Search results for: Game Classification
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 1318

Search results for: Game Classification

1228 Strategic Information in the Game of Go

Authors: Michael Harre, Terry Bossomaier, Ranqing Chu, Allan Snyder

Abstract:

We introduce a novel approach to measuring how humans learn based on techniques from information theory and apply it to the oriental game of Go. We show that the total amount of information observable in human strategies, called the strategic information, remains constant for populations of players of differing skill levels for well studied patterns of play. This is despite the very large amount of knowledge required to progress from the recreational players at one end of our spectrum to the very best and most experienced players in the world at the other and is in contrast to the idea that having more knowledge might imply more 'certainty' in what move to play next. We show this is true for very local up to medium sized board patterns, across a variety of different moves using 80,000 game records. Consequences for theoretical and practical AI are outlined.

Keywords: Board Games, Cognitive Capacity, Decision Theory, Information Theory.

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1227 Lithofacies Classification from Well Log Data Using Neural Networks, Interval Neutrosophic Sets and Quantification of Uncertainty

Authors: Pawalai Kraipeerapun, Chun Che Fung, Kok Wai Wong

Abstract:

This paper proposes a novel approach to the question of lithofacies classification based on an assessment of the uncertainty in the classification results. The proposed approach has multiple neural networks (NN), and interval neutrosophic sets (INS) are used to classify the input well log data into outputs of multiple classes of lithofacies. A pair of n-class neural networks are used to predict n-degree of truth memberships and n-degree of false memberships. Indeterminacy memberships or uncertainties in the predictions are estimated using a multidimensional interpolation method. These three memberships form the INS used to support the confidence in results of multiclass classification. Based on the experimental data, our approach improves the classification performance as compared to an existing technique applied only to the truth membership. In addition, our approach has the capability to provide a measure of uncertainty in the problem of multiclass classification.

Keywords: Multiclass classification, feed-forward backpropagation neural network, interval neutrosophic sets, uncertainty.

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1226 Proposal of a Virtual Reality Dynamism Augmentation Method for Sports Spectating

Authors: Clara Hertzog, Sho Sakurai, Koichi Hirota, Takuya Nojima

Abstract:

It is common to see graphics appearing on television while watching a sports game to provide information, but it is less common to see graphics specifically aiming to boost spectators’ dynamism perception. It is even less common to see such graphics designed especially for virtual reality (VR). However, it appears that even with simple dynamic graphics, it would be possible to improve VR sports spectators’ experience. So, in this research, we explain how graphics can be used in VR to improve the dynamism of a broadcasted sports game and we provide a simple example. This example consists in a white halo displayed around the video and blinking according to the game speed. We hope to increase people’s awareness about VR sports spectating and the possibilities this display offers through dynamic graphics.

Keywords: Broadcasting, graphics, sports spectating, virtual reality.

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1225 Support Vector Machine Approach for Classification of Cancerous Prostate Regions

Authors: Metehan Makinacı

Abstract:

The objective of this paper, is to apply support vector machine (SVM) approach for the classification of cancerous and normal regions of prostate images. Three kinds of textural features are extracted and used for the analysis: parameters of the Gauss- Markov random field (GMRF), correlation function and relative entropy. Prostate images are acquired by the system consisting of a microscope, video camera and a digitizing board. Cross-validated classification over a database of 46 images is implemented to evaluate the performance. In SVM classification, sensitivity and specificity of 96.2% and 97.0% are achieved for the 32x32 pixel block sized data, respectively, with an overall accuracy of 96.6%. Classification performance is compared with artificial neural network and k-nearest neighbor classifiers. Experimental results demonstrate that the SVM approach gives the best performance.

Keywords: Computer-aided diagnosis, support vector machines, Gauss-Markov random fields, texture classification.

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1224 An HCI Template for Distributed Applications

Authors: Xizhi Li

Abstract:

Both software applications and their development environment are becoming more and more distributed. This trend impacts not only the way software computes, but also how it looks. This article proposes a Human Computer Interface (HCI) template from three representative applications we have developed. These applications include a Multi-Agent System based software, a 3D Internet computer game with distributed game world logic, and a programming language environment used in constructing distributed neural network and its visualizations. HCI concepts that are common to these applications are described in abstract terms in the template. These include off-line presentation of global entities, entities inside a hierarchical namespace, communication and languages, reconfiguration of entity references in a graph, impersonation and access right, etc. We believe the metaphor that underlies an HCI concept as well as the relationships between a bunch of HCI concepts are crucial to the design of software systems and vice versa.

