87,154 research outputs found

    PhoneMD: Learning to Diagnose Parkinson's Disease from Smartphone Data

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    Parkinson's disease is a neurodegenerative disease that can affect a person's movement, speech, dexterity, and cognition. Clinicians primarily diagnose Parkinson's disease by performing a clinical assessment of symptoms. However, misdiagnoses are common. One factor that contributes to misdiagnoses is that the symptoms of Parkinson's disease may not be prominent at the time the clinical assessment is performed. Here, we present a machine-learning approach towards distinguishing between people with and without Parkinson's disease using long-term data from smartphone-based walking, voice, tapping and memory tests. We demonstrate that our attentive deep-learning models achieve significant improvements in predictive performance over strong baselines (area under the receiver operating characteristic curve = 0.85) in data from a cohort of 1853 participants. We also show that our models identify meaningful features in the input data. Our results confirm that smartphone data collected over extended periods of time could in the future potentially be used as a digital biomarker for the diagnosis of Parkinson's disease.Comment: AAAI Conference on Artificial Intelligence 201

    New secondary curriculum: vision into practice - leadership case studies

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    The use of technology to support learning in colleges : report from the Inspectorate

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    Pathways to "opportunity and excellence": collaborative curriculum innovation in South Yorkshire

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    This paper reports on two aspects of a large-scale curriculum project currently taking place in four LEAs in South Yorkshire. The first of these is concerned with the positive and negative influences on effective curriculum innovation and is addressed from the perspective of the LEA project managers who are managing the delivery of the project in the region's schools. The second aspect considers what the pupils (Year 10, age 14-15) think about the new learning opportunities. The project is set in the context of regional regeneration. The paper concludes that the extremely positive responses from the sample of pupils in all three strands of the programme indicate that the greater emphasis on vocational work and work experience in schools is having a strong motivational effect on pupils who are responding with improved attendance, behaviour and achievement.</p

    Exploring the impact of data poisoning attacks on machine learning model reliability

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    Recent years have seen the widespread adoption of Artificial Intelligence techniques in several domains, including healthcare, justice, assisted driving and Natural Language Processing (NLP) based applications (e.g., the Fake News detection). Those mentioned are just a few examples of some domains that are particularly critical and sensitive to the reliability of the adopted machine learning systems. Therefore, several Artificial Intelligence approaches were adopted as support to realize easy and reliable solutions aimed at improving the early diagnosis, personalized treatment, remote patient monitoring and better decision-making with a consequent reduction of healthcare costs. Recent studies have shown that these techniques are venerable to attacks by adversaries at phases of artificial intelligence. Poisoned data set are the most common attack to the reliability of Artificial Intelligence approaches. Noise, for example, can have a significant impact on the overall performance of a machine learning model. This study discusses the strength of impact of noise on classification algorithms. In detail, the reliability of several machine learning techniques to distinguish correctly pathological and healthy voices by analysing poisoning data was evaluated. Voice samples selected by available database, widely used in research sector, the Saarbruecken Voice Database, were processed and analysed to evaluate the resilience and classification accuracy of these techniques. All analyses are evaluated in terms of accuracy, specificity, sensitivity, F1-score and ROC area

    Pain Level Detection From Facial Image Captured by Smartphone

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    Accurate symptom of cancer patient in regular basis is highly concern to the medical service provider for clinical decision making such as adjustment of medication. Since patients have limitations to provide self-reported symptoms, we have investigated how mobile phone application can play the vital role to help the patients in this case. We have used facial images captured by smart phone to detect pain level accurately. In this pain detection process, existing algorithms and infrastructure are used for cancer patients to make cost low and user-friendly. The pain management solution is the first mobile-based study as far as we found today. The proposed algorithm has been used to classify faces, which is represented as a weighted combination of Eigenfaces. Here, angular distance, and support vector machines (SVMs) are used for the classification system. In this study, longitudinal data was collected for six months in Bangladesh. Again, cross-sectional pain images were collected from three different countries: Bangladesh, Nepal and the United States. In this study, we found that personalized model for pain assessment performs better for automatic pain assessment. We also got that the training set should contain varying levels of pain in each group: low, medium and high

    Affective games:a multimodal classification system

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    Affective gaming is a relatively new field of research that exploits human emotions to influence gameplay for an enhanced player experience. Changes in player’s psychology reflect on their behaviour and physiology, hence recognition of such variation is a core element in affective games. Complementary sources of affect offer more reliable recognition, especially in contexts where one modality is partial or unavailable. As a multimodal recognition system, affect-aware games are subject to the practical difficulties met by traditional trained classifiers. In addition, inherited game-related challenges in terms of data collection and performance arise while attempting to sustain an acceptable level of immersion. Most existing scenarios employ sensors that offer limited freedom of movement resulting in less realistic experiences. Recent advances now offer technology that allows players to communicate more freely and naturally with the game, and furthermore, control it without the use of input devices. However, the affective game industry is still in its infancy and definitely needs to catch up with the current life-like level of adaptation provided by graphics and animation
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