Abstract-Machine Learning (ML) and Knowledge Discovery (KD) are research areas with several different applications but that share a common objective of acquiring more and new information from data. This paper presents an application of several ML techniques in the identification of the opponent team and also on the classification of robotic soccer formations in the context of RoboCup international robotic soccer competition. RoboCup international project includes several distinct leagues were teams composed by different types of real or simulated robots play soccer games following a set of pre-established rules. The simulated 2D league uses simulated robots encouraging research on artificial intelligence methodologies like high-level coordination and machine learning techniques. The experimental tests performed, using four distinct datasets, enabled us to conclude that the Support Vector Machines (SVM) technique has higher accuracy than the k-Nearest Neighbor, Neural Networks and Kernel Naïve Bayes in terms of adaptation to a new kind of data. Also, the experimental results enable to conclude that using the Principal Component Analysis SVM achieves worse results than using simpler methods that have as primary assumption the distance between samples, like k-NN.
With the rise in wearable technology and "health culture", we are seeing an increasing interest and affordances in studying how to not only prolong life expectancy but also in how to improve individuals' quality of life. On the one hand, this attempts to give meaning to the increasing life expectancy, as living above a certain threshold of pain and lack of autonomy or mobility is both degrading and unfair. On the other hand, it lowers the cost of continuous care, as individuals with high quality of life indexes tend to have lower hospital readmissions or secondary complications, not to mention higher physical and mental health. In this paper, we evaluate the current state of the art in physiological therapy (biofeedback) along with the existing medical grade and consumer grade hardware for physiological research. We provide a quick primer on the most commonly monitored physiologic metrics, as well as a brief discussion on the current state of the art in biofeedback-assisted medical applications. We then go on to present a comparative analysis between medical and consumer grade biofeedback devices and discuss the hardware specifications and potential practical applications of each consumer grade device in terms of functionality and adaptability for controlled (laboratory) and uncontrolled (field) studies. We end this article with some empirical observations based on our study so that readers might use take them into consideration when arranging a laboratory or real-world experience, thus avoiding costly time delays and material expenditures.
Understanding human behaviour in emergency evacuation from buildings is of utmost importance for fire safety designers, architects and engineers as they elaborate on strategies to improve the emergency paths to exits. This paper describes an experiment designed to elicit human behaviour when facing the urgent need of exiting a room of an unknown building. This test is part of a methodological approach that aims at the creation of a framework coined SPEED (Simulation of Pedestrians and Elicitation of their Emergent Dynamics). A population sample of 22 subjects was used to test such a methodological approach, which consists in having the subjects answering a questionnaire and later on, in playing a Serious Game. The game environment presents the same scenarios shown in the questionnaire using more elaborated 3D rendering to provide players with a sense of realism. The game was developed under the Unity3D game engine and based on the Serious Games concept. Preliminary results are promising, showing that the challenge made players think about the various situations that might happen when facing an emergency. They are also implied to reason on their stream of decisions, such as which direction to take considering the environment and some adverse situations, such as smoke, fire and people running on the opposite direction of the emergency signalling.
This paper describes an experiment designed to elicit human behaviour when facing the urgent need of exiting an unknown building. This work is part of a larger effort to devise the methodological approach underlying the implementation of simulation of pedestrians and elicitation of their emergent dynamics, an experimental framework coined SPEED. To validate our experimental setup, a group of 16 experts on fire safety, emergency planning and building evacuation were consulted. The experts were solicited to answer a questionnaire, rating their gaming experiences and validating the questions in the form to be presented to subjects. Their comments were valuable inputs used in the development of the experiment described in this paper. A sample of 62 subjects was then used to test our approach, which consists in having the subjects answering a questionnaire and later on playing a Serious Game resorting to the Unity3D game engine. Some specific scenarios were carefully designed and presented to subjects, both in the questionnaire and in the game environment to maintain consistency of answers. Preliminary results are promising, showing that the challenge made players think about the various situations that might happen when facing an emergency. They are also implied to reason on their stream of decisions, such as which direction to take considering the environment and some adverse situations, such as smoke, fire and people running on the opposite direction of the emergency signage.
This paper focuses on evaluating the usability of an Intelligent Wheelchair (IW) in both real and simulated environments. The wheelchair is controlled at a highlevel by a flexible multimodal interface, using voice commands, facial expressions, head movements and joystick as its main inputs. A Quasiexperimental design was applied including a deterministic sample with a questionnaire that enabled to apply the System Usability Scale. The subjects were divided in two independent samples: 46 individuals performing the experiment with an Intelligent Wheelchair in a simulated environment (28 using different commands in a sequential way and 18 with the liberty to choose the command); 12 individuals performing the experiment with a real IW. The main conclusion achieved by this study is that the usability of the Intelligent Wheelchair in a real environment is higher than in the simulated environment. However there were not statistical evidences to affirm that there are differences between the real and simulated wheelchairs in terms of safety and control. Also, most of users considered the multimodal way of driving the wheelchair very practical and satisfactory. Thus, it may be concluded that the multimodal interfaces enables very easy and safe control of the IW both in simulated and real environments.
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