Search results for: Game Classification
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 1320

Search results for: Game Classification

1200 A Game Design Framework for Vocational Education

Authors: Heide Lukosch, Roy Van Bussel, Sebastiaan Meijer

Abstract:

Serious games have proven to be a useful instrument to engage learners and increase motivation. Nevertheless, a broadly accepted, practical instructional design approach to serious games does not exist. In this paper, we introduce the use of an instructional design model that has not been applied to serious games yet, and has some advantages compared to other design approaches. We present the case of mechanics mechatronics education to illustrate the close match with timing and role of knowledge and information that the instructional design model prescribes and how this has been translated to a rigidly structured game design. The structured approach answers the learning needs of applicable knowledge within the target group. It combines advantages of simulations with strengths of entertainment games to foster learner-s motivation in the best possible way. A prototype of the game will be evaluated along a well-respected evaluation method within an advanced test setting including test and control group.

Keywords: Serious Gaming, Simulation, Complex Learning.

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1199 An Enhanced Support Vector Machine-Based Approach for Sentiment Classification of Arabic Tweets of Different Dialects

Authors: Gehad S. Kaseb, Mona F. Ahmed

Abstract:

Arabic Sentiment Analysis (SA) is one of the most common research fields with many open areas. This paper proposes different pre-processing steps and a modified methodology to improve the accuracy using normal Support Vector Machine (SVM) classification. The paper works on two datasets, Arabic Sentiment Tweets Dataset (ASTD) and Extended Arabic Tweets Sentiment Dataset (Extended-ATSD), which are publicly available for academic use. The results show that the classification accuracy approaches 86%.

Keywords: Arabic, hybrid classification, sentiment analysis, tweets.

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1198 Frame Texture Classification Method (FTCM) Applied on Mammograms for Detection of Abnormalities

Authors: Kjersti Engan, Karl Skretting, Jostein Herredsvela, Thor Ole Gulsrud

Abstract:

Texture classification is an important image processing task with a broad application range. Many different techniques for texture classification have been explored. Using sparse approximation as a feature extraction method for texture classification is a relatively new approach, and Skretting et al. recently presented the Frame Texture Classification Method (FTCM), showing very good results on classical texture images. As an extension of that work the FTCM is here tested on a real world application as detection of abnormalities in mammograms. Some extensions to the original FTCM that are useful in some applications are implemented; two different smoothing techniques and a vector augmentation technique. Both detection of microcalcifications (as a primary detection technique and as a last stage of a detection scheme), and soft tissue lesions in mammograms are explored. All the results are interesting, and especially the results using FTCM on regions of interest as the last stage in a detection scheme for microcalcifications are promising.

Keywords: detection, mammogram, texture classification, dictionary learning, FTCM

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1197 Predication Model for Leukemia Diseases Based on Data Mining Classification Algorithms with Best Accuracy

Authors: Fahd Sabry Esmail, M. Badr Senousy, Mohamed Ragaie

Abstract:

In recent years, there has been an explosion in the rate of using technology that help discovering the diseases. For example, DNA microarrays allow us for the first time to obtain a "global" view of the cell. It has great potential to provide accurate medical diagnosis, to help in finding the right treatment and cure for many diseases. Various classification algorithms can be applied on such micro-array datasets to devise methods that can predict the occurrence of Leukemia disease. In this study, we compared the classification accuracy and response time among eleven decision tree methods and six rule classifier methods using five performance criteria. The experiment results show that the performance of Random Tree is producing better result. Also it takes lowest time to build model in tree classifier. The classification rules algorithms such as nearest- neighbor-like algorithm (NNge) is the best algorithm due to the high accuracy and it takes lowest time to build model in classification.

Keywords: Data mining, classification techniques, decision tree, classification rule, leukemia diseases, microarray data.

