921 resultados para Statistical Pattern Recognition
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* The work is supported by RFBR, grant 04-01-00858-a
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* The work is supported by RFBR, grant 04-01-00858-a
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The concept of knowledge is the central one used when solving the various problems of data mining and pattern recognition in finite spaces of Boolean or multi-valued attributes. A special form of knowledge representation, called implicative regularities, is proposed for applying in two powerful tools of modern logic: the inductive inference and the deductive inference. The first one is used for extracting the knowledge from the data. The second is applied when the knowledge is used for calculation of the goal attribute values. A set of efficient algorithms was developed for that, dealing with Boolean functions and finite predicates represented by logical vectors and matrices.
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We propose a method for image recognition on the base of projections. Radon transform gives an opportunity to map image into space of its projections. Projection properties allow constructing informative features on the base of moments that can be successfully used for invariant recognition. Offered approach gives about 91-97% of correct recognition.
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A novel approach of normal ECG recognition based on scale-space signal representation is proposed. The approach utilizes curvature scale-space signal representation used to match visual objects shapes previously and dynamic programming algorithm for matching CSS representations of ECG signals. Extraction and matching processes are fast and experimental results show that the approach is quite robust for preliminary normal ECG recognition.
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In this paper, we propose a speech recognition engine using hybrid model of Hidden Markov Model (HMM) and Gaussian Mixture Model (GMM). Both the models have been trained independently and the respective likelihood values have been considered jointly and input to a decision logic which provides net likelihood as the output. This hybrid model has been compared with the HMM model. Training and testing has been done by using a database of 20 Hindi words spoken by 80 different speakers. Recognition rates achieved by normal HMM are 83.5% and it gets increased to 85% by using the hybrid approach of HMM and GMM.
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* Работа выполнена при поддержке РФФИ, гранты 07-01-00331-a и 08-01-00944-a
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Estimates Calculating Algorithms have a long story of application to recognition problems. Furthermore they have formed a basis for algebraic recognition theory. Yet use of ECA polynomials was limited to theoretical reasoning because of complexity of their construction and optimization. The new recognition method “AVO- polynom” based upon ECA polynomial of simple structure is described.
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In this paper, a novel approach for character recognition has been presented with the help of genetic operators which have evolved from biological genetics and help us to achieve highly accurate results. A genetic algorithm approach has been described in which the biological haploid chromosomes have been implemented using a single row bit pattern of 315 values which have been operated upon by various genetic operators. A set of characters are taken as an initial population from which various new generations of characters are generated with the help of selection, crossover and mutation. Variations of population of characters are evolved from which the fittest solution is found by subjecting the various populations to a new fitness function developed. The methodology works and reduces the dissimilarity coefficient found by the fitness function between the character to be recognized and members of the populations and on reaching threshold limit of the error found from dissimilarity, it recognizes the character. As the new population is being generated from the older population, traits are passed on from one generation to another. We present a methodology with the help of which we are able to achieve highly efficient character recognition.
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Many Object recognition techniques perform some flavour of point pattern matching between a model and a scene. Such points are usually selected through a feature detection algorithm that is robust to a class of image transformations and a suitable descriptor is computed over them in order to get a reliable matching. Moreover, some approaches take an additional step by casting the correspondence problem into a matching between graphs defined over feature points. The motivation is that the relational model would add more discriminative power, however the overall effectiveness strongly depends on the ability to build a graph that is stable with respect to both changes in the object appearance and spatial distribution of interest points. In fact, widely used graph-based representations, have shown to suffer some limitations, especially with respect to changes in the Euclidean organization of the feature points. In this paper we introduce a technique to build relational structures over corner points that does not depend on the spatial distribution of the features. © 2012 ICPR Org Committee.
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This research evaluates pattern recognition techniques on a subclass of big data where the dimensionality of the input space (p) is much larger than the number of observations (n). Specifically, we evaluate massive gene expression microarray cancer data where the ratio κ is less than one. We explore the statistical and computational challenges inherent in these high dimensional low sample size (HDLSS) problems and present statistical machine learning methods used to tackle and circumvent these difficulties. Regularization and kernel algorithms were explored in this research using seven datasets where κ < 1. These techniques require special attention to tuning necessitating several extensions of cross-validation to be investigated to support better predictive performance. While no single algorithm was universally the best predictor, the regularization technique produced lower test errors in five of the seven datasets studied.
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With the latest development in computer science, multivariate data analysis methods became increasingly popular among economists. Pattern recognition in complex economic data and empirical model construction can be more straightforward with proper application of modern softwares. However, despite the appealing simplicity of some popular software packages, the interpretation of data analysis results requires strong theoretical knowledge. This book aims at combining the development of both theoretical and applicationrelated data analysis knowledge. The text is designed for advanced level studies and assumes acquaintance with elementary statistical terms. After a brief introduction to selected mathematical concepts, the highlighting of selected model features is followed by a practice-oriented introduction to the interpretation of SPSS1 outputs for the described data analysis methods. Learning of data analysis is usually time-consuming and requires efforts, but with tenacity the learning process can bring about a significant improvement of individual data analysis skills.
