Artificial neural networks (ANNs) have become a popular tool in the analysis of remotely sensed data. Although significant progress has been made in image classification based upon neural networks, a number of issues remain to be resolved. This paper reviews remotely sensed data analysis with neural networks. First, we present an overview of the main concepts underlying ANNs, including the main architectures and learning algorithms. Then, the main tasks that involve ANNs in remote sensing are described. The limitations and crucial issues relating to the application of the neural network approach are discussed. A brief review of the implementation of ANNs in some of the most popular image processing software packages is presented. Finally, we discuss the application perspectives of neural networks in remote sensing image analysis.
This paper presents a multi-model predictor called Qualitative Multi-Model Predictor Plus (QMMP+) for demand forecast in water distribution networks. QMMP+ is based on the decomposition of the quantitative and qualitative information of the time-series. The quantitative component (i.e., the daily consumption prediction) is forecasted and the pattern mode estimated using a Nearest Neighbor (NN) classifier and a Calendar. The patterns are updated via a simple Moving Average scheme. The NN classifier and the Calendar are executed simultaneously every period and the most suited model for prediction is selected using a probabilistic approach. The proposed solution for water demand forecast is compared against Radial Basis Function Artificial Neural Networks (RBF-ANN), the statistical Autoregressive Integrated Moving Average (ARIMA), and Double Seasonal Holt-Winters (DSHW) approaches, providing the best results when applied to real demand of the Barcelona Water Distribution Network. QMMP+ has demonstrated that the special modelling treatment of water consumption patterns improves the forecasting accuracy.
28 May 2018 in IEEE Transactions on Affective Computing
It has been shown that the emotional state of students plays an important role towards with learning; for instance, engaged concentration is positively correlated with learning. This paper proposes the Inductive Control (IC) for educational games. Unlike conventional approaches that only modify the game level, the proposed technique also induces emotions in the player for supporting the learning process. This paper explores a fuzzy system that analyzes the players' performance and their emotional state for controlling the level and aesthetic content of an educational video game. The emotional state of the player is recognized through voice analysis. A total of 40 subjects played a video game designed to practice basic math skills; for each trial, a student plays two times in a row the same game but each time the game was controlled by one of the two approaches ---Dynamic Difficulty Adjustment (DDA) and IC, the playing order was assigned randomly. Results show that when the proposed approach is used the participants changed faster from unpleasant--low to pleasant or high emotions. These experiments demonstrate that the inductive control technique improves the learning effectiveness through detection and stimulation of positive emotions.