Rule-based knowledge discovery of satellite imagery using evolutionary classification tree

2021 ◽  
Vol 147 ◽  
pp. 132-139
Author(s):  
Li-Chuan Lien ◽  
Unurjargal Dolgorsuren
2017 ◽  
Vol 41 (4) ◽  
Author(s):  
Mohamed Esmail Karar ◽  
Sahar H. El-Khafif ◽  
Mohamed A. El-Brawany

2015 ◽  
Vol 19 (3) ◽  
pp. 269-282
Author(s):  
Luke Pearson

This essay attempts to outline the ways in which contemporary videogames produce spatial experiences, and how architects might interrogate their unique media form. Framing videogames as both computational constructions and cultural artefacts, the paper places the study in a lineage of architectural thinkers examining ‘pop-culture’ and technology. This draws from the Smithson's writings on advertisements as technical images, Venturi Scott-Brown's studies on symbolism, through to Reyner Banham's definition of mass produced gizmos. The paper first outlines the importance of videogames on society and their Smithsonian impulses towards architectural design. To support this, I examine the work of game theorists such as Espen Aarseth and Ian Bogost. Aarseth argues that game spaces sever certain ties and ‘deviate’ from reality in order to become playable spaces. Bogost contends that game rules produce ‘procedural rhetoric’ - games may advance arguments through the playing of their rules. Reading from these theories I argue that these rule-based breaks from the real are a potent site for architectural speculation.The second section comprises design case studies scrutinising existing game worlds and producing new videogames as architectural experiments. I begin by examining the significance of symbolism in videogame worlds, and how this might provide alternative trajectories for digital architectural design. I subsequently explore Atkinson and Willis’ concept of the ludodrome, slippages between virtual and real, and discuss Ubiquity, a game I produced to explore this condition. I return to Banham's Great Gizmo, alongside PW Singer's writings on military robotics, to see the gamepad as a new order of gizmo for colonising space. And I discuss ‘Grand Theft Auto V’'s loading screen as a manifestation of satellite imagery aesthetics that collapse space. The paper concludes that games are powerful media for spatial experimentation and we must prepare for new generations of designers highly influenced by such ‘deviated’ architectures.


2009 ◽  
Vol 2009 ◽  
pp. 1-25 ◽  
Author(s):  
Ryan J. Urbanowicz ◽  
Jason H. Moore

If complexity is your problem, learning classifier systems (LCSs) may offer a solution. These rule-based, multifaceted, machine learning algorithms originated and have evolved in the cradle of evolutionary biology and artificial intelligence. The LCS concept has inspired a multitude of implementations adapted to manage the different problem domains to which it has been applied (e.g., autonomous robotics, classification, knowledge discovery, and modeling). One field that is taking increasing notice of LCS is epidemiology, where there is a growing demand for powerful tools to facilitate etiological discovery. Unfortunately, implementation optimization is nontrivial, and a cohesive encapsulation of implementation alternatives seems to be lacking. This paper aims to provide an accessible foundation for researchers of different backgrounds interested in selecting or developing their own LCS. Included is a simple yet thorough introduction, a historical review, and a roadmap of algorithmic components, emphasizing differences in alternative LCS implementations.


1995 ◽  
Vol 34 (03) ◽  
pp. 232-243 ◽  
Author(s):  
Y. Satomura ◽  
M. Honda ◽  
T. Sato ◽  
M. B. do Amaral

Abstract:We describe a diagnostic support system for clinical psychiatry and its evaluation results. The system has two inter-related components: a rule-based reasoning part associated with uncertainty, and a deterministic part, that uses heuristics to perform categorical reasoning. The system includes the 30 groups of psychiatric diagnoses which are classified under the categories 290 to 319 of the DSM-III-R and the ICD-9. There are, in fact, 1508 rules relating 208 clinical findings with 257 diagnoses. The reasoning strategy is based on selecting and differentiating diagnostic categories in a hierarchical classification tree. The system is intended to be used for education of medical students, and to help non-specialist clinicians, residents in psychiatry, or experts with few years of experience in decision making. We tested the diagnostic performance of the system using case reports extracted from a specialized journal. In 52.8% of the cases, the correct diagnosis was ranked as the first hypothesis using only the rule-based part. In combination with the deterministic strategy, the correct diagnosis could be made for 73.6% of the analyzed cases.


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