scholarly journals An Open System for Collection and Automatic Recognition of Pottery through Neural Network Algorithms

Heritage ◽  
2021 ◽  
Vol 4 (1) ◽  
pp. 140-159
Author(s):  
Maria Letizia Gualandi ◽  
Gabriele Gattiglia ◽  
Francesca Anichini

In the last ten years, artificial intelligence (AI) techniques have been applied in archaeology. The ArchAIDE project realised an AI-based application to recognise archaeological pottery. Pottery is of paramount importance for understanding archaeological contexts. However, recognition of ceramics is still a manual, time-consuming activity, reliant on analogue catalogues. The project developed two complementary machine-learning tools to propose identifications based on images captured on-site, for optimising and economising this process, while retaining key decision points necessary to create trusted results. One method relies on the shape of a potsherd; the other is based on decorative features. For the shape-based recognition, a novel deep-learning architecture was employed, integrating shape information from points along the inner and outer profile of a sherd. The decoration classifier is based on relatively standard architectures used in image recognition. In both cases, training the algorithms meant facing challenges related to real-world archaeological data: the scarcity of labelled data; extreme imbalance between instances of different categories; and the need to take note of minute differentiating features. Finally, the creation of a desktop and mobile application that integrates the AI classifiers provides an easy-to-use interface for pottery classification and storing pottery data.

2021 ◽  
Author(s):  
Tanweer Alam ◽  
Abdirahman Ahmed Hadi ◽  
Rayyan Qari Shahabuddin Najam ◽  
Shamimul Qamar

Child Tracking System is a mobile application where the parent can monitor their children location in crowded environments. In addition to children, there is also the elderly people, and the disabled people, so the guidance or the person responsible of them can use this application to track their location. The parent or guidance side will have the application in which they can track, and on the other side, the child or the old person or the disabled person will have device that includes the GPS chip. The main goal of this research is to design an application with system that will help parents to keep track of their children, eventually reducing the cases in which the children or the other mentioned categories of people could be lost. The current used solution to this problem is that the children first have a wearable hand wrist in which they print their parent phone number, so when the child is lost there is a center in which the child is being taken and dealt with care till they contact the parent to come and pick the child up. The problem with the current way that it takes time, and there is a risk that child get totally lost or kidnapped before even reaching to any help, so the new way is better to even prevent them to go far away or to be lost for hours, thus the recovery here will be fast unlike the regular used way nowadays. That goal will be achieved throw systematically objectives starting from studying the existed systems, to planning and analysing, going to designing and implementing, and lastly, testing our own system.


2017 ◽  
Author(s):  
Le Chang ◽  
Pinglei Bao ◽  
Doris Y. Tsao

AbstractAn important question about color vision is: how does the brain represent the color of an object? The recent discovery of “color patches” in macaque inferotemporal (IT) cortex, the part of brain responsible for object recognition, makes this problem experimentally tractable. Here we record neurons in three color patches, middle color patch CLC (central lateral color patch), and two anterior color patches ALC (anterior lateral color patch) and AMC (anterior medial color patch), while presenting images of objects systematically varied in hue. We found that all three patches contain high concentrations of hue-selective cells, and the three patches use distinct computational strategies to represent colored objects: while all three patches multiplex hue and shape information, shape-invariant hue information is much stronger in anterior color patches ALC/AMC than CLC; furthermore, hue and object shape specifically for primate faces/bodies are over-represented in AMC but not in the other two patches.


2021 ◽  
Vol 7 (2) ◽  
pp. 83-98
Author(s):  
Zafar Ullah ◽  
Muhammad Uzair ◽  
Arshad Mehmood

Word clouds manifest interactive visuals along with their statistical data. Thus knowledge discovery and aesthetic data visualization interlink to produce interactive word cloud which is an interesting, textual, statistical and visual data. This study aims to generate interactive word cloud—Cirrus—on the basis of statistical data to preview text of the novel for readers. So cirrus tool is selected from Voyant open access tools to produce interactive statistical word cloud. Then the generated word cloud and statistical data are analyzed with mixed method and its analysis draws insight from Rakesh Aggrawal’s Knowledge Discovery Theory which seeks innovative and interesting knowledge patterns. This thematic word cloud verifies already known themes and discovers innovative interesting themes. Current study reveals that all mentioned key themes can be easily extracted from a voluminous novel with the help of Cirrus tool. Key motifs have been presented in the word cloud for the readers. On the other hand, unwritten themes can’t be extracted through machine learning tools, rather it is the task of human cognition. Primarily, this novel based study reveals names of chief characters, for instance “Tommy (496),” “Ruth (455)” and “I (Kathy) (355).” Furthermore, motifs of nostalgic memories with word “remember (143),” “thought (126)” about “Hailsham (203),” “carer (74),” “sex (80),” sex “lectures (8)” have been discovered as a preview. Previewing technique prepares reader’s mind and gives an epigrammatic digital view of the text. The visual themes as knowledgeable word cloud leave an indelible mark on the slate of memory.


