2,627 research outputs found

    BNAIC 2008:Proceedings of BNAIC 2008, the twentieth Belgian-Dutch Artificial Intelligence Conference

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    Biomedical applications of belief networks

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    Biomedicine is an area in which computers have long been expected to play a significant role. Although many of the early claims have proved unrealistic, computers are gradually becoming accepted in the biomedical, clinical and research environment. Within these application areas, expert systems appear to have met with the most resistance, especially when applied to image interpretation.In order to improve the acceptance of computerised decision support systems it is necessary to provide the information needed to make rational judgements concerning the inferences the system has made. This entails an explanation of what inferences were made, how the inferences were made and how the results of the inference are to be interpreted. Furthermore there must be a consistent approach to the combining of information from low level computational processes through to high level expert analyses.nformation from low level computational processes through to high level expert analyses. Until recently ad hoc formalisms were seen as the only tractable approach to reasoning under uncertainty. A review of some of these formalisms suggests that they are less than ideal for the purposes of decision making. Belief networks provide a tractable way of utilising probability theory as an inference formalism by combining the theoretical consistency of probability for inference and decision making, with the ability to use the knowledge of domain experts.nowledge of domain experts. The potential of belief networks in biomedical applications has already been recog¬ nised and there has been substantial research into the use of belief networks for medical diagnosis and methods for handling large, interconnected networks. In this thesis the use of belief networks is extended to include detailed image model matching to show how, in principle, feature measurement can be undertaken in a fully probabilistic way. The belief networks employed are usually cyclic and have strong influences between adjacent nodes, so new techniques for probabilistic updating based on a model of the matching process have been developed.An object-orientated inference shell called FLAPNet has been implemented and used to apply the belief network formalism to two application domains. The first application is model-based matching in fetal ultrasound images. The imaging modality and biological variation in the subject make model matching a highly uncertain process. A dynamic, deformable model, similar to active contour models, is used. A belief network combines constraints derived from local evidence in the image, with global constraints derived from trained models, to control the iterative refinement of an initial model cue.In the second application a belief network is used for the incremental aggregation of evidence occurring during the classification of objects on a cervical smear slide as part of an automated pre-screening system. A belief network provides both an explicit domain model and a mechanism for the incremental aggregation of evidence, two attributes important in pre-screening systems.Overall it is argued that belief networks combine the necessary quantitative features required of a decision support system with desirable qualitative features that will lead to improved acceptability of expert systems in the biomedical domain

    Knowledge Acquisition Analytical Games: games for cognitive systems design

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    Knowledge discovery from data and knowledge acquisition from experts are steps of paramount importance when designing cognitive systems. The literature discusses extensively on the issues related to current knowledge acquisition techniques. In this doctoral work we explore the use of gaming approaches as a knowledge acquisition tools, capitalising on aspects such as engagement, ease of use and ability to access tacit knowledge. More specifically, we explore the use of analytical games for this purpose. Analytical game for decision making is not a new class of games, but rather a set of platform independent simulation games, designed not for entertainment, whose main purpose is research on decision-making, either in its complete dynamic cycle or a portion of it (i.e. Situational Awareness). Moreover, the work focuses on the use of analytical games as knowledge acquisition tools. To this end, the Knowledge Acquisition Analytical Game (K2AG) method is introduced. K2AG is an innovative game framework for supporting the knowledge acquisition task. The framework introduced in this doctoral work was born as a generalisation of the Reliability Game, which on turn was inspired by the Risk Game. More specifically, K2AGs aim at collecting information and knowledge to be used in the design of cognitive systems and their algorithms. The two main aspects that characterise those games are the use of knowledge cards to render information and meta-information to the players and the use of an innovative data gathering method that takes advantage of geometrical features of simple shapes (e.g. a triangle) to easily collect players\u2019 beliefs. These beliefs can be mapped to subjective probabilities or masses (in evidence theory framework) and used for algorithm design purposes. However, K2AGs might use also different means of conveying information to the players and to collect data. Part of the work has been devoted to a detailed articulation of the design cycle of K2AGs. More specifically, van der Zee\u2019s simulation gaming design framework has been extended in order to account for the fact that the design cycle steps should be modified to include the different kinds of models that characterise the design of simulation games and simulations in general, namely a conceptual model (platform independent), a design model (platform independent) and one or more implementation models (platform dependent). In addition, the processes that lead from one model to the other have been mapped to design phases of analytical wargaming. Aspects of game validation and player experience evaluation have been addressed in this work. Therefore, based on the literature a set of validation criteria for K2AG has been proposed and a player experience questionnaire for K2AGs has been developed. This questionnaire extends work proposed in the literature, but a validation has not been possible at the time of writing. Finally, two instantiations of the K2AG framework, namely the Reliability Game and the MARISA Game, have been designed and analysed in details to validate the approach and show its potentialities
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