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2019 10th International Conference on Information, Intelligence, Systems and Applications (IISA)最新文献

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Image Processing and Classification Method Appropriate for Extensible Mobile Applications 适用于可扩展移动应用程序的图像处理和分类方法
N. Petrellis
The image processing technique described in this paper can be used for the classification of photographs that display an object of interest. Spots on the object having distinct color surrounded by a potential halo are segmented. The gray level, area and the number of the spots can determine the class of the object displayed in the photograph. The color histograms of the regions of interest are expected to have similar form in different photographs belonging to the same class. Instead of employing complicated pattern matching algorithms simple features are used including the position and the peaks of the lobes. Plant or skin disease diagnosis are indicative applications that can benefit from the proposed method. High speed classification is achieved with good accuracy in the cases where the proposed methods have been employed. However, their main advantage is the simplicity that allows extensibility since new classes can be supported after a draft statistical processing of a small number of photographs.
本文描述的图像处理技术可用于显示感兴趣对象的照片的分类。物体上被潜在光晕包围的具有不同颜色的点被分割。灰度、面积和斑点的数量可以决定照片中显示的物体的类别。在属于同一类别的不同照片中,感兴趣区域的颜色直方图预计具有相似的形式。该算法不采用复杂的模式匹配算法,而是采用简单的特征,包括叶的位置和峰值。植物或皮肤疾病诊断是指示性应用,可以从所提出的方法中受益。在采用所提出的方法的情况下,实现了高速分类和良好的准确性。然而,它们的主要优点是简单性,允许扩展,因为在对少量照片进行初步统计处理后就可以支持新的类。
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引用次数: 0
Exploring deep learning capabilities in knee osteoarthritis case study for classification 探索深度学习在膝关节骨关节炎分类中的应用
Eirini Christodoulou, S. Moustakidis, Nikolaos I. Papandrianos, D. Tsaopoulos, E. Papageorgiou
This research study is devoted to the investigation of deep neural networks (DNN) for classification of the complex problem of knee osteoarthritis diagnosis. Osteoarthritis (OA) is the most common chronic condition of the joints revealing a variation in symptoms' intensity, frequency and pattern. A large number of features/factors need to be assessed for knee OA, mainly related with medical risks factors including advanced age, gender, hormonal status, body weight or size, family history of disease etc. The main goal of this research study is to implement deep neural networks as a new efficient machine learning approach for this classification task taking into account the large number of medical factors affecting OA. The potential of the proposed methodology was demonstrated by classifying different subgroups of control participants from self-reported clinical data and providing a category of knee OA diagnosis. The investigated subgroups were defined by gender, age and obesity. Furthermore, to validate the proposed deep learning methodology, a comparison analysis between the proposed DNN and some benchmark machine learning techniques recommended for classification was conducted and the results showed the effectiveness of deep learning in the diagnosis of knee OA.