Author(s):  
Shradha Verma ◽  
Anuradha Chug ◽  
Amit Prakash Singh ◽  
Shubham Sharma ◽  
Puranjay Rajvanshi

With the increasing computational power, areas such as machine learning, image processing, deep learning, etc. have been extensively applied in agriculture. This chapter investigates the applications of the said areas and various prediction models in plant pathology for accurate classification, identification, and quantification of plant diseases. The authors aim to automate the plant disease identification process. To accomplish this objective, CNN has been utilized for image classification. Research shows that deep learning architectures outperform other machine learning tools significantly. To this effect, the authors have implemented and trained five CNN models, namely Inception ResNet v2, VGG16, VGG19, ResNet50, and Xception, on PlantVillage dataset for tomato leaf images. The authors analyzed 18,160 tomato leaf images spread across 10 class labels. After comparing their performance measures, ResNet50 proved to be the most accurate prediction tool. It was employed to create a mobile application to classify and identify tomato plant diseases successfully.


2020 ◽  
Vol 12 (22) ◽  
pp. 9584
Author(s):  
Angel Jaramillo-Alcázar ◽  
Paz Cortez-Silva ◽  
Marco Galarza-Castillo ◽  
Sergio Luján-Mora

Video games that are used as teaching tools are called serious games. However, there is an important factor that is not usually considered in the design of serious games— the inclusion of people with disabilities. Inclusion can be reached only if accessibility takes on an important role for all. On the other hand, new trends have resulted in different smart devices being used in classrooms. These devices also allow for applications, such as serious games, to be used to support people’s learning process. Despite this, these applications are generally not multi-platform and do not usually consider accessibility features for people with disabilities. This paper proposes a method to develop accessible online serious games that consider people with disabilities as potential users. The method is applied in the case study of an online serious game that teaches about the architecture of a computer in a fun and entertaining way. The method also presents and describes several guidelines to improve online serious game accessibility for people with disabilities. Finally, tests are conducted with some users to gather information about the online serious game and the accessibility features included. This study has important implications for the development of learning tools that consider people with disabilities.


Author(s):  
Sehar Siddiqui

The present study was conducted to administer overweight and obesity by suggesting various nutritional and lifestyle intervention programs through planning, designing, and formulating mobile-based Mhealth technique. The study intended to assess the efficacy of the designed health mobile application in bringing out the various dietary and nutritional modifications in the lives of those who are at the risk of overweight and its related major health issues. To accomplish the above objective hundred obese women residing in Udaipur city were selected and studied. Mobile application was then developed by gathering authentic nutritional pieces of information from different sources, books, internet, journals. Application was then installed in the smart phones of the respondents’ testing of anthropometric measurements like height, weight, BMI, WHR along with dietary and nutrient adequacy was assessed on 0 day the mean height was 164.74 ± 4.89 cm, the mean weight was 72.9 ±14.92 kg, and the mean BMI was 28.23 ±2.36 kg/m2, and the mean WHR was 0.86 ± 0.07cm.Again, post assessment of Anthropometric measurement as well as dietary and nutrient adequacy was recorded on, 90, 120, 150, 180 and changes occurred was observed. It was observed that the mean height remained constant. Whereas there was a change in mean weight, bmi, where, it was evident from the data of dietary and nutrient assessment. It was considerably deficient in green leafy vegetables, other vegetables, and fruits. Cereals, pulses, milk and milk products, sugar, and fat, on the other hand, were substantially higher in consumption as compared to balanced diets. Also, the female respondents' diet was substantially deficient in the following nutrients: vitamin A, vitamin C, and iron. On the other hand, the diet was high in energy, protein, carbohydrates, fats, calcium. Significant improvements were observed in the post-assessment, with reduced intake of sugar, fats, and oil, and increased intake of roots, green leafy vegetables, other vegetables, fruits, and pulses.