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1196 Identifying Game Variables from Students’ Surveys for Prototyping Games for Learning

Authors: N. Ismail, O. Thammajinda, U. Thongpanya

Abstract:

Games-based learning (GBL) has become increasingly important in teaching and learning. This paper explains the first two phases (analysis and design) of a GBL development project, ending up with a prototype design based on students’ and teachers’ perceptions. The two phases are part of a full cycle GBL project aiming to help secondary school students in Thailand in their study of Comprehensive Sex Education (CSE). In the course of the study, we invited 1,152 students to complete questionnaires and interviewed 12 secondary school teachers in focus groups. This paper found that GBL can serve students in their learning about CSE, enabling them to gain understanding of their sexuality, develop skills, including critical thinking skills and interact with others (peers, teachers, etc.) in a safe environment. The objectives of this paper are to outline the development of GBL variables from the research question(s) into the developers’ flow chart, to be responsive to the GBL beneficiaries’ preferences and expectations, and to help in answering the research questions. This paper details the steps applied to generate GBL variables that can feed into a game flow chart to develop a GBL prototype. In our approach, we detailed two models: (1) Game Elements Model (GEM) and (2) Game Object Model (GOM). There are three outcomes of this research – first, to achieve the objectives and benefits of GBL in learning, game design has to start with the research question(s) and the challenges to be resolved as research outcomes. Second, aligning the educational aims with engaging GBL end users (students) within the data collection phase to inform the game prototype with the game variables is essential to address the answer/solution to the research question(s). Third, for efficient GBL to bridge the gap between pedagogy and technology and in order to answer the research questions via technology (i.e. GBL) and to minimise the isolation between the pedagogists “P” and technologist “T”, several meetings and discussions need to take place within the team.

Keywords: Games-based learning, design, engagement, pedagogy, preferences, prototype, variables.

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1195 A Hybrid Gene Selection Technique Using Improved Mutual Information and Fisher Score for Cancer Classification Using Microarrays

Authors: M. Anidha, K. Premalatha

Abstract:

Feature Selection is significant in order to perform constructive classification in the area of cancer diagnosis. However, a large number of features compared to the number of samples makes the task of classification computationally very hard and prone to errors in microarray gene expression datasets. In this paper, we present an innovative method for selecting highly informative gene subsets of gene expression data that effectively classifies the cancer data into tumorous and non-tumorous. The hybrid gene selection technique comprises of combined Mutual Information and Fisher score to select informative genes. The gene selection is validated by classification using Support Vector Machine (SVM) which is a supervised learning algorithm capable of solving complex classification problems. The results obtained from improved Mutual Information and F-Score with SVM as a classifier has produced efficient results.

Keywords: Gene selection, mutual information, Fisher score, classification, SVM.

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1194 Rock Textures Classification Based on Textural and Spectral Features

Authors: Tossaporn Kachanubal, Somkait Udomhunsakul

Abstract:

In this paper, we proposed a method to classify each type of natural rock texture. Our goal is to classify 26 classes of rock textures. First, we extract five features of each class by using principle component analysis combining with the use of applied spatial frequency measurement. Next, the effective node number of neural network was tested. We used the most effective neural network in classification process. The results from this system yield quite high in recognition rate. It is shown that high recognition rate can be achieved in separation of 26 stone classes.

Keywords: Texture classification, SFM, neural network, rock texture classification.

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1193 An Architectural Model of Multi-Agent Systems for Student Evaluation in Collaborative Game Software

Authors: Monica Hoedltke Pietruchinski, Andrey Ricardo Pimentel

Abstract:

The teaching of computer programming for beginners has been generally considered as a difficult and challenging task. Several methodologies and research tools have been developed, however, the difficulty of teaching still remains. Our work integrates the state of the art in teaching programming with game software and further provides metrics for the evaluation of student performance in a collaborative activity of playing games. This paper aims to present a multi-agent system architecture to be incorporated to the educational collaborative game software for teaching programming that monitors, evaluates and encourages collaboration by the participants. A literature review has been made on the concepts of Collaborative Learning, Multi-agents systems, collaborative games and techniques to teach programming using these concepts simultaneously.

Keywords: Architecture of multi-agent systems, collaborative evaluation, collaboration assessment, gamifying educational software.

