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Lakhmi C. Jain

Bio: Lakhmi C. Jain is an academic researcher from University of Technology, Sydney. The author has contributed to research in topics: Artificial neural network & Intelligent decision support system. The author has an hindex of 41, co-authored 419 publications receiving 10015 citations. Previous affiliations of Lakhmi C. Jain include University of South Australia & University of Canberra.


Papers
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Journal ArticleDOI
TL;DR: The global economic infrastructure is becoming increasingly dependent upon information technology, with computer and communication technology being essential and vital components of Government facilities, power plant systems, medical infrastructures, financial centres and military installations to name a few.

187 citations

BookDOI
09 Dec 2011
TL;DR: This book is suitable for both researchers and educators who are interested in using games for educational purposes, as well as game professionals requiring a thorough understanding of issues involved in the application of video games technology into educational settings.
Abstract: The recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, to name just a few. If utilised alongside, or combined with conventional training and educational approaches, serious games could provide a more powerful means of knowledge transfer in almost every application domain. Serious Games and Edutainment Applications offers an insightful introduction to the development and applications of games technologies in educational settings. It includes cutting-edge academic research and industry updates that will inform readers of current and future advances in the area. The book is suitable for both researchers and educators who are interested in using games for educational purposes, as well as game professionals requiring a thorough understanding of issues involved in the application of video games technology into educational settings. It is also applicable to programmers, game artists, and management contemplating or involved in the development of serious games for educational or training purposes.

177 citations

Book ChapterDOI
09 Oct 2006
TL;DR: In this paper, the authors analyze various techniques for path planning and obstacle avoidance and cooperation issues for multiple mobile robots and present a generic dynamics and control model for steering a UAV along a collision free path from a start to a goal position.
Abstract: Recent advances in the area of mobile robotics caused growing attention of the armed forces, where the necessity for unmanned vehicles being able to carry out the “dull and dirty” operations, thus avoid endangering the life of the military personnel. UAV offers a great advantage in supplying reconnaissance data to the military personnel on the ground, thus lessening the life risk of the troops. In this paper we analyze various techniques for path planning and obstacle avoidance and cooperation issues for multiple mobile robots. We also present a generic dynamics and control model for steering a UAV along a collision free path from a start to a goal position.

122 citations

Journal ArticleDOI
01 Feb 2013
TL;DR: Experimental results obtained for both simulation and real frameworks indicate that the proposed algorithm-based path-planning scheme outperforms the real-coded genetic algorithm, particle swarm optimization, and DE, particularly its currently best version with respect two standard metrics defined in the literature.
Abstract: Memetic algorithms (MAs) are population-based meta-heuristic search algorithms that combine the composite benefits of natural and cultural evolutions. An adaptive MA (AMA) incorporates an adaptive selection of memes (units of cultural transmission) from a meme pool to improve the cultural characteristics of the individual member of a population-based search algorithm. This paper presents a novel approach to design an AMA by utilizing the composite benefits of differential evolution (DE) for global search and Q-learning for local refinement. Four variants of DE, including the currently best self-adaptive DE algorithm, have been used here to study the relative performance of the proposed AMA with respect to runtime, cost function evaluation, and accuracy (offset in cost function from the theoretical optimum after termination of the algorithm). Computer simulations performed on a well-known set of 25 benchmark functions reveal that incorporation of Q-learning in one popular and one outstanding variants of DE makes the corresponding algorithm more efficient in both runtime and accuracy. The performance of the proposed AMA has been studied on a real-time multirobot path-planning problem. Experimental results obtained for both simulation and real frameworks indicate that the proposed algorithm-based path-planning scheme outperforms the real-coded genetic algorithm, particle swarm optimization, and DE, particularly its currently best version with respect two standard metrics defined in the literature.

115 citations

Journal ArticleDOI
TL;DR: The results show that the AStar algorithm performed better than the other search algorithms and a path for communication can be established and monitored.
Abstract: Unmanned aerial vehicles (UAVs) are used in team for detecting targets and keeping them in its sensor range. There are various algorithms available for searching and monitoring targets. The complexity of the search algorithm increases if the number of nodes is increased. This paper focuses on multi UAVs path planning and Path Finding algorithms. Number of Path Finding and Search algorithms was applied to various environments, and their performance compared. The number of searches and also the computation time increases as the number of nodes increases. The various algorithms studied are Dijkstra's algorithm, Bellman Ford's algorithm, Floyd-Warshall's algorithm and the AStar algorithm. These search algorithms were compared. The results show that the AStar algorithm performed better than the other search algorithms. These path finding algorithms were compared so that a path for communication can be established and monitored.

