News
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Our paper, "Pose Manifold Curvature is Typically Less Near Frontal Face Views", appeared at BTAS '09, Sep. 28-30, Washinton DC.
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Authored kashmiri language keyboard for Fedora Operating System. It is part of m17n (language pack) library. It will be released with the next update of m17n contrib
for Fedora 10. Also, contributed to the locale file in glibc for kashmiri language.
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Presented our paper titled "Nonlinear Dimensionality Reduction of Electroencephalogram (EEG) for Brain Computer Interfaces" at 31st IEEE EMBC '09, Minneapolis, MN.
Published Research Abstracts
Robust Resource Allocation in a Massive Multiplayer
Online Gaming Environment
Abstract
The environment considered in this research is a massive multiplayer
online gaming (MMOG) environment. Each user controls
an avatar (an image that represents and is manipulated by a user) in
a virtual world and interacts with other users. An important aspect
of MMOG is maintaining a fair environment among users (i.e., not
give an unfair advantage to users with faster connections or more
powerful computers). The experience (either positive or negative)
the user has with the MMOG environment is dependent on how
quickly the game world responds to the user’s actions. This study
focuses on scaling the system based on demand, while maintaining
an environment that guarantees fairness. Consider an environment
where there is a main server (MS) that controls the state of the virtual
world. If the performance falls below acceptable standards, the
MS can off-load calculations to secondary servers (SSs). An SS is
a user’s computer that is converted into a server. Four heuristics
are proposed for determining the number of SSs, which users are
converted to SSs, and how users are assigned to the SSs and the
MS. The goal of the heuristics is to provide a “fair” environment
for all the users, and to be “robust” against the uncertainty of the
number of new players that may join a given system configuration.
The heuristics are evaluated and compared by simulation.
Resource Allocation in a Client/Server Hybrid Network for Virtual World Environments
Abstract
The creation of a virtual world environment (VWE)
has significant costs, such as maintenance of server
rooms, server administration, and customer service. The
initial development cost is not the only factor that needs
to be considered; factors such as the popularity of a
VWE and unexpected technical problems during and after
the launch can affect the final cost and success of
a VWE. The capacity of servers in a client/server VWE
is hard to scale and cannot adjust quickly to peaks in
demand while maintaining the required response time.
To handle these peaks in demand, we propose to employ
users’ computers as secondary servers. The introduction
of users’ computers as secondary servers allows
the performance of the VWE to support an increase in
users. In this study, we develop and implement five static
heuristics to implement a secondary server scheme that
reduces the time taken to compute the state of the VWE.
The number of heterogeneous secondary servers, conversion
of a player to a secondary server, and assignment
of players to secondary servers are determined by
the heuristics implemented in this study. A lower bound
of the performance is derived to evaluate the results of
the heuristics.
DIMENSIONALITY REDUCTION USING NEURAL NETWORKS
Abstract
A multi-layer neural network with multiple hidden layers was trained as an autoencoder using steepest descent, scaled conjugate gradient and alopex algorithms. These algorithms were used in different combinations with steepest descent and alopex used as pretraining algorithms followed by training using scaled conjugate gradient. All the algorithms were also used to train the autoencoders without any pretraining. Three datasets: USPS digits, MNIST digits, and Olivetti faces were used for training. The results were compared with those of Hinton et al. (Hinton and Salakhutdinov, 2006) for MNIST and Olivetti face dataset. Results indicate that while we were able to prove that pretraining is important for obtaining good results, the pretraining approach used by Hinton et al. obtains lower RMSE than other methods. However, scaled conjugate gradient turned out to be the fastest, computationally.
MS Thesis (Abstract)
Electroencephalogram (EEG) is the measurement of the electrical activity of the brain measured by placing electrodes on the scalp. These EEG signals give the micro-voltage
difference between different parts of the brain in a non-invasive manner. The brain
activity measured in this way is being currently analyzed for a possible diagnosis of
physiological and psychiatric diseases. These signals have also found a way into cognitive research. At Colorado State University we are trying to investigate the use of EEG
as computer input. CSU brain computer interface.
In this particular research our goal is to classify two mental tasks. A subject
is asked to think about a mental task and the EEG signals measured using six electrodes
on his scalp. In order to differentiate between two different tasks, the EEG signals
produced by each task needs to be classified. For a better classification and analysis of
the brain activity associated with each mental task we need to reduce the dimensionality
of these data sets. For dimensionality reduction we use multilayer neural network
with a middle bottleneck layer. The network is trained using a fast convergence algorithm
which is basically a modified Levenberg-Marquardt algorithm. After training the
network the output at the bottleneck layer is fed to a classifier. We used a Linear
Discriminant Analysis (LDA) and a Quadratic Discriminant Analysis (QDA) classifier for
the mental task classification. In other experiments we are also training our neural network using
scaled conjugate gradient algorithm. We are also working on using support vector machines for classifying
the bottleneck output and to further understand the EEG data. I defended my
thesis on July 5, 2007. Here is my final thesis.
Group Membership
Student Member IEEE.
Student Member IEEE EMBS.
Member AI, EEG, and Vision groups @CSU.