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1192 Lineup Optimization Model of Basketball Players Based on the Prediction of Recursive Neural Networks

Authors: Wang Yichen, Haruka Yamashita

Abstract:

In recent years, in the field of sports, decision making such as member in the game and strategy of the game based on then analysis of the accumulated sports data are widely attempted. In fact, in the NBA basketball league where the world's highest level players gather, to win the games, teams analyze the data using various statistical techniques. However, it is difficult to analyze the game data for each play such as the ball tracking or motion of the players in the game, because the situation of the game changes rapidly, and the structure of the data should be complicated. Therefore, it is considered that the analysis method for real time game play data is proposed. In this research, we propose an analytical model for "determining the optimal lineup composition" using the real time play data, which is considered to be difficult for all coaches. In this study, because replacing the entire lineup is too complicated, and the actual question for the replacement of players is "whether or not the lineup should be changed", and “whether or not Small Ball lineup is adopted”. Therefore, we propose an analytical model for the optimal player selection problem based on Small Ball lineups. In basketball, we can accumulate scoring data for each play, which indicates a player's contribution to the game, and the scoring data can be considered as a time series data. In order to compare the importance of players in different situations and lineups, we combine RNN (Recurrent Neural Network) model, which can analyze time series data, and NN (Neural Network) model, which can analyze the situation on the field, to build the prediction model of score. This model is capable to identify the current optimal lineup for different situations. In this research, we collected all the data of accumulated data of NBA from 2019-2020. Then we apply the method to the actual basketball play data to verify the reliability of the proposed model.

Keywords: Recurrent Neural Network, players lineup, basketball data, decision making model.

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1191 Input Textural Feature Selection By Mutual Information For Multispectral Image Classification

Authors: Mounir Ait kerroum, Ahmed Hammouch, Driss Aboutajdine

Abstract:

Texture information plays increasingly an important role in remotely sensed imagery classification and many pattern recognition applications. However, the selection of relevant textural features to improve this classification accuracy is not a straightforward task. This work investigates the effectiveness of two Mutual Information Feature Selector (MIFS) algorithms to select salient textural features that contain highly discriminatory information for multispectral imagery classification. The input candidate features are extracted from a SPOT High Resolution Visible(HRV) image using Wavelet Transform (WT) at levels (l = 1,2). The experimental results show that the selected textural features according to MIFS algorithms make the largest contribution to improve the classification accuracy than classical approaches such as Principal Components Analysis (PCA) and Linear Discriminant Analysis (LDA).

Keywords: Feature Selection, Texture, Mutual Information, Wavelet Transform, SVM classification, SPOT Imagery.

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1190 Improved Automated Classification of Alcoholics and Non-alcoholics

Authors: Ramaswamy Palaniappan

Abstract:

In this paper, several improvements are proposed to previous work of automated classification of alcoholics and nonalcoholics. In the previous paper, multiplayer-perceptron neural network classifying energy of gamma band Visual Evoked Potential (VEP) signals gave the best classification performance using 800 VEP signals from 10 alcoholics and 10 non-alcoholics. Here, the dataset is extended to include 3560 VEP signals from 102 subjects: 62 alcoholics and 40 non-alcoholics. Three modifications are introduced to improve the classification performance: i) increasing the gamma band spectral range by increasing the pass-band width of the used filter ii) the use of Multiple Signal Classification algorithm to obtain the power of the dominant frequency in gamma band VEP signals as features and iii) the use of the simple but effective knearest neighbour classifier. To validate that these two modifications do give improved performance, a 10-fold cross validation classification (CVC) scheme is used. Repeat experiments of the previously used methodology for the extended dataset are performed here and improvement from 94.49% to 98.71% in maximum averaged CVC accuracy is obtained using the modifications. This latest results show that VEP based classification of alcoholics is worth exploring further for system development.

Keywords: Alcoholic, Multilayer-perceptron, Nearest neighbour, Gamma band, MUSIC, Visual evoked potential.

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1189 Case-Based Reasoning: A Hybrid Classification Model Improved with an Expert's Knowledge for High-Dimensional Problems

Authors: Bruno Trstenjak, Dzenana Donko

Abstract:

Data mining and classification of objects is the process of data analysis, using various machine learning techniques, which is used today in various fields of research. This paper presents a concept of hybrid classification model improved with the expert knowledge. The hybrid model in its algorithm has integrated several machine learning techniques (Information Gain, K-means, and Case-Based Reasoning) and the expert’s knowledge into one. The knowledge of experts is used to determine the importance of features. The paper presents the model algorithm and the results of the case study in which the emphasis was put on achieving the maximum classification accuracy without reducing the number of features.

Keywords: Case based reasoning, classification, expert's knowledge, hybrid model.