Keywords: HCI, MAS, computer game, programming language

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1223 Game-Tree Simplification by Pattern Matching and Its Acceleration Approach using an FPGA

Authors: Suguru Ochiai, Toru Yabuki, Yoshiki Yamaguchi, Yuetsu Kodama

Abstract:

In this paper, we propose a Connect6 solver which adopts a hybrid approach based on a tree-search algorithm and image processing techniques. The solver must deal with the complicated computation and provide high performance in order to make real-time decisions. The proposed approach enables the solver to be implemented on a single Spartan-6 XC6SLX45 FPGA produced by XILINX without using any external devices. The compact implementation is achieved through image processing techniques to optimize a tree-search algorithm of the Connect6 game. The tree search is widely used in computer games and the optimal search brings the best move in every turn of a computer game. Thus, many tree-search algorithms such as Minimax algorithm and artificial intelligence approaches have been widely proposed in this field. However, there is one fundamental problem in this area; the computation time increases rapidly in response to the growth of the game tree. It means the larger the game tree is, the bigger the circuit size is because of their highly parallel computation characteristics. Here, this paper aims to reduce the size of a Connect6 game tree using image processing techniques and its position symmetric property. The proposed solver is composed of four computational modules: a two-dimensional checkmate strategy checker, a template matching module, a skilful-line predictor, and a next-move selector. These modules work well together in selecting next moves from some candidates and the total amount of their circuits is small. The details of the hardware design for an FPGA implementation are described and the performance of this design is also shown in this paper.

Keywords: Connect6, pattern matching, game-tree reduction, hardware direct computation

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1222 Grounded Theory of Consumer Loyalty, a Perspective through Video Game Addiction

Authors: Bassam Shaikh, R. S. A. Jumain

Abstract:

Game addiction has become an extremely important topic in psychology researchers, particularly in understanding and explaining why individuals become addicted (to video games). In previous studies, effect of online game addiction on social responsibilities, health problems, government action, and the behaviors of individuals to purchase and the causes of making individuals addicted on the video games has been discussed. Extending these concepts in marketing, it could be argued than the phenomenon could enlighten and extending our understanding on consumer loyalty. This study took the Grounded Theory approach, and found that motivation, satisfaction, fulfillments, exploration and achievements to be part of the important elements that builds consumer loyalty.

Keywords: Consumer Loyalty, Video Games Addiction, Video Games, Grounded Theory.

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1221 Comparison between Different Classifications of Periodontal Diseases and Their Advantages

Authors: Ilma Robo, Saimir Heta, Merilda Tarja, Sonila Kapaj, Eduart Kapaj, Geriona Lasku

Abstract:

The classification of periodontal diseases has changed significantly in favor of simplifying the protocol of diagnosis and periodontal treatment. This review study aims to highlight the latest publications in the new periodontal disease classification, talking about the most significant differences versus the old classification with the tendency to express the advantages or disadvantages of clinical application. The aim of the study also includes the growing tendency to link the way of classification of periodontal diseases with predetermined protocols of periodontal treatment of the diagnoses included in the classification. The new classification of periodontal diseases is rather comprehensive in its subdivisions, as the disease is viewed in its entirety, with the biological dimensions of the disease, the degree of aggravation and progression of the disease, in relation to risk factors, predisposition to patient susceptibility and impact of periodontal disease to the general health status of the patient.

Keywords: Periodontal diseases, clinical application, periodontal treatment, oral diagnosis.

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1220 A Study of Hamilton-Jacobi-Bellman Equation Systems Arising in Differential Game Models of Changing Society

Authors: Weihua Ruan, Kuan-Chou Chen

Abstract:

This paper is concerned with a system of Hamilton-Jacobi-Bellman equations coupled with an autonomous dynamical system. The mathematical system arises in the differential game formulation of political economy models as an infinite-horizon continuous-time differential game with discounted instantaneous payoff rates and continuously and discretely varying state variables. The existence of a weak solution of the PDE system is proven and a computational scheme of approximate solution is developed for a class of such systems. A model of democratization is mathematically analyzed as an illustration of application.

