Moradi, Hadi
Artificial Data Point Generation in Clustered Latent Space for Small Medical Datasets
Haghbin, Yasaman, Moradi, Hadi, Hosseini, Reshad
One of the growing trends in machine learning is the use of data generation techniques, since the performance of machine learning models is dependent on the quantity of the training dataset. However, in many medical applications, collecting large datasets is challenging due to resource constraints, which leads to overfitting and poor generalization. This paper introduces a novel method, Artificial Data Point Generation in Clustered Latent Space (AGCL), designed to enhance classification performance on small medical datasets through synthetic data generation. The AGCL framework involves feature extraction, K-means clustering, cluster evaluation based on a class separation metric, and the generation of synthetic data points from clusters with distinct class representations. This method was applied to Parkinson's disease screening, utilizing facial expression data, and evaluated across multiple machine learning classifiers. Experimental results demonstrate that AGCL significantly improves classification accuracy compared to baseline, GN and kNNMTD. AGCL achieved the highest overall test accuracy of 83.33% and cross-validation accuracy of 90.90% in majority voting over different emotions, confirming its effectiveness in augmenting small datasets.
The Validity of a Machine Learning-Based Video Game in the Objective Screening of Attention Deficit Hyperactivity Disorder in Children Aged 5 to 12 Years
Zakani, Zeinab, Moradi, Hadi, Ghasemzadeh, Sogand, Riazi, Maryam, Mortazavi, Fatemeh
This research was conducted with financial support from the Javaneh Program of the Ministry of Science, Research, and Technology of the Islamic Republic of Iran, and the Cognitive Sciences and Technologies Council of the Islamic Republic of Iran. Correspondence concerning this article should be addressed to Hadi Moradi, Department of Robotics and Artificial Intelligence, University of Tehran, Tehran, Iran. Abstract Objective: Early identification of ADHD is necessary to provide the opportunity for timely treatment. However, screening the symptoms of ADHD on a large scale is not easy. This study aimed to validate a video game (FishFinder) for the screening of ADHD using objective measurement of the core symptoms of this disorder. Method: The FishFinder measures attention and impulsivity through in-game performance and evaluates the child's hyperactivity using smartphone motion sensors. This game was tested on 26 children with ADHD and 26 healthy children aged 5 to 12 years. A Support Vector Machine was employed to detect children with ADHD. Conclusions: The FishFinder demonstrated a strong ability to identify ADHD in children. So, this game can be used as an affordable, accessible, and enjoyable method for the objective screening of ADHD. The Validity of a Machine Learning-Based Video Game in the Objective Screening of Attention Deficit Hyperactivity Disorder in Children Aged 5 to 12 Years Attention Deficit Hyperactivity Disorder (ADHD) is one of the most common childhood disorders with a prevalence of about 7.2% (Thomas et al., 2015).
Modular Customizable ROS-Based Framework for Rapid Development of Social Robots
Akhyani, Mahta, Moradi, Hadi
Developing socially competent robots requires tight integration of robotics, computer vision, speech processing, and web technologies. We present the Socially-interactive Robot Software platform (SROS), an open-source framework addressing this need through a modular layered architecture. SROS bridges the Robot Operating System (ROS) layer for mobility with web and Android interface layers using standard messaging and APIs. Specialized perceptual and interactive skills are implemented as ROS services for reusable deployment on any robot. This facilitates rapid prototyping of collaborative behaviors that synchronize perception with physical actuation. We experimentally validated core SROS technologies including computer vision, speech processing, and GPT2 autocomplete speech implemented as plug-and-play ROS services. Modularity is demonstrated through the successful integration of an additional ROS package, without changes to hardware or software platforms. The capabilities enabled confirm SROS's effectiveness in developing socially interactive robots through synchronized cross-domain interaction. Through demonstrations showing synchronized multimodal behaviors on an example platform, we illustrate how the SROS architectural approach addresses shortcomings of previous work by lowering barriers for researchers to advance the state-of-the-art in adaptive, collaborative customizable human-robot systems through novel applications integrating perceptual and social abilities.
A web-based gamification of upper extremity robotic rehabilitation
Sharafianardakani, Payman, Moradi, Hadi, Bahrami, Fariba
In recent years, gamification has become very popular for rehabilitating different cognitive and motor problems. It has been shown that rehabilitation is effective when it starts early enough and it is intensive and repetitive. However, the success of rehabilitation depends also on the motivation and perseverance of patients during treatment. Adding serious games to the rehabilitation procedure will help the patients to overcome the monotonicity of the treatment procedure. On the other hand, if a variety of games can be used with a robotic rehabilitation system, it will help to define tasks with different levels of difficulty with greater variety. In this paper we introduce a procedure for connecting a rehabilitation robot to several web-based games. In other words, an interface is designed that connects the robot to a computer through a USB port. To validate the usefulness of the proposed approach, a researcher designed survey was used to get feedback from several users. The results demonstrate that having several games besides rehabilitation makes the procedure of rehabilitation entertaining.
Continuous Reinforcement Learning-based Dynamic Difficulty Adjustment in a Visual Working Memory Game
Rahimi, Masoud, Moradi, Hadi, Vahabie, Abdol-hossein, Kebriaei, Hamed
Dynamic Difficulty Adjustment (DDA) is a viable approach to enhance a player's experience in video games. Recently, Reinforcement Learning (RL) methods have been employed for DDA in non-competitive games; nevertheless, they rely solely on discrete state-action space with a small search space. In this paper, we propose a continuous RL-based DDA methodology for a visual working memory (VWM) game to handle the complex search space for the difficulty of memorization. The proposed RL-based DDA tailors game difficulty based on the player's score and game difficulty in the last trial. We defined a continuous metric for the difficulty of memorization. Then, we consider the task difficulty and the vector of difficulty-score as the RL's action and state, respectively. We evaluated the proposed method through a within-subject experiment involving 52 subjects. The proposed approach was compared with two rule-based difficulty adjustment methods in terms of player's score and game experience measured by a questionnaire. The proposed RL-based approach resulted in a significantly better game experience in terms of competence, tension, and negative and positive affect. Players also achieved higher scores and win rates. Furthermore, the proposed RL-based DDA led to a significantly less decline in the score in a 20-trial session.
