603 research outputs found

    Evolutionary techniques in AutoML

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    Název: Evoluční techniky v AutoML Autor: Mgr: Rajat Sharma Katedra: Katedra teoretické informatiky a matematické logiky Vedoucí práce: Mgr: Roman Neruda, CSc. Abstrakt: Metody AutoML hledají vhodné kombinace metod předzpracování a strojového učení pro zadané datové množiny řešící úspěšně úlohu strojového učení. Cílem práce je navrhnout evoluční optimalizační algoritmus, který prohledá prostor pipeline (schémat modelů strojového učení) a navrhne optimalizované řešení. V práci je testováno několik přístupů k hledání, jako je hill climbing, simulované žíhání a evoluční algoritmy. Součástí práce je implementace vyvinutých algoritmů pomocí standardních knihoven pro strojové učení, jako je scikit-learn, a jejich experimentální vyhodnocení na srovnávacích datech. Klíčová slova: Strojové učení Evoluční výpočty AutoM

    Endovascular repair of a traumatic axillary artery pseudoaneurysm

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    Rohit Manoj Kumar, Sreenivas S. Reddy, Rajat Sharma, Rajiv Mahajan and Kewal Kishan Talwa

    Evoluční techniky v automatickém strojovém učení

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    Název: Evoluční techniky v AutoML Autor: Mgr: Rajat Sharma Katedra: Katedra teoretické informatiky a matematické logiky Vedoucí práce: Mgr: Roman Neruda, CSc. Abstrakt: Metody AutoML hledají vhodné kombinace metod předzpracování a strojového učení pro zadané datové množiny řešící úspěšně úlohu strojového učení. Cílem práce je navrhnout evoluční optimalizační algoritmus, který prohledá prostor pipeline (schémat modelů strojového učení) a navrhne optimalizované řešení. V práci je testováno několik přístupů k hledání, jako je hill climbing, simulované žíhání a evoluční algoritmy. Součástí práce je implementace vyvinutých algoritmů pomocí standardních knihoven pro strojové učení, jako je scikit-learn, a jejich experimentální vyhodnocení na srovnávacích datech. Klíčová slova: Strojové učení Evoluční výpočty AutoMLDepartment of Theoretical Computer Science and Mathematical LogicKatedra teoretické informatiky a matematické logikyMatematicko-fyzikální fakultaFaculty of Mathematics and Physic

    Application of SDP to product rules and quantum query complexity

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    In recent years, semidefinite programming has played a vital role in shaping complexity theory and quantum computing. There have been numerous applications ranging from estimating quantum values, over approximating combinatorial quantities, to proving various bounds. This work extends the use of semidefinite programs (SDPs) to proving product rules and to characterizing quantum query complexity. In the first application, we provide a general framework to establishing product rules for quantities that can be expressed (or approximated) using SDPs. We use duality theory to give product rules, which bound the value of the ``product'' of two problems in terms of their value. Some previous results have implicitly used the properties of SDPs to give such product rules. Here we give sufficient and necessary conditions under which these approaches work, thereby enabling us to capture these previous results under our unified framework. We also include a discussion about alternate definitions of what a ``product'' means and how they fit into our approach. The second application provides an SDP characterization of quantum query complexity, which is one of the ways in which complexity of a function can be measured. It is known that quantum query complexity can be lower bounded by the so-called ``adversary method'' which is expressible as a semidefinite program. Recently, Ben Reichardt showed that the adversary method leads to a tight lower bound for boolean functions by converting the solution of this SDP (of adversary method) into an algorithm. We show that a related SDP, called ``witness size'' in this thesis, provides a tight bound on the quantum query complexity of non boolean functions (total as well as partial). This witness size SDP is also used to give composition results for quantum query complexity. We also show that the witness size is bounded by a constant multiple of the adversary bound. Finally, we briefly explore whether other convex programming paradigms can be useful in complexity theory. One of them is copositive programming. We show that one of the recent result about parallel repetition of unique games, by Barak et.al., can be interpreted as an application of copositive programming.Ph.D.Includes bibliographical referencesIncludes vitaby Rajat Mitta

    16 - supporting information Chem.Sci. 2025-16-9501

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    Simultaneous Electron and Proton Conduction in a Stable Metal Organic Material with Highly Selective Electrocatalytic Oxygen Reduction Reaction to Water Rajat Saha, Amitosh Sharma, Anjila I. Siddiqui, Samia Benmansour, Joaquín Ortega-Castro, Antonio Frontera, Biswajit Mondal, Myoung Soo Lah, Carlos J. Gomez GarciaMCIN/AEIGeneralitat Valencian

    High-sensitivity in-band OSNR monitoring on a silicon photonics platform

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    We demonstrate high-sensitivity in-band OSNR monitoring on a SOI platform. The integrated system, including a ring resonator and an unbalanced Mach-Zehnder interferometer, enables OSNR measurements from 8 dB to 28 dB with 0.3 dB accuracy

