Since December 2019, the world has been devastated by the Coronavirus Disease 2019 (COVID-19) pandemic. Emergency Departments have been experiencing situations of urgency where clinical experts, without long experience and mature means in the fight against COVID-19, have to rapidly decide the most proper patient treatment. In this context, we introduce an artificially intelligent tool for effective and efficient Computed Tomography (CT)-based risk assessment to improve treatment and patient care. In this paper, we introduce a data-driven approach built on top of volume-of-interest aware deep neural networks for automatic COVID-19 patient risk assessment (discharged, hospitalized, intensive care unit) based on lung infection quantization through segmentation and, subsequently, CT classification. We tackle the high and varying dimensionality of the CT input by detecting and analyzing only a sub-volume of the CT, the Volume-of-Interest (VoI). Differently from recent strategies that consider infected CT slices without requiring any spatial coherency between them, or use the whole lung volume by applying abrupt and lossy volume down-sampling, we assess only the “most infected volume” composed of slices at its original spatial resolution. To achieve the above, we create, present and publish a new labeled and annotated CT dataset with 626 CT samples from COVID-19 patients. The comparison against such strategies proves the effectiveness of our VoI-based approach. We achieve remarkable performance on patient risk assessment evaluated on balanced data by reaching 88.88%, 89.77%, 94.73% and 88.88% accuracy, sensitivity, specificity and F1-score, respectively.
This paper presents gamification concepts implemented by a gamification engine which is incorporated in a knowledge sharing web-based application. The engine aims at increasing user’s motivation and participation in knowledge sharing and training processes taking place on a factory’s shop floor, enhance socialization and support corrective feedback and positive reinforcement. In particular, it motivates workers to participate in discussions, propose solutions to work-related problems, and upload/view useful content even when being at the workplace. The gamification engine makes use of various gamification elements and is highly configurable in terms of management of gamified tasks. It is designed to support access by both standard display devices (PCs, tablets, mobile phones) as well as Mixed/Augmented Reality platforms, such as Microsoft HoloLens, which are gaining significant traction with industry verticals. The main novelty of the gamification concepts presented is the ability to utilize dynamic worker profile information which is stored in a central database, in order to improve the effectiveness of the gamified tasks, targeting at more effective usage of the knowledge sharing platform in the Industry 4.0 domain.
In this work we introduce a biologically inspired long-range skip connection for the UNet architecture that relies on the perceptual illusion of hybrid images, being images that simultaneously encode two images. The fusion of early encoder features with deeper decoder ones allows UNet models to produce finer-grained dense predictions. While proven in segmentation tasks, the network's benefits are downweighted for dense regression tasks as these long-range skip connections additionally result in texture transfer artifacts. Specifically for depth estimation, this hurts smoothness and introduces false positive edges which are detrimental to the task due to the depth maps' piece-wise smooth nature. The proposed HybridSkip connections show improved performance in balancing the trade-off between edge preservation, and the minimization of texture transfer artifacts that hurt smoothness. This is achieved by the proper and balanced exchange of information that HybridSkip connections offer between the high and low frequency, encoder and decoder features, respectively. The code and models will be made available in the project page.
Traditional drone handheld remote controllers, although well-established and widely used, are not a particularly intuitive control method. At the same time, drone pilots normally watch the drone video feed on a smartphone or another small screen attached to the remote. This forces them to constantly shift their visual focus from the drone to the screen and vice-versa. This can be an eye-and-mind-tiring and stressful experience, as the eyes constantly change focus and the mind struggles to merge two different points of view. This paper presents a solution based on Microsoft’s HoloLens 2 headset that leverages augmented reality and gesture recognition to make drone piloting easier, more comfortable, and more intuitive. It describes a system for single-handed gesture control that can achieve all maneuvers possible with a traditional remote, including complex motions; a method for tracking a real drone in AR to improve flying beyond line of sight or at distances where the physical drone is hard to see; and the option to display the drone’s live video feed in AR, either in first-person-view mode or in context with the environment.
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