Automatic Speech Recognition for Speech Assessment of Persian Preschool Children
Abaskohi, Amirhossein, Mortazavi, Fatemeh, Moradi, Hadi
Preschool evaluation is crucial because it gives teachers and parents influential knowledge about children's growth and development. The COVID-19 pandemic has highlighted the necessity of online assessment for preschool children. One of the areas that should be tested is their ability to speak. Employing an Automatic Speech Recognition (ASR) system would not help since they are pre-trained on voices that differ from children's in terms of frequency and amplitude. Because most of these are pre-trained with data in a specific range of amplitude, their objectives do not make them ready for voices in different amplitudes. To overcome this issue, we added a new objective to the masking objective of the Wav2Vec 2.0 model called Random Frequency Pitch (RFP). In addition, we used our newly introduced dataset to fine-tune our model for Meaningless Words (MW) and Rapid Automatic Naming (RAN) tests. Using masking in concatenation with RFP outperforms the masking objective of Wav2Vec 2.0 by reaching a Word Error Rate (WER) of 1.35. Our new approach reaches a WER of 6.45 on the Persian section of the CommonVoice dataset. Furthermore, our novel methodology produces positive outcomes in zero- and few-shot scenarios.
Efficient Relation-aware Neighborhood Aggregation in Graph Neural Networks via Tensor Decomposition
Baghershahi, Peyman, Hosseini, Reshad, Moradi, Hadi
Many Graph Neural Networks (GNNs) are proposed for Knowledge Graph Embedding (KGE). However, lots of these methods neglect the importance of the information of relations and combine it with the information of entities inefficiently, leading to low expressiveness. To address this issue, we introduce a general knowledge graph encoder incorporating tensor decomposition in the aggregation function of Relational Graph Convolutional Network (R-GCN). In our model, neighbor entities are transformed using projection matrices of a low-rank tensor which are defined by relation types to benefit from multi-task learning and produce expressive relation-aware representations. Besides, we propose a low-rank estimation of the core tensor using CP decomposition to compress and regularize our model. We use a training method inspired by contrastive learning, which relieves the training limitation of the 1-N method on huge graphs. We achieve favorably competitive results on FB15k-237 and WN18RR with embeddings in comparably lower dimensions.
TEASEL: A Transformer-Based Speech-Prefixed Language Model
Arjmand, Mehdi, Dousti, Mohammad Javad, Moradi, Hadi
Multimodal language analysis is a burgeoning field of NLP that aims to simultaneously model a speaker's words, acoustical annotations, and facial expressions. In this area, lexicon features usually outperform other modalities because they are pre-trained on large corpora via Transformer-based models. Despite their strong performance, training a new self-supervised learning (SSL) Transformer on any modality is not usually attainable due to insufficient data, which is the case in multimodal language learning. This work proposes a Transformer-Based Speech-Prefixed Language Model called TEASEL to approach the mentioned constraints without training a complete Transformer model. TEASEL model includes speech modality as a dynamic prefix besides the textual modality compared to a conventional language model. This method exploits a conventional pre-trained language model as a cross-modal Transformer model. We evaluated TEASEL for the multimodal sentiment analysis task defined by CMU-MOSI dataset. Extensive experiments show that our model outperforms unimodal baseline language models by 4% and outperforms the current multimodal state-of-the-art (SoTA) model by 1% in F1-score. Additionally, our proposed method is 72% smaller than the SoTA model.
Crossbreeding in Random Forest
Nadi, Abolfazl, Moradi, Hadi, Taheri, Khalil
Ensemble learning methods are designed to benefit from multiple learning algorithms for better predictive performance. The tradeoff of this improved performance is slower speed and larger size of ensemble learning systems compared to single learning systems. In this paper, we present a novel approach to deal with this problem in Random Forest (RF) as one of the most powerful ensemble methods. The method is based on crossbreeding of the best tree branches to increase the performance of RF in space and speed while keeping the performance in the classification measures. The proposed approach has been tested on a group of synthetic and real datasets and compared to the standard RF approach. Several evaluations have been conducted to determine the effects of the Crossbred RF (CRF) on the accuracy and the number of trees in a forest. The results show better performance of CRF compared to RF.
Toward Integrated Soccer Robots
Shen, Wei-Min, Adibi, Jafar, Adobbati, Rogelio, Cho, Bonghan, Erdem, Ali, Moradi, Hadi, Salemi, Behnam, Tejada, Sheila
Robot soccer competition provides an excellent opportunity for integrated robotics research. All these tasks demand robots that are autonomous (sensing, thinking, and acting as independent creatures), efficient (functioning under time and resource constraints), cooperative (collaborating with each other to accomplish tasks that are beyond an individual's capabilities), and intelligent (reasoning and planning actions and perhaps learning from experience). Furthermore, all these capabilities must be integrated into a single and complete system, which raises a set of challenges that are new to individual research disciplines. At RoboCup-97, held as part of the Fifteenth International Joint Conference on Artificial Intelligence, these integrated robots performed well, and our DREAMTEAM won the world championship in the middle-size robot league.