2020
Authors
Rocha, AP; Fernandes, JM; Choupina, HMP; Vilas Boas, MC; Cunha, JPS;
Publication
Advances in Intelligent Systems and Computing
Abstract
Biometric authentication (i.e., verification of a given subject’s identity using biological characteristics) relying on gait characteristics obtained in a non-intrusive way can be very useful in the area of security, for smart surveillance and access control. In this contribution, we investigated the possibility of carrying out subject identification based on a predictive model built using machine learning techniques, and features extracted from 3-D body joint data provided by a single low-cost RGB-D camera (Microsoft Kinect v2). We obtained a dataset including 400 gait cycles from 20 healthy subjects, and 25 anthropometric measures and gait parameters per gait cycle. Different machine learning algorithms were explored: k-nearest neighbors, decision tree, random forest, support vector machines, multilayer perceptron, and multilayer perceptron ensemble. The algorithm that led to the model with best trade-off between the considered evaluation metrics was the random forest: overall accuracy of 99%, class accuracy of 100±Â0%, and F 1 score of 99±Â2%. These results show the potential of using a RGB-D camera for subject identification based on quantitative gait analysis. © 2020, Springer Nature Switzerland AG.
2020
Authors
Dias, LA; Ferreira, JC; Fernandes, MAC;
Publication
IEEE ACCESS
Abstract
The K-means algorithm is widely used to find correlations between data in different application domains. However, given the massive amount of data stored, known as Big Data, the need for high-speed processing to analyze data has become even more critical, especially for real-time applications. A solution that has been adopted to increase the processing speed is the use of parallel implementations on FPGA, which has proved to be more efficient than sequential systems. Hence, this paper proposes a fully parallel implementation of the K-means algorithm on FPGA to optimize the system & x2019;s processing time, thus enabling real-time applications. This proposal, unlike most implementations proposed in the literature, even parallel ones, do not have sequential steps, a limiting factor of processing speed. Results related to processing time (or throughput) and FPGA area occupancy (or hardware resources) were analyzed for different parameters, reaching performances higher than 53 millions of data points processed per second. Comparisons to the state of the art are also presented, showing speedups of more than over a partially serial implementation.
2020
Authors
Paiva, JC; Leal, JP; Queiros, R;
Publication
INFORMATION
Abstract
Loss of motivation is one of the most prominent concerns in programming education as it negatively impacts time dedicated to practice, which is crucial for novice programmers. Of the distinct techniques introduced in the literature to engage students, gamification, is likely the most widely explored and fruitful. Game elements that intrinsically motivate students, such as graphical feedback and game-thinking, reveal more reliable long-term positive effects, but those involve significant development effort. This paper proposes a game-based assessment environment for programming challenges, built on top of a specialized framework, in which students develop a program to control the player, henceforth called Software Agent (SA). During the coding phase, students can resort to the graphical feedback demonstrating how the game unfolds to improve their programs and complete the proposed tasks. This environment also promotes competition through competitive evaluation and tournaments among SAs, optionally organized at the end by the teacher. Moreover, the validation of the effectiveness of Asura in increasing undergraduate students' motivation and, consequently, the practice of programming is reported.
2020
Authors
Conde, MÁ; Rodríguez Sedano, FJ; Fernández Llamas, C; Jesus, M; Ramos, MJ; Celis Tena, S; Gonçalves, J; Jormanainen, I; García Peñalvo, FJ;
Publication
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Abstract
In the context of the digital society, educational systems should prepare the students to succeed in a really volatile environment. In order to do so they require to acquire some specific competences that use to be related to STEAM Education. However, integrating STEAM is hard and requires of new methodologies and tools. RoboSTEAM is an Erasmus+ project that aims to facilitate this by using Challenge Based Learning and applying Physical Devices and Robotics. In order to know if what RoboSTEAM proposes work properly it must be tested in different contexts with different educational systems. The results of these tests should be compared, which requires of a common knowledge background. In order to achieve it RoboSTEAM proposes students and teachers exchanges between similar and different sociocultural environments, so they can learn how other people work in the project challenges and if what they do can be addressed by them in a similar way. The present work describes these exchanges, how they were planned and carried out and the main results obtained. From the exchanges carried out until now it is possible to say that they facilitate sharing knowledge that later can lead to better results in the project challenges and that they are enriching experiences both for students and for teachers. © 2020, Springer Nature Switzerland AG.
2020
Authors
Martins, J; Pinto, A;
Publication
ENTROPY
Abstract
Inspired by the Daley-Kendall and Goffman-Newill models, we propose an Ignorant-Believer-Unbeliever rumor (or fake news) spreading model with the following characteristics: (i) a network contact between individuals that determines the spread of rumors; (ii) the value (cost versus benefit) for individuals who search for truthful information (learning); (iii) an impact measure that assesses the risk of believing the rumor; (iv) an individual search strategy based on the probability that an individual searches for truthful information; (v) the population search strategy based on the proportion of individuals of the population who decide to search for truthful information; (vi) a payoff for the individuals that depends on the parameters of the model and the strategies of the individuals. Furthermore, we introduce evolutionary information search dynamics and study the dynamics of population search strategies. For each value of searching for information, we compute evolutionarily stable information (ESI) search strategies (occurring in non-cooperative environments), which are the attractors of the information search dynamics, and the optimal information (OI) search strategy (occurring in (eventually forced) cooperative environments) that maximizes the expected information payoff for the population. For rumors that are advantageous or harmful to the population (positive or negative impact), we show the existence of distinct scenarios that depend on the value of searching for truthful information. We fully discuss which evolutionarily stable information (ESI) search strategies and which optimal information (OI) search strategies eradicate (or not) the rumor and the corresponding expected payoffs. As a corollary of our results, a recommendation for legislators and policymakers who aim to eradicate harmful rumors is to make the search for truthful information free or rewarding.
2020
Authors
Vieira, H; Costa, N; Sousa, T; Reis, S; Coelho, L;
Publication
NEURODEGENERATIVE DISEASES
Abstract
Background:Amyotrophic lateral sclerosis (ALS) is a fatal progressive motor neuron disease. People with ALS demonstrate various speech problems.Summary:We aim to provide an overview of studies concerning the diagnosis of ALS based on the analysis of voice samples. The main focus is on the feasibility of the use of voice and speech assessment as an effective method to diagnose the disease, either in clinical or pre-clinical conditions, and to monitor the disease progression. Specifically, we aim to examine current knowledge on: (a) voice parameters and the data models that can, most effectively, provide robust results; (b) the feasibility of a semi-automatic or automatic diagnosis and outcomes; and (c) the factors that can improve or restrict the use of such systems in a real-world context.Key Messages:The studies already carried out on the possibility of diagnosis of ALS using the voice signal are still sparse but all point to the importance, feasibility and simplicity of this approach. Most cohorts are small which limits the statistical relevance and makes it difficult to infer broader conclusions. The set of features used, although diverse, is quite circumscribed. ALS is difficult to diagnose early because it may mimic several other neurological diseases. Promising results were found for the automatic detection of ALS from speech samples and this can be a feasible process even in pre-symptomatic stages. Improved guidelines must be set in order to establish a robust decision model.
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