173 research outputs found

    Cancer diagnosis using deep learning: A bibliographic review

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    In this paper, we first describe the basics of the field of cancer diagnosis, which includes steps of cancer diagnosis followed by the typical classification methods used by doctors, providing a historical idea of cancer classification techniques to the readers. These methods include Asymmetry, Border, Color and Diameter (ABCD) method, seven-point detection method, Menzies method, and pattern analysis. They are used regularly by doctors for cancer diagnosis, although they are not considered very efficient for obtaining better performance. Moreover, considering all types of audience, the basic evaluation criteria are also discussed. The criteria include the receiver operating characteristic curve (ROC curve), Area under the ROC curve (AUC), F1 score, accuracy, specificity, sensitivity, precision, dice-coefficient, average accuracy, and Jaccard index. Previously used methods are considered inefficient, asking for better and smarter methods for cancer diagnosis. Artificial intelligence and cancer diagnosis are gaining attention as a way to define better diagnostic tools. In particular, deep neural networks can be successfully used for intelligent image analysis. The basic framework of how this machine learning works on medical imaging is provided in this study, i.e., pre-processing, image segmentation and post-processing. The second part of this manuscript describes the different deep learning techniques, such as convolutional neural networks (CNNs), generative adversarial models (GANs), deep autoencoders (DANs), restricted Boltzmann’s machine (RBM), stacked autoencoders (SAE), convolutional autoencoders (CAE), recurrent neural networks (RNNs), long short-term memory (LTSM), multi-scale convolutional neural network (M-CNN), multi-instance learning convolutional neural network (MIL-CNN). For each technique, we provide Python codes, to allow interested readers to experiment with the cited algorithms on their own diagnostic problems. The third part of this manuscript compiles the successfully applied deep learning models for different types of cancers. Considering the length of the manuscript, we restrict ourselves to the discussion of breast cancer, lung cancer, brain cancer, and skin cancer. The purpose of this bibliographic review is to provide researchers opting to work in implementing deep learning and artificial neural networks for cancer diagnosis a knowledge from scratch of the state-of-the-art achievements

    16th Sound and Music Computing Conference SMC 2019 (28–31 May 2019, Malaga, Spain)

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    The 16th Sound and Music Computing Conference (SMC 2019) took place in Malaga, Spain, 28-31 May 2019 and it was organized by the Application of Information and Communication Technologies Research group (ATIC) of the University of Malaga (UMA). The SMC 2019 associated Summer School took place 25-28 May 2019. The First International Day of Women in Inclusive Engineering, Sound and Music Computing Research (WiSMC 2019) took place on 28 May 2019. The SMC 2019 TOPICS OF INTEREST included a wide selection of topics related to acoustics, psychoacoustics, music, technology for music, audio analysis, musicology, sonification, music games, machine learning, serious games, immersive audio, sound synthesis, etc

    Exploring the Use of Wearables to Enable Indoor Navigation for Blind Users

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    One of the challenges that people with visual impairments (VI) have to have to confront daily, is navigating independently through foreign or unfamiliar spaces.Navigating through unfamiliar spaces without assistance is very time consuming and leads to lower mobility. Especially in the case of indoor environments where the use of GPS is impossible, this task becomes even harder.However, advancements in mobile and wearable computing pave the path to new cheap assistive technologies that can make the lives of people with VI easier.Wearable devices have great potential for assistive applications for users who are blind as they typically feature a camera and support hands and eye free interaction. Smart watches and heads up displays (HUDs), in combination with smartphones, can provide a basis for development of advanced algorithms, capable of providing inexpensive solutions for navigation in indoor spaces. New interfaces are also introduced making the interaction between users who are blind and mo-bile devices more intuitive.This work presents a set of new systems and technologies created to help users with VI navigate indoor environments. The first system presented is an indoor navigation system for people with VI that operates by using sensors found in mo-bile devices and virtual maps of the environment. The second system presented helps users navigate large open spaces with minimum veering. Next a study is conducted to determine the accuracy of pedometry based on different body placements of the accelerometer sensors. Finally, a gesture detection system is introduced that helps communication between the user and mobile devices by using sensors in wearable devices