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1188 Classification of Ground Water Resources for Emergency Supply

Authors: František Bozek, Alexandr Bozek, Alena Bumbova, Eduard Bakos, Jiri Dvorak

Abstract:

The article deals with the classification of alternative water resources in terms of potential risks which is the prerequisite for incorporating these water resources to the emergency plans. The classification is based on the quantification of risks resulting from possible damage, disruption or total destruction of water resource caused by natural and anthropogenic hazards, assessment of water quality and availability, traffic accessibility of the assessed resource and finally its water yield. The aim is to achieve the development of an integrated rescue system, which will be capable of supplying the population with drinking water on the whole stricken territory during the states of emergency.

Keywords: Classification, Emergency Supply, Risk, Water Standby Resource.

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1187 Semi-Automatic Method to Assist Expert for Association Rules Validation

Authors: Amdouni Hamida, Gammoudi Mohamed Mohsen

Abstract:

In order to help the expert to validate association rules extracted from data, some quality measures are proposed in the literature. We distinguish two categories: objective and subjective measures. The first one depends on a fixed threshold and on data quality from which the rules are extracted. The second one consists on providing to the expert some tools in the objective to explore and visualize rules during the evaluation step. However, the number of extracted rules to validate remains high. Thus, the manually mining rules task is very hard. To solve this problem, we propose, in this paper, a semi-automatic method to assist the expert during the association rule's validation. Our method uses rule-based classification as follow: (i) We transform association rules into classification rules (classifiers), (ii) We use the generated classifiers for data classification. (iii) We visualize association rules with their quality classification to give an idea to the expert and to assist him during validation process.

Keywords: Association rules, Rule-based classification, Classification quality, Validation.

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1186 A Case Study of Mobile Game Based Learning Design for Gender Responsive STEM Education

Authors: Raluca Ionela Maxim

Abstract:

Designing a gender responsive Science, Technology, Engineering and Mathematics (STEM) mobile game based learning solution (mGBL) is a challenge in terms of content, gamification level and equal engagement of girls and boys. The goal of this case study was to research and create a high-fidelity prototype design of a mobile game that contains role-models as avatars that guide and expose girls and boys to STEM learning content. For this research purpose it was applied the methodology of design sprint with five-phase process that combines design thinking principles. The technique of this methodology comprises smart interviews with STEM experts, mind-map creation, sketching, prototyping and usability testing of the interactive prototype of the gender responsive STEM mGBL. The results have shown that the effect of the avatar/role model had a positive impact. Therefore, by exposing students (boys and girls) to STEM role models in an mGBL tool is helpful for the decreasing of the gender inequalities in STEM fields.

Keywords: Design thinking, design sprint, gender-responsive STEM education, mobile game based learning, role-models.

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1185 Distributed Coverage Control by Robot Networks in Unknown Environments Using a Modified EM Algorithm

Authors: Mohammadhosein Hasanbeig, Lacra Pavel

Abstract:

In this paper, we study a distributed control algorithm for the problem of unknown area coverage by a network of robots. The coverage objective is to locate a set of targets in the area and to minimize the robots’ energy consumption. The robots have no prior knowledge about the location and also about the number of the targets in the area. One efficient approach that can be used to relax the robots’ lack of knowledge is to incorporate an auxiliary learning algorithm into the control scheme. A learning algorithm actually allows the robots to explore and study the unknown environment and to eventually overcome their lack of knowledge. The control algorithm itself is modeled based on game theory where the network of the robots use their collective information to play a non-cooperative potential game. The algorithm is tested via simulations to verify its performance and adaptability.

Keywords: Distributed control, game theory, multi-agent learning, reinforcement learning.

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1184 A Comprehensive Analysis for Widespread use of Electric Vehicles

Authors: Yu Zhou, Zhaoyang Dong, Xiaomei Zhao

Abstract:

This paper mainly investigates the environmental and economic impacts of worldwide use of electric vehicles. It can be concluded that governments have good reason to promote the use of electric vehicles. First, the global vehicles population is evaluated with the help of grey forecasting model and the amount of oil saving is estimated through approximate calculation. After that, based on the game theory, the amount and types of electricity generation needed by electronic vehicles are established. Finally, some conclusions on the government-s attitudes are drawn.

