2015 ◽  
Vol 25 (04) ◽  
pp. 1450036 ◽  
Author(s):  
José R. Villar ◽  
Silvia González ◽  
Javier Sedano ◽  
Camelia Chira ◽  
Jose M. Trejo-Gabriel-Galan

The development of efficient stroke-detection methods is of significant importance in today's society due to the effects and impact of stroke on health and economy worldwide. This study focuses on Human Activity Recognition (HAR), which is a key component in developing an early stroke-diagnosis tool. An overview of the proposed global approach able to discriminate normal resting from stroke-related paralysis is detailed. The main contributions include an extension of the Genetic Fuzzy Finite State Machine (GFFSM) method and a new hybrid feature selection (FS) algorithm involving Principal Component Analysis (PCA) and a voting scheme putting the cross-validation results together. Experimental results show that the proposed approach is a well-performing HAR tool that can be successfully embedded in devices.


2019 ◽  
Vol 24 (4) ◽  
pp. 451-464 ◽  
Author(s):  
Enrico Casella ◽  
Marco Ortolani ◽  
Simone Silvestri ◽  
Sajal K. Das

AbstractRecognizing users’ daily life activities without disrupting their lifestyle is a key functionality to enable a broad variety of advanced services for a Smart City, from energy-efficient management of urban spaces to mobility optimization. In this paper, we propose a novel method for human activity recognition from a collection of outdoor mobility traces acquired through wearable devices. Our method exploits the regularities naturally present in human mobility patterns to construct syntactic models in the form of finite state automata, thanks to an approach known as grammatical inference. We also introduce a measure of similarity that accounts for the intrinsic hierarchical nature of such models, and allows to identify the common traits in the paths induced by different activities at various granularity levels. Our method has been validated on a dataset of real traces representing movements of users in a large metropolitan area. The experimental results show the effectiveness of our similarity measure to correctly identify a set of common coarse-grained activities, as well as their refinement at a finer level of granularity.


2020 ◽  
Vol 11 (12) ◽  
pp. 6077-6091 ◽  
Author(s):  
Gadelhag Mohmed ◽  
Ahmad Lotfi ◽  
Amir Pourabdollah

AbstractA challenging key aspect of modelling and recognising human activity is to design a model that can deal with the uncertainty in human behaviour. Several machine learning and deep learning techniques are employed to model the Activity of Daily Living (ADL) representing the human activity. This paper proposes an enhanced Fuzzy Finite State Machine (FFSM) model by combining the classical FFSM with Long Short-Term Memory (LSTM) neural network and Convolutional Neural Network (CNN). The learning capability in the LSTM and CNN allows the system to learn the relationship in the temporal human activity data and to identify the parameters of the rule-based system as building blocks of the FFSM through time steps in the learning mode. The learned parameters are then used for generating the fuzzy rules that govern the transitions between the system’s states representing activities. The proposed enhanced FFSMs were tested and evaluated using two different datasets; a real dataset collected by our research group and a public dataset collected from CASAS smart home project. Using LSTM-FFSM, the experimental results achieved $$95.7\%$$ 95.7 % and $$97.6\%$$ 97.6 % for the first dataset and the second dataset, respectively. Once CNN-FFSM was applied to both datasets, the obtained results were $$94.2\%$$ 94.2 % and $$99.3\%$$ 99.3 % , respectively.


Author(s):  
N. V. Brovka ◽  
P. P. Dyachuk ◽  
M. V. Noskov ◽  
I. P. Peregudova

The problem and the goal.The urgency of the problem of mathematical description of dynamic adaptive testing is due to the need to diagnose the cognitive abilities of students for independent learning activities. The goal of the article is to develop a Markov mathematical model of the interaction of an active agent (AA) with the Liquidator state machine, canceling incorrect actions, which will allow mathematically describe dynamic adaptive testing with an estimated feedback.The research methodologyconsists of an analysis of the results of research by domestic and foreign scientists on dynamic adaptive testing in education, namely: an activity approach that implements AA developmental problem-solving training; organizational and technological approach to managing the actions of AA in terms of evaluative feedback; Markow’s theory of cement and reinforcement learning.Results.On the basis of the theory of Markov processes, a Markov mathematical model of the interaction of an active agent with a finite state machine, canceling incorrect actions, was developed. This allows you to develop a model for diagnosing the procedural characteristics of students ‘learning activities, including: building axiograms of total reward for students’ actions; probability distribution of states of the solution of the problem of identifying elements of the structure of a complex object calculate the number of AA actions required to achieve the target state depending on the number of elements that need to be identified; construct a scatter plot of active agents by target states in space (R, k), where R is the total reward AA, k is the number of actions performed.Conclusion.Markov’s mathematical model of the interaction of an active agent with a finite state machine, canceling wrong actions allows you to design dynamic adaptive tests and diagnostics of changes in the procedural characteristics of educational activities. The results and conclusions allow to formulate the principles of dynamic adaptive testing based on the estimated feedback.


2018 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Mustofa Mustofa ◽  
Sidiq Sidiq ◽  
Eva Rahmawati

Perkembangan dunia yang dinamis mendorong percepatan perkembangan teknologi dan informasi. Dengan dorongan tersebut komputer yang dulunya dibuat hanya untuk membantu pekerjaan manusia sekarang berkembang menjadi sarana hiburan, permainan, komunikasi dan lain sebagainya. Dalam sektor hiburan salah satu industri yang sedang menjadi pusat perhatian adalah industri video game. Begitu banyaknya produk video game asing yang masuk ke dalam negeri ini memberikan tantangan kepada bangsa ini. Tentunya video game asing yang masuk ke negara ini membawa banyak unsur kebudayaan negara lain. Ini semakin membuat kebudayaan nusantara semakin tergeserkan dengan serangan kebudayaan asing melalui berbagai media. Maka dari itu peneliti mencoba untuk menerapkan Finite State Machine dalam merancang sebuah video game RPG (Role-Playing game) yang memperkenalkan kebudayaan. Dalam perancangan video game ini peneliti menggunakan metode GDLC(Game Development Life Cycle) agar penelitian ini berjalan secara sistematis. Dalam suatu perancangan video game tedapat banyak elemen, pada penelitian ini penulis lebih fokus pada pengendalian animasi karakter yang dimainkan pada video game ini. Dari perancangan yang dilakukan, disimpulkan bahwa Finite State Machine dapat digunakan untuk pengendalian animasi yang baik pada video game RPG. Diharapkan video game ini dapat menjadi salah satu media untuk mengenalkan kebudayaan nusantara


2013 ◽  
Vol 18 (2-3) ◽  
pp. 49-60 ◽  
Author(s):  
Damian Dudzńiski ◽  
Tomasz Kryjak ◽  
Zbigniew Mikrut

Abstract In this paper a human action recognition algorithm, which uses background generation with shadow elimination, silhouette description based on simple geometrical features and a finite state machine for recognizing particular actions is described. The performed tests indicate that this approach obtains a 81 % correct recognition rate allowing real-time image processing of a 360 X 288 video stream.


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