    Multimodal, Embodied and Location-Aware Interaction

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    This work demonstrates the development of mobile, location-aware, eyes-free applications which utilise multiple sensors to provide a continuous, rich and embodied interaction. We bring together ideas from the fields of gesture recognition, continuous multimodal interaction, probability theory and audio interfaces to design and develop location-aware applications and embodied interaction in both a small-scale, egocentric body-based case and a large-scale, exocentric `world-based' case. BodySpace is a gesture-based application, which utilises multiple sensors and pattern recognition enabling the human body to be used as the interface for an application. As an example, we describe the development of a gesture controlled music player, which functions by placing the device at different parts of the body. We describe a new approach to the segmentation and recognition of gestures for this kind of application and show how simulated physical model-based interaction techniques and the use of real world constraints can shape the gestural interaction. GpsTunes is a mobile, multimodal navigation system equipped with inertial control that enables users to actively explore and navigate through an area in an augmented physical space, incorporating and displaying uncertainty resulting from inaccurate sensing and unknown user intention. The system propagates uncertainty appropriately via Monte Carlo sampling and output is displayed both visually and in audio, with audio rendered via granular synthesis. We demonstrate the use of uncertain prediction in the real world and show that appropriate display of the full distribution of potential future user positions with respect to sites-of-interest can improve the quality of interaction over a simplistic interpretation of the sensed data. We show that this system enables eyes-free navigation around set trajectories or paths unfamiliar to the user for varying trajectory width and context. We demon- strate the possibility to create a simulated model of user behaviour, which may be used to gain an insight into the user behaviour observed in our field trials. The extension of this application to provide a general mechanism for highly interactive context aware applications via density exploration is also presented. AirMessages is an example application enabling users to take an embodied approach to scanning a local area to find messages left in their virtual environment

    Multimodal, Embodied and Location-Aware Interaction

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    This work demonstrates the development of mobile, location-aware, eyes-free applications which utilise multiple sensors to provide a continuous, rich and embodied interaction. We bring together ideas from the fields of gesture recognition, continuous multimodal interaction, probability theory and audio interfaces to design and develop location-aware applications and embodied interaction in both a small-scale, egocentric body-based case and a large-scale, exocentric `world-based' case. BodySpace is a gesture-based application, which utilises multiple sensors and pattern recognition enabling the human body to be used as the interface for an application. As an example, we describe the development of a gesture controlled music player, which functions by placing the device at different parts of the body. We describe a new approach to the segmentation and recognition of gestures for this kind of application and show how simulated physical model-based interaction techniques and the use of real world constraints can shape the gestural interaction. GpsTunes is a mobile, multimodal navigation system equipped with inertial control that enables users to actively explore and navigate through an area in an augmented physical space, incorporating and displaying uncertainty resulting from inaccurate sensing and unknown user intention. The system propagates uncertainty appropriately via Monte Carlo sampling and output is displayed both visually and in audio, with audio rendered via granular synthesis. We demonstrate the use of uncertain prediction in the real world and show that appropriate display of the full distribution of potential future user positions with respect to sites-of-interest can improve the quality of interaction over a simplistic interpretation of the sensed data. We show that this system enables eyes-free navigation around set trajectories or paths unfamiliar to the user for varying trajectory width and context. We demon- strate the possibility to create a simulated model of user behaviour, which may be used to gain an insight into the user behaviour observed in our field trials. The extension of this application to provide a general mechanism for highly interactive context aware applications via density exploration is also presented. AirMessages is an example application enabling users to take an embodied approach to scanning a local area to find messages left in their virtual environment