    Loyalty 3.0: How to Revolutionize Customer and Employee Engagement with Big Data and Gamification

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    Once revolutionary, loyalty programs designed to differentiate products quickly became commoditized. And yet, billions of dollars are still spent every year on programs that are doomed to fail. These programs, it turns out, don\u27t inspire long-term loyalty. Once a better deal comes along, customers will gladly defect. Can you blame them? Silicon Valley start-up Bunchball, the pioneer and innovator in gamification, is light years ahead when it comes to the concept of loyalty--and using it to drive business profits and growth. Focusing not only on customer loyalty, but also the loyalty of employees and partners, Bunchball combines behavioral economics, big data, social media, and gamification to inspire loyalty that lasts--from everyone involved in the success of a business. Now, in Loyalty 3.0, Bunchball founder Rajat Paharia reveals how you can use these same techniques to seize the competitive edge for your business. Paharia shows you how to create a system powered by human motivation and digital technology that creates ongoing, persistent engagement among customers, employees, and partners. Loyalty 3.0 arms you with everything you need to know in order to build a loyalty and engagement program that drives a sustainable advantage for your business, including: The building blocks of motivation, big data, and gamification necessary for creating a powerful strategy that drives long-term loyalty Case studies from today’s most innovative companies that are already driving customer engagement, learning and skill development, and employee motivation with Loyalty 3.0 methods Step-by-step guidance on how to plan, design, build, and optimize your program Now is the time to abandon your traditional loyalty programs and start taking all your stakeholders seriously--so they will take your company seriously. Loyalty 3.0 is the game-changing leap you\u27ve been waiting for. When you create true loyalty among customers, employees, and business partners, you will generate a sustainable competitive advantage and win in your industry. Praise for Loyalty 3.0 “Relationships are the single greatest asset for all organizations. Relationships with customers, relationships with employees, relationships with partners. In Loyalty 3.0, Rajat Paharia reveals the new science of relationship building through big data and gamification.” ?TIM BROWN, CEO, IDEO "Loyalty 3.0 is filled with major insights and does a brilliant job of grounding the reader in fundamental concepts around motivation, big data, and gamification--building on these concepts through real-world case studies that bring the combinations to life. It finishes with actionable ideas and next steps that enable you to test and operationalize these ideas in your own workplace and personal life." -- BRAD SMITH, CEO, Intuit "A fascinating insight into how companies are exploiting big data." -- MARK READ, CEO, WPP Digital "Rajat pioneered the business use of big data and game mechanics to transform the customer experience. A decade before anyone else, he saw that the same techniques that video game designers had used for years--fast feedback, badges, competition, goals, and leveling up?were also incredibly powerful for motivating behavior outside of games, and an industry was born. This book shares his secrets." -- CLARA SHIH, CEO of Hearsay Social, author of The Facebook Era, and board member at Starbucks "Rajat Paharia comprehensively explains how to create loyalty in the modern world full of data and connectivity. If you want to learn how to motivate and inspire employees, you must read this book." -- DAVE KERPEN, New York Times bestselling author of Likeable Social Media and Likeable Business "In this powerful and groundbreaking book, Rajat Paharia clearly demonstrates how big data, motivation, and gamification can be utilized to create true engagement and loyalty. We believe Loyalty 3.0 will be a game changer for our associates and guests." -- RAY BENNETT, Chief Lodging Services Officer, Marriott International “The journey to Loyalty 3.0 is real. Rajat’s vision shows why right time relevancy and context will transform how organizations engage with customers and truly craft relationships.”-?R. RAY WANG, Principal Analyst and CEO at Constellation Research “Adoption is a critical component when creating an exceptional customer experience or smarter workforce, and gamification has proven to be a powerful driver for success. The insights Rajat shares in Loyalty 3.0 will help guide the next wave of deeper relationships across the enterprise.”-?SANDY CARTER, IBM Vice President, Social Business Evangelism and Sale

