This paper summarizes the top state-of-the-art contributions reported on the MNIST dataset for handwritten digit recognition. This dataset has been extensively used to validate novel techniques in computer vision, and in recent years, many authors have explored the performance of convolutional neural networks (CNNs) and other deep learning techniques over this dataset. To the best of our knowledge, this paper is the first exhaustive and updated review of this dataset; there are some online rankings, but they are outdated, and most published papers survey only closely related works, omitting most of the literature. This paper makes a distinction between those works using some kind of data augmentation and works using the original dataset out-of-the-box. Also, works using CNNs are reported separately; as they are becoming the state-of-the-art approach for solving this problem. Nowadays, a significant amount of works have attained a test error rate smaller than 1% on this dataset; which is becoming non-challenging. By mid-2017, a new dataset was introduced: EMNIST, which involves both digits and letters, with a larger amount of data acquired from a database different than MNIST’s. In this paper, EMNIST is explained and some results are surveyed.
One decade ago, Bitcoin was introduced, becoming the first cryptocurrency and establishing the concept of “blockchain” as a distributed ledger. As of today, there are many different implementations of cryptocurrencies working over a blockchain, with different approaches and philosophies. However, many of them share one common feature: they require proof-of-work to support the generation of blocks (mining) and, eventually, the generation of money. This proof-of-work scheme often consists in the resolution of a cryptography problem, most commonly breaking a hash value, which can only be achieved through brute-force. The main drawback of proof-of-work is that it requires ridiculously large amounts of energy which do not have any useful outcome beyond supporting the currency. In this paper, we present a theoretical proposal that introduces a proof-of-useful-work scheme to support a cryptocurrency running over a blockchain, which we named Coin.AI. In this system, the mining scheme requires training deep learning models, and a block is only mined when the performance of such model exceeds a threshold. The distributed system allows for nodes to verify the models delivered by miners in an easy way (certainly much more efficiently than the mining process itself), determining when a block is to be generated. Additionally, this paper presents a proof-of-storage scheme for rewarding users that provide storage for the deep learning models, as well as a theoretical dissertation on how the mechanics of the system could be articulated with the ultimate goal of democratizing access to artificial intelligence.
This paper explores an approach to physical rehabilitation using state-of-the-art technologies in virtual reality and motion tracking; in particular, Oculus Rift DK2 (released in July, 2014) and Intel RealSense (released in November, 2014) are used. A game is developed which requires from the patient to perform an established set of abduction and adduction arm movements to achieve rotator cuff rehabilitation after injury. While conduct of clinical trials is outside the scope of this work, experts in physical rehabilitation working in the medical field have carried out a preliminary evaluation, showing encouraging results
18 May 2010 in IEEE Transactions on Computational Intelligence and AI in Games
In this paper, we overview the 2009 Simulated Car Racing Championship-an event comprising three competitions held in association with the 2009 IEEE Congress on Evolutionary Computation (CEC), the 2009 ACM Genetic and Evolutionary Computation Conference (GECCO), and the 2009 IEEE Symposium on Computational Intelligence and Games (CIG). First, we describe the competition regulations and the software framework. Then, the five best teams describe the methods of computational intelligence they used to develop their drivers and the lessons they learned from the participation in the championship. The organizers provide short summaries of the other competitors. Finally, we summarize the championship results, followed by a discussion about what the organizers learned about 1) the development of high-performing car racing controllers and 2) the organization of scientific competitions.
This work explores the connection between psychological well-being and Internet use in older adults. The study is based on a sample of 2314 participants in the English Longitudinal Study of Aging. The subjects, aged 50 years and older, were interviewed every two years over the 2006–2007 to 2014–2015 period. The connection between the use of Internet/Email and the main dimensions of psychological well-being (evaluative, hedonic and eudaimonic) was analyzed by means of three generalized estimating equation models that were fitted on 2-year lagged repeated measurements. The outcome variables, the scores on three well-being scales, were explained in terms of Internet/Email use, controlling for covariates that included health and socioeconomic indicators. The results support the existence of a direct relationship between Internet/Email use and psychological well-being. The connection between the main predictor and the score of the participants on the scale used to measure the eudaimonic aspect was positive and statistically significant at conventional levels (p-value: 0.015). However, the relevance of digital literacy on the evaluative and the hedonic components could not be confirmed (p-values for evaluative and hedonic dimensions were 0.078 and 0.192, respectively).