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41.
Reversible metal-filamentary mechanism has been widely investigated to design an analog resistive switching memory (RSM) for neuromorphic hardware-implementation. However, uncontrollable filament-formation, inducing its reliability issues, has been a fundamental challenge. Here, an analog RSM with 3D ion transport channels that can provide unprecedentedly high reliability and robustness is demonstrated. This architecture is realized by a laser-assisted photo-thermochemical process, compatible with the back-end-of-line process and even applicable to a flexible format. These superior characteristics also lead to the proposal of a practical adaptive learning rule for hardware neural networks that can significantly simplify the voltage pulse application methodology even with high computing accuracy. A neural network, which can perform the biological tissue classification task using the ultrasound signals, is designed, and the simulation results confirm that this practical adaptive learning rule is efficient enough to classify these weak and complicated signals with high accuracy (97%). Furthermore, the proposed RSM can work as a diffusive-memristor at the opposite voltage polarity, exhibiting extremely stable threshold switching characteristics. In this mode, several crucial operations in biological nervous systems, such as Ca2+ dynamics and nonlinear integrate-and-fire functions of neurons, are successfully emulated. This reconfigurability is also exceedingly beneficial for decreasing the complexity of systems—requiring both drift- and diffusive-memristors.  相似文献   
42.
Clustering is a crucial method for deciphering data structure and producing new information. Due to its significance in revealing fundamental connections between the human brain and events, it is essential to utilize clustering for cognitive research. Dealing with noisy data caused by inaccurate synthesis from several sources or misleading data production processes is one of the most intriguing clustering difficulties. Noisy data can lead to incorrect object recognition and inference. This research aims to innovate a novel clustering approach, named Picture-Neutrosophic Trusted Safe Semi-Supervised Fuzzy Clustering (PNTS3FCM), to solve the clustering problem with noisy data using neutral and refusal degrees in the definition of Picture Fuzzy Set (PFS) and Neutrosophic Set (NS). Our contribution is to propose a new optimization model with four essential components: clustering, outlier removal, safe semi-supervised fuzzy clustering and partitioning with labeled and unlabeled data. The effectiveness and flexibility of the proposed technique are estimated and compared with the state-of-art methods, standard Picture fuzzy clustering (FC-PFS) and Confidence-weighted safe semi-supervised clustering (CS3FCM) on benchmark UCI datasets. The experimental results show that our method is better at least 10/15 datasets than the compared methods in terms of clustering quality and computational time.  相似文献   
43.
Huynh  Tuan-Tu  Lin  Chih-Min  Le  Nguyen-Quoc-Khanh  Vu  Mai The  Nguyen  Ngoc Phi  Chao  Fei 《Applied Intelligence》2022,52(3):2720-2744

This study aims to propose a more efficient hybrid algorithm to achieve favorable control performance for uncertain nonlinear systems. The proposed algorithm comprises a dual function-link network-based multilayer wavelet fuzzy brain emotional controller and a sign(.) functional compensator. The proposed algorithm estimates the judgment and emotion of a brain that includes two fuzzy inference systems for the amygdala network and the prefrontal cortex network via using a dual-function-link network and three sub-structures. Three sub-structures are a dual-function-link network, an amygdala network, and a prefrontal cortex network. Particularly, the dual-function-link network is used to adjust the amygdala and orbitofrontal weights separately so that the proposed algorithm can efficiently reduce the tracking error, follow the reference signal well, and achieve good performance. A Lyapunov stability function is used to determine the adaptive laws, which are used to efficiently tune the system parameters online. Simulation and experimental studies for an antilock braking system and a magnetic levitation system are presented to verify the effectiveness and advantage of the proposed algorithm.

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A method is described for studying thermal phonon scattering in thin films on dielectric substrates below a few Kelvin. It is used to study silica films on silicon substrates. Using Monte Carlo simulations with no free parameters, we find that thermally grown silica films 0.1 to 1.0 m thick scatter the phonons as strongly as bulk silica, and hence, have the same thermal conductivity as bulk silica, while a 0.1 m thick e-beam evaporated silica film has a thermal conductivity five times smaller than bulk silica, indicative of additional defects.  相似文献   
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In automated container terminals, containers are transported from the marshalling yard to a ship and vice versa by automated vehicles. The automated vehicle type studied in this paper is an automated lifting vehicle (ALV) that is capable of lifting a container from the ground by itself. This study discusses how to dispatch ALVs by utilizing information about pickup and delivery locations and time in future delivery tasks. A mixed-integer programming model is provided for assigning optimal delivery tasks to ALVs. A procedure for converting buffer constraints into time window constraints and a heuristic algorithm for overcoming the excessive computational time required for solving the mathematical model are suggested. Numerical experiments are reported to compare the objective values and computational times by a heuristic algorithm with those by an optimizing method and to analyze the effects of dual cycle operation, number of ALVs, and buffer capacity on the performance of ALVs.  相似文献   
49.
Vu VQ  Yu B  Kass RE 《Neural computation》2009,21(3):688-703
Information estimates such as the direct method of Strong, Koberle, de Ruyter van Steveninck, and Bialek (1998) sidestep the difficult problem of estimating the joint distribution of response and stimulus by instead estimating the difference between the marginal and conditional entropies of the response. While this is an effective estimation strategy, it tempts the practitioner to ignore the role of the stimulus and the meaning of mutual information. We show here that as the number of trials increases indefinitely, the direct (or plug-in) estimate of marginal entropy converges (with probability 1) to the entropy of the time-averaged conditional distribution of the response, and the direct estimate of the conditional entropy converges to the time-averaged entropy of the conditional distribution of the response. Under joint stationarity and ergodicity of the response and stimulus, the difference of these quantities converges to the mutual information. When the stimulus is deterministic or nonstationary the direct estimate of information no longer estimates mutual information, which is no longer meaningful, but it remains a measure of variability of the response distribution across time.  相似文献   
50.
Within the human computation paradigm, gamification is increasingly gaining interest. This is because an enjoyable experience generated by game features can be a powerful approach to attract participants. Although potentially useful, little research has been conducted into understanding the effectiveness of gamification in human computation. In this experimental study, we operationalized effectiveness as perceived engagement and user acceptance and examined it by comparing the performance of a gamified human computation system against a non-gamified version. We also investigate the determinants of acceptance and how their effects differ between these two systems. Analysis of our data found that participants experienced more engagement and showed higher behavioral intentions toward the gamified system. Moreover, perceived output quality and perceived engagement were significant determinants of acceptance of the gamified system. In contrast, determinants for acceptance of the non-gamified system were perceived output quality and perceived usability.  相似文献   
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