2020 ◽  
Vol 4 ◽  
pp. 00003
Author(s):  
Dewi Puspasari

Until now, museums have not become a popular tourist destination in Indonesia. The number of visitors is relatively stagnant. Although on the other hand, the community that cares and loves museums start to grow. To lessen the old-fashioned impression of museum and to open up opportunities for the growth of new members who love and care about museums, this research proposes the design of mobile applications for museums. Feature requirements are obtained from open-questionnaires. Literature studies also become a benchmark for existing and similar applications. The design of this application mobiles utilizes use case diagrams. 


2020 ◽  
Author(s):  
Tanweer Alam ◽  
Abdirahman Ahmed Hadi ◽  
Rayyan Qari Shahabuddin Najam ◽  
Shamimul Qamar

Child Tracking System is a mobile application where the parent can monitor their children location in crowded environments. In addition to children, there is also the elderly people, and the disabled people, so the guidance or the person responsible of them can use this application to track their location. The parent or guidance side will have the application in which they can track, and on the other side, the child or the old person or the disabled person will have device that includes the GPS chip. The main goal of this research is to design an application with system that will help parents to keep track of their children, eventually reducing the cases in which the children or the other mentioned categories of people could be lost. The current used solution to this problem is that the children first have a wearable hand wrist in which they print their parent phone number, so when the child is lost there is a center in which the child is being taken and dealt with care till they contact the parent to come and pick the child up. The problem with the current way that it takes time, and there is a risk that child get totally lost or kidnapped before even reaching to any help, so the new way is better to even prevent them to go far away or to be lost for hours, thus the recovery here will be fast unlike the regular used way nowadays. That goal will be achieved throw systematically objectives starting from studying the existed systems, to planning and analysing, going to designing and implementing, and lastly, testing our own system.


Author(s):  
Haowei Lin ◽  
Xiaolong Xu ◽  
Juan Zhao ◽  
Xinheng Wang

Abstract The multi-access edge computing (MEC) has higher computing power and lower latency than user equipment and remote cloud computing, enabling the continuing emergence of new types of services and mobile application. However, the movement of users could induce service migration or interruption in the MEC network. Especially for highly mobile users, they accelerate the frequency of services’ migration and handover, impacting on the stability of the total MEC network. In this paper, we propose a hierarchical multi-access edge computing architecture, setting up the infrastructure for dynamic service migration in the ultra-dense MEC networks. Moreover, we propose a new mechanism for users with high mobility in the ultra-dense MEC network, efficiently arranging service migrations for users with high-mobility and ordinary users together. Then, we propose an algorithm for evaluating migrated services to contribute to choose the suitable MEC servers for migrated services. The results show that the proposed mechanism can efficiently arrange service migrations and more quickly restore the services even in the blockage. On the other hand, the proposed algorithm is able to make a supplement to the existing algorithms for selecting MEC servers because it can better reflect the capability of migrated services.


2011 ◽  
Vol 21 (1) ◽  
pp. 115-136 ◽  
Author(s):  
Clive Gamble ◽  
John Gowlett ◽  
Robin Dunbar

It is often the case in interdisciplinary accounts of human evolution that archaeological data are either ignored or treated superficially. This article sets out to redress this position by using archaeological evidence from the last 2.5 million years to test the social brain hypothesis (SBH) – that our social lives drove encephalization. To do this we construct a map of our evolving social complexity that concentrates on two resources – materials and emotions – that lie at the basis of all social interaction. In particular, novel cultural and biological mechanisms are seen as evolutionary responses to problems of cognitive load arising from the need to integrate more individuals and sub-units into the larger communities predicted by the SBH. The Palaeolithic evidence for the amplification of these twin resources into novel social forms is then evaluated. Here the SBH is used to differentiate three temporal movements (2.6–1.6 Ma, 1.5–0.4 Ma and 300–25 ka) and their varied evolutionary responses are described in detail. Attention is drawn to the second movement where there is an apparent disconnect between a rise in encephalization and a stasis in material culture. This disconnect is used to discuss the co-evolutionary relationship that existed between materials and emotions to solve cognitive problems but which, at different times, amplified one resource rather than the other. We conclude that the shape of the Palaeolithic is best conceived as a gradient of change rather than a set of step-like revolutions in society and culture.


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