Keywords: electronic vehicles, grey prediction, game theory

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1183 Spatial Audio Player Using Musical Genre Classification

Authors: Jun-Yong Lee, Hyoung-Gook Kim

Abstract:

In this paper, we propose a smart music player that combines the musical genre classification and the spatial audio processing. The musical genre is classified based on content analysis of the musical segment detected from the audio stream. In parallel with the classification, the spatial audio quality is achieved by adding an artificial reverberation in a virtual acoustic space to the input mono sound. Thereafter, the spatial sound is boosted with the given frequency gains based on the musical genre when played back. Experiments measured the accuracy of detecting the musical segment from the audio stream and its musical genre classification. A listening test was performed based on the virtual acoustic space based spatial audio processing.

Keywords: Automatic equalization, genre classification, music segment detection, spatial audio processing.

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1182 Latent Topic Based Medical Data Classification

Authors: Jian-hua Yeh, Shi-yi Kuo

Abstract:

This paper discusses the classification process for medical data. In this paper, we use the data from ACM KDDCup 2008 to demonstrate our classification process based on latent topic discovery. In this data set, the target set and outliers are quite different in their nature: target set is only 0.6% size in total, while the outliers consist of 99.4% of the data set. We use this data set as an example to show how we dealt with this extremely biased data set with latent topic discovery and noise reduction techniques. Our experiment faces two major challenge: (1) extremely distributed outliers, and (2) positive samples are far smaller than negative ones. We try to propose a suitable process flow to deal with these issues and get a best AUC result of 0.98.

Keywords: classification, latent topics, outlier adjustment, feature scaling

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1181 Sparse Coding Based Classification of Electrocardiography Signals Using Data-Driven Complete Dictionary Learning

Authors: Fuad Noman, Sh-Hussain Salleh, Chee-Ming Ting, Hadri Hussain, Syed Rasul

Abstract:

In this paper, a data-driven dictionary approach is proposed for the automatic detection and classification of cardiovascular abnormalities. Electrocardiography (ECG) signal is represented by the trained complete dictionaries that contain prototypes or atoms to avoid the limitations of pre-defined dictionaries. The data-driven trained dictionaries simply take the ECG signal as input rather than extracting features to study the set of parameters that yield the most descriptive dictionary. The approach inherently learns the complicated morphological changes in ECG waveform, which is then used to improve the classification. The classification performance was evaluated with ECG data under two different preprocessing environments. In the first category, QT-database is baseline drift corrected with notch filter and it filters the 60 Hz power line noise. In the second category, the data are further filtered using fast moving average smoother. The experimental results on QT database confirm that our proposed algorithm shows a classification accuracy of 92%.

Keywords: Electrocardiogram, dictionary learning, sparse coding, classification.

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1180 Using Self Organizing Feature Maps for Classification in RGB Images

Authors: Hassan Masoumi, Ahad Salimi, Nazanin Barhemmat, Babak Gholami

Abstract:

Artificial neural networks have gained a lot of interest as empirical models for their powerful representational capacity, multi input and output mapping characteristics. In fact, most feedforward networks with nonlinear nodal functions have been proved to be universal approximates. In this paper, we propose a new supervised method for color image classification based on selforganizing feature maps (SOFM). This algorithm is based on competitive learning. The method partitions the input space using self-organizing feature maps to introduce the concept of local neighborhoods. Our image classification system entered into RGB image. Experiments with simulated data showed that separability of classes increased when increasing training time. In additional, the result shows proposed algorithms are effective for color image classification.

Keywords: Classification, SOFM, neural network, RGB images.

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1179 Interface Terminologies: A Case Study on the International Classification of Primary Care

Authors: Laurent Letrilliart, Anne-Katty Bacis, François Mennerat, Cyrille Colin

Abstract:

The International Classification of Primary Care (ICPC), which belongs to the WHO Family of International Classifications (WHO-FIC), has a low granularity, which is convenient for describing general medical practice. However, its lack of specificity makes it useful to be used along with an interface terminology. An international survey has been performed, using a questionnaire sent by email to experts from 25 countries, in order to describe the terminologies interfacing with ICPC. Eleven interface terminologies have been identified, developed in Argentina, Australia, Belgium (2), Canada, Denmark, France, Germany, Norway, South Africa, and The Netherlands. Globally, these systems have been poorly assessed until now.

Keywords: Terminology, controlled vocabulary, thesaurus, classification, International Classification of Primary Care.

