Programming By Demonstration
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Programming By Demonstration
In computer science, programming by demonstration (PbD) is an end-user development technique for teaching a computer or a robot new behaviors by demonstrating the task to transfer directly instead of programming it through machine commands. The terms ''programming by example'' (PbE) and ''programming by demonstration'' (PbD) appeared in software development research as early as the mid 1980s to define a way to define a sequence of operations without having to learn a programming language. The usual distinction in literature between these terms is that in PbE the user gives a prototypical product of the computer execution, such as a row in the desired results of a query; while in PbD the user performs a sequence of actions that the computer must repeat, generalizing it to be used in different data sets. These two terms were first undifferentiated, but PbE then tended to be mostly adopted by software development researchers while PbD tended to be adopted by robotics researchers. Tod ...
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Computer Science
Computer science is the study of computation, automation, and information. Computer science spans theoretical disciplines (such as algorithms, theory of computation, information theory, and automation) to Applied science, practical disciplines (including the design and implementation of Computer architecture, hardware and Computer programming, software). Computer science is generally considered an area of research, academic research and distinct from computer programming. Algorithms and data structures are central to computer science. The theory of computation concerns abstract models of computation and general classes of computational problem, problems that can be solved using them. The fields of cryptography and computer security involve studying the means for secure communication and for preventing Vulnerability (computing), security vulnerabilities. Computer graphics (computer science), Computer graphics and computational geometry address the generation of images. Progr ...
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Skill Library
A skill is the learned ability to act with determined results with good execution often within a given amount of time, energy, or both. Skills can often be divided into domain-general and domain-specific skills. For example, in the domain of work, some general skills would include time management, teamwork and leadership, self-motivation and others, whereas domain-specific skills would be used only for a certain job. Skill usually requires certain environmental stimuli and situations to assess the level of skill being shown and used. A skill may be called an art when it represents a body of knowledge or branch of learning, as in ''the art of medicine'' or ''the art of war''. Although the arts are also skills, there are many skills that form an art but have no connection to the fine arts. People need a broad range of skills to contribute to the modern economy. A joint ASTD and U.S. Department of Labor study showed that through technology, the workplace is changing, and identif ...
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Supervised Learning
Supervised learning (SL) is a machine learning paradigm for problems where the available data consists of labelled examples, meaning that each data point contains features (covariates) and an associated label. The goal of supervised learning algorithms is learning a function that maps feature vectors (inputs) to labels (output), based on example input-output pairs. It infers a function from ' consisting of a set of ''training examples''. In supervised learning, each example is a ''pair'' consisting of an input object (typically a vector) and a desired output value (also called the ''supervisory signal''). A supervised learning algorithm analyzes the training data and produces an inferred function, which can be used for mapping new examples. An optimal scenario will allow for the algorithm to correctly determine the class labels for unseen instances. This requires the learning algorithm to generalize from the training data to unseen situations in a "reasonable" way (see inductive b ...
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Macro Recorder
A macro recorder is software that records macros for playback at a later time. The main advantage of using a macro recorder is that it allows a user to easily perform complex operations much faster and with less effort without requiring custom computer programming or scripting. Built-in macro recorders Most word processors, text editors, and other office programs have a built-in macro recorder to automate the user's actions. Standalone macro recorders Not all software comes with a built-in macro recorder. A standalone macro-recorder program allows a user to "record" mouse and keyboard functions for "playback" at a later time. This allows automating any activity in any software application: from copy-pasting spreadsheet data to operating system maintenance actions. Most macro recorders do not attempt to analyze or interpret what the user did when the macro was recorded. This can cause problems when trying to play back a macro if the user's desktop environment has changed. F ...
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Inductive Programming
Inductive programming (IP) is a special area of automatic programming, covering research from artificial intelligence and programming, which addresses learning of typically declarative (logic or functional) and often recursive programs from incomplete specifications, such as input/output examples or constraints. Depending on the programming language used, there are several kinds of inductive programming. Inductive functional programming, which uses functional programming languages such as Lisp or Haskell, and most especially inductive logic programming, which uses logic programming languages such as Prolog and other logical representations such as description logics, have been more prominent, but other (programming) language paradigms have also been used, such as constraint programming or probabilistic programming. Definition Inductive programming incorporates all approaches which are concerned with learning programs or algorithms from incomplete ( formal) specifications. P ...
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Intentional Programming
In computer programming, Intentional Programming is a programming paradigm developed by Charles Simonyi that encodes in software source code the precise ''intention'' which programmers (or users) have in mind when conceiving their work. By using the appropriate level of abstraction at which the programmer is thinking, creating and maintaining computer programs become easier. By separating the concerns for intentions and how they are being operated upon, the software becomes more modular and allows for more reusable software code. ''Intentional Programming'' was developed by former Microsoft chief architect Charles Simonyi, who led a team in Microsoft Research, which developed the paradigm and built an integrated development environment (IDE) called IP (for Intentional Programming) that demonstrated the paradigm. Microsoft decided not to productize the Intentional Programming paradigm, as in the early 2000s Microsoft was rolling out C# and .NET to counter Java adoption."Simonyi ex ...
