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Lightweight operation scheduling for self-powered IoT devices 自供电物联网设备的轻量级操作调度
Pub Date : 2022-09-23 DOI: 10.1109/SEEDA-CECNSM57760.2022.9932933
G. Doumenis, Ioannis Masklavanos, K. Tsiapali
Perpetual operation is a potential necessity in self-powered IoT devices. System level low power optimization can significantly decrease the power consumption and increase system lifetime. Further, energy scavenging technologies have been proposed to improve the lifetime of such a system, up to perpetual operation. However, fixed duty cycle (active/sleep) operation can cause inefficiencies in the presence of variable input power; further, in cases of limited storage capacity and intermittent input power, the system’s perpetual operation is not guaranteed. Energy forecasting algorithms can propose adaptable duty cycles, at the expense of heavy computing workloads. In this paper, we propose adaptable duty cycle operation for energy efficient IoT sensor nodes, utilizing a very simple -and very lightweight - scheduling algorithm that depends only on the periodical provision of the accumulator’s state-of-charge. The proposed algorithm achieves energy balance in the presence of harvested energy and guarantees a minimum operation time in the absence of harvested energy.
永久运行是自供电物联网设备的潜在需求。系统级低功耗优化可以显著降低功耗,延长系统寿命。此外,已经提出了能量清除技术,以提高这样一个系统的寿命,直到永久运行。然而,固定占空比(活动/睡眠)操作可能导致在可变输入功率的存在下效率低下;此外,在存储容量有限、输入电源时断时续的情况下,不能保证系统的永续运行。能源预测算法可以提出适应性强的占空比,但代价是繁重的计算工作负载。在本文中,我们提出了节能物联网传感器节点的自适应占空比操作,利用一种非常简单且非常轻量级的调度算法,该算法仅依赖于蓄电池的充电状态的周期性提供。该算法在有收获能量时实现能量平衡,在没有收获能量时保证最小的运行时间。
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引用次数: 0
Tourette Syndrome’s Coprolalia Explanation using Bipartite Graph Matching of Thoughts and Game Theoretic Model for Symptoms Minimisation 用思想的二部图匹配和症状最小化的博弈论模型解释抽动秽语综合征的伴随症状
Pub Date : 2022-09-23 DOI: 10.1109/SEEDA-CECNSM57760.2022.9932906
E. Spyrou, Christoforos Nestoris, C. Stylios
Coprolalia is a symptom of Tourette’s syndrome, which is essentially involuntary cursing. The obscene words usually have a meaning, which is associated with offending social acquaintances often based on locality or sexuality. This results in a patient’s social isolation and increased anxiety. The patient finds herself stopping things that she would do in her everyday life. In this work, we aim to explain the Coprolalia symptom with the means of bipartite graph matching. We assume that the brain network performs some kind of rerouting of thoughts, which results in the association of normal thoughts with their matched obscene ones. With this we aim to decode the operation that results in Coprolalia, in order for the patient to be informed of this behaviour. Furthermore, we propose a game-theoretic model based on the Battle of the Sexes, which has two equilibria in the pure strategies, namely to jam the intrusive coprolalic thoughts or to pass through the brain. In this way, we provide a mechanism for the patient to stand in social activities, in which the symptoms are severe. Moreover, we align with Cognitive Behavioural Therapy (CBT), with which intrusive thoughts pass through the brain with the aim of deteriorating.
口臭是图雷特综合症的一种症状,本质上是无意识的咒骂。这些淫秽的词语通常是有含义的,通常是基于地域或性别而冒犯社会上的熟人。这导致患者的社会孤立和焦虑增加。病人发现自己停止了她在日常生活中会做的事情。在这项工作中,我们的目的是用二部图匹配的方法来解释伴随症状。我们假设大脑网络执行了某种思想的重新路由,从而将正常的思想与相匹配的淫秽的思想联系起来。有了这个,我们的目标是解码导致Coprolalia的操作,以便患者了解这种行为。在此基础上,我们提出了一个基于性别之战的博弈论模型,该模型在纯策略中存在两种平衡,即阻塞侵入性的共生思想或通过大脑。通过这种方式,我们为患者提供了一种机制,让他们能够站在症状严重的社会活动中。此外,我们与认知行为疗法(CBT)保持一致,通过这种疗法,侵入性思想通过大脑,目的是恶化。
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引用次数: 0
Deep Neural Network Applications for Bioinformatics 生物信息学中的深度神经网络应用
Pub Date : 2022-09-23 DOI: 10.1109/SEEDA-CECNSM57760.2022.9932895
D. Amanatidis, K. Vaitsi, Michael F. Dossis
As Deep Learning and Bioinformatics are constantly evolving fields, this review focuses on four types of Deep Neural Networks; Feedforward, Recurrent, Convolutional and Generative Adversarial Networks and their respective latest applications in seven important fields of Bioinformatics; Systems Biology, Sequence Analysis, Structure Prediction and Representation, Biomolecular Property and Function Prediction, Biomedical Image Processing and Diagnosis, Biomolecular Interaction Prediction and Protein Engineering. This two-level hierarchy is retained throughout the paper, enabling a clear and comprehensive presentation.
