Africa
Development of an Ontology to Assist the Modeling of Accident Scenarii "Application on Railroad Transport "
Maalel, Ahmed, mabrouk, Habib Hadj, Mejri, Lassad, Ghezela, Henda Hajjami Ben
In a world where communication and information sharing are at the heart of our business, the terminology needs are most pressing. It has become imperative to identify the terms used and defined in a consensual and coherent way while preserving linguistic diversity. To streamline and strengthen the process of acquisition, representation and exploitation of scenarii of train accidents, it is necessary to harmonize and standardize the terminology used by players in the security field. The research aims to significantly improve analytical activities and operations of the various safety studies, by tracking the error in system, hardware, software and human. This paper presents the contribution of ontology to modeling scenarii for rail accidents through a knowledge model based on a generic ontology and domain ontology. After a detailed presentation of the state of the art material, this article presents the first results of the developed model.
FoodMood: Measuring Global Food Sentiment One Tweet at a Time
Dixon, Natalie (Affect Lab Foundation) | Jakic, Bruno (AI Applied) | Lagerweij, Roderick (AI Applied) | Mooij, Mark (AI Applied) | Yudin, Ekaterina (Affect Lab Foundation)
Do Happy Meals really make us happy? Do salads make us blue? Is cake our comfort? FoodMood is an interactive data visualisation project that gives citizens a rare opportunity to engage and reflect, acknowledge, and understand the connection between emotion, obesity and food. The project explores the opportunities presented by the data-sharing world of today’s cities using global English-language tweets about food coupled with sentiment analysis. It aims to gain a better understanding of global food consumption patterns and its impact on the daily emotional well-being of people against the backdrop of country data such as Gross Domestic Product (GDP) and obesity levels. A key finding is that tweets can be used to find a relationship between certain foods, food sentiment and obesity levels in countries. Overall FoodMood shows a majority positive sentiment towards food. Other findings, although constantly evolving, indicate trends such as: globally meat enjoys a high sentiment rating and is often tweeted about; fast-food companies dominate the food consumption landscapes of most countries’ tweets although not all of them enjoy equal sentiment ratings across countries. Ultimately, FoodMood reveals a hidden layer of meaningful digital, social, and cultural data that provide a basis for further analysis.
Tableau-based decision procedure for the multi-agent epistemic logic with all coalitional operators for common and distributed knowledge
Ajspur, Mai, Goranko, Valentin, Shkatov, Dmitry
We develop a conceptually clear, intuitive, and feasible decision procedure for testing satisfiability in the full multi-agent epistemic logic CMAEL(CD) with operators for common and distributed knowledge for all coalitions of agents mentioned in the language. To that end, we introduce Hintikka structures for CMAEL(CD) and prove that satisfiability in such structures is equivalent to satisfiability in standard models. Using that result, we design an incremental tableau-building procedure that eventually constructs a satisfying Hintikka structure for every satisfiable input set of formulae of CMAEL(CD) and closes for every unsatisfiable input set of formulae.
Modelling and simulation of complex systems: an approach based on multi-level agents
A complex system is made up of many components with many interactions. So the design of systems such as simulation systems, cooperative systems or assistance systems includes a very accurate modelling of interactional and communicational levels. The agent-based approach provides an adapted abstraction level for this problem. After having studied the organizational context and communicative capacities of agentbased systems, to simulate the reorganization of a flexible manufacturing, to regulate an urban transport system, and to simulate an epidemic detection system, our thoughts on the interactional level were inspired by human-machine interface models, especially those in "cognitive engineering". To provide a general framework for agent-based complex systems modelling, we then proposed a scale of four behaviours that agents may adopt in their complex systems (reactive, routine, cognitive, and collective). To complete the description of multi-level agent models, which is the focus of this paper, we illustrate our modelling and discuss our ongoing work on each level.
Im2Text: Describing Images Using 1 Million Captioned Photographs
Ordonez, Vicente, Kulkarni, Girish, Berg, Tamara L.
We develop and demonstrate automatic image description methods using a large captioned photo collection. One contribution is our technique for the automatic collection of this new dataset -- performing a huge number of Flickr queries and then filtering the noisy results down to 1 million images with associated visually relevant captions. Such a collection allows us to approach the extremely challenging problem of description generation using relatively simple non-parametric methods and produces surprisingly effective results. We also develop methods incorporating many state of the art, but fairly noisy, estimates of image content to produce even more pleasing results. Finally we introduce a new objective performance measure for image captioning.