    A Person-Centric Design Framework for At-Home Motor Learning in Serious Games

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    abstract: In motor learning, real-time multi-modal feedback is a critical element in guided training. Serious games have been introduced as a platform for at-home motor training due to their highly interactive and multi-modal nature. This dissertation explores the design of a multimodal environment for at-home training in which an autonomous system observes and guides the user in the place of a live trainer, providing real-time assessment, feedback and difficulty adaptation as the subject masters a motor skill. After an in-depth review of the latest solutions in this field, this dissertation proposes a person-centric approach to the design of this environment, in contrast to the standard techniques implemented in related work, to address many of the limitations of these approaches. The unique advantages and restrictions of this approach are presented in the form of a case study in which a system entitled the "Autonomous Training Assistant" consisting of both hardware and software for guided at-home motor learning is designed and adapted for a specific individual and trainer. In this work, the design of an autonomous motor learning environment is approached from three areas: motor assessment, multimodal feedback, and serious game design. For motor assessment, a 3-dimensional assessment framework is proposed which comprises of 2 spatial (posture, progression) and 1 temporal (pacing) domains of real-time motor assessment. For multimodal feedback, a rod-shaped device called the "Intelligent Stick" is combined with an audio-visual interface to provide feedback to the subject in three domains (audio, visual, haptic). Feedback domains are mapped to modalities and feedback is provided whenever the user's performance deviates from the ideal performance level by an adaptive threshold. Approaches for multi-modal integration and feedback fading are discussed. Finally, a novel approach for stealth adaptation in serious game design is presented. This approach allows serious games to incorporate motor tasks in a more natural way, facilitating self-assessment by the subject. An evaluation of three different stealth adaptation approaches are presented and evaluated using the flow-state ratio metric. The dissertation concludes with directions for future work in the integration of stealth adaptation techniques across the field of exergames.Dissertation/ThesisDoctoral Dissertation Computer Science 201

    Music with Plants: Cultivating Bonds Between Grade-Schoolers and Nature Through Sound Design

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    Uma necessidade crescente para a consciencialização ambiental requer estratégias sensíveis que nos ajudem a repensar a forma como as interacções transformam o nosso habitat. As cidades modernas enfrentam agora o desaparecimento progressivo dos espaços verdes, do qual resulta a diminuição de oportunidades para as crianças brincarem (Costa & Costa, 2012; Ruggles, 2017). Esta dissertação propõe uma abordagem musical para nutrir os laços entre estudantes do ensino primário e a natureza.Como as plantas e os humanos experiência a vida em tempos muito diferentes, os últimos podem percepcionar as plantas como seres silenciosos e imóveis (Ruggles, 2017; Mancuso & Viola, 2016). A sua capacidade para sentir os elementos circundantes, para os quais não estamos despertos, tornam as plantas aliadas inestimáveis no caminho para uma relação mais consciente com o planeta que partilhamos. Campos de estudo como a ecologia acústica e a bioacústica das plantas começaram recentemente a florescer, inspirando artistas sonoros a explorar o mundo vegetal, combinando ciência e as artes (Patrão, Harvard University: Ex-centric Music Studies Conference, 2018).Na educação, por meio da brincadeira, as plantas poderão ter um papel significativo ao estimularem os sentidos e a ligação entre crianças que habitam os meios urbanos cada vez mais artificiais e o mundo dos seres vivos que as rodeiam (Costa & Costa, 2012).Este trabalho sugere que a música tem o potencial para intermediar estas interacções, proporcionando experiência significantes aos jovens participantes, trazendo para o mesmo espaço tecnologias digitais, música e plantas. Sendo que a música em si poderá ter a capacidade de fortalecer laços entre pessoas e promover e manter coesão de grupo. A música é "a cola social que amplia a cooperação e fortalece os sentimentos de união" (Honing, 2018).A growing need for environmental awareness requires sensitive strategies to help us rethink the way interactions transform our habitat. Modern cities are now faced with the progressive vanishing of green spaces, resulting in fewer opportunities for children to play (Costa & Costa, 2012; Ruggles, 2017). This work proposes a musical approach to nourishing the bonds between elementary-school students and nature. Since plants and humans experience life in very different time frames, humans might mistakenly perceive plants as quiet and motionless living-beings (Ruggles, 2017; Mancuso & Viola, 2016). The ability to sense elements of their surroundings to which we are unaware of, makes plants invaluable allies towards a more conscious relationship with the planet we share. Fields like acoustic ecology and plant bioacoustics have recently started to bloom, inspiring sound artists to discover the vegetal world combining science and the arts (Patrão, Harvard University: Ex-centric Music Studies Conference, 2018).In education, by the means of play, plants might perform a significant role in stimulating the senses and the connection between children inhabiting increasingly artificial cities and the world of living things that surrounds them (Costa & Costa, 2012). This dissertation suggests that music has the potential to intermediate these interactions and provide meaningful experiences to the young participants by bringing to common ground digital technology, music and plants. Being that music itself is thought to have capability to strengthen bonds between people, promote and maintain group cohesion. It is "the social glue that enhances cooperation and strengthens feelings of unity" (Honing, 2018)