由于深度学习和生物信息学是不断发展的领域,本文重点介绍了四种类型的深度神经网络;前馈、循环、卷积和生成对抗网络及其在生物信息学七个重要领域的最新应用系统生物学,序列分析,结构预测与表征,生物分子特性与功能预测,生物医学图像处理与诊断,生物分子相互作用预测,蛋白质工程。这两层的层次结构在整个论文中都保留了下来,从而实现了清晰和全面的展示。
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引用次数: 1
Analysis of Emotions through the Use of Physiological Signals 利用生理信号分析情绪
Pub Date : 2022-09-23 DOI: 10.1109/SEEDA-CECNSM57760.2022.9932976
Konstantinos Sakkas, Alexandra Tsogka, A. Gkimitzoudis, N. Giannakeas, Katerina D. Tzimourta, M. Tsipouras, E. Glavas, A. Tzallas
Emotion is a psychosomatic process that is caused either by a conscious or non-conscious perception of an object or a situation whereas, the result of that process is depicted either by the expression of the face, or physically, or with a combination of the above. An important mechanism playing a significant role in the recognition of emotions is the encephalogram, which enables us to detect significant signals of the brain. The methodology developed aims to the identification of basic emotions by using an electroencephalogram through an experimental process where participants were asked to evaluate the experiment according to the valence, arousal and dominance of each emotion inflicted on them by videos they were subjected to watching. Through the experimental process, a vector of characteristics is analyzed for each of the electrodes of the electroencephalogram and for a series of videos. The training of a model and classification of algorithms were the key to finding the best methods in terms of sensitivity, accuracy, and specification of our data.
情绪是一种身心过程,它是由对一个物体或一种情况的有意识或无意识的感知引起的,而这一过程的结果要么是通过面部表情来描述的,要么是身体上的,要么是上述三者的结合。在情绪识别中发挥重要作用的一个重要机制是脑电图,它使我们能够检测到大脑的重要信号。所开发的方法旨在通过一个实验过程,通过使用脑电图来识别基本情绪,参与者被要求根据他们观看的视频对他们造成的每种情绪的效价,唤醒和支配度来评估实验。通过实验过程,对脑电图的每个电极和一系列视频进行特征向量分析。模型的训练和算法的分类是在敏感性、准确性和数据规范方面找到最佳方法的关键。
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引用次数: 0
Augmented reality training, command and control framework for first responders 增强现实训练,指挥和控制框架的第一响应者
Pub Date : 2022-09-23 DOI: 10.1109/SEEDA-CECNSM57760.2022.9932966
Oceane Peretti, Yannis Spyridis, Achilleas Sesis, G. Efstathopoulos, A. Lytos, T. Lagkas, P. Sarigiannidis
This paper presents an augmented reality (AR) training, command and control framework targeting the preparation of first responders for emergency situations. Utilising novel AR and virtual reality (VR) technologies, the framework aims to offer efficient training sessions, while minimising the cost and complexity associated with real-world exercises. An assortment of training examples and task execution sequences are available, while particular focus is given in the ability to personalise each training session according to specific emergencies or first responder needs. The control aspect of the framework offers insight about the deployment of each first responder on the field, allowing real-time visualisation based on their current location, while displaying useful information regarding health status and mission data.
