Airborne LiDAR produced large amounts of data for archaeological research over the past decade. Labeling this type of archaeological data is a tedious process. We used a data set from Pacunam LiDAR Initiative survey of lowland Maya region in Guatemala. The data set contains ancient Maya structures that were manually labeled, and ground verified to a large extent. We have built and compared two deep learning-based models, U-Net and Mask R-CNN, for semantic segmentation. The segmentation models were used in two tasks: identification of areas of ancient construction activity, and identification of the remnants of ancient Maya buildings. The U-Net based model performed better in both tasks and was capable of correctly identifying 60–66% of all objects, and 74–81% of medium sized objects. The quality of the resulting prediction was evaluated using a variety of quantifiers. Furthermore, we discuss the problems of re-purposing the archaeological style labeling for production of valid machine learning training sets. Ultimately, we outline the value of these models for archaeological research and present the road map to produce a useful decision support system for recognition of ancient objects in LiDAR data.
3 December 2019 in IEEE Transactions on Fuzzy Systems
This paper models the multihop data-routing in Vehicular Ad-hoc Networks (VANET) as Multiple Criteria Decision Making (MCDM) in four steps. First, the criteria that have impact on the performance of the network layer are captured and transformed into fuzzy sets. Second, the fuzzy sets are characterized by Fuzzy Membership Functions (FMF) which are interpolated (curve fitting) based on the data collected from massive experimental simulations. Third, the Analytical Hierarchy Process (AHP) is exploited to identify the relationships among the criteria. Fourth, multiple fuzzy rules are determined and, the Takagi-Sugeno-Kang (TSK) inference system is employed to infer and aggregate the final forwarding decision. Through integrating techniques of MCDM, FMF, AHP, and TSK, we design a distributed and opportunistic data routing protocol, namely, VEFR (Vehicular Environment Fuzzy Router) which targets V2V (vehicle-to-vehicle) communication and runs in two main processes, Road Segment Selection (RSS) and Relay Vehicle Selection (RVS). RSS is intended to select multiple successive junctions through which the packets should travel from the source to the destination, while RVS process is intended to select relay vehicles within the selected road segment. The experimental results show that our protocol performs and scales well with both network size and density, considering the combined problem of end-to-end packet delivery ratio and end-to-end latency.
Good quality water supplies and safe sanitation in urban areas are a big challenge for governments throughout the world. Providing adequate water quality is a basic requirement for our lives. The colony forming units of the bacterium Legionella pneumophila in potable water represent a big problem which cannot be overlooked for health protection reasons. We analysed several methods to program a virtual hot water tank with AI (artificial intelligence) tools including neuro-fuzzy systems as a precaution against legionelosis. The main goal of this paper is to present research which simulates the temperature profile in the water tank. This research presents a tool for a water management system to simulate conditions which are able to prevent legionelosis outbreaks in a water system. The challenge is to create a virtual water tank simulator including the water environment which can simulate a situation which is common in building water distribution systems. The key feature of the presented system is its adaptation to any hot water tank. While respecting the basic parameters of hot water, a water supplier and building maintainer are required to ensure the predefined quality and water temperature at each sampling site and avoid the growth of Legionella. The presented system is one small contribution how to overcome a situation when legionelosis could find good conditions to spread and jeopardize human lives.
Analyses of user experience in the electronic entertainment industry currently rely on self-reporting methods, such as surveys, ratings, focus group interviews, etc. We argue that self-reporting alone carries inherent problems—mainly the misinterpretation and temporal delay during longer experiments—and therefore, should not be used as a sole metric. To tackle this problem, we propose the possibility of modeling consumer experience using psychophysiological measures and demonstrate how such models can be trained using machine learning methods. We use a machine learning approach to model user experience using real-time data produced by the autonomic nervous system and involuntary psychophysiological responses. Multiple psychophysiological measures, such as heart rate, electrodermal activity, and respiratory activity, have been used in combination with self-reporting to prepare training sets for machine learning algorithms. The training data was collected from 31 participants during hour-long experiment sessions, where they played multiple video-games. Afterwards, we trained and compared the results of four different machine learning models, out of which the best one produced ∼96% accuracy. The results suggest that psychophysiological measures can indeed be used to assess the enjoyment of digital entertainment consumers.
We propose hierarchical multi agent control system based on rule based fuzzy system for pursuit-evasion task and state a new representation of this type of game that is based on fuzzy logic. This approach enables improvement of the rule base under uncertain conditions and can process a priori inserted expert knowledge. Example application domain includes reckon and guard robots, research space probes, coordination of multiple mine sweeping devices or autonomous rescue teams.