the principle aim of a human being and technology.


Author(s):  
Stephen Trombulak ◽  
William Hegman

We assessed how close human perceptions of landscape modification matched a multivariate index based on remotely sensed data of the same locations. Using a Human Footprint (HF) map of the continental U.S. (scaled 0-100), we created three series of aerial images, each with ten images distributed evenly across the 10 deciles of HF score. Using a web-based survey, 290 members of the global public ranked the images in one series based on their perception of the degree of human modification. Respondents also reported age, sex, and country. The degree of correspondence between rankings by respondents and by HF score was high, an average of 1.29 units of difference out of a maximum possible of 5.0. Differences among respondents were not explained by age, sex, or general geographic location. These results suggest that human perception of relative landscape modification conforms closely with the relative ranking made by a multivariate, analytical index.


2021 ◽  
Author(s):  
Ayanna Seals ◽  
Monsurat Olaosebikan ◽  
Jennifer Otiono ◽  
Orit Shaer ◽  
Oded Nov

BACKGROUND Augmented Reality (A.R.) technologies with the potential for augmenting mirror and video self-reflections are growing in popularity. It is important to study how the use of these tools may impact human perception and emotion as it relates to health behavior. OBJECTIVE We aimed to examine the impact of mirror self-focus attention and vicarious reinforcement on psychological predictors of behavior change during the COVID-19 pandemic. In addition, our study included measures of fear and message minimization to assess potential adverse reactions to the design interventions. METHODS A web-based between-subjects experiment (n = 335) was conducted to compare the health perceptions of participants in different design conditions. Those who experienced mirror self-focus, vicarious reinforcement, or a combination of the two were compared to a control condition. RESULTS We found that participants who engaged in mirror self-focus, when combined with vicarious reinforcement displayed directly on the user, resulted in elevated scores of perceived threat severity (P = 0.03) and susceptibility (P = 0.01) when compared to the control. A significant indirect effect of direct mirror reinforcement on intention was found with perceived threat severity as a mediator (b = .06, 95% CI= [.02, .12], SE = .02). Direct mirror reinforcement did not result in higher levels of fear (P = 0.32) or message minimization (P = 0.42) when compared to the control. CONCLUSIONS Augmenting reflections with vicarious reinforcement may be an effective strategy for health communication designers. While our study’s results did not show adverse effects in regards to fear and message minimization, utilization of augmenting reflections should be done with care due to possible adverse effects of heightened levels of fear as a health communication strategy.


2011 ◽  
Vol 267 ◽  
pp. 393-397 ◽  
Author(s):  
Jing Feng Yan ◽  
Shao Hua Tao

since the nodes of P2P network always join or exit dynamically, web-based P2P search technology is much more complicated than the traditional search technologies. P2P-based resource search algorithm is currently a research focus. This paper finds the advantages and disadvantages and range of application of each algorithm through an analysis and comparison of methods such as flooding search, breadth-first search (BFS), iterative depth method, directed breadth-first search (DBFS), random breadth-first search (RBFS) and other forwarding mechanism-based search. And the research findings of this paper aims to lay a technically necessary foundation for future high-performance P2P search algorithm.


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