    Bayesian learning of the Mallows rank model

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    Context Aware Computing or the Sense of Context

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    ITALIANO: I sistemi ubiquitous e pervasivi, speciali categorie di sistemi embedded (immersi), possono essere utilizzati per rilevare il contesto che li circonda. In particolare, i sistemi context-aware sono in grado di alterare il loro stato interno e il loro comportamento in base all’ambiente (context) che percepiscono. Per aiutare le persone nell’espletare le proprie attivitá, tali sistemi possono utilizzare le conoscenze raccolte attorno a loro. Un grande sforzo industriale e di ricerca, orientato all’innovazione dei sensori, processori, sistemi operativi, protocolli di comunicazione, e framework, offre molte tecnologie definibili abilitanti, come le reti di sensori wireless o gli Smartphone. Tuttavia, nonostante tale sforzo significativo, l’adozione di sistemi pervasivi che permettano di migliorare il monitoraggio dello sport, l’allenamento e le tecnologie assistive é ancora piuttosto limitato. Questa tesi individua due fattori determinanti per questo basso utilizzo delle tecnologie pervasive, principalmente relativi agli utenti. Da un lato il tentativo degli esperti e dei ricercatori dell’informatica di indurre l’adozione di soluzioni informatiche, trascurando parzialmente l’interazione con gli utenti finali, dall’altro lato una scarsa attenzione all’interazione tra uomo e computer. Il primo fattore puó essere tradotto nella mancanza di attenzione a ció che é rilevante nel contesto dei bisogni (speciali) dell’utente. Il secondo é rappresentato dall’utilizzo diffuso di interfacce grafiche di presentazione delle informazioni, che richiede un elevato livello di sforzo cognitivo da parte degli utenti. Mentre lo studio della letteratura puó fornire conoscenze sul contesto dell’utente, solo il contatto diretto con lui arricchisce la conoscenza di consapevolezza, fornendo una precisa identificazione dei fattori che sono piú rilevanti per il destinatario dell’applicazione. Per applicare con successo le tecnologie pervasive al campo dello sport e delle tecnologie assistive, l’identificazione dei fattori rilevanti é una premessa necessaria, Tale processo di identificazione rappresenta l’approccio metodologico principale utilizzato per questa tesi. Nella tesi si analizzano diversi sport (canottaggio, nuoto, corsa ) e una disabilitá (la cecitá), per mostrare come la metodologia di investigazione e di progettazione proposta venga messa in pratica. Infatti i fattori rilevanti sono stati identificati grazie alla stretta collaborazione con gli utenti e gli esperti nei rispettivi campi. Si descrive il processo di identificazione, insieme alle soluzioni elaborate su misura per il particolare campo d’uso. L’uso della sonificazione, cioé la trasmissione di informazioni attraverso il suono, si propone di affrontare il secondo problema presentato, riguardante le interfacce utente. L’uso della sonificazione puó facilitare la fruizione in tempo reale delle informazioni sulle prestazioni di attivitá sportive, e puó contribuire ad alleviare parzialmente la disabilitá degli utenti non vedenti. Nel canottaggio, si é identificato nel livello di sincronia del team uno dei fattori rilevanti per una propulsione efficace dell’imbarcazione. Il problema di rilevare il livello di sincronia viene analizzato mediante una rete di accelerometri wireless, proponendo due diverse soluzioni. La prima soluzione é basata sull’indice di correlazione di Pearson e la seconda su un approccio emergente chiamato stigmergia. Entrambi gli approcci sono stati testati con successo in laboratorio e sul campo. Inoltre sono state sviluppate due applicazioni, per smartphone e PC, per fornire la telemetria e la sonificazione del moto di una barca a remi. Nel campo del nuoto é stata condotta una ricerca in letteratura riguardo la convinzione diffusa di considerare la cinematica come il fattore rilevante della propulsione efficace dei nuotatori. Questa indagine ha richiamato l’attenzione sull’importanza di studiare il cosiddetto feel-for-water (sensazione-dell’-acqua) percepito dai nuotatori d’alto livello. É stato progettato un