本研究旨在探讨深度神经网络(DNN)在膝关节骨关节炎诊断分类中的应用。骨关节炎(OA)是关节最常见的慢性疾病,表现出症状强度、频率和模式的变化。膝关节OA需要评估大量的特征/因素,主要与医疗风险因素相关,包括高龄、性别、激素状况、体重或体型、家族史等。本研究的主要目标是考虑到影响OA的大量医学因素,将深度神经网络作为一种新的高效机器学习方法来实现该分类任务。通过根据自我报告的临床数据对对照参与者的不同亚组进行分类,并提供膝关节OA诊断的类别,证明了所提出方法的潜力。调查的亚组是根据性别、年龄和肥胖程度来定义的。此外,为了验证所提出的深度学习方法,将所提出的深度神经网络与一些推荐用于分类的基准机器学习技术进行了比较分析,结果显示了深度学习在膝关节OA诊断中的有效性。
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引用次数: 18
An overview of Affective Models and ICT in Education 教育中的情感模型和信息通信技术综述
Sotiria Foutsitzi, S. Asteriadis, G. Caridakis
Emotion, human intelligence and learning have inextricable connections. Making sure learners’ emotions are positive during the learning procedure can increase and optimize the learning outcome. However, until recently, cognition and emotion were viewed as two separate notions. Learning materials and pedagogical strategies focusing more on how to increase and sustain the volume of knowledge, rather than how to actively engage the learner, through positive and enjoyable learning experiences, were in the focus of attention. However, in the last years, the advent of a wide variety of learning (digital) resources, such as serious games, robots, mobile devices, virtual and augmented reality, has provided the means to involve the learner in more immersive and active contexts, that place engagement and human emotions in the centre of the interaction. Moreover, the advances in artificial intelligence are now allowing for a wide availability of instruments that allow for estimating emotions based on a plethora of means, such as facial expressions, heart rate measurements, digital log files, personality analysis. The above are leading to personalized learning that tailors the learning procedure to the (emotional and cognitive) needs of the individual learner. This paper is presenting an introduction to the role of emotion in educational settings and describes influential and promising emotional models. A brief overview of ways to infer emotions follows, while examples of works intended to make use of measured emotion in learning conditions is presented at the end of this work.
情感、人类智力和学习有着密不可分的联系。在学习过程中确保学习者的情绪是积极的,可以增加和优化学习结果。然而,直到最近,认知和情感被视为两个独立的概念。学习材料和教学策略更多地关注如何增加和维持知识的数量,而不是如何通过积极和愉快的学习经历积极地吸引学习者,这是关注的焦点。然而,在过去的几年里,各种各样的学习(数字)资源的出现,如严肃游戏、机器人、移动设备、虚拟和增强现实,为学习者提供了更身临其境和更积极的环境,将参与和人类情感置于互动的中心。此外,人工智能的进步现在允许广泛使用的工具,允许基于过多的手段来估计情绪,如面部表情,心率测量,数字日志文件,性格分析。以上这些都导致了个性化学习,即根据个体学习者的(情感和认知)需求定制学习过程。本文介绍了情感在教育环境中的作用,并描述了有影响力和有前途的情感模型。以下是对推断情绪的方法的简要概述,而在本工作的最后提出了旨在在学习条件下使用测量情绪的作品示例。
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引用次数: 4
Elements of Game Theory in a Bio-inspired Model of Computation 仿生计算模型中的博弈论要素
Georgia Theocharopoulou, Konstantinos Giannakis, Christos Papalitsas, Sofia Fanarioti, T. Andronikos
Unconventional computing is a relatively recent research field in which new computation paradigms are studied, with emphasis on bio-inspired architectures and algorithms. The physical limitations of traditional systems make the exploration for new, alternative solutions a quest of great importance. In this direction, traditional and well-studied concepts are re-examined. In this paper, the connection between game theory, an established scientific field, and a bio-inspired model of computation based on P systems is studied. To this end, a novel bio-inspired game on a membrane system is introduced, in which the rules are inspired by fundamental mitochondrial processes. Furthermore, a general framework for connecting game-theoretic notions with a bio-inspired model of computation based on P systems is proposed. Finally, possibilities and further extensions that could shed light on the deeper connection among these fields are highlighted.