3D Model Retrieval Based on Semantic and Shape Indexes
Kassimi, My Abdellah, beqqali, Omar El
The size of 3D models used on the web or stored in databases is becoming increasingly high. Then, an efficient method that allows users to find similar 3D objects for a given 3D model query has become necessary. Keywords and the geometry of a 3D model cannot meet the needs of users' retrieval because they do not include the semantic information. In this paper, a new method has been proposed to 3D models retrieval using semantic concepts combined with shape indexes. To obtain these concepts, we use the machine learning methods to label 3D models by k-means algorithm in measures and shape indexes space. Moreover, semantic concepts have been organized and represented by ontology language OWL and spatial relationships are used to disambiguate among models of similar appearance. The SPARQL query language has been used to question the information displayed in this language and to compute the similarity between two 3D models. We interpret our results using the Princeton Shape Benchmark Database and the results show the performance of the proposed new approach to retrieval 3D models. Keywords: 3D Model, 3D retrieval, measures, shape indexes, semantic, ontology
mSafety: An ABM of Community Information-Sharing to Improve Public Safety
Frydenlund, Erika (Old Dominion University) | Earnest, David C. (Old Dominion University)
Millions of people globally have been forcibly displaced from their homes due to reasons beyond their control such as conflict, political upheaval, and environmental catastrophes. In many cases, these forced migrants seek temporary refuge in camps managed by nongovernmental organizations (NGOs). Although responsibility for refugees’ well-being within camps belongs mainly to the NGOs and host government, the density of the camp population and lack of resources of service providers leads to a high degree of insecurity. Building off successful models of mHealth, or utilizing mobile technologies to address healthcare needs, this paper explores the possibility of using communication technologies to address personal security issues. Using agent based modeling techniques, this paper examines the ways in which information about incidents of violence are communicated through a closed population. In this way, the authors advocate for the use of mobile phones in an mSecurity context that empowers forced migrants to become active members in reducing incidents of violence within refugee and internally displaced persons camps.
Applying Fuzzy ID3 Decision Tree for Software Effort Estimation
Web Effort Estimation is a process of predicting the efforts and cost in terms of money, schedule and staff for any software project system. Many estimation models have been proposed over the last three decades and it is believed that it is a must for the purpose of: Budgeting, risk analysis, project planning and control, and project improvement investment analysis. In this paper, we investigate the use of Fuzzy ID3 decision tree for software cost estimation; it is designed by integrating the principles of ID3 decision tree and the fuzzy set-theoretic concepts, enabling the model to handle uncertain and imprecise data when describing the software projects, which can improve greatly the accuracy of obtained estimates. MMRE and Pred are used as measures of prediction accuracy for this study. A series of experiments is reported using two different software projects datasets namely, Tukutuku and COCOMO'81 datasets. The results are compared with those produced by the crisp version of the ID3 decision tree.
Scheduling Bipartite Tournaments to Minimize Total Travel Distance
Hoshino, R., Kawarabayashi, K.
In many professional sports leagues, teams from opposing leagues/conferences compete against one another, playing inter-league games. This is an example of a bipartite tournament. In this paper, we consider the problem of reducing the total travel distance of bipartite tournaments, by analyzing inter-league scheduling from the perspective of discrete optimization. This research has natural applications to sports scheduling, especially for leagues such as the National Basketball Association (NBA) where teams must travel long distances across North America to play all their games, thus consuming much time, money, and greenhouse gas emissions. We introduce the Bipartite Traveling Tournament Problem (BTTP), the inter-league variant of the well-studied Traveling Tournament Problem. We prove that the 2n-team BTTP is NP-complete, but for small values of n, a distance-optimal inter-league schedule can be generated from an algorithm based on minimum-weight 4-cycle-covers. We apply our theoretical results to the 12-team Nippon Professional Baseball (NPB) league in Japan, producing a provably-optimal schedule requiring 42950 kilometres of total team travel, a 16% reduction compared to the actual distance traveled by these teams during the 2010 NPB season. We also develop a nearly-optimal inter-league tournament for the 30-team NBA league, just 3.8% higher than the trivial theoretical lower bound.
MAPP: a Scalable Multi-Agent Path Planning Algorithm with Tractability and Completeness Guarantees
Multi-agent path planning is a challenging problem with numerous real-life applications. Running a centralized search such as A* in the combined state space of all units is complete and cost-optimal, but scales poorly, as the state space size is exponential in the number of mobile units. Traditional decentralized approaches, such as FAR and WHCA*, are faster and more scalable, being based on problem decomposition. However, such methods are incomplete and provide no guarantees with respect to the running time or the solution quality. They are not necessarily able to tell in a reasonable time whether they would succeed in finding a solution to a given instance. We introduce MAPP, a tractable algorithm for multi-agent path planning on undirected graphs. We present a basic version and several extensions. They have low-polynomial worst-case upper bounds for the running time, the memory requirements, and the length of solutions. Even though all algorithmic versions are incomplete in the general case, each provides formal guarantees on problems it can solve. For each version, we discuss the algorithm's completeness with respect to clearly defined subclasses of instances. Experiments were run on realistic game grid maps. MAPP solved 99.86% of all mobile units, which is 18--22% better than the percentage of FAR and WHCA*. MAPP marked 98.82% of all units as provably solvable during the first stage of plan computation. Parts of MAPP's computation can be re-used across instances on the same map. Speed-wise, MAPP is competitive or significantly faster than WHCA*, depending on whether MAPP performs all computations from scratch. When data that MAPP can re-use are preprocessed offline and readily available, MAPP is slower than the very fast FAR algorithm by a factor of 2.18 on average. MAPP's solutions are on average 20% longer than FAR's solutions and 7--31% longer than WHCA*'s solutions.