innovativo sistema, per rilevare e comunicare gli effetti fluidodinamici causati dallo spostamento delle masse d’acqua intorno alle mani dei nuotatori. Il sistema é in grado di trasformare la pressione dell’acqua, misurata con sonde Piezo intorno alle mani, in un bio-feedback auditivo, pensato per i nuotatori e gli allenatori, come base per un nuovo modo di comunicare la sensazione-dell’acqua. Il sistema é stato testato con successo nel campo e ha dimostrato di fornire informazioni in tempo reale per il nuotatore e il formatore. Nello sport della corsa sono stati individuati due parametri rilevanti: il tempo di volo e di contatto dei piedi. É stato progettato un sistema innovativo per ottenere questi parametri attraverso un unico accelerometro montato sul tronco del corridore ed é stato implementato su uno smartphone. Per ottenere il risultato voluto é stato necessario progettare e realizzare un sistema per riallineare virtualmente gli assi dell’accelerometro e per estrarre il tempo di volo e di contatto dal segnale dell’accelerometro riallineato. L’applicazione per smartphone completa é stata testata con successo sul campo, confrontando i valori con quelli di attrezzature specializzate, dimostrando la sua idoneitá come ausilio pervasivo all’allenamento di corridori. Per esplorare le possibilitá della sonificazione usata come una base per tecnologia assistiva, abbiamo iniziato una collaborazione con un gruppo di ricerca presso l’Universitá di Scienze Applicate, Ginevra, in Svizzera. Tale collaborazione si é concentrata su un progetto chiamato SeeColOr (See Color with an Orchestra - vedere i colori con un’orchestra). In particolare, abbiamo avuto l’opportunitá di implementare il sistema SeeColOr su smartphone, al fine di consentire agli utenti non vedenti di utilizzare tale tecnologia su dispositivi leggeri e a basso costo. Inoltre, la tesi esplora alcune questioni relative al campo del rilevamento ambientale in ambienti estremi, come i ghiacciai, utilizzando la tecnologia delle Wireless Sensor Networks. Considerando che la tecnologia é simile a quella usata in altri contesti presentati, le considerazioni possono facilmente essere riutilizzate. Si sottolinea infatti che i problemi principali sono legati alla elevata difficoltá e scarsa affidabilitá di questa tecnologia innovativa rispetto alle altre soluzioni disponibili in commercio , definite legacy, basate solitamente su dispositivi piú grandi e costosi, chiamati datalogger. La tesi presenta i problemi esposti e le soluzioni proposte per mostrare l’applicazione dell’approccio progettuale cercato e definito durante lo sviluppo delle attività sperimentali e la ricerca che le ha implementate. ---------------------------------------- ENGLISH: Ubiquitous and pervasive systems, special categories of embedded systems, can be used to sense the context in their surrounding. In particular, context-aware systems are able to alter their internal state and their behaviour based on the context they perceive. To help people in better performing their activities, such systems must use the knowledge gathered about the context. A big research and industrial effort, geared towards the innovation of sensors, processors, operating systems, communication protocols, and frameworks, provides many "enabling" technologies, such as Wireless Sensor Networks or Smartphones. However, despite that significant effort, the adoption of pervasive systems to enhance sports monitoring, training and assistive technologies is still rather small. This thesis identifies two main issues concerning this low usage of pervasive technologies, both mainly related to users. On one side the attempt of computer science experts and researchers to induce the adoption of information technology based solutions, partially neglecting interaction with end users; on the other side a scarce attention to the interaction between humans and computers. The first can be translated into the lack of attention at what is relevant in the context of the user’s (special) needs. The second is represented by the widespread usage of graphical user interfaces to present information, requiring a high level of cognitive effort. While literature studies can provide knowledge about the user’s context, only direct