739 research outputs found

    Reducing the Burden of Aerial Image Labelling Through Human-in-the-Loop Machine Learning Methods

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    This dissertation presents an introduction to human-in-the-loop deep learning methods for remote sensing applications. It is motivated by the need to decrease the time spent by volunteers on semantic segmentation of remote sensing imagery. We look at two human-in-the-loop approaches of speeding up the labelling of the remote sensing data: interactive segmentation and active learning. We develop these methods specifically in response to the needs of the disaster relief organisations who require accurately labelled maps of disaster-stricken regions quickly, in order to respond to the needs of the affected communities. To begin, we survey the current approaches used within the field. We analyse the shortcomings of these models which include outputs ill-suited for uploading to mapping databases, and an inability to label new regions well, when the new regions differ from the regions trained on. The methods developed then look at addressing these shortcomings. We first develop an interactive segmentation algorithm. Interactive segmentation aims to segment objects with a supervisory signal from a user to assist the model. Work within interactive segmentation has focused largely on segmenting one or few objects within an image. We make a few adaptions to allow an existing method to scale to remote sensing applications where there are tens of objects within a single image that needs to be segmented. We show a quantitative improvements of up to 18% in mean intersection over union, as well as qualitative improvements. The algorithm works well when labelling new regions, and the qualitative improvements show outputs more suitable for uploading to mapping databases. We then investigate active learning in the context of remote sensing. Active learning looks at reducing the number of labelled samples required by a model to achieve an acceptable performance level. Within the context of deep learning, the utility of the various active learning strategies developed is uncertain, with conflicting results within the literature. We evaluate and compare a variety of sample acquisition strategies on the semantic segmentation tasks in scenarios relevant to disaster relief mapping. Our results show that all active learning strategies evaluated provide minimal performance increases over a simple random sample acquisition strategy. However, we present analysis of the results illustrating how the various strategies work and intuition of when certain active learning strategies might be preferred. This analysis could be used to inform future research. We conclude by providing examples of the synergies of these two approaches, and indicate how this work, on reducing the burden of aerial image labelling for the disaster relief mapping community, can be further extended

    European Handbook of Crowdsourced Geographic Information

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    This book focuses on the study of the remarkable new source of geographic information that has become available in the form of user-generated content accessible over the Internet through mobile and Web applications. The exploitation, integration and application of these sources, termed volunteered geographic information (VGI) or crowdsourced geographic information (CGI), offer scientists an unprecedented opportunity to conduct research on a variety of topics at multiple scales and for diversified objectives. The Handbook is organized in five parts, addressing the fundamental questions: What motivates citizens to provide such information in the public domain, and what factors govern/predict its validity?What methods might be used to validate such information? Can VGI be framed within the larger domain of sensor networks, in which inert and static sensors are replaced or combined by intelligent and mobile humans equipped with sensing devices? What limitations are imposed on VGI by differential access to broadband Internet, mobile phones, and other communication technologies, and by concerns over privacy? How do VGI and crowdsourcing enable innovation applications to benefit human society? Chapters examine how crowdsourcing techniques and methods, and the VGI phenomenon, have motivated a multidisciplinary research community to identify both fields of applications and quality criteria depending on the use of VGI. Besides harvesting tools and storage of these data, research has paid remarkable attention to these information resources, in an age when information and participation is one of the most important drivers of development. The collection opens questions and points to new research directions in addition to the findings that each of the authors demonstrates. Despite rapid progress in VGI research, this Handbook also shows that there are technical, social, political and methodological challenges that require further studies and research

    Delineation of Road Networks from Remote Sensor Data with Deep Learning

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    In this thesis we address the problem of semantic segmentation in geospatial data. We investigate different deep neural network architectures and present a complete pipeline for extracting road network vector data from satellite RGB orthophotos of urban areas. Firstly, we present a network based on the SegNeXt architecture for the semantic segmentation of the roads. A novel loss function is introduced for training the network. The results show that the proposed network produces on average better results than other state-of-the-art semantic segmentation techniques. Secondly, we propose a fast post-processing technique for vectorizing the rasterized segmentation result, removing erroneous lines, and reïŹning the road network. The result is a set of vectors representing the road network. We have extensively tested the proposed pipeline and provide quantitative comparisons with other state-of-the-art based on a number of known metrics. This work has been published and presented at the 14 th International Symposium on Visual Computing, 2019. Finally, we present an altogether different approach to road extraction. We reformulate the task of extracting vectorized road networks as a deep reinforcement learning problem with partially observable state-space and present our preliminary results and future work

    Spatial and Temporal Sentiment Analysis of Twitter data

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    The public have used Twitter world wide for expressing opinions. This study focuses on spatio-temporal variation of georeferenced Tweets’ sentiment polarity, with a view to understanding how opinions evolve on Twitter over space and time and across communities of users. More specifically, the question this study tested is whether sentiment polarity on Twitter exhibits specific time-location patterns. The aim of the study is to investigate the spatial and temporal distribution of georeferenced Twitter sentiment polarity within the area of 1 km buffer around the Curtin Bentley campus boundary in Perth, Western Australia. Tweets posted in campus were assigned into six spatial zones and four time zones. A sentiment analysis was then conducted for each zone using the sentiment analyser tool in the Starlight Visual Information System software. The Feature Manipulation Engine was employed to convert non-spatial files into spatial and temporal feature class. The spatial and temporal distribution of Twitter sentiment polarity patterns over space and time was mapped using Geographic Information Systems (GIS). Some interesting results were identified. For example, the highest percentage of positive Tweets occurred in the social science area, while science and engineering and dormitory areas had the highest percentage of negative postings. The number of negative Tweets increases in the library and science and engineering areas as the end of the semester approaches, reaching a peak around an exam period, while the percentage of negative Tweets drops at the end of the semester in the entertainment and sport and dormitory area. This study will provide some insights into understanding students and staff ’s sentiment variation on Twitter, which could be useful for university teaching and learning management

    Orchestrating Game Generation

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    The design process is often characterized by and realized through the iterative steps of evaluation and refinement. When the process is based on a single creative domain such as visual art or audio production, designers primarily take inspiration from work within their domain and refine it based on their own intuitions or feedback from an audience of experts from within the same domain. What happens, however, when the creative process involves more than one creative domain such as in a digital game? How should the different domains influence each other so that the final outcome achieves a harmonized and fruitful communication across domains? How can a computational process orchestrate the various computational creators of the corresponding domains so that the final game has the desired functional and aesthetic characteristics? To address these questions, this article identifies game facet orchestration as the central challenge for AI-based game generation, discusses its dimensions and reviews research in automated game generation that has aimed to tackle it. In particular, we identify the different creative facets of games, we propose how orchestration can be facilitated in a top-down or bottom-up fashion, we review indicative preliminary examples of orchestration, and we conclude by discussing the open questions and challenges ahead
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