本文提出了一个增强现实(AR)训练、指挥和控制框架,目标是为紧急情况的第一响应者做准备。该框架利用新颖的AR和虚拟现实(VR)技术,旨在提供高效的培训课程,同时最大限度地降低与现实世界练习相关的成本和复杂性。培训示例和任务执行顺序的分类是可用的,同时特别关注根据特定紧急情况或第一响应者的需求个性化每个培训课程的能力。该框架的控制方面提供了对现场每个第一响应者部署情况的洞察,允许基于其当前位置进行实时可视化,同时显示有关健康状态和任务数据的有用信息。
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引用次数: 0
Computational comparison of image preprocessing techniques for plant diseases detection 植物病害检测图像预处理技术的计算比较
Pub Date : 2022-09-23 DOI: 10.1109/SEEDA-CECNSM57760.2022.9932972
Emmanouil Karantoumanis, Vasileios Balafas, M. Louta, N. Ploskas
There is an abundance of deep neural network models for plant disease detection. Prior to applying these models, image preprocessing techniques are applied in order to improve the detection results. However, there is a lack of computational comparisons on the application of different image preprocessing techniques before applying object detection algorithms for plant disease detection. This paper aims to fill this gap by presenting a computational comparison of seven different image preprocessing techniques (auto-orientation, object isolation, resizing, grayscale conversion, static crop, contrast adjustment, tiling) applied prior to the execution of two state-of-the-art object detection algorithms, one single-stage detector, YOLOV5, and one two-stage detector, Faster-RCNN. We investigate whether or not these preprocessing techniques improve the accuracy, training time, and inference time, of plant disease detection. Apart from comparing these techniques solely, we also perform combinations of the preprocessing techniques. The PlantDoc dataset was used for this experimental study. Computational results show that the best method improves the mean average precision by 9% and 3% for YOLOv5 and Faster-RCNN, respectively. Finally, the combination of all seven preprocessing techniques yields an improvement of about 13% in the mean average precision of both object detectors.
用于植物病害检测的深度神经网络模型非常丰富。在应用这些模型之前,为了提高检测结果,需要应用图像预处理技术。然而,在将目标检测算法应用于植物病害检测之前,缺乏对不同图像预处理技术应用的计算比较。本文旨在通过在执行两种最先进的目标检测算法(单阶段检测器YOLOV5和两阶段检测器Faster-RCNN)之前应用七种不同的图像预处理技术(自动定向,目标隔离,调整大小,灰度转换,静态裁剪,对比度调整,平铺)来填补这一空白。我们研究这些预处理技术是否提高了植物病害检测的准确性、训练时间和推理时间。除了单独比较这些技术外,我们还进行了预处理技术的组合。本实验研究使用了PlantDoc数据集。计算结果表明,该方法对YOLOv5和Faster-RCNN的平均精度分别提高了9%和3%。最后,所有七种预处理技术的结合使两种目标检测器的平均精度提高了约13%。
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引用次数: 0
Safe Driving Mobile Application using Gamification 使用游戏化的安全驾驶移动应用程序
Pub Date : 2022-09-23 DOI: 10.1109/SEEDA-CECNSM57760.2022.9932988
Platon Dimitriadis, Nikos Dimokas, Petros Karvelis
Gamification has gained significant attention in the last decade, since nowadays developments and modern applications need to motivate and engage users. Gamification is the attempt to build systems and applications by adding game like elements and game principles. The concept of gamification has become very popular in educational contexts, since many applications and systems have been designed and developed in the educational area where supporting and retaining engagement is of great importance. The proposed mobile application is a game that tries to educate the user in safe driving concepts. Educating people on good driving practices is a necessity since, despite we drive safer cars on safer roads, the number of accidents and fatalities is still high. The application implements the most significant scenarios of road traffic accidents according to the Hellenic Statistical Authority and provides rewards to users who follow and apply good safe driving practices. The application is realized as a game of emergence where a small number of safe driving rules are combined and produce large number of variation while the content generation is implemented according to procedural content generation technique.
在过去十年中,游戏化获得了极大的关注,因为现在的开发和现代应用需要激励和吸引用户。游戏化是指通过添加游戏元素和游戏原则来构建系统和应用程序。游戏化的概念在教育环境中变得非常流行,因为许多应用程序和系统都是在教育领域设计和开发的,支持和保持用户粘性是非常重要的。这款手机应用程序是一款旨在教育用户安全驾驶概念的游戏。教育人们良好的驾驶习惯是必要的,因为尽管我们在更安全的道路上驾驶更安全的汽车,但事故和死亡人数仍然很高。该应用程序根据希腊统计机构实现了最重要的道路交通事故场景,并为遵循和应用良好安全驾驶实践的用户提供奖励。本应用是将少量安全驾驶规则组合产生大量变异的突现游戏,内容生成采用程序化内容生成技术实现。
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引用次数: 1
Design and implementation of an indoors light simulator 室内光模拟器的设计与实现
Pub Date : 2022-09-23 DOI: 10.1109/SEEDA-CECNSM57760.2022.9932899
Vasiliki Naskari, G. Doumenis, Christos Koutsos, Ioannis Masklavanos
PV cells are a technology of choice for powering outdoor energy autonomous IoT systems. Despite an early start, indoor PV cells are not so prominent in powering indoor IoT nodes. Microelectronic technology and power management advancements have decreased the power consumption of modern IoT devices down to the microwatts scale. Such low power requirements can be fulfilled in indoor environments -even with low light irradiance-by utilizing specialized PV cells. This has created the need for rigid PV cell validation in representative low light conditions. In this paper we investigate the design of a light simulator using low-cost LED components. We propose a process to determine the number and positions of the LEDs in order to fulfill intensity and uniformity requirements. We propose a simple simulation model that allows the three-dimensional representation of the angular intensity distribution of an LED. Based on the study and the conclusions drawn, a low-cost simulator is built and demonstrated.