非常规计算是一个相对较新的研究领域,研究新的计算范式,重点是生物启发的架构和算法。传统系统的物理限制使得探索新的替代解决方案变得非常重要。在这个方向上,传统的和经过充分研究的概念被重新审视。本文研究了博弈论这一已建立的科学领域与基于P系统的仿生计算模型之间的联系。为此,我们推出了一款基于膜系统的新型生物启发游戏,其规则受到基本线粒体过程的启发。此外,本文还提出了一个将博弈论概念与基于P系统的生物启发计算模型联系起来的一般框架。最后,强调了这些领域之间更深层次联系的可能性和进一步扩展。
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引用次数: 15
CFRS: A Trends-Driven Collaborative Fashion Recommendation System CFRS:一个趋势驱动的协同时尚推荐系统
M. Stefani, Vassilios Stefanis, J. Garofalakis
Fashion has a great impact in everyday life and therefore, people pay close attention to the way they dress. Fashion item recommendation is typically a manual, curated process, where experts recommend items and trends to large populations. However, there is increasing use of automated, personalized recommendation systems, which have valuable applications in e-commerce websites. In this paper, we propose a collaborative fashion recommendation system, called CFRS. Apart from classic features, we propose a new metric, called trend score. Trend score shows how trendy a product is and is calculated taking into account the ratings provided by CFRS users (fashion experts and registered users). In particular, users rate (like/ dislike scale) current trends about colors, prints and materials. Finally, trend score is used a) for sorting products of each category from trendiest options to classic ones and b) to recommend trendy products from different clothing categories.
时尚在日常生活中有很大的影响,因此,人们密切关注他们的穿着方式。时尚单品推荐通常是一个人工的、精心策划的过程,由专家向大量人群推荐单品和流行趋势。然而,越来越多的人使用自动化、个性化的推荐系统,这在电子商务网站中有很有价值的应用。在本文中,我们提出了一个协同时尚推荐系统,称为CFRS。除了经典的特征,我们提出了一个新的指标,称为趋势得分。潮流评分显示了产品的流行程度,并根据CFRS用户(时尚专家和注册用户)提供的评分来计算。特别是,用户评价(喜欢/不喜欢的比例)关于颜色、图案和材料的当前趋势。最后,trend score用于a)将每个类别的产品从最流行的选项到经典的选项进行排序,b)从不同的服装类别中推荐流行产品。
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引用次数: 8
Graph-XLL: a Graph Library for Extra Large Graph Analytics on a Single Machine Graph- xll:一个用于在单个机器上进行超大图形分析的图形库
Jian Wu, Venkatesh Srinivasan, Alex Thomo
Graph libraries containing already implemented algorithms are highly desired since users can conveniently use the algorithms off-the-shelf to achieve fast analytics and prototyping, rather than implementing the algorithms with lower-level APIs. Besides the ease of use, the ability to efficiently process extra large graphs is also required by users. The popular existing graph libraries include the igraph R library and the NetworkX Python library. Although these libraries provide many off-the-shelf algorithms for users, the in-memory graph representation limits their scalability for computing on large graphs. Therefore, in this paper, we introduce Graph-XLL: a graph library implemented using the WebGraph framework in a vertex-centric manner, with much less memory requirement compared to igraph and NetworkX. Scalable analytics for extra large graphs (up to tens of millions of vertices and billions of edges) can be achieved on a single consumer grade machine within a reasonable amount of time. Such computation would cause out-of-memory error if using igraph or NetworkX.
包含已经实现的算法的图形库是非常需要的,因为用户可以方便地使用现成的算法来实现快速分析和原型,而不是使用较低级的api实现算法。除了易于使用之外,用户还需要有效处理超大图形的能力。流行的现有图形库包括igraph R库和NetworkX Python库。尽管这些库为用户提供了许多现成的算法,但内存中的图表示限制了它们在大型图上计算的可伸缩性。因此,在本文中,我们介绍了graph - xll:一个使用WebGraph框架以顶点为中心的方式实现的图形库,与igraph和NetworkX相比,它的内存需求要少得多。对于超大图(多达数千万个顶点和数十亿条边)的可扩展分析可以在单个消费级机器上在合理的时间内实现。如果使用igraph或NetworkX,这种计算将导致内存不足错误。
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引用次数: 0
Measuring the Research Performance of UK Computer Science departments via Network DEA 基于网络DEA的英国计算机科学系研究绩效评估
Gregory Koronakos, Lucie Chytilová, Dimitris Sotiros
In this study we evaluate the research performance of the Computer Science departments in United Kingdom. We consider the research activity as a series process with two components, where the first component portrays the research productivity and the second component portrays the impact of the research outcomes of each department. The analysis is based on the data drawn from the Research Excellence Framework 2014 (REF 2014), which is the system for assessing the quality of research in the higher education institutions of United Kingdom. We carry out the assessment by employing the composition approach of Network Data Envelopment Analysis (Network DEA). Also, we encompass a qualitative aspect into the exercise based on the categorization of the publications provided by REF 2014.
