16 research outputs found

    A Distributed Intelligent System for Emergency Convoy

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    The general problem that guides this research is the ability to design a distributed intelligent system for guiding the emergency convoys; a solution that will be based on a group of agents and on the analysis of traffic in order to generate collective functional response. It fits into the broader issue of Distributed Artificial System (DAI), which is to operate a cooperatively computer agent into multi-agents system (MAS). This article describes conceptually two fundamental questions of emergency convoys. The first question is dedicated to find a response to the traffic situation (i.e. fluid way), while the second is devoted to the convoy orientation; while putting the point on the distributed and cooperative resolution for the general problem

    Optimizing olive disease classification through transfer learning with unmanned aerial vehicle imagery

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    Early detection of diseases in growing olive trees is essential for reducing costs and increasing productivity in this crucial economic activity. The quality and quantity of olive oil depend on the health of the fruit, making accurate and timely information on olive tree diseases critical to monitor growth and anticipate fruit output. The use of unmanned aerial vehicles (UAVs) and deep learning (DL) has made it possible to quickly monitor olive diseases over a large area indeed of limited sampling methods. Moreover, the limited number of research studies on olive disease detection has motivated us to enrich the literature with this work by introducing new disease classes and classification methods for this tree. In this study, we present a UAV system using convolutional neuronal network (CNN) and transfer learning (TL). We constructed an olive disease dataset of 14K images, processed and trained it with various CNN in addition to the proposed MobileNet-TL for improved classification and generalization. The simulation results confirm that this model allows for efficient diseases classification, with a precision accuracy achieving 99% in validation. In summary, TL has a positive impact on MobileNet architecture by improving its performance and reducing the training time for new tasks

    Machine learning for real-time prediction of complications induced by flexible uretero-renoscopy with laser lithotripsy

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    It is not always easy to predict the outcome of a surgery. Peculiarly, when talking about the risks associated to a given intervention or the possible complications that it may bring about. Thus, predicting those potential complications that may arise during or after a surgery will help minimize risks and prevent failures to the greatest extent possible. Therefore, the objectif of this article is to propose an intelligent system based on machine learning, allowing predicting the complications related to a flexible uretero-renoscopy with laser lithotripsy for the treatment of kidney stones. The proposed method achieved accuracy with 100% for training and, 94.33% for testing in hard voting, 100% for testing and 95.38% for training in soft voting, with only ten optimal features. Additionally, we were able to evaluted the machine learning model by examining the most significant features using the shpley additive explanations (SHAP) feature importance plot, dependency plot, summary plot, and partial dependency plots

    Haptic Interface to Interact with a Virtual Vehicle Cockpit

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    This paper presents a device for interacting with a virtual cockpit of a vehicle with tactile feedback while driving. The design of this interface takes into account the criteria for virtual reality not inducing cognitive overload resulting from the complexity of use and the invasiveness of the device. Especial attention is taken to be as accurate as possible in the interaction with the elements of the cockpit while ensuring high quality tactile feedback to the user as well as a good perception of the elements of the cockpit, and to minimize task execution errors, disturbances on the driver currently driving and the device latency. User experiments show the effectiveness of our device through visuo-haptic feedback

    The Effects of the Use of Serious Game in Eco-Driving Training

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    International audienceSerious games present a promising approach to training and learning. The player is engaged in a virtual environment for a purpose beyond pure entertainment, all while having fun. In this paper, we investigate the effects of the use of serious game in eco-driving training. An approach has been developed in order to improve players’ practical skills in terms of eco-driving. This approach is based on the development of a driving simulation based on a serious game, integrating a multisensorial guidance system with metaphors including visual messages (information on fuel consumption, ideal speed area, gearbox management, etc.) and sounds (spatialized sounds, voice messages, etc.). The results demonstrate that the serious game influences positively the behavior of inexperienced drivers in ecological driving, leading to a significant reduction (up to 10%) of their CO2 emission. This work brings also some guidelines for the design process. The experiences lead to a determination of the best eco-driving rules allowing a significant reduction of CO2 emission

    Evaluation de métaphores d'interaction pour le travail collaboratif entre sites distans d'immersion virtuelle

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    The design of the virtual environment (VE) has to take into account several factors including the input and output devices, the design of the interaction metaphor or the application domain. In addition to these considerations, the design of a collaborative virtual environment (CVE) needs to take into account the collaborative aspect of the interaction metaphor. In one hand, the interaction metaphor has to be designed for the best possible task performance. In the other hand, the influence of the interaction metaphor on the user's experience (in terms of psychological and social aspects) constitutes an important research question. To address this research question, two experimental studies have been conducted: the first investigates the impact of 3D navigation metaphors on the user experience in a CVE and the second studies the effect of 3D manipulation metaphors on the user experience in a CVE. The obtained results can bring some criteria and design rules to be taken into account for the design of CVEDans la phase de conception d'un environnement virtuel (EV), il est nécessaire de prendre en compte plusieurs facteurs comme les périphériques d'entrées/sorties, la métaphore d'interaction ou encore le domaine d'application. En plus de ces considérations, un environnement virtuel collaboratif (EVC) doit prendre en compte l'aspect collaboratif de la métaphore d'interaction. Tout d'abord, la métaphore d'interaction doit pouvoir apporter la performance de la tâche la meilleure possible. Ensuite, l'influence de la métaphore d'interaction sur l'expérience des utilisateurs (au sens psychologique et social) constitue une importante question de recherche. Dans ce contexte, deux études expérimentales ont été menées : la première vise à étudier l'effet de métaphores de navigation sur l'expérience de l'utilisateur dans un EVC et la seconde s'intéresse à l'effet de métaphores de manipulation sur l'expérience de l'utilisateur dans un EVC. Les résultats obtenus dans ce travail de thèse nous amènent à proposer un ensemble de critères et de règles de conception des EVC

