This work aims to show how to manage heterogeneous information and data coming from real datasets that collect physical, biological, and sensory values. As productive companies—public or private, large or small—need increasing profitability with costs reduction, discovering appropriate ways to exploit data that are continuously recorded and made available can be the right choice to achieve these goals. The agricultural field is only apparently refractory to the digital technology and the “smart farm” model is increasingly widespread by exploiting the Internet of Things (IoT) paradigm applied to environmental and historical information through time-series. The focus of this study is the design and deployment of practical tasks, ranging from crop harvest forecasting to missing or wrong sensors data reconstruction, exploiting and comparing various machine learning techniques to suggest toward which direction to employ efforts and investments. The results show how there are ample margins for innovation while supporting requests and needs coming from companies that wish to employ a sustainable and optimized agriculture industrial business, investing not only in technology, but also in the knowledge and in skilled workforce required to take the best out of it.
Automatic traffic flow classification is useful to reveal road congestions and accidents. Nowadays, roads and highways are equipped with a huge amount of surveillance cameras, which can be used for real-time vehicle identification, and thus providing traffic flow estimation. This research provides a comparative analysis of state-of-the-art object detectors, visual features, and classification models useful to implement traffic state estimations. More specifically, three different object detectors are compared to identify vehicles. Four machine learning techniques are successively employed to explore five visual features for classification aims. These classic machine learning approaches are compared with the deep learning techniques. This research demonstrates that, when methods and resources are properly implemented and tested, results are very encouraging for both methods, but the deep learning method is the most accurately performing one reaching an accuracy of 99.9% for binary traffic state classification and 98.6% for multiclass classification.
This paper proposes a novel technique for an automatic detection of dementia based on the Attentional Matrices test (AMT) for selective attention assessment. The original test provides three matrices, of increasing difficulty, and the test taker is asked to mark target digits assigned. In our proposal, AMT was developed on a digitizing tablet, equipped with an electronic pen. Tablet technology enables the acquisition of additional measures to those that can be obtained by observing the execution of the traditional paper-based test. These measures reflect the dynamics of the handwriting process, particularly the pauses and hesitations while the pen is not in contact with the pad surface. Handwriting measures can then serve as input to machine learning algorithms to automatize the disease detection. In contrast to the traditional approach, dynamic handwriting analysis can provide a means to better evaluate the visual search of the patient, as well as her motor planning. To evaluate the effectiveness of the proposal, a classification study was carried out involving 29 healthy control subjects and 36 demented patients. We employed different machine learning algorithms and an ensemble scheme. We observed the first matrix to be the most discriminating; while, the ensemble of the best classification models over the three matrices provided the best classification performance (i.e., an AUC of 87.30% and a sensitivity of 86.11%). Our proposal has the potential to provide a cost-effective and easy-to-use diagnostic tool, which may also support a mass screening of the population.
Game science has become a research field, which attracts industry attention due to a worldwide rich sell-market. To understand the player experience, concepts like flow or boredom mental states require formalization and empirical investigation, taking advantage of the objective data that psychophysiological methods like electroencephalography (EEG) can provide. This work studies the affective ludology and shows two different game levels for Neverwinter Nights 2 developed with the aim to manipulate emotions; two sets of affective design guidelines are presented, with a rigorous formalization that considers the characteristics of role-playing genre and its specific gameplay. An empirical investigation with a brain–computer interface headset has been conducted: by extracting numerical data features, machine learning techniques classify the different activities of the gaming sessions (task and events) to verify if their design differentiation coincides with the affective one. The observed results, also supported by subjective questionnaires data, confirm the goodness of the proposed guidelines, suggesting that this evaluation methodology could be extended to other evaluation tasks.