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The selected publications are focused on the relations between users, eGames and the educational context, and how they interact together, so that both learning and user performance are improved through feedback provision. A key part of this analysis is the identification of behavioural, anthropological patterns, so that users can be clustered based on their actions, and the steps taken in the system (e.g. social network, online community, or virtual campus). In doing so, we can analyse large data sets of information made by a broad user sample,which will provide more accurate statistical reports and readings. Furthermore, this research is focused on how users can be clustered based on individual and group behaviour, so that a personalized support through feedback is provided, and the personal learning process is improved as well as the group interaction. We take inputs from every person and from the group they belong to, cluster the contributions, find behavioural patterns and provide personalized feedback to the individual and the group, based on personal and group findings. And we do all this in the context of educational games integrated in learning communities and learning management systems. To carry out this research we design a set of research questions along the 10-year published work presented in this thesis. We ask if the users can be clustered together based on the inputs provided by them and their groups; if and how these data are useful to improve the learner performance and the group interaction; if and how feedback becomes a useful tool for such pedagogical goal; if and how eGames become a powerful context to deploy the pedagogical methodology and the various research methods and activities that make use of that feedback to encourage learning and interaction; if and how a game design and a learning design must be defined and implemented to achieve these objectives, and to facilitate the productive authoring and integration of eGames in pedagogical contexts and frameworks. We conclude that educational games are a resourceful tool to provide a user experience towards a better personalized learning performance and an enhance group interaction along the way. To do so, eGames, while integrated in an educational context, must follow a specific set of user and technical requirements, so that the playful context supports the pedagogical model underneath. We also conclude that, while playing, users can be clustered based on their personal behaviour and interaction with others, thanks to the pattern identification. Based on this information, a set of recommendations are provided Digital Anthropology and educational eGames 6 /216 to the user and the group in the form of personalized feedback, timely managed for an optimum impact on learning performance and group interaction level. In this research, Digital Anthropology is introduced as a concept at a late stage to provide a backbone across various academic fields including: Social Science, Cognitive Science, Behavioural Science, Educational games and, of course, Technology-enhance learning. Although just recently described as an evolution of traditional anthropology, this approach to digital behaviour and social structure facilitates the understanding amongst fields and a comprehensive view towards a combined approach. This research takes forward the already existing work and published research onusers and eGames for learning, and turns the focus onto the next step — the clustering of users based on their behaviour and offering proper, personalized feedback to the user based on that clustering, rather than just on isolated inputs from every user. Indeed, this pattern recognition in the described context of eGames in educational contexts, and towards the presented aim of personalized counselling to the user and the group through feedback, is something that has not been accomplished before.
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A field experiment was conducted on a real continuous steel Gerber-truss bridge with artificial damage applied. This article summarizes the results of the experiment for bridge damage detection utilizing traffic-induced vibrations. It investigates the sensitivities of a number of quantities to bridge damage including the identified modal parameters and their statistical patterns, Nair’s damage indicator and its statistical pattern and different sets of measurement points. The modal parameters are identified by autoregressive time-series models. The decision on bridge health condition is made and the sensitivity of variables is evaluated with the aid of the Mahalanobis–Taguchi system, a multivariate pattern recognition tool. Several observations are made as follows. For the modal parameters, although bridge damage detection can be achieved by performing Mahalanobis–Taguchi system on certain modal parameters of certain sets of measurement points, difficulties were faced in subjective selection of meaningful bridge modes and low sensitivity of the statistical pattern of the modal parameters to damage. For Nair’s damage indicator, bridge damage detection could be achieved by performing Mahalanobis–Taguchi system on Nair’s damage indicators of most sets of measurement points. As a damage indicator, Nair’s damage indicator was superior to the modal parameters. Three main advantages were observed: it does not require any subjective decision in calculating Nair’s damage indicator, thus potential human errors can be prevented and an automatic detection task can be achieved; its statistical pattern has high sensitivity to damage and, finally, it is flexible regarding the choice of sets of measurement points.
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This paper presents the novel theory for performing multi-agent activity recognition without requiring large training corpora. The reduced need for data means that robust probabilistic recognition can be performed within domains where annotated datasets are traditionally unavailable. Complex human activities are composed from sequences of underlying primitive activities. We do not assume that the exact temporal ordering of primitives is necessary, so can represent complex activity using an unordered bag. Our three-tier architecture comprises low-level video tracking, event analysis and high-level inference. High-level inference is performed using a new, cascading extension of the Rao–Blackwellised Particle Filter. Simulated annealing is used to identify pairs of agents involved in multi-agent activity. We validate our framework using the benchmarked PETS 2006 video surveillance dataset and our own sequences, and achieve a mean recognition F-Score of 0.82. Our approach achieves a mean improvement of 17% over a Hidden Markov Model baseline.