    Understanding the affordances of navigation metaphors in a collaborative virtual environment

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    When designing a collaborative virtual environment (CVE) one important decision is to identify the right interaction technique to be used. This paper takes the position that the interaction techniques used in a CVE have an effect on user’s collaborative experience. Paper investigates the effect of three 3D navigation techniques on user’s experience when interacting in a CVE. We report the affordances of navigation techniques using different aspects of user’s experience such as awareness, perception of collaborative effort, presence and satisfaction. 40 subjects were grouped in pairs of two users to perform a collaborative navigation task. Our results show that giving the user’s a direct control of their actions influences positively their copresence and awareness. A direct visual feedback of the partner’s point of view is beneficial for the copresence and the awareness. Finally, the space reference and the orientation in the virtual environment (VE) have an impact on the user involvement. These results provide an initial set of guidelines for the design of collaborative virtual environments

    Comparative Study of Multiple CNN Models for Classification of 23 Skin Diseases

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    Cutaneous disorders are one of the most common burdens world-wide, that affects 30% to 70% of individuals. Despite its prevalence, skin disease diagnosis is highly difficult due to several influencing visual clues, such as the complexities of skin texture, the location of the lesion, and presence of hair. Over 1500 identified skin disorders, ranging from infectious disorders and benign tumors to severe inflammatory diseases and malignant tumors, that often have a major effect on the quality of life. In this paper, several deep CNN architectures are proposed, exploring the potential of Deep Learning trained on “DermNet” dataset for the diagnosis of 23 type of skin diseases. These architectures are compared in order to choose the most performed one. Our approach shows that DenseNet was the most performed one for the skin disease classification using DermNet Dataset with a Top-1 accuracy of 68.97% and Top-5 accuracy of 89.05%

    A Distributed Intelligent System for Emergency Convoy

    No full text
    The general problem that guides this research is the ability to design a distributed intelligent system for guiding the emergency convoys; a solution that will be based on a group of agents and on the analysis of traffic in order to generate collective functional response. It fits into the broader issue of Distributed Artificial System (DAI), which is to operate a cooperatively computer agent into multi-agents system (MAS). This article describes conceptually two fundamental questions of emergency convoys. The first question is dedicated to find a response to the traffic situation (i.e. fluid way), while the second is devoted to the convoy orientation; while putting the point on the distributed and cooperative resolution for the general problem

    Evaluation de métaphores d'interaction pour le travail collaboratif entre sites distans d'immersion virtuelle

    No full text
    Dans la phase de conception d un environnement virtuel (EV), il est nécessaire de prendre en compte plusieurs facteurs comme les périphériques d entrées/sorties, la métaphore d interaction ou encore le domaine d application. En plus de ces considérations, un environnement virtuel collaboratif (EVC) doit prendre en compte l aspect collaboratif de la métaphore d interaction. Tout d abord, la métaphore d interaction doit pouvoir apporter la performance de la tâche la meilleure possible. Ensuite, l influence de la métaphore d interaction sur l expérience des utilisateurs (au sens psychologique et social) constitue une importante question de recherche. Dans ce contexte, deux études expérimentales ont été menées : la première vise à étudier l effet de métaphores de navigation sur l expérience de l utilisateur dans un EVC et la seconde s intéresse à l effet de métaphores de manipulation sur l expérience de l utilisateur dans un EVC. Les résultats obtenus dans ce travail de thèse nous amènent à proposer un ensemble de critères et de règles de conception des EVCsThe design of the virtual environment (VE) has to take into account several factors including the input and output devices, the design of the interaction metaphor or the application domain. In addition to these considerations, the design of a collaborative virtual environment (CVE) needs to take into account the collaborative aspect of the interaction metaphor. In one hand, the interaction metaphor has to be designed for the best possible task performance. In the other hand, the influence of the interaction metaphor on the user s experience (in terms of psychological and social aspects) constitutes an important research question. To address this research question, two experimental studies have been conducted: the first investigates the impact of 3D navigation metaphors on the user experience in a CVE and the second studies the effect of 3D manipulation metaphors on the user experience in a CVE. The obtained results can bring some criteria and design rules to be taken into account for the design of CVEPARIS-Arts et Métiers (751132303) / SudocSudocFranceF
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