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Programming By Example
In computer science, programming by example (PbE), also termed programming by demonstration or more generally as demonstrational programming, is an end-user development technique for teaching a computer new behavior by demonstrating actions on concrete examples. The system records user actions and infers a generalized program that can be used on new examples. PbE is intended to be easier to do than traditional computer programming, which generally requires learning and using a programming language. Many PbE systems have been developed as research prototypes, but few have found widespread real-world application. More recently, PbE has proved to be a useful paradigm for creating scientific work-flows. PbE is used in two independent clients for the BioMOBY protocolSeahawkanGbrowse moby Also the programming by demonstration (PbD) term has been mostly adopted by robotics researchers for teaching new behaviors to the robot through a physical demonstration of the task. The usual distinc ...
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Macro Recorder
A macro recorder is software that records macros for playback at a later time. The main advantage of using a macro recorder is that it allows a user to easily perform complex operations much faster and with less effort without requiring custom computer programming or scripting. Built-in macro recorders Most word processors, text editors, and other office programs have a built-in macro recorder to automate the user's actions. Standalone macro recorders Not all software comes with a built-in macro recorder. A standalone macro-recorder program allows a user to "record" mouse and keyboard functions for "playback" at a later time. This allows automating any activity in any software application: from copy-pasting spreadsheet data to operating system maintenance actions. Most macro recorders do not attempt to analyze or interpret what the user did when the macro was recorded. This can cause problems when trying to play back a macro if the user's desktop environment has changed. F ...
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Adobe Photoshop
Adobe Photoshop is a raster graphics editor developed and published by Adobe Inc. for Microsoft Windows, Windows and macOS. It was originally created in 1988 by Thomas Knoll, Thomas and John Knoll. Since then, the software has become the industry standard not only in raster graphics editing, but in digital art as a whole. The software's name is often colloquially used as a verb (e.g. "to photoshop an image", "photoshopping", and "photoshop contest") although Adobe discourages such use. Photoshop can edit and compose raster images in multiple layers and supports Mask (computing), masks, alpha compositing and several color models including RGB color model, RGB, CMYK color model, CMYK, CIELAB, spot color, and duotone. Photoshop uses its own PSD and PSB file formats to support these features. In addition to raster graphics, Photoshop has limited abilities to edit or render text and vector graphics (especially through clipping path for the latter), as well as 3D graphics and video. ...
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Dynamic Movement Primitive
Dynamics (from Greek δυναμικός ''dynamikos'' "powerful", from δύναμις ''dynamis'' "power") or dynamic may refer to: Physics and engineering * Dynamics (mechanics) ** Aerodynamics, the study of the motion of air ** Analytical dynamics, the motion of bodies as induced by external forces ** Brownian dynamics, the occurrence of Langevin dynamics in the motion of particles in solution ** File dynamics, stochastic motion of particles in a channel ** Flight dynamics, the science of aircraft and spacecraft design ** Fluid dynamics or ''hydrodynamics'', the study of fluid flow *** Computational fluid dynamics, a way of studying fluid dynamics using numerical methods ** Fractional dynamics, dynamics with integrations and differentiations of fractional orders ** Molecular dynamics, the study of motion on the molecular level ** Langevin dynamics, a mathematical model for stochastic dynamics ** Orbital dynamics, the study of the motion of rockets and spacecraft ** Quantum chrom ...
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Spatial–temporal Reasoning
Spatial–temporal reasoning is an area of artificial intelligence which draws from the fields of computer science, cognitive science, and cognitive psychology. The theoretic goal—on the cognitive side—involves representing and reasoning spatial-temporal knowledge in mind. The applied goal—on the computing side—involves developing high-level control systems of automata for navigating and understanding time and space. Influence from cognitive psychology A convergent result in cognitive psychology is that the connection relation is the first spatial relation that human babies acquire, followed by understanding orientation relations and distance relations. Internal relations among the three kinds of spatial relations can be computationally and systematically explained within the theory of cognitive prism as follows: (1) the connection relation is primitive; (2) an orientation relation is a distance comparison relation: you being in front of me can be interpreted as you ar ...
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End-user Development
End-user development (EUD) or end-user programming (EUP) refers to activities and tools that allow end-users – people who are not professional software developers – to program computers. People who are not professional developers can use EUD tools to create or modify ''software artifacts'' (descriptions of automated behavior) and complex data objects without significant knowledge of a programming language. In 2005 it was estimated (using statistics from the U.S. Bureau of Labor Statistics) that by 2012 there would be more than 55 million end-user developers in the United States, compared with fewer than 3 million professional programmers. Various EUD approaches exist, and it is an active research topic within the field of computer science and human-computer interaction. Examples include natural language programming, spreadsheets, scripting languages (particularly in an office suite or art application), visual programming, trigger-action programming and programming by example ...
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