Keywords: Differential games, Hamilton-Jacobi-Bellman equations, infinite horizon, political-economy models.

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1219 Performance Comparison of ADTree and Naive Bayes Algorithms for Spam Filtering

Authors: Thanh Nguyen, Andrei Doncescu, Pierre Siegel

Abstract:

Classification is an important data mining technique and could be used as data filtering in artificial intelligence. The broad application of classification for all kind of data leads to be used in nearly every field of our modern life. Classification helps us to put together different items according to the feature items decided as interesting and useful. In this paper, we compare two classification methods Naïve Bayes and ADTree use to detect spam e-mail. This choice is motivated by the fact that Naive Bayes algorithm is based on probability calculus while ADTree algorithm is based on decision tree. The parameter settings of the above classifiers use the maximization of true positive rate and minimization of false positive rate. The experiment results present classification accuracy and cost analysis in view of optimal classifier choice for Spam Detection. It is point out the number of attributes to obtain a tradeoff between number of them and the classification accuracy.

Keywords: Classification, data mining, spam filtering, naive Bayes, decision tree.

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1218 Markov Game Controller Design Algorithms

Authors: Rajneesh Sharma, M. Gopal

Abstract:

Markov games are a generalization of Markov decision process to a multi-agent setting. Two-player zero-sum Markov game framework offers an effective platform for designing robust controllers. This paper presents two novel controller design algorithms that use ideas from game-theory literature to produce reliable controllers that are able to maintain performance in presence of noise and parameter variations. A more widely used approach for controller design is the H∞ optimal control, which suffers from high computational demand and at times, may be infeasible. Our approach generates an optimal control policy for the agent (controller) via a simple Linear Program enabling the controller to learn about the unknown environment. The controller is facing an unknown environment, and in our formulation this environment corresponds to the behavior rules of the noise modeled as the opponent. Proposed controller architectures attempt to improve controller reliability by a gradual mixing of algorithmic approaches drawn from the game theory literature and the Minimax-Q Markov game solution approach, in a reinforcement-learning framework. We test the proposed algorithms on a simulated Inverted Pendulum Swing-up task and compare its performance against standard Q learning.

Keywords: Reinforcement learning, Markov Decision Process, Matrix Games, Markov Games, Smooth Fictitious play, Controller, Inverted Pendulum.

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1217 An Efficient Classification Method for Inverse Synthetic Aperture Radar Images

Authors: Sang-Hong Park

Abstract:

This paper proposes an efficient method to classify inverse synthetic aperture (ISAR) images. Because ISAR images can be translated and rotated in the 2-dimensional image place, invariance to the two factors is indispensable for successful classification. The proposed method achieves invariance to translation and rotation of ISAR images using a combination of two-dimensional Fourier transform, polar mapping and correlation-based alignment of the image. Classification is conducted using a simple matching score classifier. In simulations using the real ISAR images of five scaled models measured in a compact range, the proposed method yields classification ratios higher than 97 %.

Keywords: Radar, ISAR, radar target classification, radar imaging.

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1216 A New Approach for Fingerprint Classification based on Minutiae Distribution

Authors: Jayant V Kulkarni, Jayadevan R, Suresh N Mali, Hemant K Abhyankar, Raghunath S Holambe

Abstract:

The paper describes a new approach for fingerprint classification, based on the distribution of local features (minute details or minutiae) of the fingerprints. The main advantage is that fingerprint classification provides an indexing scheme to facilitate efficient matching in a large fingerprint database. A set of rules based on heuristic approach has been proposed. The area around the core point is treated as the area of interest for extracting the minutiae features as there are substantial variations around the core point as compared to the areas away from the core point. The core point in a fingerprint has been located at a point where there is maximum curvature. The experimental results report an overall average accuracy of 86.57 % in fingerprint classification.

Keywords: Minutiae distribution, Minutiae, Classification, Orientation, Heuristic.