光伏电池是为户外能源自主物联网系统供电的首选技术。尽管起步较早,但室内光伏电池在为室内物联网节点供电方面并不那么突出。微电子技术和电源管理的进步已经将现代物联网设备的功耗降低到微瓦级。这样的低功耗要求可以在室内环境中实现,即使光线照射度很低,也可以利用专门的光伏电池。这就需要在具有代表性的弱光条件下进行严格的光伏电池验证。本文研究了一种使用低成本LED元件的光模拟器的设计。我们提出了一个过程,以确定led的数量和位置,以满足强度和均匀性的要求。我们提出了一个简单的模拟模型,可以三维表示LED的角强度分布。在此基础上,搭建了一个低成本的仿真器并进行了演示。
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引用次数: 1
Radiography Images with Transfer Learning on Embedded System 嵌入式系统中放射影像的迁移学习
Pub Date : 2022-09-23 DOI: 10.1109/SEEDA-CECNSM57760.2022.9932978
Theodora Sanida, Argyrios Sideris, Antonios Chatzisavvas, Michael F. Dossis, M. Dasygenis
A serious public health concern is Novel Coronavirus Disease (COVID-19), which spread quickly over the globe at the end of 2019. This coronavirus is still able to propagate rapidly even after two years. Chest X-rays are crucial for diagnosing infected individuals in the worldwide battle against this illness. Therefore, various COVID-19 quick classification technologies can provide excellent classification accuracy to help medical professionals make the best choices. Here, we propose a trustworthy, compact network that, with the aid of encouraging classification results, can correctly identify COVID-19 from chest X-rays. The experimental findings demonstrated that, in a low-power embedded system, the modified architecture of the proposed model produced excellent performance metrics for four classes. The suggested classification architecture had an overall accuracy speed of 97.67% and an f1-score of 97.64%. This classification model is better than the other classification models used to classify patients with COVID-19 infection.
新型冠状病毒病(COVID-19)是一个严重的公共卫生问题,于2019年底在全球迅速蔓延。这种冠状病毒即使在两年后仍然能够迅速传播。在世界范围内与这种疾病的斗争中,胸部x光片对于诊断感染者至关重要。因此,各种新型冠状病毒快速分类技术可以提供出色的分类准确性,帮助医疗专业人员做出最佳选择。在这里,我们提出了一个值得信赖的、紧凑的网络,借助令人鼓舞的分类结果,可以从胸部x射线中正确识别COVID-19。实验结果表明,在低功耗嵌入式系统中,改进后的模型体系结构对四个类别产生了优异的性能指标。所建议的分类架构总体准确率为97.67%,f1得分为97.64%。该分类模型在对COVID-19感染患者进行分类时优于其他分类模型。
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引用次数: 0
Virtual and augmented experience in cultural places: The perspective of integration in the learning process 文化场所的虚拟与增强体验:学习过程整合的视角
Pub Date : 2022-09-23 DOI: 10.1109/SEEDA-CECNSM57760.2022.9932923
Fotios Bosmos, A. Tzallas, M. Tsipouras, N. Giannakeas
The objective of this paper is the development and evaluation of mobile applications for learning tours in cultural and archaeological sites, using virtual and augmented reality. Firstly, the theoretical framework of virtual and augmented reality techniques is presented. Then the virtual model of the bridge of Arta is constructed. The model is to be integrated into the unity gaming machine to accompany a virtual navigation application. The application is enriched with multimedia elements and is connected to a corresponding augmented reality application and is evaluated by secondary school students.
本文的目的是开发和评估在文化和考古遗址学习旅游的移动应用程序,使用虚拟和增强现实。首先,介绍了虚拟现实和增强现实技术的理论框架。然后建立阿尔塔桥的虚拟模型。该模型将集成到unity游戏机中,并附带一个虚拟导航应用程序。该应用程序丰富了多媒体元素,并连接到相应的增强现实应用程序,并由中学生进行评估。
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引用次数: 0
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