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1178 Fatty Acids Composition of Elk, Deer, Roe Deer and Wild Boar Meat Hunted in Latvia

Authors: Vita Strazdina, Aleksandrs Jemeljanovs, Vita Sterna

Abstract:

A game animals – elk (Alces alces), deer (Cervus elaphus), roe deer (Capreolus capreolus) or wild boar (Sus scrofa scrofa) - every autumn and winter period provide an excellent investment, diversification of many consumer meals. In last years consumption and assortiment of game meat products significantly increase. Investigations about biochemical composition of game meat are not very much. The meat of wild animals is more favourable for human health because it has lower saturated fatty acids content, but higher content of protein. Therefore the aim of investigations was to compare biochemical composition of ungulates obtained in Latvia.Investigations were carried out in wild animals different regions of Latvia. In the studied samples protein, intramuscular fat, fatty acids and cholesterol were determined. The biochemical analysis of 54 samples were done. Results of analysis showed that protein content 22.36 – 22.92% of all types of meat samples is not different statistically, significantly lower fat content 1.33 ± 0.88% had elk meat samples and 1.59 ± 0.59% roe deer samples. Content of cholesterol was various 64.41 – 95.07% in the ruminant meat samples of different species. From the dietetic point of view the best composition of fatty acids has meat samples of roe deer.

Keywords: dietic product, game meat, intramuscular fat

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1177 Documents Emotions Classification Model Based on TF-IDF Weighting Measure

Authors: Amr Mansour Mohsen, Hesham Ahmed Hassan, Amira M. Idrees

Abstract:

Emotions classification of text documents is applied to reveal if the document expresses a determined emotion from its writer. As different supervised methods are previously used for emotion documents’ classification, in this research we present a novel model that supports the classification algorithms for more accurate results by the support of TF-IDF measure. Different experiments have been applied to reveal the applicability of the proposed model, the model succeeds in raising the accuracy percentage according to the determined metrics (precision, recall, and f-measure) based on applying the refinement of the lexicon, integration of lexicons using different perspectives, and applying the TF-IDF weighting measure over the classifying features. The proposed model has also been compared with other research to prove its competence in raising the results’ accuracy.

Keywords: Emotion detection, TF-IDF, WEKA tool, classification algorithms.

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1176 Survey on Strategic Games and Decision Making

Authors: S. Madhavi, K. Baala Srinivas, G. Bharath, R. K. Indhuja, M. Kowser Chandini

Abstract:

Game theory is the study of how people interact and make decisions to handle competitive situations. It has mainly been developed to study decision making in complex situations. Humans routinely alter their behaviour in response to changes in their social and physical environment. As a consequence, the outcomes of decisions that depend on the behaviour of multiple decision makers are difficult to predict and require highly adaptive decision-making strategies. In addition to the decision makers may have preferences regarding consequences to other individuals and choose their actions to improve or reduce the well-being of others. Nash equilibrium is a fundamental concept in the theory of games and the most widely used method of predicting the outcome of a strategic interaction in the social sciences. A Nash Equilibrium exists when there is no unilateral profitable deviation from any of the players involved. On the other hand, no player in the game would take a different action as long as every other player remains the same.

Keywords: Game Theory, Nash Equilibrium, Rules of Dominance.

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1175 Alphanumeric Hand-Prints Classification: Similarity Analysis between Local Decisions

Authors: G. Dimauro, S. Impedovo, M.G. Lucchese, R. Modugno, G. Pirlo

Abstract:

This paper presents the analysis of similarity between local decisions, in the process of alphanumeric hand-prints classification. From the analysis of local characteristics of handprinted numerals and characters, extracted by a zoning method, the set of classification decisions is obtained and the similarity among them is investigated. For this purpose the Similarity Index is used, which is an estimator of similarity between classifiers, based on the analysis of agreements between their decisions. The experimental tests, carried out using numerals and characters from the CEDAR and ETL database, respectively, show to what extent different parts of the patterns provide similar classification decisions.

Keywords: Handwriting Recognition, Optical Character Recognition, Similarity Index, Zoning.