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1215 Content-based Indoor/Outdoor Video Classification System for a Mobile Platform

Authors: Mitko Veta, Tomislav Kartalov, Zoran Ivanovski

Abstract:

Organization of video databases is becoming difficult task as the amount of video content increases. Video classification based on the content of videos can significantly increase the speed of tasks such as browsing and searching for a particular video in a database. In this paper, a content-based videos classification system for the classes indoor and outdoor is presented. The system is intended to be used on a mobile platform with modest resources. The algorithm makes use of the temporal redundancy in videos, which allows using an uncomplicated classification model while still achieving reasonable accuracy. The training and evaluation was done on a video database of 443 videos downloaded from a video sharing service. A total accuracy of 87.36% was achieved.

Keywords: Indoor/outdoor, video classification, imageclassification

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1214 Chilean Wines Classification based only on Aroma Information

Authors: Nicolás H. Beltrán, Manuel A. Duarte-Mermoud, Víctor A. Soto, Sebastián A. Salah, and Matías A. Bustos

Abstract:

Results of Chilean wine classification based on the information provided by an electronic nose are reported in this paper. The classification scheme consists of two parts; in the first stage, Principal Component Analysis is used as feature extraction method to reduce the dimensionality of the original information. Then, Radial Basis Functions Neural Networks is used as pattern recognition technique to perform the classification. The objective of this study is to classify different Cabernet Sauvignon, Merlot and Carménère wine samples from different years, valleys and vineyards of Chile.

Keywords: Feature extraction techniques, Pattern recognitiontechniques, Principal component analysis, Radial basis functionsneural networks, Wine classification.

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1213 Enhancement of Higher Order Thinking Skills among Teacher Trainers by Fun Game Learning Approach

Authors: Malathi Balakrishnan, Gananathan M. Nadarajah, Saraswathy Vellasamy, Evelyn Gnanam William George

Abstract:

The purpose of the study is to explore how the fun game-learning approach enhances teacher trainers’ higher order thinking skills. Two-day fun filled fun game learning-approach was introduced to teacher trainers as a Continuous Professional Development Program (CPD). 26 teacher trainers participated in this Transformation of Teaching and Learning Fun Way Program, organized by Institute of Teacher Education Malaysia. Qualitative research technique was adopted as the researchers observed the participants’ higher order thinking skills developed during the program. Data were collected from observational checklist; interview transcriptions of four participants and participants’ reflection notes. All the data were later analyzed with NVivo data analysis process. The finding of this study presented five main themes, which are critical thinking, hands on activities, creating, application and use of technology. The studies showed that the teacher trainers’ higher order thinking skills were enhanced after the two-day CPD program. Therefore, Institute of Teacher Education will have more success using the fun way game-learning approach to develop higher order thinking skills among its teacher trainers who can implement these skills to their trainee teachers in future. This study also added knowledge to Constructivism learning theory, which will further highlight the prominence of the fun way learning approach to enhance higher order thinking skills.

Keywords: Constructivism, game-learning approach, higher order thinking skill, teacher trainer.

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1212 Classification of Prostate Cell Nuclei using Artificial Neural Network Methods

Authors: M. Sinecen, M. Makinacı

Abstract:

The purpose of this paper is to assess the value of neural networks for classification of cancer and noncancer prostate cells. Gauss Markov Random Fields, Fourier entropy and wavelet average deviation features are calculated from 80 noncancer and 80 cancer prostate cell nuclei. For classification, artificial neural network techniques which are multilayer perceptron, radial basis function and learning vector quantization are used. Two methods are utilized for multilayer perceptron. First method has single hidden layer and between 3-15 nodes, second method has two hidden layer and each layer has between 3-15 nodes. Overall classification rate of 86.88% is achieved.

Keywords: Artificial neural networks, texture classification, cancer diagnosis.

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1211 Improving RBF Networks Classification Performance by using K-Harmonic Means

Authors: Z. Zainuddin, W. K. Lye

Abstract:

In this paper, a clustering algorithm named KHarmonic means (KHM) was employed in the training of Radial Basis Function Networks (RBFNs). KHM organized the data in clusters and determined the centres of the basis function. The popular clustering algorithms, namely K-means (KM) and Fuzzy c-means (FCM), are highly dependent on the initial identification of elements that represent the cluster well. In KHM, the problem can be avoided. This leads to improvement in the classification performance when compared to other clustering algorithms. A comparison of the classification accuracy was performed between KM, FCM and KHM. The classification performance is based on the benchmark data sets: Iris Plant, Diabetes and Breast Cancer. RBFN training with the KHM algorithm shows better accuracy in classification problem.