108 citations


Cited by
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Journal ArticleDOI
TL;DR: Machine learning addresses many of the same research questions as the fields of statistics, data mining, and psychology, but with differences of emphasis.
Abstract: Machine Learning is the study of methods for programming computers to learn. Computers are applied to a wide range of tasks, and for most of these it is relatively easy for programmers to design and implement the necessary software. However, there are many tasks for which this is difficult or impossible. These can be divided into four general categories. First, there are problems for which there exist no human experts. For example, in modern automated manufacturing facilities, there is a need to predict machine failures before they occur by analyzing sensor readings. Because the machines are new, there are no human experts who can be interviewed by a programmer to provide the knowledge necessary to build a computer system. A machine learning system can study recorded data and subsequent machine failures and learn prediction rules. Second, there are problems where human experts exist, but where they are unable to explain their expertise. This is the case in many perceptual tasks, such as speech recognition, hand-writing recognition, and natural language understanding. Virtually all humans exhibit expert-level abilities on these tasks, but none of them can describe the detailed steps that they follow as they perform them. Fortunately, humans can provide machines with examples of the inputs and correct outputs for these tasks, so machine learning algorithms can learn to map the inputs to the outputs. Third, there are problems where phenomena are changing rapidly. In finance, for example, people would like to predict the future behavior of the stock market, of consumer purchases, or of exchange rates. These behaviors change frequently, so that even if a programmer could construct a good predictive computer program, it would need to be rewritten frequently. A learning program can relieve the programmer of this burden by constantly modifying and tuning a set of learned prediction rules. Fourth, there are applications that need to be customized for each computer user separately. Consider, for example, a program to filter unwanted electronic mail messages. Different users will need different filters. It is unreasonable to expect each user to program his or her own rules, and it is infeasible to provide every user with a software engineer to keep the rules up-to-date. A machine learning system can learn which mail messages the user rejects and maintain the filtering rules automatically. Machine learning addresses many of the same research questions as the fields of statistics, data mining, and psychology, but with differences of emphasis. Statistics focuses on understanding the phenomena that have generated the data, often with the goal of testing different hypotheses about those phenomena. Data mining seeks to find patterns in the data that are understandable by people. Psychological studies of human learning aspire to understand the mechanisms underlying the various learning behaviors exhibited by people (concept learning, skill acquisition, strategy change, etc.).

13,246 citations

Christopher M. Bishop1
01 Jan 2006
TL;DR: Probability distributions of linear models for regression and classification are given in this article, along with a discussion of combining models and combining models in the context of machine learning and classification.
Abstract: Probability Distributions.- Linear Models for Regression.- Linear Models for Classification.- Neural Networks.- Kernel Methods.- Sparse Kernel Machines.- Graphical Models.- Mixture Models and EM.- Approximate Inference.- Sampling Methods.- Continuous Latent Variables.- Sequential Data.- Combining Models.

10,141 citations

Book
01 Jan 1995
TL;DR: In this article, Nonaka and Takeuchi argue that Japanese firms are successful precisely because they are innovative, because they create new knowledge and use it to produce successful products and technologies, and they reveal how Japanese companies translate tacit to explicit knowledge.
Abstract: How has Japan become a major economic power, a world leader in the automotive and electronics industries? What is the secret of their success? The consensus has been that, though the Japanese are not particularly innovative, they are exceptionally skilful at imitation, at improving products that already exist. But now two leading Japanese business experts, Ikujiro Nonaka and Hiro Takeuchi, turn this conventional wisdom on its head: Japanese firms are successful, they contend, precisely because they are innovative, because they create new knowledge and use it to produce successful products and technologies. Examining case studies drawn from such firms as Honda, Canon, Matsushita, NEC, 3M, GE, and the U.S. Marines, this book reveals how Japanese companies translate tacit to explicit knowledge and use it to produce new processes, products, and services.

7,448 citations

01 Jan 2009

7,241 citations