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1.
Front Artif Intell ; 7: 1337356, 2024.
Artigo em Inglês | MEDLINE | ID: mdl-38390346

RESUMO

Crying is an inevitable character trait that occurs throughout the growth of infants, under conditions where the caregiver may have difficulty interpreting the underlying cause of the cry. Crying can be treated as an audio signal that carries a message about the infant's state, such as discomfort, hunger, and sickness. The primary infant caregiver requires traditional ways of understanding these feelings. Failing to understand them correctly can cause severe problems. Several methods attempt to solve this problem; however, proper audio feature representation and classifiers are necessary for better results. This study uses time-, frequency-, and time-frequency-domain feature representations to gain in-depth information from the data. The time-domain features include zero-crossing rate (ZCR) and root mean square (RMS), the frequency-domain feature includes the Mel-spectrogram, and the time-frequency-domain feature includes Mel-frequency cepstral coefficients (MFCCs). Moreover, time-series imaging algorithms are applied to transform 20 MFCC features into images using different algorithms: Gramian angular difference fields, Gramian angular summation fields, Markov transition fields, recurrence plots, and RGB GAF. Then, these features are provided to different machine learning classifiers, such as decision tree, random forest, K nearest neighbors, and bagging. The use of MFCCs, ZCR, and RMS as features achieved high performance, outperforming state of the art (SOTA). Optimal parameters are found via the grid search method using 10-fold cross-validation. Our MFCC-based random forest (RF) classifier approach achieved an accuracy of 96.39%, outperforming SOTA, the scalogram-based shuffleNet classifier, which had an accuracy of 95.17%.

2.
Entropy (Basel) ; 25(7)2023 Jun 28.
Artigo em Inglês | MEDLINE | ID: mdl-37509935

RESUMO

Food quality control is an important task in the agricultural domain at the postharvest stage for avoiding food losses. The latest achievements in image processing with deep learning (DL) and computer vision (CV) approaches provide a number of effective tools based on the image colorization and image-to-image translation for plant quality control at the postharvest stage. In this article, we propose the approach based on Generative Adversarial Network (GAN) and Convolutional Neural Network (CNN) techniques to use synthesized and segmented VNIR imaging data for early postharvest decay and fungal zone predictions as well as the quality assessment of stored apples. The Pix2PixHD model achieved higher results in terms of VNIR images translation from RGB (SSIM = 0.972). Mask R-CNN model was selected as a CNN technique for VNIR images segmentation and achieved 58.861 for postharvest decay zones, 40.968 for fungal zones and 94.800 for both the decayed and fungal zones detection and prediction in stored apples in terms of F1-score metric. In order to verify the effectiveness of this approach, a unique paired dataset containing 1305 RGB and VNIR images of apples of four varieties was obtained. It is further utilized for a GAN model selection. Additionally, we acquired 1029 VNIR images of apples for training and testing a CNN model. We conducted validation on an embedded system equipped with a graphical processing unit. Using Pix2PixHD, 100 VNIR images from RGB images were generated at a rate of 17 frames per second (FPS). Subsequently, these images were segmented using Mask R-CNN at a rate of 0.42 FPS. The achieved results are promising for enhancing the food study and control during the postharvest stage.

3.
Multimed Tools Appl ; 82(7): 11021-11046, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-36035326

RESUMO

The emerging progress of video gaming and eSports lacks the tools for ensuring high-quality analytics and training in professional and amateur eSports teams. We report on an Artificial Intelligence (AI) enabled solution for predicting the eSports player in-game performance using exclusively the data from sensors. For this reason, we collected the physiological, environmental, and the smart chair data from professional and amateur players. The player performance is assessed from the game logs in a multiplayer game for each moment of time using a recurrent neural network. We have investigated an attention mechanism improves the generalization of the network and provides a straightforward feature importance as well. The best model achieves Area Under the Receiver Operating Characteristic Curve (ROC AUC) score 0.73 in predicting whether a player will perform better or worse in the next 240 seconds based on in-game metrics. The prediction of the performance of a particular player is realized although their data are not utilized in the training set. The proposed solution has a number of promising applications for professional eSports teams and amateur players, such as a learning tool or performance monitoring system.

4.
IEEE J Biomed Health Inform ; 26(8): 3597-3606, 2022 08.
Artigo em Inglês | MEDLINE | ID: mdl-34633938

RESUMO

Video gaming and eSports is a quickly developing industry already involving billions of players worldwide. Gaming and eSports tournaments require strong mental abilities to avoid severe stress and other negative consequences upon completing the game. In this article, we report on the impact of emotions on a team performance. For this reason, we collect audio recordings and game logs from the players in real conditions at an eSports tournament. This data is further used in trained machine learning models for analysis of players' emotional conditions from the voice during the game. We considered recognition of several types of emotions as well as the background sounds. To do this, we trained 92.7% accuracy classifier of six most common classes of emotions and sounds in eSports audio and applied it to eSports data. As a result, we demonstrate that there is an opportunity to measure the eSports team's performance from the players' emotional conditions obtained from the voice communication. We found that there is a strong correlation among the performance of the team, communication between the players, and emotional sentiment of communication. The teams achieve much better results when they had much more internal conversations during the game.


Assuntos
Jogos de Vídeo , Comunicação , Emoções , Humanos , Jogos de Vídeo/psicologia
5.
Med Phys ; 48(6): 3216-3222, 2021 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-33893658

RESUMO

PURPOSE: This paper is aimed at investigating the feasibility of developing a personal dosimeter of cumulative radiation dose which would incorporate the following features: 1) a small size compared to that of a proximity ID card; 2) instant dose readout; 3) no power source; 4) moderate cost. The dosimeter is proposed as a potential replacement for TLD and OSL dosimeters used by nuclear industry workers and some medical staff groups. METHODS: An original detector design is developed containing a two-color LED, two photodetectors located in one plane covered with a mirror coating. The power necessary for the operation comes from an RFID reader. A small (5x5 mm) piece of Gafchromic EBT3 photochromic film sensitive to both X-ray and gamma radiation is used as a sensor. Irradiation of samples under X-ray and gamma radiation is carried out in the dose range of 0.1 cGy-1 Gy. The transmittance spectra are measured in the 300 nm-1100 nm spectral range. RESULTS: Several prototypes of the dosimeter are presented, the distinctive features of which are the absence of the power source, easy transmitting of the dosimetric data via a RF channel, and a slim form factor. Several sources of dose uncertainties are analyzed and ways to eliminate them are outlined. The average dose confidence interval (α = 0.05) calculated from the response curve is shown to equal 0.02 cGy. This makes it possible to reliably measure doses as low as 0.1 cGy, which corresponds to the minimum value claimed for Gafchromic EBT3. CONCLUSIONS: The proposed idea of an ID-card-size dosimeter is feasible and has a number of advantages over TLD and OSL dosimeters, in particular, instant reading of the dose data using RFID/NFC readers, and a possibility of integrating into ERP systems.


Assuntos
Dosimetria Fotográfica , Dosímetros de Radiação , Humanos , Doses de Radiação , Radiometria , Raios X
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