Keywords: Neural networks, Radial basis functions, Clusteringmethod, K-harmonic means.

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1210 Automatic Fingerprint Classification Using Graph Theory

Authors: Mana Tarjoman, Shaghayegh Zarei

Abstract:

Using efficient classification methods is necessary for automatic fingerprint recognition system. This paper introduces a new structural approach to fingerprint classification by using the directional image of fingerprints to increase the number of subclasses. In this method, the directional image of fingerprints is segmented into regions consisting of pixels with the same direction. Afterwards the relational graph to the segmented image is constructed and according to it, the super graph including prominent information of this graph is formed. Ultimately we apply a matching technique to compare obtained graph with the model graphs in order to classify fingerprints by using cost function. Increasing the number of subclasses with acceptable accuracy in classification and faster processing in fingerprints recognition, makes this system superior.

Keywords: Classification, Directional image, Fingerprint, Graph, Super graph.

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1209 Wavelet - Based Classification of Outdoor Natural Scenes by Resilient Neural Network

Authors: Amitabh Wahi, Sundaramurthy S.

Abstract:

Natural outdoor scene classification is active and promising research area around the globe. In this study, the classification is carried out in two phases. In the first phase, the features are extracted from the images by wavelet decomposition method and stored in a database as feature vectors. In the second phase, the neural classifiers such as back-propagation neural network (BPNN) and resilient back-propagation neural network (RPNN) are employed for the classification of scenes. Four hundred color images are considered from MIT database of two classes as forest and street. A comparative study has been carried out on the performance of the two neural classifiers BPNN and RPNN on the increasing number of test samples. RPNN showed better classification results compared to BPNN on the large test samples.

Keywords: BPNN, Classification, Feature extraction, RPNN, Wavelet.

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1208 Rating and Generating Sudoku Puzzles Based On Constraint Satisfaction Problems

Authors: Bahare Fatemi, Seyed Mehran Kazemi, Nazanin Mehrasa

Abstract:

Sudoku is a logic-based combinatorial puzzle game which people in different ages enjoy playing it. The challenging and addictive nature of this game has made it a ubiquitous game. Most magazines, newspapers, puzzle books, etc. publish lots of Sudoku puzzles every day. These puzzles often come in different levels of difficulty so that all people, from beginner to expert, can play the game and enjoy it. Generating puzzles with different levels of difficulty is a major concern of Sudoku designers. There are several works in the literature which propose ways of generating puzzles having a desirable level of difficulty. In this paper, we propose a method based on constraint satisfaction problems to evaluate the difficulty of the Sudoku puzzles. Then we propose a hill climbing method to generate puzzles with different levels of difficulty. Whereas other methods are usually capable of generating puzzles with only few number of difficulty levels, our method can be used to generate puzzles with arbitrary number of different difficulty levels. We test our method by generating puzzles with different levels of difficulty and having a group of 15 people solve all the puzzles and recording the time they spend for each puzzle.

Keywords: Constraint satisfaction problem, generating Sudoku puzzles, hill climbing.

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1207 The Development of the Multi-Agent Classification System (MACS) in Compliance with FIPA Specifications

Authors: Mohamed R. Mhereeg

Abstract:

The paper investigates the feasibility of constructing a software multi-agent based monitoring and classification system and utilizing it to provide an automated and accurate classification of end users developing applications in the spreadsheet domain. The agents function autonomously to provide continuous and periodic monitoring of excels spreadsheet workbooks. Resulting in, the development of the MultiAgent classification System (MACS) that is in compliance with the specifications of the Foundation for Intelligent Physical Agents (FIPA). However, different technologies have been brought together to build MACS. The strength of the system is the integration of the agent technology with the FIPA specifications together with other technologies that are Windows Communication Foundation (WCF) services, Service Oriented Architecture (SOA), and Oracle Data Mining (ODM). The Microsoft's .NET widows service based agents were utilized to develop the monitoring agents of MACS, the .NET WCF services together with SOA approach allowed the distribution and communication between agents over the WWW that is in order to satisfy the monitoring and classification of the multiple developer aspect. ODM was used to automate the classification phase of MACS.