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1174 Using Genetic Programming to Evolve a Team of Data Classifiers

Authors: Gregor A. Morrison, Dominic P. Searson, Mark J. Willis

Abstract:

The purpose of this paper is to demonstrate the ability of a genetic programming (GP) algorithm to evolve a team of data classification models. The GP algorithm used in this work is “multigene" in nature, i.e. there are multiple tree structures (genes) that are used to represent team members. Each team member assigns a data sample to one of a fixed set of output classes. A majority vote, determined using the mode (highest occurrence) of classes predicted by the individual genes, is used to determine the final class prediction. The algorithm is tested on a binary classification problem. For the case study investigated, compact classification models are obtained with comparable accuracy to alternative approaches.

Keywords: classification, genetic programming.

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1173 Motor Imagery Signal Classification for a Four State Brain Machine Interface

Authors: Hema C. R., Paulraj M. P., S. Yaacob, A. H. Adom, R. Nagarajan

Abstract:

Motor imagery classification provides an important basis for designing Brain Machine Interfaces [BMI]. A BMI captures and decodes brain EEG signals and transforms human thought into actions. The ability of an individual to control his EEG through imaginary mental tasks enables him to control devices through the BMI. This paper presents a method to design a four state BMI using EEG signals recorded from the C3 and C4 locations. Principle features extracted through principle component analysis of the segmented EEG are analyzed using two novel classification algorithms using Elman recurrent neural network and functional link neural network. Performance of both classifiers is evaluated using a particle swarm optimization training algorithm; results are also compared with the conventional back propagation training algorithm. EEG motor imagery recorded from two subjects is used in the offline analysis. From overall classification performance it is observed that the BP algorithm has higher average classification of 93.5%, while the PSO algorithm has better training time and maximum classification. The proposed methods promises to provide a useful alternative general procedure for motor imagery classification

Keywords: Motor Imagery, Brain Machine Interfaces, Neural Networks, Particle Swarm Optimization, EEG signal processing.

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1172 SNR Classification Using Multiple CNNs

Authors: Thinh Ngo, Paul Rad, Brian Kelley

Abstract:

Noise estimation is essential in today wireless systems for power control, adaptive modulation, interference suppression and quality of service. Deep learning (DL) has already been applied in the physical layer for modulation and signal classifications. Unacceptably low accuracy of less than 50% is found to undermine traditional application of DL classification for SNR prediction. In this paper, we use divide-and-conquer algorithm and classifier fusion method to simplify SNR classification and therefore enhances DL learning and prediction. Specifically, multiple CNNs are used for classification rather than a single CNN. Each CNN performs a binary classification of a single SNR with two labels: less than, greater than or equal. Together, multiple CNNs are combined to effectively classify over a range of SNR values from −20 ≤ SNR ≤ 32 dB.We use pre-trained CNNs to predict SNR over a wide range of joint channel parameters including multiple Doppler shifts (0, 60, 120 Hz), power-delay profiles, and signal-modulation types (QPSK,16QAM,64-QAM). The approach achieves individual SNR prediction accuracy of 92%, composite accuracy of 70% and prediction convergence one order of magnitude faster than that of traditional estimation.

Keywords: Classification, classifier fusion, CNN, Deep Learning, prediction, SNR.

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1171 Orchestra/Percussion Classification Algorithm for United Speech Audio Coding System

Authors: Yueming Wang, Rendong Ying, Sumxin Jiang, Peilin Liu

Abstract:

Unified Speech Audio Coding (USAC), the latest MPEG standardization for unified speech and audio coding, uses a speech/audio classification algorithm to distinguish speech and audio segments of the input signal. The quality of the recovered audio can be increased by well-designed orchestra/percussion classification and subsequent processing. However, owing to the shortcoming of the system, introducing an orchestra/percussion classification and modifying subsequent processing can enormously increase the quality of the recovered audio. This paper proposes an orchestra/percussion classification algorithm for the USAC system which only extracts 3 scales of Mel-Frequency Cepstral Coefficients (MFCCs) rather than traditional 13 scales of MFCCs and use Iterative Dichotomiser 3 (ID3) Decision Tree rather than other complex learning method, thus the proposed algorithm has lower computing complexity than most existing algorithms. Considering that frequent changing of attributes may lead to quality loss of the recovered audio signal, this paper also design a modified subsequent process to help the whole classification system reach an accurate rate as high as 97% which is comparable to classical 99%.

Keywords: ID3 Decision Tree, MFCC, Orchestra/Percussion Classification, USAC

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