contact with users enriches knowledge with awareness, providing a precise identification of the factors that are more relevant to the user. To successfully apply pervasive technologies to the field of sports engineering and assistive technology, the identification of relevant factors is an obliged premise, and represents the main methodological approach used throughout this thesis. This thesis analyses different sports (rowing, swimming, running) and a disability (blindness), to show how the proposed design methodology is put in practice. Relevant factors were identified thanks to the tight collaboration with users and experts in the respective fields. The process of identification is described, together with the proposed application tailored for the special field. The use of sonification, i.e. conveying information as sound, is proposed to leverage the second presented issue, that regards the user interfaces. The usage of sonification can ease the exploitation of information about performance in real-time for sport activities and can help to partially leverage the disability of blind users. In rowing, the synchrony level of the team was identified as one of the relevant factors for effective propulsion. The problem of detecting the synchrony level is analysed by means of a network of wireless accelerometers, proposing two different solutions. The first solution is based on Pearson’s correlation index and the second on an emergent approach called stigmergy. Both approaches were successfully tested in laboratory and in the field. Moreover two applications, for smartphones and PCs, were developed to provide telemetry and sonification of a rowing boat’s motion. In the field of swimming, an investigation about the widespread belief considering kinematics as the relevant factor of effective propulsion of swimmers drew attention to the importance of studying the so called "feel-for-water" experienced by elite swimmers. An innovative system was designed to sense and communicate fluid-dynamic effects caused by moving water masses around swimmers hands. The system is able to transform water pressure, measured with Piezo-probes, around hands into an auditive biofeedback, to be used by swimmers and trainers, as the base for a new way of communication about the "feel-for-water". The system was successfully tested in the field and proved to provide real-time information for the swimmer and the trainer. In running sports two relevant parameters are time of flight and contact of feet. An innovative system was designed to obtain these parameters using a single trunk mounted accelerometer and was implemented on a smartphone. To achieve the intended result it was necessary to design and implement a system to virtually realign the axes of the accelerometer and to extract time of flight and time of contact phases from the realigned accelerometer signal. The complete smartphone application was successfully tested in the field with specialized equipment, proving its suitability in enhancing training of runners with a pervasive system. To explore possibilities of sonification applied as an assistive technology, we started a collaboration with research group from University of Applied Science, Geneva, Switzerland, focused on a project called SeeColOr (See Color with an Orchestra). In particular we had the opportunity to implement the SeeColOr system on smartphones, in order to enable blind users to use that technology on low cost and lightweight devices. Moreover, the thesis exposes some issues related to a field, environmental sensing in extreme environments, like glaciers, using the innovative Wireless Sensor Networks technology. Considering that the technology is similar to the one used in other presented contexts, learned lessons can easily be reused. It is emphasized that the main problems are related to the high difficulty and low reliability of that innovative technology with respect to other "legacy" commercially available solutions, based on expensive and bigger devices, called dataloggers. The thesis presents the exposed problems and proposed solutions to show the application of the design approach strived during the development and research
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