Keywords: Autonomous, Classification, MACS, Multi-Agent, SOA, WCF.

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1206 The Intensity of Load Experienced by Female Basketball Players during Competitive Games

Authors: Tomáš Vencúrik, Jiří Nykodým

Abstract:

This study compares the intensity of game load among player positions and between the 1st and the 2nd half of the games. Two guards, three forwards, and three centers (female basketball players) participated in this study. The heart rate (HR) and its development were monitored during two competitive games. Statistically insignificant differences in the intensity of game load were recorded between guards, forwards, and centers below and above 85% of the maximal heart rate (HRmax) and in the mean HR as % of HRmax (87.81±3.79%, 87.02±4.37%, and 88.76±3.54%, respectively). Moreover, when the 1st and the 2nd half of the games were compared in the mean HR (87.89±4.18% vs. 88.14±3.63% of HRmax), no statistical significance was recorded. This information can be useful for coaching staff, to manage and to precisely plan the training process.

Keywords: Game load, heart rate, player positions, the 1st and the 2nd half of the games.

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1205 The Classification Model for Hard Disk Drive Functional Tests under Sparse Data Conditions

Authors: S. Pattanapairoj, D. Chetchotsak

Abstract:

This paper proposed classification models that would be used as a proxy for hard disk drive (HDD) functional test equitant which required approximately more than two weeks to perform the HDD status classification in either “Pass" or “Fail". These models were constructed by using committee network which consisted of a number of single neural networks. This paper also included the method to solve the problem of sparseness data in failed part, which was called “enforce learning method". Our results reveal that the constructed classification models with the proposed method could perform well in the sparse data conditions and thus the models, which used a few seconds for HDD classification, could be used to substitute the HDD functional tests.

Keywords: Sparse data, Classifications, Committee network

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1204 Selection of Appropriate Classification Technique for Lithological Mapping of Gali Jagir Area, Pakistan

Authors: Khunsa Fatima, Umar K. Khattak, Allah Bakhsh Kausar

Abstract:

Satellite images interpretation and analysis assist geologists by providing valuable information about geology and minerals of an area to be surveyed. A test site in Fatejang of district Attock has been studied using Landsat ETM+ and ASTER satellite images for lithological mapping. Five different supervised image classification techniques namely maximum likelihood, parallelepiped, minimum distance to mean, mahalanobis distance and spectral angle mapper have been performed upon both satellite data images to find out the suitable classification technique for lithological mapping in the study area. Results of these five image classification techniques were compared with the geological map produced by Geological Survey of Pakistan. Result of maximum likelihood classification technique applied on ASTER satellite image has highest correlation of 0.66 with the geological map. Field observations and XRD spectra of field samples also verified the results. A lithological map was then prepared based on the maximum likelihood classification of ASTER satellite image.

Keywords: ASTER, Landsat-ETM+, Satellite, Image classification.

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1203 Real Time Control Learning Game - Speed Race by Learning at the Wheel - Development of Data Acquisition System

Authors: Κonstantinos Kalovrektis, Chryssanthi Palazi

Abstract:

Schools today face ever-increasing demands in their attempts to ensure that students are well equipped to enter the workforce and navigate a complex world. Research indicates that computer technology can help support learning, implementation of various experiments or learning games, and that it is especially useful in developing the higher-order skills of critical thinking, observation, comprehension, implementation, comparison, analysis and active attention to activities such as research, field work, simulations and scientific inquiry. The ICT in education supports the learning procedure by enabling it to be more flexible and effective, create a rich and attractive training environment and equip the students with knowledge and potential useful for the competitive social environment in which they live. This paper presents the design, the development, and the results of the evaluation analysis of an interactive educational game which using real electric vehicles - toys (material) on a toy race track. When the game starts each student selects a specific vehicle toy. Then students are answering questionnaires in the computer. The vehicles' speed is related to the percentage of right answers in a multiple choice questionnaire (software). Every question has its own significant value depending of the different level of questionnaire. Via the developed software, each right or wrong answers in questionnaire increase or decrease the real time speed of their vehicle toys. Moreover the rate of vehicle's speed increase or decrease depends on the difficulty level of each question. The aim of the work is to attract the student’s interest in a learning process and also to improve their scores. The developed real time game was tested using independent populations of students of age groups: 8-10, 11-14, 15-18 years. Standard educational and statistical analysis tools were used for the evaluation analysis of the game. Results reveal that students using the developed real time control game scored much higher (60%) than students using a traditional simulation game on the same questionnaire. Results further indicate that student's interest in repeating the developed real time control gaming was far higher (70%) than the interest of students using a traditional simulation game.