在本研究中,我们评估了英国计算机科学系的研究绩效。我们认为研究活动是一个具有两个组成部分的系列过程,其中第一个组成部分描绘了研究生产力,第二个组成部分描绘了每个部门研究成果的影响。该分析基于2014年卓越研究框架(REF 2014)的数据,该框架是评估英国高等教育机构研究质量的系统。我们采用网络数据包络分析(Network DEA)的组合方法进行评估。此外,根据REF 2014提供的出版物分类,我们将定性方面纳入了练习。
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引用次数: 3
IISA 2019 Cover Page IISA 2019封面
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引用次数: 0
Instructional Design in Virtual Reality Environments: The case of Palestinian HEIs 虚拟现实环境下的教学设计:以巴勒斯坦高等学校为例
M. Fragkaki, Ioannis Hatzligeroydis, Z. Pálková, Kostantinos Kovas
The core aim of the paper is to present the results of facing the challenge of instructional design in a Virtual Reality environment in the context of the capacity building Erasmus+ KA2 project “Virtual Reality as an Innovative and Immersive Tool for HEIs in Palestine (TESLA)”. The instructional design concerns the development of educational courses based on Virtual Worlds technology for use in Palestinian Higher Educational Institutions (HEIs). Given that existing instructional design models were not sufficient for the above task, the team of the University of Patras (UPAT) developed the project’s Instructional Design Model, as an integration of existing models, supporting the technological design with an efficient pedagogical well-structured framework.
本文的核心目的是在能力建设伊拉斯谟+ KA2项目“虚拟现实作为巴勒斯坦高等教育的创新和沉浸式工具”的背景下,展示面对虚拟现实环境中教学设计挑战的结果。教学设计涉及开发基于虚拟世界技术的教育课程,供巴勒斯坦高等教育机构使用。鉴于现有的教学设计模型不足以完成上述任务,Patras大学(UPAT)的团队开发了该项目的教学设计模型,作为现有模型的集成,以有效的教学结构良好的框架支持技术设计。
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引用次数: 5
Intra-Train Connectivity Analysis to Enable Context Aware Passenger Environments 列车内连通性分析,以实现上下文感知乘客环境
P. López-Iturri, E. Aguirre, Edgar Batista, M. Celaya-Echarri, L. Azpilicueta, A. Solanas, F. Falcone
Rail transportation is evolving in order to provide enhanced user experience, with the aid of enabling context aware environments, in order to provide multiple services, such as passenger information, entertainment, guidance/assistance or location-based marketing. Wireless systems play a key role in such service provision. In this work, wireless channel analysis for intra-wagon communications will be analyzed, as a function of network topology, indoor wagon characteristics and different wireless systems to be employed. The results provide radio planning analysis which in turn derive in system level indicators, which aid in the definition of quality of service and quality of experience metrics.
铁路运输正在发展,以提供增强的用户体验,在启用上下文感知环境的帮助下,以提供多种服务,如乘客信息、娱乐、指导/协助或基于位置的营销。无线系统在这种服务提供中起着关键作用。在这项工作中,将分析车厢内通信的无线信道分析,作为网络拓扑结构,室内车厢特性和不同的无线系统所使用的函数。结果提供了无线电规划分析,进而导出系统级指标,这有助于定义服务质量和体验质量指标。
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引用次数: 0
期刊
2019 10th International Conference on Information, Intelligence, Systems and Applications (IISA)
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