Background Spreading depolarizations (SDs) occur in some 60% of patients receiving intensive care following severe traumatic brain injury and often occur at a higher incidence following serious subarachnoid hemorrhage and malignant hemisphere stroke (MHS); they are independently associated with worse clinical outcome. Detection of SDs to guide clinical management, as is now being advocated, currently requires continuous and skilled monitoring of the electrocorticogram (ECoG), frequently extending over many days. Methods We developed and evaluated in two clinical intensive care units (ICU) a software routine capable of detecting SDs both in real time at the bedside and retrospectively and also capable of displaying patterns of their occurrence with time. We tested this prototype software in 91 data files, each of approximately 24 h, from 18 patients, and the results were compared with those of manual assessment (“ground truth”) by an experienced assessor blind to the software outputs. Results The software successfully detected SDs in real time at the bedside, including in patients with clusters of SDs. Counts of SDs by software (dependent variable) were compared with ground truth by the investigator (independent) using linear regression. The slope of the regression was 0.7855 (95% confidence interval 0.7149–0.8561); a slope value of 1.0 lies outside the 95% confidence interval of the slope, representing significant undersensitivity of 79%. R2 was 0.8415. Conclusions Despite significant undersensitivity, there was no additional loss of sensitivity at high SD counts, thus ensuring that dense clusters of depolarizations of particular pathogenic potential can be detected by software and depicted to clinicians in real time and also be archived.
Esports -video games played competitively that are broadcast to large audiences -are a rapidly growing new form of mainstream entertainment. Esports borrow from traditional TV, but are a qualitatively different genre, due to the high flexibility of content capture and availability of detailed gameplay data. Indeed, in esports, there is access to both real-time and historical data about any action taken in the virtual world. This aspect motivates the research presented here, the question asked being: can the information buried deep in such data, unavailable to the human eye, be unlocked and used to improve the live broadcast compilations of the events? In this paper, we present a largescale case study of a production tool called Echo, which we developed in close collaboration with leading industry stakeholders. Echo uses live and historic match data to detect extraordinary player performances in the popular esport Dota 2, and dynamically translates interesting data points into audience-facing graphics. Echo was deployed at one of the largest yearly Dota 2 tournaments, which was watched by 25 million people. An analysis of 40 hours of video, over 46,000 live chat messages, and feedback of 98 audience members showed that Echo measurably affected the range and quality of storytelling, increased audience engagement, and invoked rich emotional response among viewers.
This paper describes an architecture based on superimposed distributed representations and distributed associative memories which is capable of performing rule chaining. The use of a distributed representation allows the system to utilise memory efficiently, and the use of superposition reduces the time complexity of a tree search to O(d), where d is the depth of the tree. Our experimental results show that the architecture is capable of rule chaining effectively, but that further investigation is needed to address capacity considerations.
Abstract-As modern information systems become increasingly business-and safety-critical, it is extremely important to improve both the trust that a user places in a system and their understanding of the risks associated with making a decision. This paper presents the STRAPP framework, a generic framework that supports both of these goals through the use of personalised provenance reasoning engines and state-of-art risk assessment techniques. We present the high-level architecture of the framework, and describe the process of systematically modelling system provenance with the W3C PROV provenance data model. We discuss the business drivers behind the concept of personalizing provenance information, and describe the STRAPP approach to enabling this through a user-adaptive system style. We discuss using data provenance for risk management and treatment in order to evaluate risk levels, and discuss the use of CORAS to develop a risk reasoning engine representing core classes and relationships. Finally, we demonstrate the initial implementation of our personalised provenance system in the context of the Rolls-Royce Equipment Health Management, and discuss its operation, the lessons we have learnt through our research and implementation (both technical and in business), and our future plans for this project.
Abstract. In this paper we introduce an improved binary correlation matrix memory (CMM) with better storage capacity when storing sparse fixed weight codes generated with the algorithm of Baum et al. [3]. We outline associative memory, and describe the binary correlation matrix memory-a specific example of a distributed associative memory. The importance of the representation used in a CMM for input and output codes is discussed, with specific regard to sparse fixed weight codes. We present an algorithm for generating of fixed weight codes, originally given by Baum et al. [3]. The properties of this algorithm are briefly discussed, including possible thresholding functions which could be used when storing these codes in a CMM; L-max and L-wta. Finally, results generated from a series of simulations are used to demonstrate that the use of Lwta as a thresholding function provides an increase in storage capacity over L-max.
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