Keywords: Real time game, sensor, learning games, LabVIEW

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1202 The Game of Synchronized Quadromineering

Authors: Alessandro Cincotti

Abstract:

In synchronized games players make their moves simultaneously rather than alternately. Synchronized Quadromineering is the synchronized version of Quadromineering, a variants of a classical two-player combinatorial game called Domineering. Experimental results for small m × n boards (with m + n < 15) and some theoretical results for general k × n boards (with k = 4, 5, 6) are presented. Moreover, some Synchronized Quadromineering variants are also investigated.

Keywords: Combinatorial games, Synchronized games, Quadromineering.

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1201 A Content Vector Model for Text Classification

Authors: Eric Jiang

Abstract:

As a popular rank-reduced vector space approach, Latent Semantic Indexing (LSI) has been used in information retrieval and other applications. In this paper, an LSI-based content vector model for text classification is presented, which constructs multiple augmented category LSI spaces and classifies text by their content. The model integrates the class discriminative information from the training data and is equipped with several pertinent feature selection and text classification algorithms. The proposed classifier has been applied to email classification and its experiments on a benchmark spam testing corpus (PU1) have shown that the approach represents a competitive alternative to other email classifiers based on the well-known SVM and naïve Bayes algorithms.

Keywords: Feature Selection, Latent Semantic Indexing, Text Classification, Vector Space Model.

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1200 Specialized Web Robot for Objectionable Web Content Classification

Authors: SuGil Choi, SeungWan Han, Chi-Yoon Jeong, TaekYong Nam

Abstract:

This paper proposes a specialized Web robot to automatically collect objectionable Web contents for use in an objectionable Web content classification system, which creates the URL database of objectionable Web contents. It aims at shortening the update period of the DB, increasing the number of URLs in the DB, and enhancing the accuracy of the information in the DB.

Keywords: Web robot, objectionable Web content classification, URL database, URL rating

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1199 An Immersive Serious Game for Firefighting and Evacuation Training in Healthcare Facilities

Authors: Anass Rahouti, Guillaume Salze, Ruggiero Lovreglio, Sélim Datoussaïd

Abstract:

In healthcare facilities, training the staff for firefighting and evacuation in real buildings is very challenging due to the presence of a vulnerable population in such an environment. In a standard environment, traditional approaches, such as fire drills, are often used to train the occupants and provide them with information about fire safety procedures. However, those traditional approaches may be inappropriate for a vulnerable population and can be inefficient from an educational viewpoint as it is impossible to expose the occupants to scenarios similar to a real emergency. Immersive serious games could be used as an alternative to traditional approaches to overcome their limitations. Serious games are already being used in different safety domains such as fires, earthquakes and terror attacks for several building types (e.g., office buildings, train stations, tunnels, etc.). In this study, we developed an immersive serious game to improve the fire safety skills of staff in healthcare facilities. An accurate representation of the healthcare environment was built in Unity3D by including visual and audio stimuli inspired from those employed in commercial action games. The serious game is organised in three levels. In each of them, the trainee is presented with a specific fire emergency and s/he can perform protective actions (e.g., firefighting, helping non-ambulant occupants, etc.) or s/he can ignore the opportunity for action and continue the evacuation. In this paper, we describe all the steps required to develop such a prototype, as well as the key questions that need to be answered, to develop a serious game for firefighting and evacuation in healthcare facilities.

Keywords: Fire Safety, healthcare, serious game, training.

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