    Interaktio muotoilussa : Miten rikotaan perinteisten tuotteiden rajat

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    Opinnäytetyön aihe on saanut alkunsa kiinnostuksesta teknologiaan ja innovaatioihin. Opinnäytetyö on tehty aiheesta, joka kiinnostaa tekijää paljon. Tekijä on halunnut luoda, jotain uutta ja samalla tukea osaamistaan ja sen näyttämistä. Opinnäytetyön tavoitteena on kehittää tuotekonsepteja, joissa huomioidaan interaktio ja rikotaan perinteisten tuotteiden rajat. Suunnitteluongelmana opinnäytetyössä on ollut ylittää perinteisen tuotteen rajat luomalla tuotteelle ja käyttäjälle vuorovaikutussuhde, interaktio, käyttäen apuna tekijän omaa interaktion määritelmää niin, että tuote on vuorovaikutusominaisuuksien vuoksi haluttavampi. Tässä opinnäytetyössä tutkimusongelmaan vastattiin kehittävällä tuotekonseptoinnilla. Yhteistyökumppanina konseptoinnissa oli Young Skills osuuskunta. Työ aloitettiin löydetyistä tuotetarpeista, ja niihin vastattiin muotoilun keinoin ottamalla vuorovaikutusominaisuudet mukaan muotoiluun. Opinnäytetyössä selvitetään interaktion määritelmää ja rakennetaan määritelmä interaktiosta. Työssä näytetään millaisia interaktiomuotoilun projekteja maailmalla on tehty, ja millaisia tuotteita on markkinoilla, joissa on interaktiota. Tätä teoriataustaa vasten työssä ideoidaan useita tuotekonsepteja, jotka myöhemmin asetetaan paremmuusjärjestykseen. Parhaasta tuotekonseptista tehdään käyttäjätutkimus ja sen ominaisuuksia kuten haptisuus ja interaktio testataan. Konseptia kehitetään eteenpäin käyttäjäpalautteen perusteella ja sille annetaan muodot. Sen jälkeen konseptin ominaisuudet ja kilpailijat määritetään. Lopputuloksena konseptista esitetään tulevaisuusskenaariot. Skenaariokuvat ovat rakennetut vastaten järjestyksessä kysymyksiin miksi, miten ja mitä. Skenaariokuvissa yhdistyvät käsin piirtäminen, kuvankäsittely ja 3D-kuvaaminen.The subject of this thesis originates from the author’s interest in technology and innovations. The author wanted to write his thesis about a topic that was very in-teresting to him. He wanted to create something new and, at the same time, im-prove his skills and show what he can do. The goal of this thesis is to develop product concepts which have interaction features and break the boundaries of traditional products. The design problem of this thesis is breaking the boundaries of traditional products by creating an interaction with the user and the product, using the author’s own interaction framework, so that the product is more desirable because of its interactive features. In this thesis, he answers to the design problem with methods of concept design. His partner in concept design was the Young Skills cooperative. The author began his work from product needs he had found and answered to those needs with design, taking the interactive features into account in the design process. In this thesis, the author discusses what is meant by interaction and he builds his own interaction framework. He shows what kind of interaction design projects have been done around the world and what kinds of interactive products there are on the market. Against this background, he then creates several product concepts, which he later reviews and grades. He conducts a user study on his best product concept and tests its features, such as interaction and haptic features, in practise. He develops his concept further based on the study and gives it a proper shape. Then, he further explains the concept features and reviews competing products and concepts. As the end result, the author shows future concept scenarios. The scenario pic-tures answer the following questions in this order: why, how and what. In the sce-nario pictures, he combines hand drawing, image manipulation and 3d rendering

    Growth and Rhamnolipid Production Performance of Pseudomonas aeruginosa on Crude Biomass Carbohydrates and Bioenhancer-Based Growth Media

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    Novel growth media formulations for improved rhamnolipid production from Pseudomonas aeruginosa PAO1 were evaluated on four carbohydrate sources: glucose, glycerol, soy hull hydrolysate (SHH), and mimicking soy hull hydrolysate (MSH) along with bioenhancers and other media components. This study is aimed at understanding the effect of different types of human neuroendocrine bioenhancers on growth performance and rhamnolipid titer generation of the Pseudomonas aeruginosa PAO1 in a growth media containing sustainable crude biomass carbohydrates. Optimization of the media factors for improved rhamnolipid titers with Pseudomonas aeruginosa PAO1 was performed through a high-throughput response surface study for the best growth rate for concentrations of carbohydrates; bioenhancers, norepinephrine (NE) and dopamine (DP); and iron (Fe). In the high-throughput study, the microbial growth rates for all sugar types ranged between 0.2 and 0.5 log numbers in OD (optical density, indicating the concentration of bacterial cells within a liquid culture, as determined by a spectrophotometer) h−1 at 600 nm, with glucose providing the highest growth rate in the best response surface media combination at 2.5% glucose concentration, 160 µM norepinephrine, 66 µM dopamine, 0.03% Fe concentration. The effect of this media on growth and rhamnolipid production was further verified in 100 mL shake flasks. The highest OD and rhamnolipid titers were achieved for glucose- and glycerol-based media at 2.78 g/L and 2.72 g/L, respectively, whereas significantly lower titers at 1.98 g/L and 1.72 g/L were observed for SHH- and MSH-based media, respectively. No significant growth enhancement effects by the bioenhancers norepinephrine and dopamine were observed at the concentrations evaluated.This article is published as Sharma, R.; Lamsal, B.P. Growth and Rhamnolipid Production Performance of Pseudomonas aeruginosa on Crude Biomass Carbohydrates and Bioenhancer-Based Growth Media. Appl. Sci. 2025, 15, 2531. https://doi.org/10.3390/app15052531. © 2025 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).While this research received no external funding, it is a product of the Iowa Agriculture and Home Economics Experiment Station, Ames, Iowa, Project No. IOW05447 and was partially sponsored by Hatch Act and State of Iowa funds
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